Comments
Michigan, USASkye_pls3 years ago

The game is completely different, some of these V04 times I'm willing to bet are impossible to beat on V05, an integrated leaderboard would also confine our PBs across versions.

Michigan, USASkye_pls3 years ago

Ok I confirmed the removal of the throw loop, Floyd is easily the worst main character now. Even his basic combos are designed to go into throws and he can't even effectively do that vs any boss or high level enemy. If they wanted to kill him, they did it.

Unless new tech is discovered all he'll have is combos that are inferior to that of his peers. The time gained from less hitstop and reduced jump start up is minimal and the time lost from the removal of throw loop (and jab loops I guess) is huge. We lost 8 to 10 minutes from that and the new stage 12 section that replaced the wrecking ball. Awful, I don't think I'll be running Floyd and unless something new is discovered, I feel sorry for the Mania runners.

ckellyspeedruns likes this
Michigan, USASkye_pls3 years ago

Normal is not a pointless category, the main leaderboard has more Normal runs than Mania for every character. An argument could be made for Hard, but definitely not Normal.

Michigan, USASkye_pls3 years ago

I think the Normal and Hard difficulties for Floyd won't be that terribly affected by the removal of jab loops. Stage 8 boss might be the worst hit on that, but it's nbd

Planetaryashes likes this
Michigan, USASkye_pls3 years ago

Anyone wanna help me find these pointer paths for the level IDs?

Michigan, USASkye_pls3 years ago

Floyd's lateral movement is really fast if you use jump special.

ckellyspeedruns likes this
Michigan, USASkye_pls3 years ago

This used to happen to me all the time when I ran Floyd Normal.

So right before the vertical section literally before you encounter your first B.T. there are 2 Donovans who are supposed to jump out of 2 manhole covers then 1 with a pipe, it's possible for the screen to scroll too fast for the 2 Donovans to hop out, which the game considers mandatory to beat before the car crash, thus you softlock.

Just don't move too fast when that section opens up and you got nothing to worry about.

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Michigan, USASkye_pls3 years ago

Floyd could destroy some sections with an extra star...

Michigan, USASkye_pls3 years ago

Submitting a 3:57 Floyd Normal Stage 1

Michigan, USASkye_pls3 years ago

By all accounts, Adam is the fastest character in a speedrun wrt the main SoR4 cast. Could that change with balance patches or discoveries within the game? Of course, but as it stands now, it's Adam, and an integrated leaderboard displays at a glance that if you want the fastest time, just play Adam. Tech lords and people that sniff out strats are outliers, most people will play under conventional wisdom. It's not a case of "we don't want to see that Adam is the fastest", that's an extremely silly assumption to make. But the existence of segregated leaderboards lets newcomers know that there are many ways to play because the criteria is different for each category. If anything it helps find new tech with less played characters.

If you want to impose yourself like this, touting your experience within various speedrunning communities, then idk what you hope to accomplish, because the leaderboard is organized this way because of community feedback, so either your sole opinion is more valuable than a week straight of community feedback or...what?

And you still haven't made a case FOR Story mode's inclusion.

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Michigan, USASkye_pls3 years ago

I think even if you want to go fast and won't isolate them, getting a good nugget of damage is beneficial anyway since otherwise you'd have to make the trek all the way to her to fight her. I always throw the knife and just deal with them all.

Michigan, USASkye_pls3 years ago

Not to sound harsh, but I think it's on the proponents of Story Mode speedruns to make the case as to why Story mode needs to be a category, because you're playing the same stages and if it was in the interest of being able to switch characters, that doesn't sound faster than just blowing thru everything as Adam.

And I mean this sincerely. The people who harp on including story mode don't plead their case at all, it's just "I want it in" If you want to change minds and perspectives, you have to make an argument as to why it will, in theory, be distinct from Arcade.

As it stands, it'll end up being identical to Adam Arcade.

And I like the current way the leaderboard is set up, the categories should be separate and there's no reason to integrate them that isn't "It looks cleaner". Function over design, I say.

Michigan, USASkye_pls3 years ago

Already submitted a run

Michigan, USASkye_pls3 years ago

I've done this trick with the knife before. It works.

Michigan, USASkye_pls3 years ago

I agree with using IGT.

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Michigan, USASkye_pls3 years ago

Nice work!

It's kind of surreal that Floyd is lacking in so many areas, it's grabs or "might as well pick Adam" with him.

Floyd has way more utility in higher difficulties, cuz his 1v1 damage is ridiculous and the double grab and hit by throw damage is so useful in clearing out crowds. Just gotta bunny hop like you're on the source engine, then at least you're not the slowest.

I think Floyd will be faster overall on higher difficulties cuz of that and the stage 3 boss is insanely free with him.

Michigan, USASkye_pls4 years ago

I would like an any% and a 100% for doing the secret levels Also Arcade mode should be a category.

thread: Sonic Mania
Michigan, USASkye_pls6 years ago

Hey guys, me again. So I've been routing for an any% and here are my findings.

If we're doing RTA (and I hope we are imo) you can mash at the end of act screen to expedite the score allocation (like in modern Sonic games).

I've only routed the first 3 stages by taking ILs and tweaking them to account for 2 acts, for example, I'll get the fire shield in act 1 of GHZ because it speeds up act 2 and provides a quick kill on the boss.

https://twitter.com/Skye_pls/status/898971458029981696 https://twitter.com/Skye_pls/status/898979537035431937

CPZ is IL friendly so it should end up being an easy stage in the long term, despite that I found a rather scrappy quick kill on the act 1 boss and the act 2 boss requires a little good puyo execution and a lot of luck as competitive puyo strats apply under 4 color puyo and Mania offers us 5 color puyo which provides a lot of instability for speed's sake.

SPZ is super fun imo and act 1 is IL friendly one can lose a lot of time on the act 1 boss, let me explain;

Time can be gained or lost in 2 ways, first the missile order and second by the transition between phases. For the missile order, obviously you want the blue missile to go first, but it's completely random and I haven't found a way to manipulate that. The route during transition is also random but if you don't fail any of the phases (is it possible to fail a phase?) you only have to go through 3, I found the fastest route is a high/low/low. Going high is unavoidable no matter the order, but if you going low speeds sonic up during the brief autoscroller and saves about a half second going into the next phase, it's possible to go high/low/high but it's rare from my tests, but low/high/high is the slowest, probably worth a reset if you're doing WR attempts. I haven't seen any ILs for act 2 so I winged it, I recently found that it's faster and more stable to damage boost off the first spike and run through the badnik instead of trying to get lucky spindashing through, some jumps can also save some time in some spots I discovered, avoid the big ring at all costs, huge time loss. I get the lightning shield to quick kill the boss.

All and all GHZ for me is the hardest to optimize so far, I'll start routing FBZ and PGZ over the weekend, I'm pretty excited for PGZ after I saw that act 2 boss skip.

General: https://twitter.com/Skye_pls/status/899091820805853184 If a single pixel is off screen, the game considers your character practically offscreen, time loss.

thread: Sonic Mania
Michigan, USASkye_pls6 years ago

I have a few findings myself. Hi guys, been a long time viewer of speedruns, but now I'm gonna start trying.

I don't know if this is common across all 2d sonic games, but you lose speed during a jump, so jumps have to be done as low as necessary. This knowledge is useful in some situations, like how you can maintain speed here - https://twitter.com/Skye_pls/status/897973285882912768

Zipping doesn't seem to work in Mania, you can clip inside walls, but your only options is conventional movement, could be a time save for vertical traversing. There's a damage boost in Metallic Madness in the shaft with the falling spike platforms that's easy to get a clip by jumping as close to the wall as possible then turning around when a platform drops. Objects can block you into a soft lock though, so route accordingly.

Positioning yourself during act and zone transitions seems to be important as some don't occur unless Sonic (or whoever) is in a certain area, being offscreen seems to be a time waster, but exceptions might exist (Press Garden?)

In a Sonic & Tails route, Tails might be exploitable for quick kills and hitting floating animal boxes.

Not speedrun related but if you make Tails fly during the Act clear phase you can make him vanish into thin air, good party trick https://twitter.com/Skye_pls/status/897512712577708033

It's possible to lose a lot time the Studiopolis > Flying Battery transition, haven't confirmed the cause, but it may have something to do with if Tails is present. I mention this because I've encountered bugs where Tails won't respawn if killed/left behind. https://twitter.com/Skye_pls/status/897508874575646720

Gotta get good at Puyo lol.

I think that's all. Are we posting ILs? https://twitter.com/Skye_pls/status/897904662048788480

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