yeah that end is really true, it just comes down to personal preference. quite a few p% runners have differences in weapon order
Personally what i use is:
Pistol
-
standard marksman
-
alt piercer
-
alt sharp
Shotgun
-
standard core
-
standard pump
-
alt sawed on
Nailguns
-
alt attractor
-
alt overheat
-
standard js
Railcannon
-
malicious
-
electric
-
screw
Rocket
-
freezeframe
-
srs
-
firestarter
these may change slightly between levels, but feel free to experiment with both your variations and binds
Pirated copies aren't allowed for submissions
I'd also like to mention that prior to this update, editing a run then changing the verifier it was assigned to would update the run information without kicking you out of the video/verification popup. Now it kicks you out of it entirely and refreshes the whole board. Similar in annoyance, especially when i have to add mod notes for a lot of runs.
The triggers that spawn the enemies are really thin, so thin that the slight teleport you get when you mount a rocket is enough to put you past the trigger. I dont know the exact lineups for the ones in 7-2, thats something you could ask grim in the ultrakill discord server
record runs are done on the violence release patch (12/20/23)
curved ceilings are thin, so if you have the front of a rocket out of bounds, getting on the back end of it should tp you through the ceiling
in 6-1 you dive towards the arch, place a rocket as you hit the ceiling before it, then walljump or wallbounce off of the arch to send you onto the rocket.
hopefully that should send you out of bounds, but sometimes you get stuck in the ceiling
the red sections on the chest and tail of the him take triple damage
you need to get hit by the first projectiles just before you shoot the overpump so you dont go flying. dont dash because it makes the maurices track you and the projectiles dont get reflected