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@tiburonCS
came back to the game after many months, got new PB. ONGS ginjirou 13:54
http://www.twitch.tv/reed_tiburon/c/3589647
@tiburonCS
Golden Silver with Ginjirou, 12:53. Did this one on easy for the marathon-safe strats. I don't know if there's any difference between Easy and Normal other than the amount of credits you get.

vid up soon
@tiburonCS
http://www.twitch.tv/reed_tiburon/c/4258555 Normal
http://www.twitch.tv/reed_tiburon/c/4258536 Easy

anyone feel free to inspect for differences
The Great Farming Empire
From what I remember, aside from credits Normal has enemies do more damage as well as having 100-200+ more health. I know that in Hard you can get KO'd in two hits at the beginning of the game, lol.

Congrats on the 12:53, Reed!
@tiburonCS
Thanks for the info, I guess I'll list both times but stick to doing Easy. Don't see the point of artificially extending the run
wow, didn't know this made a slight comeback. after an unfortunate loss of my xbox a friend has been gracious enough to help me try and cap some attempts later tonight. I'll post a link if it happens, and some tips if a few theories turn out to work. nice runs yall!
http://instagib.tv/hitstun

starting now, just fudging around in coop cuz my friend doesnt play much
Edit history:
poon78: 2014-06-17 12:02:47 am
welp, breaking up flv's is a pain and we mostly messed around but heres all i've learned so far:

i'm not looking forward to doing another original mode run for a while. remix is too fun, and i definitely wanna put a no death hard run on the site. nicole and randy are viable in normal and maybe hard.

with randy i'm putting more into AGI than INT because it allows him to juggle enemies and keep them  in place for undead warrior to follow up. normally undead warrior either annoyingly knocks them away or up in the air, but randy's regular launcher chain keeps them at the right height for UW to get 2 or 3 swats in which is almost fatal. randy gets so much mp off a combo he can usually finish people off with lightning or ice after UW hits em. i know tornado is OP at high INT, but i think he gets better crowd grouping and mp replenish this way so he's not stuck with no mp and unable to approach faster high level enemies like the axe soldier or the last group of robots. any stray popups from UW also leads to a lightning spell up the butt which is the optimal way to get all the bolts to hit. coupling nando with some spells also buys UW some time to explode in the final battle.

nicole is still pretty deadly with barrier, but now i'm opting for a similar style to randy's. her jumping medium attack is a strong knockdown, so she can start with a barrier cancel which stuns the enemy, then UW hits them popping them up, then nicole does a jumping medium which knocks them down into a second UW hit. She can follow that up with a double jump medium hit and add the pixie dust follow up to land safely. upon landing UW may get another hit and she can opt to do another barrier to repeat the process until they're in the corner which is death for most characters. standing jabs still keeps enemies in place for mp gain, but she needs to not be standing still so now i use LP LP LP sMP cMP cHP sHP barrier as her bread and butter combo. if she's out of mp for the barrier she can either do the rage attack or her dragon punch which both can get her a good amount of mp and she has the option to air dash out of the dragon punch. she gains levels way slower than randy, so her barrier doesn't reach a very effective size in the mid game. this makes it hard to justify putting points into anything but INT, but a little AGI might help to stop people hitting you during the barrier casts. plus she'll spend less time in the air if you have to do any emergency dragon punches. her new pixie dust attacks are very important to keep her out of trouble and buy time for UW to get hits in. save up mp for areas you know there will be bots in. her lightning smiley kills bots in one hit which i think is worth risking in some of the earlier encounters where her barrier is still too small to kill crowds.

and omg, the enemy wizard ice spells... WTF!

that's all i've got. i'm not keeping score yet, but i think i'm averaging 12mins on normal with a few deaths right now. i think i can bring it down to 10m with some practice, but i don't have much time to play and i've still gotta figure out a new capture option since this new xbox i bought has a busted av port. sorry if i've posted a bunch of redundant stuff, but i mostly saw genjuro/original mode stuff posted. hope to see some new characters! han is dope, but he has a better chance with spirits than g silver Sad

shameless plug for this guy i played with in the first month release before the game died. this game got dropped by everyone online, but he at least captured a lot of reaaaaly good combos and some versus matches with the other (3) good players. www.guardianheroes.net
i was so wrong about han. he demolishes crowds with his grab and only suffers against robots because of their reach. he can approach them with air d,d+A,AAA. G silver is a huge pain, but han can do his strong dragon punch and just kinda air dash around the crystals doing his AAA attack. I had the best luck with full STR even tho AGI is really important against GS.

i swear each character has a weird multiplier on their defining stat. I alternate between AGI and LUC when i do randy attempts now. critical hits with multi-hitting moves are brutal with high LUC, and his best mp regen moves and lightning spell are so fast with AGI the overall run just feels shorter thanks to it. plus i think LUC helps magic damage as well as physical so you dont have to invest in two other stats. it's hard to tell because of the overlapping numbers and i dont have the patience to set up each enemies respective levels in training mode to what they are in the run to see what's negligible damage increase.

I might try to record some runs with my phone tonight til i get a new capture card. i wasn't factoring how much time i was saving from deaths by getting my mp back, so i think my estimate's back to 15m average for a no death run. it's really hard to get mp back from GS, but nicole can still rage attack the gems as long as they're grouped. i still dont know whether to keep trying lightning attacks with randy, or freezing GS so physically hitting the gems is easier.
sorry these are super ghetto with no sound and it takes forever to upload em:

randy LUC build - GSilver, remix,normal:

this was the last run i did and my hands were killin by this point. should of used dC launcher instead of sC on the later levels. i dont like to use ice as much because of the mp drain, but i cant always depend on UW/nando to clear a path for me.

uploading han run next...
han STR build - same conditions:

i had a lot of fun with han. going after mages head on is suicide. i tried AGI, but he never killed anyone fast enough to justify it which is a shame cuz he really needs the speed for GS.

still have a nicole and randy AGI run...
Edit history:
poon78: 2014-06-18 01:32:49 pm
Nicole LUC/AGI build - same:

barrier is pretty useless in the early levels except as a knockback. you get more damamge from enemies bouncing off each other than from the barrier's crushing effect, so it's sometimes best to leave a small gap on the side of the screen for them to rattle around in. i played around with mashing her B pixie dust, but it's not a great way to get damage compared to just her 3 hit standing attacks into fireball or dp. it's nice if you get it point blank off a failed throw attempt cuz it holds them in place for an UW combo. i got really lucky on that barrier against GS at the end, otherwise i'm usually cleaning up after UW's rage burst. approaching large robot mobs continues to be a problem with only 3 barriers to work with. that's why i throw out so many smiley mobs hoping for a lightning one to make an opening. i used to think her throw was crap, but it has invincibility, can stall overlapping characters, and it's great for barrier positioning since you dont have to risk getting hit at the end of a backdash.

and there is nothing more annoying to me right now than the village god's invincibility on knockdown!!

one more coming up, then i go try to wire composite to my xbox...
randy AGI build - same:

this was my first run of the night so action starts at about 1:30. you can see in the later levels how the agility helps group enemies and just pick off smaller groups faster even with low level magic and without the benefit of LUC based critical damage. i keep forgetting not to go airborn with mages around since their lightning spell is fullscreen. some really scary blocks of the ice spell versus the white castle mages. i can't believe how well the time on this run is despite both the village god and GS not going out quickly to UW rage. AGI is definitely my favorite build.

and with that i'll quit spamming the thread til i can put out a watchable no death or hard run. Smiley
The Great Farming Empire
Oh no by all means, keep posting. All this progress is quite interesting to see.

I didn't think that an AGI based build would be as short as a LUC build for Randy. Quite interesting to see. However, I'm more surprised at the fact that Randy can actually kick ass. He looks to be like Ginjirou with his fast melee attacks and his strong lightning attack.

I think Han might benefit more from LUC rather than STR since that increases both his melee and magic attack. I haven't seen the rest though.
heh, yeah i didn't wanna admit it, but randy's lightning spell from below is NASTY. i always felt he was faster than Gin even on the saturn since he had the headstomp option and a faster dp, but remix Gin can keep you airborne forever and i've never really played him much at all.

Han doesn't really have much use for magic, so you're kinda rolling the dice with LUC that you'll get a ton of critical hits. I'd rather take the consistent STR based damage myself, but it's still worth it to mix it up. Next time I wanna try half STR half LUC, or maybe AGL+LUC. I've considered raising VIT, but any stray magic attack eats up the extra HP and i haven't found MNT to be very useful compared to more HP.
http://i42.photobucket.com/albums/e347/poononastick/intarnets/nodeathrandy.jpg

Encoding now! Totally submitting this! Smiley
Here was a near perfect han run til the G Silver fight killed me once. Note the dive infinite cuz i think Gin has something similar with his d,d,A attack. so far all my best runs have involved max LUC, so i'm sticking with it from now on. Smiley



I forget if we're allowed to post runs awaiting verification, so i'm holding off on youtubing the no death Randy run.
The Great Farming Empire
I'm pretty sure you can post the run. That's what I did for my run.

Grats on the runs dude. Nice to see someone actively make multiple runs of this now. Smiley
ok i'm trusting ya Smiley

randy, normal, no death, g silver, 12:57'ish

everyones at sgdq right? do they approve my quality test and they tell me to send them the run after? sorry it's been a few years since my saturn run.
"i think his name is valgur?"  Cmon reed! Smiley
@tiburonCS
I skip the cutscenes. Kappa

11:47 Original Easy Golden Silver w/ Ginjirou
http://www.twitch.tv/reed_tiburon/c/4440606

13:23 at SGDQ 2014, bad RNG but whatever
http://twitch.tv/sda/b/541674107?t=8h33m40s

My original plan was to be done with the game after SGDQ, but idk. Weird time for the game to become active again lol.
Ginjirou, original, G Silver, no death, 14:00



I thought i'd try out the ninja and relearn original mode. He's alright, but i need a better blockstring. I keep forgetting i can cancel the shurikens into light clothesline to beat the recovery. I was putting my first 8 points into AGI, but he wasn't doing enough damage without the early LUC and i'm not looking to death abuse. Towards the end I noticed deep hard attack, dragon punch into multiple divekicks works if UW launches them. Gin has a lot of trouble keeping GS off of UW.

And i gotta start using Sonikku's route where he chooses option 1 after kanon dies. Anything is better than multiple grand knights. Tongue
@tiburonCS
here's my 13:28 by comparison
http://www.twitch.tv/reed_tiburon/c/4258555

old/shitty strats for first stage, nowadays i would lightning palm like you did, or shoryuken into lightning dive (down + attack iirc)
in fact i generally play worse, but death abuse + lightning palm probably makes up the difference.
do you have a run on normal? all your links were to easy ones. The enemy levels are a bit higher so the enemies pack more punch overall and can counter stuff (look on their energy bars to see their levels). and imho i would never use the lightning dive attack. too much recovery after it and the enemies can still fall on you with lightning damage in a large enough crowd. i used the the standing heavy attack for damage, low shoryuken to pop them up and set them up for the lightning spell finisher. this should give you tons of time to get to the right distance so they dont land on you and manually activate your spell without getting punished. this doesn't work as well in remix since when they air recover they can choose to bounce left or right, but doing the spell half circle input gives you time to react to the air recover.

i was thinking as a death abuse strat in the later levels you should quickly run into a corner, turn GW off so more of the enemies can attack, get killed so you dont get spell interrupted, then lightning the collective group after respawning. you could do this indefinitely on easy and only on select difficult groups towards the end of normal. i'm thinking you could probably shave off close to a minute overall if the enemies dogpile you just right.

i've been on vacation for a bit but before i left i ran some remix ginjuro and it was a bit harder than original mode because of all the options enemies had in their air recoveries, pushblocks, and bursts. it also make it easier to do special moves, so when i try doing the down,up superjump i get an instant low cannonball cuz i dont think to move the controller perfectly up and it reads "down, upright" as the superjump cannonball. this made it kinda risky to do my time saving superjumps in the rebel level and right before valgar.

I also tried doing his fancy combos ( ) but enemies in large groups fall out and they dont kill fast enough even with a str/luc/agi build. knowing the basics parts are still essential to getting mp back on remix and isolating a specific tough enemy to finish off.
The Great Farming Empire
If you want a reference for a Normal Mode run, you can look at my run:
http://www.twitch.tv/sonikkustar/c/3905685

Also, Those combos are boss.