Current WR ending and old WR two-heavy endings are both viable. Find which works best for you, but ultimately it would be best to practice a two-heavy ending. If you have trouble getting a two-heavy ending during runs, you may actually save time by SSing the level. May need to hold left for the first drop into the slope in the slopeboost section if you keep your boost too well. Second half of the level is possible to do WR style in runs if you keep your dash rhythm. Groundboosts and ledge jumps are your focus for the first half of the level. Execution of ceiling boosts, groundboosts, and ledge cancels is where the timesave comes from.īackup strats for losing slopeboost (29 seconds dropping into the "cup," 36 seconds groundboost by jumping after ceiling run, 38.5 seconds use the slanted ceiling for a small boost possible to groundboost off of it if you fall/drop early). Overall, IL strats are easy to apply in this level for a speedrun. Some other variations in the replay which are slower/less consistent and not worth mentioning. Some strat variations in this replay (9.5 sec climb most notably). Ceiling grab half way through the level is to extend groundboost height. Not too important for runs, but I believe it's important to know why you're doing what you're doing. Grabbing the ceiling at the start and holding dash rhythm is for a lowboost. Nothing else in the level is too tricky for somebody who is ready to do a speedrun imo. Going over doesn't lose much time, and is nearly impossible to fail unlike the groundboost strat. However, I already have some stuff recorded and written up here anyway: Īfter 4.5 sec in this replay, the options are to do the IL groundboost strat, or go over. minor stuff that barely saves time, but can still be useful or overlooked). Note 3: I can do specific nexus movement variations/explanations on demand (thinking stuff like blind jumping up to platforms from Ramparts w/ bad camera, optimizing jump pattern up those platforms, etc.
it can be worth pointing out, but definitely doesn't need a write up. that kind of stuff should be obvious in the videos/replays. Note 2: I will be glossing over all cases of basic/obvious speed tech, such as fitting in a groundboost at the start of valley. Note: by "ceiling boost" I am referring to pressing jump at the corner of a slanted ceiling into a flat ceiling, not to be confused with grabbing a ceiling to extend groundboost height. WARNING: IL WR STRATS ARE ALWAYS SUPERIOR WHEN POSSIBLE FOR OBVIOUS REASONS