Commenti
run: Y2ROLL
Ohio, USADylCat4 days ago

Yeah I had to brute force this one in order to make it work. It's not consistent whatsoever, since the bounces you get on each platform have to give you a bit of upwards momentum for it to actually reach, which rarely happens.

Ohio, USADylCat1 month ago

back at it again with the white vans

Brobey piace questo
Ohio, USADylCat9 months ago

Ignore the mod note I think you're actually goated c:

Ohio, USADylCat9 months ago
Questo commento è stato eliminato
discussione: Super Mario 64
Ohio, USADylCat11 months ago

hey

Sconosciuto
Ohio, USADylCat1 year ago

Noted ty

Ohio, USADylCat1 year ago

Yeah, we've been doing this for like nearly a decade now

Ohio, USADylCat1 year ago

@UnforgettableJuan I use a program called JoyToKey, which allows me to bind my KBM inputs to any button on my controller. In this case, I bind my tag key, Q, and my up/down keys to the x button on my controller. This makes it so it immediately goes into the spraying animation, along with the up/down direction, then exits out the very next frame. Although there are other ways of quickspraying, this is by far the fastest method.

Ohio, USADylCat1 year ago

@google_cheese Ultra Skips are basically the skips where at the very beginning of the stage, you can complete a lap by turning around and manipulating the lap triggers (these can be seen in Heroes Any% & Babylon Any%). The skips that are used like in Device and Sparkworks don't follow that ruleset and just cut out a portion of the track, while still having a good chunk of it that's normal. Basically another way of saying it is Ultra Skips are the absolute fastest way of completing the track (this doesn't apply for everything though, but that's a standardized definition).

google_cheese piace questo
Ohio, USADylCat2 years ago

@frea You press T while in-game, and I use the standalone flash player and .swf in resources.

discussione: Sonic R
Ohio, USADylCat3 years ago

Yes you can play the GCN version on both, or alternatively you can play on a GCN emulator like Dolphin.

run: Sonic R
Ohio, USADylCat3 years ago

Rule 204: No Weezer

justmatt, Krix08, e SonicFan29 ti piace questo
Sconosciuto
Ohio, USADylCat3 years ago

Ok so first of all telling your parents about this is literally not going to do anything for you. Secondly, why are you still submitting runs after being told countless times to stop? You aren't going to get anything out of it, and all you're doing is making this worse on yourself. So you think that splicing runs, getting banned from the server, then right after still continuing to submit runs after being told not to, THEN still continuing to do the same thing, and then literally stealing somebody else's run is acceptable? Yeah well it's not, thanks to you making the decision to splice runs.

OriginalityAce, SonicFan29 e 10 Altri ti piace questo
Ohio, USADylCat3 years ago

Woah this is sick. I don't imagine this would save much though since the cycle for Dangr strat afterwards wouldn't be set up since you're way too fast. Cool strat regardless

discussione: Sonic R
Ohio, USADylCat4 years ago

Yeah there the best versions overall, but I wouldn't say one is better than the other

Tooney123 piace questo
discussione: Sonic R
Ohio, USADylCat4 years ago

Mainly just preference, Gamecube and PC have different handling so use whichever you prefer.

Tooney123 piace questo
discussione: Wacky Ballz
Ohio, USADylCat4 years ago

Hey there gamers, so recently I got added as a mod to help out with retiming runs since a lot of the runs weren't retimed correctly which annoyed me a bunch. All the runs that have video I was able to retime, however I wasn't able to retime runs that don't have a video attached to them. With that said, I'd like to clear up how timing works for this game since I feel like it's not specific enough in the rules (I do plan on updating it)

First off, I highly recommend using Slush Puppy's Retime Tool for runs. It's the most accurate one out there and is super simple, I recommend using it more than the YT Frame Timer. Secondly, for any category, the timing always begins on the very first frame "Go!" appears, and ends when "Continue" pops up at the end of the last level, OR alternatively, the "level complete" text disappears, since mashing through the "Continue" text is possible and you might not see it for retiming runs.

Hopefully this clears things up, I'm going to try to work on clearing up the boards for this game so it makes timing way easier for runners and the mods.

Ohio, USADylCat5 years ago

This is outdated because I did the fast.

discussione: Super Mario 64
Ohio, USADylCat7 years ago

Or just use a hori Kappa

Info su DylCat
I’m a lean, mean, speed thingy!
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