#strats

#112% 69

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

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.

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

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

Most likely load dependent timesave sorry, experiment if it works for you. Need to go a bit fast to not get hit by the laser cycle. Saves about 1s over the standard setup strat to do the downdash

.5 faster than left wall cdash, also a lil' bit of soul if you need it. Make sure you get your sharp shadow recharged after the pogo so you can easily make it under the platform

Been talked about a lot in streams but never timed so here, doing the lever skip is roughly 3.5s over doing lever optimally. You do this by doing a mini boob at the bench room, fluke so you can wings again, and then walljump, wings and (optionally but preferably in my experience) dash in the wall to the left before you walljump up to the transition above. Dash slash on elevator was tested and didn't seem to save any time. Retrying the boob into walljump wings is ~2s so if you can do it within two tries it's still good.

goam room sharpshadow cycle during the flower quest. Saves 1.5s over the room reload (the strat that I do that requires 1 more cast) and saves 2.2s over the strat that Scruffy does, and requires the same amount of soul (so no at all). Pretty tough to get, and you need to be careful about the vengefly position. The start is the same as Scruffy does, but the ending is different

following Scruffy's findings, fastest movement I've been able to find up to baldur shell. 0.9-1 faster than the fastest cdash alternative I've been able to get. If you fail to refresh your sharp shadow at the start of baldur shell room, it's not a big deal, loses only 0.1-0.2 at most

A 4 hits setup for the downdash pattern.
At the start of the fight, walk up to middle platform, swing 7 times and then full jump with an upslash.
For the consecutive cycles walk up the middle and then full jump. Walking up the middle won't mess damage rotation for any other attack, so doesn't really have any downsides: https://clips.twitch.tv/PolishedCrepuscularOstrichSuperVinlin-cxv3M8Hksrsac7R2

Scruffy

Jumping back up the hole saves 1.5-2s and isn't too difficult once you get the feel for it with hitboxes enabled.
The sharp shadow baldur kill saves 0.4-0.5s and makes it so no soul gathering is needed, but makes getting geo there inconsistent.

easy alternative sharp shadow cycle thats same speed as 2nd fastest (only really easy on 1.5, otherwise its a bit bad) [forgot about the other one that's a thing]

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).

strats for big QG arena in 112%, make sure to be facing to the right when shrieking
https://clips.twitch.tv/RefinedPrettiestCobblerSquadGoals-SVO75rhLoGMX9pS7

WolfIrelia73

fastest and completely consistent setup for dung defender using flukes. note that if you don't pogo dung defender before the 2nd scream skip, you will prob stagger it once more and lose ~0.8s.

WolfIrelia73

timing for fluke multi hit:

  1. 6 slash then fluke, this fluke deals melting damage
  2. when gruz mother does the slamming attack, usually 2x damage
WolfIrelia73

best startup I can find with steady body not cursed at all, can replace flukes with shriek if you run shaman build, shaman shriek is .5s faster

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

faster strat than currently used one for mawlek, by about .9s optimally, more usually .7.s. Pretty much impossible to mess up. Does make the overcharm spelltwister here not a thing. You cannot dash to avoid the hit instead because mawlek's hitbox juts out

WolfIrelia73

consistent way to deal with the worst rng in p1 without slowing down the other patterns. don't cast the first shriek too quickly, otherwise it only deals 3 hits and can't kill oro using this strat. timing of the ssoul isn't very hard, just finish this combo consecutively and don't wait for ssoul.
I'm practicing nonfury p5 with steady body, but of course this strat works without it.

WolfIrelia73

consistent strat to deal soul master phase 2 in 3 rounds if you have some soul

WolfIrelia73

I don't know if there's any particular reason why runners don't shriek soul warrior once it spawns, but this shriek easily deals 2/3 hits so outweighs the current great slash.
I always leave 1 cast soul to deal this shriek, cos there's usually enough soul and time window to heal after soul warrior or even after mawlek.

Faster strat for the grimmkin.
end the cdash just a bit early to have time to charge the cyclone and not hardfall (by landing on the corner)
If you can react to getting good rng (low spawn, left or right) (by cancelling your cyclone early), you can get a 2s timesave by one cycling the grimmkin (like in video).
If you get bad rng, it's .3-.6s timesave.
You can also go for double fireballing if the grimmkin gives you a high spawn and shoots fireball, but would not go for it - if you fail it you're screwed

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

.2-.3 timesave. Sticky ceiling is precise but not too bad with practice, might be worse in runs.

WolfIrelia73

this shriek at the beginning always deals full damage. it also pushes markoth higher so it's more likely to give you good pattern. I'm not sure if this strat has higher dps in fury p5 runs.

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

!!cerpin

tldr: on 1.4 leave middle elevator up at the top when going through DLC rooms and use the elevator shaft to drop down. on 1.5 leave elevator at the bottom and do 1.5 elevator squeezes, check here for rough timings: https://discord.com/channels/772964112908156938/836364889604751450/937662345151414272

  • free fall drop saves 0.3-0.4s over a good lever drop.
  • a possible ddark drop can save ~0.6s, but I found it harder to do well.
  • getting the inv drop can save 1.3s, but the floor hitbox was very weird and felt rather cursed. you can likely get used to it w/ practice though.
    https://youtu.be/VC0DDzYeH3o

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

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

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

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

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

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.

magnolia๐Ÿ’™

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

magnolia๐Ÿ’™

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)

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)

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)

Grimm quick kill for 112% with spell twister
https://clips.twitch.tv/CheerfulSpotlessPoxJKanStyle
Original post by MonStahLer


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)