I really didnt find the existing set up for the slopeball easy at all, and from my understanding, neither do many ppl, esp for shamans. Thats the reason why i've been looking for a more consistent (and hopefully faster) way of setting it up.
To begin with, you are going to line yourself up with the edge of the platform (or run up to it), then you are going to dash making sure you still have your aerial dash, then you dash again once you reach that line (1st image). Afterwards, you need to pogo as high as possible (you can use the horizontal line (2nd picture) as a reference, but you have 4f to pogo). To finish it up, you need to dash as high as you can (this roughly lines up with the beginning of the root, but i found it more comfortable to just dash at the peak of the pogo) and then shortly after the dash ends you need to fb.
The most common mistakes i've found are not dashing close enough to the edge of the platform, pogoing too late / too early, delaying too much the dash (its not super precise, but it can happen), fbing too late (this also isnt too precise) and doing the final dash up to the platform too low (the wiggle room for this will obs depend on how well you did the rest). Most of this will either cause you to not reach the platform or to simply not get the slopeball, depending on how well you perform the rest.
Its also worth mentioning that you can try to back it up by replicating the skip starting from the pogo.
A slopeball to skip killing the baldur shell baldur if you just need to get to cliffs. Requires dash, claw, and fireball. Can be done with or without shaman, but without is much easier/more consistent. Reminder that slopeball can only ever be consistent at 50 fps
Without shaman: full jump from the chest, move right a little (until the right side of the knight is about even with the left side of the background stalagmite) and cast at the top of your jump. The fireball is essentially stationary and can be pogoed right away.
With shaman: line up on the left side of the chest, then move the correct number of frames until you're just past the middle of the chest. Full jump and cast AFTER the peak of the jump. It's frame perfect but otherwise seems consistent. You need to hold right to be able to pogo the fireball
Consistent set up for wings grub that requires a hazard dmg tank. It is really consistent and easy, you have to jump and slash without touching the slope, jump again and fb at the peak of your jump (later than you think)(3rd clip [full movement to the grub]).
If you touch the slope on the way up the first time, you will be more to the right and the fb will slope but you wont have time to pogo it (1st clip). If you fb to early (or too late technically, but thats more rare) after the second jump, the fb wont slope (2nd clip). If you mess up one of the object pogos you can back them up (4th clip). If you miss the skip, you have to dmg tank again. (Be careful with not falling too much or your hazard respawn position will change and you will need to climb back up, which is quite tricky and slow)(You can use the crawler to the left to get some soul if you miss a few times).
This is optimal regardless of if you get wings afterwards or if you do wingless route.
You can use 2 flying enemies at the end to make it easier or if you dont have an extra cast/ health.
here you have another spicy stallball, basically the wj is almost frame perfect (or maybe it is, prob depends on set up) and you need the 3fbs to be quite precise as well (yeah, im pretty sure you need all 3, maybe its possible with 2, but i couldn't get it).
This is the adjustless setup for the basin stall ball. Make sure to dash of the ledge in the middle of the platform, and hold left the entire time. For the pogo, press left once then stop holding directions. After you pogo, buffer then hold left then wall jump; Alternatively after you pogo don't hold any direction then dash to the wall (Slight slower, but easier). Not sure if Whales uses this.
Consistent set up for White Palace stallball so it works bc you bonk your head on the ceiling i hit in the start of the clip which position you at the right height to dash-wings and then shoot your fb things that can happen : you don't bonk your head on the right spot and that mess up all the setup (back up-able) ; the setup doesn't position you in the x axis so you can be too far or too close of the slope ; you don't bonk your head, if that happens you're going to be too high so you have to back it up like normally
start by sliding down the wall, dash when you touch the background rock thing outlined with red
start holding left while dashing, fireball immediately as the dash ends and the game lets you turn around
let go of left and start holding right during fireball animation
wait until the fireball knockback ends and you start dropping and then dash (it is possible to do this too early)
start holding jump when in-between the hanging vines outlined in red
turn around and fireball twice, pogo the second fireball
The most difficult part is telling when you need to start the double fireball to get the stallball correctly. It is also not possible to show manually because it varies by height. There was a script that showed precise locations for fungal wastes entrance stallball, I don't think it was ever done for this one though. (img 3) shows the ideal position for the second fireball. I use the background leaf edges to orient myself.
Helpful tips and troubleshooting:
if your hitbox crosses the red line while doing the double fireball, abort and go back for more soul, try again
if your 2nd fireball disappears on launch you're too close to the wall
if you don't get the stallball or you get it but are too far right to pogo it, you're too far from the wall
if you're unable to get the required height, you're either doing the 1st dash too late, or the 2nd too early
don't practice this one with lowered game speed because it affects the stallball rate
An update to this post. It turns out that you can make the set up easier if you stand still against the wall, nail slash twice without holding any direction, press and hold left and, one frame after the left input, press and hold jump. The rest is the same as before. To do this consistantly you just have to press the left key and the jump key one after the other as fast as possible (if you go for this keep in mind that this feels almost the same as pressing them at the same time, but if both inputs are on the same frame, the trick wont work) and check for the weird landing sound before commiting to the fb. Here is an example of a successful and a non successful attempt, the trick with hitboxes for better understanding of it and a slow motion segment of the set up change.
So this is a set up for the low% stallball that has been used for a while, but I dont think anyone has published it yet on strats. With this set up you have 2 frames to shoot the fb at the end instead of just 1, which helps a lot.
In terms of the set up itself, you have to stand (dont hold any directions) against the wall, hold left and jump once you reach the highlighted part of the grass (see image), if you hear some kind of landing sound, continue with the trick and fb around there (see image), if you dont hear anything strange, turn right, stand still against the wall and repeat the set up. This works on both 1.5 and 1.4, the window when you can jump is pretty tight (1 frame), but it makes the trick easier overall.
Saves some time over just dunking in the acid, (dont try this at home), it's safer to go up until reaching the warp zone and then trying to get the stallball, just in case you fail. You'd need to take more soul or just go into the hornet 2 fight with less soul if youu go for it. Its also another way of going into the fight with full health if you get it. Still, prob more viable for a comsob or something.
saves some time bc you dont have to go to the right and can directly go up. Pretty easy and consistant, if you are too far right you'll probably still get the stallball but wont reach the fb when pogoing and if you are too far left your vs will get eaten by the wall. Not sure how much it saves, but its probably worth going for (2 seconds or more, maybe?)
May uploaded the version of the stallball with more items, just wanted to put this here in case anyone wants to know how to do the fungal core stallball skip with only MoP and shamans.
Possible new tech for fireball double hits when you can't usually double hit. Might not be practically applicable to the greenpath baldur but maybe somewhere else something similar might save a few seconds