For folks that run without in-game music on, here are some setups for dashing through the gate as it opens. The first is for a kill with VS and the second is with a nail (since this will affect nail cooldown). This takes some practice to get used to the freezeframes; using the WK flipping back animation gave me a better feel for it. For the second setup, I wouldn't recommend buffering a jump out of the dash since it can come up just a little short if timed perfectly.
Timing from the kill rather than the death animation is necessary to be fully consistent since, like Gruzmother, WK count as dead as soon as you land the final hit (which is what the gate timing is based on), but their death animation depends on how exactly they're killed (e.g. having to fall if killed midair, or not doing the flip back if the last hit is a pogo).
Saves somewhere between .14 and .24 to just walking through depending on how well it's greeded.
Small but cool optimization suggested by @!!cerpin. If you prejump dash after the fireball to kill the enemies outside GHusk, you'll clear the ledge at the end of the tunnel. I recommend either jumping at the divot in the ground marked in red or dashing at the notch in the ceiling marked in yellow.
Some things about this:
All of these advantages assume you normally wait until landing to dash after the tunnel, which you typically would to make sure you get the geo
Buffering the next dash out of the tunnel with the normal movement will have you dash above most of the geo. Air dashing means you can't dash early, so you can buffer the next dash on landing
Clearing the ledge lets you dash again a little earlier and exit the room faster; looks like roughly 2f/0.04s from my timing
Clearing the ledge also has you land a little further right, allowing you to pick up a few extra geo on average
Dashing into position during this platform climb on the way to DV Stag is something the TAS did, but it was written off as barely being able to save time at the time, and seemed too risky to be worth. After retiming though it seems to be good in every scenario:
Optimally, it saves just under 0.2s (first clip)
If you're too low and get a corner correct, it's either the same or a couple frames faster depending on what kind of corner correct you get (second clip)
If you jump a bit high and have some hang time, it'll still save about 0.1s. Just make sure you do a neutral dash and don't start moving until you do the jump input to avoid falling off the plat (third clip) The fourth clip is the normal strat for reference.
Dashing into the bottom of this conveyor allows you to greed this laser cycle near perfectly without having to go neutral/delay your inputs for some arbitrary time. Like pest plats it doesn't inherently save time but will give you better average times because of how much easier it is to greed. Second clip is the normal strat for reference.
I use the plank at the bottom of the conveyor (first screenshot) as a cue for where to dash. Depending on how you time that and how good your walljumps up are, you may run into the second laser (second screenshot) if you just hold forward like normal. You can just jump over it, though you'll wanna hit the third laser roughly at the plank (third screenshot) to make sure you make it over the ledge with your dash. Then for the last laser just dash after you land.
here're some stuff i labbed for the wingless climb up in left-side King's Pass on the way to cyclone / gorb some while back (since its semi-cursed bc of the wall architecture). the consistent variant loses some 0.08s and is infinitely easier, because the other one requires a full height jump which is just aaaaa, as well as putting you in a more comfy spot to keep moving upwards. the dash at the end is definitely optimal, I spent about an hour timing different ways to get up the transition, and this was both the easiest and the fastest.
easier variant on the TE shade skip, based on how I do it with a dash into the shade instead of drifting onto it
shown here is a setup where you don't need to drift at all to get the damage boost, instead you dash into it, this allows you to just hold down for the most of the trick and do the pogo and fireballs until you turnaround and dash to the ledge, one thing to note is that you'll need to make sure you're facing to the left at the beginning of when you jump to get it to work instead of it not mattering like with the regular setup
if you're used to the regular setup, the timing might feel a little bit off, i line up the shade and myself with the background then dash at the apex of my jump
Extremely cursed dash only shade skip that saves a little time in TE due to not having to collect soul. Needs 120 or lower fps, so only saves 1-2s if you have to turn on vsync, but if you cap to 120 or lower or are on console it saves around 5s instead. https://youtu.be/YL_PgTjlfps