Possible routes for the Beat the Game run
6 years ago
South Holland, Netherlands

Aside from better execution, I'm pretty sure the best way to go about improving this run would be to find the most efficient way to confirm into damage after an enemy block an attack, like I did quite a few times in my run (with Ken: Jump in kick to throw, looping that in the corner). This works well enough, but here's some ideas on more optimal strategies.

  • Any character with higher throw damage than Ken with potential to do the same loop. (obviously)
  • Potentially there's a way to confirm into Spinning Piledriver with Zangief, which I'm pretty sure kills in like 3 hits
  • Any attacks that lock into a good ol combo after the enemy blocks. The only way this would be consistent is flawed AI but isn't far out of reach and could potentially be very fast since I think this game doesn't have reduced damage for combos.

I'll try test out all these things as soon as I can, but for now I think it's just worth thinking about the possible ways to improve the confirming into damage after blocked moves strategy.

TheGreatToddman likes this
Richmond, VA, USA

Thanks for posting and being involved, this is a good entry level beat-em-up and I want to bring more attention to the game! I went ahead and verified your run, congrats on WR! But I'm coming for that #1 spot Kappa. In the future, please try to have sound on the video, it makes it much easier for me to time and verify.

Now as far as game mechanics go, yes I think the throws are a good way to lock the cpu out a good portion of the time, but I'm not sure the time involved animating the throw constantly will net a better time than just smashing and hoping you get through the defense. I'll get to testing as well!

Edited by the author 6 years ago
South Holland, Netherlands

First of all: Congrats on getting the record back! I've been trying for a few hours now to get it back with a few different strats, but things just aren't piecing together. I'm pretty sure I'll get it next attempt though, though it won't be pretty...

You're definitely right about smashing and hoping the CPU misses a block would most likely be the most efficient way because of throw animations being so long. Before it gets so optimal that that's necessary and the run becomes mostly RNG, I think there's definitely a place for consistent strategies.

Also Zangief is pretty useless, he's too slow to get a raw Piledriver and if it hits there's still no followups after :(

TheGreatToddman likes this
Richmond, VA, USA

Agreed about Zang, I gave him a run last night and he's too bulky to stay on the opponent. Also, I think if he ducks down he still gets hit with shoryuken type attacks!

Good luck, and I think I might have a few more people interested in giving this game a run or two.

Edited by the author 6 years ago
Richmond, VA, USA

Planning on giving the game a run Yoni?

Richmond, VA, USA

To be fair, everybody has to compete under the same criteria, so I don't think that diminishes the game at all from a competitive standpoint.