Uploaded April 2023 | Updated September 2026, 4 hours ago
First run that made it past the slope jump at the beginning got WR. Nice.
I tried to improve it by doing an extra hour of attempts, but these strats
are not very consistent.
The beginning requires a speed conserving long jump into an angle jump with another speed conserving long jump. I found chaining the long jump after instantly to be more consistent at getting the slope jump. The slope jump requires z to be held and is basically rng. Buffered jump doesn't get it consistently. Having full running speed here is important as it allows for a very fast switch hit.
One of the new time saves over the old WR is this cutscene shorten tech: youtu.be/33bWxAUqBmk By crouching, it is still possible to get the insta-walk after without time loss. I got lucky with the bounce off the gearmo as I had not practiced it, but it was still kinda slow. Just lucky the run didn't die there.
I missed the jump cancel, but the TAS strat saved enough time to make up for it. The angle for this jump is really hard to get. I find a bit more success doing a slight turn up before getting to the edge and then performing the inputs for this run off spin, reangle, long jump boost. I have gotten one to go directly into the star during practice, but this was the best in my actual 1.5 hours of attempts.
In terms of improvements, the opening can be done faster by letting the chomp roll more in. The next two are ofc a better launch and a jump cancel.
First run that made it past the slope jump at the beginning got WR. Nice.
I tried to improve it by doing an extra hour of attempts, but these strats
are not very consistent.
The beginning requires a speed conserving long jump into an angle jump with another speed conserving long jump. I found chaining the long jump after instantly to be more consistent at getting the slope jump. The slope jump requires z to be held and is basically rng. Buffered jump doesn't get it consistently. Having full running speed here is important as it allows for a very fast switch hit.
One of the new time saves over the old WR is this cutscene shorten tech: youtu.be/33bWxAUqBmk By crouching, it is still possible to get the insta-walk after without time loss. I got lucky with the bounce off the gearmo as I had not practiced it, but it was still kinda slow. Just lucky the run didn't die there.
I missed the jump cancel, but the TAS strat saved enough time to make up for it. The angle for this jump is really hard to get. I find a bit more success doing a slight turn up before getting to the edge and then performing the inputs for this run off spin, reangle, long jump boost. I have gotten one to go directly into the star during practice, but this was the best in my actual 1.5 hours of attempts.
In terms of improvements, the opening can be done faster by letting the chomp roll more in. The next two are ofc a better launch and a jump cancel.










