Yeah, I tried something similar for the zombie in the hallway to the piano a lil while ago, the problem was how inconsistent it ended up being, so I decided to stick with my usual "counting steps" strat afterall and even though it was like 1 second slower, my success rate was much higher. And judging by how inconsistent it seems to be for Roo with the zombie in the hallway to the small dining room, I'm still inclined to stick with my old counting steps strats.
I have however been using a method very similar for the zombie in the basement right before the elevator (credit goes to Shadowboss for that strat!) with Chris for almost a year now and it's pretty much a 99% success rate :
(This is an old PS4 run, but it works just as well on PC)
It just seems to work really good for certain zombies and not so much for others (unless you're frame perfect...)
I give credit to nurmatgfx for finding these dodges in particular. I've always noticed this when I was running, but just assumed I was getting lucky. There's an amount of precision involved on top of the RNG you get with zombie AI for whatever area you're in. Some work really well while others are just 50/50. I would honestly go with whatever method suits you best in the end. I sought out to find how these dodges work since I'm mainly a tank control user. I prefer being able to have more control on my movement personally. Arrange controls are probably on par with these quicker dodges if you're good with the control scheme. My only gripe with alt is that it's rather awful against sleeper zombies in confined spaces.
I still need make more videos showcasing every possible area you can do this and the success rate. I think the more distance you have between yourself and the zombie, the better chance you'll have of avoiding it. As for effectiveness vs a sleeper zombie, it's very much possible to get by one. I mean, you can even get away with doing these dodges slightly slower (have a brief pause before you start running by). You just need to make sure you're not in range of a grab before you hit the wall. It's sort of similar to how RE2 zombie dodges work (mainly the first zombie in Red Hallway). You stay on one side of the wall to draw the zombie away to create space to avoid it.
As much as I get annoyed with the zombies on this game, I always assume that every zombie is going to be a sleeper regardless lol. It forces me to adapt quickly so if I get one in an area, I know I can get away with running by it no issue (except the Room 002 zombie BabyRage )
There needs to be an obstacle in the way for this trick to work. You're not getting grabbed in that instance because that pile of boxes (or whatever that is) is between you and the zombie. The same can be achieved with the zombie in murder hall, you can use the corner of the wall close to the statue/pedestal the arrow is stuck into to prevent that zombie to grab you if you move towards him at a certain angle hugging the corner.
Roo has more insight into those kind of dodges, he's been using it on REmake GC for a while.
Totally off-topic: Nice avatar BTW! Aaah, Akihiko.... ¤_¤
Edit: I meant to say the wall, not the statue. Fucking old lady memory...
Yeah, it's a collision issue when there's a object or corner present. The zombie's unable to properly connect its grab onto you despite how close you can be. It's something I always take advantage of since it's incredibly consistent, but you don't get that many opportunities to abuse the environment to get by enemies as you progress further.
Please submit all Resident Evil HD Remaster runs to the new boards.
Console: Steam: