Insert a terrible joke about Bishi Bashi 3 still not being submitted here

The Stuff:

  • Bios: SCPH1000 (NTSC-J bios)
  • Hardest Difficulty
  • Goes for in-game time
  • Goes for speed instead of entertainment aka going for Vault
  • lua used + created
  • Heavy Luck manipulation
I guess it's a Known record too now.

Placed as Frame times:

ChallengerVersion 1Version 2SavedVersion 3Saved
Nina48480480
King48480480
Paul4949048-1
Eddy48480480
Hwoarang48480480
Xiaoyu5151048-3
Law7250-2248-2
Lei4849148-1
Heihachi7348-25480
Ogre 19648-48480
Ogre 25446-8460
Total635533-102526-7

I'll start with my Special Thanks because that's easy to do.
N?K for being a great partner for Tekken but not wanting to do this project as doing lucky is a pain in the ass to deal with.
AKheon for his update to Tekken Advance which introduces the change for fighters, 2 rounds to 1 for speed.
Anyways, what is this?
Harakiri (Seppuku) being OP. It's Tekken, if you haven't seen the previous or the other version then... SURPRISE! Or, something like that.
Paul is shit, let me just remind everyone about that. Paul is slow and sluggish and he doesn't have the fastest kill in Tekken 2/3 leave that for Yoshimitsu.
What has improved greatly is how to get these low in-game times. The original method was using AI manipulation with movement, but when NK and I were working on Tekken 2 + 3 we found out the Start button manipulated the AI in Tekken 3 but not in 2, so we experimented a bit with it and found out that 48 fights are possible to do.
So that's pretty much it. Instead of focusing on movements to create the luck the Start button was used to change the luck instead.
Note: The mucking around when Paused does not change the luck in any way. It's done for entertainment. I know right, entertainment in a thing which is focusing solely on speed and not the entertainment, it's a real shock.
The one fight which will always have the problem is the second fight against Ogre, lag frames will occur there no matter what making the fight a little more annoying to deal with.

GoddessMaria: Judging~
GoddessMaria: Nice work, Spikestuff. Accepting as an improvement to Spikestuff & N?K's PSX Tekken 3 in 02:15.15.
fsvgm777: Processing.


TASVideoAgent
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This topic is for the purpose of discussing #4686: Spikestuff's PSX Tekken 3 in 01:49.73
mklip2001
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I'm actually pretty amused by the use of pausing to get the low in-game times. Imagine Yoshimitsu taking a time-out (to check his smartphone or something), and then he promptly goes to stab himself. It's sort of surreal to see that used repeatedly without any other kind of strategy. I'm looking forward to any time improvement too.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
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Is in game time even vaultable? I know of at least one game where focusing in game time would allow an infinitely long real time movie, but 0:00:00 in game completion. Its smash brothers. https://www.youtube.com/watch?v=cfX2KVXlAF4
Spikestuff
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jlun2 wrote:
Is in game time even vaultable?
Yes. Edit: Version 3 Link to video
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ALAKTORN
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If you’re abusing pausing for IGT, how come not all fights are 48 (or 46?) frames long? I don’t know how I feel about going for IGT rather than RT.
Spikestuff
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ALAKTORN, the update was just created where everything (minus final fight) is 48 frames long IGT. It was the amount of time to do this. As getting the sweet spot took a bit of time to find.
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jlun2 wrote:
Is in game time even vaultable? I know of at least one game where focusing in game time would allow an infinitely long real time movie, but 0:00:00 in game completion. Its smash brothers. https://www.youtube.com/watch?v=cfX2KVXlAF4
I think the rule's for things like games that count down score, 'flawless victory' announcement, or do things like Super Mario's fireworks that would otherwise force a player into taking unneeded hits, wasting weapons, or wasting time just to avoid them, but that said, a cursory glance through Spikestuff's link, I don't know that I saw anything that paused to manipulate luck. Also I'm absolutely sure things like the Super Smash thing you linked or another example, Super Meat Boy's 0.00 timer glitch, would get flat out rejected as a valid goal. A Punch Out run using a timer glitch to go for in game time was also rejected. It seems like a tag in need of clarification.
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well, vaulting this but nice manipulation, i'm impressed at how fast you can get.. also, totaly legit sword at the iron fist tournament...
ALAKTORN
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So can the encode be updated to version 3?
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Tangent wrote:
I think the rule's for things like games that count down score, 'flawless victory' announcement, or do things like Super Mario's fireworks that would otherwise force a player into taking unneeded hits, wasting weapons, or wasting time just to avoid them, but that said, a cursory glance through Spikestuff's link, I don't know that I saw anything that paused to manipulate luck. Also I'm absolutely sure things like the Super Smash thing you linked or another example, Super Meat Boy's 0.00 timer glitch, would get flat out rejected as a valid goal. A Punch Out run using a timer glitch to go for in game time was also rejected. It seems like a tag in need of clarification.
I just remembered this also applies to Super Metroid, but not as extreme since the timer still counts, but a lot less.
Joe
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The seppuku strategy is quite funny. I was amused and it is short, yes vote. Curious how such a technique can kill your opponent before it does yoshimitsu. It really makes no sense when imagining that in practice.
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Not an enjoyable run (just use an 1-hit kill ASAP against all chars), but it's easy to see Spikestuff's intention in this movie. Finishing the game in less than 9 seconds of game time surely sounds impressive enough. Perfect for Vault.
.........
ALAKTORN
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^I like your avatar. What’s it from?
Joe wrote:
Curious how such a technique can kill your opponent before it does yoshimitsu. It really makes no sense when imagining that in practice.
He gets the kill because it’s a counter-hit. It requires AI manipulation to get the kill. Otherwise the damage is the same between Yoshimitsu and the opponent.
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The seppuku move is absolutely hilarious. Enough for me to vote yes for a 2-minute movie.
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ALAKTORN wrote:
^I like your avatar. What’s it from?
https://www.youtube.com/watch?v=vlVuqmhjz5w
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I don't agree with sacrificing real time in favor of in-game time (as seems to be the case here). I think whatever is the fastest way to manipulate should be used in every round, not only the one method that doesn't waste in-game time. Besides that, it's nice to see more fighting game speed TASes. Thanks for the special thanks! Umm... I don't know what to vote here, so I'll just go with 'meh'.
ALAKTORN
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AKheon wrote:
I don't agree with sacrificing real time in favor of in-game time (as seems to be the case here). I think whatever is the fastest way to manipulate should be used in every round, not only the one method that doesn't waste in-game time.
I think I agree. This is a nice proof of concept, and it could be linked in a published real time TAS, but I don’t think IGT should be preferable in this case.
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No vote. I can't approve of the 1 round matches, it isn't in the fighting game spirit to have those, just because a specific version allows the option doesn't mean it is therefore legit to use. "But we are only caring for speed" but its still the game that we are caring about the speed with, a game where 2 rounds was the norm.
Enjoys speedruns but hasn't actually tried making any yet.
Spikestuff
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Ragnarokia wrote:
I can't approve of the 1 round matches.
Neither can I, thank AKheon on that one.
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Ragnarokia wrote:
No vote. I can't approve of the 1 round matches, it isn't in the fighting game spirit to have those, just because a specific version allows the option doesn't mean it is therefore legit to use. "But we are only caring for speed" but its still the game that we are caring about the speed with, a game where 2 rounds was the norm.
"Norm"? In a TAS about speed rather than entertainment, the optimal strategy would most likely be used in every round, so does that add anything new? It certainly does for a playaround, but this ain't one. :P
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impressive why you press start at the beginning of each fight?
Spikestuff
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gamerretro2 wrote:
impressive why you press start at the beginning of each fight?
I'm not going to answer that when it is written in the submission's description.
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Spikestuff wrote:
gamerretro2 wrote:
impressive why you press start at the beginning of each fight?
I'm not going to answer that when it is written in the submission's description.
thank's sorry for the stupid question
ALAKTORN
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Btw, is the dash forward at the start of the round really necessary? In version 3’s Lei fight it doesn’t look like you’d need any extra distance before the attack. Also OP’s encode should be updated.
Spikestuff
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ALAKTORN wrote:
Btw, is the dash forward at the start of the round really necessary? In version 3’s Lei fight it doesn’t look like you’d need any extra distance before the attack.
It's the only way to make the move work. You must be moving (Max 19 frames before you have to restart your movement) It's Right, Right + 1 + 4 (Right, Right + Square + Circle) (While Moving)
ALAKTORN wrote:
Also OP’s encode should be updated.
It finally has, yay. (Talking about the input part)
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