#strats

#flea 14

used 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

flea brew makes this orb juggle split incredibly free, barely even need height on the orb (haters will say its a skill issue)

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

You can pogo the bottom bell guy to make an epic cycle, flea brew is needed I think

amending my previous post; credit to Psycho Hazard for finding this better strat. https://discord.com/channels/772964112908156938/1365522460132245616/1447093103956590736
neb pointed out to me that this was possible, i believe first discovered by monstah with reaper crest? this is a hunter's crest flea brew version that's actually somewhat consistent; hit it up three times, jump and hit it the fourth time, then input wings and pogo off of it; you can use flea brew after wings if you're a bit too low. It's somewhat tricky and the upslash bounce heights can vary, but if you fail, you can just go for the regular skip and lose barely any time. Saves roughly 3s over regular flea 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

You can do this without flea brew, but it's much harder

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.

Example of barbed collection. Only loses a bit over 21s total to get (assuming you already got flea brew, if not, it's more like 26s)

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

If you don't need the bench, flea brew can help you make it in time for this steam cycle, saving 4s.
It's possible even without the last mantle cancel dash, but it helps, so it's worth creating a cue for it. It's pretty tight, but you can always wait it out if you feel like you missed it. You might also find that flea brew makes the later climb part 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

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

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