Just an update post for the wcs in Ancestral Mound with a good visual cue. The easiest way to set it up is with the nail knockback inventory cancel. If the Knight's eye is mostly visible aside from the bottom right, then you are at the correct distance. Ideally the Baldur lands on the platform so you can pogo it. If he doesn't, then, with some practice, you should hopefully be able to get it within a couple tries.
Good news for awr fans, this split is much less bad now because you can heal for only 0.8 timeloss if you do it here, same elevator climb as the normal strat. Just make sure to press heal as early as possible. I try to press it during lever freeze frames while in mid air
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)
alternative pickup pattern for the mv root. loses about ~1.2s on quitting out after the journal compared to quitting out on last essence, but it seems easier to do well, and overall saves about ~0.7s ideally. on average i think the strats should be about even, but enemy rng in the room makes it awful to actually get a good avg reading
If the guy is on the left, you need 3 nail slashes anyway, and you backtrack (so you will get the geo anyway). It's worth going over while doing it so that you get further right while killing him
Safety strat since avoiding this guy is extremely hard and getting hit is heavily punishing, idk how much time it loses and don't care since this guy sucks :lurkgy:
adaption of shamanless mantis pogo to avoid missing it due to shamanless muscle memory, and an example of a mantis claw early control setup (go right side when dropping back down whenever you can, I just wanted to avoid the mantis here)
I couldn't find an example in here for this shade skip, so here're two examples I got; one with good rng, and another with a shade fireball and recovery timing.
For the backup start jumping again as soon as the fireball passes over you. If the fireball passes higher above you, you can start jumping earlier so that you still rise up about equally behind it with your jump as I did here.
Buffer every jump, or else you're playing a game of luck with whether you align with the shade's up/down dipping to get enough height. if you read it well you can probably save some missed jumps and adapt with double fb, and just skip the firebell at rg stag (for AWR).
note: I am not good at this shade skip, so if you have issues with these setups you can share clips of attempts etc and ask for help/guidance in #hk-nmg-discussion or any similar channel
This 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.
at 0:12 there's a transdash setup for what cc did there with the fb airstall. dont know if its faster, slower, or same speed, but it means you dont need any soul which is always a bonus
all the new root movement i've labbed compiled into one video, was gonna make charts but they were hard to follow and looked bad so i didn't https://youtu.be/7nP83XoaDWk
going bottom route lines up cdash to go under the platforms, which means the durandoos activate on a better cycle, meaning you don't have to damage warp and you save 2.5 seconds i imagine 1221 cycles get better as well but i haven't tested