#strats

Waterways_13

HypoCritical 0_0

Easier version of the wacky wiggle buffer I showed a few minutes ago. You can just hold left -> dash twice-> go right when the second dash ends so you don't cling, and then it's just the wiggle buffer as normal

for people who struggle doing the transdash but actually want to save time and not be a boomer, not exactly new but its a simplified approach

go low on the wall when starting your cdash, heights not super important here, but just dont be too close to the acid or really high, and cancel it before you slam, ideally you brush up on the wall but if ur a bit away its not a big deal

if you're neutral, you wont cling the wall

then just press dash and jump a bit later, around the same timing you would for a nail cancel

if you dont get any or enough height you pressed jump too early (or are pretty far from the wall when you canceled)
if you dont go out far enough you press jump late

hwurmp knockback storage explanation

Its consistent, all you have to do is leave their orange aggro circle before they inflate fully

  1. you want to take a diagonal path after slashing, preferably by holding jump but falling works too
  2. you want to slash as far away as possible
  3. you want to turn as quickly as possible

It DOES NOT MATTER

  1. what direction you slash after the one to wake them up
  2. when you get close to them again
  3. when the slashes after the inflation happen

Please Note: im still looking further into this since it seemed to stop working as soon as i started doing il attempts, so bear with me

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frying whales

stallball isma skip, alternative to the original by daanolav https://discord.com/channels/772964112908156938/822611544231772170/973299722343309343

https://youtu.be/bAro622-PE0?t=93

  • limit your fps to 50
  • start by sliding down the wall, dash when you touch the background rock thing outlined with red
  • start holding left while dashing, fireball immediately as the dash ends and the game lets you turn around
  • let go of left and start holding right during fireball animation
  • wait until the fireball knockback ends and you start dropping and then dash (it is possible to do this too early)
  • start holding jump when in-between the hanging vines outlined in red
  • turn around and fireball twice, pogo the second fireball

The most difficult part is telling when you need to start the double fireball to get the stallball correctly. It is also not possible to show manually because it varies by height. There was a script that showed precise locations for fungal wastes entrance stallball, I don't think it was ever done for this one though. (img 3) shows the ideal position for the second fireball. I use the background leaf edges to orient myself.

Helpful tips and troubleshooting:

  • if your hitbox crosses the red line while doing the double fireball, abort and go back for more soul, try again
  • if your 2nd fireball disappears on launch you're too close to the wall
  • if you don't get the stallball or you get it but are too far right to pogo it, you're too far from the wall
  • if you're unable to get the required height, you're either doing the 1st dash too late, or the 2nd too early
  • don't practice this one with lowered game speed because it affects the stallball rate
  • do practice with colliders shown

My success rate for this one is 30-40%

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Scruffy

Saves 1-2s depending on if you get the forward boosts on the Hwurmp or not. If the Hwurmp is too high up it becomes much harder, and probably better to go for the upslash strat.