km9103
Mario Party 3 (TAS) Dizzy Dinghies 2 22.03
updated
If you start a match with no one as player one and shield break SD (it's easier with Jigglypuff but it's doable by anyone given the right conditions)
If the other players hits your shield at any point, it will not crash for the entire match. If you start a new match it will crash if you retry it.
If player 1 is present in the match when you shield break SD, the crash will no longer occur until the console is reset. Regardless if P1 is present or not in the following matches.
Found by Thord and Thord's Bro (both from the Montreal scene) around 2014-2017.
They were doing it with jigglypuff on hyrule to show how long ago this was.
Unplug the 2nd controller as you press start on the 1st controller.
If you see the window closing before you go to the map selection, you did it right.
I found someone on youtube who did this glitch around 2010. I'm sorry i don't remember who you are.
American version
Yoshi's air speed is significantly better in this version. Yoshi doesn't jump as high due to a higher falling speed but overall this version is considered way faster for this stage.
I mentionned in my previous record that a better t1-t3 could help push the record down and that was my motivation to comeback to the stage. This and Cheechero telling me that the previous record was beatable.
I went back to the drawing board and tried various approach for the opening.
The c jump turnaround walk fsmash like in my 14.63 is capped at 1.75 hit on T3.
I if could perfect timed and drift with a short hop to not require a turnaround, it could get 1.60-1.63 T3 hit but it's very inconsitent. I almost never get it and I miss way too often T9 to justify going for this.
A c-jump holding fully right would be equivalent to a stick jump of 63.
But by barely flicking up, I can trigger a 53 stick jump which can get me a T3 hit of 1.63-1.67 without too much effort.
I dash left and give a strong flick down and for some reason the motion I do raise the stick a little before going down. I think it's how I try to regrab the stick before slamming it down that causes it. It gives me more vertical short stick jump and time almost equal to the perfect short hop drift but with no effort.
[Strats Details]
Buffer a left stick jump then short stick jump down-air drift to the right, F-smash T3.
After the 1 second animation, stick jump and time a double jump, it will make you perfect land on top. Before landing, buffer another stick jump and double jump bair z-cancel and prepare to get off fastfall right away.
After the bair, fastfall asap.
You need to time your egg to barely pass above T7, once you threw the egg, you can stop holding the stick it won't affect your momentum and you can prepare to stick jump as the egg animation will end exactly as you land.
With the buffered stick jump, do a double jump and aim for T7 by aiming slightly behind yoshi. If T7 is on screen when yoshi throws the egg, it should be possible to destroy the target with a correct angle. I feel like i was really close to missing it.
After landing from the egg throw time a short hop to the right, at the peak throw a fair while maintaining right drift as much as possible. Double jump asap, I spam all the c button for it, you can also flick the stick up to have a 3 frames buffer.
Now there's 2 T9 ending.
1- When you pass the ledge fair and start drifting back and then hold right again. You should not land on the ledge, just on the moving platform. This is capped by when you jumped before T8.
10.33 is the last possible frame where you can do this strat and with a perfect ending of cjump fair + double jump fair you can get the cycle time of 14.49
2- Essentially the same timing but you drift back 1 frame later and you will edgecancel instead. Now there is multiple possibilities but the best for me was to immediate fastfall, double jump + fair almost right away. (Landing further right seems to be better)
Then walk short hop or just short hop if you landed further to the right, time a double jump as soon as you can and perfect fair the last target.
This new ending is significantly harder but there's no limit, the faster you get, the better your time could be. Although in this run I jumped from 10.33 but I did save an extra frame so we'll take it :D
[Possible Improvement]
T1-T3 was very respectable so I won't complain for 1 frame loss
T4 was not perfect, I didn't drift properly and wasted 2 frames walking off instead of being airborne right away. It was still good enough to keep going though.
I lost 1-2 frames on the ending because I walked for 1 extra frame but given the stress and pressure at this point. It was still a very solid ending.
My best airborne time before t8 was 10.30 and sum of best would be low 14.4x or maybe 14.39
[Closing thoughts]
I've been bouncing on multiple ideas for various stage for the entire month of september.
Notably DK, Puff, Falcon, Pikachu but they all felt like so much effort for maybe a 1-2 frames improvement.
So shoutout to Cheechero for telling me to go for Yoshi BTT, it indeed was the right choice even if it felt like an endless month of Yoshi attempts.
Will I ever be back to challenge this time, it's hard to say. It was a very difficult mental battle to keep pushing day after day.
I'll probably give a try for Yoshi J in the next 2 weeks to see if I can also improve my time there as well.
My combined total is 2:07.11 so I'll need to grind for 0.12 at least, I might just switch to BTP if I run out of steam again.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
American version
Ness's pk fire goes shorter which makes T4 way harder than it needs in this version.
After every up-b T1 and T3, Ness has 10 frames (0.166 second) more ending lag compared to the Japanese version. The American version is significantly harder and more painful for this stage.
This is by far the hardest BTT stage and on top it's not a fun one :p
T10 is at the furthest point at every even second (16.00,18.00, etc).
Whereas it's at the lowest point at every even second (15.00, 17.00, etc).
If the cycle was reverse, the time would have been 15.90 instead.
So this is the same improvements that were done on the Japanese version.
1- T2 weak back air instead of up-air. It saves 2 frames of hitlag and you can also act sooner after the hit. This saves around 0.1 (6 frames)
2- For T6 instead of double c jump up-air, I stick jump + double jump up-air. By getting higher faster, I waste less time getting the required height saving (1-3 frames depending on how well it was done)
3- New ending ! Instead of fastfall fair t8 and landing, I do a super precise drift and fastfall dair t8-t9. This allows me to up-b sooner for t10 (saves 1-5 frames depending on t10 position)
[Strats Details]
Buffer a left stick jump then double jump + up-b and control the pk-thunder as best as you can. My up-b was actually incredible in this run.
Then buffer a stick jump + a quick double jump towards the moving platform and time your dair to perfect land on the moving platform.
Just before landing buffer another stick jump then double jump and time a bair to barely hit T2. Then up-b and try to control it as best as you can.
I try to up-b around the left side of the arrow.
After that, I do a quick double c jump to the right, let go of the stick then press B to do a pk-fire without reducing my momentum too much.
Before landing, I back-air z cancel and dash to the right.
Stick jump + double jump + up-air to hit T6 and barely land on the ledge. You don't need to z cancel up-air or down-air for Ness so you can just focus on buffering the next stick jump.
Double jump + fair and z cancel + buffer another stick jump.
We're down to the last section, double jump + down-air to barely make it pass the little ledge, then perfectly drift right, left, right to avoid the stairs then fastfall down-air and if your spacing was perfect you will hit T8 with the down-air without landing on the bottom step.
Now all you have to do is up-b and hit the final target. It's possible to up-b too early and it just kills your run or you up-b late and you lose tons of time. It's super annoying.
[Possible Improvement]
This was a very good t1-t6 but I've seen 3 frames better once. I have no idea how, it was the same t1-t3 but somehow I got a faster pk-fire section.
I lost 2 frames from t6 to t7 which is pretty good, it's rare that I get better than this and I lost 1-2 frames to getting over the little ledge.
The sub 16 should be possible with this strat but would require perfection for every section. I started getting wrist pain because I've been playing this stage for 1.5 months for the 15.60 and this record.
So I think this is a good place to stop for now. I will be looking for a faster ending and if I can find something viable, I will be back for the sub 16 on this version as well.
It could be in 5 years or it could be never. Time will tell, but that's as far as I can push this at the moment.
[Closing thoughts]
Compared to my 16.35, I was 0.26 ahead after T7. My new ending saved 4 frames, but due to T10 being higher, I didn't even saved 0.3 second :/.
I'm not too sure what's next... I'll probably take 1-2 weeks to rest my wrist and figure out what improvements do I want to go for next.
I think it'll still be a break the target stage just because I enjoy those the most.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
*Full Version* : youtu.be/4xBrbW_67N4
For the first time ever, Link was able to die from the top of his own stage.
I was not even sure if it was even possible but I imagined that it would be trivial but no one actually bothered to do it.
Turns out that Link's bomb are not amazing at gaining vertical distance.
I first started racking % and I quickly realized that I might need to go all the way to 999%.
After that point, even if you take more damage, you don't have more knockback.
I initially tried from the right side since you start higher with 1 bomb in hand but that was far from sufficient.
So I went back on the left and came up with this double bomb strat.
I edgecancel after the 1st bomb throw in order to go and hit it as high as possible with my up-b.
From there, I applied TAS SDI for 5 frames (alternating with up-left and up-right) and I timed the bomb in my hand to explode just before I lose height.
I then apply another 5 frames of SDI to go higher (I gain 168 units per frames of SDI and this is regardless of %).
All of this was barely enough to barely pass the top death barrier which is at y = 9600 units.
For reference the starting area is at y = -3900 units and where I grab the 2nd bomb, Link is at y = 2100 units.
It goes without saying that this is TAS only, the perfect double bomb setup, the 10 frames of SDI.
There is 0 leeway but I'm very happy with the result.
This is not the most optimized TAS, even to rack up percent, I was more or less experimenting.
I don't really mind, I'm just happy to have made this discovery after 25+ years.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
Japanese version
Ness's pk fire goes further which makes T4 way easier in this version.
After every up-b T1 and T3, Ness has 10 frames (0.166 second) less ending lag compared to NTSC. The Japanese version is much faster on this stage.
This is by far the hardest BTT stage and on top it's not a fun one :p
T10 is at the furthest point at every even second (16.00,18.00, etc).
Whereas it's at the lowest point at every even second (15.00, 17.00, etc).
If the cycle was reverse, the time would have been 15.55 instead.
So after 5 years, I finally decided to return to this stage to see what I could do.
I came with a few improvements...
1- T2 weak back air instead of up-air. It saves 2 frames of hitlag and you can also act sooner after the hit. This saves around 0.1 (6 frames)
2- For T6 instead of double c jump up-air, I stick jump + double jump up-air. By getting higher faster, I waste less time getting the required height saving (1-3 frames depending on how well it was done)
3- New ending ! Instead of fastfall fair t8 and landing, I do a super precise drift and fastfall dair t8-t9. This allows me to up-b sooner for t10 (saves 1-5 frames depending on t10 position)
[Strats Details]
Buffer a left stick jump then double jump + up-b and control the pk-thunder as best as you can. My up-b was actually incredible in this run.
Then buffer a stick jump + a quick double jump towards the moving platform and time your dair to perfect land on the moving platform.
Just before landing buffer another stick jump then double jump and time a bair to barely hit T2. Then up-b and try to control it as best as you can.
I try to up-b around the center of the arrow or slightly to the left.
After that, I do a quick double c jump to the right, let go of the stick then press B to do a pk-fire without reducing my momentum too much.
Before landing, I back-air z cancel and dash to the right.
Stick jump + double jump + up-air to hit T6 and barely land on the ledge. You don't need to z cancel up-air or down-air for Ness so you can just focus on buffering the next stick jump.
Double jump + fair and z cancel + buffer another stick jump.
We're down to the last section, double jump + down-air to barely make it pass the little ledge, then perfectly drift right, left, right to avoid the stairs then fastfall down-air and if your spacing was perfect you will hit T8 with the down-air without landing on the bottom step.
Now all you have to do is up-b and hit the final target. It's possible to up-b too early and it just kills your run or you up-b late and you lose tons of time. It's super annoying.
[Possible Improvement]
Due to a very good T1 and T3 pk-thunder, this was my best pace ever after T6. Even if I could be faster there, it would be hard to save time due to the moving platform being further left at that moment.
I overshot slightly T7 and lost 3 frames, it's extremely hard to time the double jump + fair + buffering the stick jump. I often lose 1-6 frames. While i've seen better, that was overall pretty decent.
I lost 1 frame going from T7 to the ending by not getting the perfect height to pass the little ledge before the zigzag drift.
My sum of best would give me 15.53 so this was overall an incredible run given how difficult this stage is.
[Closing thoughts]
Compared to my 15.99, I was 0.29 ahead after T7. My new ending saved 1-2 frames, the rest of the time save was due to T10 being lower and thus faster.
I don't see myself challenging this run anytime soon but an harder / faster ending is always a possibilities. I guess time will tell.
I'm very happy to have reach sub 2:08 using only this version. As of today, I see no way of ever reaching sub 2:07 but I guess we just never know what can be discovered.
I'll be applying this strat to US version now. Wish me luck.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
and probably achieved by 100-300 + players just not documented
Surprised that this counted as a 1000 size but we'll take it.
This took 10 minutes to achieve.
Japanese version
Luigi is much faster in this version due to an higher horizontal air speed. You can simply run off from the blue bar to the 6th platform
Luigi is smaller and his up-b doesn't travel has far though..
Overall this version is faster for real time but for TAS, the extra up-b height made the american version faster due to not having to wait for the pendulum.
[Strat explanation]
This is fairly similar to my previous wr, if I'm fast enough to edgecancel p8, I can stick jump to the red bar and that guarantees that I'm on it at 15.30.
From there it's all about perfecting the last 2 platforms to get the lowest time possible.
[Strats Details]
Step 1 - I start by buffering a stick jump then I drift left to edgecancel, fastfall on P2. Dash off fastfall on P3, dash + stick jump + double jump fireball left to prepare for p4.
It always comes out at 4.00 so you can do a quick double tap, to run off then run after landing from falling off p4.
Step 2 - Run off the yellow / black structure and fastfall then fireball to the right. You want to double jump headbonk in order to barely land on the 5th platform.
Run off then double jump + up-b to land as soon as possible on the other side. Run off to land on p6.
Step 3- Upon landing, stick jump to the right then neutral up-b around the middle to edgecancel p7. This can be tricky at first but the platform not moving can make this pretty consistent.
As you're about to land, stick jump + double jump + extended up-b to barely reach p8. This part is extremely hard and most run will die here... Buffer a stick jump before the edgecancel and I do a fair in order to prevent an accidental double jump.
It will autocancel if done early enough as well.
Step 4- You will land at exactly 15.30 if you could make it to the red bar with only a stick jump from P8. From there, there's multiple ways to do it but I went with this one.
Walk a few frames then neutral stick jump + double jump + up-b. This is not the fastest but it's significantly easier than a precise X position on top of perfect jump timings.
As you will edgecancel buffer the slipoff fastfall. You just need to time a double jump + up-b. The up-b angle can affect and get better results. I don't have any way of knowing my exact angle but I try to not hold fully right.
[Possible Improvement]
With a slightly angled stick jump from the red bar, it's possible to edgecancel sooner and I also lost 2 frames on the ending by not having the perfect up-b angle.
I just yolo the ending but if I could recenter to get the specific x=74, i could save 2 frames with proper timing.
In theory this could go as low as 19.35, but p8-p9 makes this extremely inconsistent on top of the last platform which i often miss.
I was hoping for a 19.4x but maybe later. I just get super bored with this stage for some reason.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
Japanese version
[Version Differences]
Mario is slightly shorter in this version and the up-b doesn't travels as far making this version slower overall.
[Strats Details]
Buffer up to stick jump then as it says go, slam right + b. It needs to be a 1-2 frame fireball once you're airbone or it won't connect with T1.
Double jump fireball T2 and hold a little left just before landing.
As you land, I do a flick from top c button, left c button and b press to do a short hop fireball. This little motion is to help me get a frame 1 or 2 airbone fireball combined with a short hop.
I don't hold fully left because I want a little more height out of my short hop. After t3 fireball, I double jump + fireball and start drifting left.
I then do an extended up-b for T5 and hopefully I get to edgecancel. I got a weird extended up-b in this case because I didn't swing all the way to the right but it somehow worked out.
This small t3 change (short hop instead of full hop) can save 0.1 ish but it's significantly harder. Luckily, i got this time fairly quickly.
Once I edgecancel, I cannot slipoff double jump or I won't make it to the top left side.
Instead, I teeter the platform and then dash off. This is in order to have max air speed as soon as I'm airbone.
I then double jump fireball a few frames later and up-b to the top.
I teetered a little too long in this case, I was not expecting such a good angle, I could have been airbone as early as 3.77 instead of 3.81
I got a perfect up-b height and landed really cleanly after T7.
Then all it's left is the ending, you can already hold left and go for short hop fireball. I also did my slide c-up, c-left, b trick for it.
Fastfall wait then fireball T9 and back air T10.
In this instance, everything from T7 to T10 was done frame perfect !
Mario being shorter prevents us from doing the ending like the american Version with a down-air. TAS still does a down-air to save 1 frame but it's impossibly precise.
[Possible Improvement]
I lost some time on the teeter which could have got me after T7 2 frames earlier for a 7.95
Overall very happy with getting the first sub 8 for this version.
I don't feel like grinding this strat more at the moment, but I would be open to comeback if a new strat is found.
[Extra]
This is potentially the last second barrier that will ever be broken RTA (For BTT).
The current only "potential" ones would be Falcon U which is at 9.17 and Ness U 16.35
They both seems impossible at the moment, but we never know.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
American version
In this version every direct contact with a target has 1 frame extra of hitlag. On this stage, this applies 6 times for (0.1 second).
The stage is slower on this version for this reason. Otherwise they would be identical has Samus's version change doesn't affect how she performs on this stage.
[Strat explanation]
The previous Samus strat was easy and has been around for 25 years. It capped at 8.90 which was finally achieved in 2018 by me.
Sub 9 was achieved in 2000 so almost no progress were made since other than cleaning up all the frames for the cyle.
The first half is significantly harder due to the extra hitlag. It's pretty hard to reach the platform cycle.
[New tech]
2 new tech that I implemented for this run.
I say new in the context of bonus mode, I doubt anyone knows about the first one, but the 2nd one might already be known.
1- By holding right and halfway up (y=45-52), I buffer a 1 frame dash into the shortest stick jump possible when it says GO.
I found this accidentally when testing ideas for the opening. It's really convenient as I can only time a B press to do the beginning.
It is not easy to get this exact position on the stick but that depends of your controller. If you just dash, you didn't hold up enough. If you jump instead of dash jumping, you were holding too high.
This is extremely situational and I doubt it'll be useful in versus but it's still an interesting quirk.
2- Used for the 6th target, I do a c jump up-air without having to buffer or be worried of doing a stick jump or an accidental double jump.
The trick is to press the C button and flick up after. It's even possible to do this with a short hop if you don't hold the c button.
This is really good for sensitive controller or even for keyboard players, to allow them to Cjump or shorthop up-air without buffering !
[Strats Details]
Step 1 - I start with the new tech by holding right and halfway up. Then I just time a B press and wiggle left to right to edgecancel. This is extremely precise as we need to edgecancel and jump from it with the GO still on screen.
99% of attempts will die there.. but how else are we supposed to get untied in a 25 years old game.
Step 2- After the stick jump, I need to time a double jump to barely land. It's still possible to get a completion even if you overshot a little but it's harder.
Just before landing on top, I buffer a stick jump left then a really precise double jump + delayed up-air drift to barely hit T3, then a bomb to hit the bottom target followed by an up-air z-cancel on the moving platform.
Those 3 targets are the reason why we need the up-b edgecancel for T1-T2. Any other options and we are too slow and we cannot make it to the rising platform.
It really is harder than what it looks like, a lot of time I would get there to not connect with T3 or accidental fair T5 which often miss the target.
Step 3- As soon as you land on the moving platform, dash c jump + flick up to prepare for the up-air on T6. As the move ends, shoot to the right or just press B. Holding a direction while shooting can help with Samus drift.
This is probably the easiest step to do although it's not trivial to get a good drift out of the c jump.
Step 4- Buffer a fastfall and do an up-air without double jumping. There's 2 way to do this, slam up + A at the same time (frame perfect) or hold slightly up and press A. I think in this run I did the 1st scenario out of panic but usually I was controlling it even if it's a little slower.
If you didn't up-air too early, you will hit T8 while falling and from there you might have a small window to shoot T9. You need to hit T8 with the last 2 frames of the up-air otherwise you'll only be able to shoot after t9 killing the run.
After the shot, buffer a fastfall to the left then double jump bair and popoff because you finally broke the 8.87 cycle.
This is a pretty difficult part with nerves, I lost a lot of run to accidental fastfall nair or fastfall into double jump up-air. The lower you shoot T7, the faster you need to fastfall up-air.
[Possible Improvement]
I did tons of savestate practice after T2 and the best I ever saw is 8.69. TAS for this strat can get 8.65 with an even more precise T3 and tighter ending.
It was a really long grind and unless some faster alternatives are found, I don't think I will be challenging this time anytime soon.
Hopefully this new T1-T2 can open up new ideas.
[Extra]
I finally reached sub 2:09 on this version ! Will sub 2:08 ever happen ? It currently seems unlikely, but who knows what else will be found in a few years.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
Other BTT Mismatch - Captain Falcon : youtube.com/watch?v=YEexN3J7MHw
Other BTT Mismatch - Fox : youtube.com/watch?v=ow5Mr81ue2w
Other BTT Mismatch - Mario : youtube.com/watch?v=JDgxCR2gIMw
Other BTT Mismatch - Pikachu : youtube.com/watch?v=yIMtAovqX6A
Other BTT Mismatch - Ness : youtube.com/watch?v=Zxz2JBWwl5I
Compilation done by
Gibrani : youtube.com/channel/UCYwaBJtv57NwtFEM5SG0ULA
KM : youtube.com/user/km9103
This is a TAS of SSB64 Break The Targets Mismatch. This means modifying the game to put one character on other characters' break the targets stages, and see how fast they can complete them (if at all).
I decided to pick DK to see if reaching far into walls with up-air could lead to some cool strat. He most likely was going to be slower due to not having projectiles and poor mobility!
Unfortunately, there was 5 stages that DK couldn't complete, so this is more like a half compilation!
We decided to focus on the NTSC-U version which is the most common version everywhere outside of Japan.
KM came later to the project and helped with the inital route for luigi / yoshi / jigglypuff on top of small improvement on the other stages that Gibrani TAS'd. With his help, we were both able to push the time much lower !
For anything TASing related, collaboration usually goes way further than a single TASer on a project.
DK's own BTT stage is also shown for completion's sake.
You can see the time for each mismatch completed here: docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
Simply go to the last tab "Mismatch BTT TAS". Regular TAS records are also included in a separate sheet.
It's possible that some stages could be improved by modifying strats or cleaning up inputs. I invite anyone to try and improve my strats/times. Simply download any of those files and use it in bizhawk/TASStudio. You can also ask us for help in this discord: discord.com/invite/0jip3RGlElVN7lpp
This was done on Bizhawk 2.8
Tas inputs for each stages
Luigi: dropbox.com/scl/fi/oqu1oy0bqu7dfv7kgs46k/Smash_64_US_-_DKOnLuigi1159.bk2?rlkey=rad91sl9jx5n53vteymxpbgr5&st=qyo053ur&dl=0
DK: dropbox.com/scl/fi/2gmx91604r28yawvxqdg3/Smash-64-US-DKBTT-851.bk2?rlkey=n1l7rbgjvv5r4c0yylpnefd1k&st=8loqrfgn&dl=0
Samus: dropbox.com/scl/fi/xohgk8ss5vut3u0jvv1z9/Smash-64-US-DKOnSamus943.bk2?rlkey=ub4my2l99mu55v8uvo74hngyq&st=xl5moe3p&dl=0
Falcon: dropbox.com/scl/fi/rbv92r8olp2f5c7id5z83/Smash-64-US-DKOnFalcon871.bk2?rlkey=djnv1aiaic4d77nfnmwdkbn17&st=77tvke4p&dl=0
Yoshi: dropbox.com/scl/fi/tbvtot94ihsimozbstnz3/Smash_64_US_-_DKOnYoshi1611.bk2?rlkey=t6uuo2ibcbcpcjyogipq2xq9o&st=c01y1ru5&dl=0
Fox: dropbox.com/scl/fi/i5qmrsgegz13gcdwvby6s/Smash_64_US_-_DKOnFox1257.bk2?rlkey=7b3okpdv7dubcy7ioqhg2q691&st=sfgdmgw2&dl=0
Jigglypuff: dropbox.com/scl/fi/c4cpfsg8ujdm0takcqvi3/Smash-64-US-DKOnJigglypuff1115.bk2?rlkey=ttdnaddtdblz9abtcm8ravqcp&st=hs5ta6o1&dl=0
This was a fun side project. We plan on eventually getting a compilation for every characters so you can look forward for the next 5 characters left!
Here's the time breakdown:
Luigi: 11.59
Mario: xx - 1 target is impossible
DK: 8.51
Link: xx - 1 target is impossible
Samus: 9.43
Falcon: 8.71
Ness: xx - 1 target is impossible
Yoshi: 16.11
Kirby: xx - 1 target is impossible
Fox: 12.57
Pikachu: xx - 1 target is impossible
Jigglypuff: 11.15
⏱ Total time (in-game timer): 1:18.07
Tied by YoungXion : youtu.be/puXWEmqcH0A
Tied by CursedYoma : youtu.be/f71R2_TyGHM
Japanese version
In this version every direct contact with a target has 1 frame less of hitlag. On this stage, this applies 6 times for (0.1 second).
The stage is faster on this version for this reason. Otherwise they would be identical has Samus's version change doesn't affect how she performs on this stage.
[Strat explanation]
The previous Samus strat was easy and has been around for 25 years. It capped at 8.87 which was finally achieved in 2017 by me.
Sub 9 was achieved in 2000 so almost no progress were made since other than cleaning up all the frames for the cyle.
I did a lot of research to find a new route that could break the cycle.
I found this new strat around 4 years ago but the beginning up-b edgecancel appeared too annoying.
I tried to look for alternatives without success and last year I decided to start practicing the middle / end section.
It was really difficult but I was able to get some success after a while. The only thing missing was the first up-b edgecancel.
I found a setup accidentally and I was about to do some attempts but Gibrani found a new strat for Kirby BTT which looked easier / more fun.
End of March 2024, I decided to finally go for it.
[New tech]
2 new tech that I implemented for this run.
I say new in the context of bonus mode, I doubt anyone knows about the first one, but the 2nd one might already be known.
1- By holding right and halfway up (y=45-52), I buffer a 1 frame dash into the shortest stick jump possible when it says GO.
I found this accidentally when testing ideas for the opening. It's really convenient as I can only time a B press to do the beginning.
It is not easy to get this exact position on the stick but that depends of your controller. If you just dash, you didn't hold up enough. If you jump instead of dash jumping, you were holding too high.
This is extremely situational and I doubt it'll be useful in versus but it's still an interesting quirk.
2- Used for the 6th target, I do a c jump up-air without having to buffer or be worried of doing a stick jump or an accidental double jump.
The trick is to press the C button and flick up after. It's even possible to do this with a short hop if you don't hold the c button.
This is really good for sensitive controller or even for keyboard players, to allow them to Cjump or shorthop up-air without buffering !
[Strats Details]
Step 1 - I start with the new tech by holding right and halfway up. Then I just time a B press and wiggle left to right to edgecancel. This is extremely precise as we need to edgecancel and jump from it with the GO still on screen.
99% of attempts will die there :(
Step 2- After the stick jump, I need to time a double jump to barely land. It's still possible to get a completion even if you overshot a little but it's harder.
Just before landing on top, I buffer a stick jump left then a really precise double jump + delayed up-air drift to barely hit T3, then a bomb to hit the bottom target followed by an up-air z-cancel on the moving platform.
Those 3 targets are the reason why we need the up-b edgecancel for T1-T2. Any other options and we are too slow and we cannot make it to the rising platform.
It really is harder than what it looks like.
Step 3- As soon as you land on the moving platform, dash c jump + flick up to prepare for the up-air on T6. As the move ends, shoot to the right or just press B. Holding a direction while shooting can help with Samus drift.
This is probably the easiest step to do although it's not trivial to get a good drift out of the c jump.
Step 4- Buffer a fastfall and do an up-air without double jumping. There's 2 way to do this, slam up + A at the same time (frame perfect) or hold slightly up and press A. If you didn't up-air too early or too late, you will hit T8 while falling and from there you might have a small window to shoot T9. After the shot, buffer a fastfall to the left then double jump bair.
I lost a lot of run to accidental fastfall nair or fastfall into double jump up-air. The lower you shoot T7, the faster you need to fastfall up-air.
[Possible Improvement]
I did tons of savestate practice after T2 and the best I ever saw is 8.59. TAS for this strat can get 8.55 with an even more precise T3 and tighter ending.
I honestly couldn't be happier, it was my 3rd completion (in 15k attempts) and a huge skip after I got 8.77 twice. Unless some faster alternatives are found, I don't think I will be challenging this time.
Hopefully this new T1-T2 can open up new ideas.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
American version
[Version Differences]
Link is more affected by gravity in this version and can't jump as high.
The platform that we can land on the top right side is 300 units (1 block) lower in this version compared to the Japanese version. For this reason, this version is slightly faster due to being able to reach t8 sooner.
[Strats Details]
T1-T5 is essentially the same as previously, I could have jumped much sooner and save around 0.1 there.
New second boomerang strat ! I used to go to the vertical moving platform and throw the 2nd boomerang from there and then go to the top.
Instead, I throw a boomerang while going on the horizontal moving platform then i can dair bounce the target to land on the vertical moving platform.
This saves around 0.2 to the middle section which allows me to get on top for T8 earlier.
This new strategy is quite hard and only possible if your beginning is really fast. There's 2 ways to do the 2nd boomerang.
1 -It's possible to throw at a perfect y angle value and the boomerang will go by itself. This is quite rare and can save some precious frame but it's specific on your position and where you double jumped.
2- You strong throw high to the left then wait for the return and dash + stick jump to avoid it and make it curve on the box target.
If you were to speed up my opening, it could be possible to land on the moving platform without a dair bounce, but I didn't have much success with it.
At the top, after t8, you stick jump + let go and boomerang throw. You need to hold fully right and slightly up (y=25 to 45) to make the boomerang hit the top left target.
After the rang you want to double jump + up-b to hit T10 as soon as possible. If done perfectly, the last 2 targets should break at the same frame.
[Possible Improvement]
I was airborne from the moving platform at 5.70, if I was airborne at 5.65, it would have been possible to land after t8 at 6.97 (3 frames sooner than in my run).
I threw the last rang slightly too high, so it hit the top left target 1 frame later than what it could have been.
Overall this was a really short grind (1h30) for an amazing improvement.
The beginning is pretty rough on my wrist so i'll gladly stop here for now.
I'll probably try it again here and there, we'll see how I feel.
4 frames left before this strat is maxed...
[Extra]
The combined total time reached sub 2:08 with this time !
I currently don't have enough timesave / strat to reach the next second barrier, but I've been proven wrong time and time again.
Time will tell if this was truly the last barrier or not.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
Japanese version
Link is slightly faster in this version compared to the american version due to higher jumps / falling slower this makes coming back from p5 way faster in this version.
In the European version, Link is similar to the american version except his air speed was massively boosted making him the best Link variation by far !
This strat is quite technical and every mistiming can simply kill a run.
Here's the strat details :
Hold up or a c button before Go, double jump to perfect land on p1, just before landing slam down-left to slipoff fastfall to p2.
Straight Full C jump + double jump to perfect land p3, really quick straight Full c jump + double jump to perfect land p4.
Full C jump to the right in order to perfect land on top then as you land stick jump + double jump + up-b to edgecancel to rotating platform.
This part is pretty annoying as the position of the platform will depend on when do you make it there.
After you luckily edgecancel, double jump + up-b to edgecancel the 5th platform and fastfall right away.
Dash right, fastfall and prepare to double jump bomb pull under the ledge.
As soon as you can move, short hop left, fastfall right on p6.
Dash right, let go, dash right again, and perfectly time your double jump to perfect land on the other side.
This is again a 1 frame window but that one hurts to miss after finally getting past the double edgecancel.
Stick jump + double jump to the left (It's better to over shoot a little)
Stick jump + double jump + up-b to be above the rotating platform as the bomb explode.
After 0.3 second of the explosion, I run off to the left and double jump bomb pull on the 7th platform.
Run off p7 and land on the moving platform, dash for a few frames and stick jump + double jump to barely make it to P8.
This is a new varations that I found and it saves around 0.1-0.15. It is capped, so going to fast wouldn't allow us to directly land.
This p8 is pretty brutal but it was my best chance to get a really good pace.
Just before landing on P8, throw the bomb to the right. If done correctly, it will turn you around while keeping the bomb in your hand. The window is like 2-4 frames.
Keep holding after the throw to fast walk off then fastfall left. The further right you land on p8 the better ! if you are too far, you could dash right but it's much harder to fastfall left afterwards imo.
After fastfalling left, just before touching the ground, you want to throw left. By doing this, you will save again 5 frames of turnaround but you will also save 4 frames of landing lag since you cancel the fastfall landing lag and momentum when you perform a bomb throw.
For this second throw, you need to get rid of the bomb or it will blow up. Then once you land, dash left and fastfall right.
Time your double jump + up-b to edgecancel p9 on the left which is extremely precise...
This is a super hard run killer that I could do around 1 / 50 times in practice. You need to hold left at the perfect time with the perfect drift or you miss / land without edgecancel.
Then fastfall right as soon as you land and time the ending.
Double jump right + up-b 1 frame afterwards. This needs to be done from the perfect spot or you'll lose 3-6 or more frames.
I just flick up right and press B at the same time for that part.
The 21.35 was hard but this is some next level shit... The strat could go a little lower, I had 2 p9 edgecancel on pace for 21.10 but I choked the ending.
I'm currently really tired of this route, but I do plan on doing more investigations and I might comeback if I can find some extra time save to allow for a sub 21.
Time will tell, but I'm happy that I was able to push this route so far already.
One thing to keep in mind with Link, you don't need to hold the joystick once he's going full speed in a direction.
So for P9, once you did the up-b to the right, you can simply let go of the joystick and time your fastfall to the right.
This is one example but this applies throughout the stage and can help in certain scenario as he's the only character with this property.
He doesn't lose air speed unless you flick the controller in the other direction.
I'll go look at link U (american version) to see if I can do some improvements there... at least I won't have to edgecancel p9 on the left side !
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
A bunch of small mistakes but nothing major. Hopefully I can clean this up and get 2:3x total time in 1 run
Leaderboard available here : speedrun.com/ssb64/leaderboards?h=All_Break_the_Targets&x=9kv3y732
Splits :
Link : 12.60 - good
Fox : 12.89 - lost 1 second to t10
Yoshi : 15.49 - good
Puff : 15.79 - lost 1 second
Luigi : 16.55 - i messed up the middle and it made me lost 2-3 seconds
Mario : 11.49 - lost 2 seconds to the last target lol
DK : 10.53 - clean
Ness : 18.20 - really good for rta
Kirby : 17.27 - sloppy start, lost 2 seconds
Falcon : 11.67 - okay, lost 1 second
Pika : 10.83 - decent
Samus : 9.10 - clean
Total Time : 2:42.41
Next goal would be to get sub 2:40 in game time
List of all the world record for all 1 player mode :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
American version
Mario's taller and his up-b reach higher in this version which makes him faster overall for BtT and BtP compared to the Japanese version.
After 11 dupes and 4 years later, I was finally able to clutch a 15.3x time.
Lots of practice and analysis went into the ending.
By double jumping as soon as possible under the falling platform, I can warp the block and land as early as possible on P8 and run sooner to make it to p9 possibly 1-2 frames faster than in my 15.40
I also changed p9 edgecancel, it used to require only a stick jump but from my analysis a double jump headbonk lines you a little better to get a "faster" edgecancel.
In theory both ways should be equivalent as i've seen the best possible pace of 13.37 airborne after p9 with both methods but it felt easier with this new method at the cost of consistency.
Combine this p9 pace with the perfect ending and I was looking at a 15.3x being possible.
In this particular run, I was on pace for a 15.39 run after p9 but I somehow hit the perfect up-b extendo for p10.
Instead of the usual -127 to -80 range that I was expecting on the X axis (fully left), I somehow hit exactly -79 which allowed for a 1 frame earlier landing.
This was extremely lucky and the only time I got it in those 2000+ attempts.
I had around 8 runs that were on pace for 15.37 after p9 so this is quite a relief.
I also had 1 run that got 15.39 on a 15.37 pace after p9 so i'll gladly take it :)
Here's the strat in details :
Hold right before it starts, as you land on P1, let go and dash again. Once airborne fastfall and double jump to perfect land on P2.
Run off P2, fastfall and edgecancel P3 to land on P4. Upon landing c jump + fireball to turnaround in the air.
If you were too fast you will be burnt by the lava instead of landing on P5 but it's a good sign that you're able to get good openings.
As you land on P5, dash and double jump the moment that you're airborne this will make you edgecancel P6 which you need to double jump right after as well.
Once you're starting to fall, fastfall left + fireball to the right to once again avoid the turnaround frames.
From there, dash and double jump to headbonk and make it on the otherside, dash and land on P7. It needs to turn blue at 9.93 or before otherwise you won't get the warp.
Dash + c jump off p7, fastfall and double jump as soon as you can to land on P8 as early as possible.
After landing, dash + c jump or stick jump before touching the right side, double jump headbonk in the intersection between the yellow and red blocks.
Up-b fully to the right to edgecancel p9, but make sure to let go of the stick before landing.
Buffer a stick jump left and hold it then press B to up-b and let go to tranform it into an extendo that will edgecancel the blue platform.
After that, stick jump + double jump + do another extendo up-b with the perfect timing and it's finally over.
How to improve this :
Well in this case I got extremely lucky as I've mentionned earlier but in theory, someone could get 1 frame faster p9 edgecancel and get the same perfect x value extendo for p10 for a 15.35.
Otherwise, as you edgecancel p9 you could hold to the right and buffer a double jump to the right and do a reverse extendo on the left side and edgecancel the blue bar 1 frame sooner.
I've tried this 2nd idea a lot with savestates practice and I was getting a lot of hands pain and I could never get it perfectly but in theory this would be an easier way of getting 15.35 or maybe even 15.33 lol
Maybe one day a new strat or warp will be found or i'll be able to do the harder reverse extendo but for now, I think this is a good place to end my Mario BTP attempts.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
American version
There's 1 frame of extra hitlag on each target compared to the Japanese version.
Overall this version is considered slower for this stage.
Cleanup of 4 frames versus my previous best time here by using a recenter to make t1-t2 more reliable
New T1-T2 found by Gibrani (youtube.com/@Gibrani)
Also a big change for T3-T4 (which was found by me and Gibrani)
T1-T2 is significantly harder and inconsistent but T4 is easier and the route is faster.
I found a nice recenter to make T1-T2 easier since I got 13.60 on the american version.
I recenter in order for kirby to go slightly left (x=-11 to -19). It's not super precise, but as long as not holding still gives you a nair and not a bair.
This helps the drift for T1-T2 without affecting anything else in the stage, it's also not required either.
Here's the strat in details :
Buffer a stick jump a little to the left before it says Go.
When you're airborne, let go of the stick, press A to nair then drift to the right and back to the left to land on top.
Due to the recenter, I now have 40-60% success with this opening.
Just before landing buffer a stick jump, then double jump + double jump fair z-cancel t3 to avoid landing lag.
Dash and short hop and at a precise timing (when kirby just finished his front flip), double jump (with a c button) + fair.
The fair needs to be 1 or 2 frames after the jump depending on what frame are you double jumping but in most cases it's 1 frame.
After hitting T4, start drifting back left but don't let go of the c button. By holding a jump button or the stick up, Kirby will double jump on the first possible frame after the aerial attack.
This is a unique technique that works only with Kirby and Jigglypuff assuming they still have more double jump. (Note that this only work after you performed the 1st double jump, it wouldn't work if you hold after a ground jump)
As Kirby is doing his 3rd jump, I press A to back air. This is in order to not turnaround when getting on top.
This is not required but simply easier for me.
After that I buffer a stick jump, double jump fair z-cancel on top. Dash and fastfall in the chute.
Dair T5-T6 as it's way faster than doing a rock (only noobs use the rock here)
Then fair T7 while drifting left.
You then time a double jump, followed by a double jump fair z-cancel to hit t8.
A quick dash short hop, fastfall followed by double jump fair, double jump, double jump to the right fair z-cancel with insta stick jump buffer.
Then you simply time 2 double jump followed by an up-b around the head of the arrow.
The 2nd half of the strat after t4 is quite easier and fun to do. The hardest would be to land as early as possible after T9 which is dependant on when did you start to double jump fair under the ledge.
This was pretty much as perfect as this could have went. I saw once or twice a jump 1 frame earlier after t4 but everything else matched my sum of best.
I don't know if I'll ever be back on this stage, but it would need to be with a route change.
I tried to double jump dair t4 like the new tas of Gibrani but it was always slower than short hop double jump fair.
In theory it could save 0.1 if done perfectly.
I currently don't see this viable but we'll see in time if some adjustment on T3-T4 couldn't speed up this route.
I also tried fair on T5-T6 like the TAS which saves 2 frames of hitlag but it really messes the drift out of the tunnel and I was always slower than dair - fair in the tunnel by t8.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
*reuploaded to avoid the sound just coming on the left side
Japanese version
You save 1 frame of hitlag on each target compared to the American version.
Overall this version is considered faster for this stage.
New T1-T2 found by Gibrani (youtube.com/@Gibrani)
Also a big change for T3-T4 (which was found by me and Gibrani)
T1-T2 is significantly harder and inconsistent but T4 is easier and the route is faster.
I found a nice recenter to make T1-T2 easier since I got 13.60 on the american version.
I recenter in order for kirby to go slightly left (x=-11 to -19). It's not super precise, but as long as not holding still gives you a nair and not a bair.
This helps the drift for T1-T2 without affecting anything else in the stage, it's also not required either.
Here's the strat in details :
Buffer a stick jump a little to the left before it says Go.
When you're airborne, let go of the stick, press A to nair then drift to the left to land on top.
Due to the recenter, I now have 40-60% success with this opening.
Just before landing buffer a stick jump, then double jump + double jump fair z-cancel t3 to avoid landing lag.
Dash and short hop and at a precise timing (when kirby just finished his front flip), double jump (with a c button) + fair.
The fair needs to be 1 or 2 frames after the jump depending on what frame are you double jumping but in most cases it's 1 frame.
After hitting T4, start drifting back left but don't let go of the c button. By holding a jump button or the stick up, Kirby will double jump on the first possible frame after the aerial attack.
This is a unique technique that works only with Kirby and Jigglypuff assuming they still have more double jump. (Note that this only work after you performed the 1st double jump, it wouldn't work if you hold after a ground jump)
As Kirby is doing his 3rd jump, I press A to back air. This is in order to not turnaround when getting on top.
This is not required but simply easier for me.
After that I buffer a stick jump, double jump fair z-cancel on top. Dash and fastfall in the chute.
Dair T5-T6 as it's way faster than doing a rock (only noobs use the rock here)
Then fair T7 while drifting left.
You then time a double jump, followed by a double jump fair z-cancel to hit t8.
Run off the moving platform followed by double jump fair, double jump, double jump to the right fair z-cancel with insta stick jump buffer.
Then you simply time 2 double jump followed by an up-b around the head of the arrow.
The 2nd half of the strat after t4 is quite easier and fun to do. The hardest would be to land as early as possible after T9 which is dependant on when did you start to double jump fair under the ledge.
This was pretty much as perfect as this could have went. I saw once or twice a jump 1 frame earlier after t4 but everything else matched my sum of best.
I was really happy and surprised when I saw the score !
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
New glitch found by Tap : youtube.com/watch?v=rLjLjsYejso
Go like / subscribe or support him, he's been hard at work on finding new ways to break the game.
You go directly to the character menu, press A on a controller then the next frame you press A on a 2nd controller and you got the fastest softlock possible.
Please note that this only works on the Japanese version.
If you saw at any point the how to play tutorial, doing the 2 controller A press will not break the game. It will instead show the data of a character.
You won't be able to move in the menu with the stick and pressing A, B or start will bring you back to the title screen (Where you need to press start to enter the game)
If you wait without pressing, it'll take you to a cutscene with the 2 character shown in the character menu and they'll be fighting a 4 player free for all on 1 of the 8 default map.
Essentially this allows to get a really fast access to the cutscene just before seeing characters fighting. You get to skip the how to play cutscene.
This might have been a feature used by the dev / tester to quickly verify if all the characters / demo cutscenes were playing well.
The 2 characters that will be shown on the character menu are loaded during the how to play cutscene.
Therefore if we go as soon as the game turn on to that menu, the 2 characters to show were not selected and the game crash with an exception on load error.
The previous fastest crash or the fastest crash on the american version was previously done by going to training mode with pikachu on saffron city.
You would up-b down on the furthest left platform then to the right when the moving platform was at a certain height.
This took just under 13 seconds to accomplish, I might do a video about it as I can't seem to find the original video in which I saw this happening.
Previously there was an 18 second crash by using Ness pk-thunder reflected twice using fox : nicovideo.jp/watch/sm26857590
Here's a list of all smash 64 record for all the region :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
I even included TAS
Japanese version
[Version Differences]
Yoshi's air speed is way slower in this version. This combined with a slower falling speed makes the american version faster on this stage.
After my Yoshi 16.25 grind, I decided to take a look back at this stage and I realized that I was better with my stick jump buffer.
Essentially you have a 3 frames window were it'll register and execute asap so it's easier to do versus a 1 frame c-jump.
So I started savestate attempts and I saw 16.67 as the best possible time, since being 1 frame earlier at p9 allow for a slightly faster ending.
So I was practicing to get the timing down and somehow I got a 16.65. It was just a different timing but saving 1 frame at p8 could now result in a 3 frames faster score !
[Strats Details]
This stage is cycle based and you're held back by P7 followed by P8.
Every frame is exponentially harder to reach since you need to be further left and earlier to reach P8.
The time where you are airborne after p8 is what matter. Assuming you do p9-p10 perfectly, the only difference would be how early you edgecanceled p8.
Here's the timing after P8, you need to jump on the 5th frame that yoshi is airborne then fair 13 frames (0.2 ish) later.
After edgecanceling P9, you need to double jump again on the 5th frame and then fair 19 frames (0.3 ish) later.
So it's essentially just 4 frame perfect inputs once you edgecanceled P8 on the right pace.
The american version was easier for this as you could buffer the last double jump making it just 3 frame perfect inputs.
Obviously there's no way for me to know if I double jumped earlier or later then what I was supposed. The fair is easier to tell since you get more or less height than what you'd want.
Just gotta do it until you hit the rest perfectly. In this case I got 30 runs on 14.73 pace after P8 and 5 on 15.65 pace after P9.
It wasn't too bad luckily.
[What's next]
Well this score is 2 frames away from the current TAS record. By getting a P7 edgecancel and insta fastfall, TAS is able to get to P8 1 frame earlier than I can and being 1 frame earlier at P9 saves 1 extra frame.
I'm physically incapable of doing fastfall, neutral, fastfall in 3 frames so I currently don't see this being possible but I guess time will tell.
I consider myself retired from this stage until new discoveries. to imrpove the 16.25 it would require climbing the falling block which is even more non-sense.
It's certainly my favorite board the platform stage it'll be miss as much as Fox Break the Targets stage.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
and later tied by Sock : youtube.com/watch?v=_RVafOqf88s
American version
Yoshi's air mobility is way better in this version.
I tied 16.27 40 times before finally getting this score, there's even 2 runs back to back that were 16.27
I pushed for a cleaner P7 landing / get off to barely be able to squeeze the last possible frame with the route.
The time where you are airborne after p8 is what matter. Assuming you do p9-p10 perfectly, the only difference would be how early you edgecanceled p8
Here's the strat in details :
Do P1-P6 pretty much however you want. As long as you are on P6 before 9.2x
When the timer is at 9.2x-9.3x, stick jump slightly left, double jump at the peak and fastfall on P7. Preferably as high as possible.
Try to land as left as possible.
Run off left and fastfall, double jump headbonk, then wait and fastfall to edgecancel the wooden block.
The timing is a little tricky due to the wooden block just going down at some point.
Keep holding left then do a double jump to barely not headbonk on the next wooden block.
Near the peak of your jump, do a fair to keep slightly more height and edgecancel P8.
As you edgecancel P8, you need to almost jump right away, not frame 1 but almost and then fair at the correct height to edgecancel P9.
As you touch P9, stick jump to buffer a double jump right away to not waste any time. 0.3 second later, fair and you'll land as early as possible on P10 !
I initially thought that I would never be able to get a clean enough p7 to squeeze that extra frame but that's where savestates practice saved the day!
I tested a lot with the available blocks and due to the layout / cycle, I couldn't find any human viable way to improve 16.25
So this could be the last improvement ever done in RTA settings but we never know.
Extra Info for anyone that would want to get this time (all you 2 people)
Some extra info about P7, the earliest you can make it turn blue is 11.09 and the earliest you can get off is 11.23 and the spark for the fastfall should be 2 frames after at 11.27
To get the pace for 16.25, you need to be off at or before 11.27 and see the fastfall spark exactly 2 frames after which for 11.27 would be at 11.30
So this is only a 2 frames window off the perfect p7 which is really hard to get. Most time you fastfall on P7 too slowly and there was already 0 chance of getting 16.25
In theory getting off at 11.29 and fastfall at 11.31 could give 16.25 but almost evertytime I had that pace, I was at 16.27 pace after p8.
Only 1 time did I saw it being a 16.25 pace after p8 so it's possible but it could depend on when or how you edgecanceled the wooden block.
In comparison for 16.27, you could be off at 11.43 and see the fastfall at 11.47 and you would still be on pace....
The window is quite generous for that frame and I believe a lot of players would be able to do it if they actually tried.
Out of the 3000+ attempts, I only saw 15 runs on 16.25 pace after p8... From these, only 2 were on pace after p9.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
American version
Both version can get the exact same time for this stage (at least for RTA). The stage is capped by the 9th platform cycle.
Important details about Jigglypuff and Kirby, doing a double jump with an aerial attack allow Jigglypuff to move much faster in the air.
Jigglypuff is one of the 3 characters that can teleport (along with Fox and Samus) but she benefits the most from it.
You need to be running, after around 15 frames of initial dash then press the opposite direction and jump either via the stick or c-button.
The optimal teleport is done after jumping 2 frames after turning around but I don't really have much control with this.
The max possible I was able to TAS with this strat was 21.70
Here's the strat in details :
Hold left, short hop as it says go. Dash left wait a little then double jump fair to perfect land on P2. Run off and fastfall right away.
Run left and do a short hop teleport and fastfall edgecancel P3.
As you touch the platform, double jump fair, then time your fastfall to edgecancel P4 and then refastfall left immediately.
This is pretty tight and it's crucial if you want to reach P5 on TAS cycle.
After landing, run right and do a short hop teleport and fastfall on P5. This is barely possible, I think the latest you can land on it is 8.20.
I don't think I ever got faster than 8.10
Anyway, after run more right and teleport stick jump this time and double jump fair to land on P6.
From P6 stick jump + 2 quick double jump. Once you did the first double jump, you can simply hold a c button or the stick hop to get the 3rd jump on the first frame possible or you can just time it.
Land on P7 and Stick jump towards P8, make sure you go just before the super fast bumper to get hit and then immediately fastfall and drift to the right.
It's possible that you will have too much momentum and even land on P7 again but if you got more of a downward angle, you should be good.
Fastfall while staying on the right side and time two double jump left a little after you're under the ledge.
Then fastfall as soon as possible, the timing is surprisingly deceptive, it took me a lot of practice to understand when should I fastfall. It's earlier than what it looks like.
Finally, after P9 drift left, dash left and at the last second possible and do 1 of the 2 following options.
1- Safer ending, Stick jump + 4 double jump fair + side-B and then fastfall. It's important to not jump before the side-b as you would lose all your air speed.
2- Faster ending, Stick jump + wait + 4 double jump fair + wait + double jump fair. This is the TAS ending and it's not that bad if you do it properly.
You do need to jump from the absolute edge or you won't reach though. It is also 4-5 frames faster than the 1st option.
I did a lot more savestates and I could frequently get 21.71 and 21.73 but even under perfect conditions, I only ever saw once 21.70.
Maybe one day we'll reach the previous p9 cycle...
So far it looks only possible for TAS but I guess we never know.
Maybe one day i'll be back but for now, I think this is a good place to end my puff BTP attempts.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
Japanese version
Both version can get the exact same time for this stage (at least for RTA). The stage is capped by the 9th platform cycle.
Achieved after only 1 hour of playtime but I did a lot of savestate practice in the previous weeks.
Important details about Jigglypuff and Kirby, doing a double jump with an aerial attack allow Jigglypuff to move much faster in the air.
Jigglypuff is one of the 3 characters that can teleport (along with Fox and Samus) but she benefits the most from it.
You need to be running, after around 15 frames of initial dash then press the opposite direction and jump either via the stick or c-button.
The optimal teleport is done after jumping 2 frames after turning around but I don't really have much control with this.
I initially wanted to aim for 21.8x time and after some savestate practice, I noticed that I could be fast enough to be hit by the bumper on P8.
This speeds up getting off p8 by like 0.3-0.4 which is still too slow to reach the previous p9 cycle but it allows to get a way better p9.
Back then, I would just get in time to do 1 double jump + fair after enough frame and I would just land on P9.
Fortunately, I remembered that on the slower cycle we do two double jump and then fastfall into p9. You can actually land much earlier and edgecancel p9 by doing that way.
It's nice that we get to see some of the older tech being useful once again.
The max possible I was able to TAS with this strat was 21.70
Here's the strat in details :
Hold left, short hop as it says go. Dash left wait a little then double jump fair to perfect land on P2. Run off and fastfall right away.
Run left and do a short hop teleport and fastfall edgecancel P3.
As you touch the platform, double jump fair, then time your fastfall to edgecancel P4 and then refastfall left immediately.
This is pretty tight and it's crucial if you want to reach P5 on TAS cycle.
After landing, run right and do a short hop teleport and fastfall on P5. This is barely possible, I think the latest you can land on it is 8.20.
I don't think I ever got faster than 8.10
Anyway, after run more right and teleport stick jump this time and double jump fair to land on P6.
From P6 stick jump + 2 quick double jump. Once you did the first double jump, you can simply hold a c button or the stick hop to get the 3rd jump on the first frame possible or you can just time it.
Land on P7 and Stick jump towards P8, make sure you go just before the super fast bumper to get hit and then immediately fastfall and drift to the right.
It's possible that you will have too much momentum and even land on P7 again but if you got more of a downward angle, you should be good.
Fastfall while staying on the right side and time two double jump left as soon as you're under the ledge.
Then fastfall as soon as possible, the timing is surprisingly deceptive, it took me a lot of practice to understand when should I fastfall. It's earlier than what it looks like.
Finally, after P9 drift left, dash left and at the last second possible and do 1 of the 2 following options.
1- Safer ending, Stick jump + 4 double jump fair + side-B and then fastfall. It's important to not jump before the side-b as you would lose all your air speed.
2- Faster ending, Stick jump + wait + 4 double jump fair + wait + double jump fair. This is the TAS ending and it's not that bad if you do it properly.
You do need to jump from the absolute edge or you won't reach though. It is also 4-5 frames faster than the 1st option.
I really wasn't expecting to get such a good time so fast, I thought 21.7x might be possible but really hard and I was really popping off when I saw the time !
I'm super happy with this first completion !
I'll try to achieve a 21.7x on U version so let's see if I can also get it soon :)
I don't plan on returning to this version of the stage unless we find more timesave to allow for the earlier p9 cycle !
So far it looks only possible for TAS but I guess we never know.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
Japanese version
After getting the 24.49 on the American version, I decided to see if this route was possible on the Japanese version.
Turns out that it is, but it's significantly harder due to traveling only 120 units when SDI vs the 168 for the american version.
[Strat details]
Before P7 nothing really matters as long as you get to p7 as early as possible, in this run I landed on the second possible frame.
After landing, I stick jump + double jump to perfect land on top, dash and fastfall on the white floor, dash and short hop to the right.
At the peak of my jump, I fastfall to the right then I drift back to the left then I double jump + up-b to the left.
There's a small 3 frames window where Samus is invincible at the start of her up-b when she's airborne.
I use this to clank with the bumper and I can move through it for around 15 frames (0.25 second) before it can damage me again.
Once it damage me, I have 3 frames to input an SDI down+left or I will hit the ceiling due to the bumper's knockback.
After that, all I need to do is to neutral tech to get back up and keep going with the stage.
From there you gotta perform a stick jump + double jump to perfect land. The double jump is 1 frame after you are airborne, it's a really precise timing or you lose time.
If you double jump too fast you won't make it where I landed.
Just before landing, I buffer another stick jump, followed by a double jump to perfect land on top.
Once again, just before landing, I let go and dash to the right follow by a c-jump and now you have 2 second to breath before a brutal up-b edgecancel.
I try to double jump when I see the red light of p10 in order to be land earlier on p9. This makes the edgecancel even harder but it's a little faster.
I then up-b to the right and just before landing I slam left then down and hope that I got it.
The moment you press left, the momentum shift in the other direction, it's not the hardest edgecancel in the game, but it's hard to be consistent at it.
[What's next]
Everything was as good as it could up to p8.
I lost 5-7 frames going from p8 to p9 by not having the cleanest movement.
I lose 1 frame fastfalling from p9 to p10.
Low 24.4x is possible but it's so rare that you'll even make it to p8 that there's an immense pressure to not choke the rest.
I went with a fairly safe p9 which cost me 3 frames with a higher chance of completion and it paid off as I only saw 3 runs that made it past the bumper.
In theory this version have a 1 frame advantage since the bumper stuns you for 3 frames instead of 4.
But it's 10x harder to even make it to p8, you need to double jump and up-b at the perfect time to even have a chance.
I was quite lucky in this run since I got the perfect p7 pace.
I don't recommend this strat or this version if you try to get the lowest time possible.
It's way more likely to beat this run on U (American) version just by how many runs can actually make it past the bumpers.
Yet again, p7 cycle is a nightmare to deal with.
I think it's time to move on to something else. I'm not sure yet what I'd like to tackle but I feel interested in looking back at Luigi U or Puff BTP... we'll see if anything clicks.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
I originally got this time on the 7th of June 2023.
This time was then tied by Cheechero on the 12th of June 2023 : youtube.com/watch?v=ziN3_oBaKbU
He got this time in like 1-2 weeks, he's insane, go subscribe to him if you aren't already.
American version
Following my 24.79 submission, lord narwhal (twitter.com/narwhal_reborn) suggested various ideas to make the section around the bumper faster.
I couldn't make his ideas work but by messing around I was able to clip similarly to the Japanese version.
[Strat details]
Before P7 nothing really matters as long as you get to p7 as early as possible, in this run I landed on the second possible frame.
After landing, I stick jump + double jump to perfect land on top, dash and fastfall on the white floor, dash and short hop to the right.
At the peak of my jump, I fastfall to the right then I drift back to the left then I double jump + up-b to the left.
There's a small 3 frames window where Samus is invincible at the start of her up-b when she's airborne.
I use this to clank with the bumper and I can move through it for around 15 frames (0.25 second) before it can damage me again.
Once it damage me, I have 4 frames to input an SDI down+left or I will hit the ceiling due to the bumper's knockback.
After that, all I need to do is to neutral tech to get back up and keep going with the stage.
From there you gotta perform a stick jump + double jump to perfect land. The double jump is 1 frame after you are airborne, it's a really precise timing or you lose time.
If you double jump too fast you won't make it where I landed.
Just before landing, I buffer another stick jump, followed by a double jump to perfect land on top.
Once again, just before landing, I let go and dash to the right follow by a c-jump and now you have 2 second to breath before a brutal up-b edgecancel.
I try to double jump when I see the red light of p10 in order to be land earlier on p9. This makes the edgecancel even harder but it's a little faster.
I then up-b to the right and just before landing I slam left then down and hope that I got it.
The moment you press left, the momentum shift in the other direction, it's not the hardest edgecancel in the game, but it's hard to be consistent at it.
[What's next]
I lost 1 frame to p7 which is really not a big deal as there's no easy way to time it.
I lost 2-3 frames going from p8 to p9 by not having the cleanest movement but nothing major.
I lose 2 frames fastfalling from p9 to p10, I usually only lose 1.
Low 24.4x is possible, the best savestate run I've had was a 24.43
I thought I could keep playing to beat it but I'm getting really tired of this stage.
Losing tons of runs to P7 and P9 is really demoralizing. I might be back one day, but I would need something new or a lot more motivations than what I have right now.
The good news is that I got sub 4:13 already ! Can we reach sub 4:12 ? time will tell but it'll be hard work for sure.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
Japanese version
There's no version difference that affect this stage for this strategy. NTSC-U or J could achieve the same time here.
I use a recenter of x=10 in order to simply hold up for the last up-b. I have some setups using Link or pika on hyrule field to know if my recenter is set properly.
This last up-b angle saves 3 frames versus going straight up.
I wanted to tie my 24.81 or get 24.83 on the Japanese version, just to lower my total time in there as well.
I got 2 extremely close call where I mistimed the last up-b on what would have been 24.81 pace after p9.
So I knew I could eventually tie it and out of nowhere I got this run which looked like 24.81 or 24.83 pace but somehow it was my best p9 ever and 1 frame faster than my previous record.
I thought that maybe one day 24.80 could be achieved as I proved it with TAS but I was never fast enough.
You need a really good p8 and be really fast off the moving platform to jump for p9 as early and as far left as possible.
[What's next]
Well with TAS I was able to prove that we could edgecancel p9 1 frame earlier. The issue is that it means an even smaller up-b angle which means you need to be further to the left earlier.
This is really difficult as the bumper and moving platform are really in a bad position when we're going for p8.
It's not impossible that it could happen one day, but for now with current knowledge the maximum possible is 24.79.
Best of luck to anyone that will attempt to tie or beat this score.
I might try casually for the next 2 weeks to replicate this on NTSC-U just for fun.
I don't feel like starting a new stage when the new resident evil 4 remake is coming out so i'll be mainly taking a little break.
Not sure what stage I'll play once I'm back but I still have a lot of strats in mind. I have a feeling it might be Board the Platforms but we'll see.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
American version
There's no version difference that affect this stage for this strategy. NTSC-U or J could achieve the same time here.
At the end of last year, Cheechero was struggling with the last platform as you need a really precise up-b value. X = 10 and holding fully up.
I mentionned to Cheechero about a possibility of recentering to make the last up-b free and he was quickly able to improve the world record by 1 frame to 24.90 back in October.
I was getting really tired of Link BTT so 2 days ago, I decided to go back to this stage and I found a new improvement for P8 to P9.
Instead of running off P8, dash stick jump to get carried by the moving platform then dash stick jump and be a little more to the left for p9.
This allow us to up-b a frame or 2 earlier and use a smaller up-b angle in order to go higher.
This isn't much but my best pace ever before used to be 24.87 so this allowed me to improve this by 3 frames.
Using this new strat, I tied the 24.90 in 2 hours.
Cheechero tried it and got 24.89 on the same day.
The next day I tied 24.89 and I started pulling away.
24.87, 24.85 and my goal was 24.83 as i've seen the pace 5 times so far.
Somehow I was able to clutch the perfect ending on the best p9 pace that I ever had.
I thought for sure this was a 24.85 or 24.83... I still can't believe I got this.
[What's next]
Well with TAS I was able to prove that we could edgecancel p9 2 frames earlier. The issue is that any earlier means an even smaller up-b angle which means you need to be further to the left earlier.
This is really difficult as the bumper and moving platform are really in a bad position when we're going for p8.
It's not impossible that it could happen one day, but for now with current knowledge the maximum possible is 24.79.
Best of luck to anyone that will attempt to tie or beat this score.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
Japanese version
[Version Differences]
Link is less affected by gravity in this version and can jump slightly higher.
The platform that we can land on the top right side is 300 units (1 block) higher in this version compared to any other release of the game. For this reason, this version is slightly slower due to the extra frames it takes to reach t8.
The strat is way easier to complete on this version mainly the bomb target due to the better jump ability of Link.
[Strats Details]
New second boomerang strat ! I used to go to the vertical moving platform and throw the 2nd boomerang from there and then go to the top.
Instead, I throw a boomerang while going on the horizontal moving platform then i can nair or back air the target while landing on the vertical moving platform.
This saves around 0.3-0.4 to the middle section which allows me to get on top for T8 at the earliest possible time.
I was also able to get it in this run, you have the landing up-b animation starting at exactly 7.11 and even jumping earlier would not result in a faster time at the top due to the moving platform cycle.
This new strategy is quite hard and only possible if your beginning is really fast. There's 2 ways to do the 2nd boomerang.
1 -It's possible to throw at a perfect y angle value and the boomerang will go by itself. This is quite rare and can save some precious frame but it's specific on your position and where you double jumped.
2- You strong throw high to the left then wait for the return and dash + stick jump to avoid it and make it curve on the box target.
If you were fast enough, you can make it to the vertical platform, nair would be the prefered move as you have 1 frame less of hitstun but I got used to do it with a bair.
At the top, after t8, you want to land as far right as possible. From there, you stick jump + let go and boomerang throw. You need to hold fully right and slightly up to make the boomerang hit the top left target.
I use a recenter for this angle as in the Japanese version you want a Y value of 12-19 for the last boomerang.
This is not much but not having to worry about the difficult stick position makes it easier to prepare for the last double jump + up-b.
In this run, I throw the boomerang a frame later than what I normally do, which probably made the boomerang hit the left target 1-2 frames later and I was a little lower for the last up-b which cost me 1 frame.
Maybe I could have up-b or double jump a frame sooner.
After testing and over the course of 26k attempts, the absolute best for this strat would be 8.90.... 8.91 if you didn't land almost perfectly to the right of t8.
I kind of wish it would have been an 8.91 - 8.93 considering everything up to the stick jump for the last boomerang was perfect, but I could always comeback if I needed that extra 0.05 for another second sub.
Otherwise I really doubt anyone else would challenge this score simply based on the fact that the american version of the game is faster.
Regardless I'm extremely happy that sub 9 was achieved for this version as well :)
[Extra]
I reached sub 2:09 using only a Japanese cart.
Before I started playing seriously this mode, the total time for J version only was 2:15.14
My previous Link pb reached sub 2:10, a nice coincidence.
I want to say that it should be the last possible second cut for this version.... but every time I say this, I somehow find a way to improve enough strats to make it happen.
I still have some potential new strats on Ness and Samus, so the total time will probably be brought lower in the future even if by a few frames.
Now it's time to go clean the NTSC version and get my total closer to sub 2:09 there as well.
As a side note, I started this grind back in November, but had to stop between december and february due to moving / vacation.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
Here's a link for the 2 month progression of this record (11 pbs): youtu.be/E_KKvBt-770
Japanese version
On every direct hit with a target, this version saves 1 frame compared to the US version.
This version is considered slightly faster for this stage.
I got the first sub 9 second on this stage more than 5 years ago and I knew I would eventually be back.
Well 2 months ago, I decided to finally go and do it.
At first glance the stage looks fairly simple and it's one of shortest in the game.
The issue is the up-b... There's 2 way to approach it.
1- You aim a little more high on the Zip, giving you a better angle opportunity for the Zap at the cost of 0.1-0.2 second
2- You get the perfect Y value for both the Zip and the Zap.
Obviously the faster the option the better since I'm just trying to push the time as low as possible.
So I started by just getting my movement clean up to the up-b to at least match / beat my previous record pace and I got some success after 2-3 weeks.
8.97, 8.90 but then I started to lose steam and motivation. The angles are way too precise, you end up getting it once per couple of thousand attempts and you're usually not ready to react for the up-tilt afterward.
There's 6 possible perfect angle for the up-b
y Zip Y Zap
1- 45 -19
2- 46 -20
3- 47 -21
4- 48 -22
5- 49 -23
6- 50 (-)24
I used this information to come up with my next innovation !
I recentered my joystick so that holding left would = (-)19 on the Y axis.
That way I could still do a full stick jump if I wanted, but I have a free second perfect angle everytime since I was struggling with it.
It helped and I was able to get some new improvement with 8.89, 8.83 and 8.80... That's when I hit another wall. At the time, I just wanted 8.7x to be done but the game didn't want.
After the Zap, I could almost never react on time for the up-tilt and often I would either lose time, jump or up-smash.
Even with savestates, I couldn't do it, the timing was too tight for me.
Instead I decided to go the other way. I recentered and holding left would give me 45 on the Y axis.
This has some nice benefits, I don't need to hold the joystick up for up-air and up-tilt. (Perfect for T1-T2 and T8)
I always have the perfect Zip angle.
The downside are bigger thought... Y=(-)19 recenter would not change how i move in the stage or the attack that come out.
But this new recenter changes a lot. If I don't hold the stick I up-b instead of t-jolt.
To stick jump, I need to first hold down, then go up or it won't make me jump.
This also loses 2 frames to the last thunder as I can't just hold down + left, I need to press left then slide down to thunder.
It took me 4-5 days to learn the new adjusted stick movements, but then it started paying off and I could react frame perfectly to the up-tilt.
My opening were a lot more consistant as I would no longer accidental double jump when trying to do the first up-air.
It was all a matter of getting a really clean run on top of the perfect ending and that's how I achieved this run.
Compared to the 8.99, this was 0.1 faster before the up-b with a perfect up-b, perfect up-tilt and 2 frames lost on the down-b, which I'll gladly take since everything else is so much faster.
I still can't believe that 8.6x actually happened, this was an insane 2 months grind with 42k attempts done on both version before I finally got this time.
Possible Improvement: I saw a few times 1 frame faster before the up-b and twice I saw 2 frames faster before the up-b.
This is 8 frames slower than the TAS before the up-b and it loses 4 frames to the last target due to the really hard turnaround jab grab short hop thunder that I couldn't even do with savestates.
Really amazing overall and yes everyone is welcome, no one should ever have to suffer on this stage. I did it for all of you.
Special shoutout to the people on the smash stadium discord for hearing me complain / theorize and ramble for 2 months about this stage.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
American version
On every direct hit with a target, this version loses 1 frame compared to the Japanese version.
This version is considered slightly slower for this stage.
I always knew I'd one day be back to get sub 9 second on this version and I waited 5 years before attempting to do it.
Well 2 months ago, I decided to finally go and do it.
At first glance the stage looks fairly simple and it's one of shortest in the game.
The issue is the up-b... There's 2 way to approach it.
1- You aim a little more high on the Zip, giving you a better angle opportunity for the Zap at the cost of 0.1-0.2 second
2- You get the perfect Y value for both the Zip and the Zap.
Obviously the faster the option the better since I'm just trying to push the time as low as possible.
So I started by just getting my movement clean up to the up-b to at least match / beat my previous record pace and I got some success after 2-3 weeks.
9.05, 9.03, 9.00, 8.91 but then I started to lose steam and motivation. The angles are way too precise, you end up getting it once per couple of thousand attempts and you're usually not ready to react for the up-tilt afterward.
There's 6 possible perfect angle for the up-b
y Zip Y Zap
1- 45 -19
2- 46 -20
3- 47 -21
4- 48 -22
5- 49 -23
6- 50 (-)24
I used this information to come up with my next innovation !
I recentered my joystick so that holding left would = (-)19 on the Y axis.
That way I could still do a full stick jump if I wanted, but I have a free second perfect angle every time since I was struggling with it.
It helped and I was able to get a new improvement with 8.81... That's when I hit another wall. At the time, I just wanted 8.7x to be done but the game didn't want.
After the Zap, I could almost never react on time for the up-tilt and often I would either lose time, jump or up-smash.
Even with savestates, I couldn't do it, the timing was too tight for me.
Instead I decided to go the other way. I recentered and neutral position would give me 45 on the Y axis.
This has some nice benefits, I don't need to hold the joystick up for up-air and up-tilt. (Perfect for T1-T2 and T8)
I always have the perfect Zip angle.
The downside are bigger though... Y=-19 recenter would not change how I move in the stage or the attack that comes out.
But this new recenter changes a lot. If I don't hold the stick I up-b instead of t-jolt.
To stick jump, I need to first hold down, then go up or it won't make me jump.
This also loses 2 frames to the last thunder as I can't just hold down + left, I need to press left then slide down to thunder.
It took me 4-5 days to learn the new adjusted stick movements, but then it started paying off and I could react frame perfectly to the up-tilt.
My opening were a lot more consistent as I would no longer accidental double jump when trying to do the first up-air.
It was all a matter of getting a really clean run on top of the perfect ending and that's how I achieved this run.
Compared to the 9.07, this was 11 frames faster before the up-b with a perfect up-b, perfect up-tilt and 2 frames lost on the down-b, which I'll gladly take since everything else is so much faster.
I still can't believe that I was able to cut 0.34 on this stage alone, this was an insane 2 months grind with 44k attempts done on both version before I finally got this time. (The counter was only keeping track of my attempts on this version)
Possible Improvement: I saw a few times 1 frame faster before the up-b and 3 times I saw 2 frames faster before the up-b.
This is 8 frames slower than the TAS before the up-b and it loses 4 frames to the last target due to the really hard turnaround jab grab short hop thunder that I couldn't even do with savestates.
Really amazing overall and yes everyone is welcome, no one should ever have to suffer on this stage. I did it for all of you.
Expect the new world record done on the Japanese version to drop soon !
Special shoutout to the people on the smash stadium discord for hearing me complain / theorize and ramble for 2 months about this stage.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
American version
Luigi's fireball travels less than in the japanese version and the air mobility is significantly worse. The up-b goes further, which is the only reason why this version is faster !
Getting a good time in the Japanese version is way easier than getting sub 11 seconds on this version.
I finally decided to learn how to do the reverse extended up-b with Mario and Luigi and it is actually useful on this stage.
I found 2 ways that works for me.
1- While facing right, I up-b up-right, then i semi circle to the right until my stick is down-left.
2- While facing right, I up-b slightly to the right, then I slam the stick to the right then to the left.
There's multiple ways to do it but essentially you want to get a high X value on the right side then on the last frame of the up-b, you want a value lower or equal on the left side.
This was the most consistent setup that I found for myself but it's not perfect either.
The TAS of this strat max at 10.40 with a precise stick position up-b, otherwise 10.43 should be the max possible by holding full left on the last up-b.
It took 1 week of relearning this stage, but I was able to go fast enough to match the 10.40 pace.
From that point on, it was a matter of doing attempts until one of them gets the perfect x value on the up-b !
In total this was 3 painful weeks of not knowing if I would make it...
The exact value for the up-b is x = -77 (the max registered in the game is -80 to 80), so this was a combination of a well executed run + an extremely lucky stick position.
There's no way for me to know what x value do I get, so it's only a matter of aiming top-left but not fully left...
This is the first stage where the TAS is equal to RTA !
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
Japanese version
Yoshi's air speed is significantly worse in this version. Yoshi jump slightly higher due to a lower falling speed but overall this version is considered way slower for this stage.
With the use of some new strategies, I was able to get the first sub 15 second ever for this version !
This version of Yoshi is really bad and it's so hard to hit T5 and T6. If you fastfall too early, you simply can't make it !
One of the new strategy that I found is actually for the first 3 targets. Yoshi's air drift being pretty awful, I instead go for a quick motion to the right then down.
This is an order to achieve the shortest stick jump that I can followed by a down-air.
For this version, this new opening can save around 5-7 frames which was just enough to get me under the sub 15 threshold.
The big issue is that it's really inconsistent. Instead of getting attempts every 10 seconds, it can take 1-2 minute to get any attempts going.
I only went for it because I needed it for a sub 15.
Side note : I tried this new opening on the American version and I was able to save 2-3 frames compared to the current record.
If it was more consistent, 14.5x could be possible one day. Although I'm currently not interested in returning to this stage as of right now.
The second improvement was the new ending, the previous strat was capped at 15.10 and by adding the fair on T9, it was enough to improve it.
Although for my 15.13, I jumped before T8 at 10.81 and now I was airborne at 10.65... So it's not like just changing the ending does everything...
I also needed to clean my movement everywhere as much as I could.
This ended up being a frustrating experience, but I'm happy I was able to get this time.
It's hard for me to say how low can this go. This appears to be my best T5-T10 pace ever, but I saw a few frames better after T4.
So probably something around a low 14.9x
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
American version
In this version every direct contact with a target has 1 frame extra of hitlag. On this stage, this applies 9 times.
The stage is slower/harder on this version for this reason. Otherwise they would be identical has Jigglypuff's version change doesn't affect how the stage is played.
I was able to add T3 down-air in order to improve my consistency at a good pace edgecancel T5. Down-air can save up to 2 frames of hitlag versus a weak fair, but it is harder and you can lose a little bit of air speed while doing it.
This was enough to make the route a little more doable. Which in turn allowed for a better maxing of the ending !
I'm really happy that this was just enough to allow for the first sub 13 second ever for this version !
Jigglypuff stage is finally over and I can move to something hopefully more fun...
I think Yoshi should be the next character as there's potential to save enough time with a T9 edgecancel to get my total sub 2:10 !
This might takes more time as there's a lot of thing for me to test / practice
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
Japanese version
On every direct hit with a target, this version saves 1 frame compared to the US version.
This version is considered faster for this stage.
The previous record was extremely good and this was a scary run to challenge, but I was primarly doing it to help me improve the american version.
I was able to add T3 down-air in order to improve my consistency at a good pace edgecancel T5. Down-air can save up to 2 frames of hitlag versus a weak fair, but it is harder and you can lose a little bit of air speed while doing it.
I tested and saw that if I could fastfall after T6 at 7.10, I could double jump dair and perfect land on the right side of the platform after T8.
This is a perfect land and the dair autocancel at that point. So no need to z-cancel + dash which cost me 2 frames on the 12.83
On this run, I was able to stick jump frame perfectly after T8 saving 2 frames versus previous run and I did T8-T10 1 frame faster than the 12.83
I barely landed after T9 and I had a smooth ending.
This is probably one of the hardest BTT strategy as you need a ridiculous pace to even reach T8 on time, but I couldn't be more proud of this run.
Now it's time to see how low I can take the american record !
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
American version
In this version every direct contact with a target has 1 frame extra of hitlag. On this stage, this applies 8 times since the first attack break 2 targets at the same time.
The stage is slower on this version for this reason. Otherwise they would be identical has DK's version change doesn't affect how he performs on this stage.
I cameback after 5 years, hoping sub 9 would be possible and it was indeed doable !
One small improvement is that I now buffer T1-2. If you hold down-left before it starts, you only need to press B on frame 2-5 for a frame perfect turnaround down-b.
This is more reliable than turning around then performing the down-b.
The rest is mostly similar so after T7 I jumped for the moving yellow/black platform 6 frames ahead compared to my previous record.
I made it and I then jumped for T8 5 frames ahead of the previous record.
I did not lose time in between, but the further right the platform is, the longer it takes to reach it but it can also speeds up the ending.
This is what happened here, I double jumped fair earlier than normal and I was able to save 3 frames on the last 3 targets.
In total this is a 9 frames improvement which is really good and more than I expected !
A big 0.15 boost to get closer to the sub 2:10 goal !
I'm not really sure what i will work on next, but I have some ideas that I want to experiment.
It might be Jigglypuff or Yoshi BTT. Jigglypuff would be cleaning for few frames and Yoshi I will attempt the T9 fair edgecancel.
I'm getting mentally prepared for those difficult grind !
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
Japanese version
In this version every direct contact with a target has 1 frame less of hitlag. On this stage, this applies 8 times since the first attack break 2 targets at the same time.
The stage is faster on this version for this reason. Otherwise they would be identical has DK's version change doesn't affect how he performs on this stage.
After almost 5 years, I knew I would want to comeback and improve this stage.
I searched far and wide for new alternative opening or better strat but I couldn't find much better for RTA.
One small improvement is that I now buffer T1-2. If you hold down-left before it starts, you only need to press B on frame 2-5 for a frame perfect turnaround down-b.
This is more reliable than turning around then performing the down-b.
The rest is mostly similar so after T7 I jumped for the moving yellow/black platform 5 frames ahead compared to my previous record.
I barely made it and I then jumped for T8 3 frames ahead of the previous record.
I did not lose time in between, but the further right the platform is, the longer it takes to reach it but it can also speeds up the ending.
This is what happened here, I double jumped fair earlier than normal and I was able to save 2 frames on the last 3 targets.
In total this is a 5 frames improvement which is pretty good considering how good the previous records already were.
NT achieved 8.95 in 09 and 10 years later this run is only 6 frames faster. Really incredible by him at the time !
I'm pretty sure I up-air T10 1 frame later than the best I could have done.
So 8.83 could be possible and maybe 8.81 with the TAS style ending where you up-air edgecancel T9 and then fastfall fair.
I tried a lot to incorporate it but i could only do it 1 / 100+ attempts and 1 time I was able to see a faster time than the current T8-T10 by 1 frame.
I don't really feel like it's doable for now. Maybe someone else or later it might happen but maybe never.
Hmmm another intersting remark is how I handle T6-T7... After T5, I turnaround up-air by swinging the stick up.
Normally this would make DK jump but if you time it properly you fall during the jumpsquat so you end up not jumping.
This is inconsistent but that's the best way I could do T6-T7 fast !
If I tried to keep holding up after T5, I would only slow turnaround which was quite annoying.
Now with what I learned on this stage, it's time to see if sub 9 second is doable on the american version !
With this time, the combined total time reached sub 2:09 ! This might be the last second treshold ever achieved.
I currently have no idea how we could even reach sub 2:08 but maybe more miracle strats will happen and somehow we'll shave another second.
Only time will tell !
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
American version
Mario is slightly taller in this version and the up-b travels further making this version faster overall !
This was an extremely cleaned run, the way I did the first target, the fireball needs to be timed perfectly or it's going to miss.
That way I ensure that I'm not losing time to the beginning.
I actually got my best up-b edgecancel pace and my best landing on top after T7 pace ever.
I lost 1 frame of walking before the short hop and did everything else perfectly.
This is 1 frame off my sum of best for this strat. Everything was so good and I'm happy I got this time as my first pb in 3 years.
I really thought I would see a 7.90 - 7.89 and question myself on wheter I should still play.
But now I don't have to. It took 3 weeks of analysis / playing to get this run (20-25 hours) and I'm extremely proud.
Changes versus my 7.93, I'm now able to get frame perfect run up to after T7.
This saves 4 frames versus what I used to do.
I found a new method to get frame 1 fireball after the short hop for T8.
I slide my finger from top C to left C to B button. It's pretty inconsistent, but it saved 2 frames versus pressing a c button then pressing B like I used to do.
I was playing around with other promising strategy, notably the TAS one, but I couldn't make the fireball works.
I would either always be too low or my fireball would disappear. It would have been nice as this could have open 7.7x range, but it currently seems impossible RTA.
I would only comeback to this stage if I find a new strat or someone beat this run. It could take me months to even hope seeing a 7.83 and it's one of the most brutal opening.
Every 2 seconds you restart because the first fireball wasn't frame perfect.
The up-b edgecancel also happens every 10-30 minutes... It's really not a fun strat to grind for long period of time !
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
This time was achieved on the 28th of March 2021 ! I kept it hidden for another video but it took too long to be done !
Japanese version
Both version can achieve the exact same time. DK's up-b doesn't go as high in this version so it can affect certain timing.
This is just for completion sake and to get my total time sub 4:14 for this version as well. Which could be the last second barrier for this version.
Only time will tell !
Here's the strat in details :
Hold right before the start, short hop as close as possible to the end of the ledge. Fastfall as soon as possible on P1.
Run to the right and fastfall on P2.
Dash right around the center and full C-jump in order to land as far left as possible on P3.
From there, dash to the center and stick jump + double jump followed by a fastfall on the vertical moving red platform.
Dash for 1-2 frame then do a short hop + time a double jump in order to perfect land on P4.
Before landing on P4, you need to hold Z and upon landing, flick your stick down-right in order to shielddrop right away.
Time your double jump in order to headbonk and land on the horizontal moving platform as early / left as possible.
Upon landing, do a short hop to the right followed by a double jump. I just quickly press twice a c-button for this.
If timed properly, you will now perfect land on P5 so you can already hold Z and prepare for the shielddrop fastfall.
I actually do the shielddrop with my right hand in order to flick the stick down + down-right quickly.
While falling towards P6, hold left and time a B press around where I did.
From there you only need to press Z before touching the floor, let go of the stick and as you land slam back to the left.
Instead of 7 frames of landing lag, you can get anything between 1-6 depending on how well did you time it / reacted.
Before you run off P6, you need to do a c-jump, then I time my double jump with a spot in the ceiling. Then I up-b when i'm near the lava.
So just before I land on P7, I let go of the stick then I hold left again to restart a new run.
If you are airborne after P7 at 12.45-12.47 or earlier. You were fast enough to actually make the cycle.
After P7, simply keep holding left then time a double jump on the first frame that you wouldn't headbonk under the red ceiling. And that should be it !
I do a right punch cancel in order to make P9 easier but that's not required.
You'll land on P8 so late that you barely have any time to prepare for P9. You need to stick jump before the platform reaches the arrow in the background. Then double jump to perfect land P9. Dash off + fastfall as soon as possible.
Due to my position on P8, I always lose 2-4 frames to getting off P9 compared to dmolz and other good runs that were on the 23.5x-23.6x pace.
Better is possible, it's just extremely hard on top of making the cycle which is not free.
The trick was to be teetering P8 in order to jump towards P9 and right before landing, you would hold down and right to buffer a walk-off + fastfall.
But if you don't do it from the exact corner of P9, you will simply walk + crouch which is why it's so hard right now.
Anyway, after P9, time an up-b as early as possible to make it under the lava and try to land as far right as possible.
From there you simply need to jump twice + up-b to land as early as you can on P10.
I stick jump here as you have a 2 frames buffer window which makes it a little easier to time.
This strat is capped at 20.17 so I was able to get 6 frames from it !
The timing for the first up-b can be more annoying but it's identical for the rest.
I only pushed this version for the free 3+ second off my total time ! I never thought i would be able to bring it this low !
I'm starting to run off of stage to improve on this version, but I'm sure i'll come up with new ideas !
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord if you want to talk or see what record am I working on :
discord.gg/0jip3RGlElVN7lpp
This time was achieved on the 28th of March 2021 ! I kept it hidden for another video but it took too long to be done !
American version
Both version can achieve the exact same time. DK's up-b doesn't go as high in the Japanese version so it can affect certain timing.
I reached the previous P8 cycle for the first time ever done in real time and saved 3 + seconds with it !
The stage used to be a huge frame grind where only the last 2 platforms matters.
dmolz brought the score 2 frames away from the cycle max !
I analyzed every runs and the best one after P7 was 1.2 second too slow to make it to the previous cycle.
Here's the strat in details :
Hold right before the start, short hop as close as possible to the end of the ledge. Fastfall as soon as possible on P1.
Run to the right and fastfall on P2.
Dash right around the center and full C-jump in order to land as far left as possible on P3.
From there, dash to the center and stick jump + double jump followed by a fastfall on the vertical moving red platform.
Dash for 1-2 frame then do a short hop + time a double jump in order to perfect land on P4.
Before landing on P4, you need to hold Z and upon landing, flick your stick down-right in order to shielddrop right away.
Time your double jump in order to headbonk and land on the horizontal moving platform as early / left as possible.
Upon landing, do a short hop to the right followed by a double jump. I just quickly press twice a c-button for this.
If timed properly, you will now perfect land on P5 so you can already hold Z and prepare for the shielddrop fastfall.
I actually do the shielddrop with my right hand in order to flick the stick down + down-right quickly.
While falling towards P6, hold left and time a B press around where I did.
From there you only need to press Z before touching the floor, let go of the stick and as you land slam back to the left.
Instead of 7 frames of landing lag, you can get anything between 1-6 depending on how well did you time it / reacted.
Before you run off P6, you need to do a c-jump, then I time my double jump with a spot in the ceiling. Then I up-b when i'm near the lava.
So just before I land on P7, I let go of the stick then I hold left again to restart a new run.
If you are airborne after P7 at 12.45-12.47 or earlier. You were fast enough to actually make the cycle.
After P7, simply keep holding left then time a double jump on the first frame that you wouldn't headbonk under the red ceiling. And that should be it !
I do a right punch cancel in order to make P9 easier but that's not required.
You'll land on P8 so late that you barely have any time to prepare for P9. You need to stick jump before the platform reaches the arrow in the background. Then double jump to perfect land P9. Dash off + fastfall as soon as possible.
Due to my position on P8, I always lose 2-4 frames to getting off P9 compared to dmolz and other good runs that were on the 23.5x-23.6x pace.
Better is possible, it's just extremely hard on top of making the cycle which is not free.
The trick was to be teetering P8 in order to jump towards P9 and right before landing, you would hold down and right to buffer a walk-off + fastfall.
But if you don't do it from the exact corner of P9, you will simply walk + crouch which is why it's so hard right now.
Anyway, after P9, time an up-b as early as possible to make it under the lava and try to land as far right as possible.
From there you simply need to jump twice + up-b to land as early as you can on P10.
I stick jump here as you have a 2 frames buffer window which makes it a little easier to time.
This strat is capped at 20.17 so I was able to get 6 frames from it !
My sum of best for getting off P9 + P10 would be 2-3 frames better than this. This is almost as good as I can but right now I'm just extremely tired of this stage.
It took me 1 week-ish to reach P8 cycle for the first time and it took me around 1 month (50 hours) to get 20.27.
It was taking me 1hour - 30 minutes to get a run to P8 initially, but around the record, I could get a run every 2-10 minutes.
Since I got my first world record on this stage, I thought it would be so cool to get a 3 second untie on this stage and I actually can't believe that it happened.
With this time I got a full bonus sweep. All 24 BTT / BTP world records for both the American and Japanese version are now tied or untied by me :)
I'm not done yet as I have a couple of small improvements that I would like to do in order to reach sub 4:13 on this version...
But I don't have any insane 1+ second time save for BTP at the moment. Maybe if I ever get my hands on Link PAL.
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord if you want to talk or see what record am I working on :
discord.gg/0jip3RGlElVN7lpp
Japanese version
You save 1 frame of extra hitlag on each target compared to the American version.
Falcon doesn't run as fast in this version but he jumps higher which is more useful for this stage layout.
Overall this version is faster !
Not much to say, this was an extremely clean run and i'm happy i was able to get this run in like 7 hours.
This was a good derust for me and now i have 2 new strats that I have in mind... Not sure which characters will be first but I think they'll be fun to see the result.
This might be the last time that I ever try to beat the record on this stage, I have seen 1-2 frames faster for T1-T7 but I never clutched such a good T8-T10 on those runs :/
I don't think i'll be back but we never know :p
List of all the world record for all regions :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
You may join this discord which includes every smash 1-player mode related content. Most active channel is melee / 64 / ultimate :
discord.gg/0jip3RGlElVN7lpp
previous record : 3924 by JaimeHR
twitter.com/JaimeHR/status/1493775398777208833?s=20&t=Do8dMDp3fDk2g07UsaSUYw
Normal American WR 24.93 by KM : youtube.com/watch?v=dR1kwVsbymM
Previous TAS WR was 21.63 by KM : youtube.com/watch?v=e4MpJLGGyGQ
I was able to improve the ending of this insane TAS by boosting from a bumper to the bumper above p10 saving 5 frames !
This change can only work in this version has we have 1 extra frame of hitlag to SDI the bumper hit and we move more units every SDI frame.
168 vs 120 units.
Here's the inputs if anyone is interested in trying to improve them.
dropbox.com/s/ffkzn93ju5fbt3i/Smash%2064%20US%20-%20FoxBTP-2155.bk2?dl=0
Done with bizHawk2.6.2 in TasStudio
Here's a list of all smash 64 record for all the region :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
I even included TAS
Normal American WR 14.87 by KM : youtube.com/watch?v=nlAH8aykQcM
Previous TAS WR was 14.03 by KM : youtu.be/xP-ac8C94XA?t=310
I was able to improve going to T5 after T4.
I wait 1 frame extra before I fastfall, but I double jump at the same time, so I'm not as low and can up-air T5 1 frame sooner.
I made this fix in the japanese version 2 years ago and thought it wouldn't work on this version either.
Turns out that we were holding left the whole time after T4 which made us airborne with a slower air speed.
Now instead, i let go the frame before yoshi land on the top platform, then i dash off the platform full speed which allowed this 1 frame save.
Here's the inputs if anyone is interested in trying to improve them.
dropbox.com/s/ibg9tghqow6xfil/Smash%2064%20US%20-%20YoshiBTT-1401.bk2?dl=0
Done with BizHawk 2.6.2 in TasStudio
Here's a list of all smash 64 record for all the region :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
I even included TAS
Normal American WR 9.07 by KM : youtube.com/watch?v=vkPctm_SzRc
Previous TAS WR was 8.55 by KM : youtu.be/xP-ac8C94XA?t=385
I noticed that we were losing 1 frame to get on the moving platform after t3 (compared to the japanese version)
I dropped the fastfall to T2 and drifted more to the left after the up-air, this gave me just enough height to be able to reach the moving platform with the same double jump timing !
I really tried to improve the ending, but i was only able to match it. So for now only 1 frame of improvement for this version only.
Here's the inputs if anyone is interested in trying to improve them.
dropbox.com/s/6ca7kuy0mjkzlw1/Smash%2064%20US%20-%20PikaBTT-853.bk2?dl=0
Done with BizHawk 2.6.2 in TasStudio
Here's a list of all smash 64 record for all the region :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
I even included TAS
Normal American WR 21.79 by KM : youtu.be/FdJrM2aFM7Y
Previous TAS WR was 17.70 by Isotarge and Mittenz : youtu.be/xP-ac8C94XA?t=103
I discovered that it's possible to comeback from P5 with only a double jump !
Your position needs to be precise and it's a frame perfect jump but it should be possible even for RTA !
This could allow 21.6x to be possible RTA as it saves around 0.1-0.15
I was around 0.2 faster at p7 but the platforms around was not in the most favorable pattern.
I tried a bunch of ideas and eventually came out with a strat similar to Link J TAS.
Here's the inputs if anyone is interested in trying to improve them.
dropbox.com/s/kj3p4adwhloostu/Smash%2064%20US%20-%20LinkBTP-1751.bk2?dl=0
Done with bizHawk2.6.2 in TasStudio
Here's a list of all smash 64 record for all the region :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
I even included TAS
Normal American WR 7.93 by KM : youtube.com/watch?v=4IEPXrWteDo
Previous TAS WR was 7.45 by KM : youtu.be/xP-ac8C94XA?t=298
I switched around the fireball for T2-T3-T4 and T6.
With extreme precision, I was barely able to squeeze out 1 more frame out of the shortest stage in the game !
I had an idea to squeeze 1-2 more frames but the stage layout just doesn't want to cooperate...
This also helped in saving 1 frame for the Japanese version of the game !
Here's the inputs if anyone is interested in trying to improve them.
dropbox.com/s/yfgvodmsyepwjwv/Smash%2064%20US%20-%20MarioBTT%20-743.bk2?dl=0
Done with BizHawk 2.6.2 in TasStudio
Here's a list of all smash 64 record for all the region :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
I even included TAS
Other BTT Mismatch - Captain Falcon : youtube.com/watch?v=YEexN3J7MHw
Other BTT Mismatch - Fox : youtube.com/watch?v=ow5Mr81ue2w
Thumbnail Image by Giвяani : youtube.com/channel/UCYwaBJtv57NwtFEM5SG0ULA
This is a TAS of SSB64 Break The Targets Mismatch. This means modifying the game to put one character on other characters' break the targets stages, and see how fast they can complete them (if at all).
Giвяani decided to pick Mario because he consider him a funny character, also Mario becomes very efficient in some stages due to the trajectory of his fireball, even surpassing Fox (fast character) in some of these stages.
We decided to focus on the NTSC-U version which is the most common version everywhere outside of Japan.
I came in late to the project and decided to try to improve all of the stage that Giвяani TAS'd. With his help, we were both able to push the time much lower !
This is an update of the mismatch compilation made by Giвяani : youtube.com/watch?v=GbtcKRtyFlc
we helped each other and we were able to shave 1.54 second and improve 11 / 12 stages !
We saw it with Fox and now we see it with Mario, collaboration usually goes way further than a single TASer on a project.
Mario's own BTT stage is also shown for completion's sake.
You can see the time for each mismatch completed here: docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
Simply go to the last tab "Mismatch BTT TAS". Regular TAS records are also included in a separate sheet.
It's possible that some stages could be improved by modifying strats or cleaning up inputs. I invite anyone to try and improve my strats/times. Simply download any of those files and use it in bizhawk/TASStudio. You can also ask us for help in this discord: discord.com/invite/0jip3RGlElVN7lpp
Tas inputs for each stages
Luigi: dropbox.com/s/oqkhn2sacbvdsl2/Smash%2064%20US%20-%20Mario_on_Luigi831.bk2?dl=0
Mario: dropbox.com/s/ujek62rpqr5f23o/Smash%2064%20US%20-%20MarioBTT%20-743.bk2?dl=0
DK: dropbox.com/s/diciai5ztf3ctjn/Smash%2064%20US%20-%20Mario_on_DK761.bk2?dl=0
Link: dropbox.com/s/1yo03qovuaoh6pr/Smash%2064%20US%20-%20Mario_on_Link1205.bk2?dl=0
Samus: dropbox.com/s/f4ow4oduretox7z/Smash%2064%20US%20-%20Mario_on_Samus777.bk2?dl=0
Falcon: dropbox.com/s/ynftb3riextfyyy/Smash%2064%20US%20-%20Mario_on_Falcon1011.bk2?dl=0
Ness: dropbox.com/s/bwya6xl8kueqf5f/Smash%2064%20US%20-%20Mario_on_Ness1483.bk2?dl=0
Yoshi: dropbox.com/s/0p6ayr8lx5ml9br/Smash%2064%20US%20-%20Mario_on_Yoshi1343.bk2?dl=0
Kirby: dropbox.com/s/fu5y3s9j2jkf9fz/Smash%2064%20US%20-%20Mario_on_Kirby1137.bk2?dl=0
Fox: dropbox.com/s/y0kd3oa5c5zhnil/Smash%2064%20US%20-%20Mario_on_Fox1053.bk2?dl=0
Pikachu: dropbox.com/s/u9ywdm5u9mci6qk/Smash%2064%20US%20-%20Mario_on_Pika763.bk2?dl=0
Jigglypuff: dropbox.com/s/86mt74ke5wmus3j/Smash%2064%20US%20-%20Mario_on_Puff887.bk2?dl=0
This was a fun side project. Please let me know in the comments what character should I do next!
Here's the time breakdown:
Luigi: 8.31
Mario: 7.43
DK: 7.61
Link: 12.05
Samus: 7.77
Falcon: 10.11
Ness: 14.83
Yoshi: 13.43
Kirby: 11.37
Fox: 10.53
Pikachu: 7.63
Jigglypuff: 8.87
Total time (in-game timer): 1:59.94
Normal American WR 16.35 by KM : youtube.com/watch?v=rzmgOvmk1O0
Previous TAS WR was 15.21 by KM : youtu.be/xP-ac8C94XA?t=414
This was a collaboration by me and Giвяani: youtube.com/channel/UCYwaBJtv57NwtFEM5SG0ULA
I found a way to improve T2 by going higher and doing a weak back-air instead of an up-air. This finish earlier and we are higher than previously to go for T3.
This change saved 2 frames and Giвяani was able to optimize the up-b to T3 to save 2 more frames.
This is extremely hard as if you land too far left on the moving platform, it becomes impossible to comeback with the pk-fire and nair T5.
The total time for this version is now sub 2:05! This is most likely the last second treshold that will ever be reached by TAS for this version !
Here's the inputs if anyone is interested in trying to improve them.
dropbox.com/s/2q8ii3qoukm37te/Smash%2064%20US%20-%20NessBTT_1515.bk2?dl=0
Done with BizHawk 2.6.2 in TasStudio
Here's a list of all smash 64 record for all the region :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
I even included TAS
Normal American WR 9.10 by KM : youtube.com/watch?v=2UjoPQIA3dI
Previous TAS WR was 8.59 by KM : youtu.be/xP-ac8C94XA?t=328
I found a new TAS exclusive strat for DK BTT ! For T3, it's possible to do a really precise short hop to up-air T3 and T4 while barely landing on the platform.
It's extremely precise and it took a really long time to actually make it happen at all.
I then to for an up-air on the box target, I short hop up-air the 2 targets on top of the box.
From there, I run off double jump + up-b to make it to the moving yellow/black platform.
I did the rest so fast, that I can take the 2 seconds to do an up-b to reach the moving platform even earlier than what would be possible normally by 1 frame !
The ending is the same, I just adjusted the X position and there you go, a new crazy strat that uses a move that was previously unused to end up saving 0.02 :)
The total time for this version is now 2:05:02. It's still unsure if sub 2:05 will be possible but i'll do my best to improve the stages if I can !
Here's the inputs if anyone is interested in trying to improve them.
dropbox.com/s/n90cg7ls6tav01x/Smash%2064%20US%20-%20DKBTT-853.bk2?dl=0
Done with BizHawk 2.6.2 in TasStudio
Here's a list of all smash 64 record for all the region :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
I even included TAS
Normal American WR 8.97 by KM : youtube.com/watch?v=788sYdxST3w
Previous TAS WR was 8.81 by KM : youtu.be/xP-ac8C94XA?t=343
I decided to play around with Link and I was able to find that jumping earlier from the vertical moving platform could make me land sooner on top !
This ended up saving 4 frames for a 0.06 improvements. I could up-b edgecancel that same platform and be there even sooner, but I wasn't able to find any way to land on top earlier...
The total time for this version is now 2:05:04. It's still unsure if sub 2:05 will be possible but i'll do my best to improve the stages if I can !
Here's the inputs if anyone is interested in trying to improve them.
dropbox.com/s/3urkyvmbzhtl83r/Smash%2064%20US%20-%20LinkBTT%20-875.bk2?dl=0
Done with BizHawk 2.6.2 in TasStudio
Here's a list of all smash 64 record for all the region :
docs.google.com/spreadsheets/d/16tTT2RJ1Zyiw4njtUi-WUIAuTZZCv-_K0Ys728MqJhQ/edit?usp=sharing
I even included TAS


