New Game runs must start fresh without a previous save. Or at least, a save without any runs/records, so you don't need to change your settings after every reset. This is to ensure every run begins with the same default set of items.
New Game+ runs are started with a 100% complete save file, with all special moves, layouts, and items unlocked.
Individual level runs can use cheats to fill up their item select screen beforehand.
There is no difference in gameplay between difficulties except for increases in damage and health of enemies, which makes "Easy" the fastest option. The only difference in Layouts are enemy positions.
RTA should be used for yourself and co-op missions, but official timing will use IGT, so bad loading times will not affect the final time.
Full game timing begins upon selecting a mission on the mission select screen and ends on the final hit of the final boss.
Co-op timing starts upon gaining control of your characters and ends upon losing control of your characters.
Individual levels use the in-game time displayed at the end of the mission.
Runs need to include a video with the time displayed clearly at the end of or during every mission, and a total sum of all in-game times must be included in the submission. You can calculate that here: http://www.unitarium.com/time-calculator
Recommended: Turn off autosaving in the settings so you won't be asked after every mission, keep stealth kills on because the cutscenes can be cancelled with circle, while stealth kill animations without cutscenes can't be cancelled, and set your stealth button to L2 in the controller settings (personal preference, but I find it much easier to play this way with target/"Lock on" being R2).
Feel free to comment below and include anything you feel a new runner should know before running this game.
Tips/Tricks:
----------Ground Cancelling: There's two landing animations upon touching the ground from the air. The long landing happens after falling from a high height. ---Falling from a ledge or a grapple will do a long landing at much shorter heights. ---It can't be interrupted by anything except enemy attacks and lasts about 4 seconds. The short landing happens otherwise. ---It can be interrupted instantly by strafing in a direction or pressing stealth. ---It can be interrupted by jumping in place, but not as quickly as other options. ---It can't be interrupted by walking, blocking, attacking, or using items. Both animations can be prevented entirely by holding stealth. ---It takes priority and has zero starting/end lag. A well timed double jump before touching the ground will also skip: ---The landing, sound, camera adjustment, and disturbing water.
----------Grapple Cancelling: When grappling to a higher area, press the item button again to do a backflip mid-air. ---The backflip gives a tiny bit of extra height (including wall kick backflips) but not much. ---However, it can be interrupted by ground cancelling (jumping/strafing/stealth). ---If done close enough to the ground, you can skip the backflip animation entirely.
----------Stealth Kill Cancelling: During a stealth kill, instantly cancel the cutscene by pressing block. If you cancel on the first possible frame, you can also skip playing the sound. ---I call this a "Silent Kill".
----------Item Cancelling: You can cancel aiming an item by pressing stealth. You may or may not be able to move during the pick-up animation. ---I've only done this twice, in the same spot, and only once recorded it in potato quality. ---
----------Ground Attacks: There are three different ways to perform a ground attack. Walk: ---Walk up to the enemy's body and press attack. ---If the character isn't close enough, you'll miss your chance to hit the enemy. ---Best for very close range. Strafe: ---Strafe to the enemy's body and press attack. ---Same thing as walking, but faster for mid-range distances. Jump: ---If you don't get enough height, the hitbox wont come out in time and miss. ---This attack is more reliable due to the large hitbox, but has longer end lag. ---Ideal for long distances.
----------Enemy AI: Blocking from a distance or jumping at an enemy will cause them to back up. ---Block while near, and they attack. Block while close, and they grab. ---Block at the same time they attack and you'll do a parry. Attack at the same time they attack, and you'll get into a struggle. ---You can win the struggle by moving your joystick around. Enemies will almost always attack when facing your back. ---This gives you a chance to turn around and interrupt their attack with a combo. Enemies begin their stand up animation immediately upon being hit. ---The faster you hit them on the ground, the sooner they'll get back up. Most enemies are also invincible during their stand up animation. ---However, they become vulnerable for just a moment before the AI kicks in. ---This window of opportunity varies for each enemy, including bosses. ---The faster they are, the sooner they'll act.