#strats

#nmg 17

grounder

I don't know if this has been discovered already but I got it when practising First Sinner for my BASS% runs.
I couldn't find anything that has shown this already.

I have found this one to be harder than the spear for widow as the timing is a little tighter.

  • So after the last hit of 1st phase it's 7 hits and a little wiggle (for me 8 hits is too much), then no full jump and spear to hit her during the scream like at widow.
[EJEM] Intramint

Requires 2 silk which you get on the way anyway. Use silk spears to stall in the air without consuming any silk

[EJEM] Intramint

0.2 sec faster than wr and same speed as wr strat if done optimally but this also gives 1 extra silk which is nice for spears on the big guy. The last hit is necessary to consistently turn around out of the dash and the extra silk is a bonus. Even if you mess up and miss with the last hit and not get a spear landing animation cancel it's still the same speed as wr

[EJEM] Intramint

I've seen @Gay say that they use a conchfly lure and also seen some other top runners struggling with the skip or aligning themselves into a perfect spot and losing time so I wanted to make this tutorial, since if I can do it consistently then so can they.

There is some useful info in https://discord.com/channels/772964112908156938/1365521515356885032/1424920583249989742. It mentions a "3-4 frame window" for an instant walljump without a cling. That's what my strat focuses on.

As my "credentials" I'm posting a video of me hitting the skip 48 times in a row: https://youtu.be/jsarW-xmgAg

There's more info in the Blasted steps 2nd skip intricacies document:
https://docs.google.com/document/d/1mCuBTj3oxWjClPVUegFM7jw0OQMMVT5L/edit?usp=sharing&ouid=109704649016651479453&rtpof=true&sd=true

Even if you have no problem with the skip, there should still be some useful info there.

[EJEM] Intramint

You can just keep holding dash through both of the jumps to consistently reach the left platform before the spider blocks the way. Climbing on the right wall makes this fully consistent because you can easily aim where you land and where you jump from. That way you can always reach the cage with no weird collisions. The usual left side walljumps also works most of the time but sometimes you grab the ledge on the cage instead. You can probably have a fully consistent left side setup too if you add in an extra jump or a wall dash. The right side is pretty much the same speed so it's just preference (there was a 0.05s difference from the moment of first touching the wall to the moment of landing on the first block you jump off of)

I'm not a runner, don't have the room number, but this might be a minor optimization on the GMS climb; looks faster than any pathing that I've seen in runs
Found it in my Twisted Child run, but Hunter's Crest should work too
[Edit: Aww shit, forgot that the spike plat starts higher; this only works on the runback. My bad.]

Melody2

fastest movement in this room for bells route, i did w/o the lace encounter to save time but the movement at the start works with the extra enemies too
the jump at 0:06 saves about 0.5 to the other route to the room and its fairly easy w/ the updash, overall the room is easier this way imo
at 0:07 you could figure out some magic to get through the glass faster, i tested updashing on the lower platform then upslashing and dashing but its seems to be .1 slower. prolly smth like updash->upslash->dash once you cling to the wall under the glass is optimal
again this all might be known i just couldnt find anything searching for song_05

Melody2

fast and consistent way to over the lamp throwing guy

found by magnolia first and then independently by me sry for accidental steal :P

Melody2

faster strat at 0:07, makes getting the cycle really easy even if you mess up the drop a bit, also at 0:06 the double slash setup to start pressing left is pretty nice.
unfortunately i wasnt able to catch an extra cycle/make the half cycle work so it doesnt save time. also ignore the ending i havent learned that yet

viviash

PSA: open ur inventory when ur going to get nail 1!!!! ur losing almost 2s to nothing!!!!!!!!! ive seen several world records not do this even though it works on all patches (as far as i could tell)

what's happening here: area title cards can be cancelled by opening and closing the inventory quickly, allowing you to interact with things again (since u cant do that while the area title is on screen)

example applications:

  • entering plinney's hut when in bellhart for the first time
  • going to cogwork core's bench room without losing 7s if you fail the movement check
viviash

simple movement on the way to widow (replace the dash chains with pogo dashes if ur sick with it)

This is about 2 seconds faster than the way I've seen this climb in here but it depends where the cycles at when you get there

fallen (skip queen)

Fast skip to Greymoor Bell

viviash

relaxing arena strats. enter with at least 3 silk, exits with at least 5
stand on the far right between waves to force the stick bugs to spawn to your left
the opener on each wave is consistent, but finishing the respective last stick bugs can be volatile

Fastest cogwork core movement (about 4-5 seconds faster than old strats).

king_meg04

Lineups 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

fast upper cogworks route, the first buzzsaw cycle can be beaten pretty consistently. Let me know if there is any optimization here or faster known route already