#strats

#hk any percent glitched 27

fast strat for this movement. The jump after the first downdash isn't precise, getting it from the corner works. Saves ~.4s over previous strat here
https://clips.twitch.tv/AmericanTrappedOkapiOptimizePrime-kGr-t_i377GQUQxE

doing two neutrals seems to be the fastest way to fit an extra dash in this room - seems to save .1 done properly

Thanks to Gwonkee commenting on this room, labbed a bit. Saves .2s on best rng with previous strat, isn't rng dependent, very consistent. If you are missing 2 hits of soul, you can sideslash the first big jelly - it will not hit you.

Krythom

Pause buffering kinda works for midair airwalk jumps, in order to get it it you need to jump the frame after you unpause, this is the main required trick for the dash first route which saves ~20-30s if done optimally

Krythom

Airwalk strat for den, saves ~0.4 over normal strats, loses ~0.2 if you dash too late for ariwalk, loses a lot if you dash too early for airwalk

5fb setup for uumuu.
Do standard strat, but do 321 instead of 33 to fit another fireball. (upslash upslash upslash fireball cancel, upslash upslash fireball cancel sideslash fireball cancel). correct your position slightly to the right before third upslash to get it easier and less tight. If you miss it, it falls back to the normal cycle.
For second cycle, bait uumuu in the center of the arena (takes a bit of practice). Fireball as quirrel makes uumuu vulnerable so that they don't get knocked back, then double upslash.

This strat has roughly the same speed as the normal strat, but makes you end at 5 soul instead of 1, making soul collection for herrah dupe much easier - you don't have to rely on rng dnail or hit any big jelly out of archives.

If you get double double, your last fireball will kill uumuu instantly, for a bit of bonus timesave

With the 2 hits of soul from previous strat, this gives you the one net hit of soul you need for firebell. Saves .8 over triggering devout attack, then parry pogo + backhit

Consistent setup to have full soul for the devout in beast den.
After the two dashes to land you on middle plat, do a dash followed by a neutral dash to not go too far left & not activate the camera movement.
Then you face right, do float inputs, turn left, jump downdash turn right, side slash twice (keep track of your soul, might need a third time if unlucky of weaver rng), then dash left and proceeed as normal.

This loses .7s optimally, but gives you enough soul to 3fb the devout in beast den, needing only two nail hits to kill it. This saves ~2s (no need for damagetanks or nail hits after the tank), so a net save of 1.3s. This also gives you two soul, allowing for next strat...

Early oob into transition storage. Mash map as soon as you do the input to close map to soob.
Optimally saves .2s (dash in air), if you hardfall cancel it's .1 timesave.
Doable both on the way to vs and on the way to thk

.15 timesave. Consistent. Basicly turns a slow oob into a fast oob, and makes fast oob even faster.

Early oob, late transition storage, wrap back into transition.
Timing is tight, but semiconsistent imo.
Saves .5s.
If you land on the platform, loses .5s instead.
If you don't hit the transition or land on the platform it's a gg :)

(?)
Soob into thk's room. There's ground oob.
Do a late soob optimally, early soob doesn't save time.
Best i could get is .5s to no soob, realistically on average .3s.

Soob well into transition storage to cancel the hardfall.
Optimally saves .4s, it's more likely to get .1-.3s over a perfect standard drop though. Easy to lose time from a bad hardfall cancel though.

Small transition storage instead of inv dropping. Saves .1-.2 (hard to estimate because of variation from dash timing) over the inventory drop. Very consistent.

Nice prejump with transition storage. Saves ~.25s over the normal strat.
Timings are :

  • If you get the oob early and transition storage late (as in video, optimal), 3 steps then full jump
  • If you get the transition storage early, 4 steps then full jump

Don't forget to adapt your timing to veer back after dodging leg eater.
First part of vid is strat as you would see normally, second part is zoomed out with camera follow and hitbox so you can see what's going on

Krythom

The main trick required for no VS route which saves ~13s over collecting VS, extremely precise, in its current form probably not at all run viable

small optimisation, up to .1 timesave on other strat (3 dashes start) if done optimally, breaks even if not (don't worry about split names just a random test livesplit file)

Krythom

RTA viable setup for wrong warp past the first deepnest room during the herrah dupe, after regaining control after hitting the loadzone nail twice -> max jump, after room loads nail swing once after hitting the ground then jump back through loadzone, wrong warp should occur, immediately re-enter bottom load to prevent getting sent back to queens gardens and proceed with rest of herrah dupe as normal

~5s timesave over no WW but since the other strat is horrible to optimize closer to ~8s in reality

Small but consistent 5s timesave for the dupe to herrah. Credits Krythom.
after getting early control from the spikes, immediately hit the load, mash nail and as soon as you hear the nail hit do a full jump. Video shows it twice, once with visibility, once with normal vision. Save state is positionned just before the load that you would hit by slowfall

As a bonus if you need it (for example hecked up the soul collection from archives) you can gather soul off the spiders.

To have full soul during the dupe, assuming you hit the free big jelly + all small jellies in archives (and didn't have soul after uumuu), and get the rng dnail, you need 3 hits of soul. One on the small jelly, two by killing two of the three big jellies. The third one is free, you can hit the first one for soul if it's up (first clip), or the second one, even if it is too far right (second clip).

Good movement through crypts - in particular, the early control (from the "soob") into downdash is pretty nice alternative to cancelling a transition storage drop & cancel. I recommend tapping right a bit after the map close animation (don't actually soob tho), then when you get visibility tapping right then downdashing then hold right again. Often you will land just a LITTLE bit to the left of the breakable floor, be ready for that

small inventory drop during the false knight skip dupe. tap left after second dash and immediately inventory drop. https://clips.twitch.tv/PluckyDeterminedGoatWutFace-F802iBVIkBDVZdRL

Movement to avoid the bad rng crawlid (if it comes towards you) if you're going for the fk dupe route

a big prejump in greenpath oob on the way to hornet. Max height jump barely clears the top left corner. To avoid the oob geometry, use the small gap that leads to the moss knights as a visual cue - just after it starts moving down, stop moving left, start moving right. If you get the oob early (with partial map close), you will have to anticipate the moving down - your prejump will send you farther from the corner, making this less/maybe not worth it

Small optimization to do the movement for shade soul. Allows you to send the elevator back down without having to wait for it to reach the top (where it delays a little before being able to be sent down again). Two setups - 3 hits is safer, you can't really send the elevator back down too fast. 2 hits is tighter, if you send the elevator down too fast you'll def lose time
Safe (3 hits) :

ins0mnia (she/her)

WCS strat to get to Monomon extremely quickly. You prob want to inv drop down the shaft to make it faster, I just didn't to show what's going on.
Close inv when Uumuu explodes, then 3 count jump dash should give the WCS at a good height.

The main draw of this strat is it can be done when you finish the fight on 3 soul 1hp to get to Monomon for the heal and then get pfloat either leaving the dream or after Monomon. Without this you would just be stuck.

If you know you're going to have to go for it as soon as Uumuu is killed it's pretty comfy, I'm getting it like 60-80% in practice and it would be a dead run anyway.

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).