this strat can fail if you jump up at the wall; To ensure the gnat goes down into the spikes, stay at the bottom and do not jump
The first video is showing what you should do and the second video is what to not do.
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this strat can fail if you jump up at the wall; To ensure the gnat goes down into the spikes, stay at the bottom and do not jump
The first video is showing what you should do and the second video is what to not do.
3100% consistent 0 timeloss shellwood gnat entry.
DO NOT UPSLASH THE GNAT!
ty @dill (nyleth enterer) for finding this <3
103 things here, 14.25 with sawtooth
-Much more optimized full room using Gaia's silkless start, although I really hate the ceiling orb pogo with sawtooth, but yeah it's definitely faster optimally especially for sawtoothless
-Doing the last orb like this is significantly faster for sawtooth and finally lets sawtooth match sawtoothless endings. If you take away anything from this, do this version of the ending if you have sawtooth
-The upslash on the guy is rng but can be backed up, not 100% sure if it's strictly better than silk gathering on avg but I think it should be. Strat suggested by plew_plew
14silkless version of coral 44. saves ~2.3s over getting the silk
8I was testing some thorn jumps and came up with some ideas for this room. The thorn jumps itself are really easy to do, all you need is to buffer your jump and they are fully consistent.
First clip is with hitboxes on, you can see how small hitboxes are, that's why Hornet is not dying. First jump is really easy to do โ all you need is to dash immediately of the bounce and then buffer you jump.
Second jump is harder, because you need to line up yourself and then buffer you jump. Visual cue is really obvious the place is right under the second ring pole. I also like to float just after the clawline since then buffering is exactly the timing of repressing the float (at least for me), but probably it's not optimal.
I did this room with 12.25 (second clip) despite not being a speedrunner (the comsob is 12.23 but roomsob is at most 11.86). Maybe somebody can improve it, I dunno. Also you don't need to use both of them, I think the first half has much more potential than the second.
Finally, you might want to learn these strats regardless, since they can save your run if you failed any other strat โ all you need is to fall into correct part of thorns to jump off them (clips 3 and 4)
Every phase 2 pattern killed in 4 attacks. For some of these, I'm not 100% sure if you can fully get it off before the offscreen, but I figured I'd post and let people improve upon them if they'd like to. There absolutely are optimizations to be had, or something to make them easier, because a few of these are quite difficult.
Faster final wave kill, do the 2nd clip if the shield guy spawns significantly faster than the bell guy.
5This lever skip takes you from the Trobbio Elevator shaft to the Grand Bellway
11Better setup for the blind landing here, react to height after landing on the floor in bellshrine room, if you're really high do a small jump and go for pogo pogo buffered dash, otherwise just walk out and do a wings at the end to land at floor height, very consistent
2Consistant way to make this cycle with 2 slashes
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1improved version of the spliterbark skip.
the first nail hit doubles as stopping the splinterbark from floating anywhere which can ruin the first bait, and getting it to die while on your way up/killing it quickly if you decide to do the tornado pogo. you need to stand outside the large rectangular hitbox near the bottom of the splinterbark and walk back into it for the first bait. if you stand in it without reentering it can delay the bait and mess it up. see clip 2/3 for hitboxes. you should do the second bait once the splinterbark is parallel with the slope. you can either opt for clip 2 or clip 3 as your way to get up. clip 2 (the tornado attack pogo) is faster but a bit trickier, some may find it easier. try experimenting what you are more comfortable with. if you miss the pogo on the tornado attack you will pogo the parry which can also get you up, but it loses a decent chunk of time and you need one more hit to kill the splinterbark. if you do the tornado pogo version, you need to upslash him on your way down
4Intentional burn damage to prevent explosion knockback
This is with wanderer, someone else figure a proper hunter cycle for this lol (room time was 24.63)
27(not a new strat but a more detailed guide than anything i can find in this discord, apologies if somebody already posted something like this but figured i would post for anyone learning hundo/TE and struggling with this skip)
Deep Docks Arena Elevator Skip
i dont do any pogo dashes on my way to the elevator, i find it fucks up my timing, but you might be able to make it work
as soon as I trigger the elevator, i immediately jump and dash to mantle skip (i find that an upslash mantle skip is slower here, you just have to get the timing right without the upslash)
as soon as im on the upper ledge, i do one very tight and very low to the floor jump dash (very quick represses, you can't really see it in the video) and land slightly to the right of the shard bundle and immediately pick it up
i dont think you can buffer a dash input in the pickup animation so you just have to get a feel for repressing dash and right as soon as the pickup animation ends, there is no need to jump dash when you are heading to the right, you can just sprint and then dash down when you are above the elevator shaft
in the image i sent, the horizontal line at the base of Hornet's horns is a trigger point that causes the elevator to rise if it is at the bottom of the shaft and hornet is above the line,
if you pass the trigger point fast enough it will cause the elevator to stay at the bottom and not rise back up again
in the video:
-first attempt: successfully passes trigger point, elevator does not rise
-second attempt: ledge grab fate
-third attempt: jump dash was a little slower, hornet does not pass trigger point in time, elevator starts to rise, but there is still enough leniency to make the skip
6you can get to the memory locket at the top of bellhart in act 3 with just one silksoar. if you're coming from the left, line hornet's left leg up with the little gray mark on the ground (first pic), or if you're coming from the right, line hornet's right leg up on the left edge of the black blob on the ground (second pic) you can use quickmap to get into position more easily, but when you do make sure you're holding down before you drop the map so you dont talk to pavo
5Ant Pogo or Ant Stocks Skip
another monday strats post yay
This skip is useful when going to the trap far fields flea after lace 1.
I think that the skip overall is simple, but the setup is somewhat rng.
All you need to do is pogo a Skarr Scout mid jump then pogo off of a breakable rock.
First thing you want to do is follow the clip and stand slightly right of the last background pillar and wait for an attack.
This Skarr Scout has three attacks that it will do if you are standing in the correct spot: Jump, Throw, and Burrow.
This is where he RNG part starts, the wanted attack is Jump but it doesn't always choose that so time gain is luck based.
If it Jumps then you can pogo the skar and then pogo the rock, if it Throws you can attack to deflect the sickle, and if it Burrows try and keep the same distance that you started with while having the breakable rock between you and the skar.
There is good news because, if done correctly, it will always jump by the 3rd attack. So there aren't that many possibilities.
I can't fit them all in this clip so all the possible variations from testing are listed here based on the attack used:
First | Second | Third-------+--------+------Jump | ---- | ----Throw | Jump | ----Throw | Throw | JumpThrow | Burrow | JumpBurrow | Jump | ---- Burrow | Throw | Jump
Hopefully I put all the need information here and didn't forget anything :)
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2movement that saves 1,6 seconds compared to using silk soar
(doesn't need flea brew as per second clip)
12idk if this could be useful anywhere or if calling bell beast is faster in act 2 bcs of beastlings not appearing but figured id post this here anyways
silk soar up to pinstress
122 scream skip setups for raging conchfly, can be done on any crest, I believe the first iteration is easier to perform
4used to think this lava cycle is really bad, but it is actually kind of fine with the right setup. for the first part of the room you can either do two pogo dashes into a pogo dash in the air, or one pogo dash then sprint jump over. the second strat is tighter but safer since with the first strat you can get hit by the lava pillar with bad rng. one youre on the left side, slash the lava three times and jump dash over the pillar. once youre on the platform, you have to react to the lava pillar when you see it stop flowing and then hold sprint and pogo dash over (i was unable to find a slash/consistent setup for this). note that you cannot pogo dash too late or you will dunk into the pillar. you should time the sprint press as soon as you see the end of the first lava pillar. if anyone else finds a consistent timing before the last pogo dash to get to the flea, let me know. this cycle saves 1.4s over the usual cycle
u can clawline past the vaultkeeper to skip his scream in order to grab the cylinder. The positioning is very tight, u need to be hugging the trigger hitbox in order to clawline past and also need to be in the air while clawlining. You can use the quick map button to slow yourself down and position youself nicely (thank you monstah for this setup). The visual q is having hornet's left leg aligned with the part of the chair as shown in the screenshot
11you can transition brew into basically any transition
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4This strat for getting across the first part of the room is at least 1 million times easier than everything else I've seen. You do have to delay a little before clawlining after the dash but if you get that timing right it's really easy
4u can wings and insta down dash to cancel hardfall without losing time
12consistent cocoon skip skip method. align yourself as shown in the images (hornets right foot should be inside the small pebble on the floor when neutral ). flea brew at the top of your jump (you should get slightly pushed to the right by the ceiling). at the end of your flea brew, buffer a jump then start harpooning to the right. if you get enough height, you can make it with 0 extra brews, but if you notice you didnt get that much, use some safety brews in case.
things to note:
you want to wait a bit before actually repress jump after the brew
delay the right movement ever so slightly after the jump buffer (look at my input overlay)
as you can see, i succeeded 7/9 attempts, and those failed are due to human error, making this skip very consistent and run viable
EDIT: it looks like it doesnt matter if you press jump and right at the same time. just make sure the inputs arent far away from each other timewise and that you press jump first
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3for any route that gets cloak after widow can do whatever this is
35Here's some stuff past me didn't figure out:
The opening I had in the previous post was a bit scuffed and awkward. Attachment 1 is a slightly faster and more consistent version of it. As long as your jump is after the second twig and last pogo is after the rightmost edge of the rightmost bush, it should hit the Skarrgard. Due to random inconsistency during pogo dashes, you may be much higher or lower than I was in attachment 1, but nearly anything works. All of the attachments use this opening, so this variation can be seen between them.
You can actually hit the Skarrgard an extra time during it's swing. This lets you kill it super fast if you get the perfect rng of 3 swings in a row (attachment 2).
The only reason for an upslash before a jump or burrow is to avoid the knockback of a regular slash - don't bother upslashing on burrows. If you find it hard to avoid getting hit by walking under jumps, you can just not slash before a jump and focus on the movement, or you can do a slightly tricky parry (attachment 3). It's really hard (but possible!) to actually hit the Skarrgard with the parry, so try to focus on perfecting the timing before that.
Other than all that's it's straightforward. If you're just trying to survive, try to work on perfecting your responses to attacks and then recognising them in the context of the fight. If you're trying to go as fast as possible, you can work on adding the harder strats
| Widow scream Skip Setup (dont know if thats known). Stay on the left wall and needle 5 times as soon as she dissapears
12Some strats for the Skarrgard at the entrance to Hunter's March (assuming you have Silkspear and nothing else)
The Skarrgard has 150 hp, so it's optimal to start the fight with at least 5/9 silk, though more than 5 doesn't hurt, and up to 7 can help. You can get 6 silk really easily/nearly optimally from the enemies on the way to the Skarrgard from Bell Beast (including 1 from the Silk Heart)
The Skarrgard has 3 possible moves - a swing, a jump, and a burrow. You can tell that the Skarrgard is going to swing when it draws back it's weapon, and you can pogo the Skarrgard between the two individual swings to get in an attack. The timing is fairly tight but very consistent after some practice (see attachment 1). For the jump and burrow, the visual indicator is the same - a slight crouch. However, there is an audio indicator - if the Skarrgard growls before the attack, it will always be a jump. You should stay still if it is burrowing, and start moving towards the Skarrgard as soon as you see that it is jumping, to avoid getting hit. It's very easy to get hit if you don't react quite quickly. It's nice to get into the habit of upslashing just before either of those attacks, both because niche timings can make it so that a regular slash will only hit the Skarrgard if it burrows and not if it jumps, and because the knockback from a regular slash makes it easier to get hit on a jump. Very rarely, the timings make it so that you have to do a minihop before the upslash to hit the Skarrgard on either attack. Attachments 2 and 3 are examples of what a jump and burrow should each look like.
Follow up to my last post. Loses no time at all and grains a free journal entry ๐ฅ
Ty @Nebula for footage and helping me cook this
1Silkspeed anklets ruining all my any% strats im crying
Saves 11 seconds over wr, fastest cycle atm
Spawns for the long room in bilewater
Blue and red are mutually exclusive so only one of these 2 can exist, the trigger boxes are small enough to clawline over>
Orange nad pink in image 2 are also mutually exclusive.
in 3rd image, blue and red are mutually exclusive , it is possible to clawline under or pogo the blue there
Spawns for the lower half of bilewater, right side stillkin room, I only have the right side entrance and top path but figured this might be worth sharing, in the 2nd image the orange and red are mutually exclusive so they cannot spawn together, if one happens the other will never happen. Might be worth knowing since you can pogo the red then clawline, if red does not spawn then you can just clawline over orange.
Clean movement through this awful mask shard
pretty easy scream skip for skull tyrant
if i posted this in the wrong channel/did something wrong im sorry and if its already known im sorry
1Ignore the fall but neat drop
1Faster strat because old clip was missing a spool upgrade
Just found out this clip is accidently on LP but the strats still apply.
6Really good Lugoli fight. They have a ton of thread storm openings and sawtooth is just sawtooth lol
Just found out this clip is accidently on LP but the strats still apply.
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5You can scream skip Groal if you are floating above him when he scream, it's not really precise. Also if you have flea brew here is an easy setup where you have to use the flea brew when the bubbles appear on the water and then walljump into wings into float. With this setup, you can hit Groal 12 times into grapple into hit and then it starts his first stagger + you can freely heal. After the first stagger you want to do 6 nail hits into extended TS. Then while he does the fireballs you want to poggo him and do another extended TS, with this Groal remains at about 20-30% health. Here are some examples of the fights (sry for the poor explanations)
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1any% runners in shambles. CC please do not ban me
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2small skip i found for categories that do early 5 fleas, jump right before the flying bug hits the bottom of the platform, you could definitely optimize this a tiny bit more
Act 2 only as the first guy you pogo is dead in act 3, but the rest of the room remains the same
This is a mask shard you can get very early in a 100% run (probably depends on if the route will go through here aswell)
https://youtu.be/xoBezylt8vU
Strats for normal movement and mossberry+journal movement. For the latter there is also a third clip which is an alternate strat for the flying enemy kill/mossberry pickup that coinflips ages for a little timesave if you want to gamble in a 3+h cat ig
3Did a comparison video for mount fay trip
Very rough movement so obviously not exact timings but it delivers the idea
Beast boost ~1:00
Cocoon skip ~1:40
Intended path ~2:20
https://youtu.be/fmCadeBQdew
5Lineups for getting to the pinstress fight on mount fay.
Lineup 1: stand as close to the edge as possible
Lineup 2: just to the left of the tall rock in the background
Lineup 3: just shoot from where you come up out of the room
the reason pinstress isn't there is cuz it's my fully completed save
https://www.youtube.com/watch?v=jfdKkwVKYCc
All categories skip to avoid going over the top here by using a dive to make it to the ledge
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