Posts for soplol

soplol
He/Him
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Joined: 6/5/2016
Posts: 5
A glitch: Link to video It doesn't seem useful for anything though.
soplol
He/Him
Experienced Forum User
Joined: 6/5/2016
Posts: 5
The reason for that is you have to super jump before you slow down to 0 speed and not having to press A again makes it easier to do in that time window. In most cases though it's better to do the accelerating glitch by super jumping from the ground or from the air without a subweapon. I already mentioned how to do it from the air, and the basic way to do it from the ground would be to use these inputs: 0: Down 1: Right 2: Right 3: Up 4: Left + A 5: none 6: B Doing it from the ground also takes the ground deceleration instead of the air deceleration as it does with subweapons, so it's faster. Anyway, it'll be easier for me to explain this stuff when I finish that video.
soplol
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Joined: 6/5/2016
Posts: 5
hellagels wrote:
New accelerating glitch found. http://tasvideos.org/userfiles/info/30752139149110478
Thanks to this, I think I found the general case of how launches work. I was going to make a video about it, but it got kind of long and it might take a while to finish, so I'll just post the basic points now. 1- You can ceiling-launch like this from from any ceiling that you can reach with a double jump. You have to move forward in air while you're close enough to the ceiling and release. Then while you're slowing down, Juste should enter his "fall-state" by either reaching the top of the jump or hitting the ceiling--his sprite should change here. Then when in this fall-state before his speed decelerates to 0, you have to do the griffin wing super jump backwards so that you bounce off the ceiling, and then whip or throw subweapons to accelerate. 2- You can launch out of a super jump that doesn't hit the ceiling. Just do the move forward and slow down as with a launch off a ledge, and super jump backwards from it instead of dashing. Then you can whip or throw subweapons to accelerate at the end of that super jump. 3- The general case of a launch is basically: (1)Decelerate (2)Lock the direction that the game applies acceleration to (3)Change the direction of your speed. Then so long as you're in the air, the game continues not updating the direction of your acceleration, and you don't ever hit 0 horizontal speed, you'll be accelerated indefinitely in your new direction by the magnitude of whatever your deceleration was when you initially direction-locked. You can usually tell you're direction-locked if you can't move backwards. You're direction-locked after you start falling from a full jump, during and after whips and subweapons, during a super jump, after bouncing off the ceiling with a super jump, after going off a ledge, during special landing that usually happens from a hop, during divekicking and after it for 1 frame, during dashing, and others. It doesn't direction-lock when falling from a hop, and there's some weird things with 1 dash direction-locking but 2 dashes together not direction-locking. You can use this as a guide for when you can and can't launch. Using landing deceleration and dashes in new ways all work about as expected. Another result is that you can chain many launches together by super jumping.
soplol
He/Him
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Joined: 6/5/2016
Posts: 5
Oh, so the only reason I could save-warp after that was because I killed Devil. I guess that means that it still might be faster if you could warp to another boss from Shadow that doesn't take so long to beat, but that seems unlikely.
soplol
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Joined: 6/5/2016
Posts: 5
Hello, I speedrun this game so I know a little bit about it.
Fortranm wrote:
Tried to route for RTA. ~~
I made a few good routes for RTA already. With routing it's important to not get carried away with inconsistent and difficult zips in the walls. There's always some more time that can be saved with going for harder zips so it's a balance of picking the hardest ones that are practical to all go well in a single run. The current best time is here: Link to video I also have an idea for another route that can save ~1-2 minutes. It makes use of beating Death early and using the Griffin wing to go through ceilings. The way I use to get to Death is to jump up in the OoB next to Minotaur as if you were going to get the water physics, but then hold right on the screen transition, which warps you to Death for some reason. I haven't run it yet since it's harder and different enough that it will take a lot of practice. Here's a sketch of it that I posted on sda before:
Same to SkelCaveA -> get crushing stone, savewarp -> summoning tome, savewarp -> go to Death, (summon+crushing to fight) -> MoonWing -> [up-zip to AquaA from CaveB, (right-side)up-zip to ChapelB, zip to WalkwayB; ~1min] -> Same from WalkwayB to Maxim's Ring -> [up-zip from WalkwayA tower to ClockA ball race, up-zip on left part, to Drac; ~2min, 2 1-frames] OR [up-zip from leftmost WalkwayA to ChapelB ~up-zip~> usualHard; ~1min, 3-4 1-frames] -> Win It might take some trying out super jump zips to figure out what any of this is. I'm not really sure anymore. I am sure however that it's at least 5 frame-perfect inputs and a suicide mission at the very end. Some additional safety stuff may be required.
Fortranm wrote:
I wonder if the long dive unlocks the entrance to the center in both castles or just in Castle B.
I tested this before and it unlocks both. Depending on slightly different times that you divekick, it can also unlock one and not the other, but I forget exactly which one. A possible TAS improvement: the current TAS for Juste waits to defeat Shadow before save-warping. According to my video above, Maxim's Ring is activated as soon as you enter the room with Shadow so you shouldn't have to defeat him. Instead you can launch into the left wall to exit the room and then save-warp. This should save about 15 seconds.