Onimusha 3 Speedrun - Any%, Normal, Critical

Описание к видео Onimusha 3 Speedrun - Any%, Normal, Critical

For application. In-game time 1h01m, Real time 1h18m15.40s, Platform PS2.
I wrote details about critical slashes later and quoted from "Onimusha 3 Kaitai Shinsho".
If you know, please skip.

The critical slashes can occur if meet requirements:
1. Stay the enemy's front, and not far away.
Right beside or back positions cannot occur,
but I checked can occur within a 160 degree angle in a front.
Reach is uncertain, but I think about 2.5 meters ok, 2.0 meters certain.

2. While aimming at specific one, cannot occur to another ones.
When I occur slashes, I almost don't push R1-bottun.

Under those cinditions,
3. Input the attack-bottun within few frames around the moment that enemies' hit-
box appear.
almost important frames exist just before,
but few examples appear right after; arrrow shooters,
four legs enemy's stick and kick,
gorilla's swinging down by right arm,
club enemy's charged side swinging,
brain-stern's double punch (not one-two),
in that case, must delay few later.

Also in exceptional case; Ranmaru's jump,
Gertrude's head block,
I did them with my sense, sorry. (based on a lot of trial and error.)

Conditions to chain slashes:
Input the attack-bottun right after each slashes hit the specific enemy.
However, the three important motions have time lags.
The input-point come each times later.
1. Down slash: 3 frames.
2. Side slash: 6 frames.
3. Up slash: 10F frames. (60fps=1second standard)


If my writing is hard to read, sorry, and thank you for reading.

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