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[TAS] Super Smash Bros. [N64] - 999% Match/Goal ~ Jigglypuff 

William5000000
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This is a tool-assisted superplay of the 999% match/goal on a cute character (Jigglypuff) in "Super Smash Bros." for the Nintendo 64.
999% Match/Goal ~ Cuties:
• Super Smash Bros. [N64...
This is more of a 'what if' type of match/goal on cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff). I've done the goal back in 2015, with the help of a certain person (watch any video in the link above). But I was curious to see how it would play out in a match like this. Granted, a non-TAS of this type of match won't ever be perfect, but this should definitely explain how I wanted the match/goal, if my previous videos of the match/goal didn't explain it clear enough.
GameShark codes used:
No Music
No Tornado in Hyrule Castle
Now, in this type of match, I try to do what I was thinking of back then (from 2011 to 2015). I choose Mario for obvious reasons. Most of the rules are the same. However, there is one change I had to make.
1st set of rules:
7 stocks.
No items.
Default costume/color only for player 1's character, any costume/color for player 2's character.
First attack always comes from the cute character.
Shield breaking is disallowed.
Player 2's cute character cannot get KO'd at all.
Player 2's cute character is allowed to taunt, periodically too.
Crowd must cheer for the cute character at a very high percent damage.
2nd set of rules:
Up smash that character for the KO endurance.
When that moves connect, that character must be on ground at a specific spot without crouching or DI'ing up, or else it's instant KO.
3rd set of rules:
Crowd cheers have to go uninterrupted.
Mario cannot get KO'd on second to last stock until the cute character is at 999% damage.
Mario has to be tortured on the last stock by the cute character.
Star KO must occur on the last stock.
For the 2nd set of rules, I ended up having to remove the up tilt on that character for the KO endurance. So, unfortunately, that was a mistake I made back in 2015 on doing the match/goal. Everything else is mostly the same. But here is the main reason why I did a TAS on this type of match. I was thinking more on where the percentage of the cute character would end up on stocks (from 1 to 5), as well as the crowd cheering for the cute character at that percentage (on stock 5).
Percentages on stocks 1 to 5 ended up being in the following ranges:
Stock 1 = 161%-171% damage
Stock 2 = 328%-338% damage
Stock 3 = 494%-504% damage
Stock 4 = 661%-671% damage
Stock 5 = within 700% damage upon crowd cheering, 827%-837% damage
So, yeah, that answers my curiosity.
The directional influence (DI) was not used, except on stock 7 when necessary. I wanted to make it easier on myself for this TAS.
Also, I try to get the cute character to use every move on Mario, connecting at least once, especially on stock 6, no matter how useful or useless the move is, with a bit of messing around on stock 6.
And about the RNG on reeling (spinning animation at 100% damage and above), most of it was manipulated, especially on stock 7. The biggest example is Mario's down special, where the 14th hit does a meteor smash on the grounded character. I didn't want any reeling from Mario or the cute character, but in some cases (notably Mario), I didn't have a choice.
To view the playlist of my TAS of the 999% match/goal on cute characters, click on this link:
• [TAS] Super Smash Bros...

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21 окт 2024

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Комментарии : 1   
@William5000000
@William5000000 4 года назад
If you didn't read the description all the way through, please do that before commenting! ---------- - [TAS] 999% match/goal starts ~ 0:00 - Jigglypuff's endurance against Mario's up smash ~ 0:44 - Ongoing match/goal ~ 0:52 - Jigglypuff's non-reeling knockback animation (655% damage) from Mario's neutral special ~ 5:24 - More ongoing match/goal ~ 5:27 - Crowd cheers for Jigglypuff at a very high percentage ~ 6:18 - Even more ongoing match/goal ~ 6:32 - Jigglypuff's non-reeling knockback animation (703% damage) from Mario's neutral special ~ 6:34 - Again, more ongoing match/goal ~ 6:39 - Jigglypuff tortures Mario ~ 9:33, 11:41 At 6:18, this was actually intentional. Mario had to be around 50%-60% damage in order for Jigglypuff to get cheered at a very high percentage by doing these two moves: back throw against the wall, then down special. At 5:24 and 6:34, Jigglypuff makes a pained sound at 655% damage from Mario's neutral special, with 703% damage being the highest without the crowd reacting above that percentage. At 9:33, this was my idea of Jigglypuff giving Mario maximum torture, ending with an intentional Star KO. ---------- Doing a TAS is a lot of work! So please, no harsh comments! Thanks in advance! ---------- [Non-TAS] 999% Match/Goal ~ Jigglypuff: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-4NzNmfu0eHw.html
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