#strats

#hornet 5

if you accidentally get hornet stuck on the gate with a stagger (happens to the best of us 😅), upslashing her on the right side rather than the left makes her immediately drop down and jump instead of jumping super high and going offscreen for a bit. not really sure if its particularly better considering she can jump anywhere but it would be interesting to see someone lab it mayhaps. you can sneak in 2 nails but its pretty tight. normal strat for reference

Hornet staggers on 1.5 will consistently break on high fps. This is because the code to check for ground collisions starts too soon, since the state advances on next graphics not physics frame.

There is definitely some t-ft work at play here (this is literally the measurement of time between graphics and physics frames here) and 1.5 for whatever reason is unique in that at 50 fps hornet virtually never breaks, since capping in a half hour of testing i've had 0 breaks compared to infinite at 165. However testing on 1.2.2.1 indicates hornet still breaks at 50 fps, and it would be much more inconvenient anyway to lower fps.

The end conclusion being that dropping ur fps for hornet while not necessarily optimal yields some interesting results. The main drawback is that menuing loses about 0.2-0.3 if optimized and you'd need to do it twice, however for slopeball categories where you might be incentivized to run 50 fps anyway it could be interesting, as well as vsync categories like 112 where you would be able to be uncapped for KP and thus only lose time for one of the menus, or you could just do left side and only have one menu.

Each double can either save 0.2s or 1.2s, theres some math behind doubles here but essentially the average timesave per double is 0.7s, however it lets you stunlock hornet way more consistently. If you get even one more double the menuing is worth it.

The video shows hornet breaking when in frame by frame, which is very consistent, and then unbreaking at full speed

TLDR: at a top level turning on in game cap on patch 1.5 for hornet prevents her from breaking, probably saves time on average even if its inconvenient

image.png
JKmaginary

https://clips.twitch.tv/KawaiiDirtyMoonRaccAttack-kj1BpN8mGVKCLogY Soul routing for full soul hornet on lp, roughly saves about 1-2s ish cause it makes text skip worth.

The moss knight can hit you when you double pogo (Cause sometimes if you're too low the pogo height is negated) so the timing needs to be practiced a bit. If the moss knight swings at you to the right wait a little bit before jumping back down, cause it will hit you.

The vf that you hit for the first cast can be hit while dropping down for the first time, but either way neither of them lose time cause you need to pick up the geo anyway, and the strat is to jump.

Mainly picked this up from the tas but the vf hit was labbed by me

magnolia💙

Pretty sure the optimal punish for dash first pattern when doing moss knights, can pogo earlier than in clip, but just a demonstration

magnolia💙

Verdict on if she starts cutscene on death or landing, it's landing. Here's some timings tho with 2 videos. (timing is from death to split)

On killing her in the left corner and she doesn't pop up: 6.93
On killing her on the ground with normal pop up (no video here): 7.64
On killing her really really high in the air: 7.87

Conclusion:
~.7 timeloss if you don't get the gate kill with no popup, ~0.85 timeloss if you kill her in the air (both compared to the gate kill).

But most imporantly air kill only loses ~.25 to ground kill with isn't actually that bad, and gate kill saves a ton so try to kill her on the left.