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[TAS] TMNT 2003 GC - Stage 5 + Dojo 3: Donatello New Game
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Stage 5 Area 1
Like in Stage 2 with its nano robots, here we have another pack of stage-unique enemies.
Mutants cannot be killed by falling enemies.
They also have bigger collisions, and this means they are harder to collect to be beaten. You and any two mutants need exclusive positions, so you could beat them in a single combo.
A strong attack can hit blue mutants twice, if attacked from the back or the side (when a “knock-down from behind” animation is played). Stationary attack shows better results than a charged one (if you were running for 16+ frames).
Quarry (360 hp)
Not much to comment here. She always takes up to 2 hits and teleports into other place.
Stage 5 Area 2
At the very beginning, I faced the weirdest desync so far. Even after discovering it and fixing it, I had to redo the whole stage TAS from that point.
Razorfist (450 hp)
At least 90 frames are spent on standing still blocking player’s hits. Then he picks a decision to do something: 1) jump sideways while keeping the block, 2) charge and jump forward, 3) backswing and box forward, 4) rush forward while keeping the block. Sometimes, if he successfully blocks a players attack, he may do action #4 immediately, without waiting for 90 frames to pass.
While he keeps his hands forward, blocking your hits.
1. Front air juggling attack + dashing works twice. Further juggling or other attacks are blocked. After his ouch animation is over, he rushes forward and does a lap, in case the player has dodged his charge.
2. If you hit him from behind, he bands over and hits the area behind him. If using this tactic, then you can hit him once per 58 frames.
When he does a preparation to do actions #2 or #3, or after he has finished these sequences, there is a window when he lets 4 hits to be done from behind (these 4 hits can be strong attacks). On the 5th hit, he bands over and hits the area behind him. If attacked from the front, only 1 hit can be done. An “ouch” animation, then he starts blocking.
Most of the time, he chooses to either jump sideways or rush forward while keeping the block, which are the 2 attacks not acceptable for TAS. However, it’s possible to fool him with input manipulations to do a different action. It’s usually done by doing a dash behind him while moving towards his field of view, although you can’t move anywhere while dashing.
Stage 5 Area 3
This area provides barrels, but it’s not as fun as in Stage 3 Area 4. Barrels deal damage (30 hp) only once per a mutant. You need to make monsters fall back and touch another barrel or detonate it. Barrels don’t save much time, but still make sense to use. Plus, it’s boosts entertainment a little.
Items from boxes block flying shurikens, so I had to take a defense crystal here.
I got unlucky with the last electricity transmitter hazard.
Stage 5 Area 5
King Nail (600 hp)
It spends most of the time in the air where shuriken spamming is not very efficient. It can hold its right stand waiting or fly towards you until you both are next to each other. Possible actions:
1. Flies near the floor
2. Flies across the room
3. Flies around the broken flask
4. Lands with its hands crushed into the floor
5. Lands with its hands crushed into the floor and smashes surface
Unlike Razorfist, Nail has some sort of timer table according to which it picks a random action. Its nature is still unknown for me. Looks like, it’s a combination of movement, sounds and even shurikens quantity. Because, doing strong attacks with dashes, like I did to manipulate purple dragons spawn doesn’t work here.
Regular shurikens deal 3 damage. Electric ones – 25 damage. Explosive – 25+20 damage, as usual. A full set to fight Nail is 8 explosives and 10 electrics.
The strategy I’ve found the fastest is making Nail approach me and do action #4 or #5 twice, because these actions turn Nail into an immobile target and you can spam shuriken at it. I had to skip some frames during the area selection and dialog skipping in order to make it approach me and do an action I wanted it to do.
Action #5 at the beginning is the only opportunity to throw all the shurikens in one time, but despite all my attempts, Nail never did it. So I had to move around, to make it take an appropriate position for me.
I don’t know why, but there were situations when at some point of spamming shurikens, the damages stopped being registrated on Nail. I was getting my combo meter up, but with no effect.
Only after throwing away my regular shurikens, I managed to get an acceptable scenario for me. And unfortunately, I had to sacrifice an electric shuriken in order to provoke Nail to do action #5 and do it quickly. Since I had no shurikens left, I had to do a jump attack.
Special Stage (aka Dojo 3)
Leonardo (120 hp)
Just like Evil Turtlebot, Leonardo has a prescribed initial timer of invincibility, so I had to dash around a little bit.
0:00 Stage 5
0:22 Area 1
2:18 Area 2
4:39 Area 3
6:03 Area 4
7:26 Area 5
8:12 Dojo 3
Like in Stage 2 with its nano robots, here we have another pack of stage-unique enemies.
Mutants cannot be killed by falling enemies.
They also have bigger collisions, and this means they are harder to collect to be beaten. You and any two mutants need exclusive positions, so you could beat them in a single combo.
A strong attack can hit blue mutants twice, if attacked from the back or the side (when a “knock-down from behind” animation is played). Stationary attack shows better results than a charged one (if you were running for 16+ frames).
Quarry (360 hp)
Not much to comment here. She always takes up to 2 hits and teleports into other place.
Stage 5 Area 2
At the very beginning, I faced the weirdest desync so far. Even after discovering it and fixing it, I had to redo the whole stage TAS from that point.
Razorfist (450 hp)
At least 90 frames are spent on standing still blocking player’s hits. Then he picks a decision to do something: 1) jump sideways while keeping the block, 2) charge and jump forward, 3) backswing and box forward, 4) rush forward while keeping the block. Sometimes, if he successfully blocks a players attack, he may do action #4 immediately, without waiting for 90 frames to pass.
While he keeps his hands forward, blocking your hits.
1. Front air juggling attack + dashing works twice. Further juggling or other attacks are blocked. After his ouch animation is over, he rushes forward and does a lap, in case the player has dodged his charge.
2. If you hit him from behind, he bands over and hits the area behind him. If using this tactic, then you can hit him once per 58 frames.
When he does a preparation to do actions #2 or #3, or after he has finished these sequences, there is a window when he lets 4 hits to be done from behind (these 4 hits can be strong attacks). On the 5th hit, he bands over and hits the area behind him. If attacked from the front, only 1 hit can be done. An “ouch” animation, then he starts blocking.
Most of the time, he chooses to either jump sideways or rush forward while keeping the block, which are the 2 attacks not acceptable for TAS. However, it’s possible to fool him with input manipulations to do a different action. It’s usually done by doing a dash behind him while moving towards his field of view, although you can’t move anywhere while dashing.
Stage 5 Area 3
This area provides barrels, but it’s not as fun as in Stage 3 Area 4. Barrels deal damage (30 hp) only once per a mutant. You need to make monsters fall back and touch another barrel or detonate it. Barrels don’t save much time, but still make sense to use. Plus, it’s boosts entertainment a little.
Items from boxes block flying shurikens, so I had to take a defense crystal here.
I got unlucky with the last electricity transmitter hazard.
Stage 5 Area 5
King Nail (600 hp)
It spends most of the time in the air where shuriken spamming is not very efficient. It can hold its right stand waiting or fly towards you until you both are next to each other. Possible actions:
1. Flies near the floor
2. Flies across the room
3. Flies around the broken flask
4. Lands with its hands crushed into the floor
5. Lands with its hands crushed into the floor and smashes surface
Unlike Razorfist, Nail has some sort of timer table according to which it picks a random action. Its nature is still unknown for me. Looks like, it’s a combination of movement, sounds and even shurikens quantity. Because, doing strong attacks with dashes, like I did to manipulate purple dragons spawn doesn’t work here.
Regular shurikens deal 3 damage. Electric ones – 25 damage. Explosive – 25+20 damage, as usual. A full set to fight Nail is 8 explosives and 10 electrics.
The strategy I’ve found the fastest is making Nail approach me and do action #4 or #5 twice, because these actions turn Nail into an immobile target and you can spam shuriken at it. I had to skip some frames during the area selection and dialog skipping in order to make it approach me and do an action I wanted it to do.
Action #5 at the beginning is the only opportunity to throw all the shurikens in one time, but despite all my attempts, Nail never did it. So I had to move around, to make it take an appropriate position for me.
I don’t know why, but there were situations when at some point of spamming shurikens, the damages stopped being registrated on Nail. I was getting my combo meter up, but with no effect.
Only after throwing away my regular shurikens, I managed to get an acceptable scenario for me. And unfortunately, I had to sacrifice an electric shuriken in order to provoke Nail to do action #5 and do it quickly. Since I had no shurikens left, I had to do a jump attack.
Special Stage (aka Dojo 3)
Leonardo (120 hp)
Just like Evil Turtlebot, Leonardo has a prescribed initial timer of invincibility, so I had to dash around a little bit.
0:00 Stage 5
0:22 Area 1
2:18 Area 2
4:39 Area 3
6:03 Area 4
7:26 Area 5
8:12 Dojo 3