Having read the rules for the runs for this game, I discovered that the Cowabunga collection prevents the removal of a button for special attack use as the game will not allow it without assigning a button for it. This also seems to affect trying to use the special with attack and jump buttons it seems.
The Cowabunga collection version might need its own rules.
Okay. The mystery has been solved between the US/World and JP versions. Manticor5 did a run on JP and his time for that nearly matches the times I would normally get with the JP version.
It turns out that Bosses take more damage in the JP as opposed to US/World versions. Manticor also noted that enemies are more aggressive in the JP version. So, if you want faster times, use the US/World version. I still plan to continue my runs on the JP version since it's the only I have through the Capcom Arcade Stadium.
Sorry for the long wait. I spoke with Emptyeye about this and he said it was okay. I don't know if the other mods such as Izumi or LordofChaos would approve, but I did message Izumi about it and got no response.
Oddly enough, I'm a moderator for the series but not for this game. I'll see what I can do in the meantime.
While playing TMNT Arcade with Raph, I found a strat to use against Krang. I'm probably terrible at explaining things in detail, so I highlighted it to show. I have not tested it with the other Turtles, but if it works for them like Leo and Mike, this could change things a bit. I call this trick the Rotor Axis! Feel free to laugh, it was the first thing that came to mind.
Hmmm... Good Question. I was told that it was considered cheating, but since that runner has retired from speedrunning, I'll try to ask the mod for this board about it.
Okay. I have all of the guides set up for Nelson and Flak, common enemy AI behavior, and guides for all six stages up in the guide section. Hopefully, that should get some tips and stuff for new runners to use. Hopefully, someone will make use of the resource section as I don't have anything at the moment.
I just put up a Bild/Nelson guide in the guide section. I'll have Norton/Flak and guides for the stages and enemy AI behavior up as the week progresses.
I think I can do something about that when I get some time.
I did a post about the reasons for using Nelson over Flak, but I see what I can do. I should warn you I'm probably bad at explaining things, but I'll do the best I can!
As for damage formulas I don't have the tools for that.
I had to change the time to 52:39. Time stops after the character does his/her victory pose. Good work, keep it up!
Okay, gotcha! Thanks for the response, much needed!
3 Weeks ago, I submitted a run for Final Fight 2 Haggar Normal any% and it has not been verified yet. I was told I had to wait 20 days/ 3 weeks before reporting in.
What should I do? Get in touch with the moderators on social media or someone on SRC?
I was thinking about weapon-only runs until the mod mentioned not allowing usage of Mega Crashes. But yeah, this board does need new categories as it'll bring in new kinds of runs and old and new runners for the game.
I was thinking more in line was to damage output for weapons and if bosses are easier in the US version. I kind of noticed it takes a bit longer in the JP version.
@VanceVelez I went ahead and add the deathless% categories to the board. They'll be under Misc. I can't wait to see a deathless run of this game.
That's not a bad idea, though I should point out that this game and the rest of the Rushing Beat games are notorious for having enemies getting the upper hand most of the time via glitches, hit detection problems, etc.
I can have a deathless category set up tomorrow, as I have other things to do. Looking forward to seeing a deathless run of this game. I've only 1CC it several times now, but never go deathless.
I went ahead and added an any% Two-Player category to the Leaderboards today.
If you ever wanted to submit a Two-Player run for Two-Players it's now possible. I'm looking forward to seeing what kinds of runs this category will have.
Of course, Angry Mode is allowed.
If you're getting into speedrunning this game, it's great because you can get some invincibility and make your throws do more damage and make your run attacks go farther than normal.
However, you would have to take a certain amount of damage before it triggers and after that ends, you'll be in low health or so.
I use to use Angry Mode with Nelson, but after I did a run without using it by mistake, it was actually faster without it. Flak on the other hand does need it to make his chain attack consistent and make his damage better.
For now, I would recommend using Angry Mode to help you out on your runs and once you get better, try not using angry mode for a challenge. I hope you enjoy Rival Turf runs! :)
I just noticed that my starting times didn't match according to the rules of this Board. Time is supposed to start when the character was selected, instead, it started after my character appeared at the start of the stage.
Therefore, I choose to delete those runs based on the rules of this board. At the time I started running this game, I always thought that time started when the character appeared at the start of stage 1. Unfortunately, I didn't read the rules for this board, and I'm surprised no one made mention of it.
I plan to redo the runs under the rules next time. My apologies...
My apologies. If I was doing runs on Bizhawk, I would NEVER use a savestate for actual runs. But, yeah. I'll be sure to include resets at the start of the video from here on out.
Thanks NeoKad. I'm pretty sure I didn't use a savestate when I was doing my run last night. I checked my video again to see if a savestate was used...
I set my hard reset on enter key and soft on the right shift key.
I think it must've been when I hit the start button during the demo. Still, I plan to try again.