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Megaman x3 gold chip
Megaman x3 gold chip





  • In retrospect, it would have been 2 frames faster to fight Byte on this stage instead of Hornet(you have to wait 2 frames for a charge to kill the enemy after Byte's room in Hornet if you fight him there).
  • 6 frames were saved during the stage from minor movement optimizations.
  • This fight took longer to optimize than the entire rest of the TAS up to this point. In addition to this, the Charged Gravity well had to be fired from as high as possible, since it does not damage Hornet until it leaves the screen, and the Gravity Well combo had to be used at a specific time during the fight, his stinger moves had to be manipulated in certain directions, and he had to be manipulated to return to a specific side of the room after each stinger and Gravity Well, all so that Hornet would die at the lowest point of his figure 8 pattern since his explosion does not start until he falls to the ground. Over the course of infinite hp, the buster/splasher(or acid) combo deals more DPS than the RTA Gravity Well combo, but since the Gravity Well combo deals an odd amount of damage, using it once will flip the buster/splasher combo around so you end with a charged shot. The standard RTA strat for this fight, invented by The"Shoryukenless"Sid himself, is to fire uncharged Gravity Well to charge up to t3>catch it then fire a charged Gravity Well>pause cancel the animation>hit Hornet with any weapon for one damage after his i-frames reset from hitting the floor, then fire an uncharged Gravity Well to brew up another charge and repeat the cycle. Agwawaf deals with this by firing 3 consecutive charged shots at the end of the fight, which is only a few frames faster since you cannot charge while another charged shot is on screen, and they take a while to disappear even after hitting the boss.

    megaman x3 gold chip

    Ending with an uncharged is inefficient since it wastes the uncharged's shots usefulness of allowing you to charge during it's travel time for an earlier subsequent charged shot.

    megaman x3 gold chip

    Starting with the two 2-damage charged shots from the t4 buster charge flips the charged shot/uncharged shot alternation around so you will end the fight with an uncharged shot instead of a charged one like on Rhino or Buffalo if you don't do something about it. 30 frames were saved on the boss fight with a new strat.Get used to this, because Acid Burst trumps all other forms of RNG manipulation in almost every way(aside from dust sprites from wall slides during boss fights), and is used to manipulate almost everything in the remainder of the run.

    megaman x3 gold chip

    Shooting Acid Burst everywhere was to manipulate Byte to appear on this stage.2 frames were saved in the first half of the stage with slightly different movement, but more time was saved in lag reduction.

    megaman x3 gold chip

    The only enemies between Bit's and Seahorse's rooms that drop ammo are the missile guys at the end of the stage which cannot drop large ammo, have abysmally low drop rates on small ammo, and I would have needed to get 4 of them to fight Bit there. There is a double neon jump that saved more time on Beetle's stage which was not possible if Bit was present(you would need to be charging instead), and you run into problems with Frost Shield ammo if Bit shows up on Seahorse's stage. It would have been possible to do the neon release on the ladder after Bit's room if it was possible to move him to another stage.52 frames were saved in the first half of the stage by taking a different route to the E-tank, eliminating a wall jump before the arm parts capsule, letting go of the ladder before the miniboss by firing a neon shot instead of hitting jump(which starts X's fall at the downward ladder climb speed of -752 sub-px/f instead of the standard 0), and a more optimal miniboss fight.







    Megaman x3 gold chip