minr - soulless wr (
Автор: EshQar
Загружено: 2026-01-14
Просмотров: 67
pretty good
nerves made me fail those last few fs sections a bit too much but sub 10 is enough for me and this is well below 10 min
This run shouldn't be used for strats, but I'll chuck my preferred strats for jumps down here
(I often use faster strats than these to save time)
jungle vid - • minr soulless 0 deaths
(there are others vids as well just search it up if you want)
Checkpoint 1:
2x2+1 around pillar: visual angle max c4.5 0t strafe noturn
p2f wall support: f-20 to f-25 pfmm 0t strafe or 3t pessi 0t strafe
Checkpoint 2:
l2l +2: back against wall f-132 jam, strafe and turn in late
rex bwmm: 3tsS 1sW rex bwmm (should be somewhere behind .173 on coords)
(small skip: f-111.5 fmm 0t strafe)
b2l tyrone thing: f95.3 to 95.4 1sW 2t pessi run 1t on last block 0t strafe noturn
5-1: 2nd pixel jam
l2l around cw: f-85 1sW 2t 1/2t strafe noturn
Checkpoint 3:
(skip 1 jump by bouncing from slime to ladder)
s2l around cw: f-119 1sW max c4.5 1t strafe noturn
(l2l skip: f-98 4uS 5t 0t strafe 0t flick in fast)
s2s pane avoid: back right f71 3sW 1sD 4/5t noturn
l2l pane avoid: back left f-156 3uA 1sD 2/3t
b2td: f14 1sW 1/2t fmm -1/0t strafe and lenient flick in
f2f around cw: either walk 6t A WAD or 2sA 3t pfmm A WAD (this jump is 1t-able)
Checkpoint 4:
1.5625bm (pane + block): f35 out jam turn after jumping
l2l around block: f95 max pfmm preturn out then turn in
3.4375 with momentum: back of lower block hh fast fmm hold space
diagonal jump: 1rW jam
last end rod: this is jammable (idk the taps)
Checkpoint 5:
3bc 4x2: look at jungle sheet
amethyst kyroh (oj): .65 to .7 ish (closer to .7 is best) f-18.5 7t pfmm WD WAD 1t flick in
l2td: .6 front f31 jam
bridge to pane: 3t pessi from back of slab by ladder at an angle (idrk)
grindstone jump: f135.2 walk 1t D nosprint jump W then sneak a bit before landing, noturn, if you jump WD then then turn in to make.
nix: f24 4t c4.5 WD WAD late turn in
Checkpoint 6:
first jump: 2668.2 z f8 jam WD noturn
sidewalled gapped neo: f152 2sA 1t mark WA
double neo thingy: f10?
b2stair around chain: f13 4/5t c4.5 1t strafe late turn in
2bm 4b f-123 1t then turn to make
2bm diag 3x3+.5: 1uW 2t
next jump: back of carpet f-31 2t pessi
5-1: back of 3bm on top 1uW 2t
slime: back right of 6bm f10 2sW jam
the two next ceiling jumps: sneak right as jumping to avoid ceiling
s2f double neo: strat 1: .15 on right of back most slab f-164 1sA jam A walk 1t A max pessi D then jam W, 0t strafe 2/3t ish smooth turn
strat 2: .15 on left of back most slab f-175 2t 0t strafe then release D on land then 1t strafe late turn in
Checkpoint 7:
first jump: back right f178 3sA max pessi run 1t on td 1t strafe then like 3t smooth turn idk (do 1uA for spiritless, 2t strafe is only fs with 1uA. With 3sA 2t strafe dies)
l2l cross: f-135 ish, lenient c4.5 WD WAD turn after blockage, c4.5 needs to be 6t or later idk how lenient
kyroh +2: f178 1t 1t strafe 1t flick
last jump: f5 c4.5 0t strafe some turn idk
Checkpoint 8:
first slime: f-82.1 ish jam 1/2t strafe and flick
skip second slime: f-176.1 2sW 2t pessi
second slime: f less than 8 into wall hh fast c4.5 1t strafe and smooth turn
last slime: f160 jam WD 1t flick rel D and turn to straight after bouncing
Checkpoint 9:
first jump: 5t? from back of pane
4x2: .8 right f-30 jam
3x3 thingy: .6 left f37.5 jam (tight on momentum i think)
p2td: .1 f-60 3sW max c4.5, or f-52 strafejam
p2stair: .1 f-57 1uW 1/2/3t c4.5, or f-52 strafejam
3x3 repeat: .6 f-52.5 (again i think tight on momentum)
diag far jump thing: 1rW 2sW jam
long mm: 1sW jam from back
2bm 3x2+1: 1rW jam
second long diag jump: 2/3/4t pessi (2t pessi sometimes overshoots), or 6rW 3sW jam
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