Practical TAS | SSBM Break The Targets [TAS]: Mewtwo [3.67] [WR] @PracticalTAS | Uploaded November 2016 | Updated October 2024, just now.
Please read the description :)
This run is 1 frame faster than lpzampa's old record, using a strategy that was created by sockdude: youtube.com/watch?v=wHzkrva4Nfk
The optimization is found at target 5. I was able to move slightly closer to the burner when hitting the target, which let me connect with the burner 1 frame sooner. I wasn't able to go another frame faster without missing target 5.
This run requires you to perform the Hazard Invincibility Glitch before starting. The glitch is activated by entering Adventure Mode, going to the Yoshi Team in the Mushroom Kingdom, and dying. When active, the glitch prevents you from becoming invincible upon contact with stage hazards, which allows you to hit the burner after target 9 faster (otherwise, you're still invincible when you come in contact with it).
At 1.46 on the in-game clock, I perform a double jump to the left, then the shallowest possible waveland to the right on the next frame.
With optimal spacing at maximum speed, target 7 empirically has a 70% (350/500) chance of being hit by shadow ball.
Please read the description :)
This run is 1 frame faster than lpzampa's old record, using a strategy that was created by sockdude: youtube.com/watch?v=wHzkrva4Nfk
The optimization is found at target 5. I was able to move slightly closer to the burner when hitting the target, which let me connect with the burner 1 frame sooner. I wasn't able to go another frame faster without missing target 5.
This run requires you to perform the Hazard Invincibility Glitch before starting. The glitch is activated by entering Adventure Mode, going to the Yoshi Team in the Mushroom Kingdom, and dying. When active, the glitch prevents you from becoming invincible upon contact with stage hazards, which allows you to hit the burner after target 9 faster (otherwise, you're still invincible when you come in contact with it).
At 1.46 on the in-game clock, I perform a double jump to the left, then the shallowest possible waveland to the right on the next frame.
With optimal spacing at maximum speed, target 7 empirically has a 70% (350/500) chance of being hit by shadow ball.