Hiiiiiiiiiiiiiiiiii
Well
@Red Hunter X and those itnerested in spm (will tag
@Blargg888 here because i feel like it
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
), I "semi" found a thing
First, yes i put my map render to 3d becasue there's jsut no reason for me to not do it as it gives me free look and second, the only thing I did was put my attack to 0 so I don;t kill the thing (as well as the hp and stuff, btu it obviously doesn;t matter).
I said i "semi" found it because the original idea was reported by someone else who accidentally clipped in there. i merely tried to replicate it and realised how simple it is......I was overthinking it with me tryign to use the platform
it Doesn;t save any time in a run because this section is normally skipped using Thudley jump, but the existence of the clip is rather interesting as during this clip, no htiboxes were changed. You coudl jump from that position normally over and over, you will never clip, you absolutely need to have that enemy jump.
My theory so far is the enemy jump causes the recalculation of hitboxes because of something, maybe you need more space? It's weird......
There
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)