5:31 Fairly often if you have ice + SJ + bombs and haven't done mid-chozo yet, doing chozo in reverse is pretty strong. My planned route after ruined shrine would be savewarp -> hints -> FCS climb -> full clear chozo backwards (doing great tree chamber if I think I have better execution than my opponent, skipping it otherwise) -> plant -> lava lake -> shorelines. Getting hints ASAP let's you adjust this plan if needed (e.g don't skip GTC if it's an artifact, know what your go mode is so you can stop looking for things like boost/spider if they arent needed), reverse chozo skips a few annoying things like the wave slot in Hall of Elders and the puzzle in energy core, and it finishes chozo with a nice clean route into magmoor -> phen with a low risk of having missed wave by the time you get to shorelines. You also have a decent chance of finding wave in mid chozo and getting to do the early chozo wave checks with a bit less backtracking. In contrast, doing forward chozo puts you at a decent risk of getting turned around at hall of elders if you don't have wave or aren't comfortable with the wave skip there, and either isolates plant and lava lake or forces a somewhat long backtrack there from hall of elders.
Life grove area is the biggest risk with this plan, since GTC is quite slow and not in logic by the time we are in the area so not the most appealing call (but otherwise will be somewhat isolated if we skip it) and we will also be quite late to the root cave area (should consider making a point of going there if xray / grapple show up, otherwise I'd generally just accept the risk of being punished by a beam on transport tunnel B). Also sucks for us if everything to just route forward into life grove would have shown up by playing chozo forwards, but this is pretty unlikely.
5:31 Fairly often if you have ice + SJ + bombs and haven't done mid-chozo yet, doing chozo in reverse is pretty strong.
My planned route after ruined shrine would be savewarp -> hints -> FCS climb -> full clear chozo backwards (doing great tree chamber if I think I have better execution than my opponent, skipping it otherwise) -> plant -> lava lake -> shorelines.
Getting hints ASAP let's you adjust this plan if needed (e.g don't skip GTC if it's an artifact, know what your go mode is so you can stop looking for things like boost/spider if they arent needed), reverse chozo skips a few annoying things like the wave slot in Hall of Elders and the puzzle in energy core, and it finishes chozo with a nice clean route into magmoor -> phen with a low risk of having missed wave by the time you get to shorelines. You also have a decent chance of finding wave in mid chozo and getting to do the early chozo wave checks with a bit less backtracking.
In contrast, doing forward chozo puts you at a decent risk of getting turned around at hall of elders if you don't have wave or aren't comfortable with the wave skip there, and either isolates plant and lava lake or forces a somewhat long backtrack there from hall of elders.
Life grove area is the biggest risk with this plan, since GTC is quite slow and not in logic by the time we are in the area so not the most appealing call (but otherwise will be somewhat isolated if we skip it) and we will also be quite late to the root cave area (should consider making a point of going there if xray / grapple show up, otherwise I'd generally just accept the risk of being punished by a beam on transport tunnel B). Also sucks for us if everything to just route forward into life grove would have shown up by playing chozo forwards, but this is pretty unlikely.
Yeah I can see the merits of that plan, I'll try to consider that in future similar cases.