Optimal No-Turn strats (0.125bm - 1bm) (outdated)  @Cynimal
Optimal No-Turn strats (0.125bm - 1bm) (outdated)  @Cynimal
Cynimal | Optimal No-Turn strats (0.125bm - 1bm) (outdated) @Cynimal | Uploaded April 2020 | Updated October 2024, 2 hours ago.
Benja’s optimal strats WITH turning: youtu.be/ZCXSiKh9Gao

These are advanced strats for every short momentum configuration (from 0.125bm to 1bm).
Note: optimal strats for Tier 0 jumps. See Edit for more info.

10% speed raw footage (with details in the description): youtu.be/r9J_WnAz5SQ

I consider a strat to be "optimal" if its jump distance for Tier 0 is less than 0.0005 away from the "perfect" strat (i.e. a strat that would use as little backward speed as possible). The difficulty here is to find strats that satisfy that condition while still being feasible by a human in real-time.

You'll notice that for some momentums, I use a cocoa or skull. It doesn't actually matter, as -0.25 is still Tier 0, so it's still "flat" despite the appearance.
I do that either because the momentum cannot be built otherwise, or because the jump cannot be built otherwise.

I selected some precise jumps to demonstrate these strats:

0.125bm T(1) 3.9375b (poss by 0.0009)
0.1875bm T(3) 3.375b (poss by 0.0005)
0.25bm T(-4) 5.375b (poss by 0.0050)
0.3125bm T(0) 4.25b (poss by 0.0007)
0.375bm T(-7) 6.25b (poss by 0.0045)
0.4375bm T(2) 3.6875b (poss by 0.0032)
0.5bm T(-5) 5.6875b (poss by 0.0085)
0.5625bm T(-1) 4.5625b (poss by 0.0004)
0.625bm T(-8) 6.5625b (poss by 0.0071)
0.6875bm T(1) 4.0b (poss by 0.0016)
0.75bm T(-4) 5.4375b (poss by 0.0050)
0.8125bm T(-2) 4.875b (poss by 0.0014)
0.875bm T(3) 3.4375b (poss by 0.0012)
0.9375bm T(-2) 4.9375b (poss by 0.0013)
1.0bm T(5) 2.875b (poss by 0.0033)

Where T(X) means Tier X.

Of course, you could combine 45° strafe with these strats to jump further.

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Edit:
Fire told me something I've never considered: Running for 1t before jumping makes a strat less adapted for low tiers, as you jump with further distance but less speed.
All these strats were calculated with Tier 0 in mind, but I mistakenly use them for other tiers in this video.
- For 1t-run strats shown, they are still better for positive Tiers.
- For 0t-run strats shown, they are still better for Negative Tiers.

Determining when 1t or 0t run is more suitable is a more tricky problem, and depends on the height of the jump considered.

Also, Fire found a better strat for 0.875bm: youtu.be/kE4SSKuk8rQ (better by ~0.0007).
There are also better strats that involve sneaking mid-air. I'll make an improved version of this video at some point, which will cover the run 1t / 0t differences mentionned above.
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Music: Slime Rancher OST - Reef Night
Optimal No-Turn strats (0.125bm - 1bm) (outdated)1.5bm 4.5b6-0.5 bm 3b No SprintMCPK - How stepping works3bc Triple Triple NeoMCPK - How blips work+1.3125b jump with flat momentumFast Pillar strat with flint&steel (TAS)1bm HH 4+1[Proof of Concept] No-turn chained triple neosRandomized Dungeons: Procedurally Generated Library3.75 x 2.5 + 0.75 (longest Tier 2 jump)

Optimal No-Turn strats (0.125bm - 1bm) (outdated) @Cynimal

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