This is a TAS for an obscure fighting game on the SNES, which follows a few conventions of the genre and breaks others.It's faster by than the recently rejected by 497 frames,but that TAS wasn't valid.It's also faster than the other TASes i submitted by more.The TAS should sync with USA and probably J.
Story mode has 6 characters only, the other modes allow to choose the boss characters. Character choice: Flash and Wonder Woman are the ones with stun combos,but her combo hasn't worked on the harder difficulty,which gives enemies more defense and better AI. Super and Green Archer can combo with multiple freeze attacks and everybody can throw on hit-stun (Batman has a lot of fun with this) and block-stun. Everybody has dashes forward(WW, Super, Despero, Darkseid hit for little damage with the dash)and back-dash with initial invincibility.
Properties: This game has no cancels (except for flight cancel but it's not very useful), you can only link moves. Wonder Woman has a hard time hitting her lasso which doesn't have a lot of priority, so Flash was chosen because not all characters could be manipulated into successive stuns.I saved 20 something seconds from previous attempt,which was rejected.NK criticism suggested at least 15 seconds could be by taking damage from the enemies instead of perfecting them.I still had to manipulate the last combo of each round to connect,as special moves seem to randomly trigger automatic blocking from the enemy,but i've NEVER seen this behavior after the first stun(maybe it's some kind of property for Restun combos).I also made my moves with frame advance and their inputs were calculated to start as soon as possible.
4 frames for hadouken/tornado(not even used lol) 7 frames for double hadoken motion=the Shoryuken-like running attack,most useful 5 frames for halfcircle = running teleport by skipping the first diagonal motion of the circle dash=tap twice in a direction in 3 frames
i didn't count the mash punch special time to input but i'm buffering it inside other moves like jump punch ,dash and teleport,this is the ultimate finisher,a lot faster when tested in many ending rounds,i believe it simply causes the damage faster but it cannot be comboed unless on the wall,hard normal moves distance the enemy from the punches
so the basic idea is to take damage or block in less than 91 frames(duration of the PERFECT message when you win without damage),and be in a good position to combo the enemy,jump punch is a good one,teleport requires the enemy to have really slow normals so you can hit him in the back.If i chose that special move to block,it probably means other moves wouldn't give me the combo opportunity needed or were 2 slow(like most projectiles in the game) but it surely happened in less than 91 frames in all rounds(the time from the round start to recovering completely from hit/block stun).
RNG luck manipulating was done by doing moves or walking in specific ways,sometimes even a frame can make the difference in behavior.Also relevant when finishing the round,as some guys simply would block early special moves and needed a normal before the special,costing time. :(
Forum/Posts/435825 thread has explanations,i don't know if it's allowed to link for it but maybe the text could use the timestamps on it(framestamps?).
  • 31252-run mashpunch last input,kills faster than shoryuken but doesn't end input faster,teleport mash punch was blocked,so wasn't considered
  • 31245-HK HPshoryuken
  • 31230-MP HPshoryuken the final version chosen
the thread has explanations for rng manipulations,the most obvious to the human eye is arrow 1 finisher,delayed for better round2,the ice arrow has low hitstun and gave me a combo opportunity later.

Samsara: Judging.
Samsara: Accepting to Vault.
feos: Pub.


TASVideoAgent
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This topic is for the purpose of discussing #5161: KusogeMan's SNES Justice League Task Force in 08:39.63
Samsara
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Glad to see you stuck with the game to deliver an improved, rule-abiding run.
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thanks to you,NK and Invariel for the help i want to see more speed-oriented fighting game TAS,so i figured i'd contribute with something,there are many simple games with potential for speed TASing(this one was a little more complicated than i hoped)
TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
NhatNM
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waiting the video...
A man come from Vietnam My YouTube: https://www.youtube.com/c/NhatNM/playlists
Experienced player (675)
Joined: 2/5/2012
Posts: 1786
Location: Brasil
TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
NhatNM
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Joined: 6/17/2009
Posts: 600
Location: Vietnam
nice to see your improve take damage save time. With me, it's good enough now. It still can improve more than if you don't get take damage have recovery time too long (example round 1 vs Wonder Woman), and will plus more than if do it at time both running/dash together. If you can't get luck at start round then do it at next attack or next again. Of course get luck at start round is best but it's not too bad if at mid or end round I vote Meh
A man come from Vietnam My YouTube: https://www.youtube.com/c/NhatNM/playlists
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This is clear Vault material; I don't find it entertaining at all. In my opinion, for a fighting game it would be a fair speed/entertainment tradeoff to get a Perfect every round, because it feels more like a Superplay. That said, even with a full set of perfect rounds, this still wouldn't really be entertaining. But I would prefer to see the previous run in the Vault instead of this one.
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@NK,the problem with wonderwoman/batman/aquaman/despero is simple,they have no special moves that put them in combo position,so i'd have to manipulate for a very fast normal,which isn't the most common behavior,since the AI has a strong preference for special moves(it makes a lot of sense, most of the special moves are unpunishable in real time and barely punishable with tool assist,i'm talkin about 1 to 3 frame window to punish some of the things you see in the movie),this manipulation is easier when on the dialogue screen but really hard inside the match(round 1 to round2 basically) @radiant i already had a run with perfect all the time and it got rejected,damage really saved a lot of time,even though i waste time manipulating it,the time saved is obscene.There's also the issue that taking damage to save time is a common practice in other runs,like MK2.It's also a more trivial solution to perfect everybody and was suggested by the community to not go this way,and give attention instead for real time gain.
TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
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Whoa, did I just see Batman and other classic DC characters explode into atoms? A dark day for the DC heroes indeed. The combat strategies look consistent, and while this game is no Tekken with its crazy fast rounds, it's also not hopelessly devoid of entertainment value thanks to its license and short amount of fights. I'll give it a slightly perturbed 'meh' vote.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3188] SNES Justice League Task Force by KusogeMan in 08:39.63
Experienced player (675)
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takes damage to save time and hardest difficulty setting should also be tags for this movie
TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.