While running at the precise point in the wall press square to do the secondary club attack, then dash and jump in the opposing direction. So in the video I do the club attack while holding up after running into the wall, and then dash and jump down, this technique is known as knockback dashing, it can be performed with the small sword for greater speed, and any other weapon that provides backwards movement when attacking the wall. Basically the attack knockback is added to your dashing speed to sum things up. Also depending on what type of shield you have, you gain increased speed. This trick is incredibly precise. This is pretty much a clip at the bottom of the dragons mouth.
I didn't realise that there was this explanation thread here. I will try again following these instructions.
Question: Is there a weapon/shield combination which gives us the greatest speed? Is it speed which allows us to clip through, or is it the fact that speed lets us jump from higher up the path?
Some route changes I've thought about:
We no longer require the Witch Talisman.
I believe the club we have after the two wolves boss will be the club we take to Zarok (may not be enough)
I did Kardok/Zarok with a 100% club, it is easy. There will have to be some testing on whether Kardok skip is faster or not.
A knockback dash could let you cross to the exit early in The Crystal Caves, since we don't have to go to the dragon now.
A knockback dash could make clipping into the left or right seam of the Hilltop Mausoleum gate possible?
Alright!. So the shield gives you a slight speed increase and it's the height that allows you to clip. The witch tali is no longer needed and the only club you wanna get is in hilltop at the start, skip cemetery hill, it's slower by a few seconds. As for kardok skip, it's definitely faster because he's shielded for a few seconds without it. Crystal Caves skip has been done. As for hilltop, I doubt it but it's probably possible. I guess i'll post the tas work I did up to gallows. I do have to redo it due to not skipping witch tali, I was at enchanted earth when I found the skip and forgot that I got witch tali.
The entire level with the skip
Crystal Caves Skip
Pools Skip
Fastest Enchanted Earth Loop with inputs displayed
Stained Glass Demon
New Cemetery Hill Skip for NMS
Ok, nice.
I understand the idea of the skip now:
- Hold a direction and run, in place, into the invisible wall
- Knockback, dash jump in the other direction
I have yet to perform it so far. It could be for these reasons:
- I have yet to perform a successful knockback (how tight is timing?)
- There could be bad knockbacks and good knockbacks (confirm?)
- I have successfully performed a knockback with poor direction/camera angle (best setup for being accurate to the corner of the gate?)
Is there a way to tell if you did a successful knockback, such as a visual cue, perhaps practicing using a wall elsewhere? Is it a noticeably larger distance covered compared to a normal dash jump? Holding R1 seemed to make the dash jump easier to perform, does this mess with the speed and so makes the jump impossible?
Also, this idea of "Any% NMS" is not good. There's too many categories with console and emulator as it is. Just call it Any% as it has always been. Only make a category split as a last resort, If this skip proves to be extremely inconsistent.
It seems like the consistent way to get it real time is when you use the club attack do the other inputs as you do it, it has a 2 frame window to be successful, I suggest trying it on other walls till you get use to it, I get it once every 3 or so times real time. Jacob has gotten the skip once from my knowledge. Now I have a question, as for the the soldier despawn I can't get it to work on the tasing emulator for some reason. We are using bizhawk not psxjin so the ps1 core emulation is different (mednafen). It will crash regardless if I spawn the soldiers or not at the end. When I try it on psxjin I get it when I don't spawn the soldiers at the end but it will crash if I spawn them. This is literally pissing me off to no utter extent.
You also need a 83 speed knockback, the max you can get is 90 from my knowledge, your angle has to be correct or you will not get the speed you want, it will decrease dependent on the angle differential. The average speed is 85 tho.
tbh any% NMS should stay as any% for now, and maybe the categories can be split when there is an actual run using dragon gate skip, this way you don't have an empty category
Crash, judging by your last few posts, it sounds like the angle is most important, and to get the knockback isn't too hard, and the majority of knockbacks will be fast enough. How do you get the correct angle? It seems like we have to find a setup for running into the wall that makes getting the angle consistent in realtime.
As for your question about the Soldier Despawn - it works on EPSXE most versions, and notably crashes on 2.0.5 (the latest). My only suggestion is to use a different version of the Mednafen core.
Just as a reminder, the rule in EPSXE speedruns to avoid a crash has always been to spawn the soldiers after the fight is won. Anything else causes a crash.
https://media.discordapp.net/attachments/671030951467548693/738026604692897822/unknown.png?width=1083&height=457 That's for the knockback direction https://media.discordapp.net/attachments/671030951467548693/738027351165894796/unknown.png?width=1083&height=457 Then that's for the readjustment during the jump.
Now as for the soldier spawn. No method works for the mednafan tasing core which sucks. The real strange thing is that on psxjin you can get away with spawning no soldiers at all, sadly this emu isn't approved for tasing any longer. I have discovered a method that works but is slightly slower, as the last soldier dies spawn 2, wait for them to die then spawn the other 2, and the game won't crash. From my understanding the soldier despawn does not work on console, and is a emulator only glitch. Mednafan is the most accurate emulator core out there and none of the versions of it allow the glitch to happen unfortunately. So I do have to go with the method that I came up with. On the upside I did manage to loop directly into the crown room in 1 loop in haunted ruins, and I do believe that you can finish enchanted earth without looping quite quickly.
Thanks for the directions.
I have found a good place to practice knockback dashes - run left at the start of Gallows Gauntlet. A successful knockback dash right seems to have you impact the wall on the right side while still in the dash.
DPAD knockback dashing seems the best option for precision of angle. I believe I've performed a few using DPAD.
I have found the beginning of the setup. This is how to consistently get running at the wall spot:
- Face the camera to look at the left wall past the gate
- DPAD run into the wall, you will slide into the spot where you get stuck From here you can move the camera some to adjust your angle.
From what you've said and shown it sounds like you have to be running slightly upleft at the wall spot. Perhaps that can be simplified to only DPAD up, if you can turn the camera to get a proper angle.
I often hit a seam that is sticking out in front of the right side of the gate where we're aiming for. Ideally with correct angle we can get around this using only DPAD and visual cues.
As for the Soldier Despawn, that new method you have found is probably the best for console.
In Haunted Ruins, have you tried to loop from the top of the golem area? It is possible to fall if you jump in the correct place (left cliff, right side I believe). A lot of trial and error required to find a route to the exit. I always got stuck at the unopened chaos rune gate.
You're saying there's a clip to the exit in The Enchanted Earth?
As for haunted ruins I meant from the start directly to the room with the crown in it. Also you can loop in the golem fight? didn't know that. As for enchanted earth you can knockback dash from the birds nest to the exit trigger, which maybe faster than the loop, but some testing needs to be done. It would have to be done faster than 13 seconds.
I have been testing a lot for a DGS setup. I first performed the skip about a week ago. Using different setups that I have created, I have now pulled off the jump 40 times. 5 of those times were using DPAD.
DPAD seems to be more difficult than analog, because going from UP to DOWN often has an accidental LEFT or RIGHT input.
I am working on finalising this latest setup, so that the only inconsistency will be performing a knockback dash.
I have found no other use for knockback dashing.
In The Enchanted Earth, I was able to easily land at the exit tree with a knockback from the top step of the spiral. How do you get to the exit though?
ill need to do it again, but i'm pretty sure it's slower. You should practice crystal caves knockback, that one is decently annoying.