Posts for Kriole

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Experienced Forum User, Published Author, Experienced player (860)
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Iirc Gstick posted it in the 100% submission thread.
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hero of the day wrote:
1. I found that it was possible to enter kraid's area (right after the elevator, and shooting the wall out with the super missile) with a jump/morphball. This would eliminate the need to use a walljump in the blue section. It might be faster by a few frames, if any at all.
Iirc this is slower, the setup takes a lot of time =/.
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ALAKTORN wrote:
Kriole: what do you mean not possible to cancel an attack into a backdash? I’m pretty certain it is, at least with the other character, I always do attack–backdash–attack 2-hit combos… but I don’t think it’s that useful, even with TAS I don’t think it can be spammed frame perfectly to get a super long combo, I think 2 hit is the best you can do (or maybe 3)
Well I tried pressing the backdash button while swinging with Julius and it doesn't work. Keep in mind that Julius doesn't really have a backdash, just his dodge-move. You might be thinking of either Soma in this game, or Julius in Dawn of Sorrow, where he actually has a backdash-cancelable swing.
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ALAKTORN wrote:
why was the first boss’s orb collected? is it required to open the door? (I forgot)
Boss orbs increase Julius' attack power, without them Graham would take like 10 minutes? Can't really remember how long.
ALAKTORN wrote:
at 0:17 why did he do the slide thing instead of spamming that other move?
The ceiling is so low that you can't jump there, you need to be in the air to kick.
ALAKTORN wrote:
and I guess that constant jump-attack thing is the fastest way to attack? I don’t know about Julius but I used to do a jump-attack then land to cancel it and attack from the ground, or attack–backdash cancel–attack; are those slower even if just as the final hit?
I actually didnt know you could cancel a backdash into a normal attack. Sadly you cannot cancel an attack into a backdash, which would make this superuseful. On another note, it is possible to save 3 frames on the headhunter door transition by doing on of those super mario jumps just before you hit the door transition.
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Cpadolf wrote:
I managed to get it to be 2 frames slower than my 100% run, but it's not fully optimized, so there might be another frame to save, so it could be a good strategy (and if it's equally fast to the alternative it at least looks better imo). smv
Pie
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Pie Closest I could get after a few tries... it's 13312 subpixels away from being perfect but if those last subpixels do the trick I'll be damned.
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Realtime runs don't get 49:23 in Ceres.
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I tried optimizing both statue strats: With Bombspread Without Bombspread It seems using bombspread is slower here.
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Cpadolf wrote:
Is there any inherent advantage for the thing you did against the hoppers? Because I checked and we both got to the top on the same frame.
Ah, should've checked the SMV before I uploaded it, sorry about that. Hoppers
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You can walljump from the first Kago to keep the speed through the entire room: Pie Now just to optimize the starting speed and it should be good to go. I also found a slightly different strategy for the hoppers just before the Pink Brinstar E-tank: More Pie
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Might be possible to add a door CWJ there to get the desired height in the next room. The issue is Hi-jump, which might make it so that Samus hits the roof, so you'd probably have to unspin and aim down.
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lxx4xNx6xxl wrote:
Wow that's awesome!!!!!!! Which form 1st, 2nd or 3rd? Also is it a Real Time or In-Game Time or a little bit of both?
It's when the Big Metroid is about to die. Apparently it's faster to bring him to the right side of the room so that he swoops in much earlier (Saturn did this in his GT any%). The new smv is here. I asked DarkKobold to replace the movie file, so it should probably be up sometime soon.
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Apparently there is a 2~second improvement on Mother Brain, so if we can delay the publication until we've sorted this out, that would be great.
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Eye Of The Beholder wrote:
Edit: I think i sugegsted this before, but i don't remember if it was tested or not, so i'll suggest again: Right after killing Kraid, charge a shinespark while the spikes in the ground are desapearing, enter the room in the right to get the Varia, back to Kraid's room but jumping through door transition, shoot a Super Missile in mid air and shinespark, so Samus goes over the pipe in the next room and reaches the door.
http://tasvideos.org/forum/viewtopic.php?p=213912#213912
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The time it takes for a CF to start is 154 frames. It cannot possibly be worth it.
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Eye Of The Beholder wrote:
That's cool. Btw, doesn't Screw Attack save time when scaping, in the 4th room by using it to destroy the pirate in the left wall instead of damage boosting to the right, or damage boosting is faster?
Screw attacking through it is probably? a few frames faster. Not that detrimental though.
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Derakon wrote:
I was watching Samus's energy, and when the player regains control at the bottom of the elevator after the reserve tank kicked in, she was already around 50 -- so the damage continued to accrue even after she was at "zero" energy. This gels with the usual reserve tank usage, where if you're at e.g. 10 energy and take a hit for 50 damage, then after the reserve tank is used you'll be at 70 energy.
This isn't quite accurate, the reason Samus has less energy after the reserve tank kicks in is due to the heat - it keeps draining even when you're gaining energy from the reserve tank (which is the one reason the reserve tank was used outside of heated areas after LN, to gain maximum amount of energy). The only reason the reserve tank is picked up is because... well it's RIGHT THERE. Just a handful of frames out of the way and you have a free e-tank, sort of. Any other alternative is sadly thousands of frames away.
Tub wrote:
Oh, and would anyone mind telling me what happened during the draygon fight?
Rhetorical or not, here it is: 1st round 3 Charged Shots 2nd round get atleast one super refill for the CF (during a CF the speedboost level oscillates wildly, up to 5(??), and when grabbed by Draygon it apparently gives you a free shinespark) 3rd round charge shot + super missile 4th round destroy lower right turret, get him low enough with missiles/super missiles to finish off with a shinespark (just before shinesparking we grapple him since it freezes him in place, allowing us to shinespark much earlier) After the battle we grapple the lower right turret from a fairly high starting position. Swing downwards and just when you're about to hit the edge, retract the grapple beam by pressing up, then let go. This should, for some reason, give you a fairly high vertical speed, which then allows you to abuse the morph/unmorph glitch Gstick found to exit the room. Also we're working on a submission text (not true), we just aren't quite sure where to start and what to include. Any suggestions/requests? And thank you all for the amazing feedback =).
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Disabling Screw Attack is for chumps Fairly pointless since you need to pause anyways, but it still saves a few realtime frames and, well, it's fancy. Recorded with v17.
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lxx4xNx6xxl wrote:
Judging from where you guys are now I'm guessing Lower Norfair item drops must have taken a long time to optimize.
Actually there was only one refill which took a long time to optimize (you'll know it when you see it), the rest was fairly easy. We redid Ridley once though, since we found some improvements.
lxx4xNx6xxl wrote:
BTW I'm sure you guys will literally walk through Maridia no problem.
Pretty much, we're at Botwoon and have just finished planning all the refills for Draygon. I would love to see this run finished before 2012, hopefully we can live up to that :3. Also, we are currently 15733 frames ahead of my old RBO. Bizarre.
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lxx4xNx6xxl wrote:
Anyway I wonder how much progress Hero, Taco and Kriole made in the RBO.
We're at the Ice beam sorting refills for Maridia.
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The pattern looked something like, dash, jump, hit, press nothing for 5 frames, press travel direction for rest of the jump. I did it all manually, mainly because I had to change the pattern so damn frequently, so I couldn't be bothered to even check for alternate solutions.
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mapler90210 wrote:
That doesn't bode well, then, since I was considering it for a segmented run, not a TAS. I'll keep at it, though. Thanks for responding so quickly EDIT: On another note, is there any particular reason the all-souls run doesn't use glitched warps?
Because it's a non-glitched run. Stand at the edge of the lower platform, when the Axe is just in front of Soma start the backdash. The position isn't that terribly important, it's all about getting hit on the highest possible altitude.
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lxx4xNx6xxl wrote:
BTW Taco, Kriole and Hero hows the RBO going. How much progress have you guys made from the WIP. Also can we expect another WIP anytime soon?
We had to redo some stuff before we could start with LN. We needed 3 more Power Bombs plus the possible improvement which I mentioned earlier. The improvement was hexed successfully (another door CWJ), and we only wasted around 11-12 ingame frames for the 3 Power Bombs. In the process we managed to save around 30 realtime frames without wasting any ingame time. All of LN is a breeze, so we should be done with Ridley fairly shortly.
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AngerFist wrote:
Kriole, not that it matters much but your version might be a few frames slower because you had to fire at them, thus creating extra lag?
I don't think we're gonna bother regardless; we're aiming for ingame time so a few realtime frames isnt really worth the ton of extra work. There is however some other stuff I want to check out, I'm thinking maybe 2-3 frames can be saved if we're lucky (yay). Als, if anyone could solve this: Pie Taco had the idea, just started messing around with it. If it's somehow possible to land on the crumble block for more than one frame, a lot of cool new possibilities would open up. I use 1.43 v17, I hear there are issues when trying to load non-reset smv's created in v17 in other versions.
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moozooh wrote:
Tub wrote:
Couldn't you have bombjumped all the way back to crocomire after its e-tank? Or would that have been too slow, i.e. missing croc's return?
Since this question has gone unexplained, I could try tackling it... I think a single dip is unskippable if optimizing for time time, but in any case the amount of energy they potentially lacked (15) when going for LN wouldn't in any way affect the next major energy recharge—Crystal Flash at LN entry. I've also checked the amount of time they had spent killing popcorn for refills afterwards: there was pretty much no delay anywhere.
Ugh, I thought I had answered this already but clearly I failed to press the submit button. In my defense, I was having some computer issues at the time. The acid dive was used to optimize the energy we would get in the refill tanks. Any excess energy in the refill tank only wastes time in the beginning of LN.
Tub wrote:
I'm curious to see how you're going to deal with lower norfair with the amount of items you have. Lacking beams, you'll need to manipulate both energy and PBs (possibly supers) for ridley, lots of 'em. And you cannot spend more time farming energy than picking up the gauntlet e-tank would have taken. I can only assume you have a plan and/or a testrun already done for that?
Well the only difference between this run and the old one is that we have one less Super Missile pack, in exchange for Grapple. There will be some complications, but nothing we haven't thought about ^^.
lxx4xNx6xxl wrote:
Kills all enemies opens the door and saves a Super Missile. Hopefully they can hex that in or something.
We already leave the room with maximum Super Missiles, so I'm not quite sure why we should bother, especially because the opening of the door is only useful if we would go to the Blue Brinstar tank.
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