As all of you will know, in some cases it's possible to jump on spike locations. Many of you use this. Today while I was training my speedrun I noticed something else. Regarding the level Clockwork's second stage, you can jump without any pauses on the outlines to the goal. You just need a fast but constant jump rhythm, then you can neglect the spikes. Do you use this kind of strategy in other levels too?
Yeah that can be applied to other levels: you have to be running n the lower-spikes at a constant "triplet"-like tempo. This running off-checks with triplet timing (the game check 4 times every beat the hitboxes) works also with disappearing/moving floor-squares. Great use case of this strat: Arrow2, Waltz3, Autobahn (very hard), Diamond1/2 (very hard run over spikes), CheckerWaltz3, ShipHop2 (lots of strats/speed to try).
That off-beat can be applied to dodge moving ground-spikes: Concentric2 (look at my blindfolded run 😉).