#strats

#107% 46

before both phase 1 and phase 2 in the mantis lords fight, the mantis lord(s) that are about to start fighting are in the ceiling and vulnerable to attacks. This means that you can consistently basically skip phase 2 in cats with shaman+shriek(this is the first video), you don't get control early enough to attack the phase 1 mantis lord in the ceiling. Also idk how 1221 shriek being bad affects this, it's pretty lenient on lp so should still work I think?

this also works in godhome, as you can see in the second video. you can do some damage in phase 1 but it's probably only worth in phase 2 and pretty strong there. In sisters it also works. Also, at least in godhome they sometimes camp the ceiling in between attacks but you can't damage them during this, only before a phase starts

The lords in the ceiling in overworld can be damaged by shriek or wraiths. I have not found anything else that works, but maybe someone else can have success finding another method. In godhome, the ceiling is lower so I don't think wraiths works

Hyllina

(mainly directed towards aslp but applies to 1xx lp as well)
Broken Vessel has 525hp; stagger values are 9 hits for combo (<1s/hit) and 13 otherwise; headbanging phase starts for the first time once you deal 155 damage, so 4 shade soul hits is always enough to trigger it.

You want to always start the fight by firing 2 shade souls (where you do a small jump between the first fb and the second one), which has a few different outcomes:
-both shade souls double or one triples and the other singles (e.g. whilst bv is on the ground or dashing towards you):
For this case get 4 nail hits before the headbanging phase starts*, and then you want to get 1 nail, 1 pogo and a ddark, followed by 1 upslash, one pogo and another ddark, followed by a pogo and a ddark, finally ending with a ddark.

-only one shade soul doubles and two single hit:
For this case there's pretty much no risk of staggering before the headbanging phase starts, so try to get 7/8 nail hits in and then do your first ddark. After that you want to do a sequence of 1 upslash, 1 pogo and a ddark (all) twice, which will send the boss into a staggered state. Depending on wether you got 7 or 8 nail hits at the beginning you can either directly ddark the boss (or shade soul double if you're feeling spicy) or you'll have to do a pogo into the ddark.

The two most common cases are the ones described above, but there are some other misc starts to the fight, for example, where you get "bad rng" but the 3rd shade soul doubles (or even triples in some cases) or you try to go for three doubles. Essentially, if you get 5 shade soul hits at the start of the fight you want to follow the 1double2singles case (soul gathering a little less strict), but instead of finishing with a ddark you can get enough soul for a last shade soul.
*try not going for more than 4 because stagger is at 9 combo hits (or 3 hits if you start with 5 shade soul hits)

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

when exiting bretta bench, you can buffer a minihop, which prevents the late dash (due to lag/t-ft/fps memes) from causing a dunk, since you're in dash speed you have extra leniency with coyote frames (walking further left takes longer before you're dash is ending too far left)you're struggling to get the minihop go neutral before the first dash, missing the minihop isnt the end of the world as you can still buffer the last dash and probably make it

if performed optimally you'll dash one frame later, however this doesnt lose a frame usually because of how the load lines up, but this means you can't buffer and instead have to time the dash, meaning this strat probably loses a couple frames on average, but its a lot more consistent

ins0mnia (she/her)

So even factoring in the .81 cdash charge time this still seems to be the fastest strat at least from searching the toom code here, and it doesn't need dashmaster. Imma be real with you I wouldn't do this, unless I'm missing something this is extremely tight. I've gotten it to maybe 1 in 4 after 20m of practice but ymmv and maybe I just suck, or maybe the charged lumafly timings are random. It feels like you need to be EXTREMELY tight on the last dash over the thorns before the last lot of lumaflies in order to avoid getting hit

Lmao nvm cc posted this ages ago it just wasn't tagged oh well new 107 runners enjoy

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 ๐Ÿ’€

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

Vexsance

You're able to fit 2 cyclone drops in this room, and it is a lot easier to go towards the left before entering the transition.

soul catcher early control very free ver

PsyKlone

LK Dash Attack Storage
If you stagger Lost Kin during its aerial dash attack animation, it skips the landing phase and still thinks it's supposed to dash. Even if it pulls an empty hop or down stab, air dash always overrides them. You can manipulate this to chain air dash triples multiple times with the right timing. (s/o to Magnetic Pizza for helping me figure this out lol)

In order for the dash attack to be stored, Lost Kin needs to be staggered during the "Dash Attack" animation (green circle). If it enters the "In Air" animation (red circle), it loses the storage. Getting the third fireball tick to hit lost kin before the animation ends is a bit tricky, so watch the video on the left and practice the timing. You want to shoot the fireball at about the same time as LK starts the dash - just be careful because if you shoot too early you'll single hit. Even when you're not in the stagger lock, be on the lookout for the air dash attack and see if you can stagger during the dash animation - the dash anticipate animation lasts a long time so make sure it's not staggered until the dash starts to get the storage.

The video on the right shows an alternate stagger rotation that could be viable for LP. The extra nail hit will get the stagger count up to 7 after the triple, and on 1.2.2.1 it will still get tripled fairly consistently. However, it can be awkward/rng to triple the air dash with the extra stagger hit, so I would recommend only trying that on later patches.

When the dash attack is stored, Lost Kin can do a grounded dash 28% of the time which is worse than an aerial dash because you can't keep the storage (at least not consistently) but you can still triple it if you fireball early enough.

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ins0mnia (she/her)

Easily reactable option select for 107/112 in the #quick slash split. React to the great hoppers positioning. If it is right under you do the pogo strat and if it isn't (it will be to the right in that case) then you do a max height wings to just clip the ceiling geometry. If that is the case you can be too early, but I found it quite intuitive delaying the wings as I was taking the time to react to the great hopper's positioning.
For the 2nd half of the room based on execution your second last sharp shadow may occur a dash earlier / later than in the video. That's fine, just dash as fast as you can and the falling to where you want to do the last dash will give it time to reset regardless.
I was getting the bad rng to save 0.3 and the good rng to save 0.5 (over the strat shown in quickslash comsob on the 107 sheet, but I beleive something akin to the bad rng strat has been done before, this is just adding a 50/50 chance to save 0.2+gain 1 soul or do the old best strat) + get an extra hit of soul. (Bad rng doesnt get a hit on the first guy but both strats get the new second hit due to sshadow lining up different)

"But May I'm on wr/pb pace and am too stressed to want to react to anything!!1!"
You can always do the movement in the bad rng clip, even with good rng the ghopper will not be in the way.

lower cdash saves ~0.4 over normal strat and imo is easier as well. I haven't timed without dashmaster so idk if it's good for all skills and 106. Note that you can't cling at the lowest point (otherwise you'll crash into platforms), you need a bit of extra height

ins0mnia (she/her)

possibly
Faster and lower variance Dung Defender quick kill using Flukenest Twister. The scream skip takes some getting used to but I'm over 95% at it now.

Troubleshooting:
Scream Skip:
Make sure you are close to Dung Defender when you do the jump, and then hold in when you are part way up your jump. You need to dive him out of the ground ASAP. I line up with the small background dung ball to space my dive so it sets me up for this. The nail hit is what starts the scream, so you want your jump and nail hit to always happen at the same time relative to each other or you will have inconsistent results.

Staggers Early:
You need to delay your first hit out of getting hit a little (I fall about half way to the ground, as late as hitting the ground can work but earlier means you don't need to be 100% on your nail cancels)

Doesn't backstep out of first stagger:
Dung Defender was able to move too far right when he first spawned, make sure your dive hits as soon as possible.

Fastest dark room strat with dashmaster - extra dash after the big jump saves ~0.2 and imo makes the room a bit easier. Starting with neutral dashes is like a couple frames faster by my timing and is also easier. Go neutral for part of the big jump before the extra dash, and if you're too far right then go neutral for a bit of the double dash after. I included 2 diff starts, both are the same speed but one gets a free hit of soul (but is maybe harder to position)

faster cycle with no inv drop, saves ~0.4 over normal cycle, quite a bit more difficult but should be run viable. downdash like right after the shardmite to set up the crusher positions

dashmaster cycle for cdash gauntlet. Everything until the last conveyor triple dash doesn't actually matter for the cycle, the triple dash on the conveyor before (be sure to go neutral for a bit) saves ~0.1 though. overall this cycle saves something like 0.5-1s over normal strats and is about same difficulty. you can also do damage tank cycle for the first bit if you have the hp like usual (need at least 4 hp for 107, 3 for 112). damage tanking the last laser loses time.

Scruffy

Saves ~1.2s over the fluke strat, plus whatever you save not needing to collect soul.
Try to be right of the stalactite to hit the grub without hitting the hazard respawn box

mines_24_Grub.PNG

Consistent quick kill for 107 (requires pure nail so probably not applicable to 112), saves like 0.2 over optimal old fast strats but much more on average. line up with the doorway at max horizontal range of ur shriek so that he doesn't step back.

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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Dornoc | Drapion & Aggron Fan

easier movement to the cycle vali posted a while ago, basically 100% consistent this way

Unovercharmed quick kill for TMG for 107 with shaman+grimmchild - same speed as the overcharmed kill. Requires full soul and 2nd extra vessel to be consistent (you can rng get it without the 2nd vessel though). Make sure none of your shrieks get cut off by damage tanking before shrieking or something

easy setup for early birthplace drop to keep your hazard respawn at lifeblood core (speed is mostly irrelevant)

Sharpshadow movement through deepnest_37 on the way to tram. low 8.5 with good execution, ikc strat is low 8.7 - .2s timesave over it. Only minor points are to not bonk after the walk section, and to be sure to dash high enough that you don't corner correct (otherwise the sharp shadow recharges before second dash after damagetank).

regrabbing the wall allows you to get to the right wall slightly faster, saving optimally .25, on average .15. Room for greeding too much, by grabbing wall too early and dashing in the spikes, but not too hard. Strat seen originally in one of hotaru_st's runs

cdash instead of dashes at the end of the room. Pretty hard, saves .15 max, .1 is more to be expected, messing up is ~.3 timeloss

Fastest strat i could find, saves ~.3 over the previous strat from my timings. Just stop holding right a brief moment after the last dash to land on the corner, dash wings dash pogo dash. Timesave comes from squeezing in the extra dash.

There are slightly faster strats (~.1) but they aren't run viable

delaying cyclone and doing it from above (second showcase in the video) saves 0.6 over firing cyclone as early as possible, because prefired cyclone doesn't trigger the lever (1st showcase in the video). I've seen 106 runners do similar movement, but I thought it's just to mitigate bad rng

Second cyclone is under the right corner of the platform you're releasing it under. If you're very fast with your cyclones, delay going left before the ddark a little bit, to avoid hitting them. Saves 1.15s optimally

go right to dodge the hazard respawn below, then a bit back to not hit a hazard respawn to the right. Really lenient, you can take your time to be sure to dodge everything. My visual cue is lining up with the biggest vine on the first bit drop, hardfall on the platform, then just drop off to the left slightly - if you want you can wings to airstall and make sure you're lined up properly to be 200% sure you're not hitting anything on the way down.

Saves a spell (2 if you kill the crawler with shriek) over the other early birthplace strat

0.3 faster than normal trimoni-ish drop. Kinda load dependent and rather tight

two things here:

  1. upslash the first aspid as soon as you can and charge the cdash a bit to the left, this way you have very high chance of pushing him away, so his spawned babies won't be on the way. Very comfy
  2. don't instantly dash away after freeing the grub, instead kickstart your movement by pogoing the spike that just fell down, and then use another background object to setup the dash right under the acid. It's a bit tight and saves about 0.3, no biggie if you miss it, it'll still be faster than previous movement strat with dashing instantly away from grub

jump to bait Hive Knight's teleport higher for more shriek opportunities. Execution here is a bit over the top to prove a point, but hopefully you get the idea

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

This drop is 0.5 faster than simple ddark drop and about 0.2 faster than just doing cyclone instead of ddark and dashing before the hardfall. So even if you don't want to go for this, at least don't do ddark

nosk quick kill on cp, saves around 15 seconds overall compared to optimal flukeless fight. very very lenient, just fluke it in whichever direction it goes and it should always work. requires 5 flukes, or 4 with really good rng

transdash into neutral dashes to refresh your shade cloak right before dashing through the devout. In my timings saves 0.2 vs getting good rng via just doing a regular movement and waiting in front of the devout for the refresh

An adaptation of apress' gorb early control for when you need to go to stagnest. Saves 5 seconds over the normal 112 strat when done well, and like 2-3 when you don't get an instant control. I intentionally included a couple failed attempts and a possible backup for when you agro the vengefly too soon. Also beware - if you don't get a cdash soon enough before getting the control, the game scams you out of it and you need to just dash into stagnest. Still faster though
https://www.twitch.tv/videos/1216218448

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

Going for great slash out of stag, apparently it's faster to go for the ceiling boost instead of the cyclone drop. The rest is just a normal movement. I've also botched one dash at the end, consult Spirity's 106% movement right before hitting the lever

VL Blight

I found this movement for the grub under sanctum, pretty consistently at or under 11 seconds for that room, best being 10.66 (I checked some 107 runs that get this grub entering sanctum and elowen had the cleanest at around 12 sec) and I think I've done it over a hundred times and only had the rava run into me once so it feels much cleaner than going right then up. the wall jump on the small ledge can be a bit awkward, but you can dash into it (but don't hold left until the dash, else you'll dash off it and it goes badly). also, because of the way you aggro the rava, even if you miss the pogo or walljump, you can safely climb the right wall. the two dashes after the grub can be a bit tight, i've found letting go of a direction during the second means i don't overshoot it and fall into the elevator but ymmv. not sure if it applies to other categories/patches (did this on 1578) but maybe? (also yes i should use hktimer i just didn't feel like setting that up today)

crushers cycle that doesn't require inventory drop and does the dive instead. At most 0.15-0.2 slower than the optimal inventory drop cycle you can do there, 0.6 faster than the sketchy invless cycle and about 1.5 faster than the normie cycle

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

shade soul double timing for Mantis Lords

do two neutral dashes at the start of the room to fool the shade gate into letting you in before the shade cloak cooldown. Originally found by Monstah way back in the days. You can hold a direction and still get this, but it's not as consistent as just two neutral dashes. Those work every time

Faster way to reach this grub using wall cling storage. Doing a full height jump against the wall here gives wcs. You can either choose to line yourself up before the full jump, or just go for it straight away. Faster strat saves about 2.5 seconds while the easier one saves 1.5 over the cdash from the left wall.
You'll want to be neutral while falling past the wall and it will automatically push you away from it as you reach the bottom of it. Once you get pushed away you can dash left and do the pogo.

A way to go on the upper ledge right after the elevator by pogoing the flying guard. Works kinda consistently, but you have to be aware of when it doesn't work to fall back to the normal strat. You can kinda guess how it'll go after landing on first post-elevator ledge based on whether the flying guard is visible or not