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- Compared to the 3:19 run, basic inputs were much improved. Instead of going numerically, passwords were sorted based on their number values. The idea is that if you can buffer inputs consistently, and simply get used to inputting similar passwords, you can go faster. So I have it sorted by what they start with; the order is 0, 1, 9, 2, 8, 3, 7, 4, 6, 5. Still not used to the different order, so there's still time to save here. I have a more in depth explanation in "Notes on Dueling" on speedrun.com
- Before duels, its best to buffer inputs to navigate between characters, as well as in the 'Trunk - Deck - Duel" screen. So instead of waiting for the screen to appear, holding keys during the "white screen" makes it where you can simply jump straight to where you need to go. So overall, choosing who to duel, and selecting your Trunk, your Deck, and the Duel area is faster. Jumping to duels faster is actually pretty important; while I'd say I'm simply saving a few seconds here or there while buffering everywhere else, selecting duels as fast as possible probably makes quite a difference.
- Deck editing is improved as well, as I know the placement of most cards you have in-deck much better, at least for the first half of the game, before Tier 3. Also, adding cards is a good bit faster, as in the 3:19 run I didn't know you could use Select to add cards faster. So overall, I've done my best to improve every facet of the game I could think of, outside of dueling.
- Dueling itself hasn't improved drastically; the biggest change is holding arrow keys to navigate the hand faster. If you watch other runs, there's a clear difference between when you simply mash through your hand, and this run where I'm holding the arrow keys. Also, it's nice to have the first slot in hand open if topdecking more often than not.
- And I'd say the use of traps has improved as well, as it seems to make things faster to bait the opponent early on in the duel. Recognizing traps as you're holding arrow keys, and topdecking them helps, as it's usually more inputs to scroll past a trap, play a monster, then scroll back to set it.
- Individual duel notes:
- - Tier 1 went okay. There were multiple times though where I failed to recognize a good fusion, where I'd usually consider it a misplay. However, if I had made those "correct" but riskier plays I would have been burned for it. For example, there's a duel where I don't recognize Witch's Apprentice + Dancing Elf = Dark Witch, and instead go for Disk Magician. If I had led out with Witch, I would have run into Time Wizard. Another example is during Mako, where I failed to recognize that a topped Abyss Flower + Milus = Flower Wolf. But if I had let out with that Abyss, Mako runs over it after playing an equip on Change Slime. So even though I dislike my execution at points, it all worked out well enough :)
- - During Tier 2 when you're notdrawing beatsticks, it's viable to set a trap, fuse in hand, then try to tribute summon that fusion next turn. If I did that vs Weevil, I would have had a Mystical Sand to run over Cocoon.
- - Tier 3 went more or less as expected, as it matched my "ideal splits" fairly closely. But ideal splits are basically my idea of "realistic, but solid" splits. So I'm hoping that P. Seto and Ishizu last 15 mins each, accounting for resets, Swords, etc. And I'm hoping that Paradox and Slysheen go 13 mins each, accounting for Crush, Brain Control, Raigeki, Swords, etc. Overall I'm hoping that I don't see those cards often, and have at least a passable time going into Darknite, sub 3:02 at least.
- - In saying that, the that were good went very well. For example, the last 2 Paradox duels were beyond quick and lucky.
- - # of Swords before Darknite: 7
- - # of Double Equip:
- Deck after 1st edit:
- 5 Traps
- 5 Lower ATK Zombies (w/ Fiend's Hand)
- 3 Beatsticks
- 3 Rocks
- 3 Spellcasters
- 3 Dragons
- 3 Machines
- 2 Plants
- 2 Warriors
- 2 Beasts
- 2 Shadow
- 2 Fiend (Hiro)
- 1 Dancing Elf
- 1 Hourglass
- 1 Fish
- 1 Aqua
- 1 Ritual
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