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- First off, I went with Peach% as the chosen character for 2 reasons. 1, she happened to be the one that was the default selected character, so, you know, more frames. Of course if for whatever reason you know how the timing rules work you might point out that it wouldn’t matter since time starts on character selection, but I’m going to assume you didn’t know that because speedruns. The second reason is because it has the lowest WR (by yours truly) and I wanted to see how low it could go. To my surprise, it shaved almost 3 minutes off WR, putting my run to shame. Ironically enough however, this TAS is quite shit, and I’m sure if someone else found better strats, it could turn into a 5. But the current fastest strats I could pull from my ass lead to only a few noticeable improvable parts in this TAS.
- I first want to explain how this TAS works, since I basically do the same thing for the whole run (and if you think it’s boring to watch, it was about 100 times more boring than that to make it). The way the stunlock that I do for the entirety of the run works is I punch and grab my opponent at roughly the same time my mashing punch and holding left. However, then are a few catches. You’ll notice that for exactly 50% of the punch-grap ‘combos’ that I do, it looks like I’m stomping next to my opponent and then grabbing them. This is because when I punch them midair and then grab them on the ground more than once, they go unconscious, and for whatever reason, this causes me to fly in an awkward direction away from my opponent when I jump unless I wait for a second or 2 for me to slide back, and them being unconscious doesn’t really help me that much in the first place. So the stomp grab does not do that for some reason, so good thing that works I guess.
- The reason I alternate between these 2 forms is because if I do only the stomp grab, my opponent will slowly get pushed out of bounds, which isn’t helpful to me in any way (a first for speedrunning). The midair punch-grab causes me to slide back, and my opponent doesn’t go any further right than he’s supposed to.
- Possible improvements:
- I couldn’t seem to shake off the patterns the last 3 fights got me, but I don’t think it cost me much time at all (maybe even no time). What I’m worried about is that all the RNG is predetermined when you reset the game, and I just got stuck with bad patterns there. However, it seemed that I got different patterns from all the other characters each time I went back to a previous save state, but I can’t quite tell. It’s not a big deal, just something I thought I should point out. Well anyway that just about wraps up me explaining Kart Fighter to you because of course you read all of this and I will go study for exams now.
- ~Bread
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