#strats

#wcs 43

Inconsistent but reactable setup to get WCS in the room before Xero when leaving RG. Could save up to 0.5 depending on chains. Loses 0-2 frames if failing the good way and ~0.18 worst case.

Enter the room and have the correct t-ft to get control on the earlier possible frame. Neutral dash, start holding left, and keep buffering dashes. Release left during the fourth dash. If you didn't have a dash delayed by a frame from t-ft, two more neutral dashes will put you in the right spot to have corner WCS.

You can determine if you got control on the correct frame only losing 1-2 frames. Enter neutral, try to dash, then immediately start holding left. If your dash works, you should be able to tell whether it was from the correct frame. If you didn't dash, you'll only lose however much time you were neutral for. If you're really a gamer and can consistently dash on exactly the right frame and then press left exactly the next frame, you can probably do this while losing 0 time.

If you did get the dash from the correct place, you'll need to check if you're still aligned at the end of the 4th dash, since you sometimes need to wait an extra frame before dashing due to fcr. If the knight is touching the foreground pole, you're in the wrong spot and should do the rest of the room normally. If the knight is not touching the pole, you will always have WCS after doing two neutral dashes and jumping. It works about 2/3 of the time for me, but it's been streaky so its hard to measure. If you're in the wrong spot, you will spend 0.3 neutral, but you get some of this time back at the end of the room since you can dash. It ends up losing around 0.18. If you can manage to notice if you lost a frame dashing, you could theoretically try this strat with no time loss if it fail.

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PsyKlone

By clinging to and unclinging from the left wall in the previous room, you can dash left once and then dash right to your heart's content with wall cling storage.

Without dashmaster:

  • If the glimback is on the right, wall jump over it midair and continue as normal to save around 0.4
  • If the glimback is on left, you can either do the same thing or go for the chain and do the sequence in the first video to save 1.1

With dashmaster:

  • If the glimback is on the right, do the sequence shown in the second video - delaying the dash after the glimback pogo helps make the rest more lenient but make sure not to touch the ceiling
  • If the glimback is on the left, do the sequence shown in the third video - the background object on the left is pogoable but the right one isn't so dash quickly after pogoing the glimback to line yourself up
  • For both patterns you save around a second, and if you lose too much height and have to midair wall jump you barely lose anything to a perfect room.
  • Theoretically you could probably save more time by chaining and keep wcs through the entire horizontal section of the room but it's pretty hard because you can graze the wall
magnoliaπŸ’™

thought this was new but it's in roomsob, regardless there isn't a strats post for it so
press cdash right before jumping out of this wcs (to reverse the jump direction). Ideally you probably just hold the jump and then dash wings afterwards πŸ‘

magnoliaπŸ’™

while birthplace is opening, do a left-right WCS above to store the speed, then enter the room holding analogue left. After the inv, you can just keep holding analogue left and all you have to do is just press right. Make sure you don't release left right before the bottom, your dash will always go to the right even with both directions held after the slide.

Saves 0.00-0.14, easier to greed for fullgame

credit to nebula for idea
https://youtu.be/TyrAy0LJIvE

Doing a pogo before the gate delays the wall cling from letting go of jump, making this wcs super lenient and forgiving. Just don't touch the ceiling and you'll win. You can buffer the 2nd dash, it'll always go right

the wcs was like 0.3-0.4, i saw strat going for it, not sure who else is

the pogo isn't really good on any other wcs that im aware of, as this is the only one where a ceiling punishes you height wise and you need lots of distance

Better movement for the Hell room lever skip which let's you get the soul jar for no timeloss. Dashes leading up to the dash slash save around 0.15, and the rightside walljump saves another 0.15. This also means you are fast enough to still get the wcs which can save up to an additional 0.6

JackmanMarcus πŸ’™

Slightly better version of this for All Skills, that makes use of left-right wcs.
If you're already doing left-right when you hit an actual wall it doesn't reset your fall speed at all, so you get to be as far right as possible and get rid of the wcs, so you can dash right as soon as you clear the bottom of the wall.
you just need to start holding analog left before you touch the wall.

NerfIrelia73

Just an update post for the wcs in Ancestral Mound with a good visual cue. The easiest way to set it up is with the nail knockback inventory cancel. If the Knight's eye is mostly visible aside from the bottom right, then you are at the correct distance. Ideally the Baldur lands on the platform so you can pogo it. If he doesn't, then, with some practice, you should hopefully be able to get it within a couple tries.

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PsyKlone

Extension of Archives WCS that saves about 0.7. To get the dashes to the right, go neutral and slash, then immediately press right and dash. On the very rare occasion that the small jelly is in your way for the first dash to the right, you can switch to the normal movement and go even. For all skills, cut out the last wcs dash so you can hold your nail and do the cyclone wcs.

PsyKlone

Setup for hitting the gate wcs after gruz mother which, contrary to popular belief, is ~0.35 faster than the normal movement with no chains (1). After finishing cleanup, do 4 nail slashes and then quickly dash near the top of the gate. Continue holding right until you touch the ground (or the wall) then jump and dash to the bench (it's possible to chain the jump dash and still land on the top platform but it's very tight)

For an additional 0.2 timesave, you can chain the wcs and do a second dash midair with a nail slash (2). To input this, go neutral to uncling, then slash (direction doesn't matter but you HAVE to be neutral during the slash) and within 6 frames, press right and dash. Generally I land early enough to where I can fit in an extra dash and jump with coyote frames to the bench, but if you land further to the right you can probably go for a chain instead. The frame window for this is not super tight but it's a really awkward input that's very hard to greed, and if you mess up you'll be zooming to the left and lose one quantillion years so this might not be worth for runs but maybe it can be improved to save more time.

If you dash through the gate too early and don't make it over the ledge, you can back it up with the normal movement and still save about 0.2 (3). For TE and other categories without claw, the 4 nail slashes can also work as a good setup for pre-dashing through the gate (4).

Some WCS strats for the elevator below WK arena on the way to rafters.

  • First clip is the baseline strat without WCS
  • Second clip is WCS with a failed chain, which saves 0.0s-0.1s
  • Third clip is WCS with a successful chain, which saves 0.3s-0.4s
  • Fourth clip is WCS with no attempted chain, but instead a prejump dash, which saves 0.2s-0.3s. This strat was found by Stratus but doesn't appear to have been posted
    The variance in each of the WCS strats comes down to how well you greed the prejump + first dash for the elevator WCS.

TLDR; you should do elevator WCS here regardless, even if you miss the chain it's even/saves time. Whether it's better to go for the chain or the prejump is up to how often you hit the chain, but IMO the prejump dash strat is the best on average due to the inconsistency of chains in general.

Archives wcs that saves around 0.5s over the normal wcs strat. This works by unclinging from the wall during wcs, doing an upslash to prevent a wallcling, and quickly dashing to the right.
For the wcs through the lumaflies, make sure to wall jump out of the wcs between the second and third lumaflies. Getting hit by the third lumafly still breaks even with the standard strat.
https://www.youtube.com/watch?v=XCo6QDnGrLc

ceiling boost while setting up blue lake wcs. saves .1 to .15ish over no boost. need to drift out to the right before dashing to get the boost, can't get it (from my testing) while neutral falling

Stratus (he/him)

Gate wallcling storage after lever skip. Saves about 0.3. There's a backup in case you fail the wcs, which loses about 0.3 to the normal strat. Normal strat is for comparison.

JackmanMarcus πŸ’™

Always upslash or downslash before touching the wall when going down through a vertical transition if you're doing transition wcs.
It still gives you the correct flags, ("Wall Touching" and "Wall Left" in the vid) while stopping you from getting slowed down by clinging to the wall
Saves around 0.1 on avg

slowed down clip of 1 slash with hitboxes and input display. should make it a bit easier to follow

JackmanMarcus πŸ’™

This transition wcs saves .2-3, depending on how late you grab the wall going in, and how early you dash.
The wallgrab loses .02-08 from my testing, depending on how late you grab.
It is the easiest transition wcs I've tried, because you have a couple frames to buffer the jump, and don't have to do any other inputs immediately.
If your jump press is early, which will likely be more often than not, when you miss it. You can easily react to the fact you didn't jump, and just do standard movement as backup. Which only loses the small amount of time to grab the wall on the way in.

magnoliaπŸ’™

Something I just learned about 1 slash setup. You actually have to intentionally dash lower than the top of the slope. (I was under the impression dashing below the wall is good enough) but if you dash too high (EVEN if you make it under the wall) your downward momentum corrects you around the spot.

another setup for uumuu wcs

dash as the explosion begins, 4x nail swings (if you want, imo helps with timing), jump when the knight passes the bottom of the gate

Scruffy

To get the alignment you need to be flush to the wall then neutral jump and dash. Saves 0.2-0.3s

NerfIrelia73

0.5s faster than normal strat. You can tell that you got the wcs if your dash is slightly above the ground after the transition. If it's on the ground, then just do the normal strat. If you get the wcs, then hold left until you get passed the wall and then hold right to cling and do the dashes. When you are getting the chest make sure that you wait a tiny bit to fall down, otherwise you'll just pogo off the breakable object and miss the chest

This entirely skips baiting the vengefly over, so it saves time if you get it within 2 tries, and breaks even with 3rd try. By doing a small jump and clinging close to the ground, your fall speed is low and the chain is much easier.

MonStahLer

wcs off the down transition on the way out of sanctum, around 0.4 faster

Deleted User

an easier setup for wcs than scruffy's and w/o having to learn any timings
stop holding jump once you're above the lantern, then when you're far enough right to pogo the soul container tap left and pogo neutral, buffer the jump and dash when you're around the height of the crest in the door(its better higher than lower), if you're too close to the door you can do a wiggle after the jump
once you hit the ground jump(don't buffer or you'll jump in the wrong direction) and immediately neutral, this should put you close enough to talk to the shaman, if you're not you're dashing in the door too low

i haven't timed it but this is probably slower than scruffy's bc they dash only once

X-Bow Cooper

full jump twice and dash like this video

apologies for repeat posting, but you can actually avoid the chain if you do the wcs where you hold both directions at once (you actually dont need that type of wcs to make it, but its much harder without it) [i misunderstood how the wcs with both directions worked, it was just placebo. still recommended tho since its faster]. this is easier than the chain imo and looks like it saves another 0.2

another bl wcs. saves at least 0.8 over the 2 slash method, but needs to be chained to get into the water, making it much harder to do consistently.

.9 on the way to get the pale ore. getting the wcs sucks, beware
https://clips.twitch.tv/LovelyShakingLatteBatChest-YI3oRu0gx8RqeS7e

ins0mnia (she/her)

Version of Lemm wcs with a pogo to extend it to the transition

Saves .8 over pogaxe, loses roughly .4 to get second try. Vertical position is somewhat precise, but with consistent walljumps it usually works out (anywhere around the last conveyor spike is fine, lower is safer than higher). Not really fullgame viable with the current state of things, but .8 is .8

NerfIrelia73

Making blue lake fun, but in reverse. Setup is pretty easy to do with some practice. Saves a little over 3s and probably closer to 2 - 2.5 if you take a little longer to get the setup correctly. Max timesave I got was 3.3s

General purpose sub-pixel alignment for the DNail WCS setup (that is to say this should work on any ledge like the ones shown). Walk into wall -> neutral jump -> neutral dash. I ran into problems buffering the turnaround after the dash so don't do that ig. Not fast but a good place to start for tight-quarters areas (i.e. QGA room).

Faster way to reach this grub using wall cling storage. Doing a full height jump against the wall here gives wcs. You can either choose to line yourself up before the full jump, or just go for it straight away. Faster strat saves about 2.5 seconds while the easier one saves 1.5 over the cdash from the left wall.
You'll want to be neutral while falling past the wall and it will automatically push you away from it as you reach the bottom of it. Once you get pushed away you can dash left and do the pogo.

found a consistent non dashmaster setup for this wall cling storage. works on 1.4 and 1.5!

You have time to heal and still get this storage. Useful in any category that does left side city. Let go of right once you get to the first hole, then repress right after falling and hit dash. Easier than it looks.

This strat's already known but I couldn't find it anywhere, and having input displays nice. Chain Elevator WCS to avoid having to pogo enemies or go around. The first chain dash needs to be low to hit the platform, if you miss you can still jump out of it and be fine. Downsides are not hitting the elevator back up or getting the heal. If the sentries are uncooperative you can't chain all the way up but you won't be hit. (the first chains pretty easy, the other two are a lot harder)

Edit: In this example I appear to get airwalk but its not needed for the trick

Alternate setup for Blue Lake WCS. I'm saving an average of 0.2 0.5 using timer mod, though my comparison is kinda rudimentary. The dash must be done from the ground and the walljump (full, neutral jump) needs to be done ASAP. Dashing at the beginning of the room instead of the long jump doesn't work, presumably because of subpixels.

upper transition makes subpixels just work, no dnail setup needed. more lenient than it looks

magnoliaπŸ’™

WCS superslide entry to abyss

wcs setup for archives gate that works for both True Ending and All Skills. Start nails when you hear uumuu exploding. Prob works well for any% but you just stall a bit instead of using wings

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.

ins0mnia (she/her)

WCS preserved through inventory drop and dash refreshes after uumuu (requires Isma's tear) [credits: monstah]
https://clips.twitch.tv/HelpfulAmusedPotatoTheThing
Edit: Easiest way to do this is to let the acid close inv for you. This prevents accidentally getting inventory storage too :ins0mn2Comfy:


ins0mnia (she/her)

Fastest strat for climbing from the 1st elevator to the breakable wall in the chandelier room.

-Do each dash very low to the ground.
-If you mistime your jump and do not regain wall cling storage on the ground, continue dashing, you will not lose time to the default (no wcs) strat.

Optimally saves ~0.5s to any non-wcs strat.

Edit: minor timesave if you climb all the way to the top on the left side, and dash right (so that you do not require any wall jumps on the right wall. (~0.1-0.2)
Original post by Gwonkee