Damage tanking to the right here goes more or less even if the right guy is going left, and saves about 0.3 if he's going right.
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Damage tanking to the right here goes more or less even if the right guy is going left, and saves about 0.3 if he's going right.
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
7These 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.
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