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Forum: Mortal Kombat 11

Thread: Using the round-clock to calculate In-Game-Time (Combining platforms)

Started by: TenkaTenka

@WoolphiWoolphi I can't speak for Injustice 2 as I don't mod it.

@TheKombatKingTheKombatKing and @NerdyNesterNerdyNester are welcome to give it a try over there if it is suitable for that game. I would recommend taking the discussion over to the forums of Injustice 2 though, just to keep things on topic.

 

Forum: Mortal Kombat 11

Thread: Using the round-clock to calculate In-Game-Time (Combining platforms)

Started by: TenkaTenka

@Arcoverde13Arcoverde13 I understand. I few people on Discord also pointed out to me some other issues with this method - actually Krushing Blows not counting towards time could impact the main strategy far more than I expected as some characters have very easy Krushing Blows that do a lot of damage.

As I explained on Discord though, I want to make sure everyone has a say and we will only go ahead with it if the majority agrees with it. However, so far the response has seemed exclusively negative to this idea, so its looking like we probably wont be going ahead with it. Thanks for the feedback.

Nevertheless, I'm still willing to hear all opinions on the matter. Everyone else is welcome to post their thoughts. Keep in mind that opinions of actual runners of the game will carry far more weight than that of the opinions of bystanders/ non-runners.

 

Forum: Mortal Kombat 11

Thread: Using the round-clock to calculate In-Game-Time (Combining platforms)

Started by: TenkaTenka

(edited: )

Hi guys,
We were in talks a while back about a load time removal method so that we can combine platforms on MK11.
The technicalities of doing this sort of fell apart on us.
However I'd like to hear opinions on going for an "in-game-time" calculation method.

To do this we would simply take the in-game timer of each round in your run and subtract the starting value:
e.g. if at the end of the round you had a 231 and the timer started at 240, then that would be 9 seconds. Add together those values for every round in your run and we would have the total time of your run.

The downsides, however:

1. The in game timer pauses during Krushing blows, Fatal Blows and certain environment interactions. This means the amount of time spent in the round won't really be accurate to the In-game timer. So, this could actually change up what would be "optimal gameplay" for the run. It may actually mean that routing to include a Krushing Blow or Fatal Blow might give you an "incidental time gain" because it would pause the in-game timer, thus gaining you time.

2. It doesnt factor in milliseconds in case of a tie. When two runners have the same IGT we normally prefer to have a deciding factor that would break the tie, but that wouldn't be possible in this case.

3. It would also eliminate the "Fatality sequence" completely as well, so it wouldnt actually matter how you delivered that final hit during the "finish him" section, as the timer stops before it. It would also mean you could just .. do a fatality and not be penalized by it

I realize this method is going to make things a little wierd "in a speedrun sense" since it wont really reflect an accurate measurement of the run as a whole. However it should cover most of the important aspects of gameplay and most importantly it would be a feasible way to allow us to combine all platforms under 1 leaderboard.

Anyway, let us know what you think by replying to this post and/or talking to us on Discord.

WoolphiWoolphi likes this. 

Forum: Mortal Kombat 11

Thread: Looking for Load-Time removal verifiers

Started by: TenkaTenka

(edited: )

Yep. This idea has been thrown around a few times.

However there are a couple of other factors here which kind of make it a bit "iffy".

1. Randomly, the timer on MK11 doesnt start at 240. Sometimes it starts at 239, sometimes at 240 and it seems completely random. This means the IGT will often require the verifier to do double the effort, checking both the start and end times of each round and making the calculation accordingly.

2. The in game timer pauses during Crushing blows, Fatal Blows and certain environment interactions. This means the amount of time spent in the round won't really be accurate to the In-game timer.

3. It doesnt factor in milliseconds in case of a tie. When two runners have the same IGT we normally prefer to have a deciding factor that would break the tie, but that wouldn't be possible in this case.

Having said that, I'm still kind of open to this method despite its drawbacks. Since it would probably just be better than what it is now. Each time this method has been brought up though, someone has more or less objected to the idea and we could never really reach a consensus on it.

SlevanasSlevanas likes this. 

Forum: Mortal Kombat Trilogy

Thread: Proposed Category Changes

Started by: TenkaTenka

(edited: )

Hi Guys,

We would like to make a few minor changes to the current category setup and would appreciate any feedback before we go ahead with the changes:

Contents

[Hide]  

1. Move "No High Punch Trick" from Category Extensions to the main leaderboard.

While there aren't "many" runs on the leaderboard that run under these rules, there are still remnants from past runs which would qualify from before HPT was discovered to work on MKT. NHPT/NME has been a pretty successful category in MK2, MK3 and UMK3 and reflects what I think a lot of people see as the "glitchless/legit" way to run these games. I see no reason why it shouldn't be treated the same on MKT.

[Hide]  

2. Using the "Individual Levels" Leaderboard for Character specific runs

Similarly to the other classic MK's, this idea has proven effective to providing a place for people to master specific characters while not affecting the main leaderboard. While it may take time to populate every characters categories, this allows people a means of being recognized for their mastery of a specific character.

[Hide]  

3. Add a true Any% category

Currently on category extensions exists an Any% (No Bosses) category which was originally just called Any%. However there has been some demand for a proper true "anything goes" category. This feels like a good opportunity to add it. This category will exist separately from the currently run "Bosses" category and will allow the selection of any difficulty and any tower on top of allowing the overpowered boss characters.

[Hide]  

4. Category name changes

There will be 4 main categories as follows:
- Standard (The same as the current "No Bosses" category)
- NHPT (No High Punch Trick, transferred from Category Extensions)
- Any% (New category in which anything is allowed including any tower, difficulty and/or the use of boss characters)
- Bosses (The same as the current "Bosses" category)

"Standard" will be the new name for the main category which defines as "hardest difficulty, hardest tower, no bosses, anything goes". This is something that has worked out well in UMK3 in a similar way and serves a good way to indicate what is considered the main category.

[Hide]  

We would like to give everyone a chance to give their thoughts and feedback before implementing these changes. We will implement these changes in the next few days if there are no significant objections.

ParallaxMKChileParallaxMKChile, NerdyNesterNerdyNester and Peanutfan22Peanutfan22 like this. 

Forum: Diablo

Thread: Rule doubts

Started by: crepaldi_95crepaldi_95

As I understand it, the low hp + mana shield trick is more of an exploit than a glitch.

It doesnt reduce the power of enemy hits it just prevents you from being able to be stunlocked. You still take the full amount of damage that the enemy deals if they hit you.

For comparison, duping any items is not allowed in the run which is a straight up glitch.

It would be nice if the rules were better written to specify these things but it seems like the moderators haven't been active in a while.

 

Forum: Alien Crush

Thread: Longer Categories

Started by: baldnatebaldnate

Just a heads up guys, Since I'm no longer mod on this game. @Peanutfan22Peanutfan22 is currently away on vacation, I'll send him a DM and forward this thread to him and see if I can get his attention. If I can't get a hold of him you might be waiting a few days before you get a response, just know that its only because hes busy and not because hes inactive. He should be around soon to handle the request.

Peanutfan22Peanutfan22, CheeseVikingGamesCheeseVikingGames and baldnatebaldnate like this. 

Forum: Mortal Kombat 11

Thread: Looking for Load-Time removal verifiers

Started by: TenkaTenka

We are looking to add verifiers/moderators who are willing to undergo the task of load-time removal. This is a very tedious task, so please only put your name forward if you think you are ready for it.

For example, the moderation process would involve - at the very least - downloading every video and using a video processing tool (such as Avidemux) to find the time stamps of every start/end load time segment in a run.

We already have 2 volunteers so far. I am skeptical that we have enough, but we are in discussions on the logistics of how to proceed. If this works out and everyone is happy with their positions we may be able to combine all or most of the platforms into a single category.

Please reply to this post or contact me on discord if you are interested in helping out.

 

Forum: Mortal Kombat 11

Thread: What about unifying all ranks?

Started by: Arcoverde13Arcoverde13

This would be great, but it is too much of a job for just me to handle. Doing so means manually removing the load times of every single run, it is a very tedious task.

I need volunteer verifiers who are willing to help out if this was ever to become a thing. At least 3-4 people. I simply cannot do this job on my own.

 

Forum: Mortal Kombat 11

Thread: Two suggestions for categories

Started by: MikeyStudiosMikeyStudios

(edited: )

Aye I forgot about the IL board for PS5/XboxSX/Stadia, I'll add those now.

And yeah, pretty much adding the other towers fragments the leaderboard much more than it needs to be. On top of that the Novice/Warrior towers don't really change much to the speedrun apart from it essentially being a "shorter run".

I would be down to add Novice/Warrior Towers if we had some way of combining the platforms, therefore reducing the number of categories to compensate. But the only way to do that is to either let it be grossly unfair (due to insane load times on the newer consoles) or have people removing Load Times on each run.

If we had a solid team of people ready to take on the task of load removal on all of the runs (something like 4-5 people at least) then I could see that being an option. So far it's something no one wants to do, and I can tell you from experience that it is a big job and I'm sure as hell not going to do it on my own.

Maybe in the future if the community for this game becomes more involved and we can assemble a strong team willing to take on the role, it can become an option then.

NerdyNesterNerdyNester likes this. 

Forum: Street Fighter Alpha 2

Thread: Proposed Moving of "Max Damage" runs to Category Extensions

Started by: TenkaTenka

Well its been a few days. No one seems to have any strong objections and a few people on the discord seem in favor. I'm going to begin moving runs tomorrow.

Last chance to have your voice heard.

LeandroAmadeuLeandroAmadeu likes this. 

Forum: Street Fighter Alpha 2

Thread: Proposed Moving of "Max Damage" runs to Category Extensions

Started by: TenkaTenka

(edited: )

Hello everyone.

Just so that everyone is aware, the Category Extensions leaderboard is now available. You can find it on the side-bar already or linked from here: https://www.speedrun.com/street_fighter_alpha_2_category_extensions.

Category Extensions Leaderboards are made to hold an abundance of "miscellaneous" categories. This is done to keep the main leaderboard focused on what should be considered the most competetive categories.

Many of the existing miscellaneous categories such as Survival, Shin Akuma Challenge, Dramatic Battle and "Maximum Alpha" will be now listed on the Category Extensions leaderboard.

We have decided we would also like to move the "Max Damage" category to the Category Extensions leaderboard as well. While the Max Damage category is a rather enjoyable run, we generally believe that Max Damage doesn't really represent what would be the standard way of playing the game.

Moving Max Damage runs to Category Extensions will allow us to simplify the main leaderboard, reducing to just "Normal Damage" runs and either Normal or Expert difficulty within the chosen platform.

I would like to give everyone the opportunity to voice their opinions before we implement such a big change. Please do so by replying to this post, or contacting us on the Street Fighter discord.

If the majority of the community is in favor or indifferent to the change, we will begin moving runs in the next few days.

Thanks for your attention.

LeandroAmadeuLeandroAmadeu and HabbleHabble like this. 

Forum: Mortal Kombat 11

Thread: Worst AI to fight?

Started by: TyRy74--Soulslayer--TyRy74--Soulslayer--

It's been a while for me, but IIRC Noob saibot (with his anti air), Sonya, Kollector, Jacquie are the ones that gave me trouble. It's worth nothing though that you can also roll different "variations" of some opponents which are more pleasant to deal with because the AI will make them use one of the specialized moves that are easier to exploit. I recall encountering a "bot centric" Cassie Cage that was much easier to deal with than her brawler counterparts.

As for Kronika on very hard, best thing to do is just go for Uppercuts or combo's the moment you see her go for either her Orb or "force field" special moves. If you have a character like Noob, Sindel, Jade, Baraka with a nice "long range" uppercut you can exploit it much more comfortably. Liu Kang also has a really nice 1-2-Fly kick combo he can use which also works on Wakeup against her if timed correctly, shoutouts to @doctor_protonicdoctor_protonic for figuring that one out. Overall though, Kronika on Very Hard is absurd and its unfortunate that the best strat is just "perfect uppercut timing". There may yet be some more strats to learn in this regard.

 

Forum: Mortal Kombat Shaolin Monks

Thread: Hard Mode Runs

Started by: ElfinoutElfinout

It is done!

\o/

 

Forum: Mortal Kombat

Thread: Speedrun strategy... but what am I missing?

Started by: irwazrirwazr

I've just added a new guide which should cover everything a lot more in depth. Again it is focusing on the Arcade version, but provided you cater for the slight differences, most of it carries.

Just be aware of the "extra 10% hp rule" and you should be able to still use most of the strategies described in it.

That guide is STILL not complete and doesnt cover the advanced strats on endurances/Shang Tsung, but if you can get that far with the current guide you may be able to put the rest together yourself (or DM me and I'll help).

NerdyNesterNerdyNester likes this. 

Forum: Mortal Kombat

Thread: Speedrun strategy... but what am I missing?

Started by: irwazrirwazr

Also I recommend joining the Discord if you havent already. Feel free to @ me or DM me there and I can help you 1:1.

NerdyNesterNerdyNester likes this. 

Forum: Mortal Kombat

Thread: Speedrun strategy... but what am I missing?

Started by: irwazrirwazr

(edited: )

Ok so first of all, make sure you have made your way to fight 3 first, however you can, before beginning to learn the strat.

The reason being is that fight 1's AI is NOTORIOUSLY random. They will often not react as they should just due to RNG. Sonya is by far the most co-operative, Kano is by far the least co-operative, getting SZ or Scorpion to co-operate on fight 1 is a pain in the ass.

I should also make sure its clear (incase you missed it) that you want to be on Very Hard. It is required by the rules, but it is also essential into making the AI perform the necessary patterns which work with this strategy. Even with the AI set to very hard, fight 1/2 can still be an RNG nightmare. Once you get to fight 3 onwards everything starts to become a lot more consistent.

As for what you might be doing wrong. You do want a gap between you and the enemy, and that gap distance changes depending on if you are doing jump punch or jump kick. Jump punch you want to be about sweep distance away, jump kick about half that (any closer and you will probably get thrown). The distance is very specific.

I recommend forgoing the "walking forward to them" when starting out. When learning the strategy the best thing to do is to start crouched, wait for them to walk to you. When they get to the appropriate distance do the jump punch or jump kick.

If done correctly the AI will attempt to do a vertical jump kick to counter you, but JC's hit box is going to come out on top.

Unfortuantely the guide you read is not quite complete and really only a "quick chop work", doesn't quite cover a lot of the details that need to be covered.

Specifically, do the Jump kick against Sub-Zero,Scorpion and Kano. Do the jump punch against Sonya, Liu Kang, Raiden and JC mirror. This is due to SZ/Scorp/Kano's jump kick hit box being a lot harder to connect with. The jump kick (at closer distance) is a lot easier.

Now all of this information is associated specifically with the Arcade. MS-DOS has a few quirks beyond that, most notably that everyone has about 10% more HP. 3x Jump Punch > Shadow kick does not kill them like it does on Arcade. So instead you need to do 2x Jump Punch > Shadow Kick with 1x Jump kick > shadow kick. This often works out well if you have an opponent like SZ/Scorp/Sonya who will _almost_ always projectile on opening, thats where the JK>Shadow kick comes in and allows you to finish them with 2x JP> Shadow kick (if you can put it together, depending on the opponent).

As for "following up with a shadow kick" whenever you connect with JK or JP, you must begin to buffer the back/forward movement AS JC is falling, and press LK when he hits the ground.

Like @DWednesdayDWednesday suggested, posting some footage of your attempts will go along way for me helping you figure out whats going wrong. Make no mistake, MK1 has probably he most complex speedrun of all the classic MK's. There are many layers to learn and jumping head first into WR strats may be overwhelming. It's best done in stages.

irwazrirwazr and NerdyNesterNerdyNester like this. 

Forum: Mortal Kombat Shaolin Monks

Thread: MKSM Demo - Category

Started by: OAleexOAleex

Added a category for it under "misc".
Feel free to submit the current run you have and let me know if there are any rules that should be changed/added/modified.

OAleexOAleex and Yuri_oliveiraYuri_oliveira like this. 

Forum: Mortal Kombat II

Thread: Proposed Category Changes

Started by: TenkaTenka

@irwazrirwazr

- Added.

Good luck, and let us know if you need any help.