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Explaining in greater detail the PR move, what it accomplishes, and how to do it.
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updated 4 years ago
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Get HLNC
Enter Ark via direct loading zone
Do whatever you want in Ark with HLNC on.
Exit via loading zone out of bounds behind the entrance.
Touch the Tango Cutscene entrance to Ark.
HLNC is now off.
This allows you to perform activities in the Ark of Yamato with and without HLNC in a single segment.
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Tackle and green dash #2: 9 seconds 0 frames
Insta restore gold dash #1: 7 seconds 22 frames
Insta restore gold dash #2: 7 seconds 26 frames
Insta restore gold dash #3: 7 seconds 24 frames
Tackle jump restore gold dash #1: 8 seconds 8 frames
Tackle jump restore gold dash #2: 8 seconds 5 frames
Air tackle restore gold dash #1: 8 seconds 6 frames
Air tackle restore gold dash #2: 8 seconds 7 frames
Timing starts the first frame Amaterasu moves, ends the first frame dialogue opens. Okami runs at 30 frames per second.
Pros of this method: Ideal distance to measure the speed of building gold dash, consistent distance set by loading zone/cutscenes on both sides, easily accessible for any game file at any game state.
Cons of this method: Camera turns while you run, resulting in slight variance due to non-linear movement
Conclusions: Tackle jumping and air tackling are roughly equivalent methods of dash restore. Tackle jump and air tackle lose between 0.3 and 0.5 seconds (~11 to 13 frames) compared to instant restore. Failing to store dash into a situation where you restore from dead stop (i.e. loading zone, after shopping, after cutscene) loses around 1.25 seconds. Losing dash while running will lose slightly greater than 1.25 seconds, because you will have to tackle instead of continue full gold dash movement, and may spend some frames moving at walking speeds.
4:15 - Boulder skip is done with only one wall-jump
11:40 - Dead fish skip
12:20 - Reverse dead fish skip
14:25 - PR Move
20:05 - Sasa Early, no buffers and direct landing
0:15 - Releases jump on frame 4. Best brush buffer frames.
0:40 - Double jumps too early, hits the ceiling.
1:05 - Buffers too slowly after double jump, gains too much height and hits ceiling.
1:31 - Jumps 1 frame late, keeps dash but loses jump speed.
1:43 - Jumps 1 frame early, I think. Didn't trust it.
1:50 - Releases jump frame 4, perfect.
2:17 - Releases jump frame 3. Still makes it, but it's very tight.
2:49 - Releases jump frame 3. Clean.
Fundamental explanation of the trick: youtube.com/watch?v=jrQrxawuI3U
Explanation of flutter: youtube.com/watch?v=1pAZhe-pR6Y
Pictures of what frames you look for during buffers: imgur.com/gallery/DCvfmmM
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Explanation video: youtu.be/Fkrq0Jc8pLs
1) Wall jump to get a little extra height than you can get with single jump alone
2) Bonk on the back of the merchant's stall as high as possible while still getting dialogue
3) Fast text the dialogue, and dboost a tackle
4) Jump the very moment you start getting tackle speed, you will lose height during tackle so you must jump as soon as the tackle speed begins
5) Perform a series of extremely difficult SGT (sliding ground tackles) over the edge, and jumping outside the jump barrier.
6) The goal of this trick is to jump OVER the pathway and reach the other side. If you can land solidly on the mountain across the road, it has been proven possible to jump over the river and arrive in Taka Pass.
The problem:
While most of the mountain can be traversed via SGT, the slope directly above the pathway is very steep and difficult to land on. You can very nearly reach the other side, but just barely cannot without landing a few very tricky SGTs on the slippery slope.
The Solution?:
Seam gripping could be a possibility. I HAVE gotten seam grips on the slippery mountain, but have not found a way to escape those grips in a practical way due to the jump barrier.
Using FPG to reverse your bonk may allow you to land on the slope in a better fashion. This is attempted in the third clip, but no ground contact occurs.
Preserving gold dash through the entire series of SGTs may allow you to get enough speed that you can either go past the slippery slope, or allow you to jump from higher up on previous jumps while still clearing the jump barrier. Additional height or speed may allow you to make ground contact.
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Featuring youtube.com/user/PianoAuride
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Beaten on 4/12/21 by j3sterr__ speedrun.com/okami/run/ydr8x70z
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0:11 you start running upward, then turn to the left to gain speed prior to jumping
0:14 I land on the very edge of the furthest slope to do SGT#1. This is intentional, and greatly decreases your likelihood of getting a seam grip or losing speed. The window to input the tackle is very narrow, but if you execute an SGT, you will virtually always be able to maneuver to SGT#2.
0:18 I take a path that does not hug the mountain, which would engage the jump barrier, but that is still fairly direct. I'm aiming for roughly the middle of the final slope.
0:21 I mash to get SGT#3. The SGT usually occurs long after your landing ('greenhop'), but in this case I was able to get it quickly and still had sufficient speed to clear the jump barrier. Either way, it's very difficult to time. Jump out of the SGT as late as possible.
Beaten on 4/5/2021 by a pretty bad run using the new Barrier Skip trick.
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Please reference this album for static references for what certain tab skip frames look like:
imgur.com/gallery/DCvfmmM
Please view these videos by Auride if you do not understand the basic concepts of fire tablet skip:
youtu.be/jrQrxawuI3U
youtu.be/1pAZhe-pR6Y
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Bloom 14:04
Lilypad 20:12
Fireburst 55:11
Catwalk 1:08:01
Crescent 1:11:49
Vine 1:18:47
Galestorm 1:28:43
Fountain 1:42:10
Veil of Mist 1:57:59
Mist Warp 2:02:41
Thunderstorm 2:10:17
Whirlwind 2:18:41
Inferno 2:32:50
Cb 3 2:53:00
Thunderbolt 2:54:55
Deluge 2:55:57
Blizzard 3:04:22
Ps 3 3:09:32
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Agata forest with waka: 49.90 seconds
Run to log with fountain: 50.22
Total time for Waka route: 2:13.12
Shinshu field without shopping: 24.15
Agata forest without waka: 60.62
Run to log without fountain: 24.03
Total time for Waka skip route: 1:48.80
Time save: 24.32 seconds
First segment is timed from first frame ink pots appears to first frame loading scroll appears. Second segment is timed from first frame ink pot appears to first frame speech bubble appears. Third segment is timed from first frame loading scroll becomes transparent to first frame loading scroll appears.


