After alot of persistence and the utilization of the strat above and a technique used in a couple of Punch Out Wii ILs (whiffing punches for timing), Sandman is taken down in TAS time.
It might be harder to do in MTPO since typically all the fighters are always in directly front of you with a few exceptions like the Honda rush or Bull charge, both of which never occur for you in a speedrun. It might be useful to try dodges though, that's usually what I turn to if punches wouldn't work out... maybe a quick dodge or 2 might help with timing that frame perfect Honda 2 punch you were trying to get a while back.
I think I'll try to fix the Heike Kagero IL since that's already so close to the TAS time already. The only thing is, I miss the rapid punches very often in phase 3, which shouldn't be happening. I usually end up resorting to mashing at the start of phase 3 and hope for the best, but that isn't a good way to go about it I think. Heidman, did you mash when you attempted this IL's phase 3, or did you have a consistent timing for it?
This post and the one below it. Contra is being worked on kinda off scene. We are working on a co-op and he is feeding me single player info as I require it, such as a base stage rhythm (every 7 frames btw and I am practicing with a shooting watch).
Now I'm hype for co-op Heidman Mayor K Contras; these marathons just keep getting better and better. Any idea what the co-op teams are for the race? Does Hurblat have a teammate?
Did alot of testing with whiffing punches yesterday. It's actually really surprising how many things you can use this technique for in this game since you have access to a couple of punches all with different speeds that you can use to buffer your next punch. I'm not entirely sure what the punch speeds are aside from the top left punch seems to be the fastest/weakest while bottom right is slowest/strongest, so I'm just trying combinations on every dizzy I can. If you're planning to try to run SPO blind Heidman, I think these kind of strats would be up your alley
I was trying Bear Hugger since Heike was giving me a hard time. I was attempting the old TAS strat where you provoke Bear to do a hug, then you land the uppercut in phase 2, but it's ridiculously hard to land. This is when I turned to testing some punch patterns out to see if there's a good way to time it. After only a couple of tries, I found out the best pattern to land Bear Hugger's phase 2 uppercut (left jab, left hook, left jab), which is pretty huge considering that's an uppercut I've never been able to land before now. After doing a couple of attempts though, this punch combination reveals why that punch is so difficult... Bear Hugger randomly dodges your uppercut even if it's frame perfect and he dodges it extremely often... more often than any other punch I think I've encountered in the game. Testing the probability of me getting the punch to land, I landed it 7 out of 43 times on my IL attempts which yields a probability of about 16% (I know this is a really small sample size so this is very likely not accurate). I got my time to about 13"52 before I gave up on that strategy (2 frames from the old TAS). Either way, this makes the current TAS strat a viable option now.
This fight was the first time I ever got Hugger dizzy from the TAS strat (the dizzy is similar to how Bald Bull doesn't like getting dizzy, aka 99% of the time). Considering how incredibly rare that uppercut is at the end, it's pretty damn lucky that I also got this knockdown on the first try I dizzied him; I'm stunned the game was so merciful! The fact that I got 13"01 bugs me a tiny bit though since it's not sub-13... I'll try to improve this but don't expect anything soon or maybe ever if the game just tells me no from now on in phase 2. This fight is precisely 5 frames from the TAS, which is the bare minimum I think I'd be happy with for an IL, but considering how many ultra strict hits you need to land in a row required for the dizzy along with that frame perfect delayed hit and really good luck for phase 2, this isn't "too" bad to settle with I think. Fun fact: this is the first IL in the table that's actually faster than MeLeeak's youtube videos that isn't due to NTSC/PAL differences.
Another thing I tested was Nick Bruiser. He actually has 2 dizzy timings that you need to do, both of which depend on the last punch you throw at him before he gets dizzy. If you threw a left, the perfect dizzy timing can be buffered with the following combination: lower right punch, lower right punch, low super punch, low super punch. For dizzies ending with a right punch, the combination in my IL attempt a few pages back will work (essentially all 4 normal punches). I also think the reason I'm not landing the 2 uppercuts is due to the time I dizzy him in phase 1. I think since the TAS gets the knockdown a second faster than me, the "move timer" depletes too much by the time I attempt the 2nd uppercut. I think I just need to be more persistent with learning the TAS strat on him to get the time into the 7 second range.
There are a couple more timings I found, but I forgot them kind of; most were just dizzy knockdowns for some fighters. Maybe I should start a list or something of punch combinations usable to time stuff frame perfectly. This might be just what we need to see some single segment runs of this game emerge.
Great work on this game zallard! My teammate isn't really decided yet, I think. I haven't had a lot of spare time lately, so it's been a while since I talked to someone about that. And thanks for recognizing the Contra scene. Doesn't happen too often
Now I'm hype for co-op Heidman Mayor K Contras; these marathons just keep getting better and better. Any idea what the co-op teams are for the race? Does Hurblat have a teammate?
Did alot of testing with whiffing punches yesterday. It's actually really surprising how many things you can use this technique for in this game since you have access to a couple of punches all with different speeds that you can use to buffer your next punch. I'm not entirely sure what the punch speeds are aside from the top left punch seems to be the fastest/weakest while bottom right is slowest/strongest, so I'm just trying combinations on every dizzy I can. If you're planning to try to run SPO blind Heidman, I think these kind of strats would be up your alley
I dont know if it is gunna be a race because Hurblat does not have a partner as far as I know. (see his post since he posted just as I was) But from how things are going, me and K plan to have submittable co-op runs in both Contra and Super C (Super C needs more attention between the 2 of us, might not get this one done).
This actually crossed my mind during my English class today. And I was thinking about a blind run for the marathon, SS run, and the ILs. Glad you got the idea before me.
The speed of each punch from fast to slow is: high left, high right, low left, low right, low super, high supper. This is also the strength of each punch as well except for the supers, low supper is slightly stronger than high super. So this should help with better buffering.
Also, why does everyone still call me Heidman... I AM HEIDRAGE!!!! Dont matter really, I just find it amusing. I changed to Heidrage as a fanfare kinda thing
I love watching Contra runs; one of the highlights of the last AGDQ for me was the 2 man 1 controller Contra III run. The dodging/shooting synchronization on the heart boss was so pro. Is mike familiar with the NES Contras to run them? Maybe he could be your partner?
I think the super's damage depend on who you're fighting, like I know Masked Muscle is more vulnerable in the gut than in the face with normal punches; I think the super punches follow suit. I also know for a fact that Aran and Narcis are ultra weak to high super punches compared to low super punches. I was under the impression that high supers are more powerful in general since they have a longer wind up animation. Also sorry about that Heidman HEIDRAGE I'll try harder on that
Side note: I think the Contra community consists of me, Mayor K, Hurblat, Frezy, and Mike... I think that is all that is currently active or some what active
Side note: I think the Contra community consists of me, Mayor K, Hurblat, Frezy, and Mike... I think that is all that is currently active or some what active
This guy has like 4-5 delayed hits that you need to hit perfectly to match the TAS, needless to say I haven't done this yet but this guy was irritating me cause of the dumb luck required in phase 2; he needs to recover AND recover as early as possible. Currently 3 frames from the TAS.
That's right, got yet another TAS time; now there's 2 circuits that are just one fight away from being frame perfect in the table! This guy is so good at blocking everything all the time. The first 2 punches and the last 2 punches in phase 1 he has the opportunity to block, which is soooo annoying. Too many frame perfect attempts failing cause he wants to block the last punch; boooooo.
This is funny because I actually wanted to record footage for another thing I'm planning which I'll talk about more later, but instead accidentally beat my IL in one try by landing 2 frame perfect counters.
Damn, dude. These are awesome! Keep up the great work!
Thanks PJ!
Quote from Heidrage:
LOL Nick.
Hahaha, yeah that 2nd knockdown is the best thing ever; it just skips his stun animation almost completely. I had to give my screen a double take and go "...did that actually happen?"