Konquest - Village Optimization (2024)
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Konquest - Village Optimization (2024)
Diperbarui 2 months ago oleh No_Novice_Luke

A TUTORIAL FOR A TUTORIAL

Hello there, I'm No Novice Luke, the current world record holder for NMSNG - Konquest + Dog%.

Here you will find an up to date tutorial on how to fully optimize your Village run. Within this ultimate and most intimate guide, I have made some rather handsome and time-saving discoveries.

Prepare yourself.

CS - CHANGE STANCE

DOJO #1

  1. Step Foward & Back (6x) This can be done with 98 seconds left on the clock.
  2. Dash Back (3x) This can be done with 97 seconds left on the clock.
  3. Down+1 - Back+2 - Up+4 - 3 (Mantis) This cuts the congratulatory dialogue.
  4. 2 - (add Back+2) - Up+2 (Mantis) The added launcher will cancel out the congratulatory dialogue.
  5. 3 - (add Back+2) - Back+3 (Mantis) The added launcher will cancel out the congratulatory dialogue.
  6. Perform "Stunning Prey" - 1,1,Up+3 - Back+4 (Sweep) This will cut the congratulatory dialogue.

DOJO #2

  1. 1,1,2,4 (add '4' to bypass the stun animation afflicted to Bo' Rai Cho from 1,1,2)
  2. After performing 1,1,1 - stand where you are, there is no need to advance for the next hit to connect. Now, go on to execute 1,1,3.
  3. 1,1,Up+3 - 1,1,2,4
  4. Up+2 - Up+3 - Forward+4 - Down+2
  5. Back+2 - Up+4 - This can be done with 29 seconds left on the clock.
  6. Up+4 - 1,1,1 - then go on to perform the next juggle - Back+2 - 1,1,2.

DOJO #3

  1. Block High (4x) Advance forward to catch the first hit. Now, remain stationary throughout, as moving towards him causes a short delay in his attacks. This can leave you with 91-92 seconds left on the clock. If executed correctly and Bo' Rai Cho cooperates, there will be 93 seconds left on the clock.
  2. Block Low (4x) Advance forward to catch the first hit. You can go on to repeat this motion, as it has the opposite effect to the last lesson. This will actually trigger Bo' Rai Cho to throw out his attacks faster. If executed correctly and Bo' Rai Cho cooperates, there will be 94 seconds left on the clock.
  3. Now, you must crouch under Bo' Rai Cho's attacks without taking damage. (3x) On the final attack, be ready to perform an uppercut. This must be timed frame perfect. If you perform the uppercut too early, Bo' Rai Cho will hit you. If you are too slow, the animation for your Down+2 will not come out. If done correctly, this will cancel out the congratulatory dialogue.
  4. 1,1,1,CS,4,4,CS (2x) - 2 - 2 (Cycle Mantis through Shaolin Fist and finish on Dan Tien Dao). This will cut the congratulatory dialogue. There should be 38 seconds left on the clock. This does not work on the PAL version of the game. There are inconsistencies between the two.

DOJO #4

  1. Change stance (3x) This can be done with 30 seconds left on the clock.
  2. 2 (Mantis) - Forward+1 (Shaolin Fist) - 2 (Dan Tien Dao) The final hit has Bo' Rai Cho meet the ground faster, apposed to using '1', which has Bo' Rai Cho flailing in the air briefly. This can be done with 28 seconds left on the clock. It will cut the congratulatory dialogue.

DOJO #5

  1. Side step & punish Bo' Rai Cho's attacks. I typically use '1' (Mantis), but I do acknowledge '2' to be much safer, as it creates a little bit of distance between you and Bo' Rai Cho. This should leave you with 57 seconds left on the clock. Now, I'm going to point out, though typically 1 second slower, you can get an instant hit on Bo' Rai Cho with a Down+1. This will cause him to buffer his next attack, therefore it's slower overall.
  2. Now, the game wants you to stay low and counter Bo' Rai Cho's attacks. We're going to bypass that. Through much labbing, I have discovered a more time effecient solution, one that beats the countdown. This lesson has many inconsistencies when trying to cut corners. I typically step in on 'Block', and immediantly go in for a Down+4 (2x) into an uppercut. This will cut the congratulatory dialogue. There will be 43 seconds left on the clock. This sequence/bug renders the countdown irrelevent. Initially from testing, I was lead to believe there was a short delay in attacks registering. However, I have been able to land some registered standing (single hit) attacks, aswell as low attacks from the get-go (on the '3' count), but it is very selective and not always consistent (It seems to be more in favour of '2' on the countdown). It's very finicky. It appears to be a product of chance. You don't even have to block in some cases, however, I found it worked more consistently when I did. My low attack sequence is the most consistent and optimal approach. Down+4 has good recovery and an advancing motion. I have had a 'sweep' from a crouched position actually register as the final hit, though it is inconsistent. I acknowledge due to the air time from the uppercut, Back+4 is faster, but in Dan Tien Dao - '2' is even faster, as it has your opponent meet the ground quicker. It's just a shame that it's not applicable here. This information is drawn from my experiences, and is actively being worked on. The time saves already are superb. This cannot, I imagine, like most of these bugs/tricks, be performed on the PAL version.
  3. BREAKER!! (3x)

DOJO #6

  1. 1,2,4,CS,1 - This added input will cause a hard knockdown, and cut the congratulatory dialogue.
  2. 1,1,2,CS
  3. 1,4,4,CS

FINAL LESSON: FIGHT BO' RAI CHO

Mantis - 1,1,2,4 = 22% DAMAGE

Repeat this combo/string, but beware of the damage scaling. This will occur if you go back into the combo too fast. Allow for some recovery.

Note: When travelling between lessons, be sure to spam the action button when talking to Apep.. to see him gesturing is enough, we don't need to hear him talk. We have stuff to do elsewhere.

Now, with Apep out of the way, I recommend you run full speed, channeling your inner, Kabal.

Upon reaching the dojo, this part is optional, and down to preference, but I typically take to the side of the steps, and meditate in the corner (on the same side as Apep). Both Apep and the door will be within arms reach. Meditation is evidently faster than waiting around for Apep, taking into account, you are pulled out of the animation in a timely fashion, as it can be a little janky.

When leaving your interaction with Apep, you'll come to find that the corner doesn't allow for you to run wild, it's basically two walls funneling you into the dojo. Alternatively, you can take the time to line yourself up with the corner of the steps, a method brought to the table by 'NoPulseWillow'.

That said, I would like to put some respect on his name (NoPulseWillow). He is a credit to the small pond that we all swim in. I remember when I first started speedrunning this game, it was his guide and video that put me on the right path. It gave me a blueprint to build on, and build on it, I did.

I hope you can all appreciate my contributions/augmentations to the run, and take it one step further.

We are a collective, and we stand united with a passion for running this game. I've taken the time to watch everybody's run on the leaderboard, and each one has a quality of it's own.

I'd also like to recognise and shoutout 'AlucardtheBelmont' for keeping the kompetetive Konquest scene alive. He never fails to galvanise me.

'MissionofSin' is another runner I enjoyed watching.

The smallest changes can make waves in this game. I count every little mercy I get, incorporating every little trick that floats legal and viable in our category... that is, until the RNG steps in to kill the run. (I'm looking at you Scorpion, the victorious tortoise)

Thanks for reading.

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