In case if anyone is wondering why the speedrunner is doing Basara K.O’s after they kill the boss is because Basara attacks stop the in game timer
@vironamas1232 ай бұрын
I mean no offense by this but I am partially confused why you pause the timer when the stage gives you IGT's in this game already. I mainly ask because if timed RTA it would be invalid in regards to the timer itself. They can of course just time using the VOD itself. If its just to have splits to compare against thats understandable but then you can just grab the IGT's as you pass by mentally to know your pace. Either way keep up the good work. I am running a lot of these games on the side, im just a perfectionist so most are personally being improved still before I upload them.
@gyrozepp12 ай бұрын
i pause after stage completion so i don't use the extra time going through the character select , stage and character menu , also the livebuild setup is also doubled as a stage reminder if i somehow forgot, i'll improve on my speedruns and probably ditch the livebuild setup for a stage path and manually put the IGT after the stream in the future (for SB All Stages , Story and Conquest has set stages to pick so it doesnt need them)
@vironamas1232 ай бұрын
@@gyrozepp1 sounds great and makes sense. Best of luck. I'll be putting out a lot more runs in the coming weeks as well.
@SummerLoopSociety3 ай бұрын
Worlds most explosive head
@vironamas1233 ай бұрын
This is a general function of this game, likely for Nohime ect. If you break boxes through walls in any stage, but its very notable in Mori's stage with any character they will be pulled closer to you, mostly just through whatever is blocking it like Fences. This is likely because when the game renders an item for the player it places it within the renderer at the nearest position but walls that block you could cause item deletion for drops so they instead place it within your renderer and reach to prevent this from deleting armor drops for example.
@gyrozepp13 ай бұрын
That makes sense, and also Tadakatsu's Basara Art Hitbox is huge which hit the box and leads to items spawn closer to you and also that oddity also appears in the original Sengoku Basara but might be exclusive to Tadakatsu, thank you for the explanation on functions of the game and item boxes and i guess i know why this happens with Honda and other characters who can summon HP Somehow closer to them.
@vironamas1233 ай бұрын
This can happen because the Camera has a coordinate of 0, 0, 0 and obtains your position over time, but honestly gets stuck a lot, in fact the enemy and allies will freak out when this happens because the placement of your camera matters to how the AI paths to you as well, so thats partially why you see some weird movement in this clip, it can happen if the camera gets desynced and usually is fixed by guarding and rotating the camera. It can be caused by doing some weird movement with the camera near walls and especially on stages with slanted roofs.
@vironamas1233 ай бұрын
Yeah if I had to guess they didnt give proper invulnerability to air activations of Sengoku Drive as its not invulnerable in this game and so they just lose it. I believe you can also do this with Kotaro and a few others, just as long as you make the enemy AI want to jump. Usually they jump if you are doing a lot of air attacks, but Nohime projectiles also cause them to try to jump over it.
@gyrozepp13 ай бұрын
your guess is really good and i want to add that i think Sengoku Drive only Activates on Grounded Attacks that the player does but Noh (and other characters) hits the air so the game got confused and activates the Drive but the game realizes its in the air which cant activate the drive and removes it, that is my best explanation for this glitch happening and that glitch makes Nohime really good in this game and probably one of the most fun characters in the game.