fishmcmuffins

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Nov 14th, 2023
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  1. memory-00:
  2. -2f: extended super -> updash -> full wallbounce towards middle of climb
  3. -4f: add upleft to climb towards end
  4.  
  5. peace-01
  6. -2f: optimize speed loss towards end
  7.  
  8. peace-04
  9. -3f: optimize exit, do super -> upright to connect wallbounce next screen earlier
  10.  
  11. peace-05
  12. -2f: add upright dash through spinners at exit
  13.  
  14. peace-06
  15. -0f: changed strats to something that seemed closer to saving time, frustrating room
  16.  
  17. peace-08
  18. -2f: 9f bhop at exit for height bottleneck
  19.  
  20. peace-06 (2):
  21. -1f: optimize exit to have more speed
  22.  
  23. peace-11:
  24. -1f: subpixel manip at exit
  25.  
  26. heat-00:
  27. -1f: subpixel manip horizontal dash to get dash refresh on downleft, starting exit hyper a frame earlier
  28.  
  29. heat-00-01:
  30. -1f: better exit
  31.  
  32. heat-00-02:
  33. -9f: cut pause buffered delayed ultra, instead do a triple multiboost that gets a bit less speed
  34.  
  35. heat-02
  36. -4f: demo through lower spinner at end to maintain speed better
  37.  
  38. peace-17:
  39. -2f: new strat for exit
  40.  
  41. peace-18:
  42. -15f: add upright during climb, refill dash on a misaligned spinner, subpixel manip for ending section
  43.  
  44. peace-18 -> cold-00:
  45. -8f: optimize ultra chain, cut some of the cornerboosts
  46.  
  47. cold-00:
  48. -1f: various climbing optimizations
  49. -6f: super instead of hyper during climb
  50. -4f: after deathwarp, super from the hyper instead of an ultra, then some climbing optimizations
  51. -3f: change another hyper to a super
  52.  
  53. cold-01:
  54. -65f: new route
  55.  
  56. cold-02:
  57. -5f: new strat for end climb
  58.  
  59. cold-03:
  60. -10f: crouchjump through spinner in middle
  61. -9f: way better ending
  62.  
  63. ch4-cold-09 -> fall-000:
  64. -15f: optimize for hitting teleport ASAP rather than height, and then add a transition wallbounce into room
  65.  
  66. fall-000:
  67. -7f: various small changes towards end
  68.  
  69. fall-0000:
  70. -1f: really fiddly optimizations at the start, lets us maximize height bottleneck at start of next room just barely hanging on to a frame
  71.  
  72. fall-01a:
  73. -1f: hyper earlier at exit and improve movement at start of next room
  74.  
  75. fall-07 -> fall-14:
  76. -7f: delayed ultra to start off ultra chain
  77.  
  78. fall-15:
  79. -3f: use bino to cut the stun down to only 2 pauses, probably something faster that doesn’t use the bino but this is memes
  80. -2f better exit
  81.  
  82. fall-09a:
  83. -15f: way better starting movement
  84. -a lot of frames: optimize block movement
  85.  
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