Speedrun of the first part of a shoddily made game for an iconic franchise's 15th anniversary. But enough about Sonic '06. The Operation Overdrive rangers (and some other ones) uppercut their way through Moltor's forces in order to get their hands on a cyan iPad, a fair bit before an uppercut is officially added to your moveset in the game.
This TAS will frequently use a speed combo technique. Normally, you'll have to play out your three-hit combo, but unlike most games, you can not only cancel your hit by turning around, but you can advance right to the next in series, allowing you to activate the hit very quickly. And for the first few enemies (the grey putties and black krybots), that final upward strike is all you'd need to take them down. Stronger enemies will obviously start barging in down the line, but this technique does in fact allow you to hit all three strikes in quick succession. Plus, another technique I found very late into this WIP is that, while the final hit launches the enemy upwards, wasting time, you can "catch" the enemy with the first-hit sword attack.
Some other things to note, the reason I sometimes slash instead of punch is that some enemies are armored, and you're supposed to use the sword on them instead. The blaster that you see me use a few times is just to stun enemies. You can actually unlock a slew of different moves after collecting the crystals enemies drop. One of these moves is an insta-kill move for stunned enemies, so when that's unlocked, expect me to use the blaster a lot more often. Even in this early section, though, stunning enemies can prevent them from entering the screen-lock areas (the areas where you have to fight enemies to progress), cutting down the number of enemies you'll have to fight. Another attack in the same vein is the jump-kick (not the one offically referred to as "The Jump Kick", that's basically a drill kick of sorts; I mean the flying kick you have by default), which regardless of the direction you're flying from, can send the enemy in question in either direction, depending on which side of the enemy you're closer to when you hit them.
Finally, wow, this is so much laggier than the GBC Time Force game. Super Legends runs anywhere from 30 to 20 FPS, which is borderline Tiertex-grade for a primarily 2D game on a system with a 66 MHz ARM9. And unfortunately, this game's lag frames aren't detected by TAStudio. I decided to have macros for once for the moves I use in the TAS, but because of the unstable framerate, a truly frame-perfect TAS is gonna be a complete nightmare for this game. The most reliable macros I settled on were ones with inputs that updated every 3 frames.