benjamaster7 | Optimal Loop Strats (0.125bm - 1bm) @benjamaster7 | Uploaded March 2021 | Updated October 2024, 3 hours ago.
Cynimal's noturn strats video: youtube.com/watch?v=3FY65wrMn24
These are the optimal loop strats for 0.125bm-1bm. This is essentially an overkill version of Cynimal's optimal no-turn strats video, but none of the strats here are intended to be humanly possible. While these strats aren't 100% optimal--you could add more loops, or start with a better forward strat, or face half angles--they're fine for most intents and purposes.
The distances for all tiers with these strats are shown here: youtube.com/watch?v=Q1M-DmIaW04
If a strat says "Delayed," that means you run a tick before jumping off. This is generally better for high tiers and small momentums. For 0.125bm-0.4375bm, the delayed strat is always better than the non-delayed strat, which is why non-delayed strats for 0.125bm-0.4375bm are not shown in the video.
The basic idea behind loop is as follows: for small momentums, it might not be possible to get enough backwards speed to jam and 45 strafe without overshooting the momentum. So, you must "inhibit" the jam by jumping at an angle (the optimal way to do this is by angling only the jump tick). The more backwards speed you have, the less you need to inhibit the jam, so the more forward speed you get as a result. This means you can chain loops back-to-back, and your speed will increase each time. Eventually it will hit an equilibrium, at which point we call it the optimal speed. Typically, it only takes a few loops to get very close to the optimal speed, which is why I only used triple loops in the video.
mine_pvpkill essentially pioneered this concept months ago, but he encouraged me to make this video, so special thanks to him. His channel is here: youtube.com/channel/UCShTykm4EwSAa-i2tuezkIA
Also special thanks to Baconerd for helping me with the doc (thx)
Macro: MPK Mod by kurrycat github.com/kurrycat2004/MpkMod
Song: Dimrain47 - Jetstream! newgrounds.com/audio/listen/79368
Full info (sorry mobile users):
===================
0.125bm Delayed
-Speed: 0.28888 b/t
-Jump: 4.5625 tier -1 (possible by .00358)
-Note: Inertia threshold must be utilized
===================
0.1875bm Delayed
-Speed: 0.29052 b/t
-Jump: 5.4375 tier -4 (possible by .00367)
-Note: Single loop. Inertia threshold must be utilized
===================
0.25bm Delayed
-Speed: 0.29390 b/t
-Jump: 4 tier +1 (possible by .00394)
===================
0.3125bm Delayed
-Speed: 0.29646 b/t
-Jump: 8.9375 tier -16 (possible by .00251)
===================
0.375bm Delayed
-Speed: 0.29931 b/t
-Jump: 4.3125 tier 0 (possible by .00112)
-Note: Inertia threshold must be utilized
===================
0.4375bm Delayed
-Speed: 0.30148 b/t
-Jump: 9.25 tier -17 (possible by .00282)
===================
0.5bm Delayed
-Speed: 0.30414 b/t
-Jump: 7.8125 tier -12 (possible by .00422)
-Note: Better for tier -15 and above
0.5bm
-Speed: 0.20001 b/t
-Jump: 11 tier -23 (possible by .00457)
-Note: Better for tier -16 and below
===================
0.5625bm Delayed
-Speed: 0.30670 b/t
-Jump: 2.875 tier +5 (possible by .00152)
-Note: Better for tier -8 and above
0.5625bm
-Speed: 0.20295 b/t
-Jump: 7.25 tier -10 (possible by .00035)
Note: Better for tier -9 and below
===================
0.625bm Delayed
-Speed: 0.30926 b/t
-Jump: 2.875 tier +5 (possible by .00867)
-Note: Better for tiers -4 and above
0.625bm
-Speed: 0.20590 b/t
-Jump: 11.625 tier -25 (possible by .00126)
-Note: Better for tiers -5 and below
===================
0.6875bm Delayed
-Speed: 0.31182 b/t
-Jump: 4.0625 tier +1 (possible by .00311)
-Note: Better for tiers -2 and above
0.6875bm
-Speed: 0.20884 b/t
-Jump: 14.25 tier -34 (possible by .00211)
-Note: Better for tiers -3 and below
===================
0.75bm Delayed
-Speed: 0.31438 b/t
-Jump: 3.1875 tier +4 (possible by .00534)
-Note: Better for tiers 0 and above
0.75bm
-Speed: 0.21178 b/t
-Jump: 5.25 tier -3 (possible by .00307)
-Note: Better for tiers -1 and below
===================
0.8125bm Delayed
-Speed: 0.31694 b/t
-Jump: 3.1875 tier +4 (possible by .01296)
-Note: Better for tiers +1 and above
0.8125bm
-Speed: 0.21472 b/t
-Jump: 5.5625 tier -4 (possible by .00316)
-Note: Better for tiers 0 and below
===================
0.875bm Delayed
-Speed: 0.31951 b/t
-Jump: 3.5 tier +3 (possible by .00329)
-Note: Better for tiers +2 and above
0.875bm
-Speed: 0.21766 b/t
-Jump: 5.875 tier -5 (possible by .00348)
-Note: Better for tiers +1 and below
===================
0.9375bm Delayed
-Speed: 0.32206 b/t
-Jump: 3.5 tier +3 (possible by .01134)
-Note: Better for tiers +3 and above
0.9375bm
-Speed: 0.22008 b/t
-Jump: 6.1875 tier -6 (possible by .00074)
-Note: Better for tiers +2 and below. Double loop
===================
1bm Delayed
-Speed: 0.32463 b/t
-Jump: 2.625 tier +6 (possible by .00399)
-Note: Better for tiers +3 and above
1bm
-Speed: 0.22211 b/t
-Jump: 5.3125 tier -3 (possible by .00062)
-Note: Better for tiers +2 and below.
Cynimal's noturn strats video: youtube.com/watch?v=3FY65wrMn24
These are the optimal loop strats for 0.125bm-1bm. This is essentially an overkill version of Cynimal's optimal no-turn strats video, but none of the strats here are intended to be humanly possible. While these strats aren't 100% optimal--you could add more loops, or start with a better forward strat, or face half angles--they're fine for most intents and purposes.
The distances for all tiers with these strats are shown here: youtube.com/watch?v=Q1M-DmIaW04
If a strat says "Delayed," that means you run a tick before jumping off. This is generally better for high tiers and small momentums. For 0.125bm-0.4375bm, the delayed strat is always better than the non-delayed strat, which is why non-delayed strats for 0.125bm-0.4375bm are not shown in the video.
The basic idea behind loop is as follows: for small momentums, it might not be possible to get enough backwards speed to jam and 45 strafe without overshooting the momentum. So, you must "inhibit" the jam by jumping at an angle (the optimal way to do this is by angling only the jump tick). The more backwards speed you have, the less you need to inhibit the jam, so the more forward speed you get as a result. This means you can chain loops back-to-back, and your speed will increase each time. Eventually it will hit an equilibrium, at which point we call it the optimal speed. Typically, it only takes a few loops to get very close to the optimal speed, which is why I only used triple loops in the video.
mine_pvpkill essentially pioneered this concept months ago, but he encouraged me to make this video, so special thanks to him. His channel is here: youtube.com/channel/UCShTykm4EwSAa-i2tuezkIA
Also special thanks to Baconerd for helping me with the doc (thx)
Macro: MPK Mod by kurrycat github.com/kurrycat2004/MpkMod
Song: Dimrain47 - Jetstream! newgrounds.com/audio/listen/79368
Full info (sorry mobile users):
===================
0.125bm Delayed
-Speed: 0.28888 b/t
-Jump: 4.5625 tier -1 (possible by .00358)
-Note: Inertia threshold must be utilized
===================
0.1875bm Delayed
-Speed: 0.29052 b/t
-Jump: 5.4375 tier -4 (possible by .00367)
-Note: Single loop. Inertia threshold must be utilized
===================
0.25bm Delayed
-Speed: 0.29390 b/t
-Jump: 4 tier +1 (possible by .00394)
===================
0.3125bm Delayed
-Speed: 0.29646 b/t
-Jump: 8.9375 tier -16 (possible by .00251)
===================
0.375bm Delayed
-Speed: 0.29931 b/t
-Jump: 4.3125 tier 0 (possible by .00112)
-Note: Inertia threshold must be utilized
===================
0.4375bm Delayed
-Speed: 0.30148 b/t
-Jump: 9.25 tier -17 (possible by .00282)
===================
0.5bm Delayed
-Speed: 0.30414 b/t
-Jump: 7.8125 tier -12 (possible by .00422)
-Note: Better for tier -15 and above
0.5bm
-Speed: 0.20001 b/t
-Jump: 11 tier -23 (possible by .00457)
-Note: Better for tier -16 and below
===================
0.5625bm Delayed
-Speed: 0.30670 b/t
-Jump: 2.875 tier +5 (possible by .00152)
-Note: Better for tier -8 and above
0.5625bm
-Speed: 0.20295 b/t
-Jump: 7.25 tier -10 (possible by .00035)
Note: Better for tier -9 and below
===================
0.625bm Delayed
-Speed: 0.30926 b/t
-Jump: 2.875 tier +5 (possible by .00867)
-Note: Better for tiers -4 and above
0.625bm
-Speed: 0.20590 b/t
-Jump: 11.625 tier -25 (possible by .00126)
-Note: Better for tiers -5 and below
===================
0.6875bm Delayed
-Speed: 0.31182 b/t
-Jump: 4.0625 tier +1 (possible by .00311)
-Note: Better for tiers -2 and above
0.6875bm
-Speed: 0.20884 b/t
-Jump: 14.25 tier -34 (possible by .00211)
-Note: Better for tiers -3 and below
===================
0.75bm Delayed
-Speed: 0.31438 b/t
-Jump: 3.1875 tier +4 (possible by .00534)
-Note: Better for tiers 0 and above
0.75bm
-Speed: 0.21178 b/t
-Jump: 5.25 tier -3 (possible by .00307)
-Note: Better for tiers -1 and below
===================
0.8125bm Delayed
-Speed: 0.31694 b/t
-Jump: 3.1875 tier +4 (possible by .01296)
-Note: Better for tiers +1 and above
0.8125bm
-Speed: 0.21472 b/t
-Jump: 5.5625 tier -4 (possible by .00316)
-Note: Better for tiers 0 and below
===================
0.875bm Delayed
-Speed: 0.31951 b/t
-Jump: 3.5 tier +3 (possible by .00329)
-Note: Better for tiers +2 and above
0.875bm
-Speed: 0.21766 b/t
-Jump: 5.875 tier -5 (possible by .00348)
-Note: Better for tiers +1 and below
===================
0.9375bm Delayed
-Speed: 0.32206 b/t
-Jump: 3.5 tier +3 (possible by .01134)
-Note: Better for tiers +3 and above
0.9375bm
-Speed: 0.22008 b/t
-Jump: 6.1875 tier -6 (possible by .00074)
-Note: Better for tiers +2 and below. Double loop
===================
1bm Delayed
-Speed: 0.32463 b/t
-Jump: 2.625 tier +6 (possible by .00399)
-Note: Better for tiers +3 and above
1bm
-Speed: 0.22211 b/t
-Jump: 5.3125 tier -3 (possible by .00062)
-Note: Better for tiers +2 and below.