it's possible he restarted levels a lot to improve his time, we should probably start requiring vids for full game runs (or has everybody been resetting levels anyways?)
i think it's a decent idea. the mirror mode board should also be deleted (it's literally just the same track. mario kart games dont have a mirror mode leaderboad either). a quick race leaderboardcould be added too. anyway im just a small mod so im not gonna implement these without more support for it but it'd be a cool idea
all characters arent the same but some wr's are just unoptimal enough that you dont need the best characters to win
i dont think this has been properly tested but it's safe to say donkey is good enough to get WR at least, there might be a more effective character but idk
not all characters have the same speed! or at least, you can def get better times with some chars compared to others
Ayy congrats TheGreatToddman! Guess I'll have to start running this game again
I´m against mirror mode because it´s literally the same as normal mode, not any easier or harder, no change in playstyle, it´s just creating 2 leaderboards for the same level. Also I´m not sure how multiplayer speedruns would work but if you get some runs in it might be alright too. Cup challenge I do agree on, that would be a fine add
I´d be up for removing mirror mode and adding cup challenges if nobody protests, not sure what you mean by multiplayer though, quick race?
I second Hypercam, my PC is very very low end (1 GB RAM, windows XP) but Hypercam doesn't slow my runs unless I close a tab or something like that.
The video has sound? uuuhhhhh nice i guess but uh dont submit runs at night I guess. I checked and I was convinced it didn't
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 :(
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.