#strats

Fungus3_02

PsyKlone

After breaking the wall by archives, cdashing into the upper fog canyon room instead of dashing through is ~1.5 seconds faster for True Ending and ~0.9 faster for All Skills [1]. The cdash will work in the following situations:

  • If the ooma is high enough, the cdash will kill it and knock the core towards the transition and doesn't hit you (this is the most common)
  • The ooma is very low and you can cdash right above it

If the ooma is high enough that your cdash will hit it but low enough that it'll get knocked into the wall, attempting to cdash through the room will result in a hefty damage tank which loses 0.1 to cdashless [2]. This is especially punishing in TE where being 3 HP for No Eyes up to the toll bench sucks, but you can react to the ooma position and cancel the cdash to avoid the damage tank (also applicable to AS and 106%):

  • The most safe option is to cancel the cdash early, then shade dash through it and do a minimum height wings [3]. This loses 0.05 to cdashless but saves 0.05 to damage tanking. To avoid floaty wings from the dream gate, do a jump wings during dash cooldown in the previous room which loses nothing if done correctly.
  • Alternatively, you can wait until your cdash hits the ooma and cancel cdash on reaction, then quickly wings and shade dash through the explosion [4]. This saves 0.05 to cdashless and 0.15 to damage tanking, but is considerably harder and riskier so I wouldn't default to this especially in TE. However, this can be used as a backup if you try to cdash above it but misjudge its position and get hit, so you can afford to be less cautious about going through with the cdash. (Do note that you have to react to hitting the ooma, NOT the ooma core hitting the wall. If you wait that long it'll be too late to cancel the cdash, so there is still a level of proactivity required for this strat, you just have more time to make the decision.)

Thanks to Gwonkee commenting on this room, labbed a bit. Saves .2s on best rng with previous strat, isn't rng dependent, very consistent. If you are missing 2 hits of soul, you can sideslash the first big jelly - it will not hit you.

!!cerpin

0.3s timesave compared to regular strat. similar dash timing as with regular strat as you fall almost the same vertical distance.
unfortunately doesnt work well off the dash buffers.

!!cerpin

0.6-0.7s timesave over regular strat. not worth at current levels of optimisation, but unironically feels like it would be rta viable. both the dash and cdash input are practically on a timer from the transition, so it felt very muscle memory-able