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this achieves max score in survival mode 9999
due to feedback from viewers i shortened my high score TAS in survival mode, different combos are used for different char hitboxes and stun meters!
Chain combos from EX groove delay stun so they're used to avoid stunning earlier, yuo cannot stun twice in the same combo, so i save it for later so i can use 33hits super more often. For speed, the best super is Misogi, the heavens palm strike. Weaker chars get stunned earlier and the health points are also varied between chars which contributes to the different combo choice in each match.
EX groove was with C meter for ease of meter building and flexibility with level 1 2 and 3 supers, so i can do more super finishers and build points faster
surprinsingly, because of the different bodies characters have, more combos were used so we could control stun gauge and damage for longer, so it wasn't taht repetitive, we could also combo a little bit less if we planned better the point acquisition but it would look uglier as well.
thanks for your attention!


CoolHandMike: Claiming for judging.
CoolHandMike: Set to Needs More Info. There are some concerns so please respond to the questions in the thread.
CoolHandMike: Unfortunately this submission does not deal with point routing carefully enough which results in unnecessary farming. The max score needed is 9999, but the game starts with 100, and there are 48 fighters. This means that roughly 206 points per fight were needed. In the author's response to when I asked about the excess farming, the author mentioned they had no idea what would be needed to stop earlier. However in the previously cancelled submission Forum/Posts/532659 eien86 laid out an overview of what would be a conservative estimate for points per battle. This means that the author chose not to follow the suggestion of the previous judge and this resulted in a submission that did not make good use of routing for points. This extra farming results in the max points being reached minutes before the end of the tas causing large time losses since many point farming fighting before deliberately would wait several seconds to charge the meter to use a lengthy finisher. For these reasons this tas is being rejected.
This tas is Rejected for Optimization reasons.


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CoolHandMike
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There are a couple concerns regarding this tas. 1) So taking a look at this I feel there should be more room to be saved since you achieve 9999 four minutes before the end of the final fight. That would mean there is a lot of time available to be saved from doing lengthy finishers or combo farming. Is there a reason for the extra point farming? 2) What is going on here with the extra delays and missing hits? https://youtu.be/MYr5HdZEJW4?si=l4B68KeE9BShPXd_&t=247 ? 3) At some points you are also hitting blocking enemies for several seconds, this seems counterproductive, is there some reason for that?
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CoolHandMike wrote:
There are a couple concerns regarding this tas. 1) So taking a look at this I feel there should be more room to be saved since you achieve 9999 four minutes before the end of the final fight. That would mean there is a lot of time available to be saved from doing lengthy finishers or combo farming. Is there a reason for the extra point farming? 2) What is going on here with the extra delays and missing hits? https://youtu.be/MYr5HdZEJW4?si=l4B68KeE9BShPXd_&t=247 ? 3) At some points you are also hitting blocking enemies for several seconds, this seems counterproductive, is there some reason for that?
1) No idea what's the base points gain that would allow me to stop earlier. 2) For combo farm 3)Enemy wasn't opening up to actual hits that allow for combos
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
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