safe 3 hit opener for clapper
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safe 3 hit opener for clapper
7video 4 in that strat post was really bad, we can do this on that rng and it's quite a bit better
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1This is mostly known, I'm just documenting it here :3
There's four main rngs I've found to watch out for in wave 1. All openers start with a dash left. Then three nails (nail, dash cancel nail, nail). After 3 nails, react to the flying reed.
The reed can stay in the air and parry.
If it does so then do the fourth nail, jump harpoon right, pogo dash through, nail landing spear, and clean up the final reed. React to if it parries.
Videos 1 and 2 are this rng
The reed can close in super quickly.
If it does so then harpoon it as soon as possible after the third nail. (if too slow to harpoon, it will back up and require different strats!). Pogo, land to the right of the charging enemy, and nail landing spear.
Here, the chorister on the left can either jump towards you (rare, sad) or do regular attacks (not rare, blissful). React and clean up accordingly!
Videos 3 and 4 are this rng
there's minor variations within these rngs that require small adjustments but that's mainly it. lmk if I missed anything important.
8This strat has existed but just wanted to post some examples. When a bellthrower throws, it can't move for a bit, so you wanna get past it. React to whichever has thrown and is close enough to get to the other side of. If neither throws, or if the one that threw is too far away, I find it's better to just wait for a throw. Rarely you can get screwed over but it almost always works if you space properly.
Simple setup for getting the first hit as clapper spawns consistently; do three nails when the particles come. On the third nail, do a full jump up, and then a full neutral wall jump. At the top of the neutral jump, nail, and it'll hit the clapper. This is pretty lenient with the timings.
2This is the best set up for the arena that I have found
11faster opener on double maestro wave
pretty sure you need to do this on the right maestro otherwise you will get hit (you can use the foreground candle to lineup like shown in the videos)
you just have to do nail > clawline > nail > pogo > spear > dash > upslash
between the nail and pogo after clawline you have to move back a tiny bit or it wont work
(getting hit or not is kinda rng so idk if you would go for this is runs but ill still put it here :3)
18Fairly easy opener for double Maestro wave.
If you knock the Maestro away from its minions fast enough, it wastes its attack (trying to recall its minions). If you're low on silk, you can use this to farm enough silk to double spear the other maestro, or you can just silkspear the maestro against the wall for a fairly quick kill.
I'm not sure if this is consistent. If you do the first two hits really fast, I think the maestro can spawn its minions closer to the wall which allows the maestro to attack, so you should be ready to react to an attack regardless.
9I like this strat for dealing with the two maestros. Right side for the first guy seems more consistent/safer to me than left side, as long as you don't get the spinning attack the first guy should be consistent damageless with this strat. I think you lose time on the spinning attack, but save time on the other attack with this
Then the second guy i am assuming you want to do one spear, note here that you need to bait the guy to attack left after the first two hits. None of what is in the clip is particularly consistent, but i think it's more consistent than other strats and good to go for. You do need to improvize stuff a bit quite often. For the spinning attack i think you should wait it out and you can go for a nail dash nail at the end of it, although that can get you hit
I think if you wanna heal it's best to heal at the clapper and get silk for it there, if you try to nail only the second guy it will probably not be much faster than healing at the clapper if faster at all, and you will just get hit more
consistent fast start on the 2 minister + 1 bellthrower wave (wave 9) found by sublime + nebula
1found out this strat is way more consistent if you add 1 nail on the left guy
doing no clawline is a bit less consistent after i tested it some more
Newest ep of the bell route guide is up, however the main reason i'm posting here in strats, is from the new setups and openings i discovered from my time playing around in HHA - it should be noted some of these opening are not the "most efficient" but more beginner friendly, easy to learn, strategies for each wave - taking advantage of enemy spawn position, some of which even take adavantage manipulating their spawns! (timestamped link here, each wave timestamped in description)
https://youtu.be/2jfVxdrjMjo?list=PL4aX24rbBNH3ccDaEfLqfxIVlGoH53Ukz&t=752
alt way to handle this maestro fully. IMO easier overall. Would recommend wall clinging for a slight moment before jumping.
https://media.discordapp.net/attachments/1365522384332783637/1433287386904920084/proof-58.mp4?ex=69042466&is=6902d2e6&hm=7dbdc556c9b35761cf7b98bf6c72390efe2d030279a496f9e132603528e72aa1&
if you do a proper pogo on top of first hha boss you can gain early control during it's scream, allowing you to deal more needle hits or a silk spear
https://youtube.com/clip/UgkxaeZUYbgKQONCQMIp2_npY4zlBQ25wopw?si=cSMiMc3lrUN3_bkH
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23 little nice-cessity if you stand right beneath the reed spawn in wave 3 you can make them spawn on the same side and silk spear them instantly without having to lure i think it makes this wave much nicer (see image for reference of where to stand)
halls arena consistent way to kill the maestros in wave 5. You'll take dmg sometimes though
Just in case some people didn't know; if you end up on the wrong side of this explosion zone you can still harpoon-> pogo to get over and continue dealing dmg
4consistently fast opener for polaris guy / maestro, you can get hit after the final grappling hook sometimes but he will die
22Nail 1 opener since wr still kinda improvs wave 1 of HHA..
this requires 0 soul and seems very consistent if fast enough to the grapple, don't mind me getting hit in the end
about 3-4 seconds faster than wr wave 1 and ends on basically full soul to quickkill wave 2 with
If the wave 1 flying guy is low after the 3 hits it can be better to just pogo sometimes ime example here which is also another couple seconds faster due to no hits taken
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