When jumping out of a hole diagonally Down-Left, link appears to be a mirror image of his usual self. When looking at the game data at the value that holds link's facing direction, we can see that when jumping out of a hole in any diagonal direction we get a value we don't normally get in normal gameplay, which we attribute to a glitched "diagonal facing direction". The direction link appears to be facing is tied to the diagonal direction held, as listed here:
Holding Up-Right: Facing Up
Holding Down-Right: Facing Right
Holding Down-Left: Facing Down
Holding Up-Left: Facing Left
After jumping out of the hole, any direction inputs that are not the original diagonal direction will overwrite this glitched value with link's normal facing direction values. In order to "retain" this glitched value when moving in other directions we have to lock links facing direction. Links facing direction is locked during any of the following animations:
Rolling
Holding onto grabbable objects
Knockback
Hold Sword while charging spin attack
Holding Shield
Charging Gust Jar (note the recoil from the gust also looks to the glitched value, so you will move diagonally when released)
Dashing with Boots
Mid air with the cape
Charging Bow
Many interactions in the game look at this value to decide what to do, when pulling a solid object like a pillar or statue then it looks to this value to determine which direction to move the grabbed object. Thus with diagonal angle retention we can move objects diagonally when they normally are only supposed to be moved cardinally (up, down, left or right only). An important aspect to this is how the game checks collision, the game designers thought that if link is pulling an object then the object is going to move to where link was originally standing, which means that the game should only have to check for collision for link and never for the object being pulled. This oversight means that we are able to pull objects diagonally through walls.
Using Diagonal Angle Retention and grabbing a pillar, it is possible to pull them diagonally. This can be used in many places, but it is used in runs for Cave of Flames "Minecart Skip" and Cave of Flames Boss Key Skip.
Video Tutorial at the bottom of the page
After Riding the tornados across the lava in the room where there is a chest on top of a pillar in the first half of CoF (Cave of Flames), diagonal angle retention can be used to pull the pillar with the chest on top through the loading zone of the top door. By doing this, the loading zone is erased which allows Link to walk out of bounds. This allows us to touch the screen transition to enter several rooms past the point we would have to ride the minecart (without having to spend a small key). Skipping this first minecart means we have 1 small key in our possession and have skipped past 1 locked door, this dungeon has 2 locked doors so we can now use this small key on the 2nd locked door without having to collect the 2nd small key (which requires some slow backtracking).
After gliding through the lava room, follow the following steps:
Push the movable block up.
Stand on the switch to open the door.
Push the Pillar ONCE left (to the position in the 1st image).
Enter the hole on the left.
Hold Down-Right to jump out of the hole with angle retention.
OPTIONAL: Press R to Roll after exiting the hole to .
Continue to Hold Down-Right, Slash and Hold the Sword.
While link is holding the sword, you are free to move in any direction now, walk to the pillar.
Stand completely still on the left side of the Pillar so link is facing the pillar, release the sword.
Without moving, Press and Hold the R button to grab the Pillar.
Keeping R held, Hold Left to Pull the Pillar.
If the Pillar does not move diagonally, push it back into position and return to step 4.
Pull the Pillar a total of 7 times (until link reaches this position by the door, 2nd Image).
Release the pillar.
Walk up into the doorway, if you screen transition then re-enter the room imediately and follow the steps again from the start.
While walking look at the on-screen R button text, while link is walking then text can be seen over the button.
Hold Up until you see this text disapear, link is currently pushing the pillar off-screen.
When some different text appears over the R Button display, Press and Hold the R Button to grab the pillar.
Pull the pillar down 6 times back on screen, until it is vertically in line with the hole (3rd Image).
Push the pillar left into the hole and collect the small key from the chest.
There are multiple ways to navigate to the lava bridge room from the chest, the most consistent ones are:
Beginner Safe Route: (a few seconds slower)
From the chest, hold up-right.
Continue walking up-right until the screen transition is triggered. This lands you in the Safe Room.
Walk one room left and then one room up to reach the bridge.
Consistent Fast Route:
From the chest, hold up-right for the entirety of this movement.
When Link touches the inside of the door frame, Roll, (This first roll timing matters).
While off screen, continue to roll a total of 4 times.
Continue walking up-right until the screen transition is triggered. This lands you on the Bridge.
Once the screen transition is triggered, the pause menu should be opened and immediately closed in order to make the camera move to Link as fast as possible.
Important Note: If you are using the 2nd strategy from the above list, DO NOT hold any directions on the dpad when exiting the pause screen. If Link is facing up or down when exiting this pause screen, such as with the 4 roll strategy, he can be forcefully jumped off of the bridge if a Keese hits him while a direction is being held on the dpad (even an input in the opposite direction). If no direction is being held on the dpad, being hit by a Keese cannot force Link to jump off the bridge. If Link jumps off the bridge, a softlock will occur.
Here are a few other methods that are more precise since they require accurate rolling, but can be done to save ~0.5s
From the start of the door frame, roll up 6 times, right 2 times, then hold up-right until the screen transition is triggered.
From the start of the door frame, roll up 5 times, right 1 times, then hold up-right until the screen transition is triggered.
From the chest, walk slightly above the base of the chest and then right until Link is up to the left edge of the door. Roll up 7 times, right 3 times, then hold right until the screen transition is triggered.
Using any of these strategies is risky as it can result in a softlock that costs about 2 minutes. Generally the softlock is caused by either poor quality of rolls (too much delay between each roll) or poor positioning prior to the rolling. The 3 strats listed above are about equal in difficulty and should be experimented to find which one works the best for you.
If you miss the bridge and land out of bounds above or below the bridge then the only way out is to Save and Reset back to the dungeon entrance. Then you have to make your way back to the first minecart ride, use your small key to hit the switch and then ride the minecart to reach this bridge section. After collecting the Cane you will then have to activate the blue warp and ride the extra minecart to grab a spare key to continue into the basement. Overall this will lose roughly 1:40-2:00 minutes.
Video Tutorial at the bottom of the page
In the room where four Rollobites are meant to be used to fill holes that are blocking a chest on top of a pillar, diagonal angle retention can be used to clip Link out of bounds on layer 2 in the room to the north. This allows Link to walk directly into the room that contains the pit to Gleerok without having to open the boss door and skipping a large section of the dungeon.
Slash the Rollobites to knock them into their ball shape, throw one of them up to the top of the room.
Suck up that Rollobite and walk to the top of the room, release it inside the wall at this position (1st Image).
Grab another of the Rollobites, walk to the bottom of the room and throw it all the way into the right-most hole. If the Rollobite lands in a different hole then grab another Rollobite to throw at the very right hole.
Make sure the other Rollobites are not going to bother you, slash them then throw them to the very bottom or very right side of the room.
Head through the holes to the pillar, at the last hole Hold Down-Right to start Angle Retention.
Keep holding Down-Right and then grab the Pillar, this will cause link to warp to the left.
Hold Left to Pull the Pillar diagonally for a total of 6 times. (2nd Image)
Release R, now go to the pillar and Push it to the top of the room.
Head to the hole on the left, enter it and then again exit it Down-Right with Angle Retention.
Optional: To make this part easier, its recommended to do a roll once with angle retention to be closer to the pillar.
With Angle retention, Slash and Hold the sword, move link to be next to the pillar.
Let go of directions, then let go of sword before link does a spin attack (spin knocks you away from the pillar)
If you spin attack and get knocked away, this does not kill angle retention, slash and hold the sword again before returning to next to the pillar.
Grab the Pillar, Hold left to pull it once. If the pillar did not move diagonally into the wall then repeat from step 9
Once the Pillar is inside the wall (3rd Image), return to the hole.
Hold Up-Right to jump out of the hole, continue to hold for the rest of this room.
When link moves infont of the pillar, Press R. This should automatically spring link up into the room above.
If link falls back down into the same room, grab the Rollobite again with the gust jar and re-adjust its position to be on top of the Pillar. Return to the hole and repeat from step 16.
In the Room above, roll up, then roll right, then roll up a few times to an invisible wall (4th Image)
Transition from this position into the room on the right.
When in the room with the Boss Door visible, Roll once to the right before transitioning up (5th image)
Link should Fall down onto a pot that has a Fairy, Bottle the Fairy. If link touches the fairy then get the spare fairy found in the pots on the right side of the room.
Fall down the hole to enter the Boss Fight.
With Diagonal Angle Retention, we can use the Cane of Pacci on a hole, reenter it while preserving the angle and get a diagonal jump. While this can be used to skip the Boss Key in CoF, it is slower than the above Boss Key skip. Currently the only use in the any% run is to skip a key door in Palace of Winds.
In the room with a spiked roller and a number of holes, shoot the cane into the hole that is next to the eastern wall. Use the closest hole that you didn't hit with cane to obtain an down-right angle. Maintain this angle and walk into the hole that the cane was shot at. Wait for Link to be shot out of the hole. At this point, Link is on an out of bounds section of layer 2. In previous routes this was used to walk to the room with Keese where a switch can be hit to drop a small key, this has been replaced by Stair Clip. Link can also do this trick in order to bypass the key door on the western side of the spiked roller room. This small key can be used to gain access to the Boss Key chest without needing to do the section with a Moblin/Wizrobe fight.
By getting hit by a fire bar and holding a diagonal angle, you can achieve the same effect. This allows us to save a few seconds with a more advanced strat to get the last small key.
After the Blue warp is activated, head to the left side of the dungeon and defeat the Red Darknut.
Equip Boots and Bow and dash up into the room above, drifting to the left
Dash above the left pillars and then fire arrows up to hit the eye switches, use positional cues to hit all 4 eyes.
Move to the left wall below the green fire, in line with a visual pillar on the wall.
Holding towards the wall, time a roll when the firebar is over the cracked pattern flooring
During the roll, Hold Up-Left for the rest of this room.
When link gets set on fire begin mashing A, B and R independently, each input reduces the amount of time you spend on fire. Link should run into the doorway or get stuck just infront of the doorway
If link gets stuck in front of the doorway, once he has put the fire out you can roll and it will send link into the doorway.
Once you start to screen transition stop mashing and keep Up-Left held.
Roll when you enter the room, then pull out the bow instantly
With the bow held, release Up-Left and walk down until link is almost aligned with the middle of the lower block.
Hold Up-Left again, tap the boots and release the bow
Keep holding until link begins to push the block diagonally
Go up the left stairs to get the final key
If you fail to push the block diagonally, fall down the hole and then go up the stairs (you can ignore the gibdos if you move quickly). It loses about 10s but is better than attempting the trick again.
If you are facing any direction other than left when you are hit by the firebar, you did not get the correct angle, either your standing position or your roll timing was incorrect.
If you push the block only to the left, you dropped your diagonal facing value at some point, this can be anywhere so be careful to make sure you only ever release up-left while you have the bow pulled out fully.