Experienced Forum User, Published Author, Player
(10)
Joined: 11/23/2023
Posts: 3
Location: Toronto Ontario Canada
Rough first draft. Currently 5 seconds slower then Deathscythe. Non Human level of input precision. Like 1 frame tight inputs and precise super usage placement. I'm looking for a Judge's green light. To finish this project's optimization. Wing's beam super has 2 alternating hit boxes that splits in the middle. Sometimes a 1 frame difference can mean less or more damage. More details can be provided if needed.
https://www.youtube.com/watch?v=irMSFYhzlBo
Deathscythe run for context - https://tasvideos.org/5697M
A RTA run as an example: https://youtu.be/iUXyp5stbew
Experienced Forum User, Published Author, Player
(10)
Joined: 11/23/2023
Posts: 3
Location: Toronto Ontario Canada
I can't think of any Deathscythe related glitches. There are no glitches in the run. Other character runs might have glitches in them. They wouldn't be as fast as Deathscythe.
Also i'm not entirely sure what is considered a glitch here or if there are levels. Some Gundam have ground only supers but there's a way. For them to be used in the air.
Some Gundams have in infinite because of how air juggling works. Example HeavyArms and Wing.
https://clips.twitch.tv/TalentedTallSnakeThisIsSparta-fuKO8m05BHtjW2cJ
This isn't my X aka Twitter.
https://twitter.com/Endless_Duel/status/981871287764217857https://twitter.com/Endless_Duel/status/964499517109424128https://twitter.com/Endless_Duel/status/967024898873970695
Edit 1:
I rechecked all the fights and I forgot about crouch canceling. This is where you cancel the landing animation from a jump. You can also use it with dashes to dash faster. After a dash. I added it to the run. However it only made the entire run. Faster by 8 frames over all.