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Professional Shaq Fu Speedrunner
For whatever reason I have always loved this game. Despite being a slow plodding home console only sequel to Final Fight, this game succeeds in one way in which the SNES ports of Final Fight failed, you had 3 selectable characters, you actually had Rolento as a boss in this game, and oh yes, you and your friend could both play as Mike Haggar. So I've been practicing on emulator in order to use W Split to have an accurate time to run against once I start console attempts. My current best on Easy is a 1CC 44:44 with Mike Haggar. The other two characters do not count.

What time you get is obviously dependent on how well you can group enemies which can be somewhat difficult due to the Super Nintendo's technial limitations which limit the number of on screen enemies at one time, as well as certain types of enemies which need to be approached in a certain way in order to defeat them quickly, in particular the Atlas enemies, which will block your regular attacks, except for Haggar's overhand attack which finishes his combo. These enemies can be approached from below or above and attacked which can damage them before they have a chance to block. Drop kicks can also be used to damage these enemies However drop kicks are slow, but can be useful to effectively group enemies together.

Some of the items within boxes and barrels seems to be in a set pattern and are not random, though other items are random, at least on the easy difficulty. The easy difficulty also doesn't prevent you from playing the whole game, however you just do not get to see the ending cutscene before the credits. Who needs exposition anyway.

Only certain enemies can seemingly be scrolled off the screen and attacked effectively. The Andore enemies can be scrolled off the screen and attacked, which prevents them from attacking or charging. The Andore's will stay on the same horizontal plane. The other enemies will either move around or walk too far back off screen to prevent from being attacked. Drop kicks can knock enemies out of unblockable charges. However utilizing invincibility frames during throws and what the games terms using the "Joy" attack, can allow you to be aggressive and minimize the damage taken.

The knife enemies are still the worst enemies in the game as the like to jump around. Drop kicks can easily knock them out of their jumps, as well as using the Joy attack to prevent from being knocked down. Luckily they have a small health bard, and one combo will easily kill most of them, assuming you can get to them to do it.

The 4th stage boss Phillippe is where the game really starts to troll. He has attacks that knock you down and has a frame advantage where he can attack you with an unblockable attack once you get up. You cannot attack or you the joy attack in order to prevent this. The best strategy I have found is to use drop kicks as he seems to be weak to it. However you can get lucky and get regular attacks in, however he has a longer reach than you do with his cane, and has priority over your attacks when he chooses to attack.

Rolento is somewhat annoying as he can be hard to pin down to attack, but once you reach the 2nd stage of the battle where he tossing grenades everywhere, drop kicks will take him down when he goes to attack.

The last stage is more of a long grind fest before the final boss Retu. If you have a bad run going up to stage 6, game overing and continuing at the very beginning of Stage 6 if you are on your last life only costs about 20 seconds. Game overing on the final boss Retu and continuing also puts you right back on the final boss so the time loss there can be mitigated.

You get extra lives after 100,000 points, and every 200,000 points there after on Easy mode. There are two bonus games, one of which is break the car, and the other one is break the barrels. Breaking the car is the only bonus game so far that I have been able to save time one. The faster you break the car, the more time you save. If you could manage to break all the barrels you could save time, but I've never been able to manage it. The barrels light on fire at intervals, and if you hit them, you take damage and are knocked back. This game is really slow, and you cannot race to the end of the bonus stage, as the timer will keep running.

This is pretty much all I have on the game for now, as I am still going through and learning more about the game and refining and learning new strategies. Back jumping is still faster, however I find it awkward to do, and it is sometimes better to just jump facing forward in order to attack enemies and break fences to advance the level.
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Professional Shaq Fu Speedrunner
Well I dropped my time to a 43:00 with one continue, which I used at the start of the final boss fight which cost around 20 seconds. An improved strategy on Phillippe in which he seems to be vulnerable to grabs when approached from the bottom right. In addition at the start of the boss fight, if you maneuver to the bottom right of the stage, when he jumps on to the stage, you can get an immediate grab combo which speeds up the boss fight significantly.

A small improvement to the Break a Car section of 4 in game seconds was also utilized in which I switch to the Nightstick for breaking the right half of the car. I still need to test exactly how fast I can break the car and when exactly picking up the nightstick saves the most time.

A lot of the game still comes down to a little luck and a lot of execution, however if I can find some improved boss strategies, especially on Rolento which is a real run killer, I'm pretty sure I can get this time down to around 40-41 minutes.
Professional Shaq Fu Speedrunner
Well I finally managed a 41:01 on emulator. Rolento is still a massive pain in the butt to deal with as it seems to be random whether or not you can grab him at all, despite grabs dealing the most damage. I've managed to develop an improved strategy on the Atlas enemies which really helps on the final stage where there are a ton of them. After knocking them down, if you immediately rush over them and attack as they are getting up, they won't have a chance to block.

Also if you can manage to get a group of them together and are dealing unblocked punches to one, you deal unblocked punches to all. However if it isn't possible to do this, using the joy move spin attack deals good damage and knocks them down, and they cannot block it. Using the joy is faster is every case v.s. the drop kick, however you do need a little luck as you health will drain using it. Though with this time of 41:01, I'm ready to start console attempts now.