A different continuation of the deepnest wrong warp based on Staxis' idea to use the load warp as a more consistent alternative to the rng loadzone involved in the original version of the ww. By chaining the load warp into a second one you can then do a quick oob to merge with the normal dupe route and save ~6s. However since this strat means skipping the room where you would normally collect soul it means you enter den with 1hp and only 2 casts of soul so you lose time to needing to wait for the devout to open twice and to extra soul collection as you exit den. Still comes out to ~2s saved in total over the original WW strat while being less risky (less chance of rng screwing you and less consequences for bad rng).
There is unfortunately still rng as the trick requires performing the wrong warp facing left which means you can land directly on a spider as the room loads. If that happens there is a backup but you can no longer perform the chained load warp and you'll have to heal before continuing the dupe meaning a large chunk of timeloss (though still slightly faster than not doing the ww at all)
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.
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
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
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)
I made a guide for True Ending nmms, which is now run on current patch. It doesn't go into detail about anything nmg in the route (which is a decent amount of it) but assumes no prior glitches experience. https://www.twitch.tv/videos/1283091574
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
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).
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) :
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).