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43% burnt golden

Автор: ninz but better

Загружено: 2026-01-08

Просмотров: 1127

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this golden is freaking hard . Freaking . brief explanation of why it's hard cuz theres a lot of hidden difficulty

every hyper bunnyhop u see is like a 2f on the height of the jump
the dash at the end of room 1 is semi often a 1f but mostly a 2f.

room 2 is all buffers but i found it's super easy to randomly lose muscle memory and your entire consistency. i had intended timings as a backup if i messed up in a saveable way

room 3 is hardd the left tap into the 3px gap is like a 1f (7f tap) on half the subpixels and a 2f on the other (7f/6f tap)
the little schwiggle immediately after that gap is evil and i think the left tap part of it is often 1f, not to mention even lining it up is so hard (your speed entering the portal matters a ton) and the left tap itself is basically blind. rest of the room is pretty chill though technically theres a 2f 3px gap at the end.

room 4 is also hard theres So much nuance. you have to downright quick enough so that the zip movers dont move too much, doing the climbjump and then reaching the top zipper at the start is hard. if you dont get enough height you have to do neutrals around the single spike on the one block which is really hard. then, at the second zip mover thing, you cant grab too early cuz itll move you left into the spike and youll die, but you cant grab too late because then the first and second zip mover will be too far apart and you cant cornercorrect with a neutral. then be sure to do the jump and movement pretty quick, dont buffer the downdash after the block cuz u die to the trigger spikes on the one zip block . the bunnyhop jumps on each block are like, 2 frames. the end is pretty chill but with my strat sometimes you get liftboost on the block u jump off of before the demohyper, and this gives u more height and u have to react to this with the demohyper timing and this just killed me every time this happened in runs. also dont buffer jump off the first breakable block because if you have bad frame alignment you wont trigger it

room 5 starts with a wallbounce that is solidly a 1f. buncha dashbounces too which are 2fs but kinda easy ones and some can technically be buffers. some of the spikes have higher collision priority over the springs so for instance, you need to NOT touch the spikes and the first spring at the same time cause it will kill you. also you cant buffer the climbjumps off the blocks, i try to get enough height with it that the wallkick at the end can be a buffer but i clearly failed that here. it's so tight cuz again the spikes have higher priority over the spring . the updash from the pink crystal is like a 3f again because the spikes will kill you. hyper bunnyhop again is a 2f, followed by a controlled height jump into functionally a midair super, which is super hard to react to. then the downdash after the blocks break is a 3f since you arent allowed to fall a pixel. then the spring section has a buffer down dash, then a 2f* updash, 2f* downdash, 2f* (retriable) updash (asterisk is they can be 1fs with bad enough subpixels but like u need Really bad subpixels, leftmost .02) ending was extremely consistent once i started using a dash+jump bind for the gultra.

43% burnt golden

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