This double dash saves like 0.15
3
This double dash saves like 0.15
3Inconsistent but reactable setup to get WCS in the room before Xero when leaving RG. Could save up to 0.5 depending on chains. Loses 0-2 frames if failing the good way and ~0.18 worst case.
Enter the room and have the correct t-ft to get control on the earlier possible frame. Neutral dash, start holding left, and keep buffering dashes. Release left during the fourth dash. If you didn't have a dash delayed by a frame from t-ft, two more neutral dashes will put you in the right spot to have corner WCS.
You can determine if you got control on the correct frame only losing 1-2 frames. Enter neutral, try to dash, then immediately start holding left. If your dash works, you should be able to tell whether it was from the correct frame. If you didn't dash, you'll only lose however much time you were neutral for. If you're really a gamer and can consistently dash on exactly the right frame and then press left exactly the next frame, you can probably do this while losing 0 time.
If you did get the dash from the correct place, you'll need to check if you're still aligned at the end of the 4th dash, since you sometimes need to wait an extra frame before dashing due to fcr. If the knight is touching the foreground pole, you're in the wrong spot and should do the rest of the room normally. If the knight is not touching the pole, you will always have WCS after doing two neutral dashes and jumping. It works about 2/3 of the time for me, but it's been streaky so its hard to measure. If you're in the wrong spot, you will spend 0.3 neutral, but you get some of this time back at the end of the room since you can dash. It ends up losing around 0.18. If you can manage to notice if you lost a frame dashing, you could theoretically try this strat with no time loss if it fail.
Some consistent ways of getting this "corner wcs" in the edge of the water in blue lake without needing a 1f nail slash right before touching the water:
Do the classic nail + inv setup a bit above the water (inv 1f after the slash)(clip 1)
Sliding down the wall while slashing will give you wcs is you are still in the nail animation and holding towards the water when you enter it. The main problem with this is that it requires a 1f left release, which can be tricky. To fix this, we can hold analog right as well as digital left, which will make us start going right as soon as we enter the water (clip 2). The only problem with this is that if we hold l+r for 3f or longer before the slash ends (or before we touch the water in our case), the knight will get pushed out of the wall (clip 3), which messes up the wcs setup. To perform the wcs setup properly (clip 4), we therefore need to:
4two setups for the cdash hopper cycle with dashmaster, saves 0.4 and 0.2 to dmless cdash cycle
with the first strat, you have to delay one of the two final dashes or the final cdash, the more delayed the safer
5Improvement on this drop found by Marcus, clinging to the platform sets your position up perfectly and goes about even.
4Easier 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
6wcs safe strat to do go through this spike tunnel way more consistently, loses about 3s to a well executed room without the safe strat. Reminder that lower fps makes wcs fall slightly slower, so you'll have a slightly bigger window to do the first dash if you have lower fps. The walljump at the end is important so you ensure clearing the gap, you need to press wj before getting to the wall for it to actually come out in the right direction.
NOTE 1: Here's a visual cue and some tips if you are having trouble with dashing at the correct height: https://discord.com/channels/772964112908156938/1492970007741599845/1496560624157851899
NOTE 2: Easier alternative version if you dont need the soul afterwards. Look carefully at the input display, cause some of the steps might be misleading otherwise
12Better Voidheart abyss drop, saves 0.3-0.4.
The first inv drop I use the platform on the right of the first image as a cue. The position in the first image is the farthest right you can go without landing on the creeper, 2nd image is the farthest left you can be without landing on a platform on the way.
During the first inv I use the spike platform on the left (image 3) leaving my screen as a cue to close the inv drop (It's easy for me to see during the inv drop while playing).
After that you just gotta dash and go left a tiny bit so you pass the shadow creeper.
The first inv drop is slightly hard, but apart from that it's really easy to greed this one.
13Yet another Petra Arena strat zVypurr and I have cooked up. I think this one is quite good.
15Alternate strat for the pair in Petra Arena (first clip). Prevents the situation where the first Petra in the pair flies too far to hit with the normal rotation (second clip) and forces the second petra to attack sooner, which lowers the chances of/possibly prevents a late attack that you have to wait for to not get hit by (third clip).
This is really tough to time because of all the possible patterns, but from video comparison it looks like this loses about 0.3s when both are done optimally. Anecdotally though it's much harder to greed the normal strat than this one, so I suspect on average this strat would go even with less chances to fail.
6do the final nail on the 2nd devout slash, faster and much more lenient hitbox
So as it turns out, since King's station is so long, you can actually just do 1 wiggle for this Lep setup. Cutting out this wiggle will save .1-.15ish for most people (If you're getting 1 or 2 frame wiggles, it's less than that.) Can work in DV, but since it's shorter, wouldn't completely recommend it.
There's a couple things that can go wrong: 2nd clip will show a wiggle that's too early. Don't greed it too much, you probably won't be prepared to do another wiggle.
3rd clip is a wiggle that was too late - the bell doesn't have enough time to come up before you exit. This is also why it's harder to do in DV.
Extra troubleshooting: Make sure youβre fireballing late enough to give time for the bell to come up. Should be same cue as Leps. Also make sure to not dash before the wiggle is actually complete.
damageless cheart gauntlet cycle for low%, that saves 0.2 and is easier to greed.
You want to jump at the foreground spike in the image and then full jump immediately when you land, to get over the laser.
You then need to delay a little to get past the next laser, and also to make sure you don't hit the laser after the first conveyor. As long as you don't greed it too hard by landing really far left on the conveyor, you should be fine.
For the second conveyor, the movement in the third vid is very helpful in making timings more consistent there. Do two minihops as soon as you land on the conveyor and then walk until the laser in front of you disappears, do a third minihop and you'll be a few frames from the edge. If you went into the cheart gauntlet with full soul and find the final conveyor walljump scary, you can instead do a fireball skip from the second conveyor at the cost of 0.1 (second vid).
12using 112 rotation for phase 2 is a good safety strat if you really need to avoid taking hits here, if you get fake dives in any of the first 3 dives your kill is pretty much on par with the riskier wall strat. timing on the jump is important to get the shade souls off regardless of whether he fake dives or not in some of these scenarios
7Found a way to manipulate the crushers to get a cycle that saves 0.5 without dashmaster and 0.7 with to the standard cycle.
On 1221 crushers are camera activated, so if they're not on screen they aren't active. Doing the jump between the first two crushers, delays the bottom ones enough that you can get past the bottom right one a cycle earlier and save time.
Without DM you want to do the midair dash to stall it for slightly longer than just the jump. While with DM it's possible to land and still make the cycle to save the extra 0.2 (It's kind of tight though so can just do the dash in the air to be safe). Keep in mind if you land during the cyclone you can't do the midair dash because :spaghettiArrive:
5If you reach the last room with 2hp still, this dmg tank is very good for ~0.3s of timeloss. Its easier if you release jump a bit before the wall so you do the 2nd wj lower
4After testing a bunch of drops this seems like the two fastest for going directly to the idol, might be something super rng that's a little faster. First one is a little faster and easier to greed imo, I haven't gotten hit doing this yet but there is probably a slight chance if you're too far left that you can. I use the rocks in the background as a reference, towards the top of the slope that's circled.
2nd one was Stratus' idea, seems to be fully consistent and about .1-.15ish slower, but if you're scared of getting hit it's probably better. highlighted the rough area that it works
7Benching before left atrium and quitting out after the lever saves about 0.5 on 1221. To accommodate for the missing soul, it requires 4 hits to be replaced - 2 in the last right atrium room, and 2 additional hits in balcony 2. I've supplied videos with every movement change and the optimal soul routing (in order)
This has been known to be faster on lp and Chinese runners have been doing it for a while, but was never fully timed/had legitimate soul routing on 1221 until now
Also, since I'm pretty sure there was never a legitimate strats post for this, it is 100% optimal on lp as well (and where this originates), but I am not sure the soul routing. I think you just dreamnail the 2 guys after the quitout before shrogo.
5Shooting the fireball after buying the stag without reentering an extra time saves up to 0.6s. Just hold right as the buy menu closes and then do a short wiggle as soon as you see your character turn right, before starting the cdash. Very easy to save time with, even if poorly greeded.
3A set of strats to make the big darkroom in deepnest consistent and fast for 1221 low%.
All the walking spiders spawn in the same spot facing left or right, and activate when you enter a certain radius (The first 2 activate upon room entry). This means that consistent movement between activation and encountering a spider leaves you with 2 possible positions for each.
You want to make sure you walljump twice on the right side in the beginning, to activate the 3rd spider as late as possible. Walljumping off of the left wall activates it early and gives worse positions, if you jump too high even one jump on the left can activate it.
The first set of 2 spiders has two easy ways to deal with them, shown in video 2 and 3. The way to tell which to do is whether you see a spider as you do your 2nd walljump or not. After them I upslash in case the weaverling spawned quickly.
Spider 3 can be dealt with as shown in video 2 and 3. It's possible to not get hit by the rng in video 3, but it's precise and hard to do in the dark.
Spider 4 is fireballed for 15 geo, as long as you aren't too slow from the activation range you shouldn't miss any.
Spider 5 can be dealt with easily by doing two full jumps from the darkest pole in the background.
Spider 6 will be in the corner where you wanna go up half the time, so walking off and pogoing twice gets you up to the wall without having to worry if it's there (the 2nd pogo is hitting the spikes under the breakable floor). This is the only strat that can be a little bit sketchy, since you only have a few frames to pogo before you fall into the spikes and get reset to the start of the room.
The movement shown in the first video showcases all of put together.
The image shows which spider I'm referring to with each number, and the line of the same color is their approximate activation range.
8(i know skate has a low fps rafters strat but it didn't work for me)
just putting this here in the event it can help someone else. the key is leaning into the final damage tank while still getting knocked left (alternate version of 74v13r's low fps rafter's strat: https://discord.com/channels/772964112908156938/822611544231772170/1298249682996166677)
beginner tutorial for 1221 double spike.
shows simple example of how to perform, and then explains more in detail, and attempts to go through in a way to help understand the most common issue with the trick.
20Doing no inventory here loses about 0.4 to the thing people normally do here (inventory asap + landing at the bottom before the transition).
For reference, being too far right on the inventory open having to open inventory again loses at least 0.6, landing on the ledge loses about 0.8, and being too far left and dunking loses about 3s. So I think this is a nice middle ground that loses a little bit less than messing up the other strat and is much easier to hit consistently.
8pogaxe backup if you're too high and the miner doesn't throw
13Solid damageless strat for the drop in the first deepnest room leaving QG (the normal inv isn't guaranteed to damage ofc but randomly does). Loses .2-.3s depending on how good you are at greeding the inv. The wallgrab is necessary to avoid a hardfall at the bottom. Intended for fury route, especially if you don't take the second heal after Petra Arena, but its a nice backup if you're low.
70 soul strat for the first 3 spiders in the big darkroom. Works on every rng as far as I can tell. Clips cover both rngs for the 3rd spider and pretty much every rng for the first 2. Be sure to go neutral for the dashes before the 3rd spider.
In terms of timing: For the first 2, you should do this. Fireballing is slower and nothing else is consistent. For the 3rd spider, it loses about .15 to just fireballing, (think it depends on rng though, if 3rd spider is left then this strat loses slightly more?) And loses about .4 to just sending it. Wouldn't recommend
5Dunno if known but this is like by far the fastest thing here, seems to save .25ish, maybe slightly less. Dont do this on 1hp, it loses .4 to get hit left by the hatcher but that's still worth it. It's kind of precise for what it is (which is why the jump is required before the pogo) but 100% worth going for
4(probably doesnt work on lp)
This nailboost saves 2-3 frames and if you don't greed it you pretty much always break even at minimum.
Saw it in Peeka's tas here but it's actually rta viable https://discord.com/channels/772964112908156938/822611690871980092/1339511295480692777
7Update to this strat, it's actually just slower if you get clean pogo dashes throughout the room since the dashes line up badly. Not too difficult, saves about .1
3By 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:
With dashmaster:
5@magnoliaπ since youd kill me if you didnt get pinged
@Nebula cuz we talked earlier
ping ur friends that you want to get a 31, and then we can strat hide from the rest :palehmm:
I have solved instabuffer for dreamers/thk
it is tied to completing a heal, anytime you complete a heal the game will no longer instant buffer ur focus input until you savequit
HOWEVER if you start a heal, and cancel it, the game will RETURN to the bufferable state, and you can cancel it without losing soul (this is why if you heal when you have more than one cast to less then full hp, the next heal will briefly start and you can instabuffer still)
in order to channel the focus you will need enough soul to heal, so if you don't have soul you can't fix the state, you can channel this focus by itself or after a heal (assuming you don't have 5 hp at the time of the canceled heal)
for lurien, this means if you have a cast before you start watcher knights you should start and cancel a heal (let go of focus as soon as the knight starts bending to heal) and you can instant focus lurien EVEN if you healed before this
the timing for this is to press focus slightly after you dash (specifically 2 frames, but remember buffer windows so aim later than this)
if ur healing at watchers and not healing to 5, you can using the extra soul to continue the heal animation and cancel that instead
for monomon, f you heal in uumuu you should start a heal and cancel it at some point in the fight (either at the start or waiting for one of the openings)
if ur not healing to full you can just cancel the last heal if you have enough soul at once
for thk, if you healed at some point and havent quit out, you can set this up during self stab, as long as you've hit them in a multiple of 5 you've gotten all the damage that matters anyway (you can't do this after killing them because you will probably not have the soul to channel a heal)
if you press focus 1 frame before a nail (remember that ur inputs can be buffered so probably aim at the same time as or slightly later) you can nail again without dps loss (3 frame window), losing a bit of dps is fine since worst case you're losing 1 damage and also theres a window where you have to wait or youd wake up thk late
if you're not healing to 5, you can heal during self stab and continue the heal animation and cancel it instead
for herrah theres probably no point where you've healed so it doesnt matter, if you are healing in herrah just dont heal to 5 let the heal run slightly long to cancel its animation if you want (each frame you run long is a frame you lose, so its not always worth but you save 3 frames in herrah so if you let it run 1 frame long its 2 frames saved)
there is a 0.2s window where the soul starts draining and you can let go of the button and get the soul refunded
instant buffer can also cancel the nail animation itself so its 4 frames faster in dreamers over a perfectly timed buffer, no guaranteed timesave in THK but buffering is always better than not
14For ppl who actually have low fps (~70fps), here's the most comfy set up i could come up with for rafters. Keep in mind that you only need 2 fbs for this version. You can also include a dash before the first dmg tank if it feels easier to do it as high as possible.
As for the skip itself, make sure to do the 2 fbs at or slightly after reaching the pick of the 1st pogo. The final dash should also be performed as high as possible so as to reach the platform.
Visual cue for jumping up to the platform in the lever skip dark room. While walking right, wait a small moment after the edge of the darkness goes offscreen, then jump.
If you prefer, you can also look for when the bottom left of the screen is about to go completely dark.
3Better movement for the Hell room lever skip which let's you get the soul jar for no timeloss. Dashes leading up to the dash slash save around 0.15, and the rightside walljump saves another 0.15. This also means you are fast enough to still get the wcs which can save up to an additional 0.6
7Slightly better version of this for All Skills, that makes use of left-right wcs.
If you're already doing left-right when you hit an actual wall it doesn't reset your fall speed at all, so you get to be as far right as possible and get rid of the wcs, so you can dash right as soon as you clear the bottom of the wall.
you just need to start holding analog left before you touch the wall.
4If you dash slash the lever at the top here to bring the elevator up you can start moving right while falling, which lets you skip a dash. The hardest part is greeding the last dash slash, I use the cue of touching the left bit of the foreground object you can see in the last vid.
Saves up to 0.3
Even without cancelling the first inv drop in the vid early (Strats post for that here: https://discord.com/channels/772964112908156938/822611544231772170/1158759101958983712) it saves about the same
7If you cancel the cdash going into petra arena as soon as you trigger the arena (the orange line in I'm next to in the pic) and stall for a brief moment, you can nearly guarantee getting all the 12 geo from the first petra, since it will move to the center of the platform as soon as it spawns.
14Extremely consistent soul warrior quick kill that saves 1.2 seconds compared to the best rng with the current strat. Needs full soul, but in my experience I usually have that here already.
The only trick to it, is that you wanna jump up a bit before you dash, at the same time you hit the soul warrior trigger (The trigger is at the tip of the arrow shape on the ground, look under where I jump). That way you can shade soul as soon as the dash ends.
You can also upslash before the dash if you're 8/9 soul, which is useful if you doubled the soul twister and then get up to 8/9 from the shade soul jar
You end with 0 soul instead of 4, but you can easily get enough soul before soul master in less time (for instance the soul jar in hell room costs 0.3).
The current strat very often loses more time too, like if one of the shade souls don't double, if it teleports to the left side of the arena after the opener, if you get hit, or if the geo spread is awkward.
10If you have 3 soul after the second wave, you can do the optimal damage rotation for Traitor Lord pretty reliably without scream skipping. By itself this saves 0.3 because of no freeze frames, but if you are 1HP after frogs you save an additional 2 seconds because you don't have to heal and then get soul.
Go for the double on the first wave and then go for double double on the second wave. For every double you miss, get 3 nail hits and fireball so you still end with a cast. The only meaningful downside is if Traitor Lord does three grounded dashes in a row, it's really hard and maybe not possible to get enough soul hits to do the last double, so you'll have to get 3 extra nail hits and fireball, but this is still faster than healing.
7Cool damage tank and pogo to deal with bad spider rng for this grub. If the spider isnt that far right but still in the way, you can also dash first before the damage tank. 2nd clip for reference on what good rng looks like. Other categories might apply?
3Sub-pixel alignment setup for itemless sporg seal to make it more consistent. Hug the right wall above the platform when jumping up, then make sure not to brush any walls on the climb up. Shoutouts to a_Press for the setup.
9THK has 1000 HP, or 1250 HP (he heals TO, not adding 250 after entering phase 4 (last))
phase 1: 1000-751 HP
phase 2 (when he is able to do the first scream): 750-401 HP
phase 3 (where he is able to do 2nd scream/self stab): 400 until death HP (doesn't end until you hit him AFTER he has reached 0 or less HP, the hit that ends this phase does damage to the phase 4 health pool (ex. if you end phase with a nail slash he will be at 245hp in phase 4))
phase 4: 250-0
before THK's idle animation (explained below), THK will roll an RNG check depending on the phase he is in
(phase 1: 0%, 2: 60%, 3: 15%, 4: 0%)
if this check succeeds, he will either parry or backdash (50/50) after checking whether or not to turn around ( the only thing that can delay the parry/backdash is if he is turning around. )
the evade rng check is also retriggered by the end of a parry, as that goes to the idle, (this could be the cause of parrys chaining into themselves). this isnt the only way for thk to parry, or backdash
exception 1: the end of a backdash does not enter the idle animation, it just immediately goes to another attack (after this attack ends it will go to idle.) .
exception 2: an attack immediately after a teleport also does not usually enter the idle animation, it just immediately goes to another attack (after this attack ends it will go to idle.) not entirely sure about this one
Phase 1: .75s to 1s
Phase 2: .25s to .5s
Phase 3: 0s to .25s
Phase 4: 1 second
After the discussion that prompted the split of the Any% NMG ComSoB sheet, I started talking to CC about the last devout's FSM and theoretically optimal variations of the quick kill. In CC's words, the FSM briefly is:
- Devout wakes up
- Devout waits for up to 1s randomly for the knight to enter melee range before deciding to go forward; otherwise it'll start walking forward until it reaches melee range
- If it walked forward it'll wait up to 0.5s to attack or walk backwards; if it didn't its up to 1.5s (attack/walk backwards is 50/50)
So a VERY important thing is that you NEVER cross the melee part of the devout on your own, ALWAYS wait for it to walk forward
So from this we want a setup that:
CC's suggestion is Fireball -> Dash -> Fireball -> Dash -> Fireball, with a bit of walking forward before the last fireball to get a bit closer to the devout's melee range (first clip). You'll then want to walk toward the devout if its either currently moving at you or has moved far enough to get you in its melee range, indicated by it stopping in front of you after walking at you (second clip). If it walks up to you then backs up, as mentioned above, do NOT walk toward it until it starts moving toward you again.
The last thing is that the devout can attack too early for you to fit four nail slashes while it's open. If this does happen, you'll wanna do a slight variation that saves the last slash for a second open, which you can force with a slash (third clip). Conveniently the extra damage from this cancels the freeze frames, making the strat lose about 0.6s-0.7s to an optimal quick kill. If you're low though you can just back up before slashing.
5Extension of Archives WCS that saves about 0.7. To get the dashes to the right, go neutral and slash, then immediately press right and dash. On the very rare occasion that the small jelly is in your way for the first dash to the right, you can switch to the normal movement and go even. For all skills, cut out the last wcs dash so you can hold your nail and do the cyclone wcs.
4Dashing into position during this platform climb on the way to DV Stag is something the TAS did, but it was written off as barely being able to save time at the time, and seemed too risky to be worth. After retiming though it seems to be good in every scenario:
9(Credits to CC)
Walljumping at the top from the right wall (first clip) is 0.1-0.15s faster than the old strat which jumps from the left wall (second clip). Though it requires you to react to the spiders position: If the spider is in the way, you can back up with the old strat by staying on the left wall.
6This method of breaking the planks after petra arena (first video) saves about 0.1s-0.2s over the normal strat (second video). It also avoids the issue in the normal strat of being able to grab the plank wall and not being able to hit the planks. This really seems like one of those strats that's been discovered multiple times but isn't the norm for some reason. I noticed it in zVyper's trap bench ComSoB.
8After grabbing autopilot seal, you can do this transition wcs in the next room with the lumaflies to save 0.75 (1). The first dash has to be neutral so you don't lose wcs to the slope. After the dash finishes you can tap analog left to check if you have it. If you don't get the cling, dash on the ground and quickly jump dash into the lumafly so you damage tank to the right (2). Credits to @magneticpizza for being the thinker
Everyone go play this category right now βΌοΈ#makeallhallownestsealsacategoryextensionorelsewewillberioting
2Setup for hitting the gate wcs after gruz mother which, contrary to popular belief, is ~0.35 faster than the normal movement with no chains (1). After finishing cleanup, do 4 nail slashes and then quickly dash near the top of the gate. Continue holding right until you touch the ground (or the wall) then jump and dash to the bench (it's possible to chain the jump dash and still land on the top platform but it's very tight)
For an additional 0.2 timesave, you can chain the wcs and do a second dash midair with a nail slash (2). To input this, go neutral to uncling, then slash (direction doesn't matter but you HAVE to be neutral during the slash) and within 6 frames, press right and dash. Generally I land early enough to where I can fit in an extra dash and jump with coyote frames to the bench, but if you land further to the right you can probably go for a chain instead. The frame window for this is not super tight but it's a really awkward input that's very hard to greed, and if you mess up you'll be zooming to the left and lose one quantillion years so this might not be worth for runs but maybe it can be improved to save more time.
If you dash through the gate too early and don't make it over the ledge, you can back it up with the normal movement and still save about 0.2 (3). For TE and other categories without claw, the 4 nail slashes can also work as a good setup for pre-dashing through the gate (4).
10makes 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
9Strats for Soul Master p2 with a 2 soul start.
The first is a dmg tank that gets you a 15.0s kill, but is very easy to mess up since the timing is tight and he can easily i-frame your 2nd shade soul if you're not careful.
The second is a much easier dmgless version that gets you a 15.5s kill
Several different strats for Soul Master p2 with a 1 soul start. The first is 15.8s for guaranteed dmgless.
The 2nd and 3rd are rng to get hit, 15.5s if you don't, 15.8s if you do.
The last two show good backups for fakedives. 15.9s if you get one for the first attack, 15.0s if you get one for the 2nd
better dmgless Soul Master p2 strat for a 0 soul start, 16.3 second kill. This is the same speed as the dmg tank version that gets a shade soul off before getting hit
Even better strat for 3 damage tanks. Saves another 0.25ish over the previous fastest strat.
1potential free extra soul on the way to rafters by upslashing this GHS through the floor. no/minimal timeloss if you miss it. all RNGs on the enemy beforehand should work
6Okay this one's actually sick. If you slash the hopper forward, it saves it from dying to the bellfly and saves you ~0.1 on freeze frames
3Boofly pogo is only possible about half the time, but you can react to its position and just ignore it if its not low enough. Other than that this route is pretty solid, but almost definitely improvable somewhere. Saves 2.4s over room in WR as of posting
best route i could find here, basically no rng except for the one boofly which is rarely in the way. Saves 2.9 over route in WR as of now
fastest thing i could get consistent here. saves 0.75 over what wr does as of now
1Saves 2.2 over what homothety does in wr as of now. If your first dash is perfect and you buffer the rest you'll hit the hopper before it jumps, so be careful
(edit: i cut this wrong mb, 2nd attempt is the one)
3fastest strat here, saves 0.7 over what homothety does in WR as of now. The dash over the first hopper after the first aspid is a bit tight, because if you dash too high you won't land quick enough to get under the next one.
3Saves 0.5 over not damage tanking at the end, since you are probably taking tram bench for the heal before colos, health shouldn't matter
Edit:
Update for future readers, i get the 3 damage tank version (original post) to be roughly 0.04 faster in my testing, but more importantly it's easy to accidentally dash into the back of the last garpede with stratus' version, whereas original post strat is basically unmissable.
However, if you're bold you can skip the tram bench in the next room and just carry 4hp all the way through KE to colos. For any% SS definitely use the stratus version, for zote use the 3 damage tank version if you are going to bench, or stratus version if you are going to skip bench in tram and do 4hp KE
Uncap your framerate for zote% and pray to the TFT gods, because this strat saves 2.5s, and the random part saves about 1s of that:
2Hold left the whole time and wait to fireball until you cling the wall. Hasn't failed at all in practice to hungry walls, but maybe because no shaman stone. Saves 0.05 over the forward fireball
4best strat for this room:
may need to go neutral briefly in the first section unless you're nearly perfect, you won't get the coyote jump
For the WCS pogo, release left before pogoing and immediately dash while pressing left after the pogo.
5Inspired by this post, some slash setups for double spike timing. These are based on the timing of the first aspid kill, so they should be more consistent/more accommodating to weird aspid kills than movement-based setups.
I've included two setups. The first is just to buffer 7 slashes following the aspid kill and jump at the same time as the 7th slash (first clip). To avoid bonking the ceiling with your nail, I recommend jumping from the bottom plat at the same time as one of your slashes (4th slash or earlier, any later and you can't make it in time).
The second setup is to jump from the bottom plat at the same time as your 4th slash and just go straight through to the normal setup without waiting (second clip). This is exactly the same timing as the first setup; if you were to continue to do slashes the 7th would line up correctly with the jump. This makes it easier to avoid bonking but also means that missing any of the movement will likely result in you missing double spike too, so ymmv.
9very convenient way of getting 3 soul on this guy
9You can fit in an extra nail cancel during Uumuu damage with a 2-1-2-1 rotation. Because you move a vs earlier into the damage rotation, I found it easier to start with 2 upslashes to offset the extra knockback the earlier vs adds. Dunking or damage tanking before damage also makes it easier.
2-1-2-1 is also nice because you can pivot to 2-1-3 at the last second if you don't think you can fit the nail cancel in without knocking Uumuu away early.
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2Consistent low% version of devout skip.
You wanna cdash into it, upslash a little after you gain back control, then delay a little and jump right before you pogo. (jumping too early will result in bonking and falling back down)
The pogo should be buffered after the upslash for the standard rng.
Early opens are hard to deal with, but since you cdash into it, they are pretty rare. The best way I've found to deal with them is to train yourself to do the jump + pogo as a reaction the moment the devout is in the same position as the image (Arm raised behind it) rather than pure muscle memory timing.
11So gruzers always spawn in the pattern in the picture regardless of when/where gruz mom dies and where her corpse is facing. To try to maximize dmg at the beginning, where the positions are consistent, you can stand close to the end of the tail (doesnt matter where the corpse is facing, but it works better if the tail is looking right bc of the gruzzer thats the highest), do two full jump once you see her last shake (3rd) and slash on the second one on the way down. If you stand closer to gruz mom you are risking more getting hit but you have a higher chance of hitting the 5th and 6th gruzzer and the one on top, if you stand further you will get hit less but hiting more gruzzers is more difficult, find the balance you prefer. You should priotirize hiting the 4 on top. Best approach i found is to do these jumps, hit the 4 on top and the 2 next ones if you are lucky/precise with your slash, kill the gruzers that inmediatly go towards you (especially the ones you havent damaged) and then try to finish out the rest, by this point basically every gruzzer should be damaged so you can kill them in one blow. You can also try to slash earlier after the 2 jumps if you are having trouble hiting the one on top right away or with gruzzers on the ceiling having 8 health or to slash a bit later to try to hit 5th and 6th gruzzers more often, again, your preference.
Make sure to react to the third screenshake insteadd of predicting bc you will be too fast if you predict.
Also, keep in mind its still rng and can go very wrong, I got pretty lucky in the video.
20Archives wcs that saves around 0.5s over the normal wcs strat. This works by unclinging from the wall during wcs, doing an upslash to prevent a wallcling, and quickly dashing to the right.
For the wcs through the lumaflies, make sure to wall jump out of the wcs between the second and third lumaflies. Getting hit by the third lumafly still breaks even with the standard strat.
https://www.youtube.com/watch?v=XCo6QDnGrLc
18Better strat for the dmg tank fast kill on Soul Master.
Saves 0.4 since you get to skip a cast after the dmg tank.
You wanna cast right before he spawns, not too difficult to time with a little bit of practice if you have a good feel for when he starts a new dive.
Try to lean towards being late rather than early since you can just back it up with the normal strat if you're late and don't get the cast off.
This strat also allows you to do a nailcancel after the dmg tank if you missed one of the earlier hits. (Just make sure you don't nailcancel too fast because he will i-frame it)
5i haven't timed this but this movement seems fast someone can back me up later. depends a lot on the position of the lightning lumafly enemy at the bottom
8just cdash into the next room and do a faster strat i think this saves around .5 but it 100% does save time
5Aspid damage tank skip for wingless King's Brand.
stand approximately between the two foreground stalagmites, jump when the aspid shoots the projectiles.
This works most of the time (around 80-90%), but occasionally it goes too high and shoots into the ledge instead. it can be hard to backup because it doesn't like to cooperate, but you basically wanna try to jump above and towards it in order to push it down into a better spot
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5go into transition while falling to storage swim state, then jumping up to gain early control.
up to 0.5 faster
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3Fastest strat using shade soul, shamans, and dream wielder. If you miss the double at the beginning and/or come in with low soul, you can safely up slash the first spiny husk until you have enough. It's better to do the up slashes first because your dream nail knocks it back.
Might apply to other categories on 1.2.2.1
Saves at least 2 seconds over no dream wielder and gets all of the geo
8Fastest strat for getting the shrumal ogres notch on the way to Elder Hu in TE. Mostly applicable to the 1.2.2.1 dream wielder route. Overall saves up to 2 seconds over previous timings of getting the charm notch.
Get exactly 4 nail hits and 1 fireball cast on the right shrumal ogre, dash left to fight the other one, do a nailcancel fireball, and upslash it at the same time you damage tank. If you're lucky this will cancel the freeze frames of taking damage. Immediately after damage tanking, dash to the other side of it and do two nailcancel fireballs to the right. With good execution this will consistently kill both of them, but be careful that your fireball doesn't get eaten by the wall on the left. If you miss one of the tiny mushrooms at the beginning you can hit the leftmost one on the way back. If you come into the fight with 4 hits of soul you should always end with 2, so you'll need 2 extra hits in the wow room for full soul Elder Hu, which only loses about 0.3 seconds.
This is possible on 1.4.3.2+ but inconsistent because the fireball has less range. It should work if the right shrumal ogre does a slamming attack as you're dashing away because it'll move closer, but it would need more labbing.
4A devout skip strat modified from Zaliant's align strat. Uses a 2-frame align to get into position for the damage tank. Entirely consistent regardless of RNG, and somewhat easier than upslash devout skip. Video contains backup RNG, open RNG, and a full run-through from the beginning of den. Attached is an image of the 2 frames to look for.
Does not work on 1.5 patches.
8setup for the wiggle firebell at king's station stag + comparison with the no-wiggle strat.
wiggle 3x -> dash 2x -> walk to the bit of hanging cloth -> turnaround fb -> dash out -> etc etc
for consistency you can peach it by walking a bit further at the cloth, and it'll still easily save time.
9Always upslash or downslash before touching the wall when going down through a vertical transition if you're doing transition wcs.
It still gives you the correct flags, ("Wall Touching" and "Wall Left" in the vid) while stopping you from getting slowed down by clinging to the wall
Saves around 0.1 on avg
18Soul reroute + strat change for trap bench. Left enemy in the first room saves what looks to be about .5 to old strats, right enemy loses about .2 to left enemy. Be far away from the petra when you slash + jump up to it to increase chances of double. May be better to get the extra soul leaving Uumuu, needs more labbing.
14Response to bad rng for moss knights. The wiggles are to go in and out of the moss knight's range so it can't attack you. You need to delay the fireballs a bit after breaking the rocks, else the first one can miss the further knight. Best to get close to the moss knight before firing to help that as well.
https://clips.twitch.tv/ArtsyTrustworthyFungusBuddhaBar-2ktJ8h7mWbMxl4MW
13Easy and consistent devout skip setup found by @Magma. Loses 0.8s to the above setup by Aksel. First clip shows what you'd do in 99% of cases, second clip shows what to do when it opens before you can upslash it (need to change strats on reaction for this to be consistent). You need to delay your dash over in that case, so the pogo just keeps you up for longer. If it backs up you just dash over it, though you're likely to take a second hit.
12Faster strat to skip the devout, the idea is to get very close and high to the devout, then do a pogo and take dmg asap (to simulate the devout opening and dmg tank from original devout skip), then dash over
https://youtu.be/4-HnHnqhUjM
6Don't know if this is known, but this is a pretty good visual/audio queue to time the gate for traitor lord. If you slide off of the right wall, and wait until traitor lord's "blowing up" sound stops, start channeling cdash, and release it slightly delayed. If you release cdash perfectly on time, you'll smack into the gate.
9for reference, if you notice uumuu is way too high you can do a pogo and try to save it like this
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6Doing this wiggle saves ~0.4s compared to doing the lookdown
6This 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.
6Consistent strategy for the good moss knight spawn that combines a few time saving strats.
Try to hit both geo rocks on the way down.
Even if you miss one by a little, it will set up the timing for the moss knight nail hit.
You can hit both geo rocks and the moss knight with the same nail hit as it wakes up, if you're positioned correctly inbetween the geo rocks in midair.
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10Something I just learned about 1 slash setup. You actually have to intentionally dash lower than the top of the slope. (I was under the impression dashing below the wall is good enough) but if you dash too high (EVEN if you make it under the wall) your downward momentum corrects you around the spot.
8Consistent setup for the timing to do the tiktik pogo on 1221, just jump as soon as you hit the corner.
18Doing 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.
12easier but slightly slower variant of the no-pogo (I think 0.1s slower, murihoro had an old post on it somewhere as well?). still faster than pogo or dash slash variants
(ignore the turnaround nail, thats just peach soul gathering)
3This entirely skips baiting the vengefly over, so it saves time if you get it within 2 tries, and breaks even with 3rd try. By doing a small jump and clinging close to the ground, your fall speed is low and the chain is much easier.
7wcs off the down transition on the way out of sanctum, around 0.4 faster
19labbed 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.
based off of a setup i labbed for lp firepogo
this strat gives geo more consistently than the normal one and it's only 0.4-0.7s slower so it's worth if you're low, but rng can screw you over if the geo flies to the left.
if you get geo you'll probably get 5-12
jump when the petra is on the right of the platform, not immediately
sometimes the big geos don't land on the platform so you'll have to catch them midair
4consistent setup for devout skip
you still need to make up the geo with either the bottom of spire or the bottom row of room above king's station (only if you get good rng) superseded with moss knights now
18faster strat for pogo grub on 1221, just delay a bit and then steal cp strats :) saves on average around .5 based on my testing
8damageless god cycle room
lineup is the beginning of the plank, which is here the vast majority of times it de-activates if you're quick enough, very rarely seems to de-activate a bit late, costs 0.2 if that happens (cannot seem to figure out why, perhaps rng)
18slightly (maybe more than slightly) cursed way to skip the first devout, complete with lineup
The devout also may not open right away, do not hit it, it needs to open into you, and if it backs up, just do the regular up and over.
If you have trouble getting the line-up (which is really tight) you can get as close as you can and dash into the devout as soon as it opens, this requires very good reaction time, but is a good backup.
To make up the geo get the bottom level in the room above king's station. This requires good RNG. If you don't get a good line-up, it's better to skip it (this is the fastest way i know how to cover the geo). If you end up skipping the geo, just kill the devout for the geo.
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4an easier setup for wcs than scruffy's and w/o having to learn any timings
stop holding jump once you're above the lantern, then when you're far enough right to pogo the soul container tap left and pogo neutral, buffer the jump and dash when you're around the height of the crest in the door(its better higher than lower), if you're too close to the door you can do a wiggle after the jump
once you hit the ground jump(don't buffer or you'll jump in the wrong direction) and immediately neutral, this should put you close enough to talk to the shaman, if you're not you're dashing in the door too low
i haven't timed it but this is probably slower than scruffy's bc they dash only once
full jump twice and dash like this video
This movements apparently been known to be possible on 1221 but its possible on cp as well. Saves a full second.
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4same as above, but turn around to save 0.1 and pogo the explosion instead, also looks cooler, and is slightly more lenient, as you can see in the first example theres no way i could be that off of the original fireball epogo setup and still make it
idk turning seems to make the save icon appear faster after early control, finding more details on if its shade soul exclusive later [it is] and this only works on 1221
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1cdash 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))
Easy setup for double DNail at the start of the Uumuu fight (adapted from Gwonkee's movement). Just follow movement up to the final platform -> full jump, then DNail on landing. If you land in the center of the plat you can do them back to back, but you can move back if you land too close to Uumuu.
obtain transition wcs on left, saves 0.5s on the alternative method of obtaining wcs for this https://discord.com/channels/772964112908156938/822611544231772170/864615479209623572 (and 0.7 and dnail drop)
Obtain transition wcs on left. Frame perfect jump, dash while holding left. Messed up the end. When performed cleanly 0.2s timesave
5Obtain 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
timings
this shows a consistently human viable mossknight tas double setup (fb, pogo fb)
key points I found:
after the first fb you need to walk forward to where you can neutral jump pogo, and you have to pogo as close to the ground as possible. there should be no directional inputs after the pogo at all until after youve shot the fb
(youtube link so you can move around by frame with , and .)
https://youtu.be/k15QwhD-Y2g
muri's original post with a good explanation and examples of it:
https://discord.com/channels/772964112908156938/822611544231772170/842072156765552661
1Short video on Rhino Petras with extra visual cues for position/timing. Extra info in the description.
https://www.youtube.com/watch?v=QL66y9Sftv8
A full-length run viable strat for making a faster spear cycle. Saves about 1.3s over normal cycle. Relatively safe because timing cues can tell you if you won't make the cycle. Apparently Ax discovered this independently recently, but I couldn't find anything posted so adding it here so everyone can benefit.
13On the epogo trend, an adaption of CCβs earlier post I found in my search for brain off setups, where you literally can buffer every single input, no waiting...
10Variation of the damage boost variations of epogo (Ouipogo, Sawayoshi's pogo, etc) that uses hardfall to time everything. Discovered accidentally trying to get fireball epogo.
fast epogo strat that utilizes knockback to get you under the ledge. variant of fireb0rn's fireball epogo. consistent, run-viable. slightly faster than fireball epogo due to soul collection but more risky, as you take 2 damage attempting it. useful in virtually any category, perhaps not worth in categories that go to city through city crest right after.
(recorded w/ timescale and sped up for 60fps viewing pleasure)
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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4unfortunately i couldnt find any real way around the 2nd portion as it would kill a lot of time to do the "straightforward" way, sets you up nicely to just inch by the 3rd portion cycle too
slightly easy to bonk head on the first wall cling jump (in 2nd portion) going up to the 2nd wall cling jump, but a bit of an outward swing should alleviate that as well
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11credits to underlein and vali
very lenient
an easier way to do the uumuu 1 cycle, i believe credits to HollowMC.
its just as fast, but you need to be conscious of where you are when you shoot the fireballs on the platform or the second wont double.
Original post by Tsira
Uumuu extra attack one cycle recovery compilation post
Pisces' tutorial:
https://www.youtube.com/watch?v=ZihoQdYQZcg
Monstah's setup run clip:
https://clips.twitch.tv/BoxyAntediluvianCamelFreakinStinkin
Ax's original strat:
https://youtu.be/1NvaIcu0o80
Godcycle room movement that gives better lazer rng. After like 50 runs through the room I was never hit by the first bad lazer that you have to wait for sometimes, and it gives slightly later godpixel lazer activation, although that one isn't free still. Pay attention to the neutral jump before the dash near the deep focus entrance, and going to the right wall after clinging once to the left.
https://www.youtube.com/watch?v=VSB12zh0hb4
Original post by Valignatev