#strats

#1xx 72

Stratus (he/him)

https://www.youtube.com/watch?v=WClBOnRXO_c
Charging the crystal dash on the back of the elevator here gives a much better visual cue than charging it on the front, making it easier to get a good cdash release.
I release cdash after completely passing the third window in the background here.

cdashcue.png

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

you can walk to the edge of the tram and back to setup the interact timing, better than anything else since the left inputs buffered, if you interact late with the tram you can just turn earlier (careful every 2 frames late you interact is only 1 frame earlier you turn)

since the setups a bit wonky its not quite as much time saved as for other things but still worth doing imo

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

PsyKlone

Free hit of soul you can get after defeating Marmu, loses no time assuming you have wielder on and are dream gating out after the essence. In TE it lets you skip the soul totem before Traitor Lord which saves 0.7, but probably useful in other categories like 112. The petra isn't there 100% of the time but it is still very worth it on average to go for.

ins0mnia (she/her)

This is far from new but I've seen some people who don't know about it. If you manually cancel your cdash here you don't hardfall so you don't need to dash before the second cdash. Saves 0.15ish over a perfect low dash without the risk. The cue I use is generally somewhere between the last bg object and the edge here. It's extremely generous and you can start implementing it in runs immediately after reading this it is straight up just knowledge timeloss.

image.png

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

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

PsyKlone

These dashes lines up shade cloak's cooldown well so you can buffer dashes and prejump --> shade dash through the last batch of frogs before Marmu, assuming you don't need to heal and dream nail the mossflies. You can still land into a frog at the end of the dash but this should ensure you take 1 hit at most.

Use minihops to reach the platform I shade dash off to save the shade cloak charge (this is faster anyway). Then dash after landing and do the next couple dashes quickly enough so you get two normal dashes for every shade dash. It is a little bit harder to get soul this way but you can get extra hits on the frogs pretty safely.

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

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)

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.

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.

Going from right wall is much more lenient and significantly easier (imo) than any other setup, loses ~1s to left wall and basically breaks even with center double shrogo, so you can decide if that's worth for being easier/more consistent, regardless there’s 0 reason to do center double pogo now

Scruffy

I don't really think this is a run viable strat but saves 2s

sawayoshi

A much easier method to catch the fastest cycle in WP Balcony 3 (aka Top Lever). The current most common strat is to dash to the wall under the breakable arch; pogoing the sawblade instead makes this cycle significantly more lenient.
Confirmed to work on 1.2.2.1 and 1.4.3.2; assumed to work on 1.5.

faster damage tank setup if ur not gonna open glowing womb, 20% chance the enemy won't swing, which you can just land on top of them if they shockwave, you can still combo it into a second double damage hit for opening glowing womb which saves 0.3 in freeze frames but loses 0.2 to slower enemy movement, leaving you at 1 hp super early as well, so i think its probably not worth if ur gonna open glowing womb despite being slightly optimal

calc'ing knockback into timing as well means your results may vary, but it should be faster ur opening glowing womb with shade soul later

worth noting that you're gonna need to take more damage elsewhere if you do the first option than you would waiting for the big bean to hit you

easier and faster movement, need to hit the first mushroom low

Best i could get for abyss_17 - killing both of the final mawleks separately with doubles saves .7s. Rest is to show some movement + soul collection (some of it is vali's :3)
Important points :

  • do the ddark as far right as you can, to be in a good pattern on the second mawlek.
  • if you don't get the first hit on the second mawlek, get it on the way back (after the pogo, right slash). loses .2s
  • the double shadesoul is really safe - out of an hour of practicing that room, i didn't get both doubles only once.

2 things:

  1. Do a nail wall jump for soul
    20 if you zoom you can beat the top crystal even if their laser is out (does not require nail wall jump, just good movement and not horrible loads)

[i'm not liable for any damage you take doing this in a run, don't do this at 1 hp plz]

Fastest strat i could find for this room, from my timings saves .15 max over not doing the cyclone, .1 is pretty consistent. If you're still on 1.4 (shame) be sure to do the cyclone early enough to not get memed on by the lack of dash refresh (if you do, loses .2)

Easier way to hit the good spear cycle, neutral wall jump at the start of vertical corridor, wings and pogo, do either another wings or wall jump, wall jump and pogo

Visual cue for cyclone drop, wait until the end of the spikes, release cyclone, pogo at the end of cyclone, cyclone saves a bit over a half second to regular drop with a pogo for dash refresh and ceiling boost

Ely ⚫

Here is all the boss battles in 112 and 107 where flukenest has been found to be either optimal or viable/ preferable over the non flukes alternative. I will first post the unambiguously optimal fights and then post the ones which may come to preference.

Nosk: Good RNG fight saves 10 seconds over non flukes combsob. Bad rng isn't super punishing as nosk has a lot of attacks where he can get multihit, you shouldn't be losing more than 5 seconds. If he goes into the ceiling instantly you can shriek as usual.

The charm loadout is: Shaman stone, spell twister and flukenest, needs overcharming.

Collector: There is a completely consistent quickkill which has been posted in strats before. Additionally, flukes will instakill collector out of the final phase. In total this is seven seconds of timesave over perfect shriek only fight.

Charm loadout is shaman stone, flukenest and dreamwielder. Charm switch optimally at tram bench or at oro bench for a safety heal.

Watcher Knights: Saves 5 seconds on average over optimal shriek fight. Each watcher dies in three fluke casts, so you can kill them before they even attack. To make up for the lack of twister i have come up with a couple of strats to gather soul (showcased in video). Its still optimal to throw the chandelier down, and the fight needs to be started with full soul.

Charm loadout doesnt change from collector.

Icefire

A variant of ely's collector quick kill that is a lot more lenient, as you don't need to hit all of the last fluke. Do the same thing but wait a bit in between the first three shrieks, as you need two of them to hit all four times. If you do it right, collector should stagger without the nail hit, then continue the same way.

(Ignore the infinite soul; the dream nails provide enough. Also, you should probably get an extra dnail in before the last fluke as to have soul for the next section.)

earlynot

some fluke kills i found from a few months ago some of these do require overcharming and rng https://www.youtube.com/watch?v=HT0Bi3U1nsk (sorry about it being on youtube couldn't make it so it wasn't a download)

Ely ⚫

With flukes you can get a consistent instakill on collector before he can jump. The sequence is: scream kip, two flukes, dreamnail, three shrieks, nail hit, dreamnail, two shrieks and one fluke

The damage is incredibly tight and its really easy to miss one or two flukes or some hits of shriek, so to make the strat safer you can prefluke where collector will spawn. You do this by dashing, jumping, fluke, dashing before shade cloak is refreshed and then dashing again where you normally would.

ive seen a lot of strats in this room but i've found this to be the comfiest and most consistent, delay the 2nd wall jump to avoid getting bonked by the mushroom, you can dash after the upslash and walljump and its the same speed, but i've found that i bounce left in the tunnel more when i do it

This movements apparently been known to be possible on 1221 but its possible on cp as well. Saves a full second.

neat background object pogo to get on the belt before saving the grub

.2s faster with good execution (6.04 no wcs -> 5.85 wcs)
dash is kinda hard to get. Both examples poorish execution just to show how to deal with rng
Right side:

Spirity

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

Hazard respawn strat, pogo is 0.1 slower but makes it consistent to go for as you won't get your dash canceled from freeze frames/knockback, cyclone is same speed as no cyclone, saves 0.3 on optimal damageless movement

slower but easier setup to get through the spike tunnel

Alternative pogo depending on great hopper cycle. This might be known but i've never seen it. Sometimes the aspids a bully and is too high so i wouldn't have this be the only pogo you know.

setup for early control, swing 3 times after seeing the particles in the background, very lax, works even when greeded or slow, i've heard rumors that its good for cp as well, don't start off the fight with a fb as you could technically have storage if you do so

!!cerpin

another "peach" (aka easier but slower) method for this cdash. landing near the edge and walking off to the side is about 0.05-0.1 faster than the dash into the side to set the cdash up.
note: do not cdash too high, you will bonk

(also worth note: the good cdash itself saves ~0.7s over the older dash+pogo only strat. the different peach strats save about 0.3 to 0.4 depending on execution)

!!cerpin

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

wait a second (i use an object on the table as a visual cue) before performing 3rd dash, if guard swings (75% chance), don't dash after the grub, instead pogo dash pogo, if guard drops (25%) dash immediately after hitting the grub, saves 0.6 on a swing and 0.7 on a drop compared to having to wait for 2 swings

[you can also get a pogo on the sentry before going over for soul]
[edit you also don't need to wait if you get a swing but shockwave is mega uncomfy]

.9 on the way to get the pale ore. getting the wcs sucks, beware
https://clips.twitch.tv/LovelyShakingLatteBatChest-YI3oRu0gx8RqeS7e

Spirity

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

faster entry https://clips.twitch.tv/EnticingObliqueBottleKippa-GsS-aZukgxvalRge

grub collect https://clips.twitch.tv/ProductiveSpineyBadgerBCouch-YjlMYE7_q-0kYOOv
if vengefly follows you, do an extra dash before starting cdash (shown below)
https://clips.twitch.tv/BrainyTsunderePterodactylSoBayed-RdKOiwpsjCzgtJL3

gets 3 casts of soul instead of 4 (still enough for brooding mawlek quick kill)

not sure exactly how much the mvmt saves, prob like .5 ish
https://clips.twitch.tv/FlaccidBoxyMinkAMPTropPunch-P6h7gTdvHrzNiQue

!!cerpin

saves 1s< over comsob in total

!!cerpin

directly saves 0.2s over comsob in this room (which loses 1.3s in the next room due to skipping the cdash)
saves 0.5-1.0s over ax's double dnail strat somewhere

gathers a bit less soul. still enough for the needed 3 casts for mawlek, usually part of the extra vessel as well.

cancel cdash and restart for .15-.2s timesave. youll be one hit of soul lower than if you do the regular dash entry
https://clips.twitch.tv/AthleticHumbleOtterEagleEye-gOFtUqfYFoXV1fyL

.05-.1 timesave over dashing in and hitting lever normally https://clips.twitch.tv/NimbleFaintCaterpillarDancingBanana-dvQBiChK7Kk4FaAw

neutral dash + hold left and buffer the cdash and youll have the right height every time. credits to @CC for telling me to do this https://clips.twitch.tv/TalentedEncouragingChowderNomNom-LbIGYBDGf295eVf_

climb on right side in the beginning, saves .2ish https://clips.twitch.tv/CarelessAmazonianChipmunkKreygasm-2SlZjcnDlhRTxmZI

hit the grub through the floor, be further left than you think you need to be. saves ~1s (makes the mimic kinda awkard to deal with tho)
https://clips.twitch.tv/TriangularConsiderateCookieCmonBruh-FOewjzAl4WYv-2V7

different exit, saves ~.25 with good rng and closer to ~.1 without
https://clips.twitch.tv/SillyArtisticTrollDoubleRainbow-lkpMZGQnB-rvl1Kx

saves ~.2-.3 over dashing right into dashing left to start the cdash, kinda tight. can make it easier by dashing into the wall, if you do the dash, its ~0.05 timesave
https://clips.twitch.tv/EnchantingInexpensiveSangHassanChop-nfhVeAq_kbcnjMqp

(edit) can save another .2 by prejumping after the downwards transition 🙂

room after thorns, saves upwards of .2 (everyone does diff stuff here so gl getting a baseline time)
https://clips.twitch.tv/GrossSmallDadFrankerZ-brrMtnv6J3MlwF9L

faster exit by .1, wings out of cdash is really precise + walljump at top is precise. kinda bad but hey .1
https://clips.twitch.tv/BloodyGentleCarrotTheTarFu-9cNKa3kiWq1MxpxN

less awful exit, about .05 (on avg) slower than the above strat but is way less tight and awful
https://clips.twitch.tv/DeterminedZealousMangetoutKAPOW-L_VTUWPz_j-wbcln

cancel cdash before hitting the sloped ceiling bit. saves like .5s on the dashes at the end of the 1st room/beginning of 2nd room i see some runners doing
https://clips.twitch.tv/HonestFunBaguetteTakeNRG-FwRhI2-YyYh2kAmU

.15s faster than landing on top of the platform, can setup the strat by bonking the ceiling on the jump. this is .2s slower than the walljump on the right, but no risk of hitting thorns
https://clips.twitch.tv/TriangularZanyApeTTours-AoVsZlL5wfnKl_pf

buffer 2 dashes, jump and dash into wall and buffer cdash and release asap. finicky but 0.5s faster total. if youre late, the 1st dash is probably late (start when you see the knight on the bottom of the screen)
https://clips.twitch.tv/BitterSnappySquirrelDancingBaby-jkUGp_3Fsxtn6Jsj

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

.1ish, saw jokull do it and didnt see anyone else do it so posting for attention
https://clips.twitch.tv/TangentialGoldenAardvarkPJSalt-BxHWiYvYi397s-OS

stop cdash early to give yourself time to charge cyclone. saves like 1.5s
https://clips.twitch.tv/BashfulEndearingElkGivePLZ-YSf5nLEvBcXSRBUa

https://clips.twitch.tv/FaithfulHyperPanVoHiYo-czVHcgIhDWji3SMM

.4ish over old strat, if the enemy is too far right to walljump, pogo up and do the old strat

https://clips.twitch.tv/GlamorousAssiduousCrowChefFrank-vQl3F9b0H4SuSS39

dash into side of platform to get to roof, saves 0.4 over landing on top. walljumpable surface for the ceiling goes lower than it looks visually

!!cerpin

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

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

magnolia💙

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

magnolia💙

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

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)

Spirity