500m oppont boost
1 year ago
Netherlands

Ok so I encountered this https://youtube.com/shorts/xi4vIvl6aA4?feature=share

I think we can use this but instead of getting pushed backwards we het pushed forward. In the real try it looked much faster then the replay. It is only possible when we are 'out of heart' so we need to boost, come before a (big?) opponent and get pushed forward. I am going to sleep now but would like ideas about it from other people

Netherlands

https://youtube.com/shorts/HpRFJ0Ez2Dc?feature=share achieved it now with a forward boost! I think the power of the boost can be greater when you dash before the opponent and then get hit but this also works. Now we need to find a opponent that: A Doesn't always take the most inside of the track on our last turn B That also is in the turn when we need to boost (and which difficulty)

Edit: finding such opponent is incredible hard. The tactic itself isn't hard when the opponent is positioned right. You can steer a bit when you boost

Edited by the author 1 year ago
The_Challenger99 likes this
Barcelona, Catalonia

Have you tried using a chunky character to boost instead of using Tails? Or a smaller one. It might help understand the glitch

Also, does that mean that a character that can produce a bigger number of boosts before getting tired (Resistance stat?) will be able to perform this glitch several times and save a lot of time? Or does this event just allow 1 boost overall (I haven't played it in a long time). If it was the case, changing to a character with other stats to perform this glitch several times in a single run could be game changing.

Edited by the author 1 year ago
Netherlands

You can only boost last lap. I don't know if you can boost, refill your heart and boost again but I think we should stay at 1 extra boost first. A chain of boost might be possible but is really really technical Getting it without waiting is hard since I don't know how the opponent moves (I think it is possible to track them all but don't know if your movement matters and if that's possible in a emulator). Hard difficulty seems to give the best chance. Video as forward example wasn't great, Will make a new one today or tomorrow

This is basically the Idea: https://cdn.discordapp.com/attachments/842797764055662615/971865700643774484/IMG_20220505_220539.jpg

Another benefit is we can go faster in the laps before, only keep a very low amount of HP in the heart and do a very short boost at the last turn

RemyMS likes this
Netherlands

Edit: this became much longer then expected. I don't say anything usefull here just skip it. Tldr: a lot of fighting out which opponent characters are possible

If we could make a map with opponent 1-20 + starting place ABC and difficulty αβγ and select like time: 34.000-36.000 and look which opponents are in the right above turn it would be so much eassier. I feel it's part random but also part set for the character. Can't confirm it but feel like the boost deternines how it will skate. So if character 17 on γ (hard mode) has no boost it will always go one route and won't change unless there is another opponent in CPU 17s way. Will first do some more tests on easy and normal mode. If we can debunk them as possible there are only 19×18×17=5184 starting possibilties. If we can delete a few characters as possible (for example all power types) we only have 14×13×12=2184 possibilties (if the maths are right). And then we have the multiple kind of boosts. I think there are 5 but that's a guess. 2184^5= 4,96893334×10^16 So like there are a lot of possibilties and some are more likely then others (Luigi might be possible with 2 boosts, Eggman with 1, DK with the rarest etc.). Best would be doing enough test to understand it and cross out as much characters as possible (but again lot of effort because of the 3 starting places)

Top avoid posting a lot of threads I will (maybe life) update my finding on opponents here) 22:54 - Easy opponents always go for the most inside of the track except A third lap left under B 4th lap left under and boost (can't use this) C when there is another opponent Bowser (most right) on easy can come at the right time. We need a character that is also at that time at the turn. Then using Bowser is a possibility. I am thinking about Vector + Bowser

So with the exception of scenario C we can strips through easy mode

23:02 - Bowser third place also gets there on time. Starting place seem to only have effect at the start (time) and the opponent keeps following the programmed way. Also there seem to be 3 start boosts for opponents with starting. Too late. Ok. Yellow but not extremely good. Maybe there is another good start with less RNG. We should get names for the start TLDR for this part: we need to find another character that gets on time at the turn on easy (and track which start).

23:04 - there is als a very very late start

15:26 - Mario is a option but is too fastfor Bowser. It also looks like DK had different pattern on easy mode, but he is the only one. Keep reseting (hopefully for Vector and Bowser)

15:43 - it's a nightmare to figure it out on easy. Let alone other modes. For example Blaze is usually too fast, Bowser Jr. is often too fast but when they are both on the ice they bump against each other this slowing down and making them both viable. Bowser and Vector (and maybe Mario and DK too) seems to be the most viable characters, but even for them it depends on their starting boosts (I now know there are 3 slow boosts (slow, late, waiting till you het pushed), I think there are 3 yellow boosts, and 2 starting boosts without yellow (might be 3). Luckily the difficulty makes some almost impossible but this strat will require both the right characters Ans RMG

23:29 - on easy all Speed and Techinic characters are too fast. Power and all round are possible, with Bowser and Vector often being on time and all rounds less. But depending on boosts all Power and All-round characters are realistic

Edited by the author 1 year ago
Netherlands

At which specific times do we need the opponent? Of course it depends on what you want to achieve and what's achievable for you. 35.000-36.500 is a great goal? Then I can calculate back tomorrow to when the opponent needs to be in the turn (hopefully. Will be the though). Then I can follow all 20 characters with the 2 most likely boosts and pin down the few possibilties in easy. Again I am now only debunking easy mode, hard will have much more opponents aviable (and maybe harder opponent patterns)

Barcelona, Catalonia

Maybe you should make something like this for conceptual purposes

https://drive.google.com/drive/folders/1tfGmzQprPpPY1qlpnD9_FTrvd62I7ZlW

Netherlands

That would be really helpfull. Starting position doesn't seem to matter and there are a lot more ways to start. Don't have the time to do it with all characters though. I am going to look how the characters in medium and hard 'work' later though

The_Challenger99 likes this
Netherlands

Small update, this also works in Intensive Shortrack when your are exhausted and don't have anything in your heart. But it doesn't seem usefull in Intensive Shorttrack

I also found this in Intensive Shorttrack: https://youtube.com/shorts/1JvHrRoHfcw?feature=share. No idea if it's faster

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