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.
if youre above 6 soul in the tunnel, you can save future nail hits of soul by shooting a fireball backwards to instantly kill the husks before proceeding to do the normal strat for ghusk. unfortunately, there is higher chance of missing geo from the husks as you tend to kill them farther right (idea from @magneticpizza)
2If you are doing lr wcs here (which you should be doing anyways) you can try to let go of left and right at the same time to end up looking right (actually i think you need to release left one frame before your release right) and this will allow you to skip the freeze frames from killing the jelly with an upslash (-0.07s). This is easier to do than it might sound, but ideally you should still be able to react to missing it and be able to back it up with the usual upslash -> buffered dash.
I also took the time to record a somewhat clean clip of the backup strat in case you miss the wcs entirely bc i dont think its easily findable.
Here's a collection of the fastest ways i could find to get 1, 2, 3 and 4 hits on the rava on the way to wks. Keep in mind that you want to have 8 soul after this point. I'm pretty sure all of these are known, but i wanted to put them together in a single post. I've seen a variation of the 3 hit route where you walljump twice (https://discord.com/channels/772964112908156938/1139978112847839242/1140525674516467762), but that version is a bit slower.
Video on how it looks like: https://youtu.be/82grKNvSV-4?t=132
A version of shade skip that uses this bit of extended wall hitbox to dash twice (first image) and that saves ~0.34.
Basically you just do what I did but make sure you walljump+right when the knight clings to this rock (second image). The rest of the tomfoolery is just to wait for the shade.
Feedback: If you dash twice on the wall and only one dash comes out then you pressed too late. If 2 dashes come out then you pressed too early
(EDIT: The actual rock to jump off of is the tiny one below the picture, my fault for the misinformation y'all)
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
12Here are the strats I use for consistent 3 damage tanks in well room. They work for both rngs of the bottom crawlid (but one is faster), and although not as fast as hoping for good gruzzer rng, they are reasonably fast. I have been getting mid to low 45 baldur entries which equates to a mid to high 50 death. I believe it's faster to do 3 damage tanks here than the consistent two in the next room.
4
2At long last, we have a solution to safely fireball LP THK's triple slash attack. This punish can avoid the extremely obnoxious frametraps he had in a bunch of scenarios. Recommend using hitboxes to get a feel for the backswing of the 2nd hit, you need to fulljump to not get hit by it
Due to his notoriously short idle timer on LP, pogoing triple slash meant that you could not safely fireball him or you risk being hit - which led to situations like multiple triple slashes being a damage tank or safely nailing him while on full soul. With this new tech, that is no longer the case. Thanks cerp for the suggestion, this is huge
27do the final nail on the 2nd devout slash, faster and much more lenient hitbox
Pretty sure this kill is faster and more versatile than the other kills that've been posted in the past. 2nd clip is what you're aiming for, but there's plenty of ways to handle it if you don't get all the nails. My best with this is about .4 faster than what I got doing other strats. The damage rotation is by @鴨子哥🦆 , or at least that's who I saw do it
A consistent way to take 2 damage in the room before dying to the baldur, which is relevant for all categories that do ibaldur and skip well rock.
This loses 0.9 to the fastest possible 2 damage tanks that requires specific gruzzer rng, but otherwise saves a lot of time as you'll always enter the transition with 1 health.
If the crawlid is on the right (or if you can damage boost using a gruzzer), you can do a full hop from the center of the platform which breaks even with the inventory but is trivial to greed. On LP it is recommended to minihop if you damage boost on the left side of the platform.
3Alternative lineup for 3 dash / triple dash fog canyon acid skip
Instead of going neutral after the first dash, go neutral for the 3rd dash to line up on the very right side of the infected grass (start holding left after the dash comes out, but be neutral for the dash.) Should be same speed as Magma's lineup, but for whatever reason my brain likes this a lot more so figured other people might too
9If 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 herrah, you should head left and kill the devout to set up fury and for the geo. For the first 2 slashes to be consistent you need to de the frist slash around here so you walk the nail into him. Its important that you take double dmg in the rotation to set up fury more quickly
These are imo the most reasonable strats for killing the devout with 1, 2 and 3hp respectively. Some notes for the following clips:
4(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)
double lookup alternative if u dont want to use virtual controller. after the 5th slash delay the dash right a little
Doing 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
13gauntlet reaction slash for when the petra is too close (you dont even need to do it as reaction if you dont want, you can just do the slash every time)
10slightly faster variation of the kill above and some backups if you dont get the last nail hit of the first cycle. also just good examples of how you can wait out his shield instead of hitting it
3Fast way to kill GHS, need at least 7 soul entering the room, if the rava on the middle row dies to fireball do 3 dashes instead of 2
8Double heal LP Uumuu setup when entering with full soul
5its a hard thing to time but this transdash setup doesnt lose time and its a lot easier since you able to stall in the air for longer, gets the same times or faster for all the hyper greeded setups
on paper it could only be faster or even, and couldnt be slower, dont want to write a thesis on it
alternative left climb to the double pogo strat, it's pretty much same speed (although my fastest was like a frame faster with this). easier to get a fast time with imo
3saves .08 or .06 optimally , dunno. but on average im saving .04
if u accidentally recling its same speed as not doing it
only loses time if u accidentally slash right somehow (u should be doing nail before press left to avoid this)
6setup for this inventory drop, saves 1.7s over no inventory drop, setup works for both 1st/2nd try inventory drop
basically you want to close inventory a little bit after the screen goes dark, or right as it happens if its 2nd try inventory, hold left as its closing and start slashing, after the 2nd slash let go of left to not cling the wall, then right before ur 4th slash hold right, let go after ur 6th if ur trying to greed no cling, or you can also left/right from this cling, or just slide down slowly
Because you can't jump out of cdash charge, you can "option select" QGA by pressing jump immediately after cdash. The jump only comes out if your cdash doesn't start (too high), if you're low enough, you get the cdash (check input display to understand better). Good to avoid dunking.
(the video doubles for some reason, it's 25s)
5unlike 1221 where theres actual directional cycles, for LP theres just idle times, so you just need to react to positions
as a general rule, if the first husk walks decently far, inventory cancel the 2nd dash so you can fit in 2 dashes more consistently
if the 2nd husk is close to you, nail slash them before the 2nd dash, if they're really close inv cancel the 2nd damage on the 1st EVEN if they're pretty far right
for the damage on the 2nd husk, you can inv cancel it if ur close to the door or a dash will get you there, theres some patterns where you'll want to take the knockback since its double walking speed but often the heights just really bad
Lastly, if the 1st husk starts walking right, just take 2 damage and make it up after sly, you can use a nail to prevent the husk from walking too far for the shade spawn on your last damage
7Doing a pogo before the gate delays the wall cling from letting go of jump, making this wcs super lenient and forgiving. Just don't touch the ceiling and you'll win. You can buffer the 2nd dash, it'll always go right
the wcs was like 0.3-0.4, i saw strat going for it, not sure who else is
the pogo isn't really good on any other wcs that im aware of, as this is the only one where a ceiling punishes you height wise and you need lots of distance
6Alternative reaction to the early open by the devout. Saves a damage tank, making it better for runs.
2For 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.
2nd devout 1 soul strat
saves ~.1 to normal 2 soul devout optimally, and is way easier to greed, so on avg about .15+ timesave (usually higher really)in my experience,
frameties devout airwalk
u can go neutral as soon as u pass the devout to make lantern pogo easier, its same speed
basically applicable in every category with quitouts
i am sorry in advance for this information i'm about to share
you can make your quitouts super consistent by placing your mouse in a very specific place so that you can select both buttons required for quit out without moving your mouse at all. from there, i mapped my left click to jump and after opening menu to quitout, i mash click + either enter on kb or A on controller. i've been able to consistently save ~0.5 on average (though i was terrible at quitouts before). attaching an image for visual set up (put mouse inside where yellow circle is) and also a clip of my claw comsob to see in action. you can also do this set up for subsequent quitouts but after you quitout will need to readjust your mouse. its a bit tighter of a time window to set up mid quitout but its pretty free when you're loading a savefile for the first time. (tldr first quitouts are free and subsequent ones are harder to set up but are run viable)
https://www.youtube.com/watch?v=L_nn05uhzgY&ab_channel=siddflippy
8spider elevator. old strat usually required 2 fireballs for consistency. you can always get away with having just a single cast. 2 options are:
avoiding 2nd cast makes soul collection in the rest of the rooms before den super comfy and you can greed a lot more. didnt time but likely fastest strat saves around 0.5-0.7 due to not having to dash + pogo spider again.
7
21.4.3.2 exclusive heal strat for 1st cycle uumuu. can do an inventory hard fall cancel and heal out of the inventory and get 2 dreamnails a tthe top. after first cycle is pretty much same as normal. shoutout to vex for labbing this a while ago :beeDumper:
3THK 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
you can pogo this obble, its the same speed as getting good rng without pogoing but you can do it on a lot of diffrent rng spawns. need to time the pogo to reach the platform unless you're playing on like 60fps. obviously sometimes its impossible but its more likely to get a pogoable spawn so definitely worth learning
5Setup 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
9potential 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
6For the first petra in petra arena, you can stand underneath where the petra spawns without getting hit. This allows you to stop your cdash earlier for the 1 slash kill, which makes it easier to handle fast spawns which would normally fly upwards too quickly. Doing the slash from underneath the petra like this means you will be too close to VS double consistently, so after doing the nail slash jump backwards before firing VS.
7I find this a more consistent version of mantis pogo sorry for bad quality there is so many ways you can get the mantis pogo with this setup like it has one million backups
Lineup for 3 dash Fog Canyon acid skip.
After the first dash, go neutral and line up between the two red lines shown in the image. You can use the spike in the middle as a reference. From this point you can just dash and hold left and will be lined up to grab the wall for the skip.
Saves up to .25 to the standard 2 dash and walking method, and around .1 over the nail knockback 3 dash strat.
10badass strat to save situations when uumuu's too high
10If you have at least 6 soul going into this room you can do a fireball stall over the water. This on its own should be faster (the exact timesave depends on the movement prior in the room, but it should be the same as the All Skills dash slash which they do every time) This loses about 0.1s to normal movement if you turnaround fireball and about 0.25s if you fireball forward, but if you fireball forward you can also kill one or both of the enemies and collect their geo. Especially useful if you're doing pacifist mantis pogo since you're usually down around 10 geo compared to other strats.
This was found by JaGOAT (as many cool strats are), but I'm posting on his behalf since he isn't really active here.
18Closing the inv drop early here rather than landing saves up to 0.2, and there's a super easy visual cue for when to do it.
You just have to close your inv as soon as you've passed the window in the background on the way down.
You can hold left during the inv to start moving as soon as you regain control, and you then have a fairly lenient window to dash at the bottom, but the earlier the better.
The dashes line up perfectly to let you do a min height pre-jump out of the last dash towards the left as well.
6very convenient way of getting 3 soul on this guy
9Alternative movement for the end of petra gauntlet that loses less than 0.1 (if anything), and allows you to never have to worry about the petra rng at the end.
These are the best versions of these damage tanks we've found so far.
If the wandering husk moving left, you need to react to where the horned husk is going; if it's moving left, keep moving left, and if it's moving right, stop moving left so you damage tank to the right.
If the wandering husk is on the right, you can inventory drop into it to save around 0.1.
If the horned husk is moving left, it's better to damage tank on the right husk twice so you don't get knocked out of the door.
5Backup wallcling storage setup for blue lake. Can potentially be faster than 1 slash by as much as .4 if you minihop instead of fulljumping, but it's pretty inconsistent then.
13Using nail knockback puts you just far enough away from the wall that you don't hit these spikes, meaning that you can do a nail hit right before you'd cling to the wall to make sure you're as far right as possible before the dash.
You can also do an upslash to actually touch the wall before you do the nail hit, but the timing is fairly tight (too early you gain no benefit, too late and you'll hit the spikes before you can get the knockback hit out), so I wouldn't bother.
Timesave is obviously gonna vary depending on how much you're greeding your positioning and dash cancel timing, but looks like 2-3 frames when I compare to top runs and based off of my own timings.
This also gives the benefit of more consistent positioning so you can greed the dash cancel more reliably.
17instead of going neutral after dashing into the ceiling boost, upslash to avoid wallcling and hold right
11Pacifist Dashless Mantis Pogo
You can go over the big mantis and hit the lever without taking damage, irrespective of if it backs up or not, and do dashless mantis pogo afterwards. Can save 0.4 on its own over normal dashless mantis pogo, and adding in the timesave of ambloom upslash and no soul wow room brings it up to about 0.7. More details, notes, and things I noticed in the thread.
12For the grounded mantis, instead of doing fb>dash>nail, do dash>nail>fb, this lets us do a nail cancel and use one less soul, so we can skip 1 soul in wow room. This should not mess with mantis pogo, the only issue this can have is if the grounded mantis backs up, in which case you have to react by forward slashing instead of up, which loses some time but should still save time overall. Videos of both instances attatched.
7idk who needs this, here are fireball ranges in the wk arena, for when you need to be sure you're hitting the offscreen guy, use the central background pillar to orient yourself and stick close to it
You 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.
3
2Archives 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
18Slightly better way to get the soul off of the Ambloom after firepogo than the turnaround slash if it's walking left. How much depends on how good you are at the turnaround, but I was saving around 0.1
9go into transition while falling to storage swim state, then jumping up to gain early control.
up to 0.5 faster
10
5
2
3I don't know if this was known but the first mag skip can be done without doing turnarounds between the fireballs if you do a delay between the second fireball and the dash, this does the skip easier. In the video there are 2 clips the first has the hitboxes hidden and in the second one the hitboxes are shown.
14I don't really have a good visual cue yet but saves time without a chain and the big thing is that going for a chain doesn't really lose time so usually saves about .05 without chain to normal strat and when chain happens, (which in this room feels pretty easy) saves about .3 or so
14Better damage tanks given the pattern where both husks are moving right. Saves around 0.6 over the normal 3 damage strat for this pattern.
15This inv drop saves 0.5 to the normal lp non-inv drop. Sometimes the petra can be in a bad position so be weary of that, and revert to the normal strat if that happens cause you won't get enough distance to cross the gap. Also note about 1/5 times you can get hit by the moss creep, but usually it doesn't happen. You can also very rarely get a diagonal inv drop. This example is pretty slow, but usually get around a 5.4-5.5 room time, whereas no inv drop gets a 5.9-6.0. This example would be a high without 5.5 without hktimer being dumb.
2Gate wallcling storage after lever skip. Saves about 0.3. There's a backup in case you fail the wcs, which loses about 0.3 to the normal strat. Normal strat is for comparison.
19https://youtu.be/bTn9Ye2B4rc?t=34 This is the fastest ghs rava skip that I could find. It saves 0.3 to the yihous strat (Which can be found in the video at 0:00). Overall its not that worth in runs unless its a reaction (If you can). Its very inconsistent and tight to pull off. Maybe it might be useful if there c-dash roomsob eventually. I went to bench strictly for timing purposes not cause I was doing ismas, I swear.
You do the setup for the yihous strat except you do 1 less wall jump before the pogo and not dash.
2This mantis pogo doesn't kill the mantis warrior and doesn't use a fireball meaning it saves time in that department and its faster than the normal mantis pogo by about 0.5-0.6 if done correctly. RNG dependent for the mantis warrior on whether he jumps back or not and that's what the time save is. I didn't make this mantis pogo up I believe the original is from Blair5414. Also ignore my hp mod was too lazy to take it off. Works on all patches to my knowledge.
7arena c-dash https://clips.twitch.tv/SpeedyNastyHareHoneyBadger-tYS9EEJ_hHuuQgiM Upstrike here going to the wall and hold neutral. Since upstrike prevents wall cling, it should put at a very nice position and cause you can only wall cling if you go towards the wall, hold neutral afterwards. Then tap left -> immediate c-dash at the right time. It saves 0.09 on avg against normal positioning (For me usually), and is a lot more comfier as you it prevents from wall clinging accidently.
The prejump before the drop was accidental btw, Optimally you would just dash over the platform
8Consistent method for backup soul for ghs. Loses 1.42 to right elevator (regardless of ghs), but nice for a more consistent damage rotation for ghs. Only worth if you don't have 1 cast of soul going into the room.
A 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.
8A nice pogo strat for this room, to be able to hit the husk like this. This only works if you pogo the first husk and the other husks goes left. It saves 0.14 to going over and you can't just jump from the platform if you pogo the first husk without going neutral for a bit so it saves time there (Although I haven't timed it).
Just mind the music I forgot I had it on
https://clips.twitch.tv/KawaiiDirtyMoonRaccAttack-kj1BpN8mGVKCLogY Soul routing for full soul hornet on lp, roughly saves about 1-2s ish cause it makes text skip worth.
The moss knight can hit you when you double pogo (Cause sometimes if you're too low the pogo height is negated) so the timing needs to be practiced a bit. If the moss knight swings at you to the right wait a little bit before jumping back down, cause it will hit you.
The vf that you hit for the first cast can be hit while dropping down for the first time, but either way neither of them lose time cause you need to pick up the geo anyway, and the strat is to jump.
Mainly picked this up from the tas but the vf hit was labbed by me
A nice way to deal with this husk if its in this position. You'll get hit if you don't do the first slash and it goes towards you, so recommend for consistency; the second slash is just for soul (Loses 0.12). Its especially nice for all skills or rafters any% cause you have much less soul going into the room
81fb right side rafters:
Not really the most useful strat for runs since its pretty rng for the vf to get in the right place to do this, only really try to do it if you are doing roomsob/comsob etc. Its about 0.15 faster than double fb-ing and 0.3 faster than the regular strat.
As for soul routing, it makes it so you can go into the room with no soul which is nice, it also allows you to do this strat: https://discord.com/channels/772964112908156938/822611544231772170/1042428277987475487 without losing time to soul routing. This would save an extra 0.1 since you don't have to pogo past them and can just dash through so overall it would be like 0.25-0.4 of timesave which is not at all worth for how rng it is.
Prolly needs to be labbed a bit more for 1221/high fps, but highly doubt it would be too much different.
6SIX SOUL IS BACK 14S HORNET RETURNS (i think skate got one iirc)
Doesn't lose time (19.4 on this, 19.3 on the other one but assuming that is geo gathering diff)
https://clips.twitch.tv/DiligentCarelessPartridgePermaSmug-YFPSb35mo6RVWzfO?tt_content=url&tt_medium=clips_api
11setup 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.
9A faster way to kill these enemies, Overall it saves 0.3-0.5 to killing them on the way back, and 0.1-0.2 to not killing them (Cause you don't have to awkwardly jump over them). Make sure you have enough soul to do this, as it makes soul routing a little bit harder, your pogo on the lever can hit them but its kinda rng, and the other nail hit can hit both of them (Which is also rng) It prolly needs to be labbed a bit more for wcs
Making the moss knight jump back here is faster by about 0.7 because it allows you to do nail cancels on the far geo rock, where you would normally be delaying for the far moss knight anyway. A lot of the time you're also able to get an extra hit of soul as you're doing the nail cancels, which is nice for the hornet fight.
Note that the jumpback is still consistent if you prejump, as long as you're doing wiggles, because the hitbox pops up in that time (as demonstrated in the second video).
16Left side petras without c-dash. This one has much more consistent doubles and get more soul than right side, it overall saves about 0.5-0.8 on avg to right side (If you don't do safety wings before 2fbs, if you do it relatively breaks even).
The first petra is little bit harder but its key to delay the dash before the fireball in order to get the double. I tried to see if using any other entering movement and none of them worked that well. The monarch wings before the second petras fireballs isn't needed but highly reccomended for more consistnet doubles and to kill the close petra.
5Here's different movement for this room that I picked up from ismas route roomsob. It saves about 0.1-0.2 on avg to just dashing across normally. Always make sure to not try to pogo or hit the ghs or the freezeframes will lose about 0.1 than just jumping over. You can't get soul from the rava so be weary of that. Pogo-ing that bg object just before the ghs platform isn't needed but more comfy for getting to the platform. Background objects aren't pogo-able on 1221. This example is kinda slow, an avg you would get 8.1-8.2
14This is the adjustless setup for the basin stall ball. Make sure to dash of the ledge in the middle of the platform, and hold left the entire time. For the pogo, press left once then stop holding directions. After you pogo, buffer then hold left then wall jump; Alternatively after you pogo don't hold any direction then dash to the wall (Slight slower, but easier). Not sure if Whales uses this.
7Faster top route, and fastest strat (bottom route) through this room.
Bottom route is hard without going neutral but saves about 0.05 over top route.
Top route is hard to greed as well, but skipping the first hit saves a little time for any%. Land as far left as possible after the first dash in the room for top route.
Top route idea by me, bottom route idea from @JackmanMarcus 💙
7load, this is a damageless pauseless strat I found while experimenting with my (bad) PC to try to find a goam cycle that works with bad loads, pogo first goam as late as possible and 2nd about midway through, buffer the jump as early as possible from the 2nd goam into the 3rd goam gap
12https://www.twitch.tv/videos/1637653041
jennifer pogo, mostly possible when doing skate's low fps skip due to when the jennifer is activated, definitely saves time even to good rava rng, presumably .4 but not confirmed. Possible with high fps skip but different and saves less time (?) - more research required
10stallball isma skip, alternative to the original by daanolav https://discord.com/channels/772964112908156938/822611544231772170/973299722343309343
https://youtu.be/bAro622-PE0?t=93
The most difficult part is telling when you need to start the double fireball to get the stallball correctly. It is also not possible to show manually because it varies by height. There was a script that showed precise locations for fungal wastes entrance stallball, I don't think it was ever done for this one though. (img 3) shows the ideal position for the second fireball. I use the background leaf edges to orient myself.
Helpful tips and troubleshooting:
My success rate for this one is 30-40%
15entrance skip https://youtu.be/bAro622-PE0?t=74
short vid with examples while showing hitboxes and hero pos, at the end is how I practice the turnaround for the second fb
https://www.youtube.com/watch?v=st2dh-id1jY
Use SOCD, one thing I do is I keep holding right once pressed even while doing the turnaround, until the end of the trick.
Unfortunately I haven't found any way to know when you need to turn around and fireball again, mostly because you don't see what you're doing. I've been relying on muscle memory learned while doing it with colliders shown. The skip is very tight, practice a lot with colliders on, and lower the game speed to .6 or .7 if necessary. My success rate falls somewhere between 30-40%.
soul collection for isma entrance skip
Your goal here is to fill up your soul meter and clear out everything below the red line (including inflated hwurmps that might enter and get hit by your fireball). If you kill enemies while executing the skip you get freeze frames and will always fail. (img 1) Ideally you want to enter with 3 soul, but it's possible to enter with no soul (if you failed a spike tunnel skip).
(img 2) is your ideal case scenario. Execution shown here https://youtu.be/bAro622-PE0?t=69. Numbers denote the order in which you kill the hwumrps. You need 6 soul so pogo (1) and slash (2) 5 times. If you need more than 6 soul keep going according to numbers. you don't need to kill (3) since it is high enough to not interfere with your skip execution, so just hit it however many times you need. Number 4 is always killed last because you need to kill him if inflated because you cannot take chances with letting him bounce because he will get hit by your fireball.
(img 3) or its variations is the most common encounter I think, you need to clear out (1) and (2) and sometimes (4) if it hangs low enough. Start by nailing (1) or (2) - they will almost always both inflate, just keep nailing until they're both dead. If they don't both inflate, kill the one closer to you and then the other. With any luck it might drift close to the acid so it can be one-shot.
If while entering you get the opportunity to pogo (4) into the acid, do so immediately, this is always beneficial.
Sometimes while dealing with (1) and (2), (3) or (4) might start drifting towards you and you need to react to avoid taking damage. In that case almost always the best solution is to fireball the inflated hwurmps because taking damage often means you dunk too and lose time. So whenever you see you're about to take damage use your fireballs.
For any other variations use your best judgment. Your soul backup is top left, dreamnail the rotten egg thing.
4A different continuation of the deepnest wrong warp based on Staxis' idea to use the load warp as a more consistent alternative to the rng loadzone involved in the original version of the ww. By chaining the load warp into a second one you can then do a quick oob to merge with the normal dupe route and save ~6s. However since this strat means skipping the room where you would normally collect soul it means you enter den with 1hp and only 2 casts of soul so you lose time to needing to wait for the devout to open twice and to extra soul collection as you exit den. Still comes out to ~2s saved in total over the original WW strat while being less risky (less chance of rng screwing you and less consequences for bad rng).
There is unfortunately still rng as the trick requires performing the wrong warp facing left which means you can land directly on a spider as the room loads. If that happens there is a backup but you can no longer perform the chained load warp and you'll have to heal before continuing the dupe meaning a large chunk of timeloss (though still slightly faster than not doing the ww at all)
10Dashless mantis pogo. Seems to be pretty consistent if much harder to pull off than double dash. One thing to note is that you dash as soon as you hit the lever, which I've heard loses you geo, but from my experience you can still get all the geo, just less on average. Main thing is that if the mantis on the left attacks too early it seems to mess it up but you may still be able to time your pogo better to avoid that. Seems to save 0.1-0.3
13Its not really worth it that much, especially if you aren't on Current patch. Doing the turnaround into a dreamnail fast fall is pretty tight. Don't go for the dream nail again if you fail as you will hit the tiktik (or failing the beginning movement at all).
You have to turnaround after the second dash and immediately dreamnail, its pretty tight because if you don't do it cleanly you fail the cycle.
There is another tiktik cycle where you dreamnail two of them but its not worth in anyway (You have stall in place for a little bit before you dreamnail, I haven't gotten it on video cause its so inconsistent).
Only would recommend if you don't like double dream nailing Uumuu, and you are doing left side.
15https://clips.twitch.tv/WrongPopularBadgerNerfRedBlaster-vjOaag7Cizv-jOsL superrrr lenient seems to be even easier with lower fps as well
2https://clips.twitch.tv/DullImpossibleVampireFrankerZ-kkpmWU0eo72G7uU6 just a way comfier strat for anyone that's crying in pain over not being able to hit the second pogo on the normal one
1An easier way to get passed the husks for the new GHusk strat. Good way to avoid getting owned by the husk hitboxes like 90% of the time and you don't bonk into the wall as often as the other strat. From my timing it might also be a little faster, but timing was kinda weird so not 100% sure. Speed is at least close to the quick pogo dash.
4transdash movement out of cursed vfly pogo. not always possible you have to be pretty close to the platform.
12Best known movement for bad rng on the husk guard, flyguy manip works consistently here
2Movement for new geo route based on enemy position, fastest I could find. Multiple options may break even for the left walk pattern.
For the first mawlurk the key is putting yourself against the wall and dashing, then just go as fast as possible and make sure to jump over the mawlurk, one of the infection projectiles might go towards you, after passing it, you can tank the dmg and continue or you can delay the dash or stop entirely until youre safe, its good to mention as well that a lot of the times it lands right next to you and doesnt actually hit you, the projectile hitting doesnt happen too often.
On the way down you can do a little ceiling boost, but make sure to not land on the most right zone.
For the second mawlurk i recommend jumping where the shell next to the wall ends and dash slightly above the groung to avoid corner correction. From there, keep dashing and pray to not get hit.
As for the 3rd mawlurk, you should dash just as you pass the little mark on the ground next to the grass, and you can stop holding left for a moment if you want to be safe, again, there is a chance that a prejectile hits you after clearing the zone where the mawlurk shoots, but its very difficult to rect to and its rare enough.
For th 4th one I try to dash as i land on the slightly below level, but I havent found a good enough set up, the most important thing is to not fall into the spikes.
After clearing it, you are going to want to stand to the right of the hole, dash left, jump, land on the higher ledge, dash pogo and dash quickly, and either wj and wj 3 more times on the left wall or land, jump and wj 3 times, hold right after that last wj for a bit and pogo the enemy thats directly above you.
Continue to the last mawlurk, dash on the middle of the high part, dash again as soon as possible, jump, dash again as soon as possible, as you land jump, stop holding any directions, pogo and dash over it.
new strategy for petra arena using left side. I do not believe that this is the fastest strategy but I do believe that it is a step in the right direction for LP. we have to start ignoring what is considered fast on 1221. Left side petra arena seems logical if you need to kill a stray petra.
Dash onto the left trap platform as soon as possible to activate it extremely early. Jump off of it as late as possible and fire two fireballs to the right. Ideally you get 3 hits on the first petra and 2 on the second petra. Alternatively, you might get only 2 hits on the first petra. If you activated the platform early and jumped late you will be just in time to catch the platform.
Saves almost a second with really good execution and rng
13The left moss knight walks while in the load and then turns into leaves when you actually drop in, so having a worse pc just gives you more variation, meaning you simply get fucked and lose multiple seconds quite often if he is facing left. Current takeaway from this discovery is just get a better pc lol !
11Walking (in air or ground) speed is 6.0 inside Lemm room, anywhere else it is 8.3, however dash speed is 20.0 whether it is inside or outside. This means its better to spend the time inside Lemm room dashing, so we get the walking out of the way after the first dash. Should save .1 or .2 maybe
The cue I use is the center of the passage/load above to do the 2nd dash.
This can also probably be messed with for other categories that go to lemm like TE/106/112
15
3so this is the new movement of my movement saves around .1 to my old movement. This will save around .2 to left spawn husk and with right spawn husk it should be comin around losin maybe .05 to .1 but to lose time you have to do upslash husk along with greeding the wall jumps so most of the time my movement should be even with it. So on average my strat will be saving time. Note that you can react to the certain spawn of the husk but it's kinda hard
9Different pattern (2 upslashes) that sometimes saves the double when you get really big jumps (ghusk jump distance is rng) and also should save a bit of time because you don't have to walk as far to aggro her the next time
4Probably worth to skip this guy if doing moss knights, saves .33 and loses 0-8 geo
3Pretty sure the optimal punish for dash first pattern when doing moss knights, can pogo earlier than in clip, but just a demonstration
2Faster 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
6better 2 slash that saves 0.2 on the old one.
1 slash is fastest
2 slash loses 0.1
3 slash loses 0.5
2 slash is basically always best unless you literally need no extra
18Devout pogo, backup strat if you end up not collecting enough soul on the way through beast den and need more than two hits to get to full soul for the last devout.
Starting point is about the same as the normal lantern pogo (right side of the raised platform). Movement is neutral dash, dash hold left, buffered dash, buffered jump, and then stop once you're at the right spot above the devout. The "right spot" being just left of the thicker hanging foreground web strand.
8Same speed optimally as the normal movement but more obvious/easier to optimize so I'm getting a faster time on average than the wj -> dash left strat
6fast strat for this movement. The jump after the first downdash isn't precise, getting it from the corner works. Saves ~.4s over previous strat here
https://clips.twitch.tv/AmericanTrappedOkapiOptimizePrime-kGr-t_i377GQUQxE
doing two neutrals seems to be the fastest way to fit an extra dash in this room - seems to save .1 done properly
Thanks to Gwonkee commenting on this room, labbed a bit. Saves .2s on best rng with previous strat, isn't rng dependent, very consistent. If you are missing 2 hits of soul, you can sideslash the first big jelly - it will not hit you.
upslash saves ~.1 (hard)
2
5This strat (in reply) loses a bit of time and is harder. The 2nd part of it is good though, which saves quite a bit (not going to the 3rd to last platform).
(got 10.31 shortly after posting)
9a modified 1.4+ any% uumuu 2 cycle strat. first cycle seems nicer this way than otherwise. 2nd cycle uses the higher small platform instead of the middle platform to make dream nails much easier to come by. unsure if more consistent than existing strats
15New jump saves 0.1:
After entering laser gauntlet, land as early as possible on the 2nd flipping platform and immediately jump really high and dash. This triggers the proximity on the 2nd to last crystal earlier (green line good), which is normally the only laser you need to wait a brief moment on, which means it disappears 0.1-0.15 earlier
38Consistent 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.
8Nice setup for the jump at the beginning of dreamplats. Get in the position in the screenshot and then as soon as the seer appears nailslash 7 times and then hold jump and forward at the same time. Dash just as the seer is leaving the edge of the screen to get onto the platform. Might take a little practice to get the timing right. You can tell you're in the right position if you see the very edge of the post in the background right behind the knight's horn. You can be a little further up, but that's where I prefer to be.
9probably already known but i havent seen it, slightly different set of movement for the final set of dream nail platforms, ~.15-.2s faster than landing on the 1st platform that spawns.
annoyingly easy to undershoot the 3rd platform you land on, so jump a bit higher than you think you need to
17havent seen this route anywhere, can just buffer dashes off 2nd collapsing platform you land on, but start them kinda late. saves ~.2s and doesnt skip any soul over the normal route
18the first room for isma's without using fireballs, relatively easy to execute if the hwurmp cooperates, means you don't have to go back for soul for the mag skip https://youtu.be/vLUYjlkbosA
172 fb easier set up for the first acid skip.
You have to dash off the closest platform, dash again in the air when you're at the same height as the not sloped wall (beacuse you want to cling). Then, hold right for a moment to cling and don't hold any directions, shoot 2 quick fbs just after being under the ceiling level, delay a bit while you press right and then dash and wings instantly.
(only useful for people bad at fb quick turnarounds)
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7Damageless, pauseless strat for switch goam room cycle
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1(dare I say that?) Consistent setups for shade skip skip, with and without shaman. Get the horizontal position correct (with shaman you need to be slightly further to the right) using the background textures. For shamanless, dash and cast as high as possible. With shaman stone, you need to fall a tiny bit or your fireball will go too fast as it does in the first attempt. Either way, don't press directions until after the dash. Only consistent at 50 fps
19
3significantly easier mag isma skip without dashmaster and with shaman's, using diagonal fireball https://youtu.be/6V-C6GAVfME
24instead of two dashes you can hold left, full jump and dash when you bonk the ceiling. Saves up to 0.8
12Jump to slash lurien, same idea as city bridge and peaks grub lever.
11Doing 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.
120.5s faster than normal strat. You can tell that you got the wcs if your dash is slightly above the ground after the transition. If it's on the ground, then just do the normal strat. If you get the wcs, then hold left until you get passed the wall and then hold right to cling and do the dashes. When you are getting the chest make sure that you wait a tiny bit to fall down, otherwise you'll just pogo off the breakable object and miss the chest
92nd dash here saves 0.04 ish average, 0.03 was the gap between 2 best attempts
if you wallboost you'll prob lose 0.7 to being too low, so delay the walljump
9Doing this forward slash pogo doesn't lose much soul and saves 0.3-0.5 over the normal strat. You don't need to greed as hard as I did, as long as you play like you would in a run its impossible to be too fast (technically possible if you are like zkad irl or smth). Very lenient
83 Dashes instead of 4 here is actually .2 faster, but you need to make sure you have a good jump if the spider is low, because you don't get the free 1000 coyote frames that you get with 4 dashes.
5This should save .4 or so, subpixels apparently can line up but you risk corner correcting
https://clips.twitch.tv/AuspiciousSingleEyeballWoofer--eWjDQe3Mo49umb8
1Here's a video for when to dash inventory dunk when you get a slow attack for middle uumuu
https://clips.twitch.tv/SaltyViscousBeanRuleFive-agF81AcLjbyWaIvY
1(I'm not sure if I should post this here)
Another qga setup, pretty consistent but probably not as consistent as the normal one.
Press right the entire time and tap jump to jump as low as possible, the cdash timing can be tricky, but the jump helps
1Ceiling boost here for more fall speed through the platform. In order to get the boost you need to be holding right for (idk one or more?) frames after your jump bonks the ceiling, so that you move into the ceiling. Takes a lot of practice.
5
1setup to get a really good wcs into room, also just ensures you never miss it (2 slashes when the elevator hits the bottom, not precise when you start them)
5this strat will allow you to get another nail hit's worth of soul on the first knight if you are low. this allows you to do the first knight quick kill with only 6 soul before the fight, as demonstrated in the video (started with 7 soul, ended with 1 soul)
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3consistent 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
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28slightly (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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4If you need to nail nail cancel a devout (in any% that's 8 soul 1 hp), make sure your second nail is an upslash so the fb spawns closer to the devout
Do a big walljump before the first fireball and dash before the second fireball, this is not consistent but with good rng is the setup that I found to get doubles on both mantises
this is more of a swag strat but whatever
has anyone ever done this epogo in a run before?
13Consistent soul collection for the baldur before greenpath on current patch. Enter the room to the left instead of the right and pogo the first tik tik (don't sideslash into a pogo or you bonk), kill the remaining tik tiks on your way up to the entrance, and hit the tik tik above the entrance once. If any gruzzers actively get in your way, you only need to hit one of them once. Loses a tiny bit of time to the normal strat, but this strat is resistant to gruzzer rng.
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8Version of Lemm wcs with a pogo to extend it to the transition
8underplat for fog canyon acid skip, saves 0.05-0.1s over normal strat
5Saves .8 over pogaxe, loses roughly .4 to get second try. Vertical position is somewhat precise, but with consistent walljumps it usually works out (anywhere around the last conveyor spike is fine, lower is safer than higher). Not really fullgame viable with the current state of things, but .8 is .8
13faster than pantapogo and has a damage tank variant. I start the dash very late. Fastest since it allows for easiest greed timings
22General purpose sub-pixel alignment for the DNail WCS setup (that is to say this should work on any ledge like the ones shown). Walk into wall -> neutral jump -> neutral dash. I ran into problems buffering the turnaround after the dash so don't do that ig. Not fast but a good place to start for tight-quarters areas (i.e. QGA room).
3that enters deepnest from queens garden
saves .25 over standard dbl dash to platform. works for other actions too (setting dgate, etc...)
6new strat maybe? takes out the need for soul gathering after 1st fireball skip, could save a bit of time
10obtain 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
Small timesave for 1028 any% AG (or low% AG), room dupe to skip walking across RG grimmkin room (apparently inoki already has this strat, but leaving this here for reference)
7elevator optimization for 1.5 any%, discovered by cactus with his monitor off
https://clips.twitch.tv/PunchyHungryPigLitty-8jabHib3rnF55AFm
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10If you hear the rava aggro during the load you can do this every time and avoid going right wall. Sometimes it doesn't aggro and you just do it normally
seems to be a fairly consistent way to get dog cycle as the first laser bug lets up their laser much more consistently than with the original method
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12Faster devout than currently used fastest one, but takes really good reaction time if it backs up
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1Quick kill for petra arena.
For the second two, line your knight up with the top-right area of that hanging basket, like you can see in the video here. Shoot your first fireball ever so slightly before the first petra's hitbox is available. This first fireball SHOULD MISS THE FIRST PETRA. Because of the way petra AI works, the petras will always move back away from you to keep some distance, and thus the second fireball will hit the first petra with a double
21slightly faster (~0.1-0.2s) way to drop to uumuu. It is still faster if you play it safer and close the inventory a little bit sooner
1https://clips.twitch.tv/IntelligentCrepuscularPizzaTwitchRaid Itemless mantis pogo setup
also works the exact same if both flying mantis go under the alcove. just make sure at least one follows you in
Original post by Pest
https://www.youtube.com/watch?v=PItrcl1qxyE&feature=youtu.be Queen's gardens load warp
Original post by Krythom
Double dash mantis pogo: https://youtu.be/HLaYY7BhzO4
Original post by Ax2u
https://www.youtube.com/watch?v=FKWwCvptAiQ THK Spike Kill
Original post by Allison
Dreamer duping https://youtu.be/OysREfaCwt8
Original post by Serena
https://youtu.be/T13rUYzl-wc Itemless skip to Lurien by doing Dupe -> Wrong Warp -> Something else that isn't either of those
Original post by Krythom
Hey all, I made this a little while back but had it unlisted on youtube as it was a private upload for someone. I think it can help out a lot of people with any% CP Uumuu. I do quite a bit of explanation up front and then demonstrate the fight.
https://www.youtube.com/watch?v=Chh_BuLfdVI
Original post by RhinoFeeder
left side vs right side teachers archives exit (any% nmg)
Original post by Pest
alternative to the normal claw FK skip, the last load is rng (good rng shown in vid), saves 1-2s with good rng, loses 1-2s with bad rng
Here's my guide for uumuu on current patch, for which I use a dramatically different setup than I do in 1221 for reasons explained in here
https://www.youtube.com/watch?v=Chh_BuLfdVI
Original post by RhinoFeeder
a different way of doing the right side of room after godcycle without getting hit
Original post by Tsira
Fastest strat for climbing from the 1st elevator to the breakable wall in the chandelier room.
-Do each dash very low to the ground.
-If you mistime your jump and do not regain wall cling storage on the ground, continue dashing, you will not lose time to the default (no wcs) strat.
Optimally saves ~0.5s to any non-wcs strat.
Edit: minor timesave if you climb all the way to the top on the left side, and dash right (so that you do not require any wall jumps on the right wall. (~0.1-0.2)
Original post by Gwonkee