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KOF EX -Howling Blood TAS in 0:08:16 by McBobX

Game objectives

  • Takes no damage(Perfect Run)
  • Aims for fastest time
  • Genre:Fighting

Comments

I choose Iori Yagami because he's the great player,he has greats movements can give greater damage and when you watch it you will enjoy the run
The tow other caracters I'm not play using them
I haven't more comments.Soory

This is all comments


feos: Looks like his movie wasn't really checked for improvements before submission, because they were posted in the thread and are rather huge and obvious. Once again, I advice to post WIPs on forums to prevent rejections for suboptimality. Rejecting this one.


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This topic is for the purpose of discussing #3877: McBobX's GBA King of Fighters EX 2: Howling Blood in 08:16.54
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For judjers,I'm not sure that is a best ending run.If is it,please change the branch to "Best Ending,Perfect Run"
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Depending on my internet connection (not space), I will be uploading a temp. encode. in the meantime I'm going to think what to vote, meh yes or no. Edit (1): > Was I entertained by this run? - NO, as it was a typical beat-em-up game without the playaround. - You selected 3 characters and I expected you to use all 3 of them and not just the one. > Was this quick? - Yes and No, I watched the whole thing and kept re-watching that ending closely and that could be cut down to save a couple of frames before seeing "GAME OVER" - There are alternate methods for skipping into the intro besides mashing the buttons (ie Mario v DK), so did you check that? > Does this deserve to be shown? - Vault, as it was done quickly (and needs to be edited at the end and start) but it was boring to watch. Meh Vote. Yes for Vault. Encode coming soon. Edit (2): Done -DELETED- Edit (3): It finishes on the exact frame of end of movie.
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no strikers,no exclusive characters,no playaround,no bugs and glitches,NO vote. final destination.
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Yeah, it was pretty boring to watch. I don't know about Howling Blood's random select, but in other KoF games you always get new random characters after a match. Thus you should have gone with a random select team and just manipulate that you get different characters every match. Also show some combos with strikers and glitches/bugs, else it will become boring pretty quickly.
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The "PERFECT" notification seems to take a really long time, too. Can you perhaps manipulate things so you eat a non-combo'd jab to the face every now and again? That would actually be kind of amusing in and of itself--where's he going to get hit now? Also, super at the end of every round is actually counter to what I feel is the intended purpose; it does a lot of damage without risk, but it doesn't do it *quickly,* but it does get very, exceedingly, ridiculously boring faster than anything else. I agree on the Randoms thing too. And the strikers. There's fun to be had with a run! This run doesn't have it though.
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if this was done with speed as the primary goal then you should never knock the opponent down except as the last hit. It costs a second every time.
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a recommendation that I must give Mcbobx is that if you do a tas of a fighting game that is a playaround try and contain glitches and all it can offer the game so it will be more entertaining and is more likely to be published on this page but I think I vote no for this race because I do not see entertaining.
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errror1 wrote:
if this was done with speed as the primary goal then you should never knock the opponent down except as the last hit. It costs a second every time.
Wasn't speed set as a primary goal here?
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feos wrote:
errror1 wrote:
if this was done with speed as the primary goal then you should never knock the opponent down except as the last hit. It costs a second every time.
Wasn't speed set as a primary goal here?
From the looks of it, that is true. What he is saying is that the knockdowns are suboptimal, timewise. It would probably be faster to skip the final knockdown hit of each combo, and go for a reset instead.
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Mothrayas wrote:
feos wrote:
errror1 wrote:
if this was done with speed as the primary goal then you should never knock the opponent down except as the last hit. It costs a second every time.
Wasn't speed set as a primary goal here?
From the looks of it, that is true. What he is saying is that the knockdowns are suboptimal, timewise. It would probably be faster to skip the final knockdown hit of each combo, and go for a reset instead.
I would convert to a no because of this... but I have nothing to say. Just leave mine as Meh, don't need to change it to a no. The run is now obviously going to be rejected for - combos - No resets shown correct? (simplest way)
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