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Rotorstorm331: 2014-08-26 05:27:18 pm


Here's the link for the video. 

EDIT: YES!  It worked!  Grin 
Yeah, Haggar's a bit slow on shifting, and Carlos and Maki's are faster than Haggar's; but I've already decided to run with Haggar until I succeed in getting this run accepted.  Also Haggar can infinite Won Won, Freddie, and Bratken, but not Phillippe, Rolento, and Retu.  I tried that on them, but even though I did land two hits on Phillippe and 4 on Retu, those three are more faster in reaction time than Haggar; the same can be said of Jony and Atlas since they can block the attempt, Eliot and Elias will usually try to escape the infinite, but they can still take damage from the attempt, while Robert and Leon can be infinited if they don't try to leap.
Edit history:
Rotorstorm331: 2014-08-28 07:12:42 pm


I was looking through my likes on you tube for the Japanese Haggar expert mode that I saw while doing studies on gameplay, etc.

While I won't be doing expert mode again, this video does show how to better group enemies and how the player dealt with Leon and Robert, (Eliza and Mary for this version.) Atlas and Jony, and Eliot and Elias.  I don't think this a speed run since there wasn't a whole lot of infinites and the way the Phillippe and Rolento fights turned out.  I'll link it for future references.
Believe it or not, I've found a way for Haggar to infinite Eliot and Elias; here's a run down.

On recovery, depending on what plane their on, they'll either move down-right/left or up-right/left so as to position themselves behind the player; however, if they're knocked down at the up most plane they'll mostly run across and not try to go down-right/left.  (So far they haven't tried it yet.)  This allows Haggar to infinite them without much worry aside from running past Haggar.  It seems the upper plane is starting to be the most beneficial, which it'll apply to future run attempts.
Still working on improving infinites and grouping; right now, I'm currently working on improving performance on Round 4, that hasn't been going well; mostly my problem is section 4-2, both stops have the least wanted enemies; Eliot and Elias, Andore jr., Elick, and Atlas.  This can make grouping difficult, but not possible.

It seems that Haggar can infinite Atlas and Jony at close range, but like Robert and Leon, its not a guarantee since they can still try to block.

I had plans to do a speed run on easy mode for Haggar and post on you tube during the weekend, but no thanks being scheduled to work during the weekend and today created a delay; I'll be doing it tomorrow though.

Before I do a full recording though, my plan is to get a good decent Round 1 before recording the rest, I'll try to keep track of the resets and the mistakes for stats.
I apologize for not having a video of a Haggar easy mode speed run; I've been busy with practicing stages to get better as well as being lazy.  Thankfully, I have a Sunday off tomorrow, so I'll have a chance to record then.

I remembered that MURPHAGATOR! mentioned in the verification posting that I was wasting space with widescreen; my tv is a flat-screen tv and is 16:9, it might have something to do with my capture card not showing the whole screen, which I might need to address.

A few days ago, I downloaded a OBS for streaming, but I have yet to set it.  Once I get it ready, I'll be streaming live.  I'll be using my stream channel, mostly to hook up with the speed run community, but around a future date, I might do recording on stream, just not right now.

I also got some wrist braces to use while playing, and I have had fewer screw ups while playing; this could mean my problems with infinites could be because of my wrists.  I also noticed that when hitting enemies in groups can cause what I call a "lag undertow" due to enemies being hit on different points of Haggar's hit box of his punch; this occurs when enemies that come in to the hit box, or when a enemy is hit and the other enemy behind it is also hit, can cause a lag that makes it harder to turn around and throw another punch to disrupt the chain, if the player does succeed in turning around to throw the punch outside the chain, because of the lag undertow, the game thinks your still doing the chain and instead of continuing the infinite, it'll result in the final hit of the chain.  (in theory.)
Its sunday where I live, about 12:28 a.m Eastern Time, and before I retire for the evening, I want to go over a test run I did using the wrist braces while playing.

For the most part, it went pretty good.  Most of my infinite attempts worked perfectly, and had very few lag undertows as a result.  Didn't take much hits in round 1 and it was nearly perfect, but not exactly there yet; nearly infinited Won Won straight from the gate but I screwed up near the end with a chain vortex.  Still, beating 1-3 with 92 in-game seconds isn't bad.

Round 2 was also near perfect with the exception of the Freddie fight, very tough to infinite if he manages to punch you and not hitting him during his recovery charge; from now on, I'll stay away from the plane he was knocked down until he recovers.  Round 3 had its ups and downs, not perfect either; probably not wise to infinite Bratken straight away, which was what I tried to do, but got knocked down for that; but once I started to infinite Bratken, he was good as gone after that.

Round 4 had its fair share of the Mad Gear's 5 faces of doom, (Andore's, Elick, Robert and Leon, Jony and Atlas, and Eliot and Elias.), I ended up taking the hidden BBQ before facing Phillippe, which actually helped me survived his slide attacks; I also noticed if your infiniting enemies on the same plane Phillippe is on, he'll get hit and not try to slide, though he can still attack with his cane.  Round 5 was so-so, the beginning of 5-2 was not fun with those Leon's and Robert's leaping.  Had a better elevator section this time around, and I'm starting to think Rolento doesn't attack as much on easy, though I still get hit when I least expect it.

Round 6, for the most part, went rather smoothly until the end of 6-4, I know destroying the barrel means killing enemies faster, but its still no fun dealing two Andore's while having to keep an eye on Atlas approaching from behind.  Because of this, my fight with Retu was nearly identical to my rejected run, lost a life after getting attacked and nearly losing another life to due aggressiveness.  Overall, I lost nearly 4 to 5 lives on that run, used very little health items, with the exception of BBQ's on certain stages, and near successful use of infinites.  Grouping with throws or chain throws were attempted when possible as well as the reverse body splash on multiple enemies and herding them to walls.  Thanks to these braces, I'm getting close to making another run attempt in the possible future, but until then I still need to near perfect on single segment.
Edit history:
Rotorstorm331: 2014-09-08 03:23:45 pm
Rotorstorm331: 2014-09-08 03:22:29 pm
Rotorstorm331: 2014-09-08 03:20:04 pm


Run starts on 0:11 and ends on 36:11.  (36:00)

Here's my "prototype" of my planned easy mode speed run, though I wished it went more better than the one I did Saturday night.... Sad

Of course, this run I've posted won't be used for resubmitting, but it'll help me in finding what areas I need in improving, and what I did right.

MURPHAGATOR! was right about the enemy AI being passive; if I could do better on memorizing the way enemy AI works it could lead to less screw ups and better polishing.  If you guys have any feedback on this video, it would really help; I want to make sure that the second time I resubmit is good and passable.
As much as I now have stream set up, (though with a few kinks to work with,) I need to return to getting this run resubmitted.  Something just came up just now which I can't talk about here, but its now become my driving force to finishing this run and getting it accepted.  Lips Sealed

From here on out I'll focus on practicing on single-segments until I get a good run.  (with resets on round 1 of course.)  Wish me luck, I'll need it.  Smiley
I was just checking out the video I did a while ago for further studies, and as with the example on 1:41 of my easy mode run, when I group enemies together for infinites, it looks like I'm hitting the enemies separately rather than in sync.  Does anyone know what causes it?  I started referring it as lag undertow.
F*ckin' sanity effects...
Keep it going, mang.  Looking forward to the results of the hard work.
Edit history:
Rotorstorm331: 2014-09-21 06:46:23 pm
This evening, I was trying to find a strat for Haggar to use against Phillippe, since Haggar can't infinite him without being hit by his slide attack.  I started this attempt a few days ago, but with no success until tonight; I found out if you position yourself next to Phillippe when he's knocked down, just as he gets up, perform the clothesline and he'll usually try to strike with his cane, making him vulnerable to Haggar's A,A, triple headbutt combo.

This strat isn't fail proof though, cause if you don't time it right, you'll lose your invulnerability frames and either get hit or strike Phillippe; also he might try to slide, but he'll do it more often if your on the bottom plane, (Haven't tried the top plane yet.) and it seems to work best if you corner him near the wall on the central plane.  Another thing to know is by the time enemies start cropping up it'll be harder to maintain the strat and keeping Phillippe pinned;  I might use this combo for this situation; A,A,headbutt,headbutt,clothesline.  The clothesline does the same amount of damage as the third headbutt which is 20, not to mention it'll hit enemies behind Haggar, and maintain the strat.  (In theory.)

Sometime next week, I'll try to have a video of this strat posted up; overall, this strat will help me beat Phillippe within 4 to 3 in-game seconds.

EDIT: I just tried this strat with Rolento, and it also works!  That fight end at 92 in-game seconds, much better than my old strat that ends in 90 in-game seconds.
Edit history:
Rotorstorm331: 2014-09-22 07:46:07 pm
As promised, here's the video of the strat I was describing about a few days ago.



I though about using the A,A, triple headbutt combo for max damage, but the few tries I did either lead to Philippe sliding or grabbing me, or enemies attacking me from behind while doing it.  Since Philippe has low defense and health, it doesn't matter so long as Philippe remains trapped.
Edit history:
galedog: 2014-09-23 01:56:50 pm
Quote from BoomBoom777:

wouldn't it be faster to do punch -> shift -> punch -> shift -> full combo(punch punch punch) on those low health guys on level 1?

also the philippe strat is good. reminds me of the strat for R. Bear in streets of rage 2.
Hmm..., didn't think about that; I'll make sure to do that when I run it.

Also that strat for Philippe also works on Rolento as well, though you got to watch out for his off the wall jump attacks.
Edit history:
Rotorstorm331: 2014-09-25 02:13:50 pm
Here's a new strat that's not only good to use with Haggar but riskier to use.



Unfortunately, the trick I used for Philippe doesn't work quite as well with Rolento; the trick here is to position yourself next to Rolento and get him to use the rod thrust attack; after taking the hit, do A,A, triple headbutt for huge damage.  The only thing to worry about is his off the wall attacks or jumping to the balcony rail, and probably losing a life in the process, since you WANT to get hit by his rod attack.  Finished the fight within 6 in-game seconds.
looks good, about as good as it can get anyway. rolento has too much health in this game. in final fight 1 he at least had a reasonable amount of health to make up for him being hard to hit.
I want to apologize for the lack of updates and info; been playing MM7, MMX3, and Hyrule Warriors for a while.  The Haggar Easy mode speed run is still continuing and I'll be practicing single-segment recordings tomorrow.  With the new infinite tricks for Eliot&Elias and Jony&Atlas, and the new strats for Philippe and Rolento, this might go well.

Still, I haven't figured out the lag undertow that happens when Haggar infinites two or three enemies at the same time, but I can't wait any longer since the end of the year is coming, and I want to get this run successfully accepted to the game list before the year ends.  Round 1 will be the more trying part for me since it needs to be close to prefect and the beginning can screw things up if things don't go well.  Another problem is with the hordes of Atlas's and Jony's on 6-3, which is slow no thanks to their blocking and they need to be grouped for quick finishes; Haggar needs to be very close them to infinite them when they recover, or I could use a chain joy attack, (which is a chain attack with a extra joy used at the end instead of the last hit of the chain.) for 40 damage.

I'll be getting a source file ready for the resubmitting process, though I don't know if there's a set time limit for when final encodes need to be in.  I'll have more details on progress when I get the chance.
Still trying to get back to improving my skills for recording my new run, but I used some casual play to help me on practice.  Here's a few notes from playing today.

1: It seems the "lag undertow" I've been experiencing lately with Haggar's infinites may be caused when I'm holding forward while punching; I decided to hit the attack button then press back to start shifting, and so far less lag undertow.

2: I tried using the tactics I used on Philippe and Rolento with Won Won, Freddie, and Bratken but no such luck; I also tried not attacking Rolento when I cornered him to the wall, but that didn't work out either.  Here's the strats I plan to use with the bosses.

Won Won: Infinite him right away once he lands.
Freddie: I can either start with A,A, grab him and move to either top or bottom plane and do triple headbutt, and then follow up on infinites; or start infiniting him at the start.  I can also counter his charge with regular attacks or move to another plane when he recovers; the problem with him breaking the infinite with his jumping knee attack is the only problem with infinitng him.
Bratken: I tried moving toward the end of the stage and have Bartken approach me, but I'll use the A,A, move to upper plane, and do triple headbutt, and then try to infinite him by hitting him in the sweet spot distance, since Bratken takes a few minutes before moving.
Philippe: I'll be using the strat I discovered last month, though there's a chance he can escape by sliding.
Rolento: Also using the risky strat I found out last month, need to corner and keep attacking to keep him from leaping to the balcony railing and wire trip throw.
Retu: Stick to Chain throws and chain joys for overall damage, need to keep a certain amount of distance to prevent him from attacking after recovering.

I'll have more if I find anything.
Edit history:
Rotorstorm331: 2014-10-20 06:32:55 pm
Update on progress: Unlike yesterday, were I had bad luck on round 1, I did a little BIT better this time.  After a few resets, I managed to record a single segment run; time of completion was 36:05, run started on 00:03 and ended at 36:08; needless to say this is not going to be sent in for submission due to a LOT of mistakes, but its a start nevertheless.

In round 1-3, on the stop were there's two creates, I found it a bit easier to break one create instead of both since there's only Jack, Mark, and Eliot to deal with.  I just shift Mark and Jack, then hit Eliot with A,A, triple headbutt; end result is I get through that part with 95 in-game seconds instead of 94 in-game seconds when I break both creates and grouping them.

I wonder if frame data is need in regards to infinites?  If anyone knows any frame data for this game, it would help me a lot.  Heck, if there's any websites or tools needed to check frame data, that would also help.  Its about time I started learning about frame data.

In the meantime I'll try to keep at it with the single segment recordings until I get a good run for submitting.  The moment I get my Philippe and Rolento strats right and get the time to either 35:00 or 34:00, (which I think its possible.) that'll be the time I submit the Haggar easy mode run.
Professional Shaq Fu Speedrunner
From the sheer amount of time you can save from infinites compared to not doing them, 34:00 should indeed be possible, at least based on what I understand about the game.
An unexpected family eat out prevented me from recording a single segment today, but I made sure to get some practice in.  While practicing, I noticed my attempts to infinite Freddie actually takes a lot longer since I usually arrive at 89 or 87 in-game seconds; I'm going to accept the fact that Haggar can't infinite most of the bosses except Won Won and Bratken; the reason for Freddie is due to him trying to do a jumping knee while shifting or landing a punch.

However, I can take full advantage of his recovery charge.  Luckily, I created a restore point just before I faced Freddie; tomorrow, I'll record a video of the strat I found for Freddie.  If done right, I reckon the Freddie fight will be done within 4 to 5 in-game seconds.  I'll have more on that when its done.
Here's the strat I found for Freddie that I was talking about the other night.



If done right, this can finish the boss fight within 4 to 5 in-game seconds, which is nearly the same if your infiniting Freddie without being knocked down from his attacks.  Timing your attacks to counter his charge is important, especially during the beginning of the fight and instead of the third headbutt use the suplex since it does the same amount of damage and gives you more space to counter his charge.
Tonight's practice was arguably my best one yet; only lost three or four lives, though its far from prefect since I wounded up taking food items since I'm getting pounded most of the time, but I didn't pick up any extra lives or such.

It seems holding forward while attacking Atlas and Jony lands most of the time and had very few blocks; and while most of of the strats I came up with aren't fail proof its still worth it.  For Bratken, I plan to infinite him when possible, but if he goes for his awkward jump I plan to avoid it and punish him with a meaty combo.

Other then that tonight's practice is a foreshadowing for an acceptable run.  I might try recording again in a few days.  Smiley
A while back, I had discovered a trick in round 6-4 where if you didn't destroy the barrel in expert mode you'd fight Elick, Jony, and a Eliot; while destroying the barrel gave a formation of Mic, Jony, and Elick.  So tonight while practicing on easy, I forgot to destroy the barrel while fighting the Leon's and Andore Jr. and when I headed towards the next stop, I got 2 Elick's and a Eliot instead of Mic, Jony, and Elick.

In other words, I only had to deal with 2 Blockers instead of 3; I might make a video to show this next time.