Run Information | |||
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Completion Date | June 2, 2015 | ||
State | Published | ||
Runner | Jordan 'Greenalink' Greener | ||
Tag | Bad Ending | ||
Internal Comments: | |||
Comment State | Information | Checkpoint | None |
The category notes old3DS because the new3DS model supports faster load times (2 seconds per load approx accord to another player TheGons) and faster gun switching by using ZL/ZR. In theory the new3DS can beat the old3DS model by a minute but I can't fully confirm that yet. There is a company called Katsukity who can make the the video capture cards for the newer models right now but they are also known for rushed work which leads to malfunction and bad customer service. The run uses in-game time as it is nearly spot on. |
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Verification Thread |
Run Comments |
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Mini edit: ARMED BLUE LIGHTNING SPHERE. This run uses the overall in-game time(r) which keeps on counting even during the post-credits save screen. It functions a little different than the Stage IL timer where it freezes during Special Skill/Desperation attacks, because of this some of the Stage ILs can be cut down a bit by abusing checkpoint reloads to refill Special Skills but it will make the overall in-game time much longer. Tricks used in the run: Anthem/Song of Diva: This is only used in Merak to enter the secret wormhole and skip a chunk of section one. Normally it requires a double jump upgrade but that requires material drop RNG after completing stages, buying the upgrade and then equipping it. Instead of doing that, I do a death abuse revival that works ~90% of the time. Reload checkpoint to refill Special Skill Like I said earlier, this is only used in two stages because it saves a good amount of time. This is used in Streak right before Merak round two and Stratosphere right before Copen round two. Mashing: It looks like mashing the fire button is faster than Cerberus's default rapid fire. Buffered inputs: When Gunvolt enters a trap room with a few enemies and a red alarm, you can hold certain inputs to make Gunvolt move/jump/fire as soon as he regains control. Boss's base defence mechanic: An unique feature to this game, depending on the boss's actions his/her defence may go up or down. Some bosses may troll the player by abusing attacks that increases their defence making the fight a little longer. http://pastebin.com/MjfBV5BX Upgrades used in this run: I only use the default perks the game has given to me, buying new upgrade takes too much time and more offensive skills like Spark Calibur requires farming experience points to Level 13, which takes too much time and the time gained by using Spark Calibur isn't worth it. Bolts used in this run: Cerberus: Your default gun. Three times is pretty bad because there is a boss that can save significant amount of time but requires more than three tags. Naga: Obtained after defeating one boss. I use this bolt at the start of Elise because charged shots allows me to hit far light switches regardless of any obstacle and it can tag up to five times which is very useful against Elise. Orochi: Obtained after defeating seven bosses. This bolt allows me to level three tag both Elise bodies during the refight. Stage comments: Intro: The early part is basic stuff, the sub bosses. I only use Lightning Sphere against the face because it has a lot more HP than the power supply weak spot. The power supply has way less HP and it is actually faster to use bolts + flashfield. before Merak: After mashing the START button, I go to menu and Talk to Joule. This basically increases my chances of getting a powerup revival used in the stage coming right up. Merak: Drained my HP to zero and got revived by Lumen's Anthem, in this form. Gunvolt has infinite electricity, can perform infinite air jumps and infinite air dash. The jumps are used to enter the secret wormhole to skip a chunk of section one and quick climb in section two. The infinite jump also helps me kill Merak quicker at point blank range with flashfield + bolts. This boss only increases his defences during his desperation move, so there isn't any bad attack RNG that makes the fight go a bit longer. Carrera: The gimmick in this stage is magnetism and it used to be one of the tougher platforming stages. The boss fight itself was a bit unlucky as during phase two Carrera decided to charge up a projectile that increases his defences. I only lose ~4-5 seconds compared to a lucky fight. He is a minor RNG offender as the rest of the fight is predictable. Elise: This stage is chosen as stage 3 to take advantage of Naga. Also dark rooms... arrgh. The boss fight itself is pretty standard stuff, technically you could try a level three tag an Elise body during phase three but you also need to level three tag the other body to make sure they both die instantly. You could be lucky and kill one by one IF they are busy doing a lengthy attack like petrify beams, swinging from pole to pole or a combo attack. Zonda: Section one is pretty standard stuff, section two's moving platforms runs in a global timer. This means the small mistake right before the upside down section made no time loss in the run at all. The final part of section two has a pretty tough jump to get across and flashfield was on a bit too long so Gunvolt flinched and had to recover for loss time. Protoman, err I mean Copen steals the show. Armed with a pistol and a shield, his defences are below average but he also has an ability to use skills from the Sumeragi. Two of the six increases his defences, sadly he did use a skill that increases his defences. Fortunately he did that after his pistol shooting mode so his HP phase bar was at around 30%. Stratos: After a few tough platforming stages, this one is actually a little easier. A) Jump over a few enemies The boss fight itself was ok, not perfect. The lightning sphere usage is pretty precise. Viper: Section one is usually the my weaker part of the platforming stages, there's so many different obstacle combinations to memorise and flash field management to hover over and land on higher obstacles sooner. Section two I have an easier time memorising as the upcoming obstacles are less varied. There is small time saver I didn't get which is to skip the black block but it runs in a global timer and the execution room of error is pretty small. To be honest that time loss is nothing compared to bad boss luck RNG. The boss fight itself is actually pretty tough. Even during phase one Viper is not 100% predictable as after his series of shots he either does one or two slides and if you make a bad read, you'll take damage which will lead to problems during phase three. Right after phase two, after I hear Viper's quote, I use Lightning sphere right before his desperation attack. The first usage deals three "chunks" of damage which what I wanted and because my attack is used before Viper's Sunshine Nova, the cool down meter is filled up to the top right before Viper reaches to the top. His defences is the same throughout the fight but RNG difference is phase two where the more time Viper stays on the ground, the more bolts I can fire and deal extra damage. Jota: The platforming sections are easier than Viper's thanks to jump pads, I mean BOOST RINGS. The boss fight itself is notably RNG dependent, the difference between a good fight and a bad fight is around fifteen to twenty seconds. Phase one is done in two cycles and phase two is done in one cycle. Phase one's spike laser placements is preferred because Jota's defences are lower than usual and a well placed Lighting Sphere can deal major damage, his other attack where he uses his spikes as drills actually increases his defence. Phase two was perfect RNG, he uses charged laser attacks which Phase three was perfect because, he spawns immediately to the ground and his HP is low enough to die from a Lightning sphere. Final four stages: Hostage: Shortest stage in the game, use Lighting sphere first to deal 75% damage to the face, finish off with flashfield. The power supply weakspot has more HP and requires a Special Skill like Lightning sphere to destroy it in one cycle. Streak: Section one requires less jumping because it slows Gunvolt down but at the same time, taking too much EP damage means I have to jump over some enemies or Gunvolt takes real damage. Section two is quite the opposite where dash jumping is notably faster than dashing thank to the wind. The sub boss luck is decent as none of the machines jumped to the left (and possibly jump back to the right). Merak round two is just like round one except there's two side pits and Gunvolt cannot use infinite flashfield/air hops as he wasn't revived by Lumen. Stratosphere: Basically a boss rush with all of the other characters except Carrera. Stratos round two: No major screwups on my half, could have save a bit of time if he did different attacks right after each Lightning sphere. Jota round two: Viper round two: Elise round two: Copen round two: Idolatry: The platforming section is pretty basic, the most annoying way to lose time is when you are somehow not dash jumping despite mashing the L button... Nova: He isn't too bad because none of his moves increases his defences and his base defence is pretty low. He is also unique along with Nova fusion where he does not gain invincibility after removing a phase HP bar. During phase two, right after his series of purple projectiles, I remove the barrier and use Lightning sphere to take away 75% of a phase bar. By doing that, he uses his Desperation Attack and my cooldown will be filled up and I can use another Lightning sphere right afterwards. Nova Fusion: This boss is annoying in a speed run, probably in the same league as Mega Man X2/Mega Man 9 in terms of RNG trolling. There's two attacks where he intentionally removes a "weak spot" machine and keeps his barrier intact. Sometimes in the fight you deal with these attacks 3 to 4 times, sometimes none. This fight only had one bad attack and it happened during phase three which is pretty good. If only he did it a few seconds later where a Lightning sphere is enough to be in kill range. Oh did I mention that the defence stat is pretty unique where it is equivalent to WEAK when you use flashfield lightning and when you use a Special Skill like Lightning sphere or Spark Calibur the defence is equivalent to RESIST where it doesn't take much damage and it's actually faster to use normal attacks thanks to higher damage per second. 49:13 is a pretty good start, there's a few parts where I can shave off a few seconds but the real challenge is trying to get a good executed run along with good boss luck RNG. I did have a few bad luck moments but none of the fights were ~20 seconds slower than best possible outcome. I'll be more motivated to get a faster time in this category when a Loopy 3DS capture card is out for the new3DS (XL) model where it takes advantage on both faster loading screens and quick bolt switching by pressing ZL/ZR. The reason why I am not getting one from Kasukity is because: not only it lacks built-in AVI recordings but they are more prone to malfunction due to modifications being quickly made. |