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purple haze strats

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slush

this is NOT a perfect pass of the checkpoint!! i just wanted to get something out there to make it easier for other people to learn the map and also help me find out if i'm missing out on any good strats. some rooms likely still have objective strat improvements that haven't been found yet, some rooms are done almost all intended, and some rooms i didn't even make an attempt to lab myself and instead just got strats from other people. with that said the current state of this is already infinitely better than all intended

thanks to sumpthink, average steam user, lurien, and hyper

important slowfalls that may not be noticeable at first glance:
the jump off of the swap block at 0:23
the jump over the two spikes at 0:32
the jump over the two spikes at 0:35
walking off at 1:57
the cornerjump at 5:16

notes:
when you're under the swap block at 0:34, you can hold grab and up and you won't start climbing until you pass it, which removes any sort of timing

the visual cue for jumping into the bubble at 1:00 is when the swap block at the top stops moving. once you enter the bubble you can just go neutral and you'll land on the swap block moving up

doing an archie at 1:57 doesn't increase the frame window for the 3f momentum carry, but it does move it slightly later which gives a better visual cue since the first working frame when you don't archie is before you actually pass the spikes above you

the hyper into the screen transition at 2:06 needs to be a demohyper

it's best to go neutral immediately after the upright dash at 2:12 or else you might fly into spikes

the wavedash at 2:50 actually is not a buffer, but it is really hard to buffer accidentally anyway

the hyper off of the swap block at 3:36 needs to be a demohyper

as ironic as it sounds it seems to be best to jump out of the gultras at 3:55 as early as you can while still extending. all of the strats i've found to skip them so far are harder than intended

while you don't want to do an instant super at 4:08, you also don't want to extend it too much because then you might hit the 2 dash refill too early

for the alternate way to do the spring hits at 5:55, the right dash is a 4f timing and you need to be fastfalling immediately after it. also the left dash spring cancel afterwards is NOT a buffer

the reason why i do a short wallboost instead of a neutral for the cornerjump strat at 6:38 is because it's too unsafe to do a neutral lineup if it doesn't work on at least 2 pixels, and this one technically does but only the bottom .5 of the top pixel works and doing wallboost is much easier than trying to manip for that. also if you miss the unsetup cornerjump afterwards then you can bail out and go back to intended since you have a dash

posted by afweerxu