#strats

#cloakless 53

Backup cycles for if you're too slow and get eaten here, or too slow and won't make it. Note that the mantle skip saves about 0.35 and the damageless backup cycle loses about 0.3, so pretty worth to go for even tho it makes the cycle less lenient

Chalamet skip can be done without room reload and saves anywhere from about 0.7-2.7s depending on the rng. Most rngs are winnable to some extent and I will be posting all the strats I believe can be used depending on each scenario. Note that not all of these are fully consistent, his drift is super difficult to read and a lot of the trick is getting a feel for the enemy's movement. There are two major branches of which skip you will be doing - agro and non agro.

Agro 2 pogo - THIS IS THE MOST IMPORTANT RNG TO LEARN
Fastest rng by a lot. Saves 2.5s and loses the least to miss. You sometimes have to delay a bit more than others. Basically, just agro him, walk right, and try to get 2 high fast pogos on him as he's rising. Chalamet tries to stay a specific distance from you, so use it to your advantage. Clips 1 and 2 will have this.

Other agro rngs/strats
-Instead of 2 pogo (especially at medium distances) you can go for a spear stall with 3-4 pogos. Both can go either direction Clips 3 and 4 show this.
-When he's too far to reach with a pogo, you can dash pogo pogo, shown in Clip 5 This rng is noticeably riskier than others but is extremely fast. Bailing and doing room reload isn't a bad idea either.

Non agro rngs
This is kind of the wild west. He can be pretty unpredictable with his movement and some of these save under a second. Bailing is reasonable.
-Clip 6: Can do the first or second version depending on his drift. Saves 1-1.5s
-Clip 7: Works if very far left, basically just the room reload setup. Only saves like 0.6s
-Clip 8 (CHECK THE THREAD):If he dashes into the middle super low and far right like this, I'm unsure if it's winnable. Best to bail for now.
-Clip 9: Silkless alternative. If you pogo the center of his head initially then this should be pretty consistent to do, just weird bc normally you want to pogo the side of him.

There is way more to this trick than I can really post here, I highly recommend people learning and labbing this to make a thread off this post and try to come up with some better alternatives, because there is a ton to explore here.

jicoworker

This is organ cycle with a delay of 0.3 on cycle mod. This is MUCH more than any runner should have on vanilla.
I labbed the starting movement and this seems to be the fastest by far. As for the walljump section, the video shows what I find the easiest to execute. Everyone should be able to hit this for a massive 4s timesave with enough practice. If you miss anything up to the last drapefly, it's easy to cancel, farm silk, and make the regular cycle.

Some notes:

  • after the first ddg, do a high pogo to set up for the next ddg.
  • after dashing onto the small platform, jump as soon as possible (sounds obvious but try to do this intentionally).
  • there's a seam on the ground right after, but pogodashing like I do avoids hornet getting stuck in this seam.
  • for the last mantle skip, aim to jump near the end of the bump in the ground highlighted in the image. Hold jump the ENTIRE time and you should make it.
  • this is best to go for with 4 silk or more, as you want to start the phantom fight with a spear. Look for silk in the mist, there's a lot of it :)

Update: Some people can get worse loads than 0.2s (bad loads + pc rng) after which the cycle may be difficult to hit in runs. At that point, just farm the silk πŸ’”

image.png

I started looking into some "early kills" that some people have been getting on phantom. If phantom is low enough finishing the "phase change", you can do a LATE silk spear kill them before they do any other attack (2nd clip).
This was a bit annoying cs its a gamble, but then @Nebula found out (1st clip) that you can just double slash them and it makes it same speed, doesnt require silk, and its not a gamble since you can hit them inmediately after if they dont die there.
There is no reason to do this, if I see someone NOT doing this I WILL FIND YOU, this is faster EVEN if you dont instantly kill them

doesnt work on as many spawns as dmg tank version because you cant get any more height after upslashing this way, but theoretically better ...sometimes ...if reactable

fallen (skip queen)

yay, another monday strat post

Cloakless Memorium Walljump
this is difficult.

The way this walljump works is that you use flea brew to gain more height than a normal jump to be able to reach a jumpable wall.
This used to only be possible with cloak because of how it let you jump further and lower from a wall.
This changed recently in 29909+ (making this possible cloakless), all walljumps work like cloak walljumps now, except for the fact that only cloak can buffer jump inputs.

How to do this jump

all testing done on 60fps

I chose to stand at the horizontal position of roughly 17.238 for testing this jump (image shows where to stand, look at environment for visual cues)
when jumping make sure to brew so that you go to a vertical position near 25.02 (24.95 and 25.05 seem to be the extremes for values that work)
while brew is still in effect I hold right and don't hold jump
jump needs to be pressed on the frame (or frames after) hero state becomes airborne and are in the vertical range mentioned previously
after pressing jump, keep holding jump and right as that will land on the ledge above
the jump input will not work if the hero state is no_input (spamming might help, but it didn't work for me)
if you correctly timed a jump after airborne appears the jump can still fail if you are too low (missing the wall) or too high (bonking on the ceiling)

I don't know what else I should put here but I thought it would be good to have something to look at if someone wants to attempt this jump

image.png
Dadison

Go up normally through the left side, then wait until the conchfly comes a bit closer and do a big jump so it goes over the platform. Stay on the right corner before jumping to make the spider enemy move up again so it gets out of your way for the actual skip. Then wait until the conchfly clears the right ledge of the rocky platform to climb up and pogo the enemy. Dont heal immediatly after dashing, wait a bit to guarantee the damage tank.

this has been posted many times before but no one actually timed it (vibes only category)
i found this method easier than nebula's needle lineup and also its faster, just practice on 0.2 speed at first and ramp up slowly to get an idea of what youre doing. the most consistent way is to tap the opposite direction key when youre centred, then wait for peak height to pogo and ensure hornet's face is just in front of the fan. for the first fan just dash into the wall and do an almost full height wall jump to be just under the first fan.
the strat saves 8.6 seconds between the two best attempts i got at windless and with wind, its probably closer to 8 seconds with a more optimised wind activation segment

Megamin (#1 Mist Hater)

found by @eel, easier version of flower skip

skip is mostly consistent, will fail rarely on some really low spawns.
if you can react fast enough, you can do https://discord.com/channels/772964112908156938/1365521515356885032/1442420608813240321 this strat instead of spearing

You'll want to get the full spear duration to midair stall as long as possible, and also want to be as high as possible because the flower will stop and start attacking once it drifts into range. I found just bottom right of the flower bud to be the best spot to spear at since spear can hit the ledge if you're closer (as seen in last clip). Requires full silk enter.

if youre doing the flower skip you dont need the silk from this guy and can just dash from the mantle. saves ~.5

A slightly different strat from what i saw previously.
From my test, it's reliable (i heard that this strat could be room load dependant)

With a little practice you should be able to make the split decision if you need to do the flower skip normally. OR as these videos show if the flower spawns higher up you can pogo the flower and then the mob OR if it spawns at its absolute peak you can directly pogo. This takes a little while to visualize but I've been messing with this skip so much I can identify before I jump. Hope it helps someone.

Edit: this isn't something that will happen every time because of RNG

Kartoffelsalat

probably fastest movement for this room cloakless. for the enemy pogo you first need to dmg tank one hit by falling on it from above, then you pogo its attack so you dont kill it and then you pogo the enemy again to have enough height to clawline the upper one.

Megamin (#1 Mist Hater)

Edit: Just realized I never actually shared this:
https://discord.com/channels/772964112908156938/1365522384332783637/1447128946096214148
:elderC:

Strats to make cursed cycle less cursed, getting the cycle should save around 1.8 seconds, its still load dependent both to pogo the moving cog in the right and to make the cycle, but more doable, the first clip shows that this is useful as a backup, if u dont reach the upper ledge u can do this instead of going all the way to the left

Megamin (#1 Mist Hater)

good luck

Easy way to do the ring skip at the beginning of the room:
Release dash and your directions in the transitions, then after transition buffer a dash and press forwards again. Then buffer the jump. Should make the harpoon to the ledge easier. It saves .1 to not do this and do a pogo dash at the beginning instead.
Also just for good measure: the rest of the clip shows the maestro farming which is faster than not doing it

strat used in low% repurposed with spear and dash, more specific details from 74v13r here: https://discord.com/channels/772964112908156938/1365522674519900220/1435753578751852548
very fast with silk spear and only need 4 silk going in, looks harder than it is, pretty consistent with practice (barely faster if not the same speed but a cool strat nonetheless)

Kartoffelsalat

you can skip the left part of the room without cloak like this. i couldn't find a consistant setup without the nail hit which causes having to wait for the enemy's attack but there's probably one.

Saw many top runners doing this spear chalamet skip but couldn't find any setup/visual indicator guide so decided to make my own(sorry if this already exists).

  • enter the transition while sprinting and keep sprinting until hornet clears this ring shaped background object after which you wanna jump (image 1).
  • after jumping wait until hornet does the spin midair (she turns her head around like in image 2) at which point you want to input the dash and then pogo the enemy.
  • after the pogo input immediately start holding right and when you reach the max height or clear this cage in the background (image 3) you want to spear towards the right.
  • after the spear input let go of any direction and input a pogo while only holding down and no direction. you will pogo towards the right as you will be facing that way after the spear but still pogo the enemy.
  • after this the enemy will move towards the left to attack and you can input a left downslash which will pogo you off the enemy and you can dash onto the cage.
    This setup is very consistent. I have also attached a vid of me doing the skip 10 times in a row for reference.

https://youtu.be/zY_scg6Y91U

image.png
image.png
image.png

Sinner's Road Skip No Heal
it was more consitent for me to go for a Cayote Jump but not needed , and use the Cage in the Background as ur indication for when to silkspear

Qentiko

you can dash here before the clawline to better time the return of the silk

π™š

im not sure if this is already known but i figured out the logic of the silk spear version of this freaky room and here is a little guide about this skip

(probably harder than Nebula's clip https://discord.com/channels/772964112908156938/1365521515356885032/1427882077361274920 but faster by about 1.5 second) Can probably be faster with cleaner movement and doing the climb on the left wall instead (my muscle memory won't let me).
I like to pogo when the top of Hornet's horns reaches the upper 4th-5th of the saw visually. (between the two red lines)
You can also hold down direction the whole time if you want to avoid accidentally swinging laterally since this doesn't use any dashes. I avoid dashing because I don't get as much height.

Important to note that the first gap is played differently because the walls are closer together. Because of this, I usually hold the opposite direction of the wall jump the first time until Hornet turns around, and only do a timed turn around for the next three gaps, while trying to make the input as short as possible.
The last thing to note is that the closer to the saw you start your pogo, the later you should start moving towards the wall. The farther away, the more you risk losing too much height.

Nebula's strat is probably more consistent so remains to see if the risk is worth the second of time save XD :grubnote: Time save comes from not swinging twice per gap and from jumping off the wall quicker. TE is probably not at the time where it needs these second time saves, but here you go :D

(I joined the server because I was curious if anyone had posted this strat about the flea, and yep XD "darn you, speedrunners! until we meet again!")

EDIT: it's also only 1 second slower than using the draft, so it saves all the time from activating it -1s. (probably around 10 or 11 seconds)

NVIDIA_Overlay_A3XDBhyTxR.png

Using dash to stall in the air lets you climb this much more consistently. It's retryable, damageless, no silk needed, and faster. The only thing you have to watch out for is the pogo at the end, if you're too high for the pogo you can dunk (shown in 2nd clip)

optimal movement for timothy chalament room without flea brew. the damage tank might not be necessary but it lines up the skip a bit nicer

wormways skip that saves about 5 (possibly more) seconds, pogo twice then spear but dont spear too high or youll get knocked into spikes. after the damage tank do a pogo without moving then turn around and pogo again, looks hard is actually quite easy

possible without spear (thx @EverettM) but it makes the pogos much more lenient to mess up

Adding a few notes on the setup for this skip originally posted by QAQ https://discord.com/channels/772964112908156938/1423484610150666442/1423484834499657788
This is what I personally look out for during this skip:

  • After the sprint jump off the ledge, I use flew brew at the very peak of my jump. The reason why using flea brew in the first place is important, is because it allows you to move faster in the air and get more distance after the damage boost towards the final ledge grab.
  • At this time I look at the flower position. This is the most important part, because it helps me decide in what position I want to heal and how much I want to space out the inputs. If you heal too early/too far from the flower's range, you won’t trigger its attack/you will trigger it too late. If you heal too late/too far into the flower's range, you won't have enough time to dash out of the heal before taking damage. Its range is like a circle, so you want to heal on the outer edge of that circle - earlier if the flower is lower, later if it's higher.
    This is an example of a small streak with different rng.
    1st, 4th, 5th, 7th attempts = I can see that the flower is pretty low. This is usually the easiest rng (and what seems to be the most common) as there is a pretty big room for when to heal. In this case I want to dash and then heal pretty much immediately, since being horizontally closer to the flower makes you get hit by its attack sooner. In attempts 1, 4, and 7 I could've even healed much earlier after the dash and it would've still worked.
    2nd attempt= The flower seemed kind of in the middle, not too high, not too low. I heal slightly later after the dash so that I get in its range.
    3rd, 6th attempts = The flower looked pretty far up, which is the hardest rng. I try to space out my inputs as much as possible, but not too much that I start to lose height. Example 6 was probably the tightest here.

You can nail hit to stop your momentum and do this without activating the air current below. Doing a walljump on the lower part of the walls here lines you up better than doing it at the top imo, since you don't have to delay the nail nearly as much

Janky walljumps got you down? Ask yourself: what can Brew do for You? (ignore the little flub at the end, trick is still precise this just makes it easier)

shoutout Quissy for figuring out this setup, I added two mantles to help with consistency but this seems to work every time for me to set up the enemy pogo. flea brew isn't strictly necessary if you get the right height but it does help, and I think the movement I do at the end of the room is only possible with the brew active.
key point: when you attack the conchfly for the setup, you have to make sure you're a bit below it or else it moves downward to attack, ruining the setup

This walldash (found by Onaku) is fps dependent and will basically always fail at very high fps values. Notice how it works with hitboxes on - this is because they bring my game to about 300 fps, and as soon as I turn them off, it goes to about 700 fps and stops working. To counter this in real runs, turn on vsync. Amazing :)

you need to up-attack to knock it higher and take a hit from the right side so you have enough time to pogo the bud, get hit again to avoid getting stuck in the double hit attack, then pogo to get up(without full climbing the ledge ideally).
appears to save around 0.5s - 1s copium.

discord search has been wonky for me so someone may have already posted a setup for this enemy pogo to get thru coral_12 quickly, but this is what I've been doing. the enemy position can be a little inconsistent, but you can play this a lot like the beastfly pogo and use some jumps/patience to make sure it's in the right spot. in particular, the jump-dash back on the platform you're baiting the enemy towards is important, and it's more consistent if you do just a little more than a short hop

note that if bind dash refresh gets voted legal you can just do the coral_03 skip that ppl did in judgement runs instead of having to do this room at all

AllergicToRye

I found a consistent heal stall version for a cloakless splinterbark skip

new chalamet pogo with bind that i found for cloakless. pogo the TOP of the hitbox at the start (as opposed to your pogo hitting the right side of the chalamet hitbox square) and align yourself with the middle of the cage when binding (so you lure the enemy in a consistent way). literally 100% consistent is so ridiculously free.
cursed note: you CAN get it without the last pogo (ie: dash out of the bind to the right hand cage) and you can even get it with no bind (only once have i managed this) which both save time but rely on chalamet rng (and if you go for them ive found if you fail you often just fall as chalamet moves away)

If you have The Juice you can make the heal strat much easier by popping Juice prior to dash->heal->dash

Cloakless skip with delver's drill instead of reaper crest. Probably not faster than getting reaper crest but will be useful for rando most likely. Also a little harder than reaper crest. Does not work with snare setter, as snare setter does not bounce off the cog.

Yurong01

Pressing dash twice only after heal (has been pretty consistent for me) instead of spamming it makes you less likely to dash up the wall and bonk your head

A very rng-dependent and inconsistent way to do the shellwood_11 damage tank skip cloakless. I didn't see anyone posting this, so it might be good just to show that it is possible.

The skip requires sprint jump > dash > heal > dash (second midair dash out of heal) > (**optional **) flea brew (makes it a slight bit more consistent if knocked to the left)

Seems to dependent heavily on enemy spawn. Just a proof of concept.

You can walldash -> wall jump to get up the scales faster!
This is terrible but faster 1-2s faster than what current strat is and also cloakless so yippie

fast movement for cloakless which only loses like ~4.6s to the cloak skip strat

Wagr0 (Keys > Fleas)

Consistent Chalamet skip cloakless with Hunter using bind. Courtesy of SSBDoppler

Breakdown of a consistent setup for the reaper crest pogo you can use on current patch with the heal stall (enabling key route cloakless)
See thread for stills used in this vid

https://www.youtube.com/watch?v=HIYqiHCO3Vs&feature=youtu.be

Firethief1(Awoo!)

funny fast cycle that saves like 4 seconds but isn't fun (edit: getting this somewhat consistently, off the third platform full jump then as soon as you land jump and immediatly pogo on the skull, then dash right when you land(still sucks but is slightly worse))

Firethief1(Awoo!)

little pogo skip probably saves ~1.5 seconds

Firethief1(Awoo!)

100% consistent yet really difficult to pull off, cuts off breaking the two walls to the right.You need 4 masks to do this strat and it probably saves ~~2-3 seconds

Firethief1(Awoo!)

aim to pogo off the spikes on the right and it lines up(idk if they are actually pogoable or if its just something to do w/ the hit being delayed) but it seems to save around 1.5-2 seconds

(also just optimal for cloak too)
Fast way of getting through this room without getting gooped, just gotta be confident on the cycle.