#strats

#106% 55

PsyKlone

By clinging to and unclinging from the left wall in the previous room, you can dash left once and then dash right to your heart's content with wall cling storage.

Without dashmaster:

  • If the glimback is on the right, wall jump over it midair and continue as normal to save around 0.4
  • If the glimback is on left, you can either do the same thing or go for the chain and do the sequence in the first video to save 1.1

With dashmaster:

  • If the glimback is on the right, do the sequence shown in the second video - delaying the dash after the glimback pogo helps make the rest more lenient but make sure not to touch the ceiling
  • If the glimback is on the left, do the sequence shown in the third video - the background object on the left is pogoable but the right one isn't so dash quickly after pogoing the glimback to line yourself up
  • For both patterns you save around a second, and if you lose too much height and have to midair wall jump you barely lose anything to a perfect room.
  • Theoretically you could probably save more time by chaining and keep wcs through the entire horizontal section of the room but it's pretty hard because you can graze the wall

left/right is objectively optimal here because you get the dash refresh sooner and dont have the speed reset

left/analog right at the top, can hold it from the cdash, and let go of analog right before dashing, then swap to right/analog left for the gate wall, continue to hold this as you dash through since its a right dash and you dont have to worry about greed as much, careful not to dash early or you'll dash off the wall

saves 0.14 on a perfectly greeded cyclone to the bottom, and 0.02-0.1 on a good cling -> downpress, however it saves more than that generally since this is bufferable consistency where the other strats have a lot of timing going on, probably closer to 0.3 for most people

magneticpizza

makes bad rng lose 0 (unless you chain, dash chain is prolly faster than chaining here)
hold down at the start of room (dont release until you pogo or see you didnt get the rng) to make it easier, if you get the rng in these videos you let go of analog left (so u don't cling and can pogo) when near then pogo, dash, and during dash repress analog left to recling
left video is new strat, right video is old strat
new strat saves ~.3, but you can save more by getting chain (no video as this rng is v rare so i havent hit it and i cant be bothered. it saves time regardless.)
(dont expect perfect timings for these strats, they are very hard to time as the rng is pretty rare)
credits to @PsyKlone for helping with timing and labbing

JackmanMarcus 💙

Better movement for the lumafly room, saves around 0.3-0.4 to the double cdash version, the first wings jump is min height, and the last one is max height so they line up really nicely

doing a normal dash for gate wcs lines up the dashes for the rest of the room better

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.)

Double object pogo saves another 0.5s for the funny walljump start making this movement 1s faster in 1xx categories and over 4s faster for awr over going left 💀

(yes you have to pogo both objects cuz you wont get enough height without it)

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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NerfIrelia73

Elevator wcs that saves 0.5 - 0.6 over normal movement if you hit the load zone. If you don't quite make it to the load zone, then it saves around 0.2 and breaks even at worst

JackmanMarcus 💙

This transition wcs saves .2-3, depending on how late you grab the wall going in, and how early you dash.
The wallgrab loses .02-08 from my testing, depending on how late you grab.
It is the easiest transition wcs I've tried, because you have a couple frames to buffer the jump, and don't have to do any other inputs immediately.
If your jump press is early, which will likely be more often than not, when you miss it. You can easily react to the fact you didn't jump, and just do standard movement as backup. Which only loses the small amount of time to grab the wall on the way in.

!!cerpin

labbed this area and found these to be the fastest movement alternatives at the end. (hard to account for the pre-cdash movement and hwurmp manips though, because rng positions. so wont say one saves 0.4s over the other)

!!cerpin

played around with jen's early birthplace/voidheart unlock drop, and found cues for it.
1: as long as you are further right than this position for the drop you'll be safe from any spikes.
2: the yellow box below the knight is the entrance trigger, so you can simply walk off -> drop a bit -> dash -> wings in to the spikes
(also there is zero practical reason to cut it that close even, but its still nice to know when youve gone too far)

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ins0mnia (she/her)

Doing an upslash here lets you get a sub short hop height prejump, which saves about 0.05-0.07, and messing it up will basically just give you the normal time. Its not too bad imo.
I think a similar thing could have the potential to be applied in other areas, though its use case is quite specific.
I've tagged it 1221 because I know upslashes take longer to cap your jump on cp and idk if it would kick in soon enough. Might be that it makes it easier or impossible.

underlein

alternative route for this room, loses ~0.2s to my best lower route but breaks even/saves time on average since it doesn't have to deal with hoppers

!!cerpin

labbed the flukenest extra quick kill we can do go for in 106% at least now (with twister + dwielder + flukes + shaman). basically 1x <0.8 fluke first, then 6x flukes with a dnail at whichever point youre comfortable with, make absolutely sure to not overshoot any of your post-dnail flukes, and end with a ddark. this was unironically 90%< consistent when I performed the inputs correctly, where the only irregularity was how the first cast bounced.
there are 2 risks you have to be aware of for this:
1: if too much of the first cast hits you have to adapt and either miss some of your pre-dnail flukes on purpose, or simply accept a slower kill and do one less fluke during the early control.
2: if you have any flukes laying around after your casts when you're supposed to ddark: be very careful about ddarking. this is why you want to be completely inside collector basically during your casts. thats what the "failed" video demonstrates here.

magnolia💙

i saved 3 frames with this 😤 you can prob save more if you don't suck like me but you can't really miss so free frames

!!cerpin

strat, timings, video, and notes from pest:
soul gathering for grub in basin pale ore. saves 1.2s with good rng, .7ish with bad rng over doing regular nail hits

!!cerpin

same strat without dashmaster. just hold direction and dash, the cooldown should line up on anything but absolute worst-case backing up rng, in that case it still dboosts you towards the dreamer in all my attempts.
never actaully timed this, but not having to wait eliminates 99.9% of possible devout rng, compared to having to wait for the cooldown.
https://clips.twitch.tv/SuspiciousHelplessStarlingPJSalt-Pd816xD1HMewW3f7

sawayoshi

a setup to time the final shade soul to finish failed champ. useful in any category that does this fight with shade soul.
the timing is done by falling down when the floor breaks, hardfalling, fullhopping off the ledge, and casting at failed champ's height. tested on 1432, should work on any patch 1221-1.5

!!cerpin

cdash into door, 4 dashes right (until big veins here), then 4 dashes back left, single slightly delayed nail for the knockback and timing, full yump, dash, wcs (also try to dash as you land on the ground. if youre lucky it preserves the wcs (likely physics framerate jank))

Spirity

.1 faster hahahahahahahahahahahahahahahahhahahahahahahahhahahahahahahahhahahahahahahahhahahahahahahahhahahahahahahah :maggotprime: :maggotprime: :maggotprime: :maggotprime: :maggotprime: :maggotprime: :maggotprime: :maggotprime:

!!cerpin

just a circa cue for a swagdoor setup with the birthplace early opening. stand there, charge cdash as the lifeblood light thingy lights up "fully", release when its charged. it works for me, but i also have slow reflexes so may need some adjustments
https://clips.twitch.tv/PatientPuzzledPepperKevinTurtle-KrZ9qMJ4M4O67Vzh

Spirity

https://youtu.be/cqfKlp-iA_w?t=39 yes, this is not even my video here, but it's actually really cool what's happening here: you do a little jump and then you can nail the lever instantly on this room, because of how the lever hitbox looks. not sure how much it saves

tl scream skip 2
https://clips.twitch.tv/CrispyHandsomeSkunkPrimeMe-blmmFk0y_dFFOmqR

enter with full soul, cyclone 2nd wave and dive on top of the mantis you didnt cyclone. 3x fluke into upswing, land on floor (dont have TL land on you) and spam fluke.
beware: if you do the last fluke late and kill TL during his scream you softlock so yeah dont do that

5 dashes after nightmare lantern dreamnail perfectly align you with the left edge of the lantern for wiggles with the inner hitbox of the cyclone slash: https://clips.twitch.tv/SmellyHomelyLionAMPEnergy-HIJWxid2SYJrh-jY

I guess you can technically do it even faster on the right edge of the lantern, but the slow camera makes it very curse to align yourself

!!cerpin

cyclone drop for categories going from kings stations to kingdoms edge with cyclone and cdash. saves 0.2 over the 1221 inventory drop strat seen in All Skills (example here: https://discord.com/channels/772964112908156938/890167936340340746/893441493094793226), and trivially lenient in comparison

Obtain transition wcs on left. Frame perfect jump, dash while holding left. Messed up the end. When performed cleanly 0.2s timesave

Obtain transition WCS on the right. Frame perfect dash left, hold right again. It is not faster to chain this on the lumaflies at the bottom, faster to inv drop. Idk full timesave cuz i'm bad. Also hit the jelly, i'm dummy. If you miss it you won't be hit by lumafly, but you miss the cycle so you lose time

Deleted User

https://clips.twitch.tv/VivaciousBadHeronPanicVis-KSuB2xhUQVmQ28-r

Faster exit in the room with the grub. Found by pest

Deleted User

Strat to double hit the left fool by using freeze frames from the right flying fool dying

!!cerpin

leaving the elevator above Lemm down after the very first visit lets you do a fun inv drop, skipping the any% lever on the right side, and saves about ~1.2s over good execution of the regular strat.
if you hit the inv drop but hardfall it loses ~0.3-0.5s (so still saves time), if you miss the inv drop there's a very lenient backup which loses ~0.5s over good regular strat execution, but is completely consistent and makes avg loss with the strat negligible.

examples here:
https://youtu.be/SF58ZtGx24M

Deleted User

Consistent climb for this room. If the boofly that you pogo drifts too far right, you may have to pogo an additional small bee

!!cerpin

setup for the triple dash strat at the start of the qga room for flower quest. 1 neutral dash in to 2 (almost) full dashes squeezes beneath the thorns and saved about ~0.3s to my timings

Use this bench pogo to normalize movement and make the cycle every time, and never fail dreamgate.

!!cerpin

a trans dash near the top of the high wall to use the entire shroom bounce and land on top of the platform for the exit

You have time to heal and still get this storage. Useful in any category that does left side city. Let go of right once you get to the first hole, then repress right after falling and hit dash. Easier than it looks.

If you get these slashes, you can break the ceiling even if you get a shockwave, free timesave if you get bad rng/mess up
You can do the final upslash further left as well, I'm just bad.

This strat's already known but I couldn't find it anywhere, and having input displays nice. Chain Elevator WCS to avoid having to pogo enemies or go around. The first chain dash needs to be low to hit the platform, if you miss you can still jump out of it and be fine. Downsides are not hitting the elevator back up or getting the heal. If the sentries are uncooperative you can't chain all the way up but you won't be hit. (the first chains pretty easy, the other two are a lot harder)

Edit: In this example I appear to get airwalk but its not needed for the trick

magnolia💙

Go under this plat always. get hit less + faster + touch grass

magnolia💙

Dnail first guy again if you need. Sometimes he falls off so hopefully you don't need more. Basically just go fast enough to beat the blade to the top.

magnolia💙

Fastest climb I could find, if the first guy is really far left you will have to land on the ground behind him. You can also cdash in but sometimes you'll just get hit by the laser right away so it's not consistent. (Ignore my lack of jumping at the end)

magnolia💙

Fastest option here is just 1 dash (to avoid freeze frames) then cdash

magnolia💙

just avoid the booflys at all costs. Need some improvising usually but this is the general route to avoid most of them

magnolia💙

Fastest climb I could find, interacts with only 1 boofly and it is always pogoable

Spirity
!!cerpin

~1-2s faster than usual strats for the room, ~0.1s slower than way riskier strats
(the shade soul assumes you picked up soul eater earlier so you have the entombed husk to mourner cycloned for soul)

!!cerpin

this shows the post-king's pass set respawn trigger for any 1221 categories picking up fury before s/q.
once the knight's hitbox (the yellow box in/around the knight) touches the vertical box here, your spawn in point is set and you can turn around to reenter KP

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Spirity
Pharest

Dashing to the wall is an easy way to inventory slide.
It's also possible to do it without the dash but more precise so higher chance to get pushed to the spikes.

right side climb

This is rng dependent and the boofly can sometimes not be there for you to pogo, in this case, a full double jump will work, but will lose you 0.3, but is still faster than the left side

ins0mnia (she/her)

https://youtu.be/C_u5NWznCsI consistent collector scream skip setup (use background objects to time the dashes)
Original post by Ax2u


ins0mnia (she/her)

https://youtu.be/nYkkLzmrMcQ how to do 2 or more flukes on each of troupe master grimm's attacks (required for balloon skip in 106%)
Original post by Ax2u


ins0mnia (she/her)

Tinker's 2 dnail Dung Defender quick kill clip, for 1.2.2.1 flukes + shaman (current 106%) - https://clips.twitch.tv/GorgeousModernGorillaShadyLulu-5D5D02NxpSVjQihj


ins0mnia (she/her)

RNG dependent on big boi at start of room
112 gets pogo at end for extra soul hit, 106 doesn't due to enemy pos
https://www.youtube.com/watch?v=uopZ8faU5wQ
Original post by Zaliant


ins0mnia (she/her)