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Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
So I was wondering if anyone could explain what happened. http://www.twitch.tv/heidrage/c/2238015
Joined: 2/18/2010
Posts: 156
Location: home
It looks like Wheel Gator pulled a Metal Man on himself. I can't say for sure, but just by looking at it the wheel does damage to him either in addition to the strike chain or does enough damage to kill him. Either way, I kinda wonder if something like this is possible with other bosses.
My user name is rather long, feel free to call me by htwt or tape.
Sir_VG
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Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
I'm wondering the possibility if that because his wheel was in him, it reset his vulnerability, and since Strike Chain was still in his sprite that it allowed for multiple hits?
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 9/29/2005
Posts: 460
Link to video Found a pretty funny graphical glitch in MMX2 and thought I'd share it.
Skilled player (1216)
Joined: 8/29/2014
Posts: 301
So after doing some testing, I've arrived at the conclusion that it is in fact faster to forgo acquiring the shoryuken by about 5 seconds on BizHawk using a US rom(the JP version saves 3.6s less than US because because of faster text, and less accurate emulators would save more time because the no-shoryuken route has more lag and saves more time from the large crystal zip in Snail's stage). Here is the WIP of the run I am working on. Link to video The full route through the Maverick stages will be Sponge -> Gator -> Stag -> Moth -> Centipede -> Snail -> Ostrich -> Crab. The reasoning for using this route over Sponge -> pure weakness order is twofold: this route targets the X-hunters on the mini map immediately whereas weakness order dodges them which saves around 8 seconds, and it allows you to kill the giant fish in Crab's stage with charged Sonic Slicer which saves approximately 10 years of lag on BizHawk(and I believe opens the gate sooner as well). The only aspect of this route that really loses time over weakness order is not having bubbles on the Stag fight, which only saves 97 frames (81 from the fight and 16 from a charged strike chain through the preceding hallway) thanks to a new buster strat FractalFusion and I just came up which takes better advantage of Stag's i-frame resets. It also might lose a couple frames from not having bubbles for the minibosses on Moth's stage. Also, something I think parrot14green or someone would be interested in messing with, there is a recently discovered glitch with Giga Crush that allows you to rapidly zip downward after getting stuck inside a wall. Combining this with Crystal Hunter zipping may be able to yield a potential time save somewhere in a 100% run(perhaps towards the end of Moth's stage).
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Joined: 3/12/2006
Posts: 155
Location: Taiwan
Hetfield90 wrote:
Also, something I think parrot14green or someone would be interested in messing with, there is a recently discovered glitch with Giga Crush that allows you to rapidly zip downward after getting stuck inside a wall. Combining this with Crystal Hunter zipping may be able to yield a potential time save somewhere in a 100% run(perhaps towards the end of Moth's stage).
It didn't need giga crush to zip downward,keep jumping did. The crystal trcik in Moth's stage will not work because of screen lock.And this trick I remember it require at least 3 crystals to push X into the wall. Emu:snes9x-1.51-rerecording-svn147 keep jumping to zip downward Emu:snes9x-1.43-rerecording-v17-win32-lua51dll The large crystal zip downward I might had posted it before. I remember it is not fast. charge shoot to zip downward And another strange phenomenon, I don't know why X move to the top. 1 , 2 . Emu:Snes9xw-improvement9 Giga crush bug. Press pause and y button in the same time and then select other weapon, you can use different weapon in the same screen. 1 , 2 , 3 , 4 , 5 Another tirck,3 weapons shoot. Press L or R button once in stage first(include re-boss fight). http://dehacked.2y.net/microstorage.php/info/552762906/Mega%20Man%20X%202%20%28U%29-thirdweapon.smv I think they are not useful in TAS. Hope you can find out how to use they.
Editor, Skilled player (1936)
Joined: 6/15/2005
Posts: 3239
Hm, Morph Moth's first form seems to generate a lot of lag. Is it possible to manipulate to reduce it as much as possible? By the way, Hetfield90 told me that the glitch of going through the crystal in Crystal Snail's stage is an emulation error by snes9x (all versions). This glitch does not work in BizHawk or console.
Skilled player (1216)
Joined: 8/29/2014
Posts: 301
Oh I see, I figured camera lock might prevent a zip from saving time in Moth stage. Thank you for showing me all of these parrot14green. From what I was experiencing, it seems like soon after 5 pieces of junk are out, the game instantly goes from 60fps to 30, then back to 60 after he transitions. So I think the only way to reduce lag is by delaying when the first lag frame occurs. Here is the .bk2 if you wanted to mess with it Fractal. It is still possible to zip through crystals on BizHawk(and console), but the only zip that saves time(the one through the 2nd to last crystal) results in you getting crushed as far as I have been able to tell. Somehow inaccurate emulators are able to end up safely on the other side, but it depends on how the crystal is oscillating back and fourth; sometimes it works and sometimes it doesn't. So perhaps if the zip coincides with the leftmost point of oscillation, it could maybe be possible to do it on BizHawk? I have no idea how to manipulate this, but it seems like the crystals oscillation pattern is determined at some point much earlier in the stage(at least as far back as the miniboss room). Edit: Actually it seems like based on your movement it is possible occasionally have consecutive gameplay frames. The bk2 gets the last hit of Moth phase 1 on frame 35119. The earliest I've been able to get it so far is 35115.
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
FractalFusion wrote:
By the way, Hetfield90 told me that the glitch of going through the crystal in Crystal Snail's stage is an emulation error by snes9x (all versions). This glitch does not work in BizHawk or console.
:O I thought that was a glitch being used by RTAs?
Skilled player (1216)
Joined: 8/29/2014
Posts: 301
It is, but only on emulator. Emulator/console are separate categories for X2 because of poor cx4 chip lag emulation and this glitch.
Editor, Skilled player (1936)
Joined: 6/15/2005
Posts: 3239
It turns out that it is possible to pass through the crystal (second-last one) on BizHawk without dying, as shown in this BizHawk movie. To do this glitch: - Shoot pink buster while dashing. This keeps X's dash hitbox. Then jump and then keep walking around to preserve the glitched hitbox. - You can then walk in the space under the crystal using the glitched hitbox to delay zipping as long as possible. Then, when you are just about to zip to the right, hold dash-jump and left and, if positioned correctly, you should be able to go through the crystal without dying. Snes9x and BizHawk differ on the crystal physics making it harder to do the trick on BizHawk. But at least it is possible on BizHawk, and it has been confirmed on both Virtual Console and SNES. The trick can be seen on Twitch.
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Joined: 8/29/2014
Posts: 301
Here's a new WIP up through 8 mavs: Link to video The most notable discoveries were a new Centipede fight strat which uses silk shot and tier 4 buster shots to avoid an otherwise mandatory teleport to save nearly a second, as well as passing underneath the crystal at the end of Snail's stage which was previously thought to be impossible on BizHawk(and console) and saves around 2 seconds. Some other improvements over the published run(but already known) were skipping the Crystal Snail miniboss and performing double charged hits on Bubble Crab. There is still more experimenting I want to do with the Crab fight like seeing if it is possible to start with charged buster (or even a glitched t4 buster shot like I did on Centipede).
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