Very simple and easy setup for lp epogo. Full jump slightly to the left as soon as you touch the platform, then fall right to the mushroom. Use mushroom pogo to move to the middle of the platform and wall (make sure not to go too far left or the spore will bounce). The dash after is super lenient, you can go pretty low and it will still work. The trick has been very consistent for me in practice and the timings are all lenient. The setup is dependent on sporg being asleep so if you miss but still have soul you need to do a backup (such as 2nd video) to get the setup again.
Apparently i didnt post this in strats when I found it a while back but this one (which i call cooperrekcahpogo because it's based on a combination of my old setup and cooper's setup) is imo the easiest LP epogo setup by far. Anyone who's still doing my old setup should switch to this one. Start the dashes when you hear the sporg spawn, there's no need for visual cues or anything, and like with my old setup the timing for the dash is really easy because the bonk on the platform slows your vertical momentum.
Super consistent 1 fireball setup for the 3rd Greenpath fireball skip. Once in between the background pole and pillar as shown in the image, do 2 mini-hops followed up by a full jump and it should line you up perfectly to do 1 fireball. I've found this to be pretty much 100% consistent for me!
Starting from the loading zone you basically do 3 wall jumps into a dash, double jump, then fireball the bottom corner of the wall while the top of the knight is slightly above the bottom of it. You want to be near the center but slightly closer to the wall you arent facing. Works in both directions and use vysnc of course.
more lenient and more consistent ending setup for soul catcher early control. you have a lot of iframes, so wait until you see the baldur start to curl up and then move to the left side of it. warning that you CAN go too far left so dont just hold left and expect to get hit since you need the iframes for when the baldur comes back.
(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
Forgot to post this when i found it a while back. Easiest epogo i've come found by far; dash into the wall when the sporg goes over the circled mushroom in the background, fall right and pogo off the bouncy mushroom so that you bonk into the platform, then dash 2fb pogo
Made a video tutorial for the Soul Catcher early control setup. Saves about 2.5 seconds on categories that are already picking up soul catcher as their first charm https://www.youtube.com/watch?v=w-5NJ3Uylhg
Mawlek optimisation for when it does the jump attack, allows for one extra hit in the air which allows you to keep doing consecutive hits instead of having to pause a little bit waiting for mawlek to land. This strat is 100% consistent and makes jumps "optimal" over big spits, because the fastest big spit attack is RNG. Saves around .2-.3 for every jump
other rooms with moss knights in them THIS APPLIES TO 1221 TOO! DO NOT JUMP IN THE ROOM IF YOU WANT THE KNIGHT TO JUMP BACKWARDS
specifically if you go for this strat where you make the knight jump back while going for rocks don't prejump the gaps as it causes the hitbox that makes them hop back to spawn later, and with bad rng the knight will swing
example of the setup for fast false knight exit. the left taps work together with the scuffed upslash knockbacks to keep you in range to both hit and avoid getting caught on the lip at the top of the doorway with the jump.
I made a guide for True Ending nmms, which is now run on current patch. It doesn't go into detail about anything nmg in the route (which is a decent amount of it) but assumes no prior glitches experience. https://www.twitch.tv/videos/1283091574
Made a tutorial video going over some of the Grubsong% movement! Hopefully this makes learning and optimising the category a little easier. Thanks to everyone who shared their strats and knowledge of the movement. https://youtu.be/zeBLxtC5rpM
Epogo strat i found (this might exist already in that case sorry) that is fast and looks cool i find it easy to do because there's no waiting to it, you just go through the motions.
dash off as soon as you land, neutral off the wall, walk left to the far left mushroom, turn back to the bouncies, bounce off leftward, fireball, pogo spore. It's hard but as i said if you get the rhythm it should be pretty ok. main thing to note is that you just need to focus on dashing high enough after the mushroom bounce
free fall drop saves 0.3-0.4s over a good lever drop.
a possible ddark drop can save ~0.6s, but I found it harder to do well.
getting the inv drop can save 1.3s, but the floor hitbox was very weird and felt rather cursed. you can likely get used to it w/ practice though. https://youtu.be/VC0DDzYeH3o
cdashing after the transition before frogs instead cdashing into the transition gets me hit a lot less at the start of the room (~70% vs ~30%). delay cdash a little if you see a frog in your way
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]
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
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.
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.)
Another explosion pogo for 1 fireball epogo, this one should be the more easy/consistent, everything is bufferable. Neutral dash from the little shroom on the right, dash off the platform as soon as possible and move to the left of the two shrooms on the bottom then jump to the bouncy shroom.
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)
Also i have to add two optimization: 1)if you use the timer cues you can use slashes to time how much right you should go, haven't tested but my guess would be around one and half slashes 2)if you have the virtual controller setup you can cling to the right wall at the end and then press doth right and left so you fall at normal speed and you never hardfall, if you don't have it setup you could also time it so you cling at the last second
An improved version where you go around the elevator instead of landing. The best cues i could find were to use the times in the timer but this would require the split to be moved to lurien instead of wk and if you don't want to do that you can use up/down slash to time everything.
My cues using the timer were: Close the inv when i see* 5.4 on livesplit, move left till 6.3-6.4 and spam down in case i clinged to the wall, start to move right for a bit at 7.0(how much you move is not extremely important as long as you're past the platform and before the right wall, so you don't have to time it perfectly), then dash anywhere from 8.0 to 8.3, the timing in this last dash varies a lot depending on when you close the inv so it's hard to have a precise setup, but even of you dash too early you'll still save a bit of time or tie alex's strat, and if you hardfall you'll not lose more than 0.2-0.3 to alex's. *by this i mean that i literally react to 3.4 on livesplit so it's a little inconsistent due to reaction times
Here are the cues with the slashes: You'll have to find a cue for when to close the inv, you can do what alex says in their video but you'll close the inv earlier so you'll lose time, then start slashing as soon as you can and follow this pattern for each slash: move left, keep moving left, stop moving(spam down), do nothing, start moving right, stop moving right, the dash will probably be a bit after the next slash but it'll probably still vary a lot(i didn't test with alex's setup to close the inv so this might be wrong)
Most of the timesave is based on how late you close the inv, so you could actually close it even at 3.5 or 3.6 but it's probably never worth the risk unless you're going for comsob, and getting the dash timing right. Being able to close the inv later is the reason using the timer as a cue is better.
When you wake dash twice, hit the lever and get inv drop (here I look to the bottom left side of the screen), just after this becomes totally black I close inventory and go left(have to know how much time you hold left to avoid the elevator), then wait a bit and hold left again till you hear the sound of the Knight touching the wall and asap touch down so you avoid hardfall and face right, wait till you hear the sound of the Knight touching the floor and minjijump right
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.
probably something a lot of people know but i keep seeing it not used so i guess a psa, if you don't want to be stuck in the ceiling during your pogo, wait to fall first before pogoing, saves up to 0.2 to getting stuck in the corner, if you buffer the pogo out of your dash you will get stuck briefly every time
its also applicable i guess to 1221 but the lamp pogo movements faster
nosk quick kill on cp, saves around 15 seconds overall compared to optimal flukeless fight. very very lenient, just fluke it in whichever direction it goes and it should always work. requires 5 flukes, or 4 with really good rng
variation of AlejsXY's strat for petra arena thats slower, but works better with asynchronous spawns and also has a faster backup, first video is optimal strat, second is backup
Edit: after a few hours of Trap Bench IL's, this strat is for late spawn right petra, if you get a fast right petra dont go for the pogo and default to the other strat, although its not that bad to go for this one obviously since the backup is forgiving
another tip is that if you shoot your fireball when the petra decides to attack, their attack cancels the recoil so they won't double, so either wait until after they shoot or hope they decide to not attack
spent some time looking at the fsm for hu and found that after his big attack, which side he teleports to is only rng if you stand in the center of the arena. if you are on the left side, he is guaranteed to tp to the right, and if you are on the right side, he is guaranteed to tp to the left side. youre able to start moving right after the last pancake spawns here are some screenshots of the farthest left or right that you can stand.
a variant of shade soul shaman stone 1 cycle for uumuu. first example is with extra, second is without. important points to watch out for are keeping uumuu at the right spot after the 3rd attack (slightly off the right end of the center platform), and delaying the first shade soul a little bit to make it double more consistently. an extra sets up perfectly for the original 1 cycle setup that you see most often. can be mirrored across the center if you feel more confident with the extra setup moving right than moving left.
a while back i posted a walking strat for the damageless lantern pogo, but it was hard to get, this is a setup thats not only faster than taking damage (0.2 if you greed) but is easy and lenient. Full jump as you hit the ground, line up with the middle of the bench, wait to fall, dash, and pogo for easy timesave. This works even when the crawler hasn't turned, but works better when it has.
adapting from AlejsXY low fps vengefly room strat, this movement has the goal of not aggroing the top fly early, we do this by pogoing the 2nd fly to the top, the dash into the wall is simply a way to make sure you don't pogo too high, if you get all your wall jumps nice and low you can skip the dash
a reaction-based cp pogaxe setup that should be 100% consistent when done right. if the miner walks right immediately, jump, dash into the conveyor, jump out, and pogo the ax. if you're too slow to react, the axe will be too far left to pogo. if the miner walks left initially, wait for them to walk right, and then do the same movement. if they throw an ax immediately after the left-right movement, wait for the ax cooldown, and then do the movement. requires decently fast reaction times and a bit of reaction training. not usable for dashless categories, as it's too slow to pull off without dash.
since the crystal beans are load dependent, this ones too far to transdash past, however you can just walk up to the lantern, and jump up while its turning (it can't spike during its turn) allowing you to get by damageless, the more potato your pc, the better
oh also the hitbox is asymmetrical too lmfao so that helps
the fastest way i found through the dlc rooms, if you need soul, don't jump at the first flying sentry after the first dash, instead do 2 dashes, and upslash right before you wall jump and upslash again, you have to react to the final sentry, i messed up a wall jump there but you should get the idea, let me know if i'm missing something (messed up the first husks a little as well but oh well)
I hate cp epogo as much as anybody else. I kept on struggling continually with calli/alli pogo and making sure the spore didn't bonk, so I arrived at this setup. Idk if anyone else has too, didn't see it anywhere.
Basically you dash as soon as you see the spore, once you hit the ground walk right and jump pogo the mushroom, and then hover. More similar to the original one fb setup than anything else, except everything works out of neutral dashes and very easy timings.
Edit: you can still get one hit of soul with this, but you forfeit hit number 2, and it also does work even if the sporgs awake in case you're doing it as a backup or you missed
Troubleshooting: make sure you're not dashing as soon as you hit the ground, but instead when you see the spore, if you're bouncing into the spore, you might be walking too late or dashing too late, if the sporg is bonking on the middle square, you're dashing too early or walking too early, overall its fairly lenient, so even if you're succeeding, you might still have your center for the trick off balance
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
Not mine, but I see lots of people doing slower or sketchier strats. Land by the geo rocks and slash up, right, up and jump. The moss knight will always hop backwards (the same manipulation used to get the double fireball on the first moss knight). About 1 second faster than the right-side strat.
i dont know if this is known, but I dont see many people going for it. upslash the vengefly while youre landing on the platform. saves .1 - .2 and makes it so the vengefly will never underplat. make sure not upslash while still rising or youll bonk
did some proper timings for this room with different strats
clips 1 and 2 : doing the shrimp pogo saves in the range of 0.1-0.15 seconds over climbing, on average clips 3 and 4 : cdashing can save about 0.1 seconds over shrimp pogo, however it is somewhat tight to not get hit by the shrimp, what i found most consistent was cancelling the cdash as soon as possible and resuming the normal strat except dash to the wall slightly lower clips 5 and 6 : with dashmaster it is faster to climb the wall, the closest i managed to get was about .15 seconds slower and requires basically perfect rng. not shown : dashmaster saves about 0.1 over cdashing
crushers cycle that doesn't require inventory drop and does the dive instead. At most 0.15-0.2 slower than the optimal inventory drop cycle you can do there, 0.6 faster than the sketchy invless cycle and about 1.5 faster than the normie cycle
Strat for Fungal drop that doesn't use the inv cancel hard fall. You can end the inv drop higher and ceiling boost to avoid the acid more for safety, or do it lower to cut it closer and save time. I use an extra nail boost too so swag :mathulStonks:
Faster way to reach this grub using wall cling storage. Doing a full height jump against the wall here gives wcs. You can either choose to line yourself up before the full jump, or just go for it straight away. Faster strat saves about 2.5 seconds while the easier one saves 1.5 over the cdash from the left wall. You'll want to be neutral while falling past the wall and it will automatically push you away from it as you reach the bottom of it. Once you get pushed away you can dash left and do the pogo.
A way to go on the upper ledge right after the elevator by pogoing the flying guard. Works kinda consistently, but you have to be aware of when it doesn't work to fall back to the normal strat. You can kinda guess how it'll go after landing on first post-elevator ledge based on whether the flying guard is visible or not
Fairly consistent setup to get a fakedive while escaping soul sanctum. Saves around 3 seconds (+ some soul) compared to going all the way down. Dash into wall, dash 3 times, then press down, left and quickcast simultaneously (maybe down-left slightly before quickcast). Works on 1.5, 1.4.3.2 it only kinda sorta sometimes works.
consistently fastest strat at the start of Lost Kin dream (cp inv drop may be faster, but this is faster on avg for any humans, bc not 1/50th of a second input), saves 0.1-0.3 over other non-invdrop strats note: start with neutral dash
I was messing around with 1fb epogo earlier and found this setup easier and a bit more comfy. Idk if anyone has seen or used it before, but I can remove it if it is already known.
If 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
Optimal strat for Basin drop on Current Patch categories that do the room with or without cyclone. Getting the inventory reopen is ridiculously cursed.
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
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