Fast Movement Techs
(Exposition that has very little to do with my question)
Things I've noticed throughout the top runs in a poor attempt to hit 27 seconds is the similar methods but different pathing when it comes to specific parts of the last 3 sections. The second section with the cheep-cheeps, the third with the very weird FLUDD obtaining hitbox(and maybe the Paratroopa), and the ending when it comes to the FLUDD jumps.
Out of all of these the main run killer is a bad quick swim(rarely a bad FLUDD jump), and i really wanna know how y'all go through that very specific area so fast(and/or also a consistent way for higher FLUDD jumps)
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