#strats

#1.4.3.2+ nmg 11

JKmaginary

This inv drop saves 0.5 to the normal lp non-inv drop. Sometimes the petra can be in a bad position so be weary of that, and revert to the normal strat if that happens cause you won't get enough distance to cross the gap. Also note about 1/5 times you can get hit by the moss creep, but usually it doesn't happen. You can also very rarely get a diagonal inv drop. This example is pretty slow, but usually get around a 5.4-5.5 room time, whereas no inv drop gets a 5.9-6.0. This example would be a high without 5.5 without hktimer being dumb.

JKmaginary

https://youtu.be/bTn9Ye2B4rc?t=34 This is the fastest ghs rava skip that I could find. It saves 0.3 to the yihous strat (Which can be found in the video at 0:00). Overall its not that worth in runs unless its a reaction (If you can). Its very inconsistent and tight to pull off. Maybe it might be useful if there c-dash roomsob eventually. I went to bench strictly for timing purposes not cause I was doing ismas, I swear.

You do the setup for the yihous strat except you do 1 less wall jump before the pogo and not dash.

JKmaginary

arena c-dash https://clips.twitch.tv/SpeedyNastyHareHoneyBadger-tYS9EEJ_hHuuQgiM Upstrike here going to the wall and hold neutral. Since upstrike prevents wall cling, it should put at a very nice position and cause you can only wall cling if you go towards the wall, hold neutral afterwards. Then tap left -> immediate c-dash at the right time. It saves 0.09 on avg against normal positioning (For me usually), and is a lot more comfier as you it prevents from wall clinging accidently.
The prejump before the drop was accidental btw, Optimally you would just dash over the platform

JKmaginary

Consistent method for backup soul for ghs. Loses 1.42 to right elevator (regardless of ghs), but nice for a more consistent damage rotation for ghs. Only worth if you don't have 1 cast of soul going into the room.

JKmaginary

https://clips.twitch.tv/KawaiiDirtyMoonRaccAttack-kj1BpN8mGVKCLogY Soul routing for full soul hornet on lp, roughly saves about 1-2s ish cause it makes text skip worth.

The moss knight can hit you when you double pogo (Cause sometimes if you're too low the pogo height is negated) so the timing needs to be practiced a bit. If the moss knight swings at you to the right wait a little bit before jumping back down, cause it will hit you.

The vf that you hit for the first cast can be hit while dropping down for the first time, but either way neither of them lose time cause you need to pick up the geo anyway, and the strat is to jump.

Mainly picked this up from the tas but the vf hit was labbed by me

JKmaginary

A nice way to deal with this husk if its in this position. You'll get hit if you don't do the first slash and it goes towards you, so recommend for consistency; the second slash is just for soul (Loses 0.12). Its especially nice for all skills or rafters any% cause you have much less soul going into the room

JKmaginary

1fb right side rafters:
Not really the most useful strat for runs since its pretty rng for the vf to get in the right place to do this, only really try to do it if you are doing roomsob/comsob etc. Its about 0.15 faster than double fb-ing and 0.3 faster than the regular strat.

As for soul routing, it makes it so you can go into the room with no soul which is nice, it also allows you to do this strat: https://discord.com/channels/772964112908156938/822611544231772170/1042428277987475487 without losing time to soul routing. This would save an extra 0.1 since you don't have to pogo past them and can just dash through so overall it would be like 0.25-0.4 of timesave which is not at all worth for how rng it is.

Prolly needs to be labbed a bit more for 1221/high fps, but highly doubt it would be too much different.

JKmaginary

A lot more comfier setup for the LP gruzzer menu drop, I haven't timed it, but it would prolly save time cause of the pre-jump. Basically you do a full height jump so that you would hit that little ceiling there, hold left the entire time, then slash the wall; then open your inventory a little bit after the slash. Its a lot nicer than the regular one as you don't have to stop at an unintuitive time. The ending of the room is a bit suboptimal btw

JKmaginary

Left side petras without c-dash. This one has much more consistent doubles and get more soul than right side, it overall saves about 0.5-0.8 on avg to right side (If you don't do safety wings before 2fbs, if you do it relatively breaks even).

The first petra is little bit harder but its key to delay the dash before the fireball in order to get the double. I tried to see if using any other entering movement and none of them worked that well. The monarch wings before the second petras fireballs isn't needed but highly reccomended for more consistnet doubles and to kill the close petra.

JKmaginary

This is the adjustless setup for the basin stall ball. Make sure to dash of the ledge in the middle of the platform, and hold left the entire time. For the pogo, press left once then stop holding directions. After you pogo, buffer then hold left then wall jump; Alternatively after you pogo don't hold any direction then dash to the wall (Slight slower, but easier). Not sure if Whales uses this.

JKmaginary

Its not really worth it that much, especially if you aren't on Current patch. Doing the turnaround into a dreamnail fast fall is pretty tight. Don't go for the dream nail again if you fail as you will hit the tiktik (or failing the beginning movement at all).

You have to turnaround after the second dash and immediately dreamnail, its pretty tight because if you don't do it cleanly you fail the cycle.

There is another tiktik cycle where you dreamnail two of them but its not worth in anyway (You have stall in place for a little bit before you dreamnail, I haven't gotten it on video cause its so inconsistent).

Only would recommend if you don't like double dream nailing Uumuu, and you are doing left side.