Uploaded May 2025 | Updated September 2026, 2 hours ago
Normally the frame of the backflip for skull push depends on the height of the Skulltulla, so the success rate is 50% unless you check it with pause buffering.
However, since the height of the Skulltulla fluctuates by global cycle, it is possible to obtain consistent frame by fixing the movement from entering botw.
Specifically, if you start skull push within 8 frames from the optimal movement, the backflip will always be on the 2nd frame. (To be precise, Skulltula activates after sidehopping from the slope, so you only need to optimize up to that point)
global frame of sidehopping from slope (start skull push)| success frame of backflip
211 ~ 219 (302 ~ 310) | 2nd frame
220 ~ 226 (311 ~ 317) | 1st frame
Pause buffering changes the height of the Skulltulla, so you won't necessarily get the same results, but if you optimize the movement up to the start, the backflip will often be on the 2nd frame.
youtu.be/s-66puPn368
Normally the frame of the backflip for skull push depends on the height of the Skulltulla, so the success rate is 50% unless you check it with pause buffering.
However, since the height of the Skulltulla fluctuates by global cycle, it is possible to obtain consistent frame by fixing the movement from entering botw.
Specifically, if you start skull push within 8 frames from the optimal movement, the backflip will always be on the 2nd frame. (To be precise, Skulltula activates after sidehopping from the slope, so you only need to optimize up to that point)
global frame of sidehopping from slope (start skull push)| success frame of backflip
211 ~ 219 (302 ~ 310) | 2nd frame
220 ~ 226 (311 ~ 317) | 1st frame
Pause buffering changes the height of the Skulltulla, so you won't necessarily get the same results, but if you optimize the movement up to the start, the backflip will often be on the 2nd frame.
youtu.be/s-66puPn368


