Post subject: Sword Maniac (j)
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
I think this game deserve a speedrun movie, I have tried it, its not bad. Im not sure if I will volunteer to make a speedrun movie because I only started playing it today. Discuss? I looked, no faq on Gamefaqs.com - Take damage help you to go faster
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
I have tried speedrun for first level, but kinda messed up at mini-boss (accidently hit savestate right after getting hit). If anyone would like to see it, uploaded a .smv file. http://ventuz.homestead.com/files/Sword_Maniac__J_.rar Used hardest setting, 1 live, 1 continue. How am I doing in this?
Former player
Joined: 5/31/2004
Posts: 375
If you "kinda messed up" then you're not doing well enough (at least, not well enough to be submitted).
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
I know, it wont be qualified to be submitted. I just accidently hit savestate like .1 second after getting hit (thought i would be fine, but NOT) re-do is easy tho.
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
Ok, Im not very good with luck maintain in this game, when I tried to re-do 3rd time, and this time miniboss changed his direction (delaying speedrun).. If anyone to take over this speedrun or wanted to see what I have done on 2nd re-do. It's possible to make a speedrun somewhere in 10~20 min in this game, not too long. I have made a seed on Shareaza. magnet:?xt=urn:bitprint:MUCMTMR3WQOVDEKCY5SRPTFM6ODLFSEN.6CBIGJB3JWMP63YNFEEP5WSIGFX6G3LRNUZ27NA&dn=sm_c.rar copy and paste in your URL address box. 3.87 MB .rar Speed-run in just first level until 1st level boss. 1:50.
Post subject: X-Kaliber 2097/Sword Maniac data (Damages + frames COMPLETE)
Joined: 2/23/2013
Posts: 10
I'm no TASer, but I have watched your videos and have noticed how you all go in-depth in the game. I've provided damage values and the addresses to those values. I also have now presented frame data. I'm smart enough to give that much. Recovery numbers are the frame right before you can move again. I have not tested whether you can attack before then, but you are welcome to try. While playing the game in frame advance, I noticed I have to hold the button for at least two frames. I do not know whether or not it is me as a beginner to this, but I should note it anyway.
P1's Health
7E0A18
7E0A19  
P2's Health
7E0A28
7E0A29

Max Health- 160
Stun is always 16 frames
Jumping peaks at 22-24, lands on 48, fully recovers at 60
Crouching takes 3 frames and input will only be accepted from the third frame onward.  To go from crouching to standing follows the same rules.
Guarding takes one frame to start, and 16 frames to recover from.  I don't think it will be too useful unless you want to avoid taking damage

(Numbers provided are earliest times reactions are possible or made)
Characters	
Slash/Gear
Attack1- 8 	15 frames, hits on 10
Attack2- 12 	~40 frames, hits between 8-10 (this attack has come with several different results; averages are shown here)
Attack3- 12 	10 frames until projectile, hits immediately after first frame, 30 frames of recovery after hit or leaves screen
AirAttack2- 12	hits on 8 + 32 frames of recovery on ground if missed

Tattoo/Tatoo Man
Attack1- 12	32 frames, hits on frame 12
Attack2- 16	24 frames until it releases, 18 frames for maximum extension, 65 frames idle, 18 frames retraction after period or hit.  Hit makes retraction exactly how many frames it took to hit while extending.

Chainsaw/TT
Attack 1- 4	9 frames per shot for 27 frames
(Below 120)
Attack 1-14	30 frames, hits on 8
Attack2- 24	22 frames,  frontal hit starts on 4 through 10, back starts at 14 through 18 

Kane/Cocktail
Attack1- 7	12 frames, hits  6
Attack1(repeated)- 5	16 frames, hits on 2
Attack2- 11	12 frames before releasing (becomes mobile after 28), 20 frames for full extension, 20 frames for it to curve down, 30 frames for return (if unmoved, WILL vary depending on the distance), 6 frames recovery after catching hat
*Interesting bug: if hat attack is used to hit enemy in corner, the hat will spin around Kane's head until he moves to catch it.  Requires some experimenting (no problem for you guys)

Dr. Blast/Dr. Mad
Attack1- 4  18 frames, projectile is useless after 25 frames
(Below 120)
Attack1- 9	8 frames, hits on 8
Attack2- 12	60 frames, hits on 15
Attack3- 7	hits on frame 2, 25 frame recovery
~300+ frame transformation. Lost count

Spuke/Creepy
Attack1- 15	30 frames, hits on 16
AirAttack1- 8	hits immediately after frame 1
Attack2- 11	hits immediately after frame 1, 10 frames after hit
Attack3- 13	25 frames, 16 frames of recovery after destroyed

Raptor/Siegdyne
Attack1- 12	20 frames, hits on frame 10
Attack2- 16	55 frames (22 if hit), hits on frame 15
Attack3- 18	18 frames to summon, hits immediately after first frame, 16 frames of recovery after destroyed  UNBLOCKABLE!
Editor, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
Almost all the emulators we list (such as Snes9x-rr, maybe not the original Snes9x) have frame advance keys. Most of them allow you to set your own key. To see or change the frame advance key in Snes9x-rr, go to the menu option Config -> Hotkeys... , then list option Speed -> Frame Advance .
Joined: 2/23/2013
Posts: 10
Thank you. I'll start working on frame data for everybody now since I found this emulator to be very comfortable.
Joined: 2/23/2013
Posts: 10
I don't mean to double post, but I'm just leaving a post that this is now finished. And despite the possibility that it may not be 100% accurate, it is rather close. Use as you wish if you should TAS this game (credit for this effort would be appreciated), I'm no TASer yet I enjoy watching them. I just like to bring data out of a game for others to see, though this was a bit more complicated than what I'm used to.