Some consistent ways of getting this "corner wcs" in the edge of the water in blue lake without needing a 1f nail slash right before touching the water:
Do the classic nail + inv setup a bit above the water (inv 1f after the slash)(clip 1)
Sliding down the wall while slashing will give you wcs is you are still in the nail animation and holding towards the water when you enter it. The main problem with this is that it requires a 1f left release, which can be tricky. To fix this, we can hold analog right as well as digital left, which will make us start going right as soon as we enter the water (clip 2). The only problem with this is that if we hold l+r for 3f or longer before the slash ends (or before we touch the water in our case), the knight will get pushed out of the wall (clip 3), which messes up the wcs setup. To perform the wcs setup properly (clip 4), we therefore need to:
Cling to the wall and keep holding digital left
Slash low enough so it doesnt end before we touch the water
Start holding analog right 0-2f before touching the water
Setup for the dream nail timing that incorporates healing twice, as you both don't want fury and don't want to die if you get hit in the next room. Press focus at the same time Gorb's scream starts to drop in pitch, then dreamnail immediately after. Open to other setups, this is just the best I could come up with that allowed me to get into position as well.
With dashmaster when going up to hit the RG lever from Blue Lake instead of jumping up to the higher ledge, it is ~0.1s faster to dash to the right platform and jump off of it. Just don't bonk your head on the arch.
A set of strats to make the big darkroom in deepnest consistent and fast for 1221 low%.
All the walking spiders spawn in the same spot facing left or right, and activate when you enter a certain radius (The first 2 activate upon room entry). This means that consistent movement between activation and encountering a spider leaves you with 2 possible positions for each.
You want to make sure you walljump twice on the right side in the beginning, to activate the 3rd spider as late as possible. Walljumping off of the left wall activates it early and gives worse positions, if you jump too high even one jump on the left can activate it.
The first set of 2 spiders has two easy ways to deal with them, shown in video 2 and 3. The way to tell which to do is whether you see a spider as you do your 2nd walljump or not. After them I upslash in case the weaverling spawned quickly.
Spider 3 can be dealt with as shown in video 2 and 3. It's possible to not get hit by the rng in video 3, but it's precise and hard to do in the dark.
Spider 4 is fireballed for 15 geo, as long as you aren't too slow from the activation range you shouldn't miss any.
Spider 5 can be dealt with easily by doing two full jumps from the darkest pole in the background.
Spider 6 will be in the corner where you wanna go up half the time, so walking off and pogoing twice gets you up to the wall without having to worry if it's there (the 2nd pogo is hitting the spikes under the breakable floor). This is the only strat that can be a little bit sketchy, since you only have a few frames to pogo before you fall into the spikes and get reset to the start of the room.
The movement shown in the first video showcases all of put together. The image shows which spider I'm referring to with each number, and the line of the same color is their approximate activation range.
lower cdash saves ~0.4 over normal strat and imo is easier as well. I haven't timed without dashmaster so idk if it's good for all skills and 106. Note that you can't cling at the lowest point (otherwise you'll crash into platforms), you need a bit of extra height
Comfy set up for the dreamnail sequence if you don't go for the early controls. on the second big platform you just need to touch the center pillar, no need to wait (but you can to be extra comf).