Skips and Tech

==Tech==
=== Movement Tech ===
These are more general tech that are used in a variety of speedruns for many purposes.
====Spore Chain====
This technique can be used to get very high and cross gaps. You have to cast the spell Bouncy Spore downwards and pogo on it. The only limit to this method is your MP and the height of the ceiling. You can also cast it multiple times against a wall to climb the wall.
You need to pop the spore, if you're pogoing off the gas then it's too late. To do this effectively, cast the spell just as you start to fall. This will place you inline with the spore. So the actions are: Jump > Descend > Cast > Pogo > Descend > Cast > Pogo > etc.
Video demonstration by Morkalb (watch on YouTube here):
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====Spell Cancel Pogo (SCP)====
This is an extremely hard technique. Normally spells have a cooldown in between using (or recalling) a spell, and making a new one. However when you switch a spell it destroys the active spell and removes any cooldown. You have to quickly double tap the change spell button to do so. Using this method you can cast the spell with virtually no cooldown. Usually used with Mushmover spell (because it costs no MP) You place down the Mushmover and pogo it. 2-3 pogos are best. Then you use the double tap spell change and spawn a new one. Repeat. One of the most versatile but hard.
====Mush Destroy Pogo (MDP)====
This is a similar strategy to SCP, where you want to use the spell repeatedly but have to bypass the cooldown. This one is easier and you just have to destroy the spell (Unusable for other spells). There are two known ways to do this. one is to hit is six times. Because of this it can only be used to make one mid air spell. This does grant quite a bit of extra height still. The second option is a bit more tricky. You can destroy the spell using thorns. Quite a bit more complicated and it harder to pull of. This needs further testing.
====Hard Fall Cancel (HFC)====
If you slash downward right before you hit the ground it cancels most of the hard fall animation allowing time save.
====Boost chaining====
This is used to cross bigger gaps. Same idea as spore chaining, but it is a bit harder since you don't gain much height from the pogos. 
====Spin Cancel====
If you place or recall the mushmover while spinning you stop spinning. This can allow you to mushmover jump then spin, quickly recall the mushmover, and then dash. It is basically a dash without dashing and a jump in mid air. Very versatile. You can also use any other place, recalling a mushmover is usually most practical. 
===Mushmoving===
Mushmoving includes a variety of techs that involve the use of the mushmover's knockback to move quickly.
====Mushmoving====
Walking across the time trial room takes 10.5 seconds. There is a way to move faster using the mush mover spell. Though hard, you can use the knockback from placing a mushmover spell to speed up your progress. You have to do a quick turnaround and place the mush spell. Immediately turn back around and jump. The jump prevents walking from dispersing your speed. You then recall it using a short hop to keep the recalling from slowing you down. This is already hard but can bring your speed up to 9.6, though not much faster, it can help. There is a slightly faster method though much harder. Not been used yet but it should work. You can eliminate the second hop of recalling by spell cancelling. This makes it A LOT harder. It has been found that the second jump is not needed, but it makes the maneuver much easier to do.
====Mushjumping====
If you place a mushmover right after jumping you launch quite high into the air. Alternatively if you pogo an already placed mushmover at the highest point you can, it grants more height than a simple mush jump. You can also pogo your mushmover for it's sixth hit which breaks it, you can then place a mushmover in mid air and double pogo it for great height. Breaking it and placing a new one has no cooldown, unlike recalling it. There is a faster in between where you place a mushmover, pogo it, recall and place it again in mid air, then double pogo up into the air while it is still falling. it grants height in between the other two kinds.
===Combat Tech===
Techs for you to murder stuff faster
====Screwball====
This is a technique commonly used in speedruns to kill Screw King incredibly quickly. The technique involves using the Bouncy Ball spell to deal huge amounts of damage. In order to perform the technique you must be above and slightly to the side of his weak point, then throw a ball down and pogo it. Your sword will hit the ball and the weak point. Since the ball's damage is based on its velocity, pogoing it is optimal to deal maximum damage. It appears to be somewhat inconsistent as to whether or not the weak point will register the hit from the ball. Further testing may be necessary to fully understand this trick's nuances.
=== Other Tech===
Techs that don't fall into the other categories
====Fire Bonk====
This tech makes use of a strange bug and is useful in a few niche scenarios. The tech makes use of forward dash, spin and fire bounce. Using forward dash and then spinning close enough to a ceiling such that the spin makes you bonk it will give you blue flame. A few uses for this trick are to get the Spicy Mushroom relic without Groundbounce, or to get a few mindshrooms gated by blue blocks before you have Wall-Bounce.
==Skips==
===General Skips===
These are general skips that are used in a variety of speedruns for many purposes.
====Magic Crouch Jump Skip====
The vent to get to the boss Corrupted Falafel normally requires Magic Crouch Jump, but all it actually checks for is any form of invincibility. There are a few ways to get invincibility. The most well known methods are using the Shadow Spin relic which gives you invincibility when you spin. The other method is using the interaction between Spark Ball and Great Spin Slash. There are probably other methods but those are the best known one
=====Mechanical Fort to Acid Dungeon Skip (MFAD Skip)=====
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====Great Electro Hive Skip====
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====Spikey Skip====
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====Fire Bounce Speed Skip (FBSS)====
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====Sandals Skip====
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=== Relic Skips===
====Speedillo Skip====
You can skip getting crouch jump to access Armadillo by using Groundbounce.
====Fire Slash Skip====
Using the Fire Slash relic you can break rocks without the need for the Berserk Spell or the Great Slash
====Spike Shield Damage Boost====
Using the Spike Shield relic you can be hit by red thorns and instead of being warped back to the last location you stepped you'll get knocked back, making some skips possible
=== Dashless Skips===
These are specific skips that are used mostly in dashless challenge runs.
====Speedy MDP====
If you use either the quick feet relic, or the parry sprint relic, you can MDP over larger distances.
===Low% Skips===
These are specific skips that are used mostly in low% runs.
==== Golden Light Spin Pogo====
The golden light spell allows you to summon four orbs to circle around you. It you spin slash you can pogo them. It doesn't grant you much height but if you combined it with crouch jump and up dash it does give quite a bit of height. To maximize this strategy, equip the double spell relic. When you cast golden light with this relic, you have 8 orbs surrounding you. Used to work in silenced rooms but is now patched out.