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Sardinia, ItalyTromboncino8 months ago

Hello, Michael here.

I wanted to make a huge elaborated post showcasing in detail every single thing I am aware of the Super Cock and Balls Torture™ glitch, but if I did I would've never even started to write this post down as there is just too much to take account of and I'm honestly just too lazy to record it all. And on top of it, I doubt you lads would even read it all anyway.

So, let's just start with the basics. What is this Super Rooster™ Glitch?

It is the combination of three things:

  1. True Analog Movement
  2. Shuffle
  3. Input Stacking

Which basically allow you to sprint out of elevators while their doors are opening.

This is what it looks like (infinite Socom/Stuns and Skill Issue© not included in the final product):

The process works like this:

  1. True Analog properties allow Snake to move for a frame when loading a new zone, because they take priority over some animations and loadings. This can be seen basically on every single transition the game has to offer, but it is noticeable mostly during Miller's first codec call and after boss fight, where Snake is respectively able to keep crawling while being called by Miller and turn around before the rank up animation after defeating a Boss.

  2. However, if we pair this to the Shuffle, things get more complicated. That initial step could in theory be used to keep moving while the transitions are done, but there is not enough momentum for it to work with a single half step. BUT(T)! Elevators don't have true zone transitions, as the game basically puts a fake loading and freezes the game to give the impression of the elevator going up or down. And during this time, we can actually use hotkeys to shuffle and if we combine that with that half step due to True Analog and build enough momentum, that initial half step gets pushed until we are able to move normally again.

  3. ...That if we manage to build enough momentum, as I said. And to build enough momentum, we basically have to stack enough hotkey inputs so the mash we did during the freeze gets unleashed at the very first frame of that step. And that is easier said than done, because stacking inputs is based on input delay. The more input delay there is, the better and easier result we'll have, as those mashes will actually stay around for a longer time.

And now to what that actually translated to during 1 week of trial and errors and many many MANY curses to every single god known to mankind (and much more):

  1. With my keyboards:
  • Chinese Avazz keyboard or whatever it is: I'm able to do such trick, even if its consistency is very lacking due to my lack of practice aka SKILL ISSUE
  • Old Cooler Master keyboard: I'm also able to pull off such trick with some consistency if I adjust the rhythm to a slower one, and the numpad definitely helps here
  1. With my 8bitdo Pro 2 Pad:
  • hotkeys bound with reWASD: It has a 101% success rate IF I use the trigger buttons and just mash with whatever rhythm or consistency I want, not so much if I use any other button on the controller
  • hotkeys bound with Joy2Key: I've never ever been able to get it even once, no matter what buttons I used. However, with admin rights I was able to take a few steps and almost get out of the elevator if I mashed like a madman
  1. With my Xbox Series X Pad:
  • hotkeys bound with reWASD: doable, but wildly inconsistent either with or without admin rights, triggers or not and many extra settings to change and adjust sensivity of the shoulder presses
  • hotkeys bound with Joy2Key: impossible without admin rights, slightly doable with rights. Definitely a no go regardless, but didn't try a lot considering the previous 8bitdo Pro 2 results and these initial results looking similar
  1. With my old Dualshock 3 Pad:
  • with reWASD: Same result as the 8bitdo Pro 2 with reWASD, absolute king
  • with Joy2Key: Just no. No matter what.
  • with DS4Windows: very consistent results using the triggers from the get go, even if reWASD is still king

Now, this is my personal experience which may or may not vary wildly compared to your own. I don't have footage of all these tests because I didn't want to record an entire week of tests and bestemmie to understand how the game wanted me to press them buttons, so feel free to believe me or not. However, I encourage you to make your own tests with multiple devices if you're really interested on the subject.

Sardinia, ItalyTromboncino5 years ago

Is there a Discord or something like that where speedrunners can interact with each other? I'm enjoying ILs on SF2 and it'll be nice to receive advice or confront myself with other runners on a common platform

Sardinia, ItalyTromboncino7 years ago

I didn't find anything about this, so I ran my own tests.

There is not much difference between loading times and dialogs before the battles, even if the USA is slightly faster on that for most characters, but the real deal is that Vegetto's perfect/little damaged victory speech is 2,20s faster on the USA version. And since you have to see that for 11 times, that makes the USA version 34s faster.

Here's the video proof:

Hdot12 likes this
Sardinia, ItalyTromboncino7 years ago

I was wondering why there isn't a sub-category for each difficulty for every heist and full-game. Speedrunning something on Easy and Overkill completely changes the cards on the table.

Razio likes this
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