After months of attempts and having lost too many runs for me to even remember, I was finally able to beat my previous time on March 27th: 2:37.90 is the new World Record for the 70 Man Battle time trial mode, an improvement of almost 3 seconds and a half! Just a year ago I thought there was no way I could sub 2:50, yet alone 2:40... and then I discovered the Wall Glitch, a trick that has single-handedly killed hundreds of runs, but that has also allowed me to do the impossible and finally break the 2:40 wall.
As I'm sure you've noticed, I've started running the game on Dreamcast for a while now (emulated on Flycast), mainly in order to benefit from extra combat options and more consistent, actual working hitboxes. While this meant I had to constantly deal with input delay and tougher AI, the switch to DC felt like a huge upgrade and something I should have done from the beginning. I really can't see myself going back to the remasters any time soon...
Now that sub 2:40 has happened, I believe we've reached a point where achieving an even faster run is going to be an almost maddening task. Don't get me wrong, SUB 2:35 is definitely possible, and SUB 2:30 might also be possible with very good RNG and execution, but the reality is that there are just too many variables that can go wrong and kill the run, starting from enemy behavior and ending with the aforementioned Wall Glitch - you have no idea how many times I've lost the run to Pedro dodging Tiger Storm 5-6 times in a row! I guess we'll just have to see what happens next!
--- *** RUN SPLITS AND COMMENTARY ***
||||| SPLITS: New WR VS Former WR |||||
・0:33.90 VS 0:37.53 [20 defeated] ・0:45.60 VS 0:49.33 [BOSS 1 defeated] ・1:22.43 VS 1:19.43 [40 defeated] ・1:33.40 VS 1:23.07 [BOSS 2 defeated] ・1:51.90 VS 1:47.43 [53 defeated] ・2:16.43 VS 2:12.03 [66 defeated] ・0:21.47 VS 0:29.14 [VS Pedro] ・2:37.90 VS 2:41.17 [Final Time] ・0:03.27 [Time saved]
- The beginning phase is incredibly clean: I'm lucky enough to defeat the first 20 opponents in only 34 seconds, which is even faster than my official PB! BOSS 1 doesn't go too bad either, as I'm able to use one of my backup strategies to quickly take him out (Roll counter + Demon Drop X2 + Dark Moon), and I proceed to work my way through the other 19 Mad Angels without too much of a problem. - Now, BOSS 2’s segment is where the first major time loss takes place: I wasn’t able to position Ryo exactly where he needs to be for the Wall Glitch to work correctly, being just a little too far from the wall. Luckily, I put my combo skills to use - which only work on Dreamcast! - and still manage to execute the glitch on the wall further ahead, keeping the run alive by the skin of my teeth. Having lost about 7 seconds on BOSS 2, I couldn't afford to waste any more time, and indeed I play pretty well after that all things considered, although I do end up losing a couple of seconds here and there during the very last section (from 53 to 66 defeated), eventually reaching Pedro at 2:16.43; at this point only a successful Wall Glitch can turn this run into a World Record. - I decide to risk it all by going for a super aggressive play style: I anticipate Pedro’s Drop Kick with the Elbow Assault and send him flying far away, and I couldn’t have been more lucky, because Pedro is now just where I want him to be. To make the best out of this scenario and dish out more damage, I take another risk and go for a double Dark Moon: luck is on my side again, as Pedro launches a very slow attack and gets hit by both kicks (dealing 14 damage points, he has 85 in total). - If you’ve been reading all my video descriptions and pastebin documents, you’ll know that you can squeeze in a throw right after Dark Moon (doesn’t matter if the move connects or not), and that’s exactly what I try to do; and guess what? The Wall Glitch decides to not betray me this time (which you can tell because Pedro doesn’t get stunned on the wall). - One last effort and it's all over. I play it very safe and again resort to the Dark Moon strategy in order to safely initiate the Demon Drop spam strategy, but something goes wrong: the game executes Tengu Drop instead and Pedro dodges! No problem, I still manage to do the strategy just a few seconds later, ending the run just in time to achieve SUB 2:40! Hurray!
--- I could write an essay on the 70 Man Battle speedrun and the choices I make during the run, but I think I've bothered you enough for today. If you’re curious about some of the tricks I perform in the run, feel free to ask me on Twitter or in the comments section. I suggest you also check the description of my other videos - there’s plenty of little tricks, mechanics and, in general, interesting stuff I talk about there!
Shenmue 70 Man Battle speedrun in 2:37.90 [Former WR]Richard Payne2021-04-06 | ***** SUB 2:40 IS HERE! *****
After months of attempts and having lost too many runs for me to even remember, I was finally able to beat my previous time on March 27th: 2:37.90 is the new World Record for the 70 Man Battle time trial mode, an improvement of almost 3 seconds and a half! Just a year ago I thought there was no way I could sub 2:50, yet alone 2:40... and then I discovered the Wall Glitch, a trick that has single-handedly killed hundreds of runs, but that has also allowed me to do the impossible and finally break the 2:40 wall.
As I'm sure you've noticed, I've started running the game on Dreamcast for a while now (emulated on Flycast), mainly in order to benefit from extra combat options and more consistent, actual working hitboxes. While this meant I had to constantly deal with input delay and tougher AI, the switch to DC felt like a huge upgrade and something I should have done from the beginning. I really can't see myself going back to the remasters any time soon...
Now that sub 2:40 has happened, I believe we've reached a point where achieving an even faster run is going to be an almost maddening task. Don't get me wrong, SUB 2:35 is definitely possible, and SUB 2:30 might also be possible with very good RNG and execution, but the reality is that there are just too many variables that can go wrong and kill the run, starting from enemy behavior and ending with the aforementioned Wall Glitch - you have no idea how many times I've lost the run to Pedro dodging Tiger Storm 5-6 times in a row! I guess we'll just have to see what happens next!
--- *** RUN SPLITS AND COMMENTARY ***
||||| SPLITS: New WR VS Former WR |||||
・0:33.90 VS 0:37.53 [20 defeated] ・0:45.60 VS 0:49.33 [BOSS 1 defeated] ・1:22.43 VS 1:19.43 [40 defeated] ・1:33.40 VS 1:23.07 [BOSS 2 defeated] ・1:51.90 VS 1:47.43 [53 defeated] ・2:16.43 VS 2:12.03 [66 defeated] ・0:21.47 VS 0:29.14 [VS Pedro] ・2:37.90 VS 2:41.17 [Final Time] ・0:03.27 [Time saved]
- The beginning phase is incredibly clean: I'm lucky enough to defeat the first 20 opponents in only 34 seconds, which is even faster than my official PB! BOSS 1 doesn't go too bad either, as I'm able to use one of my backup strategies to quickly take him out (Roll counter + Demon Drop X2 + Dark Moon), and I proceed to work my way through the other 19 Mad Angels without too much of a problem. - Now, BOSS 2’s segment is where the first major time loss takes place: I wasn’t able to position Ryo exactly where he needs to be for the Wall Glitch to work correctly, being just a little too far from the wall. Luckily, I put my combo skills to use - which only work on Dreamcast! - and still manage to execute the glitch on the wall further ahead, keeping the run alive by the skin of my teeth. Having lost about 7 seconds on BOSS 2, I couldn't afford to waste any more time, and indeed I play pretty well after that all things considered, although I do end up losing a couple of seconds here and there during the very last section (from 53 to 66 defeated), eventually reaching Pedro at 2:16.43; at this point only a successful Wall Glitch can turn this run into a World Record. - I decide to risk it all by going for a super aggressive play style: I anticipate Pedro’s Drop Kick with the Elbow Assault and send him flying far away, and I couldn’t have been more lucky, because Pedro is now just where I want him to be. To make the best out of this scenario and dish out more damage, I take another risk and go for a double Dark Moon: luck is on my side again, as Pedro launches a very slow attack and gets hit by both kicks (dealing 14 damage points, he has 85 in total). - If you’ve been reading all my video descriptions and pastebin documents, you’ll know that you can squeeze in a throw right after Dark Moon (doesn’t matter if the move connects or not), and that’s exactly what I try to do; and guess what? The Wall Glitch decides to not betray me this time (which you can tell because Pedro doesn’t get stunned on the wall). - One last effort and it's all over. I play it very safe and again resort to the Dark Moon strategy in order to safely initiate the Demon Drop spam strategy, but something goes wrong: the game executes Tengu Drop instead and Pedro dodges! No problem, I still manage to do the strategy just a few seconds later, ending the run just in time to achieve SUB 2:40! Hurray!
--- I could write an essay on the 70 Man Battle speedrun and the choices I make during the run, but I think I've bothered you enough for today. If you’re curious about some of the tricks I perform in the run, feel free to ask me on Twitter or in the comments section. I suggest you also check the description of my other videos - there’s plenty of little tricks, mechanics and, in general, interesting stuff I talk about there!
#Shenmue #speedrun #worldrecord #Sega #シェンムー #VirtuaFighter #timetrial #70ManBattle #wr #fight #battleShenmue - Play as Guizhang [Moveset Tutorial] | MOD ReleaseRichard Payne2024-10-04 | I’m proud to release a new mod for Shenmue 1 on Dreamcast – Play as Guizhang in the 70 Man Battle!
0 (00:00) – Intro | PART 1: Diving Swallow Style Tutorial 1 (00:37) – Guizhang's Offer 2 (01:14) – Moveset showcase PART 1 - Hand moves & Leg moves 3 (06:34) – Moveset showcase PART 2 - Evade moves & Custom moves, Throws & Counters 4 (12:00) – Guizhang's lesson reaches its climax 5 (12:47) – PART 2: Guizhang's demo in 70 Man Battle 6 (14:08) – Outro | The rest is up to you!
► GENERAL INFO
As the name implies, this mod allows players to control Guizhang in the 70 Man Battle (time trial mode only). His models, full moveset, and even voice grunts were all successfully swapped with Ryo’s, making it a close to perfect character mod. I tried to keep it as close as the Guizhang CPU you see fight alongside Ryo in the story fight, with a few liberties taken here and there.
This video will hopefully serve as a guide, teaching you everything I know about Guizhang’s Diving Swallow Style, showcasing each move in detail and sharing some of my observations.
► WHERE TO PLAY
At the moment, the mod is Dreamcast-exclusive, so it can only be played on Dreamcast emulators or real hardware. That’s mostly because the combat system is in its pure state on DC (with none of the inconsistencies the HD remaster introduced) and I’m also only familiar with Dreamcast modding. Mod is also based on the Shenmue Undub Definitive Edition, meaning it features Japanese audio and English subtitles (not that it really matters for FREE battles).
I may create a PC version for the HD remaster if there’s enough demand. Let me know if you’d like to see it happen!
► HOW TO PLAY | Short Version
I’ve provided a custom version of Shenmue Undub Definitive Edition with my mod built in. All you need to do is download the build (there are actually 4, more info below), turn on your preferred emulator and run my GDI image on it. I’ve also included a VMU save to unlock the 70 Man Battle time trial in case you don’t have it; download that as well and put it in the folder the emulator checks for save files. There are 4 different builds for this mod. In short, build 1 (modded moveset) and build 3 (vanilla moveset) are the ones you want to consider. It really depends on whether you want to use my custom moves or not (the ones I showcase in the video). Build 2 and 4 are just variants of Build 1 and 3 with music stripped out (meant for speedrunners).
► USEFUL LINKS
To learn more about the mod and how to play it, please check these pastebin documents, where everything is explained in much more detail.
I’ve decided to open a ko-fi page where you can support my work. Any tips are much appreciated and will help me put more time into making Shenmue content just like this mod!
--- Special thanks to Shenmue Dojo for always being supportive of my work and putting my videos out on their channel for a wider audience to enjoy. You guys rock! And of course, thank you for watching! 😁
#Sega #Shenmue #シェンムー #Guizhang #Mod #Hack #Exhibition #Showcase #Tutorial #Guide #VirtuaFighter #MartialArts #Fight #Boss #QTE #Swallow #ExploreShenmue 70 Man Battle speedrun in 2:25.56 by Richard Payne [Former World Record]Richard Payne2024-03-23 | After almost 3 years of attempts, SUB 2:30 is finally here! And, as an added bonus, it’s a new World Record too! Still can’t believe it’s happening!
To celebrate, I've made a movie-like montage showing this challenge from Ryo's point of view, and the resolve that leads him to defeat the Mad Angels gang in 2 minutes and 25 seconds! It's just a little something I threw together for fun, so don't expect this to make any logical sense. 😅
For those interested in learning more about the run and my thoughts, I've written a more extensive pastebin document.
0 (00:00) – Intro | Is it hopeless? 1 (00:54) – No way I’m giving up | Mad Angels, here I come! 2 (02:34) – New Record feat. best 66 defeated & sub 2:30 | Epic performance 3 (06:33) – Victory Road | Finally peace and tranquility 4 (08:04) – Home at last | Look at the time 🤦♂️ 5 (8:47) – Outro | Shenmue Passport
============== ||||| RUN INFO |||||| ==============
✱ Update: March 23rd, 2024 ✱ • Total Time | 2:25.56 by Richard Payne 「0.67 cut from Former WR」| Played on March 16th, 2024 ∞ Former WR | 2:26.23 by Thats Me! Karl (32 days ago) ∞ 『 Duration: February 19th, 2024 → March 23rd, 2024 』 ~ Link to previous WR run: youtube.com/watch?v=zpvFU-0QWBM
================ ||||| RUN SPLITS |||||| ================
||||| Old 2:32.90 VS Karl’s 2:26.23 VS 2:25.56 New WR Run |||||
・0:36.13 VS 0:35.66 VS 0:33.26 [21 defeated] ・0:45.23 VS 0:48.80 VS 0:44.06 [BOSS 1 defeated] ・1:23.60 VS 1:22.70 VS 1:17.00 [40 defeated] ・1:33.13 VS 1:26.36 VS 1:22.83 [BOSS 2 defeated] ・1:56.66 VS 1:47.23 VS 1:41.60 [53 defeated] ・2:20.23 VS 2:06.30 VS 1:57.43 [66 defeated] ・0:12.67 VS 0:20.03 VS 0:28.13 [VS Pedro & minions] ・2:32.90 VS 2:26.23 VS 2:25.56 [Final Time] ・0:07.34 from previous personal run; 0:00.67 from previous record [Time saved]
► Track List:
Track 1 [0:09] - "Why" | Shenmue in-game music Track 2 [1:06] - “Heedless of Danger” | Shenmue I & II Sound Collection Track 3 [2:08] - "Rising Up" by Olivier Deriviere | Streets of Rage 4 Official Soundtrack Track 4 [6:38] - "Last Wave" | Outrun 2006: Coast 2 Coast Track 5 [8:06] - "Breaking the Bank" | Shenmue in-game music Track 6 [8:29] - "Revenge of a Sailor” | Shenmue OST Track 7 [8:47] - "View the Ranking” | Yakuza 0 OST
===== Special thanks to Shenmue Dojo for always being supportive of my work and putting my videos out on their channel for a wider audience to enjoy. You guys rock! And of course, thank you for watching! 😁
I’ve decided to open a ko-fi page where you can support my work. Any tips are much appreciated and will help me put more time into making Shenmue content just like this mod!
If you have any doubts or curiosities you’d like me to clarify, feel free to ask away in the comments section. See you next time!
#Shenmue #speedrun #worldrecord #Sega #シェンムー #VirtuaFighter #timetrial #70ManBattle #wr #fight #battleShenmue 70 Man Battle speedrun in 2:32.90 by Richard Payne [Former WR]Richard Payne2024-01-28 | A very small step towards the SUB 2:30 goal… but a new World Record nonetheless!
In case you missed it, my previous run had been beaten by Shenmue runner “Thatsmekarl” with a 2:33.30, a 0.40 faster run! That should tell you how difficult it’s become to save time now. In any case, Karl’s run gave me the motivation I needed to come back to my quest to get past the 2:30 wall!
This record literally came out of nowhere. I was tired, sleepy, and with zero hope of getting a good time after bleeding seconds left and right through the run. I reach Pedro with only 12 seconds left on the clock and then... a miracle happens! No spoilers, watch the video to find out!
As a bonus, I’ve also included another run that looked promising and would have likely been in the 2:20 range if Pedro and RNGod didn't do everything to ruin it… I guess this is the reason we're still struggling to reach 2:30 even though the run only takes a couple of minutes from start to finish.
For those interested in learning more about the run, I've written a more extensive pastebin document on my thoughts on each segment.
0 (00:00) – Intro 1 (00:40) – New Record feat. Epic ending! 2 (03:56) – Failed sub 2:30 run | 66 defeated in 2:01.43 [2nd PB] 3 (07:09) – Time to go home | Was it all a dream? 4 (07:54) – Outro | Shenmue Passport
============== ||||| RUN INFO |||||| ==============
✱ Update: January 28th, 2024 ✱ • Total Time | 2:32.90 by Richard Payne 「4.20 cut from Former WR」| Played on January 13th, 2024 ∞ Former WR | 2:33.30 by Thats Me! Karl (24 days ago) ∞ 『 Duration: January 4th, 2024 → January 13th, 2024 』 ~ Link to previous WR run: youtube.com/watch?v=aYEQEYrXnlM
================ ||||| RUN SPLITS |||||| ================
||||| Old 2:33.70 VS Karl’s 2:33.30 VS 2:32.90 New WR Run |||||
・0:38.80 VS 35.03 VS 0:36.13 [20 defeated] ・0:49.63 VS 0:43.76 VS 0:45.23 [BOSS 1 defeated] ・1:22.16 VS 1:20.86 VS 1:23.60 [40 defeated] ・1:28.56 VS 1:26.36 VS 1:33.13 [BOSS 2 defeated] ・1:48.73 VS 1:46.66 VS 1:56.66 [53 defeated] ・2:09.00 VS 2:11:26 VS 2:20:23 [66 defeated] ・0:24.70 VS 0:22.04 VS 0:12.67 [VS Pedro & minions] ・2:33.70 VS 2:33.30 VS 2:32.90 [Final Time] ・0:00.80 from previous personal run; 0:00.40 from previous record [Time saved]
► Track List:
Track 1 [0:10] - "Shenmue Theme - Piano" | Shenmue 3 The Definitive Soundtrack Track 2 [0:46] - "Path of the Strong" | Shenmue 3 The Definitive Soundtrack Track 3 [2:02] - "Raijin" | Shenmue 3 The Definitive Soundtrack Track 4 [3:19] - "Revenge" | Shenmue 3 The Definitive Soundtrack Track 5 [3:56] - "A desperate run" | Yakuza 5 Track 6 [7:10] - "I Wish" | Shenmue Track 7 [7:54] - "Shop/Tomato Store” | Streets of Rage Remake
===== On a side note, you might notice Ryo looks more detailed compared to my previous runs on Dreamcast. Some time ago, I went ahead and modded the game to use the most detailed Ryo model I could find that wasn’t the infamous Passport model. I did this just out of curiosity, as I assumed the Dreamcast couldn’t handle it because otherwise AM2 would have never created a low poly variant of Ryo’s model.
Well, what do you know? It works perfectly fine! Maybe it’s because I’m running the game on an emulator, but it’s still surprising to see the game has no trouble using the high poly model in the 70 Man Battle. I wonder what was stopping AM2 from using it…
The strange thing is, the HD remaster does replace the low poly model, but still doesn’t use this one, but a less detailed variant of it. I wonder why. Why did no one take advantage of this “HD” model? I don’t get it. It looks as clean as Ryo’s main model, but also includes the fully modeled hands… in 1999. Just wow.
I’ve decided to open a ko-fi page where you can support my work. Any tips are much appreciated and will help me put more time into making Shenmue content just like this mod!
Thanks for watching!
If you have any doubts or curiosities you’d like me to clarify, feel free to ask away in the comments section. See you next time!
#Shenmue #speedrun #worldrecord #Sega #シェンムー #VirtuaFighter #timetrial #70ManBattle #wr #fight #battleShenmue II - Fighting Final Boss Dou Niu in early morning? (in-depth exploration)Richard Payne2023-12-10 | Have you ever wondered if the final rooftop fight against Dou Niu in Disc 3 of Shenmue II would change depending on when you got there? 🤔
Normally, Ryo & friends always reach the top by 6 pm or so, with the iconic segment taking place at sunset, but is there any way to arrive there earlier, like in early morning? Would the finale change at all? Would the game stop us from doing that in any form? That’s what I set out to learn.
Minor Spoiler: The game won’t exactly ignore our attempts at messing with the time of day. 😅
I gain access to the Yellow Head Building as early as possible in both the final version and the Game Jam prototype, pointing out some interesting facts along the way. For instance, did you know there’s an alternative version of the cutscene where Ryo and Ren are blocked by the locked gate in the underground passage? Or that you can skip saving Joy from Master Baihu and the game will get confused? Or that, in the Game Jam prototype, Dou Niu is vulnerable to most of Ryo’s special moves? 😮
This and much more is explored in this research video. I hope you enjoy! ✌
► Timestamps:
0 (00:00) – Intro 1 (00:48) – Underground | Wait option 2 (02:24) – Underground | Ignore the scout 3 (02:55) – Underground | Alternative scene (Game Jam Prototype) 4 (04:39) – Underground | Alternative scene (Final game); 5 (06:44) – Ryo & Ren in the Yellow Head Building | A short montage; 6 (08:27) – Attempt #1 (Baihu defeated) 40F at 10 am? Time jump failsafe; 7 (08:37) – Attempt #2 (Baihu skip) to successfully get around the time jump script; 8 (10:14) – Dou Niu’s office at 9:30 am | Rooftop fight in the morning? 9 (11:33) – Attempt #3 (Baihu defeated in Game Jam Proto), Dou Niu’s office at 10 am | Failsafe missing? 10 (12:22) – Rooftop Confrontation in Game Jam Prototype at 10 am | Will it work? 11 (13:43) – VS Final Boss Dou Niu + QTE segments in Game Jam Prototype 12 (15:51) – Outro | Was it all for nothing?
All the footage shown was edited in an attempt to make the whole experiment not as long and tedious as it was for me. I made use of higher quality music and even unused tracks from all Shenmue OST releases, along with cutting out loading times and redundant moments. As a result, some scenes may feature different music or may be missing some parts. I hope you enjoy the final result!
► Track List:
Track 1 – Dragon Street Night “HQ theme” (aka “For Tomorrow” in Shenmue 3 The Definitive Soundtrack); Track 2 – Underground “HQ theme” (aka “Free Night 5” in Shenmue Online Soundtrack); Track 3 – Heads or Tails (one of Ren’s themes from Shenmue II); Track 4 – Unused 24 (one of the many unused tracks left in Shenmue II); Track 5 – Wong’s Help “HQ theme” (aka “Boat Search” in Shenmue 3 The Definitive Soundtrack); Track 6 – Unused 12 (yet another theme left inside Shenmue II); Track 7 – Pry the Secret (from Shenmue 3 The Definitive Soundtrack); Track 8 – Revenge of a Sailor (from Shenmue Original Soundtrack, Guixiang’s theme in Shenmue II); Track 9 – Top Floors (one of Kowloon’s iconic themes. This one is used for the top floors of many of the buildings); Track 10 – Ohshu Soba (How was this originally only used for a restaurant and not for some epic story cutscene?!) Track 11 – Rooftop Confrontation (aka “Provocation” in Shenmue 3 The Definitive Soundtrack); Track 12 – Counting the Stars (also used only once in Aberdeen, never to be heard again)
I’ve decided to open a ko-fi page where you can support my work. Any tips are much appreciated and will help me put more time into making Shenmue content just like this mod!
Feel free to share your thoughts in the comments section. Let me know if you already knew about the content shown in this video. Thanks for watching and see you next time! 🖐🙂
#Sega #Shenmue #Prototype #シェンムー #VirtuaFighter #Glitch #Bug #Beta #Unseen #Explore #Final #BossShenmue - How to guard 🥋 | Block, dodge, armlock, counter and more 👊[Combat tutorial]Richard Payne2023-07-08 | In this tutorial video, I talk about all the guard actions you have access to in Shenmue I, discussing how each individual skill works and how it can/should be used in battle. You will be surprised by how many defensive techniques Ryo has at his disposal against enemy attacks, some of which even allow him to counterattack straight after avoiding the threat.
By the time you reach the end of the tutorial, you will have a better awareness and understanding of all of Ryo’s defensive abilities, and will be able to get the best out of these guard actions.
===== I should specify this guide was made with the Dreamcast version of Shenmue in mind, as it’s the only one that features the combat system in its pure state, without the annoying glitches and inconsistencies the HD remasters are infamous for… Luckily, pretty much everything I explain in the video also works perfectly in the remastered versions too, but you will have to convert the button inputs from Dreamcast controller to Xbox/PS4 controller, which should be a pretty simple task.
===== Before anyone asks, the techniques shown do work in Shenmue II as well!... at least partially. As you may already know, Shenmue II’s combat system is not just a straight port of the one used in the previous instalment, but rather an updated version. As a result, you will notice some of the stuff I mention is either different or just not the case in Shenmue II (one quick example is “blocking”, which has become way, WAY more unforgiving and, at times, even random). Unfortunate, but at least the fundamentals are more or less the same.
===== OT: If you’re wondering where I took the names for all the counterattacks, they were featured in some fan guides written at the time of the game’s release and were also used in an old Shenmue Dojo page dedicated to Ryo's moveset. While I don’t think the names are official, they’re still way better than the names I came up with, and considering the game doesn’t provide names or button inputs for these moves, we might as well call them however we want. 😝
I’ve decided to open a ko-fi page where you can support my work. Any tips are much appreciated and will help me put more time into making Shenmue content just like this mod!
Any questions or doubts you might have, feel free to ask me in the comments section. Thanks for watching and see you next time! 🖐🙂
#Shenmue #combat #guide #tutorial #Sega #シェンムー #guard #block #evade #dodge #counter #armlock #virtuafighterShenmue 70 Man Battle speedrun in 2:33.70 by Richard Payne [Former WR]Richard Payne2023-04-30 | ⭐ SUB 2:35 IS HERE ⭐
After two years and hundreds of failed attempts in between, I’ve finally got the long-awaited SUB 2:35 on April 9th, with a new World Record time of 2:33.70, beating the previous record by over 4 seconds!
Just like the last time, this run has been performed on the Dreamcast undub version of Shenmue (emulated on Flycast), allowing me to take full advantage of the combat system without the limitations present in the modern remastered versions (broken collision being the main culprit). The Japanese dub is just a nice bonus and has no impact on the combat!
While 4 seconds of total time saved might seem like a joke at first glance, we’re currently at a point where optimizing the run even further is becoming more a matter of luck and less a matter of skill. The Wall Glitch still has the potential to save at least 10 seconds, but it’s going to be tough.
The next logical goal for the future would be a SUB 2:30 time. I can’t deny there’s still room for improvement with the current strategy, but it's going to be a tough nut to crack.
For those interested in learning more about the run, I've written a more extensive pastebin document on my thoughts on each segment.
============== ||||| RUN INFO |||||| ==============
✱ Update: April 9th, 2023 ✱ • Total Time | 2:33.70 by Richard Payne 「4.20 cut from Former WR」 ∞ Former WR | 2:37.90 by Richard Payne (2 years 13 days ago) ∞ 『 Duration: March 27th, 2021 → April 9th, 2023 』 ~ Link to previous WR run: youtu.be/Lp7C283yPRo
================ ||||| RUN SPLITS |||||| ================
||||| New WR VS Former WR |||||
・0:38.80 VS 0:33.90 [20 defeated] ・0:49.63 VS 0:45.60 [BOSS 1 defeated] ・1:22.16 VS 1:22.43 [40 defeated] ・1:28.56 VS 1:33.40 [BOSS 2 defeated] ・1:48.73 VS 1:51.90 [53 defeated] ・2:09.00 VS 2:16.43 [66 defeated] ・0:24.70 VS 0:21.47 [VS Pedro & minions] ・2:33.70 VS 2:37.90 [Final Time] ・0:04.20 [Time saved]
I’ve decided to open a ko-fi page where you can support my work. Any tips are much appreciated and will help me put more time into making Shenmue content just like this mod!
Thanks for watching!
If you have any doubts or curiosities you’d like me to clarify, feel free to ask away in the comments section. See you next time!
#Shenmue #speedrun #worldrecord #Sega #シェンムー #VirtuaFighter #timetrial #70ManBattle #wr #fight #battleShenmue - Exploring Unused Combat Move Animations (feat. Virtua Fighter)Richard Payne2023-02-19 | A thorough exhibition of several unseen combat animations left unused in Shenmue I’s game files.
► Timestamps:
0 (00:00) - Intro 1 (00:23) - Section 1: Hand Moves 2 (04:05) - Section 2: Leg Moves 3 (10:51) - Outro
While most of them are just animations ported over from Virtua Fighter 3 (probably for testing purposes), others are exclusive to Shenmue I (I think?), and might have been moves originally designed for Ryo to use. This video was only possible thanks to the kindness of Shenmue modder LemonHaze, who offered me to use a tool he built for Shenmue HD, capable of playing back most of the animations found in the files. Without him, this project could have never ever reached this level of accuracy and would have likely never been a thing in the first place!
Now then, please enjoy this exhibition of the unused “Hand Moves” and “Leg Moves” present in Shenmue I!
Believe it or not, this video has been in the works since late 2020! Remember my “Jacky Bryant’s victory pose” clip I posted a couple of years ago? Yeah, it all started from that moment. I went back and forth on this project for months, eventually finishing recording in 2021 (had to go through 1000+ animations!), and then (very…) slowly putting everything together in one coherent video. Well… that was the idea, until I eventually decided to split it in two parts in order to spare me some more headaches.
Of course, this means there’s definitely going to be a Part 2, hopefully out sometime in 2023*, which will focus on unused throw moves and miscellaneous stuff!
* Mission failed... It's 2024 and I haven't worked on Part 2 in months... yeah, I'm terrible at keeping promises. It will come out, just not sure when at this point. Sorry everyone!
I might also add I'm really sorry if the footage doesn't look great. Back in 2021, I was still using my old PC, which couldn't handle high bit rate recordings all too well. I've since upgraded and can get much better results, but I just couldn't bring myself to record all of this again... I hope you understand my pain!
===== Looking forward to seeing the general reaction from the Shenmue community! Do let me know your thoughts, and don’t hesitate to point out stuff I missed, or even correct mistakes I might have made. I'm still unfamiliar with the Virtua Fighter franchise, so please excuse me if I got some names wrong.
2. A short video showing what happens if you put Chai's moveset onto Ryo in a map where Chai's animation data is not present. The result is a barely functional, super glitchy moveset, full of mostly random leftovers from Virtua Fighter!
I’ve decided to open a ko-fi page where you can support my work. Any tips are much appreciated and will help me put more time into making Shenmue content just like this mod!
Thanks for showing interest, have a great rest of your day!
#Sega #Shenmue #シェンムー #Mod #Hack #Exhibition #Showcase #VirtuaFighter #Akira #Jacky #Unused #Unseen #Prototype #Beta #Martialarts #ExploreShenmue - Ryo masters Guizhangs Diving Swallow Style?! | MOD/FAN EDITRichard Payne2022-12-23 | Ever wanted to take a closer look at Guizhang’s Yànqīngquán / Diving Swallow Style? Wouldn't it have been awesome if Guizhang actually taught his entire style to Ryo, for him to stand a better chance in the inevitable confrontation against Lan Di? That's what you're about to witness in this video! Of course, this is only the result of a couple of simple mods and hours of tedious editing, so I'm afraid it will remain non-canon in the Shenmue official lore. 😅
► Chapters:
0 (00:00) – Guizhang’s True Offer | Accept the goodwill of others 1 (03:24) – GON | Everyday, without neglect, to keep training 2 (05:03) – Shall I take them all on? | I’ll prove my resolve! 3 (09:05) – Gotta learn to fight fair! Now… Where is Lan Di?! 4 (10:33) – Thank you? | No, that’s my line 5 (11:29) – The Swallow Flip | Diving Swallow’s Proof of Mastery 6 (12:42) – Why teach you those moves? | If I were you… I’d do the same. 7 (13:32) – Training gone wrong?!
A few months ago, I started to wonder if it was possible to give Ryo a different moveset. Turns out it’s actually the easiest mod ever (usually just a file swap in the map folder will get the job done) and was left even more surprised when I noticed CPU movesets all have actual working move inputs (figuring them out is all trial and error though). Maybe it’s because the CPU uses the same input system the player uses?
In any case, I took this chance to make a movie-like video I’ve been wanting to do for a long time – a what if scenario where Guizhang teaches Ryo all his signature moves! The idea is loosely inspired by a video made (as of now, 16 YEARS AGO!) by legendary Shenmue modder LanDC called “What if”, which you can still find on YouTube and which I’m sure a lot of people still remember. Since I absolutely can’t compare in knowledge and skills with LanDC the Magician, I decided to only mod the moveset and cutscenes (modding these in particular proved to be a nightmare 😵), while making everything else through editing (subtitles, sound effects, voice lines, new music etc.). I hope this video will do for an interesting alternate take on this part of the story.
================== ||||| THE MOVESET |||||| ==================
Guizhang’s Diving Swallow Style consists almost entirely of leg moves, all of which are very elegant in motion and powerful in strength. It also boasts some devastating throw moves and a couple of simple hand moves to deal with weaker foes. Unlike Ryo, who only has the Swallow Flip as a true countering move, Guizhang can use multiple counter attacks, triggered by pressing a specific button input before an incoming punch or kick (he may use them during his 2nd FREE battle, or during the 70 Man Battle); he can also use a badass looking (single or double) backflip to dodge and even hit nearby foes!
Unfortunately though, his moveset is not without its flaws. For instance, there doesn’t seem to be a way to block (it’s the case for all CPU movesets actually), and the evade function is overall worse than Ryo’s, especially when dodging sideways. In addition, the counter moves, while strong and not too difficult to use, have a strange bug where it interferes with the running kick’s button input, making them impossible to use while running. That in part explains why you don't see me use them at all in the footage; well… that, and because I really wanted to achieve a SUB 3:30 time with Guizhang’s moveset! Gotta go fast! 😁 ---
Well, that’s it from me. As always, I do appreciate all of you guys' comments! Let me know if you’d like to see other NPC movesets!
I wish you all Happy Holidays and a great start of the new year! May 2023 bring us closer to a much hoped Shenmue IV announcement!
#Sega #Shenmue #Mod #シェンムー #Whatif #MovieShenmue II Game Jam Prototype - Master Baihu (in-depth exploration)Richard Payne2022-10-09 | A complete tour through the Master Baihu section in the Shenmue II Game Jam Prototype.
If you didn’t know, a prototype of Shenmue II was released at the end of May, thanks to the efforts of a group of passionate fans, who took it upon themselves to recovering, researching, and sharing this invaluable piece of Shenmue history. Without their commitment, this build would have likely been lost into someone's private collection, so they truly deserve our deepest gratitude!
The prototype, dated around April 2001, is at the very least 3 months prior to the final Japanese version, released on July 16, 2001. Because of that, it has A LOT of small differences throughout the entire 4 discs. If you want to learn more about this build, both Sega Dreamcast Info and Shenmue Dojo are a great place to start! I also highly recommend you check out the amazing blog dedicated to this prototype, made by the legendary Shenmue fan and researcher Miles, where he goes in-depth on the history and all the info and discoveries that have been documented so far. Links below!
One of the things I was most looking forward to when playing through this build was witnessing how much the Master Baihu segment would differ from its final counterpart. Originally, he was meant to be the fourth street fighter Ryo would have to best in order to get access to the Yellow Head building, and this prototype still has a few remnants of that idea, despite how late into development it presumably is.
While this is not exactly a comparison video, I did (try to*) sync up the prototype cutscenes to the final ones, in order to give you a better idea of how much the game changed. I also share my attempts at glitching out the fight later in the video, which made for some unexpected moments!
*I say 'try to' because I initially recorded footage from both games with a widescreen cheat, but only later realized the footage looked stretched in the prototype! 😬I believe it's because the cheat doesn't work properly in the prototype, but at the same time, I hated the idea of having to re-record everything in 4:3, so I just stretched the PAL footage to fit the prototype's... I hope it doesn't look too bad... 😓*
Feel free to let me know your thoughts, and even point out extra stuff I failed to mention in the comments section. Enjoy the video!
Timestamps:
0 (00:00) - Tiger Gate Building, B3 - Master Baihu's prototype location 1 (02:48) - Ryo Hazuki VS Master Baihu in the prototype 2 (05:06) - Baihu is defeated, Ryo and Joy proceed to 40F 3 (07:35) - Prototype-exclusive glitches I found by accident 4 (13:33) - Skipping Baihu with the Map Glitch (works on all versions) 5 (17:30) - BONUS CLIP
✱ Support my work ✱ → ko-fi.com/richardpayneshenmue ----- OT: I had this video almost done at the end of June, but inexplicably abandoned it just before putting the finishing touches. Well, you know what they say… better late than never!
#Sega #Shenmue #Prototype #シェンムー #VirtuaFighter #Glitch #Bug #Beta #Unseen #ExploreShenmue - VS Final Boss Chai at the harbor [No Damage X5/Savage Edition]Richard Payne2022-04-03 | A collection of 6 fights, of which 5 are no damage runs, against the final boss of Shenmue. I’m of course talking about Lan Di’s favorite henchman, the great Gollu- I mean, the great Chai!
Aside from the arena itself, this fight doesn't really differ too much from the one at You Arcade. In fact, Chai retains the same health, moves, stats, and behavior, but no longer has high throw evasion, which by itself makes the fight a lot easier. Even with that, he’s still a very dangerous opponent, especially for casual players who have struggled with the combat up to the end of the game.
Compared to the narrow and awkward arcade of the first fight, the harbor is the total opposite, being large and easy to navigate through. As a result, fighting and dodging feels a lot smoother here, while juggle comboing is a little more situational. Overall, the arena is most definitely an improvement.
As for Chai himself, he is as tough and vicious as you remember him to be. Most of his moves are difficult to predict if you don’t know him too well, so dodging and blocking can be a true pain. His hitboxes are also very weird, in that there are times where you just can’t avoid taking damage because blocking won’t work, times when you get hurt even though his move didn’t seem to connect, and times when your move should hit him, and it doesn’t for no apparent reason.
Among all the moves he can use, his throw and grab actions are definitely the most dangerous ones - they’re fast, almost impossible to predict, and just as impossible to dodge. His jump throw move can’t be dodged at all, so if you’re in range (and properly aligned), he will 100% get you, even if you press the dodge/escape button. You can however interrupt it with a fast move of your own (Trample Kick usually does the job) or avoid it by simply keeping your distance from Chai. His arm grab is probably the most dangerous move he can use. While it's true that it doesn't do any damage, it puts you in a very bad situation, where Ryo can’t move for a couple of seconds and Chai is right behind him, ready to follow up with whatever move he wants to - usually his trademark somersault kick. It doesn't help that it's almost impossible to predict and dodge (I feel it's the hardest throw to escape in the series), hence why I really hate it when he uses it. Finally, his slide action (where he slips under Ryo’s legs) is yet another move that's really difficult to anticipate and escape. He likes to spam it, so you're better off just letting him slide. If you do nothing or try to run away, he's guaranteed to perform his trademark “back hug” throw, but you can prevent that from happening by spamming the Kick button right after Chai gets behind you.
One other important thing to keep in mind when fighting Chai is to try and limit your usage of punches, as he can counter all of Ryo’s hand moves (even the Elbow Assault) with a nasty, scripted punch that can’t be blocked nor dodged. He doesn’t use it very often though, so you can usually get away with spamming hand moves without getting countered, but you know, just in case.
Well, I think that’s all the important info you need to know about the great Chai before facing him yourself. I hope you enjoy the video! If you already did and you're still looking for other no damage runs, check out 2 bonus no damage Chai fights on my Twitter! Ciao 🖐🙂
--- On a side note, I’m sorry for not posting anything for a whole year. Unfortunately, life has got in the way, and I don’t think I will be able to return posting videos semi-regularly. I will however keep on making Shenmue videos when I can, so please look forward to those. I also wish to thank all of you who have liked, subscribed and left a comment in this period of drought – you guys are amazing! 😉
I’ve decided to open a ko-fi page where you can support my work. Any tips are much appreciated and will help me put more time into making Shenmue content just like this mod!
If you’re curious about some of the tricks I perform in the run, please don’t hesitate to message me on Twitter or ask me in the comments section. I suggest you also check the description of my other videos - there’s plenty of little tricks, mechanics and, in general, interesting stuff I talk about there!
Thanks for watching! ---
#Shenmue #Chai #finalboss #Sega #fight #nodamage #combat #combo #jugglingShenmue - How to juggle combo [Combat tutorial]Richard Payne2021-02-26 | Welcome to the first of (hopefully) many Shenmue combat tutorials, where I break down a specific mechanic and try to explain it to the best of my ability. Today's video is about the juggle combo technique as found in Shenmue I.
Juggling is without a doubt the hardest tech in the game, but I decided to pick it because it’s so incredibly fun to use once you get the hang of it. Also, I don't think many people even know about this mechanic, so this was the perfect chance to bring to light. This guide is meant to teach you everything you might want to know if you’re looking to use this technique to your advantage. I should also highlight, this unfortunately does not apply to Shenmue II, as it makes use of an updated version of the combat system, which behaves slightly differently from its predecessor.
► Timestamps:
0 (0:00) - Premise and introduction; 1 (0:54) - Explaining how it works; 2 (1:59) - Method #1 [Gut Punch counterattack]; 3 (4:00) - Method #2 [Throws, grabs, arm locks]; 4 (5:54) - Method #3 [Wall combos]; 5 (10:59) - Tips and oddities.
================== ||||| THE MOVESET |||||| ==================
In a nutshell, opponents become vulnerable to combos for a very short time whenever they get hit by one of Ryo’s attacks (must be throw, grab, arm lock, or counter moves). We can abuse this effect and follow up with very specific move patterns, which hit the opponent just before it becomes invincible, potentially locking it into either a short or long combo. Which move works and which doesn’t is entirely a task of trial and error, requiring several tests to pinpoint and develop a proper, functional combo. Luckily, I have included a variety of different combos - button strings included - which I hope will make the learning process a little less tedious.
Having said that, I must specify this tutorial was made with the Dreamcast version of Shenmue in mind, as these combo techniques only partially work on the remastered version due to bugged collision (ffs Sega). I talk more about this in the 'tips and oddities' section. ---
EDIT: I almost forgot. If you're wondering how I came up with names for the unlisted moves, I took them from the old Shenmue Dojo site hosted at gamespy (which you can find on the 'WayBackMachine' here: web.archive.org/web/20070318210604/http://shenmue.planets.gamespy.com/moves.shtml ). There's some great info about the Hazuki style and Ryo's entire moveset, all of which I don't think you can find on the new Shenmue Dojo, so that's something that should definitely be brought back! Give it a read if you're interested. ---
Well, that’s it from me. As always, I do appreciate all comments and feedback from all of you, so don't be shy! If you have any questions or doubts you want me to clarify, please ask away in the comments section.
#Shenmue #combat #guide #Sega #シェンムー #combo #juggling #tutorial #virtuafighterShenmue 70 Man Battle fastest WR pace speedrun [in 2020] - 66 defeated in 2:06.03Richard Payne2021-01-15 | Today I’m sharing an excellent run I pulled off just before the end of 2020, where I get very close to achieving a time at least 10 seconds faster than the current World Record. This is also my current fastest pace up to Pedro, with an improvement of almost a second compared to the old Best Time (2:06.03 VS 2:07.00).
The run is the first one I upload that was played on Dreamcast (albeit emulated with Flycast, a DC emulator available for Retroarch). To be more precise, I’m playing the Shenmue Undub: Definitive Edition made by Shenmue Master and Phantom River Stone, in order to enjoy the original Shenmue experience with Japanese audio and English subtitles (read more about this amazing release here - phantomriverstone.com/2020/09/shenmue-undub-definitive-edition-video.html ). I hope this doesn’t make the run any less valid in people’s eyes.
To elaborate on why I’m playing on Dreamcast, it’s because there's a variety of small little differences between versions, some of which end up making the time trial easier in some ways and harder in others. For instance, on Dreamcast you start the time trial by pressing “A” and the input won’t count as a move (unlike what the HD remaster does, which is making the A press count as both the run start and Crescent Kick *facepalm*). This allows me to start the run with a base Brutal Tiger, which, according to my tests, saves half a second compared to the standard KPK combo strategy we generally employ (granted, KPK is 100% consistent, while untrained Brutal Tiger can kill the run instantly if you miss the target lol). However, one noticeable downside of the Dreamcast version is that the AI is generally more reactive compared to the remasters, which makes the speedrun even more difficult than usual. That being the case however, the original release doesn’t suffer from glitchy hitboxes, so you can go nuts with combos, not that it really makes for a faster run to be clear, but I reckon having more options can always come in handy.
With all of that said, I'm yet to talk about the run per se, but apparently I write too much (which is probably true), so I'll leave a link to a pastebin document where I describe my thoughts about the run and some of the new strategies I've employed. Give it a read if you find this stuff interesting! - pastebin.com/V7mY5Rnb
--- Thank you for reading and watching! If you have any questions about the video or Shenmue stuff in general, feel free to ask in the comments section, I'll be glad to answer. :) Any like, share and feedback is, as always, much appreciated! I spend way too much time researching the game’s combat and it would mean the world to me if you could help me grow the community of active Shenmue players speedrunning the 70 Man Battle! ---
Music is "Dirt Motocross" by Harumi Fujita from "Tomba!/Tombi!" (PS1). The version I used comes from the composer's official soundcloud account and sounds great - you can find it here: soundcloud.com/harumi-fujita/tomba-car-racing
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #worldrecord #wr #fight #battle #fail #pbShenmue 70 Man Battle - All Pedro Speedrun Strats and Best Times (down in 9 seconds!)Richard Payne2020-12-09 | In this video, I show off a variety of different strategies you can use against Pedro Warren, also known as “huge guy”, “I’ll kill you guy” and “professional troll”, among other less polite nicknames.
This giant is by far the toughest opponent Ryo faces in the 70 Man brawl. He is tough as nails and can withstand Ryo’s strongest attacks with ease (yes, even the mighty Wall Glitch!). His A.I. is incredibly hard to predict, dodging and blocking when you least expect him to. He employs what resembles a wrestling fighting style, consisting of a variety of moves that are both very fast and powerful. His most infamous attacks are “the Drop Kick”, “the Elbow Strike” (Clothesline-like attack?) and the incredibly-annoying “Octopus Hold” throw move, which he can all use to his heart’s content and you’re given very little time to react properly. It’s therefore a very demanding task to beat Pedro in less than a minute, since his generally unpredictable behaviour, coupled with his vicious moves, can easily catch you off guard or slow you down. I’m not joking when I say the guy has singlehandedly killed at the very least 200 of my speedrun attempts… that should give you a general idea of who we’re dealing with here.
This video compiles my 6* best times against Pedro, (most of which are the Best Known Times ever established!). I’ve put them on a decreasing scale and divided them per strategy and conditions, so you can observe how each approach fares. I’ve also “recycled” two PBs I had already shared in the past for the purpose of a more complete video.
There are many strategies you can use to defeat Pedro quickly - some are clearly based on luck, while others require very specific and precise inputs but can take him out in less than 30 seconds. There’s even one strategy where you can beat him in less than 10 seconds if things go perfectly right, but I don’t want to spoil it to you, please watch the video first!
Timestamps:
0. (0:00) - VS Pedro in 0:37.60 [No throws; No Glitches - PS4] 1. (0:45) - VS Pedro in 0:34.90 [No Throws; No Glitches - Dreamcast] 2. (1:32) - VS Pedro in 0:32.06 [Wall combo strategy - Dreamcast] 3. (2:13) - VS Pedro in 0:29.27 [Standard Demon Drop spam strategy - PS4] 4. (3:01) - VS Pedro in 0:25.37 [Demon Drop X9 strategy - PC] BKT 5. (3:46) - VS Pedro in 0:22.83 [‘Single’ Wall Glitch strategy - PS4] 6. (4:24) - VS Pedro ‘only’ in 0:08.62 [‘Double’ Wall Glitch strategy - Dreamcast] BKT *7 - VS Pedro in 0'18'43 ['Single' Wall Glitch strategy - DC] BKT I achieved this time exactly a week after posting this video. It's an absolutely perfect fight, so I recommend you give it a watch here! youtu.be/ZXtIOqlLdqM *
Well? Interested in learning more about the strategies used in these clips? I knew it! Check out the "pastebin" document I wrote, where I try to explain everything in detail. ( pastebin.com/XrP5KNZX ) I wanted to put everything in the description, but it turned out too long.
--- Thank you for reading and watching! If you have any questions about the video or Shenmue stuff in general, feel free to ask in the comments section, I'll be glad to answer. :) Any like, share and feedback is, as always, much appreciated! I spend way too much time researching the game’s combat and it would mean the world to me if you could help me grow the community of active Shenmue players speedrunning the 70 Man Battle!
Music is "Attack the Barbarian VR 5" and "Never Return Alive V5 mix" by BGM1401 from the Streets of Rage Remake.
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #worldrecord #wr #fight #battleShenmue - Swapping discs before FREE battlesRichard Payne2020-11-10 | Today I show you what happens when you swap discs just before a FREE battle. Will the game be able to handle it?
Short answer is unfortunately ‘Not really’. Most fights either freeze or straight-up crash the game and the ones that do work can’t even be played, as almost everything combat-related is broken. There are however a bunch of interesting side effects, which lead to some really goofy moments.
In theory, I could have also swapped discs just after loading a FREE battle, so that the game would have had enough data stored into RAM to function properly, but then fights would just play out the same as normal. That said, I did make an exception and did this in order to play a slightly glitchy 70 Man Battle on Disc 2 (which is actually pretty impressive, considering how long and complex it is).
Speaking of side effects, they seem to be random and are probably based on garbage values being interpreted as script data. I say this because I tried a multitude of different saves for the same fights and had different results.
So yeah, nothing too interesting, but still not something you would ever experience under normal circumstances. I must say, emulation made this little experiment a lot easier and safer to carry out, thanks to save states (God bless them) and the ability to swap discs on the fly. I use Flycast (core compatible with RetroArch) and, while it can't compare to the likes of Demul or Redream, it runs decently even on that old scrap of metal that is my PC.
#Sega #Shenmue #シェンムー #glitch #corruption #70ManBattle #bugShenmue 70 Man Battle - All Shingo Speedrun Strats and Best Times (down in 8 seconds!)Richard Payne2020-10-09 | In this video I showcase the current BKTs against BOSS 1 of the Mad Angels, as well as some additional slower strategies. All the clips were played and captured on PS4.
--- Timestamps: 0. (0:00) – Start of the video; 1. (0:12) – VS Shingo in 0:08.16, KO at 0:44.43 [BKT -Triple Demon Drop strategy]; 2. (0:36) – VS Shingo in 0:07.80 [Fastest Triple Demon Drop]; 3. (0:58) – VS Shingo in 0:07.87, KO at 0:45.07 [BKT - No Demon Drop]; 4. (1:24) – VS Shingo in 0:10.00, KO at 0:45.80 [Backup Strategy]; 5. (1:46) – VS Shingo in 0:09.03 [Wall Glitch proof-of-concept]; 6. (2:00) – Additional cool stuff. ---
Premise: When it comes to BOSS 1, aka Shingo Murasaki, I don’t really care about how much time it takes to beat him, I’m more interested about when exactly he goes down. You see, there’s really not too much time to save on this boss, since he doesn’t have much health to begin with and therefore it usually always takes between 8 and 11 seconds to defeat him, depending on skill and luck of course. What’s important however is that I defeat him before the clock reaches (preferably) 50-55 seconds: any slower usually tells me I’m being too slow and it’s usually not worth continuing the run.
With this premise, I’m sure you can more easily understand my thought process behind these times. If you’re wondering about the strategies used in this video, I’d urge you to read below for a detailed explanation of each clip. Let’s get sweaty!
1.) In this clip I use the “standard” spam strategy to take out Shingo in exactly 3 Demon Drops. The first one is the hardest to pull off and it’s pretty much luck-based. Input too soon or too late and nothing will happen. Same happens if your alignment is off or Ryo is not targeting him. What’s really impressive about this clip is that I defeat him at 0:44.43 seconds (almost 5 seconds faster than my current WR run), hinting at just how much time we can still save on the speedrun.
2.) This clip is the same strategy, only slightly faster, because I was able to get really close to his spawn area and nail the first Demon Drop at the same time. You just can’t get any faster than that, which admittedly isn’t that much. :P
3.) The third clip is my favourite of the bunch. Here, I use a very fast, but super risky No Demon Drop strategy involving a Darkside Hazuki followed by Dark Moon X2 and Against Cascade X2, all to barely knock out the boss at 0:45.07 and in less than 8 seconds. The funny thing is, if you were to use Overthrow, Tengu Drop or any other simple throw move that is not Darkside Hazuki or Demon Drop (which deal an extra damage point), he would be able to withstand the final Against Cascade, forcing you to finish him with a Tiger Knuckle.
With that said, it's important to note that this combo is very luck-based and is not worth going for in a speedrun (I got it to work like 5 times at most). Darkside Hazuki by itself is really hard to execute at will (at least in Shenmue I) but can at least be replaced with Demon Drop. On the other hand, Shingo’s A.I. is as aggressive and unpredictable as Pedro's, making the chances of pulling a double Dark Moon and (especially) a double Against Cascade a pure stroke of luck. You could theoretically swap the double Against Cascade for 1 Against Cascade followed by 1 Elbow Assault, which is a faster move, but most of Shingo’s attacks still end up being faster unfortunately (not to mention, annoying as hell). Still, you have to admit the combo itself looks sick!
4.) This is what usually happens during my attempts. I fail the first Demon Drop and instead grab Shingo by accident. Unfortunately, the shoulder elbow strike doesn’t deal as much damage as Demon Drop, resulting in an overall slower takedown.
5.) Ever wondered why I don’t use the Wall Glitch on this guy? It’s because it’s hardly worth the hassle of setting it up, only for it to not work. While the boss does spawn near walls, I’m usually too far away from him to capitalize on it and he ends up leaving the area anyway. Add the fact that his A.I. is as bad as Pedro’s, either dodging Tiger Storm at random or, more often than not, not being affected by the glitch at all, and it’s just a complete waste of time! I tried my hardest to come up with a consistent set-up, but I eventually had to give up on the idea. No big deal to be honest, the normal Demon Drop strategy is still quite fast and reliable, which is what really matters.
The rest is just me screwing up and messing about with the boss. Hope you enjoyed the read and learned something new!
--- Thank you for watching! If you have any questions about the run or Shenmue stuff in general, feel free to ask in the comments section. Any share and feedback is, as always, much appreciated! I would love to see the 70 Man Battle speedrunning scene grow. :)
--- Music is “Speed Star” from Yakuza 4, aka Akiyama’s theme. I've had it stuck in my head lately. :P
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #worldrecord #wrShenmue - VS Sailors #1 [No Damage]Richard Payne2020-09-30 | Ryo's search for Lan Di is halted multiple times throughout the game, but - spoiler warning - the outcome is always the same. This is just the first of many times Ryo makes it clear he's not to be messed with, at least within the boundaries of his hometown of Yokosuka. While this fight is nothing to write a book about, I tried to make it interesting and edited my best no damage attempts together. I hope you appreciate the effort. :P
--- On a side note, I've been thinking about something. These multi-opponent fights really highlight a major shortcoming of classic Shenmue's combat. Aside from being able to grab an enemy and using kicks to take care of nearby foes, the game doesn't really offer many options against multiple opponents at once. For instance, you can't properly target-switch between enemies (Shenmue III luckily adressed this issue), nor is there a way to block/dodge incoming attacks from opponents you're not targeting, which I find to be very annoying (and the main reason I'm probably not going to do many no damage videos).
Now, I'm not at all saying this is a deal breaker, especially considering most enemies in the game have such little health you can easily take them out with a well-placed Sleeve Strike, Elbow Assault, Cyclone Kick etc., but you can imagine how these flaws/limitations can hinder the experience of a casual player who, at best, can perform the basic kick combo.
All that said though, this still doesn't make Shenmue's combat any less remarkable and full of depth. It's just something about the original Dreamcast titles that doesn't feel as polished as the rest.
#Sega #Shenmue #シェンムー #nodamage #combat #sailors #chineseShenmue 70 Man Battle speedrun in 2:41.17 [Former WR]Richard Payne2020-09-15 | Here we are again. Yet another crazy improvement and a new World Record I honestly could have only dreamed of until a couple of months ago.
I realized shortly after achieving the 2:45 run, that there was no way I was going to top my previous record without once again resorting to the Wall Glitch against Pedro, so I decided to scrap the Demon Drop strategy entirely (too slow and fairly difficult) and have been going for the glitch ever since. Unfortunately, this trick is ridiculously hard to perform against Pedro and, after losing God knows how many runs, I started to doubt I was ever going to beat my time and took a break. Fast forward to yesterday - two months later - feeling as rusty as ever, I started the time trial and got this beauty after a few attempts. Feels like magic.
Enough nonsense, on with the commentary. It's pretty long, so I hope you have time to spare. lol
--- Contrary to all my previous speedruns, this one was performed on the Steam version of Shenmue, mainly for personal convenience. Before you ask, I used BtEtta’s save editor to max out throw moves. And no… they do the same damage, so it’s official: training throw moves is pointless. Despite that, the save editor saved me hours and hours of grinding and I can’t recommend it enough! You can read more about it on the Dojo: shenmuedojo.com/forum/index.php?threads/save-editor-for-shenmue-i.3141
Apart from messing up a little against BOSS 1 and the 38th thug, the beginning is incredibly clean, even achieving a new PB against BOSS 2 with a perfect Wall Glitch execution (1:23.07 is just ridiculous). Moving on however, I start playing very risky (I struggle to deal with the 51st and 53rd Mad Angels in particular) and end up losing a ton of time. In hindsight, I should have just kept using safer moves such as Crawl Cyclone and Side Reaper Kick, but what can you do? Got pretty lucky against the hat dudes though (the ones that block like there’s no tomorrow), so I can’t really complain too much. With the clock at 2:12.03 and the 66th thug defeated, it’s time to face the true run killer: Pedro Warren.
This guy is a completely different specimen compared to Satoshi. His spawn point is too far and his A.I. is hard to predict, so the idea is to push him near a wall and pray God he cooperates, all while dealing with his BS moves and his incredibly annoying minions. Add the fact that Big Baddie can dodge Tiger Storm as many times as he wants (he also likes to only dodge the second lunge specifically… son of a…), along with the fact the other Mad Angels go "passive mode" (they dodge and block a lot more often when a boss is around) and you have a recipe for disaster. Obviously, I tend to prioritize the small fish, but often times the game will target Pedro for no reason and that forces me to switch to moves with a wide hitbox (Crawl Cyclone, Cyclone Kick, Brutal Tiger) in order to mitigate the problem and hopefully get a few hits on the boss while I’m at it.
Once they’re all down, I start using very specific moves (Big Wheel + Rain Thrust and Mistral Flash + Rain Thrust are the most effective combos; Against Cascade + Rain Thrust is also decent, but not as reliable) to hopefully push Pedro towards the closest wall. After that, the rest is up to RNG. Luckily for me, Pedro offered me the perfect opening to execute the Wall Glitch, followed by one of my favourite combos (Dark Moon X2 + Against Cascade + Elbow Assault), which was all barely enough to put him in his place!
Now that I think about it, I got so lucky against Pedro, it could have gone a thousand different ways and the run wouldn’t be a thing now. Can it be improved? Absolutely. But the chances of that happening right now are incredibly slim. It might take me months, but I am determined to go for sub 2:40! Crazy talk, I know. I guess only time will tell.
--- Thank you for reading and watching! If you have any questions about the run or Shenmue stuff in general, feel free to ask in the comments section, I'll be glad to answer. :) Any share and feedback is, as always, much appreciated! I would love to see the 70 Man Battle speedrunning scene grow. It’s extremely fun and rewarding, trust me!
--- Music: 1. Virtua Fighter 2 - Ry... Akira's Theme 2. Shenmue Passport - Information Center
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #worldrecord #wr #fight #battle #formerShenmue 70 Man Battle - All Satoshi Speedrun Strats and Best Times (down in 4 seconds!)Richard Payne2020-09-08 | In this video I showcase two new BKTs against BOSS 2 of the Mad Angels.
The first one with the Wall Glitch is a very minor improvement (shaving off a mere 6 milliseconds) but still a pretty neat achievement (recorded on the Steam version). At this point I think I might have reached the human limit and only TAS could further improve this.
The second one is a very favourable run without glitches, instead spamming the move Against Cascade for exactly 10 times (recorded on PS4). This strategy is very risky and requires decent luck, since the knee attack is simply not fast enough to outspeed all of Satoshi's counterattacks. You might be wondering why Mr. Stick doesn't block any of my moves: it's because the A.I. can't attack and block at the same time. Add the fact that his A.I. (normally) has a 0% block rate and it all begins to make sense. In fact, if you watch how the boss reacts in the video, you'll notice he does try his hardest to hit me, but I am just fast enough to stop him and keep the chain going.
I also included a third clip where I show off my 'backup strategy' to reduce time loss for when the Wall Glitch inexplicably fails (recorded on the Steam version). After Tiger Storm, you need to use exactly 2 Dark Moons, 2 Cyclone Kicks, 1 Twin Blades (untrained) and 1 Against Cascade (or alternatively, 1 Against Cascade - instead of Twin Blades - and 1 Elbow Assault as the finishing blow). The idea is that, for whatever reason, the A.I. gets stuck when you use the moves 'Dark Moon' and 'Cyclone Kick' and will react slower than normal. We can abuse this to get more hits, however we must not forget we can't spam the same move over and over again (no more than twice), otherwise the A.I. (even Satoshi's) will begin to block it. The result is a time that is slightly slower than the Against Cascade spam but still very impressive. Not bad. :P
I guess that's pretty much everything. Thank you for taking the time to read this. It's all very trivial and nobody probably gives a damn, but I hope it was an interesting read. Have a good one!
This is a newly-discovered trick, which works on all versions and takes advantage of the throw move 'Tiger Storm' and its ability to launch enemies onto walls during the second lunge, which can inflict an absurd amount of damage and is even able to defeat bosses in one blow, provided you do it in a certain way.
The conditions for this to work are the following:
1. You of course need to buy the move “Tiger Storm”. You can find it in Bunkado Antiques in Dobuita. You need to train it (by progressing the story, sparring with Fuku-san takes ages) until you reach “Intermediate level” – the move’s animation will have changed and that’s what you’re looking for.
2. Use “Tiger Storm” on an opponent (ideally bosses, because they have more health) that is close/has his back against the wall. The damage should be enough to knock him out in one blow, though this doesn’t always happen. I explain this inconsistency below.
What exactly happens behind the scenes is a mystery, but here’s my theory: - Whenever you throw the enemy against the wall during the second part of the move, the wall collision doesn't work as intended and somehow ends up boosting the total damage inflicted. This however won't be the case if collision actually works as it should (enemies get stunned for a couple of seconds and hit the ground).
When it comes to the 70 Man Battle, BOSS1 is blown away in one shot. BOSS2 can barely survive it, but it only takes a single Tiger Knuckle to finish him off. BOSS3 (Pedro) has a huge (invisible) health bar but still loses approximately 45% of his health, which is impressive and especially interesting when you apply it to the time trial/speedrun.
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #worldrecord #wr #fight #battleShenmue Chapter 1.1: Marks inner dilemmaRichard Payne2020-08-27 | Ever wondered why Mark went back to America soon after Ryo leaving for Hong Kong? Well, with Ryo disappearing out of the blue, the other forklift drivers suddenly stopping showing up for work and the chance of his brother being alive becoming more and more slim, Mark realizes nothing will be like it used to be. All he can do at this point is reminisce about the good old days and start a new life back in his own country.
Jokes aside, this is what happens when I am bored and waste time on nonsense instead of being productive. I had a weird glitch occur a few months ago where I started the first day of work at the harbour and the cutscene didn't initiate properly, resulting in Mark staying still not saying a word, Ryo and the others being nowhere to be seen, no music and only sound effects playing in background. The whole thing caught me completely off guard and cracked me up lol. I used that footage in order to create this... whatever you call this. Hopefully you too will get a good laugh out of it.
#Sega #Shenmue #シェンムー #mod #memes #edit #montage #fanmadeShenmue Easter Egg - Ryo & Nozomi: the fearsome duo [Combo Video]Richard Payne2020-08-18 | Ryo and Nozomi are tired of bullies harassing innocent people and decide to take matters in their own hands. Enoki and Nagashima fail to realize just what kind of trouble they’re getting themselves into, as the Hazuki duo teaches them a harsh lesson they won't be forgetting any time soon.
All sillyness aside, I finally decided to try this easter egg for myself. At first I was kind of skeptical about it, but I had to change my mind when I got it to work with little to no effort; and moreover, to my surprise, the fight itself plays out so differently that I ended up enjoying it way more than I anticipated, so much so I thought I would compile the most hilarious moments and the best 'duo' combos into a video (I also added a full showcase of the FREE battle before the actual "combo video" to give you a general idea of how it plays out. Skip at 2:02 if you want to get straight to the montage).
If you’re looking for context, in 2019 Shenmue fan ‘nullpo’ discovered an easter egg left hidden inside the game’s code since release, located on Disc 1. During the first optional FREE battle against Enoki and Nagashima at Sakuragaoka park, if you input a specific combination of buttons during the first 8 seconds or so of the cutscene, Nozomi will join you in the actual fight, using a (albeit kinda limited) version of the Hazuki Style of martial arts. It’s actually more complicated than that, so I’ll leave you an excellent article written by Switch of the Phantom River Stone blog, where everything is explained in much more detail. phantomriverstone.com/2019/08/nozomi-shows-off-her-fighting-skills.html
As I hinted at before, *Nozomi is pretty much a Ryo/Fukuhara clone*, but she doesn’t actually use the entire moveset. She will spam moves such as Elbow Assault, Surplice Slash, Demon Drop and even Arm Break Fire but, for instance, will never make use of Sleeve Strike, Thunder Kick, Katana Mist Slash, Windmill, Tiger Storm and the list goes on. I wonder why that happens… Maybe she’s programmed to only use those moves? On the other hand she is great at blocking/evading throw moves, as she will always block Enoki’s headbutt grab (it’s actually a throw move, as far as the game is concerned).
*EDIT: After checking the game’s files, it turns out Nozomi’s moveset is not just Ryo’s moveset (EN_RYOU.BIN) or even Fuku-san’s (EN_FUKU.BIN), but a completely different one that’s only used for this specific fight, called "EN_ZAKO6.BIN". Zako, written 雑魚 in Japanese, can mean “small fish” or “unimportant person”, and it’s a name developers also picked for some of the sailors/mad angels movesets, which leads me to believe whoever was responsible for this easter egg fight created Nozomi’s Hazuki style in a hurry and just called it “ZAKO6” as opposed to “HRSK”, the ID that’s usually used for Nozomi in the files.
ZAKO6 indeed has a lot of moves missing compared to RYOU and FUKU, but it also features moves only Ryo can use, such as Arm Break Fire and Demon Drop, which means it’s not just a simple copypaste job…
Why did they not just give Nozomi Ryo's moveset, you ask? I modded it on Nozomi to see if it would cause any problems, and no, it works perfectly! Maybe they initially had bigger plans on her style, but then dropped the idea and left the moveset incomplete? I guess we will never know. 🤔*
Speaking of Enoki and Nagashima, these guys are normally pushovers and go down in a couple of blows, but it seems the game was programmed to greatly increase their health as soon as the easter egg is triggered. I haven't exactly tested how much health they supposedly have, but I would say they can last as long as Pedro. Not bad for a couple of brainless bullies.
As for Nozomi, I wasn't able to get an idea on how much health she has. Sometimes she seems to be really durable, but often times she won't last more than a minute if you don't support her, which makes me think she has as much health as Shingo (Mad Angels' first boss). Pretty impressive nonetheless!
--- Thank you for reading and watching! If you have any questions about the video or Shenmue stuff in general, feel free to ask in the comments section, I'll be glad to answer! Any share and feedback is, as always, much appreciated. Let's get more people to see this series in a different light!
“Glyfada” from Shenmue Cassette tapes; “Strong” from Shenmue Cassette tapes; “Event 6” from Shenmue Online (used for Niaowu Arcades in Shenmue III).
#Sega #Shenmue #シェンムー #VirtuaFighter #combat #combo #juggling #montage #fanmade #virtuafighterShenmue 70 Man Battle speedrun - 66 defeated in 2:07.00 [outdated]Richard Payne2020-08-03 | This is the third fastest pace I have ever had up to Pedro. Once again, it goes to show how many seconds a perfectly-executed Wall Glitch can save and how faster the current WR would be with more favourable RNG and better execution. Unfortunately Pedro just had to ruin this run, like he always does. Had he cooperated, I could have got a sub 2:40...
I actually pulled this off a couple of months ago, but completely forgot about it until a few days ago. Since then I haven’t played as much and have never managed to get a pace quite as fast as this one. I’m not giving up hope though, I’m sure I’ll get a second chance someday.
-- Music: 1. Yakuza 3 - Dead Run 2. Shenmue OST - Secret Of A Warehouse
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #worldrecord #wr #fight #battleShenmue - Jacky Bryants victory pose [leftover animation]Richard Payne2020-07-22 | I was able to trigger one of Jacky Bryant's victory animations after messing around with the game's memory. At first I thought I had discovered an hidden move or something, but only later realized it was just a leftover animation from Virtua Fighter (thanks @afterblue for pointing that out in the comments). Apparently there are several other Virtua Fighter animations in the game, like for example Akira's iconic victory pose ( youtube.com/watch?v=39MAr1q2FDw ). Unfortunately, there's no way to do this without altering the game in some way or capacity, but it's still a pretty neat discovery.
If you're interested into knowing how exactly I got it to work, read below:
I forced the Dreamcast emulator Flycast to load a Disc 3 save state (right before the first Warehouse 17 FREE battle to save Nozomi from the Mad Angels) while playing Disc 1. Usually the game hangs up instantly or kicks me back to the SEGA logo after a single button press, but it’s not the case for this specific fight (and a few others which unfortunately don’t trigger anything worth mentioning). Ryo’s animations are clearly broken, but weirdly enough, one of his animations is replaced with Jacky's victory pose (animation ID #1281). It seems to trigger when I press up arrow + down arrow, doesn’t deal any damage and doesn't trigger any sound effect; yet again it might be because the game doesn't function properly in this state. From other tests I've made, it appears the second kick actually triggers the kick sound, but it must have been already loaded into memory in order for it to work.
--- Interested in more Shenmue beta content? Check out this short video I've made on the scrapped "grab from behind" mechanic, which was removed from the final game!
Thanks to Shenmue fan and modder LemonHaze, I was able to track down and play animations leftover in the HD release, likely made for this scrapped mechanic. Enjoy this extra bit of Shenmue beta leftovers! ---
Thanks for showing interest, have a great rest of your day!
#Sega #Shenmue #シェンムー #VirtuaFighter #glitch #bug #unused #prototype #beta #martialartsShenmue - How to beat Chai at You Arcade [No Damage/Savage Edition]Richard Payne2020-07-12 | You read that correctly. I have found a way to replicate an infinite (and badass-looking) combo in Shenmue! It’s very specific and extremely hard to execute, but it makes quick work of (almost) ANY boss in the game! In this video, Chai is unfortunate enough to be the test subject for my new strategy. I won’t be lying, it took me hours to achieve this, but I think the video speaks for itself! :)
Anyways, here is a little step-by-step guide:
1 - Hold Against Leg* is used to push the enemy against the wall. There are three main "easy" strategies and one "hard" strategy to accomplish this:
- Easiest strategy: Dark Moon! This move has the strange property of being able to knock down opponents (with a few exceptions, like Pedro), and even more strangely, Chai is not immune to this! Hit him with a Dark Moon and he will get launched away, then (assuming you're not too far) you can follow with Hold Against Leg and he'll be in trouble!
- Alternative strategy 1*: Use the Gut punch counter to punish an incoming high punch, then attack with Hold Against Leg (but this will not work in You Arcade, as this version of Chai is immune to counters and will always dodge them);
- Alternative strategy 2*: Grab the opponent, hit him with either a single gut punch or the knee strike, followed by Hold Against Leg (which does work against Chai, but only on Dreamcast due to hitboxes not working as they should in the remasters);
- Hard strategy* (situational, requires luck): Anticipate an opponent’s flying attack with an attack of your own (this only works against certain enemies, including Chai). In the video, I anticipate Chai's jump throw move with Hold Against Leg, which launches him against the wall.
***If you opt for the alternative strategies (or even the hard strategy), you can theoretically swap Hold Against Leg for any of the following moves: Rain Thrust, untrained Twin Blades, Big Wheel, Sleeve Strike, Trample Kick, Against Cascade.
2 - Crawl Cyclone (untrained) must be used to catch the enemy before the falling animation ends (unfortunately, Crawl Cyclone is not fast enough to pull the job in its intermediate variant).
3 - Hold Against Leg is used to push the enemy against the wall one more time. Any other move either is not fast enough or will simply miss because Shenmue hitboxes make no sense.
4 - Thunder Kick (trained up to intermediate level) must be input as fast as possible. The first kick will miss, but the second one has very strange hitboxes, which allow us to hit the opponent just as the falling animation is about to end. Keep in mind that the second kick will miss if you're too slow or too far.
5 - You can either repeat step 2,3 and 4 (but the chain is bound to break after a while) or use Mud Spider (trained up to moderate level), which "helps make the combo last longer".*
6 – Repeat step 2, 3, 4 and 5 a bunch of times and you win!
*The wall is an essential piece of the puzzle, but the collision is so unreliable it may fail to trigger at random, which makes this strategy not 100% guaranteed to work. With that mentioned, the combo loop can last longer if you add a Mud Spider after Thunder Kick, for reasons I don't fully understand.
I'm sure you're wondering: "Why are you not just spamming the same move over and over again, like using Crawl Cyclone non-stop?" Well, the reality is that the game "tries" to prevent this from happening by either pushing you backwards after you use the same move twice or "warping" the enemy far away from you (which might just be the wall collision glitching out actually lol). The developers probably didn't expect anyone to waste hours to come up with a workaround for this! --- In the video, I don’t exactly follow the pattern at all times in order to demonstrate you can actually deviate from it, but it’s best to stick to the standard chain of moves if you don’t want the combo to break without warning. Now, I am yet to test this on the remastered versions but I don’t see why it shouldn’t work. EDIT: Can confirm it works on all versions!
--- Oh, by the way, I've also included asking around Dobuita if they have seen a skinhead screaming "Heegh!".
#Sega #Shenmue #シェンムー #combat #combo #juggling #guide #tutorial #virtuafighter #ChaiShenmue - VS Guizhang at Sakuragaoka in 0:11.74Richard Payne2020-07-05 | Good thing this guy is on our side. Guizhang at Sakuragaoka doesn't have much health and won't use any of his throw and counter moves. Add the fact that you can't lose and this fight is pretty much a walk in the park. I timed the fight for fun. It can definitely be done faster, but it's not like the fight lasts that long to begin with.
Fun fact: Guizhang is the only opponent (at least in Shenmue I) that cannot be knocked down, no matter what you do. Pushing him on walls is also futile, as he's programmed not be affected by it and you would just leave yourself open for a counterattack. He is at least vulnerable to grabs, so in a way he's indeed "knockable", but any following attack will interrupt the falling animation and will just give him the perfect opportunity to catch you off guard. So yeah, forget about combos and strategies and spam that Elbow Assault!
-- This time I am not playing the remaster, but instead the Shenmue undub via emulation on Flycast (core for Retroarch). My PC is an old dinosaur, so I had to make a bunch of compromises in order to capture footage at a decent quality. If you're reading this and have time to spare, mind telling me if the video looks good enough in the comments section?
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #worldrecord #wr #fight #battle #combatShenmue - 70 Man Battle Highlights 3 [Combo Video]Richard Payne2020-06-27 | In Shenmue, the Hazuki style is said to be revered by many for being as fierce as a tiger. Its wide range of moves allows practitioners to neutralize even the strongest of opponents, provided they are well versed and experienced. In this showcase of the Shenmue combat system, I have done my best to show off the beauty of this fictional, yet mesmerizing style of martial arts.
With this montage, I think I have fully explored Ryo's moveset in the HD remaster. This might just be my final combo video for this game, but you know how it is - never say never - I am sure I will eventually get around to playing Shenmue on Dreamcast and finally have the true Virtua Fighter experience! You know what that means. --- Any share and feedback is much appreciated. Let's get more people to see this combat system in a different light! Also, feel free to use this video/post it somewhere if you want to, but please credit me as the creator and player. ;)
✱ Support my work ✱ → ko-fi.com/richardpayneshenmue --- If you're still here and want to see more Shenmue goodness, have a look at my other Shenmue combo videos!
"Harbor Beats" from Shenmue I & II Sound Collection;
"Choubu Chan Fighter 2" from Shenmue III;
"5th Street" from Dragon Ball Z Infinite World;
"Shenmue Goodies" from Shenmue Passport.
#Sega #Shenmue #シェンムー #VirtuaFighter #combat #combo #juggling #montage #fanmade #virtuafighterShenmue 70 Man Battle speedrun - 20 defeated in 0:34.90 [outdated]Richard Payne2020-06-20 | Best start I have ever had. Crazy to think sub 35 seconds was possible after all. Not that it really matters, of course, since there are more valuable time saves spread throughout the run, but it's still a neat achievement nonetheless!
In order to achieve this time, I took advantage of the way enemies get knocked out and used a move that would dispose of the last Mad Angel as quickly as possible. Turns out Brutal Tiger and Cyclone Kick are perfect for the job: they can trigger two different KO animations and the game picks one seemingly at random. I was lucky enough to get the super fast one! Alternatively, I could have used Surplice Slash, as it's fast, decently reliable and can only trigger one KO animation which happens to be almost as fast as the one I got in the video.
--- Music is "Great Saiyaman's Theme" from Dragon Ball Z Ultimate Battle 22. The game is garbage but the music rocks!
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #worldrecord #wr #fight #battleShenmue - VS Chai at You Arcade [No Demon Drop]Richard Payne2020-06-14 | Chai is infamous for being (arguably) the toughest opponent in the series, being a huge difficulty jump from previous FREE battles. In addition to that, the version you face at You Arcade has 100% evasion to all throw moves (except for Demon Drop, which can't be dodged by the CPU in Shenmue I), high evasion to all punches and kicks, high chance of blocking incoming attacks and, worst of all, hits like a truck.
At first glance, the arena seems pretty terrible: it's tiny and narrow and you can't easily navigate through it, but it does give you the chance to lock Chai into a potentially endless chain of attacks (as seen in the video), provided you know which moves you should use and when you should use them, so it might actually help you deal more damage.
Chai only has a bunch of throw moves and grabs, which wouldn’t be too bad if he didn’t abuse the crap out of them: according to my tests, you can’t dodge any of them except -maybe- the arm grab. He can also counter all of your punches (even Elbow Assault) with a nasty punch that comes out of nowhere, so kick attacks are definitely safer to use. Speaking of moves, the best moves to use against him are Side Reaper Kick, Surplice Slash, Hold Against Leg, Mud Spider [Intermediate Level], Crawl Cyclone [both Base and Intermediate], Brutal Tiger [Base], Cyclone Kick [Intermediate], Katana Mist Slash and Rising Flash [Intermediate]. Dark Moon [Base and Intermediate] is a unique case, being able to knock down Chai if it connects (also shown in the video), which translates into easy combos. The rest of the moves are overall hit or miss - they don't seem to work particurarly well with Chai’s AI and hitbox.
--- For those who struggle against him, the dodge/parry button is your best friend here. Whenever you parry an attack, you have a small window to input a move that will 100% hit the opponent, provided you're fast enough to pull it off in time: Demon Drop is the preferred option, since enemies can't escape from it for some reason. Spamming Crawl Cyclone is another popular choice, as Chai often gets caught off guard when you use it. A similar scenario occurs when you make use of untrained Brutal Tiger. Strangely enough, once this move reaches "Intermediate/Moderate" level, it will always miss him, which is a real bummer.
#Sega #Shenmue #シェンムー #chai #fight #combat #combo #jugglingShenmue 70 Man Battle - VS Pedro in 0:22.83 w/ Wall Glitch [outdated]Richard Payne2020-06-10 | Update: This video is now part of a more comprehensive video which compiles all the strategies and Best Times against Pedro Warren as of 15/01/2021. I recommend you watch that instead: youtu.be/bZdSMbcs9r0
My second Best time against Pedro. Unlike my third PB, I actually went in knowing how the Wall Glitch worked and took advantage of it. The final time really goes to show how many seconds you can save on bosses with this glitch! - that is, provided you are lucky enough to pull this off, especially against Pedro, who's a particularly vicious and unpredictable foe.
Music is "Kamadecoco" by BGM1401 from Streets of Rage Remake. It is a remake of Ash's Theme from Bare Knuckle III (the Japanese version of Streets of Rage 3).
--- THE WALL GLITCH:
This is a newly-discovered trick that takes advantage of the throw move Tiger Storm and the way it launches enemies onto walls during the second lunge, which inflicts a considerable amount of damage and is more often than not able to defeat them in one hit, provided you do it in a certain way.
This in itself might not surprise anyone, since a lot of enemies go down in a couple of blows, but when you take into account that bosses also go down in (close to) to one hit, that's bound to raise a few eyebrows, since there isn’t a single move that does that much damage and Tiger Storm is no exception.
The conditions for this to work are the following:
1. You of course need to buy the move “Tiger Storm”. You can find it in Bunkado Antiques in Dobuita. You need to train it (by progressing the story, sparring with Fuku-san takes ages) until you reach “Intermediate level” – the move’s animation will have changed and that’s what you’re looking for.
2. Use “Tiger Storm” on an opponent (ideally bosses, because they have more health) that is close/has his back against the wall. The damage should be enough to knock him out in one blow, though this doesn’t always happen. I explain this inconsistency below.
What exactly happens behind the scenes is a mystery, but here’s my theory: - Whenever you throw the enemy against the wall during the second part of the move, the wall collision doesn't work as intended and somehow ends up boosting the total damage inflicted. This however won't be the case if collision actually works as it should (enemies get stunned for a couple of seconds and hit the ground).
When it comes to the 70 Man Battle, BOSS1 is blown away in one shot. BOSS2 can barely survive it, but it only takes one other blow to finish him off. BOSS3 (Pedro) has a huge (invisible) health bar but still loses approximately 45% of his health, which is impressive and especially interesting when you apply it to the time trial/speedrun.
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #worldrecord #wr #fight #battleShenmue 70 Man Battle speedrun in 2:45.07 [Wall Glitch]Richard Payne2020-06-01 | Sub 2:50 is here, and with that comes a new World Record I probably won't be able to beat any time soon!
This run wouldn't have been a thing without the masterful execution of the Wall Glitch on BOSS 2 and some really good RNG on Pedro (BOSS 3). In fact, I've made some pretty questionable choices and small mistakes throughout the run that I honestly couldn't see this time coming! I feel so happy right now, I feel like I have finally done this game justice. That doesn't mean I won't be trying to push this time lower, but that's going to be an even harder feat now.
Anyways, enough with the filler, on with the commentary.
--- First thing to point out - and I am sure you’ve noticed - I now begin with a Kick-Kick-Tiger Knuckle combo instead of the more impressive Cyclone Kick combo. After further tests, I have come to the conclusion it doesn't save any time at all, so I probably won't be using this strategy anymore from now on.
At 0:47 I was unfortunate enough to trigger the target aim glitch, resulting in a time loss of almost 3 seconds… great start... and I also mess up a little against BOSS 1. At this point I thought the run was done for and the way I dealt with the following enemies kind of cemented that thought, if it weren’t for that astounding execution of the wall glitch at 2:10, which got me back at WR pace.
From here, everything goes incredibly well until… I make a really risky, last-second decision that could have easily backfired: I decide to go for Pedro without taking his minions out first... keep in mind - the clock was at 2:12.93! That should have definitely killed the run, if it weren’t for – you name it – the Wall Glitch executed at 3:16. This - totally planned - strategy turned the tides and, despite me trying my absolute hardest to kill the run, I eventually took out Pedro in 32 seconds, which is still a very respectable time, especially considering how badly I handled the situation.
Edit: Just to be clearer, I normally just spam Demon Drop on Pedro because the guy is too unpredictable and he's likely to dodge Tiger Storm, making the Wall Glitch strategy too slow/ unreliable. The scenario you see in this video is an exception - I screwed up and got thrown to the ground, which gave me the chance to execute the glitch. Had he dodged that, I would have been screwed, but he got hit and that did as much damage as (roughly) 5 Demon Drops! That's how I was able to get a quick KO on Pedro despite all the time lost on trying to hit the other Mad Angels.
--- Now I know 2:45.07 is an absolute gem of a time for the 70 Man Battle, but for some reason I don't feel 100% satisfied with it. Overall, this run is very much improvable, but the fact I beat Pedro with the Wall Glitch may have made this very hard to beat. I guess only time will tell.
Thank you for reading and watching! If you have any questions about the run or Shenmue stuff in general, feel free to ask in the comments section, I'll be glad to answer. :)
--- Music is "Mokujin's Theme" from Tekken 3 on PS1
#Sega #Shenmue #シェンムー #PS4 #VirtuaFighter #speedrun #timetrial #70ManBattle #worldrecord #wr #fight #battleShenmue 70 Man Battle speedrun - 41 defeated in 1:17.00 [outdated]Richard Payne2020-05-16 | One of the most impressive starts I have ever had, pretty much flawless. Too bad I screwed up the strategy on BOSS 2 and undid all my time gain... I guess it wasn't meant to be, but at least I achieved a new best known time!
Music is "Lion's Theme" from Virtua Fighter 2. I have it stuck in my head way too often. lol
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #worldrecord #wr #fight #battleShenmue 70 Man Battle - VS Pedro in 0:29.27 w/o Wall Glitch [outdated]Richard Payne2020-05-05 | Update: This video is now part of a more comprehensive video which compiles all the strategies and Best Times against Pedro Warren as of 15/01/2021. I recommend you watch that instead: youtu.be/bZdSMbcs9r0
My 2nd Personal Best against Pedro without the use of the wall glitch.
29.27 is probably as fast as I will ever be able to do, considering how much luck is required in order to pull this off. In fact, hitting Pedro at the start with one Against Cascade and being able to perform one Roll Counter and initiate the Demon Drop spam altogether is such a rare occurance and a pattern that can't easily be reproduced. Provided everything goes smoothly though, Pedro will go down with 9 Demon Drops instead of 10, allowing you to shave off a few seconds.
Music is "Ready funk" by BGM1401 from Streets of Rage Remake.Shenmue 70 Man Battle speedrun in 2:50.60 [Wall Glitch]Richard Payne2020-04-25 | Slight improvement over my previous run, though there’s still a long road ahead if I want to realize this run’s full potential. SUB 2:50 is so close that it would be foolish to stop here, it will happen… sooner or later.
If you’re interested into behind-the-scenes/strategy-related info about the run, I invite you to read below.
--- Compared to my previous run, I have made quite a few adjustments in strategy, of which I’ll highlight two:
First of all, I now use a different moveset, which consists of most of the “essential” moves fully trained up and a couple of moves left untrained, like “Crawl Cyclone” and “Brutal Tiger“. Base Crawl Cyclone in particular might be Ryo’s most valuable attack, since it’s very quick and does about the same damage as its intermediate counterpart; the downsides are that it seems to have a smaller radius and also tends to get parried more often, but I feel it’s a good trade. Brutal Tiger isn’t exactly essential, but it can be useful against enemies that evade a lot, thanks to its round hitbox. Believe or not, it actually has a bigger radius than it would have if it were trained. Nevertheless, it does have two fatal flaws: it does less damage (meaning enemies could potentially withstand it) and it also leaves you open for attack if you happen to miss the target.
Secondly, I implemented the newly-discovered “Wall Glitch” strategy on BOSS 2. It is a massive pain in the arse to execute correctly, but it can save at least 7 seconds if all goes well. In this run, I mess up my placement and waste some time to align Satoshi with the wall, so I ended up saving only a couple of seconds compared to the absolute best outcome without the glitch, meaning it’s not so bad.
Of course, this time trial isn’t without its faults - for example whatever happened at 1:35 (I tried hitting the guy with the white shirt, but the game refused to listen…), and at 2:23 (I should have just used Rain Thrust) and at 2:27 (target aim glitches out…) – they all cost me around 7-8 seconds. I am surprised Pedro and friends behaved the way they did. Usually they try as hard as possible to kill my run, but this time everything went smoothly and I even knocked out Pedro with 8 Demon Drops instead of 10.
I’ll stop here. If you have any questions or you are just curious about something, please ask in the comments section, I will be glad to answer!
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #fight #battleShenmue - 70 Man Battle Highlights 2 [Combo Video]Richard Payne2020-04-18 | This is my second montage dedicated to the 70 Man Battle and Shenmue’s combat system as a whole. This fighting engine may feel a little clunky and hard to grasp but, once you get used to it, it allows for an outstanding amount of choices and strategies, which very few players tend to explore. The things you can do with it are nothing short of spectacular and I hope this video is able to showcase at least a little of what lil’ Ryo from Yokosuka can do!
Personally, one of the things I enjoy most about Shenmue I and II is how no move is really useless and how each one has clear strengths and weaknesses. You are also able to chain specific attacks together to create some impressive-looking combos. Of course, you can always just spam Elbow Assault and call it a day, but you can also get crazy and, if you ask me, that’s what the Hazuki style is all about!
Thank you for taking the time to read this! Please consider sharing my video around if you love Shenmue just like I do and find the combat to be highly underrated and overlooked.
If you have any questions or you are just curious about something, please ask in the comments section, I will be glad to answer. If you want to use part of this video or post it somewhere, go right ahead, but please credit me as the creator and player. ;)
“Battle 4” from Shenmue Online (taken from youtube.com/watch?v=BU4uKiOI64s - originally used in Shenmue II when you play darts against Chengyou Wen, also plays in Shenmue III for the Rose Garden fights)
#Sega #Shenmue #シェンムー #VirtuaFighter #combat #combo #juggling #montage #fanmade #virtuafighterShenmue 70 Man Battle - VS Satoshi in 0:03.53 [2nd PB] w/ Wall GlitchRichard Payne2020-04-11 | Well, what do you know? I thought my previous BKT was unbeatable, but despite that I still managed to improve upon it, even if we’re talking about a matter of milliseconds. While it might not seem like it, the Wall Glitch is extremely hard to execute, so much so that most of my attempts die at BOSS 2 lately. lol
- Music is "Event 12" from Shenmue Online (unreleased Shenmue game).
If you want to learn more about this glitch, I urge you to read below.
--- A few weeks ago I discovered what I believe to be an undocumented glitch in Shenmue I HD (can now confirm it works on Dreamcast as well). This trick has something to do with the throw move Tiger Storm and the way it is able to launch enemies onto walls, which inflicts a considerable amount of damage and is more often than not able to defeat them in one hit.
This in itself might not surprise anyone, since a lot of enemie can be taken out in a couple of blows, but when you take into account that bosses also go down in (close to) to one hit, that's bound to raise a few eyebrows, since there isn’t a single move that does that much damage and Tiger Storm is no exception.
The conditions for this to work are the following:
1. You of course need to buy the move “Tiger Storm”. You can find it in Bunkado Antiques in Dobuita. You need to train it (by progressing the story, sparring with Fuku-san takes ages) until you reach “Intermediate level” – the move’s animation will have changed and that’s what you’re looking for.
2. Use “Tiger Storm” on an opponent (ideally bosses, because they have more health) that is close/has his back against the wall. The damage should be enough to knock him out in one blow, though this doesn’t always happen. I explain this inconsistency below.
Strange, isn’t it? What exactly happens behind the scenes is a mystery, but here’s my theory: - Whenever you throw the enemy against the wall during the second part of the move, the wall collision doesn't work as intended and somehow ends up boosting the total damage inflicted. This will not work however if collision actually works as it should (enemies get stunned for a couple of seconds and hit the ground).
When it comes to the 70 Man Battle, BOSS1 is blown away in one shot. BOSS2 can barely survive it, but it only takes one other blow to finish him off. BOSS3 (Pedro) has a lot of health but still loses approximately 45% of his health, which is impressive and especially interesting when you apply it to a speedrun.
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #pb #fight #battleShenmue 70 Man Battle speedrun - 20 defeated in 0:35.57 [outdated]Richard Payne2020-04-06 | A few weeks ago I somehow defeated the first 20 Mad Angels in 35.57 seconds and took down BOSS 1 at 0:45.30, which may actually be an even more remarkable achievement. It was totally unexpected, as there are so many variables in play it is impossible to predict what time you get, even if you don't make a single mistake. Sure enough, it's a new best known time!
The key factors are to dispose of the hat guys as soon as possible and to knock out any other enemy with moves that are fast and reliable. The hat guys are prone to blocking attacks, so you have two options: you can either take them out with well-timed throw moves (Tengu Drop and Tiger Storm are the best, though Overthrow is also good) or run towards them and immediately attack with a Side Reaper Kick (of all moves at Ryo's disposal, it has the highest chance of not being blocked). As for the other Mad Angels, you can theoretically use whichever move you want but there are some that are more reliable than others: Rain Thrust, Trample Kick, Side Reaper Kick, Hold Against Leg, Crawl Cyclone - either beginner and moderate level - or even a double Tiger Knuckle are all great options to get rid of weaker enemies.
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #pb #fight #battleShenmue - 70 Man Battle Highlights 1 [Combo Video]Richard Payne2020-03-15 | A Shenmue combo video? Yes, you read that correctly! With enough practice and a little luck, it's possible to make Ryo the biggest badass in Yokosuka! Don't believe me? You're in for a surprise then.
This video is clearly inspired by those of the same style made by Shenmue player TheKenjitoMaster. His Shenmue videos blew my mind and pushed me to master this game's combat system (definitely check him out - youtube.com/user/AznDreamer11 ).
All the clips were captured from Shenmue HD, which is infamous for having broken collision and inconsistent hitboxes. Several insane combos which were possible in the original Shenmue are very difficult, if not impossible, to replicate here and, generally speaking, combat options are much more limited in these "remastered" versions, which is a real bummer.
I have never made a montage before and I have no editing skills whatsoever, so please excuse the poor audio balancing and video recordings.
I hope this video is able to showcase some of the more obscure options available to the player within FREE battles. If you want to see more Shenmue goodness, have a look at my other Shenmue combo videos!
-- Any share and feedback is much appreciated. Let's get more people to see this combat system in a different light! Also, feel free to use this video/post it somewhere if you want to, but please credit me as the creator and player. ;) -- Music used in order of appearance:
#Sega #Shenmue #シェンムー #VirtuaFighter #combat #combo #juggling #montage #fanmade #virtuafighterShenmue 70 Man Battle - VS Pedro in 0:25.00 w/ Wall Glitch [outdated]Richard Payne2020-03-09 | I was just fooling around when I somehow took out Pedro in 25 seconds! Unfortunately I didn't notice the time right away and hit Pedro with a Shadow Reaper at the end. That alone cost around 2 seconds, but I can deal with that. I don't really know how I did that, since I didn't use the Demon Drop strategy, nor was I aiming to do something like this. I suspect Tiger Storm and Pedro hitting the crate and the (invisible) wall have something to do with this, but I can't say for sure. It may just be that Ryo destroyed the guy, simple as that!
Update: I more or less figured out what happened. I unintentionally triggered a glitch that increases the damage output of the throw move "Tiger Storm". If you wish to learn more about it, please check the description of this video: youtu.be/RGWcor3Wz4A I also recommend watching this video compilation I made recently, where I show off all the current strategies we use against Pedro - youtu.be/bZdSMbcs9r0
Since discovering this glitch, I was able to improve this time even further ( youtu.be/fqNVg80EcBk ), but this still stands as my third Personal Best against Pedro.
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #pb #fight #battleShenmue - 70 Man Battle Highlights 1 [Preview]Richard Payne2020-03-04 | This is a small video I threw together for Shenmue Day. I'll be posting the full version as soon as it's finished. Enjoy!
Edit: Since posting this video, I've made four complete combo videos. If you like this video, definitely check them out!
#Sega #Shenmue #シェンムー #VirtuaFighter #combat #combo #juggling #montage #fanmade #virtuafighterShenmue 70 Man Battle speedrun in 2:51.63 [Former WR - glitchless]Richard Payne2020-02-27 | What can I say about this run? Yesterday I played Shenmue for about half an hour and I didn't really have any kind of expectation. I hadn't played the 70 Man Battle for a few days and I was already feeling a little rusty. After a bunch of failed attempts and resets, I get this absolute gem of a run! I am so happy right now, it feels unreal!
--- Unfortunately, I seem to really enjoy messing up the strategy against BOSS 1. Normally, I am supposed to hit him with three consecutive Demon Drops, but it's really easy to mess up the inputs when you're trying to align yourself with the boss, which is why the game executed Arm Break Fire. The move is cool and all, but the animation is so long it actually wastes more time than it saves and is therefore best avoided.
As for the rest, I'm honestly very impressed by how smooth everything went! BOSS 2 went down without much resistance and the hat dudes (the ones that always block your attacks) were also unusually nice all things considered.
With that said, you can't imagine how nervous I was when I defeated the last (66th) thug and realized that I was at WR pace with the timer showing 2:16.20... an absolutely insane time. The only remaining obstacle was of course Shenmue's biggest troll - Pedro Warren, the man that pretty much decides whether your run lives or dies.
Admittedly, the way I dealt with Pedro & friends was extremely risky, but it definitely paid off. For once, I can say luck was on my side on this one. On the other hand though, It's also true that, had I not pulled off that last “Shadow Reaper” just before the Demon Drop strategy, I would have been a Demon Drop too late to the record.
I want to express a huge thank you to longtime Shenmue player 'afterblue'. He's a great speedrunner and I couldn't have done it without his suggestions and knowledge. Please check him out and show him some love! youtube.com/channel/UCr70xgRyb9PQUW-mTIa75MQ ---
I'm quite sure this time can still be further improved with this strategy. There is a potential for a 2:4X.XX run, but it's safe to say this record is going to stand for a long time. Enemy behaviour is the biggest obstacle and the main reason a 'sub-3 minutes' run is so difficult to achieve. I'll probably switch up Crawl Cyclone [Intermediate] with its untrained variant in the future, as it's faster and, weirdly enough, it does the same damage. The only downside is that it has less range, but I suppose I can live with that.
--- Update: The current WR (2:25.56) abuses a newly-discovered glitch that saves quite a lot of time (for those curious, you can watch it here: youtu.be/g9YlKeTsQK8 ). That being the case, this run techinically still stands as my best 70 Man Battle time without glitches! You won't find this distinction on speedrun.com though, as there's only a single category to submit runs for this speedrun. I believe there should be two instead, one for glitched runs and another for glitchless. ---
If you have taken your time to read this whole thing, thank you very much for showing interest. Long live Shenmue!
P.S. Music is of course the Earth and Sea remix from Shenmue II Jukebox. Shenmue soundtrack rocks!
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #worldrecord #wr #fight #battleShenmue 70 Man Battle speedrun in 2:53.30 [No Wall Glitch]Richard Payne2020-02-18 | This is an all around smooth run! The execution of the strats was absolutely top-notch. There are however a few small moments of hesitation, most notably how I deal with the first Boss of the Mad Angels, which are far from optimal. Other than that, I can't really complain.
While I am indeed very close to the current world record, I don't think I will be able to get a better run for a while. Even so I am very proud of what I achieved in a few months of practice, especially when I think back to how I used to mash buttons during FREE battles!
--- Update: After discovering the Wall Glitch, a trick that saves a considerable amount of time during the fight, I now consider this run a "glitchless" attempt. It has also been beaten by over 6 seconds! There are now two speedrun categories ("No Wall Glitch - No WG"/glitchless and "Wall Glitch - WG"/"glitched") to differentiate the two playstyles and two new best runs. Definitely check them out if you liked this time trial. ;)
Again, if you have any questions, please be sure to ask. Enjoy!
#Sega #Shenmue #シェンムー #VirtuaFighter #speedrun #timetrial #70ManBattle #fight #battleShenmue 70 Man Battle speedrun in 2:57.93 [No Wall Glitch]Richard Payne2020-02-04 | I have finally achieved sub 3 minutes in Time Attack Mode! Took me countless of attempts to say the least, but the Virtua Fighter engine is so fun that it kept me motivated. Next goal would be to beat the current World Record of 2:53:00, set by afterblue a few weeks ago. It's going to be tough, but it's also not completely out of my league.
--- Update: After discovering the Wall Glitch, a trick that saves a considerable amount of time during the fight, I now consider this run a "glitchless" attempt. It has also been beaten by over 6 seconds! There are now two speedrun categories ("No Wall Glitch - No WG"/glitchless and "Wall Glitch - WG"/"glitched") to differentiate the two playstyles and two new best runs. Definitely check them out if you liked this time trial. ;)