Benching before left atrium and quitting out after the lever saves about 0.5 on 1221. To accommodate for the missing soul, it requires 4 hits to be replaced - 2 in the last right atrium room, and 2 additional hits in balcony 2. I've supplied videos with every movement change and the optimal soul routing (in order) This has been known to be faster on lp and Chinese runners have been doing it for a while, but was never fully timed/had legitimate soul routing on 1221 until now
Also, since I'm pretty sure there was never a legitimate strats post for this, it is 100% optimal on lp as well (and where this originates), but I am not sure the soul routing. I think you just dreamnail the 2 guys after the quitout before shrogo.
Since the last walljump we do here is to the right (in left atrium 2 before the sawblade cycle), we can input a cdash here in order to walljump in the direction we're going. Saves around 0.1-0.2 over the non chain movement if done well.
This may have applications to other gate wallcling storages, as long as you have cdash when you do it.
Consistent quick kill for 107 (requires pure nail so probably not applicable to 112), saves like 0.2 over optimal old fast strats but much more on average. line up with the doorway at max horizontal range of ur shriek so that he doesn't step back.
A much easier method to catch the fastest cycle in WP Balcony 3 (aka Top Lever). The current most common strat is to dash to the wall under the breakable arch; pogoing the sawblade instead makes this cycle significantly more lenient. Confirmed to work on 1.2.2.1 and 1.4.3.2; assumed to work on 1.5.
easy alternative sharp shadow cycle thats same speed as 2nd fastest (only really easy on 1.5, otherwise its a bit bad) [forgot about the other one that's a thing]
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
Starting from the loading zone you basically do 3 wall jumps into a dash, double jump, then fireball the bottom corner of the wall while the top of the knight is slightly above the bottom of it. You want to be near the center but slightly closer to the wall you arent facing. Works in both directions and use vysnc of course.
i'm sure there are people who know this, but i didn't, so psa, if you fail wiggles heres the death cycle, just wait for the second middle saw at least and go up the left side, if you're fast you can make the normal cycle but two behind (dashing past first saw in the hallway in the down position), you can make the fast dashmaster cycle three behind pretty easily (dashing past first saw in hallway in the up position), this is faster than a room reload unless you get hit immediately, in which case it goes even and is safer
Easier way to hit the good spear cycle, neutral wall jump at the start of vertical corridor, wings and pogo, do either another wings or wall jump, wall jump and pogo
Visual cue for cyclone drop, wait until the end of the spikes, release cyclone, pogo at the end of cyclone, cyclone saves a bit over a half second to regular drop with a pogo for dash refresh and ceiling boost
I was having trouble with the Kingsmould skip we do in True Ending, and I hadn't seen an alternate setup for it to make it easier/not have to deal with moving to the right and risking hitting the spikes on the way up, so I found a method that only uses dashes to line yourself up to do the final pogos (except for the first bit, where you want to line yourself up outside the dark cloud on the foreground so that the knight is completely unobscured), which I find is way more consistent and easier for me to do :)