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		<updated>2026-05-29T20:41:36Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2015-06-23T23:24:04Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: /* New Route/Ice Kunai Any% */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Route/Ice Kunai Any% ==&lt;br /&gt;
&lt;br /&gt;
'''Theguesst's Any% New/Ice Kunai Route tutorial'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=oHdtE_LLO5k &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|oHdtE_LLO5k}}&lt;br /&gt;
&lt;br /&gt;
(If you struggle with the charged jump slashes after the second sisters fight and just want to speedrun the game for fun, I recommend doing the old route with the newer tricks and OOBS when applicable.) -Sub&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider Speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|mlvvfsEyvEQ}}&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route Any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old Route Any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|GZ6bURv1bHc}}&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2015-06-23T23:20:12Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Route/Ice Kunai Any% ==&lt;br /&gt;
&lt;br /&gt;
'''Theguesst's Any% New/Ice Kunai Route tutorial'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=oHdtE_LLO5k &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|oHdtE_LLO5k}}&lt;br /&gt;
&lt;br /&gt;
(If you struggle with the charged jump slashes after the second sisters fight, I recommend doing the old route with the newer tricks and OOBS when applicable.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider Speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|mlvvfsEyvEQ}}&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route Any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old Route Any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|GZ6bURv1bHc}}&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2015-06-23T23:19:49Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: /* New Route Any% */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Route/Ice Kunai Any% ==&lt;br /&gt;
&lt;br /&gt;
'''Theguesst's Any% New/Ice Kunai Route tutorial'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=oHdtE_LLO5k &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|oHdtE_LLO5k}}&lt;br /&gt;
&lt;br /&gt;
(If you struggle with the charged jump slashes after the second sisters fight, I recommend doing the old route with the newer tricks and OOBS when applicable.)&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider Speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|mlvvfsEyvEQ}}&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route Any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old Route Any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|GZ6bURv1bHc}}&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2015-06-23T23:18:57Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Route Any% ==&lt;br /&gt;
&lt;br /&gt;
'''Theguesst's Any% New/Ice Kunai Route tutorial'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=oHdtE_LLO5k &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|oHdtE_LLO5k}}&lt;br /&gt;
&lt;br /&gt;
(If you struggle with the charged jump slashes after the second sisters fight doing the new route, I recommend doing the old route with the newer tricks and OOBS when applicable.)&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider Speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|mlvvfsEyvEQ}}&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route Any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old Route Any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|GZ6bURv1bHc}}&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2015-06-19T00:16:43Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: /* New Route Any% */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
As of right now there are two routes one can do for any% (Which are just called old and new route any%). The old any% route is the one I would recommend (Exception being PC Users) for people new to the game to start on so you can learn and master the OOB trick, Striders movement tricks, and also the boss fights. The downside with the old route is obviously it isn't as fast as the new one, but it's overall easier to do and complete despite all the OOB's one must do in it. &lt;br /&gt;
&lt;br /&gt;
Once you have old any% down and want to get into the WR race it's time to learn the new any% route (Routed by Theguesst). The main thing that will hold a lot of you back is doing two perfect Charge Boost +1's (Note +1's are frame perfect) to get up to the platform above the Sisters 2 fight. If you don't know what a Charge Boost +1 (Commonly called +1) is I suggest going to the movement and tricks section of this DB and reading up on it. &lt;br /&gt;
&lt;br /&gt;
For now I will just post up notable videos from both routes for people to look at and learn from, but I hope to write down and make videos showing most of the tricks so people can master this fun, frustrating, and completely overlooked game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider Speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|mlvvfsEyvEQ}}&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route Any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old Route Any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|GZ6bURv1bHc}}&lt;br /&gt;
&lt;br /&gt;
== New Route Any% ==&lt;br /&gt;
&lt;br /&gt;
'''Theguesst's Any% New/Ice Kunai Route tutorial'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=oHdtE_LLO5k &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|oHdtE_LLO5k}}&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/Game_Mechanics_and_Glitches</id>
		<title>Strider (2014)/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/Game_Mechanics_and_Glitches"/>
				<updated>2015-05-03T00:39:20Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: /* Ice Door Kunai Glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Game Mechanics =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Cypher ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Plasma Cypher is Strider Hiryu's primary weapon, and can attack in all 8 directions.  It is also a button masher's best friend: you can attack as fast as you can mash the button.  Attacking while moving does not slow you down.  Charged Cypher Strikes double damage and range for a single hit.  The charge time is very short, but it is significantly less DPS to try and chain Charged Strikes instead of mashing uncharged ones.  The attack is still useful as a first hit on enemies and for breaking many shields.  It also enables you to use Charge Boosts, explained in [[Strider (2014)/Movement Techniques|Movement Techniques]].  Of the 4 Plasma Types that you gain access to, Explosive Plasma deals extra damage and is the one you will use most often in a speed run.  Ultra Cold Plasma turns enemies into platforms and disables them completely, which may have speed running uses.  Switching equipped Plasma Type is instant and does not disrupt the current Charge Strike.  An effective strategy for durable enemies on Hard Mode is to use a Charged Ultra Cold Plasma Cypher Strike to freeze them and immediately start mashing while switching to Explosive Plasma.  The optional Magnetic Plasma Catapult Upgrade is even more effective for the disabling strategy, as it affects stronger foes like Brainwalkers who are immune to Ultra Cold Plasma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kunai ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Ordinarily, Kunai are thrown in the direction of the left analog stick.  Kunai can be thrown at any analog angle independent of your movement by using the right analog stick instead.  This allows you to dispatch distracting or troublesome enemies without slowing down to go attack them head-on.  Kunai damage stacks with each projectile and they can be &amp;quot;shotgunned&amp;quot; at close range.  The optional Kunai upgrades dramatically increase their effectiveness if you take extra time to grab them, and Kunai become monstrous in 100% runs.  If killing enemies is the priority, Magnetic Kunai work best at long ranges, while Explosive Kunai work better at close ranges.  If disabling them is the priority, Ultra Cold Kunai work amazingly but some stronger enemies are immune.  Reflect Kunai have little practical use in a speed run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage and Knockdown ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Certain enemy and boss attacks as well as some damaging terrain can cause Knockdown.  There are 4 categories of damage.  Light attacks like single projectiles from small arms fire tend to not cause any hitstun or knockback, but a barrage of many such attacks at once can.  Medium attacks and some terrain hazards like heat coils will cause Soft Knockdown, which can be recovered from almost immediately.  The recovery time does vary a bit based on the specific attack.  It is possible to wall-climb through hazards that only cause Soft Knockdown by mashing Jump and recovering fast enough.  Heavy attacks and some terrain hazards like trap-panels will cause Hard Knockdown, which slows the game down briefly to emphasize the hit.  There is a period in which no recovery is possible after getting hit.  These attacks are best avoided as the time lost can be substantial.  The final damage type is lethal damage.  This is only caused by terrain hazards specifically coded to cause it, even if they look like ordinary heat coils for example.  Lethal damage plays Hiryu's death animation, and teleports him back to a preset location after dealing damage, but is not treated as a death.  This teleport could be useful to save time in certain rooms.  There are no techniques to avoid or recover from lethal damage.  Techniques for recovering from Knockdown are explained in [[Strider (2014)/Movement Techniques|Movement Techniques]].  Protip: Don't get hit.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gravity ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Certain sections of the game change the direction of Gravity.  In these sections, all directional inputs are relative to Hiryu's spacial orientation.  Example: Gravity is inverted so you have to hold Up (which is Down for Hiryu) in order to slide.  There are also spheres with their own gravity field that require constant spacial awareness to not mess up inputs.  Mastering this skill is essential since a number of bosses are fought under these conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Charge Strike Meter ==&lt;br /&gt;
 That is the official name of the HUD item in-game.  Found under &amp;quot;How To Play&amp;quot; in the options menu.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Shortened as Charge Meter, often referred to by other names such as Rage Meter, the Charge Meter is the most important aspect to quick boss fights.  The Charge Meter is filled by dealing damage: details below.  When filled, Hiryu enters &amp;quot;Charge Mode&amp;quot; for 5 seconds, in which all attacks are 2X damage and 2x range i.e. they all become Charged Strikes, hence the name.  The game slows down on activation, giving Hiryu brief Matrix style bullet time for easy damage dealing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You lose Charge when you take damage, but the amount is variable with different attacks based on the damage taken.  Example: walking into an acid glob from an Insect enemy loses about 10% charge, but getting punched by a Heavy Mech loses more like 25%.  Avoiding damage in boss fights is thus more key in this game, not only for the usual reasons like hit stun wasting time, but because it delays your Charge Mode.  You will lose all Charge after 5 seconds of not dealing damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EVERY individual hit always builds 2.5% of Max Charge, no exceptions.  This value is multiplied by the number of enemies hit at once when applicable.  This value assumes Charge Mode activates at 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cypher Strike:'''&lt;br /&gt;
&lt;br /&gt;
Standard Cypher Strikes are the best way to build Charge; each hit grants 2.5% which means 40 hits to fill the bar.  You may need to hone your button mashing skills to effectively run this game.  Hitting multiple enemies at once with this (or any) attack multiplies the Charge gain.  The equipped Plasma type makes no difference in Charge gain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charged Cypher Strike:'''&lt;br /&gt;
&lt;br /&gt;
Although they do double damage, Charged Strikes still build the same amount of Charge Meter.  The equipped Plasma type makes no difference in Charge gain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide Assault:'''&lt;br /&gt;
&lt;br /&gt;
Too slow at racking up hits means poor Charge gain, use only for movement and passing through enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kunai Throw:'''&lt;br /&gt;
&lt;br /&gt;
The default Kunai throws 3 projectiles, but optional upgrades can increase this to a total of 7 projectiles.  Charge built by multiple projectiles stacks, and shotgunning Kunai is HIGHLY effective and recommended.  Unfortunately, in a speed run it is unlikely you will have time to grab tons of Kunai upgrades to actually abuse this fact.  Furthermore, each projectile can only hit 1 enemy.  The exception is the optional Explosive Kunai upgrade: Each explosion builds the usual Charge but has a small radius that can affect more than one enemy.  This upgrade delays the damage, and Charge, until the explosion occurs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plasma Catapult'''&lt;br /&gt;
&lt;br /&gt;
Builds the same amount as a Cypher Strike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option A  &amp;quot;Dipodal Saucer&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
The Saucers themselves deal collision damage and build Charge on contact.  Cypher Strikes cause the Saucers to fire projectiles, which also build the same amount of charge additively with Saucer collision damage AND Cypher Strikes themselves.  This results in a frenzy of damage at close ranges, and very efficient Charge gain.  This is the optimal way to fight all bosses when in melee range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option B  &amp;quot;Tetrapodal Robo-Panther&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
The damage increases with each successive hit, but Charge gain is static.  Can hit the same enemy multiple times based on terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option C  &amp;quot;Robot Eagle&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
This attack often seems like it builds more Charge than normal.  It actually hits single enemies 3 times extremely quickly, and builds additional Charge.  This is based on the enemy's life; If it could only survive 1 hit, only 1 hit's worth of Charge is gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Damage Dealt =&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''THIS SECTION IS UNDER CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section lists all the damage the player can deal relative to a standard Cypher Strike.  This value was set to 10 for simple math without needless decimal points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Cypher ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Standard Cypher Strike'''&lt;br /&gt;
&lt;br /&gt;
10 Dmg  (No Plasma, Reflect Plasma, and Ultra Cold Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Explosive Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Magnetic Plasma)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charged Cypher Strike'''&lt;br /&gt;
&lt;br /&gt;
20 Dmg  (No Plasma, Reflect Plasma, and Ultra Cold Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Explosive Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Magnetic Plasma)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide Assault'''&lt;br /&gt;
&lt;br /&gt;
10 Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kunai ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''These Values are for a single Kunai, multiply by number of hits''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''No Plasma, Reflect Plasma, Ultra Cold Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Explosive Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Magnetic Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Catapult == &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Reflect Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Explosive Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ultra Cold Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Magnetic Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Option A  &amp;quot;Dipodal Saucer&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
4 Dmg  (Saucer Collision with Enemies)&lt;br /&gt;
&lt;br /&gt;
8 Dmg  (Projectiles Fired)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option B  &amp;quot;Tetrapodal Robo-Panther&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option C  &amp;quot;Robot Eagle&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
120 Dmg  (3 Hits of 40 Dmg each)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Glitches =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds (OoB) ==&lt;br /&gt;
''Discovered by EliteAssass1n''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch can be performed in any Save Room.  To perform, simply climb onto the ceiling at the corner where the highest flat part meets the angle going down.  Once in position, wiggle the shit out of top 180 degrees of the analog stick.  Alternatively, try to mash Left, Right, and Up all at the same time.  Once successful, Hiryu will have climbed up into the ceiling and be able to freely move outside the normal boundaries.  Methods and locations to re-enter the map vary.  Videos of the glitch can be found in [[Strider (2014)/Additional Resources|Additional Resources]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kunai Through Walls/Doors ==&lt;br /&gt;
''Discovered by Pewable''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Kunai can pass through some surfaces to hit the switches for Kunai doors from the wrong side.  Many of these doors were intended to be one-way, but can be opened from the wrong side with this glitch.  This does not work on all doors, and even when it does you must know where the switch is and have an unobstructed shot to it.  Most optional Plasma Kunai upgrades make this glitch harder to perform, but the Magnetic Plasma Kunai upgrade makes it much easier as Kunai now readily penetrate all surfaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ice Kunai Door Glitch == &lt;br /&gt;
&lt;br /&gt;
'' Discovered by Sainiku '' &lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/Ubsr9B3_gjY/ Ice Door Kunai Glitch]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dragon Dance ==&lt;br /&gt;
&lt;br /&gt;
''Discovered by BumblebeeCody''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
During the first Ouroboros fight, you can reduce even negates the effect of the wind when Ouroboros accelerate. To do so, On PC put your refresh rate at 59 hertz, hold the left key on your keyboard and mash the right key. On console, wiggle your stick left and right constantly. By doing so you will stay close the blue tube, skip a phase and end the fight much quicker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dragon Dance 1 cycle setup ==&lt;br /&gt;
&lt;br /&gt;
''Discovered by SubStylee''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For people that struggle or are new to the dragon dance. You can jump over the blue reactors on Ouroboros back and the wind can't push you allowing you to kill it quickly. You lose a second or two doing this if your mashing skills are average, but I think this could be a faster way to kill Ouro if your mashing skills are very good. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/2F5fVAK5ZP8/ Dragon Dance 1 Cycle Setup]&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/Game_Mechanics_and_Glitches</id>
		<title>Strider (2014)/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/Game_Mechanics_and_Glitches"/>
				<updated>2015-05-02T03:40:05Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: /* Ice Door Kunai Glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Game Mechanics =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Cypher ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Plasma Cypher is Strider Hiryu's primary weapon, and can attack in all 8 directions.  It is also a button masher's best friend: you can attack as fast as you can mash the button.  Attacking while moving does not slow you down.  Charged Cypher Strikes double damage and range for a single hit.  The charge time is very short, but it is significantly less DPS to try and chain Charged Strikes instead of mashing uncharged ones.  The attack is still useful as a first hit on enemies and for breaking many shields.  It also enables you to use Charge Boosts, explained in [[Strider (2014)/Movement Techniques|Movement Techniques]].  Of the 4 Plasma Types that you gain access to, Explosive Plasma deals extra damage and is the one you will use most often in a speed run.  Ultra Cold Plasma turns enemies into platforms and disables them completely, which may have speed running uses.  Switching equipped Plasma Type is instant and does not disrupt the current Charge Strike.  An effective strategy for durable enemies on Hard Mode is to use a Charged Ultra Cold Plasma Cypher Strike to freeze them and immediately start mashing while switching to Explosive Plasma.  The optional Magnetic Plasma Catapult Upgrade is even more effective for the disabling strategy, as it affects stronger foes like Brainwalkers who are immune to Ultra Cold Plasma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kunai ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Ordinarily, Kunai are thrown in the direction of the left analog stick.  Kunai can be thrown at any analog angle independent of your movement by using the right analog stick instead.  This allows you to dispatch distracting or troublesome enemies without slowing down to go attack them head-on.  Kunai damage stacks with each projectile and they can be &amp;quot;shotgunned&amp;quot; at close range.  The optional Kunai upgrades dramatically increase their effectiveness if you take extra time to grab them, and Kunai become monstrous in 100% runs.  If killing enemies is the priority, Magnetic Kunai work best at long ranges, while Explosive Kunai work better at close ranges.  If disabling them is the priority, Ultra Cold Kunai work amazingly but some stronger enemies are immune.  Reflect Kunai have little practical use in a speed run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage and Knockdown ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Certain enemy and boss attacks as well as some damaging terrain can cause Knockdown.  There are 4 categories of damage.  Light attacks like single projectiles from small arms fire tend to not cause any hitstun or knockback, but a barrage of many such attacks at once can.  Medium attacks and some terrain hazards like heat coils will cause Soft Knockdown, which can be recovered from almost immediately.  The recovery time does vary a bit based on the specific attack.  It is possible to wall-climb through hazards that only cause Soft Knockdown by mashing Jump and recovering fast enough.  Heavy attacks and some terrain hazards like trap-panels will cause Hard Knockdown, which slows the game down briefly to emphasize the hit.  There is a period in which no recovery is possible after getting hit.  These attacks are best avoided as the time lost can be substantial.  The final damage type is lethal damage.  This is only caused by terrain hazards specifically coded to cause it, even if they look like ordinary heat coils for example.  Lethal damage plays Hiryu's death animation, and teleports him back to a preset location after dealing damage, but is not treated as a death.  This teleport could be useful to save time in certain rooms.  There are no techniques to avoid or recover from lethal damage.  Techniques for recovering from Knockdown are explained in [[Strider (2014)/Movement Techniques|Movement Techniques]].  Protip: Don't get hit.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gravity ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Certain sections of the game change the direction of Gravity.  In these sections, all directional inputs are relative to Hiryu's spacial orientation.  Example: Gravity is inverted so you have to hold Up (which is Down for Hiryu) in order to slide.  There are also spheres with their own gravity field that require constant spacial awareness to not mess up inputs.  Mastering this skill is essential since a number of bosses are fought under these conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Charge Strike Meter ==&lt;br /&gt;
 That is the official name of the HUD item in-game.  Found under &amp;quot;How To Play&amp;quot; in the options menu.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Shortened as Charge Meter, often referred to by other names such as Rage Meter, the Charge Meter is the most important aspect to quick boss fights.  The Charge Meter is filled by dealing damage: details below.  When filled, Hiryu enters &amp;quot;Charge Mode&amp;quot; for 5 seconds, in which all attacks are 2X damage and 2x range i.e. they all become Charged Strikes, hence the name.  The game slows down on activation, giving Hiryu brief Matrix style bullet time for easy damage dealing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You lose Charge when you take damage, but the amount is variable with different attacks based on the damage taken.  Example: walking into an acid glob from an Insect enemy loses about 10% charge, but getting punched by a Heavy Mech loses more like 25%.  Avoiding damage in boss fights is thus more key in this game, not only for the usual reasons like hit stun wasting time, but because it delays your Charge Mode.  You will lose all Charge after 5 seconds of not dealing damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EVERY individual hit always builds 2.5% of Max Charge, no exceptions.  This value is multiplied by the number of enemies hit at once when applicable.  This value assumes Charge Mode activates at 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cypher Strike:'''&lt;br /&gt;
&lt;br /&gt;
Standard Cypher Strikes are the best way to build Charge; each hit grants 2.5% which means 40 hits to fill the bar.  You may need to hone your button mashing skills to effectively run this game.  Hitting multiple enemies at once with this (or any) attack multiplies the Charge gain.  The equipped Plasma type makes no difference in Charge gain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charged Cypher Strike:'''&lt;br /&gt;
&lt;br /&gt;
Although they do double damage, Charged Strikes still build the same amount of Charge Meter.  The equipped Plasma type makes no difference in Charge gain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide Assault:'''&lt;br /&gt;
&lt;br /&gt;
Too slow at racking up hits means poor Charge gain, use only for movement and passing through enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kunai Throw:'''&lt;br /&gt;
&lt;br /&gt;
The default Kunai throws 3 projectiles, but optional upgrades can increase this to a total of 7 projectiles.  Charge built by multiple projectiles stacks, and shotgunning Kunai is HIGHLY effective and recommended.  Unfortunately, in a speed run it is unlikely you will have time to grab tons of Kunai upgrades to actually abuse this fact.  Furthermore, each projectile can only hit 1 enemy.  The exception is the optional Explosive Kunai upgrade: Each explosion builds the usual Charge but has a small radius that can affect more than one enemy.  This upgrade delays the damage, and Charge, until the explosion occurs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plasma Catapult'''&lt;br /&gt;
&lt;br /&gt;
Builds the same amount as a Cypher Strike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option A  &amp;quot;Dipodal Saucer&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
The Saucers themselves deal collision damage and build Charge on contact.  Cypher Strikes cause the Saucers to fire projectiles, which also build the same amount of charge additively with Saucer collision damage AND Cypher Strikes themselves.  This results in a frenzy of damage at close ranges, and very efficient Charge gain.  This is the optimal way to fight all bosses when in melee range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option B  &amp;quot;Tetrapodal Robo-Panther&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
The damage increases with each successive hit, but Charge gain is static.  Can hit the same enemy multiple times based on terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option C  &amp;quot;Robot Eagle&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
This attack often seems like it builds more Charge than normal.  It actually hits single enemies 3 times extremely quickly, and builds additional Charge.  This is based on the enemy's life; If it could only survive 1 hit, only 1 hit's worth of Charge is gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Damage Dealt =&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''THIS SECTION IS UNDER CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section lists all the damage the player can deal relative to a standard Cypher Strike.  This value was set to 10 for simple math without needless decimal points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Cypher ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Standard Cypher Strike'''&lt;br /&gt;
&lt;br /&gt;
10 Dmg  (No Plasma, Reflect Plasma, and Ultra Cold Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Explosive Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Magnetic Plasma)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charged Cypher Strike'''&lt;br /&gt;
&lt;br /&gt;
20 Dmg  (No Plasma, Reflect Plasma, and Ultra Cold Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Explosive Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Magnetic Plasma)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide Assault'''&lt;br /&gt;
&lt;br /&gt;
10 Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kunai ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''These Values are for a single Kunai, multiply by number of hits''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''No Plasma, Reflect Plasma, Ultra Cold Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Explosive Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Magnetic Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Catapult == &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Reflect Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Explosive Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ultra Cold Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Magnetic Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Option A  &amp;quot;Dipodal Saucer&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
4 Dmg  (Saucer Collision with Enemies)&lt;br /&gt;
&lt;br /&gt;
8 Dmg  (Projectiles Fired)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option B  &amp;quot;Tetrapodal Robo-Panther&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option C  &amp;quot;Robot Eagle&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
120 Dmg  (3 Hits of 40 Dmg each)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Glitches =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds (OoB) ==&lt;br /&gt;
''Discovered by EliteAssass1n''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch can be performed in any Save Room.  To perform, simply climb onto the ceiling at the corner where the highest flat part meets the angle going down.  Once in position, wiggle the shit out of top 180 degrees of the analog stick.  Alternatively, try to mash Left, Right, and Up all at the same time.  Once successful, Hiryu will have climbed up into the ceiling and be able to freely move outside the normal boundaries.  Methods and locations to re-enter the map vary.  Videos of the glitch can be found in [[Strider (2014)/Additional Resources|Additional Resources]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kunai Through Walls/Doors ==&lt;br /&gt;
''Discovered by Pewable''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Kunai can pass through some surfaces to hit the switches for Kunai doors from the wrong side.  Many of these doors were intended to be one-way, but can be opened from the wrong side with this glitch.  This does not work on all doors, and even when it does you must know where the switch is and have an unobstructed shot to it.  Most optional Plasma Kunai upgrades make this glitch harder to perform, but the Magnetic Plasma Kunai upgrade makes it much easier as Kunai now readily penetrate all surfaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ice Door Kunai Glitch == &lt;br /&gt;
&lt;br /&gt;
'' Discovered by Sainiku '' &lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/Ubsr9B3_gjY/ Ice Door Kunai Glitch]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dragon Dance ==&lt;br /&gt;
&lt;br /&gt;
''Discovered by BumblebeeCody''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
During the first Ouroboros fight, you can reduce even negates the effect of the wind when Ouroboros accelerate. To do so, On PC put your refresh rate at 59 hertz, hold the left key on your keyboard and mash the right key. On console, wiggle your stick left and right constantly. By doing so you will stay close the blue tube, skip a phase and end the fight much quicker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dragon Dance 1 cycle setup ==&lt;br /&gt;
&lt;br /&gt;
''Discovered by SubStylee''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For people that struggle or are new to the dragon dance. You can jump over the blue reactors on Ouroboros back and the wind can't push you allowing you to kill it quickly. You lose a second or two doing this if your mashing skills are average, but I think this could be a faster way to kill Ouro if your mashing skills are very good. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/2F5fVAK5ZP8/ Dragon Dance 1 Cycle Setup]&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/Game_Mechanics_and_Glitches</id>
		<title>Strider (2014)/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/Game_Mechanics_and_Glitches"/>
				<updated>2015-05-02T03:39:25Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: /* Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Game Mechanics =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Cypher ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Plasma Cypher is Strider Hiryu's primary weapon, and can attack in all 8 directions.  It is also a button masher's best friend: you can attack as fast as you can mash the button.  Attacking while moving does not slow you down.  Charged Cypher Strikes double damage and range for a single hit.  The charge time is very short, but it is significantly less DPS to try and chain Charged Strikes instead of mashing uncharged ones.  The attack is still useful as a first hit on enemies and for breaking many shields.  It also enables you to use Charge Boosts, explained in [[Strider (2014)/Movement Techniques|Movement Techniques]].  Of the 4 Plasma Types that you gain access to, Explosive Plasma deals extra damage and is the one you will use most often in a speed run.  Ultra Cold Plasma turns enemies into platforms and disables them completely, which may have speed running uses.  Switching equipped Plasma Type is instant and does not disrupt the current Charge Strike.  An effective strategy for durable enemies on Hard Mode is to use a Charged Ultra Cold Plasma Cypher Strike to freeze them and immediately start mashing while switching to Explosive Plasma.  The optional Magnetic Plasma Catapult Upgrade is even more effective for the disabling strategy, as it affects stronger foes like Brainwalkers who are immune to Ultra Cold Plasma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kunai ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Ordinarily, Kunai are thrown in the direction of the left analog stick.  Kunai can be thrown at any analog angle independent of your movement by using the right analog stick instead.  This allows you to dispatch distracting or troublesome enemies without slowing down to go attack them head-on.  Kunai damage stacks with each projectile and they can be &amp;quot;shotgunned&amp;quot; at close range.  The optional Kunai upgrades dramatically increase their effectiveness if you take extra time to grab them, and Kunai become monstrous in 100% runs.  If killing enemies is the priority, Magnetic Kunai work best at long ranges, while Explosive Kunai work better at close ranges.  If disabling them is the priority, Ultra Cold Kunai work amazingly but some stronger enemies are immune.  Reflect Kunai have little practical use in a speed run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage and Knockdown ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Certain enemy and boss attacks as well as some damaging terrain can cause Knockdown.  There are 4 categories of damage.  Light attacks like single projectiles from small arms fire tend to not cause any hitstun or knockback, but a barrage of many such attacks at once can.  Medium attacks and some terrain hazards like heat coils will cause Soft Knockdown, which can be recovered from almost immediately.  The recovery time does vary a bit based on the specific attack.  It is possible to wall-climb through hazards that only cause Soft Knockdown by mashing Jump and recovering fast enough.  Heavy attacks and some terrain hazards like trap-panels will cause Hard Knockdown, which slows the game down briefly to emphasize the hit.  There is a period in which no recovery is possible after getting hit.  These attacks are best avoided as the time lost can be substantial.  The final damage type is lethal damage.  This is only caused by terrain hazards specifically coded to cause it, even if they look like ordinary heat coils for example.  Lethal damage plays Hiryu's death animation, and teleports him back to a preset location after dealing damage, but is not treated as a death.  This teleport could be useful to save time in certain rooms.  There are no techniques to avoid or recover from lethal damage.  Techniques for recovering from Knockdown are explained in [[Strider (2014)/Movement Techniques|Movement Techniques]].  Protip: Don't get hit.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gravity ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Certain sections of the game change the direction of Gravity.  In these sections, all directional inputs are relative to Hiryu's spacial orientation.  Example: Gravity is inverted so you have to hold Up (which is Down for Hiryu) in order to slide.  There are also spheres with their own gravity field that require constant spacial awareness to not mess up inputs.  Mastering this skill is essential since a number of bosses are fought under these conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Charge Strike Meter ==&lt;br /&gt;
 That is the official name of the HUD item in-game.  Found under &amp;quot;How To Play&amp;quot; in the options menu.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Shortened as Charge Meter, often referred to by other names such as Rage Meter, the Charge Meter is the most important aspect to quick boss fights.  The Charge Meter is filled by dealing damage: details below.  When filled, Hiryu enters &amp;quot;Charge Mode&amp;quot; for 5 seconds, in which all attacks are 2X damage and 2x range i.e. they all become Charged Strikes, hence the name.  The game slows down on activation, giving Hiryu brief Matrix style bullet time for easy damage dealing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You lose Charge when you take damage, but the amount is variable with different attacks based on the damage taken.  Example: walking into an acid glob from an Insect enemy loses about 10% charge, but getting punched by a Heavy Mech loses more like 25%.  Avoiding damage in boss fights is thus more key in this game, not only for the usual reasons like hit stun wasting time, but because it delays your Charge Mode.  You will lose all Charge after 5 seconds of not dealing damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EVERY individual hit always builds 2.5% of Max Charge, no exceptions.  This value is multiplied by the number of enemies hit at once when applicable.  This value assumes Charge Mode activates at 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cypher Strike:'''&lt;br /&gt;
&lt;br /&gt;
Standard Cypher Strikes are the best way to build Charge; each hit grants 2.5% which means 40 hits to fill the bar.  You may need to hone your button mashing skills to effectively run this game.  Hitting multiple enemies at once with this (or any) attack multiplies the Charge gain.  The equipped Plasma type makes no difference in Charge gain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charged Cypher Strike:'''&lt;br /&gt;
&lt;br /&gt;
Although they do double damage, Charged Strikes still build the same amount of Charge Meter.  The equipped Plasma type makes no difference in Charge gain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide Assault:'''&lt;br /&gt;
&lt;br /&gt;
Too slow at racking up hits means poor Charge gain, use only for movement and passing through enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kunai Throw:'''&lt;br /&gt;
&lt;br /&gt;
The default Kunai throws 3 projectiles, but optional upgrades can increase this to a total of 7 projectiles.  Charge built by multiple projectiles stacks, and shotgunning Kunai is HIGHLY effective and recommended.  Unfortunately, in a speed run it is unlikely you will have time to grab tons of Kunai upgrades to actually abuse this fact.  Furthermore, each projectile can only hit 1 enemy.  The exception is the optional Explosive Kunai upgrade: Each explosion builds the usual Charge but has a small radius that can affect more than one enemy.  This upgrade delays the damage, and Charge, until the explosion occurs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plasma Catapult'''&lt;br /&gt;
&lt;br /&gt;
Builds the same amount as a Cypher Strike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option A  &amp;quot;Dipodal Saucer&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
The Saucers themselves deal collision damage and build Charge on contact.  Cypher Strikes cause the Saucers to fire projectiles, which also build the same amount of charge additively with Saucer collision damage AND Cypher Strikes themselves.  This results in a frenzy of damage at close ranges, and very efficient Charge gain.  This is the optimal way to fight all bosses when in melee range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option B  &amp;quot;Tetrapodal Robo-Panther&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
The damage increases with each successive hit, but Charge gain is static.  Can hit the same enemy multiple times based on terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option C  &amp;quot;Robot Eagle&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
This attack often seems like it builds more Charge than normal.  It actually hits single enemies 3 times extremely quickly, and builds additional Charge.  This is based on the enemy's life; If it could only survive 1 hit, only 1 hit's worth of Charge is gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Damage Dealt =&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''THIS SECTION IS UNDER CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section lists all the damage the player can deal relative to a standard Cypher Strike.  This value was set to 10 for simple math without needless decimal points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Cypher ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Standard Cypher Strike'''&lt;br /&gt;
&lt;br /&gt;
10 Dmg  (No Plasma, Reflect Plasma, and Ultra Cold Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Explosive Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Magnetic Plasma)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charged Cypher Strike'''&lt;br /&gt;
&lt;br /&gt;
20 Dmg  (No Plasma, Reflect Plasma, and Ultra Cold Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Explosive Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Magnetic Plasma)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide Assault'''&lt;br /&gt;
&lt;br /&gt;
10 Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kunai ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''These Values are for a single Kunai, multiply by number of hits''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''No Plasma, Reflect Plasma, Ultra Cold Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Explosive Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Magnetic Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Catapult == &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Reflect Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Explosive Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ultra Cold Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Magnetic Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Option A  &amp;quot;Dipodal Saucer&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
4 Dmg  (Saucer Collision with Enemies)&lt;br /&gt;
&lt;br /&gt;
8 Dmg  (Projectiles Fired)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option B  &amp;quot;Tetrapodal Robo-Panther&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option C  &amp;quot;Robot Eagle&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
120 Dmg  (3 Hits of 40 Dmg each)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Glitches =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds (OoB) ==&lt;br /&gt;
''Discovered by EliteAssass1n''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch can be performed in any Save Room.  To perform, simply climb onto the ceiling at the corner where the highest flat part meets the angle going down.  Once in position, wiggle the shit out of top 180 degrees of the analog stick.  Alternatively, try to mash Left, Right, and Up all at the same time.  Once successful, Hiryu will have climbed up into the ceiling and be able to freely move outside the normal boundaries.  Methods and locations to re-enter the map vary.  Videos of the glitch can be found in [[Strider (2014)/Additional Resources|Additional Resources]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kunai Through Walls/Doors ==&lt;br /&gt;
''Discovered by Pewable''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Kunai can pass through some surfaces to hit the switches for Kunai doors from the wrong side.  Many of these doors were intended to be one-way, but can be opened from the wrong side with this glitch.  This does not work on all doors, and even when it does you must know where the switch is and have an unobstructed shot to it.  Most optional Plasma Kunai upgrades make this glitch harder to perform, but the Magnetic Plasma Kunai upgrade makes it much easier as Kunai now readily penetrate all surfaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ice Door Kunai Glitch == &lt;br /&gt;
&lt;br /&gt;
'' Discovered by Sainiku '' &lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/Ubsr9B3_gjY]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dragon Dance ==&lt;br /&gt;
&lt;br /&gt;
''Discovered by BumblebeeCody''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
During the first Ouroboros fight, you can reduce even negates the effect of the wind when Ouroboros accelerate. To do so, On PC put your refresh rate at 59 hertz, hold the left key on your keyboard and mash the right key. On console, wiggle your stick left and right constantly. By doing so you will stay close the blue tube, skip a phase and end the fight much quicker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dragon Dance 1 cycle setup ==&lt;br /&gt;
&lt;br /&gt;
''Discovered by SubStylee''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For people that struggle or are new to the dragon dance. You can jump over the blue reactors on Ouroboros back and the wind can't push you allowing you to kill it quickly. You lose a second or two doing this if your mashing skills are average, but I think this could be a faster way to kill Ouro if your mashing skills are very good. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/2F5fVAK5ZP8/ Dragon Dance 1 Cycle Setup]&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/Game_Mechanics_and_Glitches</id>
		<title>Strider (2014)/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/Game_Mechanics_and_Glitches"/>
				<updated>2015-04-27T19:11:07Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: /* Dragon Dance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Game Mechanics =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Cypher ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Plasma Cypher is Strider Hiryu's primary weapon, and can attack in all 8 directions.  It is also a button masher's best friend: you can attack as fast as you can mash the button.  Attacking while moving does not slow you down.  Charged Cypher Strikes double damage and range for a single hit.  The charge time is very short, but it is significantly less DPS to try and chain Charged Strikes instead of mashing uncharged ones.  The attack is still useful as a first hit on enemies and for breaking many shields.  It also enables you to use Charge Boosts, explained in [[Strider (2014)/Movement Techniques|Movement Techniques]].  Of the 4 Plasma Types that you gain access to, Explosive Plasma deals extra damage and is the one you will use most often in a speed run.  Ultra Cold Plasma turns enemies into platforms and disables them completely, which may have speed running uses.  Switching equipped Plasma Type is instant and does not disrupt the current Charge Strike.  An effective strategy for durable enemies on Hard Mode is to use a Charged Ultra Cold Plasma Cypher Strike to freeze them and immediately start mashing while switching to Explosive Plasma.  The optional Magnetic Plasma Catapult Upgrade is even more effective for the disabling strategy, as it affects stronger foes like Brainwalkers who are immune to Ultra Cold Plasma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kunai ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Ordinarily, Kunai are thrown in the direction of the left analog stick.  Kunai can be thrown at any analog angle independent of your movement by using the right analog stick instead.  This allows you to dispatch distracting or troublesome enemies without slowing down to go attack them head-on.  Kunai damage stacks with each projectile and they can be &amp;quot;shotgunned&amp;quot; at close range.  The optional Kunai upgrades dramatically increase their effectiveness if you take extra time to grab them, and Kunai become monstrous in 100% runs.  If killing enemies is the priority, Magnetic Kunai work best at long ranges, while Explosive Kunai work better at close ranges.  If disabling them is the priority, Ultra Cold Kunai work amazingly but some stronger enemies are immune.  Reflect Kunai have little practical use in a speed run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage and Knockdown ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Certain enemy and boss attacks as well as some damaging terrain can cause Knockdown.  There are 4 categories of damage.  Light attacks like single projectiles from small arms fire tend to not cause any hitstun or knockback, but a barrage of many such attacks at once can.  Medium attacks and some terrain hazards like heat coils will cause Soft Knockdown, which can be recovered from almost immediately.  The recovery time does vary a bit based on the specific attack.  It is possible to wall-climb through hazards that only cause Soft Knockdown by mashing Jump and recovering fast enough.  Heavy attacks and some terrain hazards like trap-panels will cause Hard Knockdown, which slows the game down briefly to emphasize the hit.  There is a period in which no recovery is possible after getting hit.  These attacks are best avoided as the time lost can be substantial.  The final damage type is lethal damage.  This is only caused by terrain hazards specifically coded to cause it, even if they look like ordinary heat coils for example.  Lethal damage plays Hiryu's death animation, and teleports him back to a preset location after dealing damage, but is not treated as a death.  This teleport could be useful to save time in certain rooms.  There are no techniques to avoid or recover from lethal damage.  Techniques for recovering from Knockdown are explained in [[Strider (2014)/Movement Techniques|Movement Techniques]].  Protip: Don't get hit.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gravity ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Certain sections of the game change the direction of Gravity.  In these sections, all directional inputs are relative to Hiryu's spacial orientation.  Example: Gravity is inverted so you have to hold Up (which is Down for Hiryu) in order to slide.  There are also spheres with their own gravity field that require constant spacial awareness to not mess up inputs.  Mastering this skill is essential since a number of bosses are fought under these conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Charge Strike Meter ==&lt;br /&gt;
 That is the official name of the HUD item in-game.  Found under &amp;quot;How To Play&amp;quot; in the options menu.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Shortened as Charge Meter, often referred to by other names such as Rage Meter, the Charge Meter is the most important aspect to quick boss fights.  The Charge Meter is filled by dealing damage: details below.  When filled, Hiryu enters &amp;quot;Charge Mode&amp;quot; for 5 seconds, in which all attacks are 2X damage and 2x range i.e. they all become Charged Strikes, hence the name.  The game slows down on activation, giving Hiryu brief Matrix style bullet time for easy damage dealing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You lose Charge when you take damage, but the amount is variable with different attacks based on the damage taken.  Example: walking into an acid glob from an Insect enemy loses about 10% charge, but getting punched by a Heavy Mech loses more like 25%.  Avoiding damage in boss fights is thus more key in this game, not only for the usual reasons like hit stun wasting time, but because it delays your Charge Mode.  You will lose all Charge after 5 seconds of not dealing damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EVERY individual hit always builds 2.5% of Max Charge, no exceptions.  This value is multiplied by the number of enemies hit at once when applicable.  This value assumes Charge Mode activates at 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cypher Strike:'''&lt;br /&gt;
&lt;br /&gt;
Standard Cypher Strikes are the best way to build Charge; each hit grants 2.5% which means 40 hits to fill the bar.  You may need to hone your button mashing skills to effectively run this game.  Hitting multiple enemies at once with this (or any) attack multiplies the Charge gain.  The equipped Plasma type makes no difference in Charge gain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charged Cypher Strike:'''&lt;br /&gt;
&lt;br /&gt;
Although they do double damage, Charged Strikes still build the same amount of Charge Meter.  The equipped Plasma type makes no difference in Charge gain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide Assault:'''&lt;br /&gt;
&lt;br /&gt;
Too slow at racking up hits means poor Charge gain, use only for movement and passing through enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kunai Throw:'''&lt;br /&gt;
&lt;br /&gt;
The default Kunai throws 3 projectiles, but optional upgrades can increase this to a total of 7 projectiles.  Charge built by multiple projectiles stacks, and shotgunning Kunai is HIGHLY effective and recommended.  Unfortunately, in a speed run it is unlikely you will have time to grab tons of Kunai upgrades to actually abuse this fact.  Furthermore, each projectile can only hit 1 enemy.  The exception is the optional Explosive Kunai upgrade: Each explosion builds the usual Charge but has a small radius that can affect more than one enemy.  This upgrade delays the damage, and Charge, until the explosion occurs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plasma Catapult'''&lt;br /&gt;
&lt;br /&gt;
Builds the same amount as a Cypher Strike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option A  &amp;quot;Dipodal Saucer&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
The Saucers themselves deal collision damage and build Charge on contact.  Cypher Strikes cause the Saucers to fire projectiles, which also build the same amount of charge additively with Saucer collision damage AND Cypher Strikes themselves.  This results in a frenzy of damage at close ranges, and very efficient Charge gain.  This is the optimal way to fight all bosses when in melee range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option B  &amp;quot;Tetrapodal Robo-Panther&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
The damage increases with each successive hit, but Charge gain is static.  Can hit the same enemy multiple times based on terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option C  &amp;quot;Robot Eagle&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
This attack often seems like it builds more Charge than normal.  It actually hits single enemies 3 times extremely quickly, and builds additional Charge.  This is based on the enemy's life; If it could only survive 1 hit, only 1 hit's worth of Charge is gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Damage Dealt =&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''THIS SECTION IS UNDER CONSTRUCTION''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section lists all the damage the player can deal relative to a standard Cypher Strike.  This value was set to 10 for simple math without needless decimal points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Cypher ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Standard Cypher Strike'''&lt;br /&gt;
&lt;br /&gt;
10 Dmg  (No Plasma, Reflect Plasma, and Ultra Cold Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Explosive Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Magnetic Plasma)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charged Cypher Strike'''&lt;br /&gt;
&lt;br /&gt;
20 Dmg  (No Plasma, Reflect Plasma, and Ultra Cold Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Explosive Plasma)&lt;br /&gt;
&lt;br /&gt;
??? Dmg  (Magnetic Plasma)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide Assault'''&lt;br /&gt;
&lt;br /&gt;
10 Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kunai ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''These Values are for a single Kunai, multiply by number of hits''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''No Plasma, Reflect Plasma, Ultra Cold Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Explosive Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Magnetic Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Catapult == &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Reflect Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Explosive Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ultra Cold Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Magnetic Plasma'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Option A  &amp;quot;Dipodal Saucer&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
4 Dmg  (Saucer Collision with Enemies)&lt;br /&gt;
&lt;br /&gt;
8 Dmg  (Projectiles Fired)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option B  &amp;quot;Tetrapodal Robo-Panther&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
??? Dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Option C  &amp;quot;Robot Eagle&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
120 Dmg  (3 Hits of 40 Dmg each)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Glitches =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Out of Bounds (OoB) ==&lt;br /&gt;
''Discovered by EliteAssass1n''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch can be performed in any Save Room.  To perform, simply climb onto the ceiling at the corner where the highest flat part meets the angle going down.  Once in position, wiggle the shit out of top 180 degrees of the analog stick.  Alternatively, try to mash Left, Right, and Up all at the same time.  Once successful, Hiryu will have climbed up into the ceiling and be able to freely move outside the normal boundaries.  Methods and locations to re-enter the map vary.  Videos of the glitch can be found in [[Strider (2014)/Additional Resources|Additional Resources]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kunai Through Walls/Doors ==&lt;br /&gt;
''Discovered by Pewable''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Kunai can pass through some surfaces to hit the switches for Kunai doors from the wrong side.  Many of these doors were intended to be one-way, but can be opened from the wrong side with this glitch.  This does not work on all doors, and even when it does you must know where the switch is and have an unobstructed shot to it.  Most optional Plasma Kunai upgrades make this glitch harder to perform, but the Magnetic Plasma Kunai upgrade makes it much easier as Kunai now readily penetrate all surfaces.&lt;br /&gt;
&lt;br /&gt;
== Dragon Dance ==&lt;br /&gt;
&lt;br /&gt;
''Discovered by BumblebeeCody''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
During the first Ouroboros fight, you can reduce even negates the effect of the wind when Ouroboros accelerate. To do so, On PC put your refresh rate at 59 hertz, hold the left key on your keyboard and mash the right key. On console, wiggle your stick left and right constantly. By doing so you will stay close the blue tube, skip a phase and end the fight much quicker.&lt;br /&gt;
&lt;br /&gt;
== Dragon Dance 1 cycle setup ==&lt;br /&gt;
&lt;br /&gt;
''Discovered by SubStylee''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For people that struggle or are new to the dragon dance. You can jump over the blue reactors on Ouroboros back and the wind can't push you allowing you to kill it quickly. You lose a second or two doing this if your mashing skills are average, but I think this could be a faster way to kill Ouro if your mashing skills are very good. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/2F5fVAK5ZP8/ Dragon Dance 1 Cycle Setup]&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2015-01-11T21:48:41Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
As of right now there are two routes one can do for any% (Which are just called old and new route any%). The old any% route is the one I would recommend (Exception being PC Users) for people new to the game to start on so you can learn and master the OOB trick, Striders movement tricks, and also the boss fights. The downside with the old route is obviously it isn't as fast as the new one, but it's overall easier to do and complete despite all the OOB's one must do in it. &lt;br /&gt;
&lt;br /&gt;
Once you have old any% down and want to get into the WR race it's time to learn the new any% route (Routed by Theguesst). The main thing that will hold a lot of you back is doing two perfect Charge Boost +1's (Note +1's are frame perfect) to get up to the platform above the Sisters 2 fight. If you don't know what a Charge Boost +1 (Commonly called +1) is I suggest going to the movement and tricks section of this DB and reading up on it. &lt;br /&gt;
&lt;br /&gt;
For now I will just post up notable videos from both routes for people to look at and learn from, but I hope to write down and make videos showing most of the tricks so people can master this fun, frustrating, and completely overlooked game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider Speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|mlvvfsEyvEQ}}&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route Any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old Route Any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|GZ6bURv1bHc}}&lt;br /&gt;
&lt;br /&gt;
== New Route Any% ==&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's New Route Any% WR 33:29 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://youtu.be/yt0WKNtrKHc &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|yt0WKNtrKHc}}&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2014-11-22T20:08:24Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
As of right now there are two routes one can do for any% (Which are just called old and new route any%). The old any% route is the one I would recommend (Exception being PC Users) for people new to the game to start on so you can learn and master the OOB trick, Striders movement tricks, and also the boss fights. The downside with the old route is obviously it isn't as fast as the new one, but it's overall easier to do and complete despite all the OOB's one must do in it. &lt;br /&gt;
&lt;br /&gt;
Once you have old any% down and want to get into the WR race it's time to learn the new any% route (Routed by Theguesst). The main thing that will hold a lot of you back is doing two perfect Charge Boost +1's (Note +1's are frame perfect) to get up to the platform above the Sisters 2 fight. If you don't know what a Charge Boost +1 (Commonly called +1) is I suggest going to the movement and tricks section of this DB and reading up on it. &lt;br /&gt;
&lt;br /&gt;
For now I will just post up notable videos from both routes for people to look at and learn from, but I hope to write down and make videos showing most of the tricks so people can master this fun, frustrating, and completely overlooked game. &lt;br /&gt;
&lt;br /&gt;
(Edited on 11/3/2014 by SubStylee)&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider Speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|mlvvfsEyvEQ}}&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route Any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old Route Any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|GZ6bURv1bHc}}&lt;br /&gt;
&lt;br /&gt;
== New Route Any% ==&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's New Route Any% WR 34:44 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://youtu.be/roD8idCmCss &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|roD8idCmCss}}&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2014-11-22T20:05:36Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
As of right now there are two routes one can do for any% (Which are just called old and new route any%). The old any% route is the one I would recommend (Exception being PC) for people new to the game to start on so you can learn and master the OOB trick, Striders movement tricks, and also the boss fights. The downside with the old route is obviously it isn't as fast as the new one, but it's overall easier to do and complete despite all the OOB's one must do in it. &lt;br /&gt;
&lt;br /&gt;
Once you have old any% down and want to get into the WR race it's time to learn the new any% route (Routed by Theguesst). The main thing that will hold a lot of you back is doing two perfect Charge Boost +1's (Note +1's are frame perfect) to get up to the platform above the Sisters 2 fight. If you don't know what a Charge Boost +1 (Commonly called +1) is I suggest going to the movement and tricks section of this DB and reading up on it. &lt;br /&gt;
&lt;br /&gt;
For now I will just post up notable videos from both routes for people to look at and learn from, but I hope to write down and make videos showing most of the tricks so people can master this fun, frustrating, and completely overlooked game. &lt;br /&gt;
&lt;br /&gt;
(Edited on 11/3/2014 by SubStylee)&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider Speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|mlvvfsEyvEQ}}&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route Any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old Route Any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|GZ6bURv1bHc}}&lt;br /&gt;
&lt;br /&gt;
== New Route Any% ==&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's New Route Any% WR 34:44 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://youtu.be/roD8idCmCss &amp;lt;br /&amp;gt;&lt;br /&gt;
{{#ev:youtube|roD8idCmCss}}&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques</id>
		<title>Strider (2014)/Movement Techniques</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques"/>
				<updated>2014-11-10T04:56:31Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Movement Techniques =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Techniques ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Sliding'''&lt;br /&gt;
&lt;br /&gt;
Sliding is slightly faster than running and is useful for moving through enemies without stopping to kill them, or wasting time jumping over them.  Once you can perform Charge Boosts, it can be faster to jump and CB over enemies, depending on their numbers and position.  Sliding also inflicts minor damage after obtaining the Slide Assault Upgrade, but this is too weak to be of speed running use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide In Air'''&lt;br /&gt;
&lt;br /&gt;
This technique is simple to perform with a bit of practice.  If you stand a short distance from the edge of a platform/ledge, then slide, and release Down on the Analog Stick, you will continue sliding off the ledge and through the air.  This will maintain higher air speed at a much more horizontal vector in a glide of sorts.  This technique is generally useful off high ledges in large open rooms, such as the first section of &amp;quot;Military Ring&amp;quot;.  The slide is not infinite sadly, and you transition back to normal air movement shortly.  If you are too far from the ledge you will still slide in air but at a much lower speed, it is very noticeable when this happens.  Sliding in air is 17% faster than regular air speed.  Once the slide ends, start using CB's.  The Plasma Catapult surpasses this technique's effectiveness completely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Climbing'''&lt;br /&gt;
&lt;br /&gt;
Climbing is possible on almost all walls and ceilings, regardless of angle.  Pressing Up+Jump while climbing walls will give you a boost of speed with a climb jump and is the fast way to ascend.  It does not work on angled walls or ceilings and attempting to will stall Hiryu and waste time.  While on walls you can wall jump, and you can chain wall jumps very quickly when the walls are extremely close together.  This looks cool but was confirmed to be slower than using normal climb jumps.  Ceiling climbing is essential to performing the Out of Bounds Glitch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slopes'''&lt;br /&gt;
&lt;br /&gt;
All methods of movement are slower horizontally on slopes, because of vector addition; Avoid running on slopes.  This is true for both up and down slopes.  The effect is stronger with greater angles i.e. 45% slopes are slower than 10% slopes.  Jumping is faster than running/sliding on all but the tiniest of slopes.  Additionally, Charge Boosts are faster than running/sliding, so you will be in the air more often than not after obtaining the Charge Strike.  Plasma Catapults should be used in the angle of the slope so as not to waste any of their speed, unless it would cause you to end in the air and deal with the recovery time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost (CB)'''&lt;br /&gt;
&lt;br /&gt;
To execute a Charge Boost, tap the jump button for a hop and release a Charged Cypher Strike forward as soon as possible.  Begin charging again as soon as possible, before you land, and repeat the process as often as possible.  Even with the fastest release of a Charged Strike, it is still necessary to run very short distances between each jump.  CB's cause a quick burst of horizontal speed that almost instantly returns to normal Air Speed and a fast fall.  Air speed is lower than running speed on flat terrain, it is only faster to be in the air if you have a Charge Strike ready for CB's.  Multiple CB's can be chain over very long falls but their effects do not stack; Each individual boost is no stronger than the previous one.  CB's are one of the most important tricks to master because of how early the Charge Strike is picked up, and the fact that they retain usefulness even after you get the Plasma Catapult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost +1 (CB +1 or +1)'''&lt;br /&gt;
&lt;br /&gt;
Founded by, Theguesst, Charge Boost +1 or more commonly referred to as +1 is a frame perfect trick that gives you even more horizontal movement, but is harder to master. The general idea of what you need to do to pull off a +1 is as you release the button to do a CB instantly hit the button again (I prefer to double tap this IE double tapping the button for a combo in Street Fighter.) if done properly you should see Strider sort of lurch forward and hang in the air for the slightest of seconds. Once you have this down you can use it to not only move faster through the levels, but also bypass the train switch before the Sisters 1 fight and get to the platform above the Sisters 2 fight which begins the new any% route.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theguesst Charge Boost +1 tutorial video.&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=Xzjf3ytG35g&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Downstrike'''&lt;br /&gt;
&lt;br /&gt;
The Downstrike has some start-up frames but then enables you to descend very rapidly, which is faster than falling normally but only over significant distances.  It is required to be used very often to break certain floors.  When you land, there is noticeable recovery time.  Much of this can be avoided by sliding immediately after landing.  ALL of it can be avoided with Plasma Catapult, which can be used instantly upon landing.  The PC also can cancel the Downstrike at any time in the air.  This means you can perform optimal movement by PC'ing diagonally toward the ground just after breaking through the floors, getting your Horizontal movement started again long before you would hit the ground.  You can also use the start-up frames of a Downstrike to stall in the air slightly longer while waiting on the PC cooldown, which can help when trying to chain upward PC's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Knockdown'''&lt;br /&gt;
&lt;br /&gt;
Some attacks and terrain hazards cause either Soft or Hard Knockdown.  This is covered in depth in [[Strider (2014)/Game Mechanics and Glitches|Game Mechanics and Glitches]].  You can minimize these effects and sometimes outright ignore them to ascend through hazards in ways the developers did not intend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Recovery'''&lt;br /&gt;
&lt;br /&gt;
Pressing Jump or Attack after being hit with a Knockdown attack in the air, will enable Hiryu to recover and cancel his momentum, as well as regaining control.  You can do this almost immediately on Soft Knockdown, though the time does vary based on the attack.  This can be used to ascend via Jumps and Wall Climbs through minor terrain hazards like heat coils and buzz saws.  This technique CANNOT be activated immediately on Hard Knockdown; There is a short window of time where no recovery is possible.  You want to try and recover as soon as that window ends.  This technique is essential for the trickier climbing sections in the game, and can shave seconds off boss fights where you get hit often.  Protip: don't get hit often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Recovery'''&lt;br /&gt;
&lt;br /&gt;
If you are grounded by either Soft or Hard Knockdown, Hiryu will lay there like a moron and get up a few seconds later.  Pressing Jump, Attack, or trying to move in any direction will get up off the ground immediately.  Sometimes Hard Knockdowns in the air results in an unavoidable fall to the ground because of the no air recovery time window.  Ground Recovery is the best option in those situations.  There are currently no speed running strategies where Ground Recovery is required, and being grounded is the result of player mistakes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Catapult ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Best Upgrade'''&lt;br /&gt;
&lt;br /&gt;
The Plasma Catapult or PC is a required upgrade picked up in the game, but is also the fastest possible way to move.  It is an omnidirectional dash that can be used on the ground or in the air.  You may hold down the button to stop all momentum and hover briefly, and aim the PC in any direction.  Stopping is generally bad for speed runs, and it is superior to tap the button for instant PC's in the currently held direction.  If the PC ends on the ground, it has no recovery.  If the PC ends in the air, it has an undesirable air recovery period.  PC has a cooldown that prevents repeated use in quick succession.  Because of this cooldown, it is still necessary to use movement techniques like CB's in between PC's for optimal speed.  PC's cancel your Charge Strike and you have to re-charge.  They also cancel many animations instantly, including Downstrikes.  Finally, they can be used to open Plasma locked doors instead of attacking with the Cypher, which often saves time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Horizontal Movement'''&lt;br /&gt;
&lt;br /&gt;
Horizontal PC's are generally used since they grant the most speed in the common direction of travel, but diagonal PC's are useful in situations.  Diagonal PC's can be used to land quickly from the air.  They can also be used to follow slopes better and prevent the recovery animation from ending a PC in the air.  Alternate movement techniques are used in between consecutive PC's because of the cooldown.  Use a combination of angled PC's and CB's to get through complex terrain as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Vertical Movement'''&lt;br /&gt;
&lt;br /&gt;
After obtaining the PC, you gain greater flexibility vertically as well as horizontally.  Using a PC off of any surface DOES NOT count as your first jump.  This allows you to PC upward, then double jump, and then triple jump.  If you delay the inputs slightly, you will have PC off cooldown at the apex of your third jump, letting you PC again for a total of 4 jumps.  There are other methods to stall slightly in the air in addition to delaying jump inputs.  This is intended by the developers and is the only way to reach some well hidden items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Climbing'''&lt;br /&gt;
&lt;br /&gt;
The PC dramatically speeds up climbing.  It can and should be used at all angles of climbing, parallel to the surface in the direction of movement.  It speeds up purely vertical ascents by being faster than climb jumps, but they should still be used when PC is on cooldown.  It has a much more noticeable effect on angled and ceiling climbing where climb jumps aren't possible.  Always be holding Up after a PC to make sure you re-grab the surface and don't fall.  Sometimes you may need to double jump to prevent a fall as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Movement Speed Comparisons =&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
 R = Run Time&amp;lt;br /&amp;gt;&lt;br /&gt;
 N = Altered Time (Lower is Faster)&amp;lt;br /&amp;gt;&lt;br /&gt;
 Speed Ratio = ( R / N ) * 100%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Detailed List (slowest to fastest) ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Jumping'''&lt;br /&gt;
&lt;br /&gt;
27.5 Seconds&lt;br /&gt;
91%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running'''&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running While Attacking / Throwing Kunai'''&lt;br /&gt;
&lt;br /&gt;
This makes no difference, fortunately.  Unleashing a Charged Cypher Strike on the ground will stop you momentarily though, so only release them during Jumps or Slides.&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining Slides'''&lt;br /&gt;
&lt;br /&gt;
23.5 Seconds&lt;br /&gt;
106%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining CB's'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
22.0 Seconds&lt;br /&gt;
114%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running Between PC's'''&lt;br /&gt;
&lt;br /&gt;
21.0 Seconds&lt;br /&gt;
119%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining 2 Slides between PC's'''&lt;br /&gt;
&lt;br /&gt;
20.5 Seconds&lt;br /&gt;
122%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jumping with 1 CB between PC's'''&lt;br /&gt;
&lt;br /&gt;
18.5 Seconds&lt;br /&gt;
135%&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2014-11-03T23:43:58Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
As of right now there are two routes one can do for any% (Which are just called old and new route any%). The old any% route is the one I would recommend for people new to the game to start on so you can learn and master the OOB trick, Striders movement tricks, and also the boss fights. The downside with the old route is obviously it isn't as fast as the new one, but it's overall easier to do and complete despite all the OOB's one must do in it. &lt;br /&gt;
&lt;br /&gt;
Once you have old any% down and want to get into the WR race it's time to learn the new any% route (Routed by Theguesst). The main thing that will hold a lot of you back is doing two perfect Charge Boost +1's (Note +1's are frame perfect) to get up to the platform above the Sisters 2 fight. If you don't know what a Charge Boost +1 (Commonly called +1) is I suggest going to the movement and tricks section of this DB and reading up on it. &lt;br /&gt;
&lt;br /&gt;
For now I will just post up notable videos from both routes for people to look at and learn from, but I hope to write down and make videos showing most of the tricks so people can master this fun, frustrating, and completely overlooked game. &lt;br /&gt;
&lt;br /&gt;
(Edited on 11/3/2014 by SubStylee)&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider Speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route Any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old Route Any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Route Any% ==&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's New Route Any% WR 34:44 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://youtu.be/roD8idCmCss&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2014-11-03T23:40:16Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
As of right now there are two routes one can do for any% (Which are just called old and new route any%). The old any% route is the one I would recommend for people new to the game to start on so you can learn and master the OOB trick, Stiders movement tricks, and also the boss fights. The downside with the old route is obviously it isn't as fast as the new one, but it's overall easier to do and complete despite all the OOB's one must do in it. &lt;br /&gt;
&lt;br /&gt;
Once you have old any% down and want to get into the WR race it's time to learn the new any% route (Routed by Theguesst). The main thing that will hold a lot of you back is doing two perfect Charge Boost +1's (Note +1's are frame perfect) to get up to the platform above the Sisters 2 fight. If you don't know what a Charge Boost +1 (Commonly called +1) is I suggest going to the movement and tricks section of this DB and reading up on it. &lt;br /&gt;
&lt;br /&gt;
For now I will just post up notable videos from both routes for people to look at and learn from, but I hope to write down and make videos showing most of the tricks so people can master this fun, frustrating, and completely overlooked game. &lt;br /&gt;
&lt;br /&gt;
(Edited on 11/3/2014 by SubStylee)&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider Speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route Any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old Route Any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Route Any% ==&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's New Route Any% WR 34:44 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://youtu.be/roD8idCmCss&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2014-11-03T23:39:54Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
As of right now there are two routes one can do for any% (Which are just called old and new any%). The old any% route is the one I would recommend for people new to the game to start on so you can learn and master the OOB trick, Stiders movement tricks, and also the boss fights. The downside with the old route is obviously it isn't as fast as the new one, but it's overall easier to do and complete despite all the OOB's one must do in it. &lt;br /&gt;
&lt;br /&gt;
Once you have old any% down and want to get into the WR race it's time to learn the new any% route (Routed by Theguesst). The main thing that will hold a lot of you back is doing two perfect Charge Boost +1's (Note +1's are frame perfect) to get up to the platform above the Sisters 2 fight. If you don't know what a Charge Boost +1 (Commonly called +1) is I suggest going to the movement and tricks section of this DB and reading up on it. &lt;br /&gt;
&lt;br /&gt;
For now I will just post up notable videos from both routes for people to look at and learn from, but I hope to write down and make videos showing most of the tricks so people can master this fun, frustrating, and completely overlooked game. &lt;br /&gt;
&lt;br /&gt;
(Edited on 11/3/2014 by SubStylee)&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider Speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route Any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old Route Any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Route Any% ==&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's New Route Any% WR 34:44 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://youtu.be/roD8idCmCss&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2014-11-03T23:39:36Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
As of right now there are two routes one can do for any% (Which are just called old and new any%). The old any% route is the one I would recommend for people new to the game to start on so you can learn and master the OOB trick, Stiders movement tricks, and also the boss fights. The downside with the old route is obviously it isn't as fast as the new one, but it's overall easier to do and complete despite all the OOB's one must do in it. &lt;br /&gt;
&lt;br /&gt;
Once you have old any% down and want to get into the WR race it's time to learn the new any% route (Routed by Theguesst). The main thing that will hold a lot of you back is doing two perfect Charge Boost +1's (Note +1's are frame perfect) to get up to the platform above the Sisters 2 fight. If you don't know what a Charge Boost +1 (Commonly called +1) is I suggest going to the movement and tricks section of this DB and reading up on it. &lt;br /&gt;
&lt;br /&gt;
For now I will just post up notable videos from both routes for people to look at and learn from, but I hope to write down and make videos showing most of the tricks so people can master this fun, frustrating, and completely overlooked game. &lt;br /&gt;
(Edited on 11/3/2014 by SubStylee)&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider Speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route Any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old Route Any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Route Any% ==&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's New Route Any% WR 34:44 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://youtu.be/roD8idCmCss&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2014-11-03T23:38:08Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
As of right now there are two routes one can do for any% (Which are just called old and new any%). The old any% route is the one I would recommend for people new to the game to start on so you can learn and master the OOB trick, Stiders movement tricks, and also the boss fights. The downside with the old route is obviously it isn't as fast as the new one, but it's overall easier to do and complete despite all the OOB's one must do in it. &lt;br /&gt;
&lt;br /&gt;
Once you have old any% down and want to get into the WR race it's time to learn the new any% route (Routed by Theguesst). The main thing that will hold a lot of you back is doing two perfect Charge Boost +1's (Note +1's are frame perfect) to get up to the platform above the Sisters 2 fight. If you don't know what a Charge Boost +1 (Commonly called +1) is I suggest going to the movement and tricks section of this DB and reading up on it. &lt;br /&gt;
&lt;br /&gt;
For now I will just post up notable videos from both routes for people to look at and learn from, but I hope to write down and make videos showing most of the tricks so people can master this fun, frustrating, and completely overlooked game. (Edited on 11/3/2014 by SubStylee)&lt;br /&gt;
&lt;br /&gt;
== Old Route Any% == &lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Strider speedrun tutorial (Old Route)'''&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=mlvvfsEyvEQ&lt;br /&gt;
&lt;br /&gt;
'''Sainiku's Old Route any% PB 38:50 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://www.twitch.tv/sainiku2/c/4652811&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's Old route any% PB 39:09 RTA''' &lt;br /&gt;
&lt;br /&gt;
http://youtu.be/GZ6bURv1bHc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Route Any% ==&lt;br /&gt;
&lt;br /&gt;
'''SubStylee's New Route Any% WR 34:44 RTA'''&lt;br /&gt;
&lt;br /&gt;
http://youtu.be/roD8idCmCss&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/any_%25</id>
		<title>Strider (2014)/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/any_%25"/>
				<updated>2014-11-03T23:23:23Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In an any % run the player is free to take as many or as few upgrades as they want.  Additional health upgrades may be warranted on Hard Mode.&lt;br /&gt;
&lt;br /&gt;
As of right now there are two routes one can do for any% (Which are just called old and new any%). The old any% route is the one I would recommend for people new to the game to start on so you can learn and master the OOB trick, Stiders movement tricks, and also the boss fights. The downside with the old route is obviously it isn't as fast as the new one, but it's overall easier to do and complete despite all the OOB's one must do in it. &lt;br /&gt;
&lt;br /&gt;
Once you have old any% down and want to get into the WR race it's time to learn the new any% route (Routed by Theguesst). The main thing that will hold a lot of you back is doing two perfect Charge Boost +1's (Note +1's are frame perfect) to get up to the platform above the Sisters 2 fight. If you don't know what a Charge Boost +1 (Commonly called +1) is I suggest going to the movement and tricks section of this DB and reading up on it. &lt;br /&gt;
&lt;br /&gt;
For now I will just post up notable videos from both routes for people to look at and learn from, but I hope to write down and make videos showing most of the tricks so people can master this fun, frustrating, and completely overlooked game. (Edited on 11/3/2014 by SubStylee)&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques</id>
		<title>Strider (2014)/Movement Techniques</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques"/>
				<updated>2014-11-03T23:04:30Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Movement Techniques =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Techniques ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Sliding'''&lt;br /&gt;
&lt;br /&gt;
Sliding is slightly faster than running and is useful for moving through enemies without stopping to kill them, or wasting time jumping over them.  Once you can perform Charge Boosts, it can be faster to jump and CB over enemies, depending on their numbers and position.  Sliding also inflicts minor damage after obtaining the Slide Assault Upgrade, but this is too weak to be of speed running use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide In Air'''&lt;br /&gt;
&lt;br /&gt;
This technique is simple to perform with a bit of practice.  If you stand a short distance from the edge of a platform/ledge, then slide, and release Down on the Analog Stick, you will continue sliding off the ledge and through the air.  This will maintain higher air speed at a much more horizontal vector in a glide of sorts.  This technique is generally useful off high ledges in large open rooms, such as the first section of &amp;quot;Military Ring&amp;quot;.  The slide is not infinite sadly, and you transition back to normal air movement shortly.  If you are too far from the ledge you will still slide in air but at a much lower speed, it is very noticeable when this happens.  Sliding in air is 17% faster than regular air speed.  Once the slide ends, start using CB's.  The Plasma Catapult surpasses this technique's effectiveness completely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Climbing'''&lt;br /&gt;
&lt;br /&gt;
Climbing is possible on almost all walls and ceilings, regardless of angle.  Pressing Up+Jump while climbing walls will give you a boost of speed with a climb jump and is the fast way to ascend.  It does not work on angled walls or ceilings and attempting to will stall Hiryu and waste time.  While on walls you can wall jump, and you can chain wall jumps very quickly when the walls are extremely close together.  This looks cool but was confirmed to be slower than using normal climb jumps.  Ceiling climbing is essential to performing the Out of Bounds Glitch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slopes'''&lt;br /&gt;
&lt;br /&gt;
All methods of movement are slower horizontally on slopes, because of vector addition; Avoid running on slopes.  This is true for both up and down slopes.  The effect is stronger with greater angles i.e. 45% slopes are slower than 10% slopes.  Jumping is faster than running/sliding on all but the tiniest of slopes.  Additionally, Charge Boosts are faster than running/sliding, so you will be in the air more often than not after obtaining the Charge Strike.  Plasma Catapults should be used in the angle of the slope so as not to waste any of their speed, unless it would cause you to end in the air and deal with the recovery time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost (CB)'''&lt;br /&gt;
&lt;br /&gt;
To execute a Charge Boost, tap the jump button for a hop and release a Charged Cypher Strike forward as soon as possible.  Begin charging again as soon as possible, before you land, and repeat the process as often as possible.  Even with the fastest release of a Charged Strike, it is still necessary to run very short distances between each jump.  CB's cause a quick burst of horizontal speed that almost instantly returns to normal Air Speed and a fast fall.  Air speed is lower than running speed on flat terrain, it is only faster to be in the air if you have a Charge Strike ready for CB's.  Multiple CB's can be chain over very long falls but their effects do not stack; Each individual boost is no stronger than the previous one.  CB's are one of the most important tricks to master because of how early the Charge Strike is picked up, and the fact that they retain usefulness even after you get the Plasma Catapult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost +1 (CB +1 or +1)'''&lt;br /&gt;
&lt;br /&gt;
Founded by, Theguesst, Charge Boost +1 or more commonly referred to as +1 is a frame perfect trick that gives you even more horizontal movement, but is harder to master. The general idea of what you need to do to pull off a +1 is as you release the button to do a CB instantly hit the button again (I prefer to double tap this IE double tapping the button for a combo in Street Fighter.) if done properly you should see Strider sort of lurch forward and hang in the air for the slightest of seconds. Once you have this down you can use it to not only move faster through the levels, but also bypass the train switch before the Sisters 1 fight and get to the platform above the Sisters 2 fight which begins the new any% route.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theguesst Charge Boost +1 tutorial video.&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=Xzjf3ytG35g&lt;br /&gt;
&lt;br /&gt;
(Edited by SubStylee on 11/3/2014)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Downstrike'''&lt;br /&gt;
&lt;br /&gt;
The Downstrike has some start-up frames but then enables you to descend very rapidly, which is faster than falling normally but only over significant distances.  It is required to be used very often to break certain floors.  When you land, there is noticeable recovery time.  Much of this can be avoided by sliding immediately after landing.  ALL of it can be avoided with Plasma Catapult, which can be used instantly upon landing.  The PC also can cancel the Downstrike at any time in the air.  This means you can perform optimal movement by PC'ing diagonally toward the ground just after breaking through the floors, getting your Horizontal movement started again long before you would hit the ground.  You can also use the start-up frames of a Downstrike to stall in the air slightly longer while waiting on the PC cooldown, which can help when trying to chain upward PC's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Knockdown'''&lt;br /&gt;
&lt;br /&gt;
Some attacks and terrain hazards cause either Soft or Hard Knockdown.  This is covered in depth in [[Strider (2014)/Game Mechanics and Glitches|Game Mechanics and Glitches]].  You can minimize these effects and sometimes outright ignore them to ascend through hazards in ways the developers did not intend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Recovery'''&lt;br /&gt;
&lt;br /&gt;
Pressing Jump or Attack after being hit with a Knockdown attack in the air, will enable Hiryu to recover and cancel his momentum, as well as regaining control.  You can do this almost immediately on Soft Knockdown, though the time does vary based on the attack.  This can be used to ascend via Jumps and Wall Climbs through minor terrain hazards like heat coils and buzz saws.  This technique CANNOT be activated immediately on Hard Knockdown; There is a short window of time where no recovery is possible.  You want to try and recover as soon as that window ends.  This technique is essential for the trickier climbing sections in the game, and can shave seconds off boss fights where you get hit often.  Protip: don't get hit often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Recovery'''&lt;br /&gt;
&lt;br /&gt;
If you are grounded by either Soft or Hard Knockdown, Hiryu will lay there like a moron and get up a few seconds later.  Pressing Jump, Attack, or trying to move in any direction will get up off the ground immediately.  Sometimes Hard Knockdowns in the air results in an unavoidable fall to the ground because of the no air recovery time window.  Ground Recovery is the best option in those situations.  There are currently no speed running strategies where Ground Recovery is required, and being grounded is the result of player mistakes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Catapult ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Best Upgrade'''&lt;br /&gt;
&lt;br /&gt;
The Plasma Catapult or PC is a required upgrade picked up in the game, but is also the fastest possible way to move.  It is an omnidirectional dash that can be used on the ground or in the air.  You may hold down the button to stop all momentum and hover briefly, and aim the PC in any direction.  Stopping is generally bad for speed runs, and it is superior to tap the button for instant PC's in the currently held direction.  If the PC ends on the ground, it has no recovery.  If the PC ends in the air, it has an undesirable air recovery period.  PC has a cooldown that prevents repeated use in quick succession.  Because of this cooldown, it is still necessary to use movement techniques like CB's in between PC's for optimal speed.  PC's cancel your Charge Strike and you have to re-charge.  They also cancel many animations instantly, including Downstrikes.  Finally, they can be used to open Plasma locked doors instead of attacking with the Cypher, which often saves time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Horizontal Movement'''&lt;br /&gt;
&lt;br /&gt;
Horizontal PC's are generally used since they grant the most speed in the common direction of travel, but diagonal PC's are useful in situations.  Diagonal PC's can be used to land quickly from the air.  They can also be used to follow slopes better and prevent the recovery animation from ending a PC in the air.  Alternate movement techniques are used in between consecutive PC's because of the cooldown.  Use a combination of angled PC's and CB's to get through complex terrain as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Vertical Movement'''&lt;br /&gt;
&lt;br /&gt;
After obtaining the PC, you gain greater flexibility vertically as well as horizontally.  Using a PC off of any surface DOES NOT count as your first jump.  This allows you to PC upward, then double jump, and then triple jump.  If you delay the inputs slightly, you will have PC off cooldown at the apex of your third jump, letting you PC again for a total of 4 jumps.  There are other methods to stall slightly in the air in addition to delaying jump inputs.  This is intended by the developers and is the only way to reach some well hidden items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Climbing'''&lt;br /&gt;
&lt;br /&gt;
The PC dramatically speeds up climbing.  It can and should be used at all angles of climbing, parallel to the surface in the direction of movement.  It speeds up purely vertical ascents by being faster than climb jumps, but they should still be used when PC is on cooldown.  It has a much more noticeable effect on angled and ceiling climbing where climb jumps aren't possible.  Always be holding Up after a PC to make sure you re-grab the surface and don't fall.  Sometimes you may need to double jump to prevent a fall as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Movement Speed Comparisons =&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
 R = Run Time&amp;lt;br /&amp;gt;&lt;br /&gt;
 N = Altered Time (Lower is Faster)&amp;lt;br /&amp;gt;&lt;br /&gt;
 Speed Ratio = ( R / N ) * 100%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Detailed List (slowest to fastest) ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Jumping'''&lt;br /&gt;
&lt;br /&gt;
27.5 Seconds&lt;br /&gt;
91%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running'''&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running While Attacking / Throwing Kunai'''&lt;br /&gt;
&lt;br /&gt;
This makes no difference, fortunately.  Unleashing a Charged Cypher Strike on the ground will stop you momentarily though, so only release them during Jumps or Slides.&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining Slides'''&lt;br /&gt;
&lt;br /&gt;
23.5 Seconds&lt;br /&gt;
106%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining CB's'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
22.0 Seconds&lt;br /&gt;
114%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running Between PC's'''&lt;br /&gt;
&lt;br /&gt;
21.0 Seconds&lt;br /&gt;
119%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining 2 Slides between PC's'''&lt;br /&gt;
&lt;br /&gt;
20.5 Seconds&lt;br /&gt;
122%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jumping with 1 CB between PC's'''&lt;br /&gt;
&lt;br /&gt;
18.5 Seconds&lt;br /&gt;
135%&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques</id>
		<title>Strider (2014)/Movement Techniques</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques"/>
				<updated>2014-11-03T23:04:05Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Movement Techniques =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Techniques ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Sliding'''&lt;br /&gt;
&lt;br /&gt;
Sliding is slightly faster than running and is useful for moving through enemies without stopping to kill them, or wasting time jumping over them.  Once you can perform Charge Boosts, it can be faster to jump and CB over enemies, depending on their numbers and position.  Sliding also inflicts minor damage after obtaining the Slide Assault Upgrade, but this is too weak to be of speed running use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide In Air'''&lt;br /&gt;
&lt;br /&gt;
This technique is simple to perform with a bit of practice.  If you stand a short distance from the edge of a platform/ledge, then slide, and release Down on the Analog Stick, you will continue sliding off the ledge and through the air.  This will maintain higher air speed at a much more horizontal vector in a glide of sorts.  This technique is generally useful off high ledges in large open rooms, such as the first section of &amp;quot;Military Ring&amp;quot;.  The slide is not infinite sadly, and you transition back to normal air movement shortly.  If you are too far from the ledge you will still slide in air but at a much lower speed, it is very noticeable when this happens.  Sliding in air is 17% faster than regular air speed.  Once the slide ends, start using CB's.  The Plasma Catapult surpasses this technique's effectiveness completely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Climbing'''&lt;br /&gt;
&lt;br /&gt;
Climbing is possible on almost all walls and ceilings, regardless of angle.  Pressing Up+Jump while climbing walls will give you a boost of speed with a climb jump and is the fast way to ascend.  It does not work on angled walls or ceilings and attempting to will stall Hiryu and waste time.  While on walls you can wall jump, and you can chain wall jumps very quickly when the walls are extremely close together.  This looks cool but was confirmed to be slower than using normal climb jumps.  Ceiling climbing is essential to performing the Out of Bounds Glitch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slopes'''&lt;br /&gt;
&lt;br /&gt;
All methods of movement are slower horizontally on slopes, because of vector addition; Avoid running on slopes.  This is true for both up and down slopes.  The effect is stronger with greater angles i.e. 45% slopes are slower than 10% slopes.  Jumping is faster than running/sliding on all but the tiniest of slopes.  Additionally, Charge Boosts are faster than running/sliding, so you will be in the air more often than not after obtaining the Charge Strike.  Plasma Catapults should be used in the angle of the slope so as not to waste any of their speed, unless it would cause you to end in the air and deal with the recovery time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost (CB)'''&lt;br /&gt;
&lt;br /&gt;
To execute a Charge Boost, tap the jump button for a hop and release a Charged Cypher Strike forward as soon as possible.  Begin charging again as soon as possible, before you land, and repeat the process as often as possible.  Even with the fastest release of a Charged Strike, it is still necessary to run very short distances between each jump.  CB's cause a quick burst of horizontal speed that almost instantly returns to normal Air Speed and a fast fall.  Air speed is lower than running speed on flat terrain, it is only faster to be in the air if you have a Charge Strike ready for CB's.  Multiple CB's can be chain over very long falls but their effects do not stack; Each individual boost is no stronger than the previous one.  CB's are one of the most important tricks to master because of how early the Charge Strike is picked up, and the fact that they retain usefulness even after you get the Plasma Catapult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost +1 (CB +1 or +1)'''&lt;br /&gt;
&lt;br /&gt;
Founded by, Theguesst, Charge Boost +1 or more commonly referred to as +1 is a frame perfect trick that gives you even more horizontal movement, but is harder to master. The general idea of what you need to do to pull off a +1 is as you release the button to do a CB instantly hit the button again (I prefer to double tap this IE double tapping the button for a combo in Street Fighter.) if done properly you should see Strider sort of lurch forward and hang in the air for the slightest of seconds. Once you have this down you can use it to not only move faster through the levels, but also bypass the train switch before the Sisters 1 fight and get to the platform above the Sisters 2 fight which begins the new any% route.  &lt;br /&gt;
&lt;br /&gt;
Theguesst Charge Boost +1 tutorial video.&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=Xzjf3ytG35g&lt;br /&gt;
&lt;br /&gt;
(Edited by SubStylee on 11/3/2014)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Downstrike'''&lt;br /&gt;
&lt;br /&gt;
The Downstrike has some start-up frames but then enables you to descend very rapidly, which is faster than falling normally but only over significant distances.  It is required to be used very often to break certain floors.  When you land, there is noticeable recovery time.  Much of this can be avoided by sliding immediately after landing.  ALL of it can be avoided with Plasma Catapult, which can be used instantly upon landing.  The PC also can cancel the Downstrike at any time in the air.  This means you can perform optimal movement by PC'ing diagonally toward the ground just after breaking through the floors, getting your Horizontal movement started again long before you would hit the ground.  You can also use the start-up frames of a Downstrike to stall in the air slightly longer while waiting on the PC cooldown, which can help when trying to chain upward PC's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Knockdown'''&lt;br /&gt;
&lt;br /&gt;
Some attacks and terrain hazards cause either Soft or Hard Knockdown.  This is covered in depth in [[Strider (2014)/Game Mechanics and Glitches|Game Mechanics and Glitches]].  You can minimize these effects and sometimes outright ignore them to ascend through hazards in ways the developers did not intend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Recovery'''&lt;br /&gt;
&lt;br /&gt;
Pressing Jump or Attack after being hit with a Knockdown attack in the air, will enable Hiryu to recover and cancel his momentum, as well as regaining control.  You can do this almost immediately on Soft Knockdown, though the time does vary based on the attack.  This can be used to ascend via Jumps and Wall Climbs through minor terrain hazards like heat coils and buzz saws.  This technique CANNOT be activated immediately on Hard Knockdown; There is a short window of time where no recovery is possible.  You want to try and recover as soon as that window ends.  This technique is essential for the trickier climbing sections in the game, and can shave seconds off boss fights where you get hit often.  Protip: don't get hit often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Recovery'''&lt;br /&gt;
&lt;br /&gt;
If you are grounded by either Soft or Hard Knockdown, Hiryu will lay there like a moron and get up a few seconds later.  Pressing Jump, Attack, or trying to move in any direction will get up off the ground immediately.  Sometimes Hard Knockdowns in the air results in an unavoidable fall to the ground because of the no air recovery time window.  Ground Recovery is the best option in those situations.  There are currently no speed running strategies where Ground Recovery is required, and being grounded is the result of player mistakes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Catapult ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Best Upgrade'''&lt;br /&gt;
&lt;br /&gt;
The Plasma Catapult or PC is a required upgrade picked up in the game, but is also the fastest possible way to move.  It is an omnidirectional dash that can be used on the ground or in the air.  You may hold down the button to stop all momentum and hover briefly, and aim the PC in any direction.  Stopping is generally bad for speed runs, and it is superior to tap the button for instant PC's in the currently held direction.  If the PC ends on the ground, it has no recovery.  If the PC ends in the air, it has an undesirable air recovery period.  PC has a cooldown that prevents repeated use in quick succession.  Because of this cooldown, it is still necessary to use movement techniques like CB's in between PC's for optimal speed.  PC's cancel your Charge Strike and you have to re-charge.  They also cancel many animations instantly, including Downstrikes.  Finally, they can be used to open Plasma locked doors instead of attacking with the Cypher, which often saves time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Horizontal Movement'''&lt;br /&gt;
&lt;br /&gt;
Horizontal PC's are generally used since they grant the most speed in the common direction of travel, but diagonal PC's are useful in situations.  Diagonal PC's can be used to land quickly from the air.  They can also be used to follow slopes better and prevent the recovery animation from ending a PC in the air.  Alternate movement techniques are used in between consecutive PC's because of the cooldown.  Use a combination of angled PC's and CB's to get through complex terrain as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Vertical Movement'''&lt;br /&gt;
&lt;br /&gt;
After obtaining the PC, you gain greater flexibility vertically as well as horizontally.  Using a PC off of any surface DOES NOT count as your first jump.  This allows you to PC upward, then double jump, and then triple jump.  If you delay the inputs slightly, you will have PC off cooldown at the apex of your third jump, letting you PC again for a total of 4 jumps.  There are other methods to stall slightly in the air in addition to delaying jump inputs.  This is intended by the developers and is the only way to reach some well hidden items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Climbing'''&lt;br /&gt;
&lt;br /&gt;
The PC dramatically speeds up climbing.  It can and should be used at all angles of climbing, parallel to the surface in the direction of movement.  It speeds up purely vertical ascents by being faster than climb jumps, but they should still be used when PC is on cooldown.  It has a much more noticeable effect on angled and ceiling climbing where climb jumps aren't possible.  Always be holding Up after a PC to make sure you re-grab the surface and don't fall.  Sometimes you may need to double jump to prevent a fall as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Movement Speed Comparisons =&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
 R = Run Time&amp;lt;br /&amp;gt;&lt;br /&gt;
 N = Altered Time (Lower is Faster)&amp;lt;br /&amp;gt;&lt;br /&gt;
 Speed Ratio = ( R / N ) * 100%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Detailed List (slowest to fastest) ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Jumping'''&lt;br /&gt;
&lt;br /&gt;
27.5 Seconds&lt;br /&gt;
91%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running'''&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running While Attacking / Throwing Kunai'''&lt;br /&gt;
&lt;br /&gt;
This makes no difference, fortunately.  Unleashing a Charged Cypher Strike on the ground will stop you momentarily though, so only release them during Jumps or Slides.&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining Slides'''&lt;br /&gt;
&lt;br /&gt;
23.5 Seconds&lt;br /&gt;
106%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining CB's'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
22.0 Seconds&lt;br /&gt;
114%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running Between PC's'''&lt;br /&gt;
&lt;br /&gt;
21.0 Seconds&lt;br /&gt;
119%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining 2 Slides between PC's'''&lt;br /&gt;
&lt;br /&gt;
20.5 Seconds&lt;br /&gt;
122%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jumping with 1 CB between PC's'''&lt;br /&gt;
&lt;br /&gt;
18.5 Seconds&lt;br /&gt;
135%&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques</id>
		<title>Strider (2014)/Movement Techniques</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques"/>
				<updated>2014-11-03T23:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Movement Techniques =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Techniques ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Sliding'''&lt;br /&gt;
&lt;br /&gt;
Sliding is slightly faster than running and is useful for moving through enemies without stopping to kill them, or wasting time jumping over them.  Once you can perform Charge Boosts, it can be faster to jump and CB over enemies, depending on their numbers and position.  Sliding also inflicts minor damage after obtaining the Slide Assault Upgrade, but this is too weak to be of speed running use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide In Air'''&lt;br /&gt;
&lt;br /&gt;
This technique is simple to perform with a bit of practice.  If you stand a short distance from the edge of a platform/ledge, then slide, and release Down on the Analog Stick, you will continue sliding off the ledge and through the air.  This will maintain higher air speed at a much more horizontal vector in a glide of sorts.  This technique is generally useful off high ledges in large open rooms, such as the first section of &amp;quot;Military Ring&amp;quot;.  The slide is not infinite sadly, and you transition back to normal air movement shortly.  If you are too far from the ledge you will still slide in air but at a much lower speed, it is very noticeable when this happens.  Sliding in air is 17% faster than regular air speed.  Once the slide ends, start using CB's.  The Plasma Catapult surpasses this technique's effectiveness completely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Climbing'''&lt;br /&gt;
&lt;br /&gt;
Climbing is possible on almost all walls and ceilings, regardless of angle.  Pressing Up+Jump while climbing walls will give you a boost of speed with a climb jump and is the fast way to ascend.  It does not work on angled walls or ceilings and attempting to will stall Hiryu and waste time.  While on walls you can wall jump, and you can chain wall jumps very quickly when the walls are extremely close together.  This looks cool but was confirmed to be slower than using normal climb jumps.  Ceiling climbing is essential to performing the Out of Bounds Glitch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slopes'''&lt;br /&gt;
&lt;br /&gt;
All methods of movement are slower horizontally on slopes, because of vector addition; Avoid running on slopes.  This is true for both up and down slopes.  The effect is stronger with greater angles i.e. 45% slopes are slower than 10% slopes.  Jumping is faster than running/sliding on all but the tiniest of slopes.  Additionally, Charge Boosts are faster than running/sliding, so you will be in the air more often than not after obtaining the Charge Strike.  Plasma Catapults should be used in the angle of the slope so as not to waste any of their speed, unless it would cause you to end in the air and deal with the recovery time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost (CB)'''&lt;br /&gt;
&lt;br /&gt;
To execute a Charge Boost, tap the jump button for a hop and release a Charged Cypher Strike forward as soon as possible.  Begin charging again as soon as possible, before you land, and repeat the process as often as possible.  Even with the fastest release of a Charged Strike, it is still necessary to run very short distances between each jump.  CB's cause a quick burst of horizontal speed that almost instantly returns to normal Air Speed and a fast fall.  Air speed is lower than running speed on flat terrain, it is only faster to be in the air if you have a Charge Strike ready for CB's.  Multiple CB's can be chain over very long falls but their effects do not stack; Each individual boost is no stronger than the previous one.  CB's are one of the most important tricks to master because of how early the Charge Strike is picked up, and the fact that they retain usefulness even after you get the Plasma Catapult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost +1 (CB +1 or +1)'''&lt;br /&gt;
&lt;br /&gt;
Founded by, Theguesst, Charge Boost +1 or more commonly referred to as +1 is a frame perfect trick that gives you even more horizontal movement, but is harder to master. The general idea of what you need to do to pull off a +1 is as you release the button to do a CB instantly hit the button again (I prefer to double tap this IE double tapping the button for a combo in Street Fighter.) if done properly you should see Strider sort of lurch forward and hang in the air for the slightest of seconds. Once you have this down you can use it to not only move faster through the levels, but also bypass the train switch before the Sisters 1 fight and get to the platform above the Sisters 2 fight which begins the new any% route.  &lt;br /&gt;
&lt;br /&gt;
Theguesst Charge Boost +1 tutorial video.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;iframe width=&amp;quot;420&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;//www.youtube.com/embed/Xzjf3ytG35g&amp;quot; frameborder=&amp;quot;0&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Edited by SubStylee on 11/3/2014)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Downstrike'''&lt;br /&gt;
&lt;br /&gt;
The Downstrike has some start-up frames but then enables you to descend very rapidly, which is faster than falling normally but only over significant distances.  It is required to be used very often to break certain floors.  When you land, there is noticeable recovery time.  Much of this can be avoided by sliding immediately after landing.  ALL of it can be avoided with Plasma Catapult, which can be used instantly upon landing.  The PC also can cancel the Downstrike at any time in the air.  This means you can perform optimal movement by PC'ing diagonally toward the ground just after breaking through the floors, getting your Horizontal movement started again long before you would hit the ground.  You can also use the start-up frames of a Downstrike to stall in the air slightly longer while waiting on the PC cooldown, which can help when trying to chain upward PC's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Knockdown'''&lt;br /&gt;
&lt;br /&gt;
Some attacks and terrain hazards cause either Soft or Hard Knockdown.  This is covered in depth in [[Strider (2014)/Game Mechanics and Glitches|Game Mechanics and Glitches]].  You can minimize these effects and sometimes outright ignore them to ascend through hazards in ways the developers did not intend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Recovery'''&lt;br /&gt;
&lt;br /&gt;
Pressing Jump or Attack after being hit with a Knockdown attack in the air, will enable Hiryu to recover and cancel his momentum, as well as regaining control.  You can do this almost immediately on Soft Knockdown, though the time does vary based on the attack.  This can be used to ascend via Jumps and Wall Climbs through minor terrain hazards like heat coils and buzz saws.  This technique CANNOT be activated immediately on Hard Knockdown; There is a short window of time where no recovery is possible.  You want to try and recover as soon as that window ends.  This technique is essential for the trickier climbing sections in the game, and can shave seconds off boss fights where you get hit often.  Protip: don't get hit often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Recovery'''&lt;br /&gt;
&lt;br /&gt;
If you are grounded by either Soft or Hard Knockdown, Hiryu will lay there like a moron and get up a few seconds later.  Pressing Jump, Attack, or trying to move in any direction will get up off the ground immediately.  Sometimes Hard Knockdowns in the air results in an unavoidable fall to the ground because of the no air recovery time window.  Ground Recovery is the best option in those situations.  There are currently no speed running strategies where Ground Recovery is required, and being grounded is the result of player mistakes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Catapult ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Best Upgrade'''&lt;br /&gt;
&lt;br /&gt;
The Plasma Catapult or PC is a required upgrade picked up in the game, but is also the fastest possible way to move.  It is an omnidirectional dash that can be used on the ground or in the air.  You may hold down the button to stop all momentum and hover briefly, and aim the PC in any direction.  Stopping is generally bad for speed runs, and it is superior to tap the button for instant PC's in the currently held direction.  If the PC ends on the ground, it has no recovery.  If the PC ends in the air, it has an undesirable air recovery period.  PC has a cooldown that prevents repeated use in quick succession.  Because of this cooldown, it is still necessary to use movement techniques like CB's in between PC's for optimal speed.  PC's cancel your Charge Strike and you have to re-charge.  They also cancel many animations instantly, including Downstrikes.  Finally, they can be used to open Plasma locked doors instead of attacking with the Cypher, which often saves time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Horizontal Movement'''&lt;br /&gt;
&lt;br /&gt;
Horizontal PC's are generally used since they grant the most speed in the common direction of travel, but diagonal PC's are useful in situations.  Diagonal PC's can be used to land quickly from the air.  They can also be used to follow slopes better and prevent the recovery animation from ending a PC in the air.  Alternate movement techniques are used in between consecutive PC's because of the cooldown.  Use a combination of angled PC's and CB's to get through complex terrain as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Vertical Movement'''&lt;br /&gt;
&lt;br /&gt;
After obtaining the PC, you gain greater flexibility vertically as well as horizontally.  Using a PC off of any surface DOES NOT count as your first jump.  This allows you to PC upward, then double jump, and then triple jump.  If you delay the inputs slightly, you will have PC off cooldown at the apex of your third jump, letting you PC again for a total of 4 jumps.  There are other methods to stall slightly in the air in addition to delaying jump inputs.  This is intended by the developers and is the only way to reach some well hidden items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Climbing'''&lt;br /&gt;
&lt;br /&gt;
The PC dramatically speeds up climbing.  It can and should be used at all angles of climbing, parallel to the surface in the direction of movement.  It speeds up purely vertical ascents by being faster than climb jumps, but they should still be used when PC is on cooldown.  It has a much more noticeable effect on angled and ceiling climbing where climb jumps aren't possible.  Always be holding Up after a PC to make sure you re-grab the surface and don't fall.  Sometimes you may need to double jump to prevent a fall as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Movement Speed Comparisons =&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
 R = Run Time&amp;lt;br /&amp;gt;&lt;br /&gt;
 N = Altered Time (Lower is Faster)&amp;lt;br /&amp;gt;&lt;br /&gt;
 Speed Ratio = ( R / N ) * 100%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Detailed List (slowest to fastest) ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Jumping'''&lt;br /&gt;
&lt;br /&gt;
27.5 Seconds&lt;br /&gt;
91%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running'''&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running While Attacking / Throwing Kunai'''&lt;br /&gt;
&lt;br /&gt;
This makes no difference, fortunately.  Unleashing a Charged Cypher Strike on the ground will stop you momentarily though, so only release them during Jumps or Slides.&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining Slides'''&lt;br /&gt;
&lt;br /&gt;
23.5 Seconds&lt;br /&gt;
106%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining CB's'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
22.0 Seconds&lt;br /&gt;
114%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running Between PC's'''&lt;br /&gt;
&lt;br /&gt;
21.0 Seconds&lt;br /&gt;
119%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining 2 Slides between PC's'''&lt;br /&gt;
&lt;br /&gt;
20.5 Seconds&lt;br /&gt;
122%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jumping with 1 CB between PC's'''&lt;br /&gt;
&lt;br /&gt;
18.5 Seconds&lt;br /&gt;
135%&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques</id>
		<title>Strider (2014)/Movement Techniques</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques"/>
				<updated>2014-11-03T22:57:19Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Movement Techniques =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Techniques ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Sliding'''&lt;br /&gt;
&lt;br /&gt;
Sliding is slightly faster than running and is useful for moving through enemies without stopping to kill them, or wasting time jumping over them.  Once you can perform Charge Boosts, it can be faster to jump and CB over enemies, depending on their numbers and position.  Sliding also inflicts minor damage after obtaining the Slide Assault Upgrade, but this is too weak to be of speed running use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide In Air'''&lt;br /&gt;
&lt;br /&gt;
This technique is simple to perform with a bit of practice.  If you stand a short distance from the edge of a platform/ledge, then slide, and release Down on the Analog Stick, you will continue sliding off the ledge and through the air.  This will maintain higher air speed at a much more horizontal vector in a glide of sorts.  This technique is generally useful off high ledges in large open rooms, such as the first section of &amp;quot;Military Ring&amp;quot;.  The slide is not infinite sadly, and you transition back to normal air movement shortly.  If you are too far from the ledge you will still slide in air but at a much lower speed, it is very noticeable when this happens.  Sliding in air is 17% faster than regular air speed.  Once the slide ends, start using CB's.  The Plasma Catapult surpasses this technique's effectiveness completely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Climbing'''&lt;br /&gt;
&lt;br /&gt;
Climbing is possible on almost all walls and ceilings, regardless of angle.  Pressing Up+Jump while climbing walls will give you a boost of speed with a climb jump and is the fast way to ascend.  It does not work on angled walls or ceilings and attempting to will stall Hiryu and waste time.  While on walls you can wall jump, and you can chain wall jumps very quickly when the walls are extremely close together.  This looks cool but was confirmed to be slower than using normal climb jumps.  Ceiling climbing is essential to performing the Out of Bounds Glitch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slopes'''&lt;br /&gt;
&lt;br /&gt;
All methods of movement are slower horizontally on slopes, because of vector addition; Avoid running on slopes.  This is true for both up and down slopes.  The effect is stronger with greater angles i.e. 45% slopes are slower than 10% slopes.  Jumping is faster than running/sliding on all but the tiniest of slopes.  Additionally, Charge Boosts are faster than running/sliding, so you will be in the air more often than not after obtaining the Charge Strike.  Plasma Catapults should be used in the angle of the slope so as not to waste any of their speed, unless it would cause you to end in the air and deal with the recovery time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost (CB)'''&lt;br /&gt;
&lt;br /&gt;
To execute a Charge Boost, tap the jump button for a hop and release a Charged Cypher Strike forward as soon as possible.  Begin charging again as soon as possible, before you land, and repeat the process as often as possible.  Even with the fastest release of a Charged Strike, it is still necessary to run very short distances between each jump.  CB's cause a quick burst of horizontal speed that almost instantly returns to normal Air Speed and a fast fall.  Air speed is lower than running speed on flat terrain, it is only faster to be in the air if you have a Charge Strike ready for CB's.  Multiple CB's can be chain over very long falls but their effects do not stack; Each individual boost is no stronger than the previous one.  CB's are one of the most important tricks to master because of how early the Charge Strike is picked up, and the fact that they retain usefulness even after you get the Plasma Catapult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost +1 (CB +1 or +1)'''&lt;br /&gt;
&lt;br /&gt;
Founded by, Theguesst, Charge Boost +1 or more commonly referred to as +1 is a frame perfect trick that gives you even more horizontal movement, but is harder to master. The general idea of what you need to do to pull off a +1 is as you release the button to do a CB instantly hit the button again (I prefer to double tap this IE double tapping the button for a combo in Street Fighter.) if done properly you should see Strider sort of lurch forward and hang in the air for the slightest of seconds. Once you have this down you can use it to not only move faster through the levels, but also bypass the train switch before the Sisters 1 fight and get to the platform above the Sisters 2 fight which begins the new any% route.  &lt;br /&gt;
&lt;br /&gt;
Theguesst Charge Boost +1 tutorial video.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Xzjf3ytG35g}}&lt;br /&gt;
&lt;br /&gt;
(Edited by SubStylee on 11/3/2014)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Downstrike'''&lt;br /&gt;
&lt;br /&gt;
The Downstrike has some start-up frames but then enables you to descend very rapidly, which is faster than falling normally but only over significant distances.  It is required to be used very often to break certain floors.  When you land, there is noticeable recovery time.  Much of this can be avoided by sliding immediately after landing.  ALL of it can be avoided with Plasma Catapult, which can be used instantly upon landing.  The PC also can cancel the Downstrike at any time in the air.  This means you can perform optimal movement by PC'ing diagonally toward the ground just after breaking through the floors, getting your Horizontal movement started again long before you would hit the ground.  You can also use the start-up frames of a Downstrike to stall in the air slightly longer while waiting on the PC cooldown, which can help when trying to chain upward PC's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Knockdown'''&lt;br /&gt;
&lt;br /&gt;
Some attacks and terrain hazards cause either Soft or Hard Knockdown.  This is covered in depth in [[Strider (2014)/Game Mechanics and Glitches|Game Mechanics and Glitches]].  You can minimize these effects and sometimes outright ignore them to ascend through hazards in ways the developers did not intend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Recovery'''&lt;br /&gt;
&lt;br /&gt;
Pressing Jump or Attack after being hit with a Knockdown attack in the air, will enable Hiryu to recover and cancel his momentum, as well as regaining control.  You can do this almost immediately on Soft Knockdown, though the time does vary based on the attack.  This can be used to ascend via Jumps and Wall Climbs through minor terrain hazards like heat coils and buzz saws.  This technique CANNOT be activated immediately on Hard Knockdown; There is a short window of time where no recovery is possible.  You want to try and recover as soon as that window ends.  This technique is essential for the trickier climbing sections in the game, and can shave seconds off boss fights where you get hit often.  Protip: don't get hit often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Recovery'''&lt;br /&gt;
&lt;br /&gt;
If you are grounded by either Soft or Hard Knockdown, Hiryu will lay there like a moron and get up a few seconds later.  Pressing Jump, Attack, or trying to move in any direction will get up off the ground immediately.  Sometimes Hard Knockdowns in the air results in an unavoidable fall to the ground because of the no air recovery time window.  Ground Recovery is the best option in those situations.  There are currently no speed running strategies where Ground Recovery is required, and being grounded is the result of player mistakes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Catapult ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Best Upgrade'''&lt;br /&gt;
&lt;br /&gt;
The Plasma Catapult or PC is a required upgrade picked up in the game, but is also the fastest possible way to move.  It is an omnidirectional dash that can be used on the ground or in the air.  You may hold down the button to stop all momentum and hover briefly, and aim the PC in any direction.  Stopping is generally bad for speed runs, and it is superior to tap the button for instant PC's in the currently held direction.  If the PC ends on the ground, it has no recovery.  If the PC ends in the air, it has an undesirable air recovery period.  PC has a cooldown that prevents repeated use in quick succession.  Because of this cooldown, it is still necessary to use movement techniques like CB's in between PC's for optimal speed.  PC's cancel your Charge Strike and you have to re-charge.  They also cancel many animations instantly, including Downstrikes.  Finally, they can be used to open Plasma locked doors instead of attacking with the Cypher, which often saves time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Horizontal Movement'''&lt;br /&gt;
&lt;br /&gt;
Horizontal PC's are generally used since they grant the most speed in the common direction of travel, but diagonal PC's are useful in situations.  Diagonal PC's can be used to land quickly from the air.  They can also be used to follow slopes better and prevent the recovery animation from ending a PC in the air.  Alternate movement techniques are used in between consecutive PC's because of the cooldown.  Use a combination of angled PC's and CB's to get through complex terrain as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Vertical Movement'''&lt;br /&gt;
&lt;br /&gt;
After obtaining the PC, you gain greater flexibility vertically as well as horizontally.  Using a PC off of any surface DOES NOT count as your first jump.  This allows you to PC upward, then double jump, and then triple jump.  If you delay the inputs slightly, you will have PC off cooldown at the apex of your third jump, letting you PC again for a total of 4 jumps.  There are other methods to stall slightly in the air in addition to delaying jump inputs.  This is intended by the developers and is the only way to reach some well hidden items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Climbing'''&lt;br /&gt;
&lt;br /&gt;
The PC dramatically speeds up climbing.  It can and should be used at all angles of climbing, parallel to the surface in the direction of movement.  It speeds up purely vertical ascents by being faster than climb jumps, but they should still be used when PC is on cooldown.  It has a much more noticeable effect on angled and ceiling climbing where climb jumps aren't possible.  Always be holding Up after a PC to make sure you re-grab the surface and don't fall.  Sometimes you may need to double jump to prevent a fall as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Movement Speed Comparisons =&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
 R = Run Time&amp;lt;br /&amp;gt;&lt;br /&gt;
 N = Altered Time (Lower is Faster)&amp;lt;br /&amp;gt;&lt;br /&gt;
 Speed Ratio = ( R / N ) * 100%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Detailed List (slowest to fastest) ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Jumping'''&lt;br /&gt;
&lt;br /&gt;
27.5 Seconds&lt;br /&gt;
91%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running'''&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running While Attacking / Throwing Kunai'''&lt;br /&gt;
&lt;br /&gt;
This makes no difference, fortunately.  Unleashing a Charged Cypher Strike on the ground will stop you momentarily though, so only release them during Jumps or Slides.&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining Slides'''&lt;br /&gt;
&lt;br /&gt;
23.5 Seconds&lt;br /&gt;
106%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining CB's'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
22.0 Seconds&lt;br /&gt;
114%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running Between PC's'''&lt;br /&gt;
&lt;br /&gt;
21.0 Seconds&lt;br /&gt;
119%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining 2 Slides between PC's'''&lt;br /&gt;
&lt;br /&gt;
20.5 Seconds&lt;br /&gt;
122%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jumping with 1 CB between PC's'''&lt;br /&gt;
&lt;br /&gt;
18.5 Seconds&lt;br /&gt;
135%&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques</id>
		<title>Strider (2014)/Movement Techniques</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques"/>
				<updated>2014-11-03T22:56:12Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Movement Techniques =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Techniques ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Sliding'''&lt;br /&gt;
&lt;br /&gt;
Sliding is slightly faster than running and is useful for moving through enemies without stopping to kill them, or wasting time jumping over them.  Once you can perform Charge Boosts, it can be faster to jump and CB over enemies, depending on their numbers and position.  Sliding also inflicts minor damage after obtaining the Slide Assault Upgrade, but this is too weak to be of speed running use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide In Air'''&lt;br /&gt;
&lt;br /&gt;
This technique is simple to perform with a bit of practice.  If you stand a short distance from the edge of a platform/ledge, then slide, and release Down on the Analog Stick, you will continue sliding off the ledge and through the air.  This will maintain higher air speed at a much more horizontal vector in a glide of sorts.  This technique is generally useful off high ledges in large open rooms, such as the first section of &amp;quot;Military Ring&amp;quot;.  The slide is not infinite sadly, and you transition back to normal air movement shortly.  If you are too far from the ledge you will still slide in air but at a much lower speed, it is very noticeable when this happens.  Sliding in air is 17% faster than regular air speed.  Once the slide ends, start using CB's.  The Plasma Catapult surpasses this technique's effectiveness completely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Climbing'''&lt;br /&gt;
&lt;br /&gt;
Climbing is possible on almost all walls and ceilings, regardless of angle.  Pressing Up+Jump while climbing walls will give you a boost of speed with a climb jump and is the fast way to ascend.  It does not work on angled walls or ceilings and attempting to will stall Hiryu and waste time.  While on walls you can wall jump, and you can chain wall jumps very quickly when the walls are extremely close together.  This looks cool but was confirmed to be slower than using normal climb jumps.  Ceiling climbing is essential to performing the Out of Bounds Glitch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slopes'''&lt;br /&gt;
&lt;br /&gt;
All methods of movement are slower horizontally on slopes, because of vector addition; Avoid running on slopes.  This is true for both up and down slopes.  The effect is stronger with greater angles i.e. 45% slopes are slower than 10% slopes.  Jumping is faster than running/sliding on all but the tiniest of slopes.  Additionally, Charge Boosts are faster than running/sliding, so you will be in the air more often than not after obtaining the Charge Strike.  Plasma Catapults should be used in the angle of the slope so as not to waste any of their speed, unless it would cause you to end in the air and deal with the recovery time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost (CB)'''&lt;br /&gt;
&lt;br /&gt;
To execute a Charge Boost, tap the jump button for a hop and release a Charged Cypher Strike forward as soon as possible.  Begin charging again as soon as possible, before you land, and repeat the process as often as possible.  Even with the fastest release of a Charged Strike, it is still necessary to run very short distances between each jump.  CB's cause a quick burst of horizontal speed that almost instantly returns to normal Air Speed and a fast fall.  Air speed is lower than running speed on flat terrain, it is only faster to be in the air if you have a Charge Strike ready for CB's.  Multiple CB's can be chain over very long falls but their effects do not stack; Each individual boost is no stronger than the previous one.  CB's are one of the most important tricks to master because of how early the Charge Strike is picked up, and the fact that they retain usefulness even after you get the Plasma Catapult.&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost +1 (Cb +1 or +1)'''&lt;br /&gt;
&lt;br /&gt;
Founded by, Theguesst, Charge Boost +1 or more commonly referred to as +1 is a frame perfect trick that gives you even more horizontal movement, but is harder to master. The general idea of what you need to do to pull off a +1 is as you release the button to do a CB instantly hit the button again (I prefer to double tap this IE double tapping the button for a combo in Street Fighter.) if done properly you should see Strider sort of lurch forward and hang in the air for the slightest of seconds. Once you have this down you can use it to not only move faster through the levels, but also bypass the train switch before the Sisters 1 fight and get to the platform above the Sisters 2 fight which begins the new any% route.  &lt;br /&gt;
&lt;br /&gt;
Theguesst Charge Boost +1 tutorial video.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Xzjf3ytG35g}}&lt;br /&gt;
&lt;br /&gt;
(Edited by SubStylee on 11/3/2014)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Downstrike'''&lt;br /&gt;
&lt;br /&gt;
The Downstrike has some start-up frames but then enables you to descend very rapidly, which is faster than falling normally but only over significant distances.  It is required to be used very often to break certain floors.  When you land, there is noticeable recovery time.  Much of this can be avoided by sliding immediately after landing.  ALL of it can be avoided with Plasma Catapult, which can be used instantly upon landing.  The PC also can cancel the Downstrike at any time in the air.  This means you can perform optimal movement by PC'ing diagonally toward the ground just after breaking through the floors, getting your Horizontal movement started again long before you would hit the ground.  You can also use the start-up frames of a Downstrike to stall in the air slightly longer while waiting on the PC cooldown, which can help when trying to chain upward PC's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Knockdown'''&lt;br /&gt;
&lt;br /&gt;
Some attacks and terrain hazards cause either Soft or Hard Knockdown.  This is covered in depth in [[Strider (2014)/Game Mechanics and Glitches|Game Mechanics and Glitches]].  You can minimize these effects and sometimes outright ignore them to ascend through hazards in ways the developers did not intend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Recovery'''&lt;br /&gt;
&lt;br /&gt;
Pressing Jump or Attack after being hit with a Knockdown attack in the air, will enable Hiryu to recover and cancel his momentum, as well as regaining control.  You can do this almost immediately on Soft Knockdown, though the time does vary based on the attack.  This can be used to ascend via Jumps and Wall Climbs through minor terrain hazards like heat coils and buzz saws.  This technique CANNOT be activated immediately on Hard Knockdown; There is a short window of time where no recovery is possible.  You want to try and recover as soon as that window ends.  This technique is essential for the trickier climbing sections in the game, and can shave seconds off boss fights where you get hit often.  Protip: don't get hit often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Recovery'''&lt;br /&gt;
&lt;br /&gt;
If you are grounded by either Soft or Hard Knockdown, Hiryu will lay there like a moron and get up a few seconds later.  Pressing Jump, Attack, or trying to move in any direction will get up off the ground immediately.  Sometimes Hard Knockdowns in the air results in an unavoidable fall to the ground because of the no air recovery time window.  Ground Recovery is the best option in those situations.  There are currently no speed running strategies where Ground Recovery is required, and being grounded is the result of player mistakes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Catapult ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Best Upgrade'''&lt;br /&gt;
&lt;br /&gt;
The Plasma Catapult or PC is a required upgrade picked up in the game, but is also the fastest possible way to move.  It is an omnidirectional dash that can be used on the ground or in the air.  You may hold down the button to stop all momentum and hover briefly, and aim the PC in any direction.  Stopping is generally bad for speed runs, and it is superior to tap the button for instant PC's in the currently held direction.  If the PC ends on the ground, it has no recovery.  If the PC ends in the air, it has an undesirable air recovery period.  PC has a cooldown that prevents repeated use in quick succession.  Because of this cooldown, it is still necessary to use movement techniques like CB's in between PC's for optimal speed.  PC's cancel your Charge Strike and you have to re-charge.  They also cancel many animations instantly, including Downstrikes.  Finally, they can be used to open Plasma locked doors instead of attacking with the Cypher, which often saves time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Horizontal Movement'''&lt;br /&gt;
&lt;br /&gt;
Horizontal PC's are generally used since they grant the most speed in the common direction of travel, but diagonal PC's are useful in situations.  Diagonal PC's can be used to land quickly from the air.  They can also be used to follow slopes better and prevent the recovery animation from ending a PC in the air.  Alternate movement techniques are used in between consecutive PC's because of the cooldown.  Use a combination of angled PC's and CB's to get through complex terrain as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Vertical Movement'''&lt;br /&gt;
&lt;br /&gt;
After obtaining the PC, you gain greater flexibility vertically as well as horizontally.  Using a PC off of any surface DOES NOT count as your first jump.  This allows you to PC upward, then double jump, and then triple jump.  If you delay the inputs slightly, you will have PC off cooldown at the apex of your third jump, letting you PC again for a total of 4 jumps.  There are other methods to stall slightly in the air in addition to delaying jump inputs.  This is intended by the developers and is the only way to reach some well hidden items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Climbing'''&lt;br /&gt;
&lt;br /&gt;
The PC dramatically speeds up climbing.  It can and should be used at all angles of climbing, parallel to the surface in the direction of movement.  It speeds up purely vertical ascents by being faster than climb jumps, but they should still be used when PC is on cooldown.  It has a much more noticeable effect on angled and ceiling climbing where climb jumps aren't possible.  Always be holding Up after a PC to make sure you re-grab the surface and don't fall.  Sometimes you may need to double jump to prevent a fall as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Movement Speed Comparisons =&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
 R = Run Time&amp;lt;br /&amp;gt;&lt;br /&gt;
 N = Altered Time (Lower is Faster)&amp;lt;br /&amp;gt;&lt;br /&gt;
 Speed Ratio = ( R / N ) * 100%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Detailed List (slowest to fastest) ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Jumping'''&lt;br /&gt;
&lt;br /&gt;
27.5 Seconds&lt;br /&gt;
91%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running'''&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running While Attacking / Throwing Kunai'''&lt;br /&gt;
&lt;br /&gt;
This makes no difference, fortunately.  Unleashing a Charged Cypher Strike on the ground will stop you momentarily though, so only release them during Jumps or Slides.&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining Slides'''&lt;br /&gt;
&lt;br /&gt;
23.5 Seconds&lt;br /&gt;
106%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining CB's'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
22.0 Seconds&lt;br /&gt;
114%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running Between PC's'''&lt;br /&gt;
&lt;br /&gt;
21.0 Seconds&lt;br /&gt;
119%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining 2 Slides between PC's'''&lt;br /&gt;
&lt;br /&gt;
20.5 Seconds&lt;br /&gt;
122%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jumping with 1 CB between PC's'''&lt;br /&gt;
&lt;br /&gt;
18.5 Seconds&lt;br /&gt;
135%&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques</id>
		<title>Strider (2014)/Movement Techniques</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Strider_(2014)/Movement_Techniques"/>
				<updated>2014-11-03T22:55:41Z</updated>
		
		<summary type="html">&lt;p&gt;SubStylee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Movement Techniques =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Techniques ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Sliding'''&lt;br /&gt;
&lt;br /&gt;
Sliding is slightly faster than running and is useful for moving through enemies without stopping to kill them, or wasting time jumping over them.  Once you can perform Charge Boosts, it can be faster to jump and CB over enemies, depending on their numbers and position.  Sliding also inflicts minor damage after obtaining the Slide Assault Upgrade, but this is too weak to be of speed running use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slide In Air'''&lt;br /&gt;
&lt;br /&gt;
This technique is simple to perform with a bit of practice.  If you stand a short distance from the edge of a platform/ledge, then slide, and release Down on the Analog Stick, you will continue sliding off the ledge and through the air.  This will maintain higher air speed at a much more horizontal vector in a glide of sorts.  This technique is generally useful off high ledges in large open rooms, such as the first section of &amp;quot;Military Ring&amp;quot;.  The slide is not infinite sadly, and you transition back to normal air movement shortly.  If you are too far from the ledge you will still slide in air but at a much lower speed, it is very noticeable when this happens.  Sliding in air is 17% faster than regular air speed.  Once the slide ends, start using CB's.  The Plasma Catapult surpasses this technique's effectiveness completely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Climbing'''&lt;br /&gt;
&lt;br /&gt;
Climbing is possible on almost all walls and ceilings, regardless of angle.  Pressing Up+Jump while climbing walls will give you a boost of speed with a climb jump and is the fast way to ascend.  It does not work on angled walls or ceilings and attempting to will stall Hiryu and waste time.  While on walls you can wall jump, and you can chain wall jumps very quickly when the walls are extremely close together.  This looks cool but was confirmed to be slower than using normal climb jumps.  Ceiling climbing is essential to performing the Out of Bounds Glitch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slopes'''&lt;br /&gt;
&lt;br /&gt;
All methods of movement are slower horizontally on slopes, because of vector addition; Avoid running on slopes.  This is true for both up and down slopes.  The effect is stronger with greater angles i.e. 45% slopes are slower than 10% slopes.  Jumping is faster than running/sliding on all but the tiniest of slopes.  Additionally, Charge Boosts are faster than running/sliding, so you will be in the air more often than not after obtaining the Charge Strike.  Plasma Catapults should be used in the angle of the slope so as not to waste any of their speed, unless it would cause you to end in the air and deal with the recovery time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost (CB)'''&lt;br /&gt;
&lt;br /&gt;
To execute a Charge Boost, tap the jump button for a hop and release a Charged Cypher Strike forward as soon as possible.  Begin charging again as soon as possible, before you land, and repeat the process as often as possible.  Even with the fastest release of a Charged Strike, it is still necessary to run very short distances between each jump.  CB's cause a quick burst of horizontal speed that almost instantly returns to normal Air Speed and a fast fall.  Air speed is lower than running speed on flat terrain, it is only faster to be in the air if you have a Charge Strike ready for CB's.  Multiple CB's can be chain over very long falls but their effects do not stack; Each individual boost is no stronger than the previous one.  CB's are one of the most important tricks to master because of how early the Charge Strike is picked up, and the fact that they retain usefulness even after you get the Plasma Catapult.&lt;br /&gt;
&lt;br /&gt;
'''Charge Boost +1 (Cb +1 or +1)'''&lt;br /&gt;
&lt;br /&gt;
Founded by, TheGuesst, Charge Boost +1 or more commonly referred to as +1 is a frame perfect trick that gives you even more horizontal movement, but is harder to master. The general idea of what you need to do to pull off a +1 is as you release the button to do a CB instantly hit the button again (I prefer to double tap this IE double tapping the button for a combo in Street Fighter.) if done properly you should see Strider sort of lurch forward and hang in the air for the slightest of seconds. Once you have this down you can use it to not only move faster through the levels, but also bypass the train switch before the Sisters 1 fight and get to the platform above the Sisters 2 fight which begins the new any% route.  &lt;br /&gt;
&lt;br /&gt;
Theguesst Charge Boost +1 tutorial video.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Xzjf3ytG35g}}&lt;br /&gt;
&lt;br /&gt;
(Edited by SubStylee on 11/3/2014)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Downstrike'''&lt;br /&gt;
&lt;br /&gt;
The Downstrike has some start-up frames but then enables you to descend very rapidly, which is faster than falling normally but only over significant distances.  It is required to be used very often to break certain floors.  When you land, there is noticeable recovery time.  Much of this can be avoided by sliding immediately after landing.  ALL of it can be avoided with Plasma Catapult, which can be used instantly upon landing.  The PC also can cancel the Downstrike at any time in the air.  This means you can perform optimal movement by PC'ing diagonally toward the ground just after breaking through the floors, getting your Horizontal movement started again long before you would hit the ground.  You can also use the start-up frames of a Downstrike to stall in the air slightly longer while waiting on the PC cooldown, which can help when trying to chain upward PC's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Knockdown'''&lt;br /&gt;
&lt;br /&gt;
Some attacks and terrain hazards cause either Soft or Hard Knockdown.  This is covered in depth in [[Strider (2014)/Game Mechanics and Glitches|Game Mechanics and Glitches]].  You can minimize these effects and sometimes outright ignore them to ascend through hazards in ways the developers did not intend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Recovery'''&lt;br /&gt;
&lt;br /&gt;
Pressing Jump or Attack after being hit with a Knockdown attack in the air, will enable Hiryu to recover and cancel his momentum, as well as regaining control.  You can do this almost immediately on Soft Knockdown, though the time does vary based on the attack.  This can be used to ascend via Jumps and Wall Climbs through minor terrain hazards like heat coils and buzz saws.  This technique CANNOT be activated immediately on Hard Knockdown; There is a short window of time where no recovery is possible.  You want to try and recover as soon as that window ends.  This technique is essential for the trickier climbing sections in the game, and can shave seconds off boss fights where you get hit often.  Protip: don't get hit often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ground Recovery'''&lt;br /&gt;
&lt;br /&gt;
If you are grounded by either Soft or Hard Knockdown, Hiryu will lay there like a moron and get up a few seconds later.  Pressing Jump, Attack, or trying to move in any direction will get up off the ground immediately.  Sometimes Hard Knockdowns in the air results in an unavoidable fall to the ground because of the no air recovery time window.  Ground Recovery is the best option in those situations.  There are currently no speed running strategies where Ground Recovery is required, and being grounded is the result of player mistakes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Catapult ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Best Upgrade'''&lt;br /&gt;
&lt;br /&gt;
The Plasma Catapult or PC is a required upgrade picked up in the game, but is also the fastest possible way to move.  It is an omnidirectional dash that can be used on the ground or in the air.  You may hold down the button to stop all momentum and hover briefly, and aim the PC in any direction.  Stopping is generally bad for speed runs, and it is superior to tap the button for instant PC's in the currently held direction.  If the PC ends on the ground, it has no recovery.  If the PC ends in the air, it has an undesirable air recovery period.  PC has a cooldown that prevents repeated use in quick succession.  Because of this cooldown, it is still necessary to use movement techniques like CB's in between PC's for optimal speed.  PC's cancel your Charge Strike and you have to re-charge.  They also cancel many animations instantly, including Downstrikes.  Finally, they can be used to open Plasma locked doors instead of attacking with the Cypher, which often saves time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Horizontal Movement'''&lt;br /&gt;
&lt;br /&gt;
Horizontal PC's are generally used since they grant the most speed in the common direction of travel, but diagonal PC's are useful in situations.  Diagonal PC's can be used to land quickly from the air.  They can also be used to follow slopes better and prevent the recovery animation from ending a PC in the air.  Alternate movement techniques are used in between consecutive PC's because of the cooldown.  Use a combination of angled PC's and CB's to get through complex terrain as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Vertical Movement'''&lt;br /&gt;
&lt;br /&gt;
After obtaining the PC, you gain greater flexibility vertically as well as horizontally.  Using a PC off of any surface DOES NOT count as your first jump.  This allows you to PC upward, then double jump, and then triple jump.  If you delay the inputs slightly, you will have PC off cooldown at the apex of your third jump, letting you PC again for a total of 4 jumps.  There are other methods to stall slightly in the air in addition to delaying jump inputs.  This is intended by the developers and is the only way to reach some well hidden items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advanced Climbing'''&lt;br /&gt;
&lt;br /&gt;
The PC dramatically speeds up climbing.  It can and should be used at all angles of climbing, parallel to the surface in the direction of movement.  It speeds up purely vertical ascents by being faster than climb jumps, but they should still be used when PC is on cooldown.  It has a much more noticeable effect on angled and ceiling climbing where climb jumps aren't possible.  Always be holding Up after a PC to make sure you re-grab the surface and don't fall.  Sometimes you may need to double jump to prevent a fall as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Movement Speed Comparisons =&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
 R = Run Time&amp;lt;br /&amp;gt;&lt;br /&gt;
 N = Altered Time (Lower is Faster)&amp;lt;br /&amp;gt;&lt;br /&gt;
 Speed Ratio = ( R / N ) * 100%&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Detailed List (slowest to fastest) ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Jumping'''&lt;br /&gt;
&lt;br /&gt;
27.5 Seconds&lt;br /&gt;
91%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running'''&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running While Attacking / Throwing Kunai'''&lt;br /&gt;
&lt;br /&gt;
This makes no difference, fortunately.  Unleashing a Charged Cypher Strike on the ground will stop you momentarily though, so only release them during Jumps or Slides.&lt;br /&gt;
&lt;br /&gt;
25.0 Seconds&lt;br /&gt;
100%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining Slides'''&lt;br /&gt;
&lt;br /&gt;
23.5 Seconds&lt;br /&gt;
106%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining CB's'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
22.0 Seconds&lt;br /&gt;
114%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Running Between PC's'''&lt;br /&gt;
&lt;br /&gt;
21.0 Seconds&lt;br /&gt;
119%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chaining 2 Slides between PC's'''&lt;br /&gt;
&lt;br /&gt;
20.5 Seconds&lt;br /&gt;
122%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jumping with 1 CB between PC's'''&lt;br /&gt;
&lt;br /&gt;
18.5 Seconds&lt;br /&gt;
135%&lt;/div&gt;</summary>
		<author><name>SubStylee</name></author>	</entry>

	</feed>