Granted, today Sonic has appeared in a few smash releases but thinking about what that would have been like back in the late 90's just after the "console wars" would have blown my mind. The reason we complete this stage last is that the final input (up-special) occurs 47 frames before the stage is completed, which allows the input file to end early, saving some time when using TASvideos standard timing (power on to last input).Ever since I first played smash brothers back in '99 (I was a teenager), I always imagined how amazing it would be to have the opportunity to incorporate SEGA characters and levels into a fighting game with Nintendo characters. So it’s fastest to let go of the control stick completely until the velocity counts down from 27.5 to 22 before holding the needed direction to cap it at 21.9. When the next jump doesn’t attack, the velocity counts down in increments of 0.5 from 27.5, however holding a direction during this countdown instantly snaps it to the velocity cap of an aerial jump without an attack, 21.9, which lowers the horizontal distance covered by the jump quite significantly. Attacking while jumping in the air has horizontal velocity of 27.5 and this velocity is preserved through jumps even if the next jump doesn’t attack. The stage was then further improved by a somewhat counter-intuitive technique: Not holding left/right on the joystick after jumping in the air. Eventually we figured out that a double jump is required to land sooner on the edge and managed to save the remaining frames needed to tie 13”40. This stage was quite difficult to optimize, we were consistently 2 frames behind the reference video for the previous best known time of 13”40 at the start and couldn’t figure out why.
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