highrow623The challenge is to beat Eigong while only doing direct damage once per phase. I achieve this by parrying/countering until her entire health bar is internal damage, then doing a single talisman attack. Talisman attacks turn all internal damage to direct damage as well as doing a little damage themselves.
The Divine Hand Jade allows strings of unbounded counters that are very useful against certain combos that Eigong does. Since an unbounded counter does a lot of internal damage, this is really useful for getting the internal damage bar filled.
The Hedgehog Jade is useful for the fact that precise parries inflict internal damage, even though the amount of damage is small. It adds up over time, but its real usefulness is that inflicting internal damage stops Eigong from recovering it. If an enemy goes a certain amount of time without receiving any internal damage, they will slowly get it back.
The Qi Swipe Jade and the Reciprocation Jade synergize to do even more internal damage. The Qi Swipe Jade has a "drawback" of doing internal damage to Yi when you do a precise parry, but that's why I equipped it. The Reciprocation Jade transfers some internal damage to the enemy when you do an unbounded counter. There are other ways to get internal damage on Yi, but this felt the best given the challenge.
On the topic of this being a "no damage" challenge, I consider this a no damage run because I never get hit or do an imprecise parry. An imprecise parry will also cause internal damage, but you can tell the difference between an imprecise parry and a precise one by the sound it makes. All the internal damage I take is because of precise parries, meaning I wouldn't have received any if I didn't have the Qi Swipe Jade equipped. In a sense, it is "self inflicted" through my choice of jades.
[Nine Sols] Defeating Eigong in One* Hit (No Damage, True Ending)highrow6232024-06-14 | The challenge is to beat Eigong while only doing direct damage once per phase. I achieve this by parrying/countering until her entire health bar is internal damage, then doing a single talisman attack. Talisman attacks turn all internal damage to direct damage as well as doing a little damage themselves.
The Divine Hand Jade allows strings of unbounded counters that are very useful against certain combos that Eigong does. Since an unbounded counter does a lot of internal damage, this is really useful for getting the internal damage bar filled.
The Hedgehog Jade is useful for the fact that precise parries inflict internal damage, even though the amount of damage is small. It adds up over time, but its real usefulness is that inflicting internal damage stops Eigong from recovering it. If an enemy goes a certain amount of time without receiving any internal damage, they will slowly get it back.
The Qi Swipe Jade and the Reciprocation Jade synergize to do even more internal damage. The Qi Swipe Jade has a "drawback" of doing internal damage to Yi when you do a precise parry, but that's why I equipped it. The Reciprocation Jade transfers some internal damage to the enemy when you do an unbounded counter. There are other ways to get internal damage on Yi, but this felt the best given the challenge.
On the topic of this being a "no damage" challenge, I consider this a no damage run because I never get hit or do an imprecise parry. An imprecise parry will also cause internal damage, but you can tell the difference between an imprecise parry and a precise one by the sound it makes. All the internal damage I take is because of precise parries, meaning I wouldn't have received any if I didn't have the Qi Swipe Jade equipped. In a sense, it is "self inflicted" through my choice of jades.[Pseudoregalia] Sansa Keep Time Trial - 13.96highrow6232025-08-29 | A speedrun done by me.[Pseudoregalia] Abandoned Abbey Time Trial 5? - 1:03.51highrow6232025-08-07 | A speedrun done by me.
I decided the timing for this "time trial" ends when talking to the goatling, so I took as my time what was on screen on the first frame that the dialog box appears. The time could definitely be improved in both routing and execution, but this was my first "good run" (it's pretty hard, you see). I don't doubt that it could go under a minute.
Abandoned Abbey is a custom map by turncoda that you can find on nexus. Custom outfit is from More Sweaters by me that you can find in the Pseudoregalia discord.[Pseudoregalia] Abandoned Abbey Time Trial 4 - 49.88highrow6232025-08-04 | A speedrun done by me.
Abandoned Abbey is a custom map by turncoda that you can find on nexus. Custom outfit is from More Sweaters by me that you can find in the Pseudoregalia discord.[Pseudoregalia] Abandoned Abbey Time Trial 3 - 14.71highrow6232025-08-04 | A speedrun done by me.
Abandoned Abbey is a custom map by turncoda that you can find on nexus. Custom outfit is from More Sweaters by me that you can find in the Pseudoregalia discord.[Pseudoregalia] Abandoned Abbey Time Trial 1 - 14.91highrow6232025-08-01 | A speedrun done by me.
Abandoned Abbey is a custom map by turncoda that you can find on nexus. Custom outfit is from More Sweaters by me that you can find in the Pseudoregalia discord.[Pseudoregalia] Abandoned Abbey Time Trial 2 - 32.25highrow6232025-07-30 | A speedrun done by me.
Abandoned Abbey is a custom map by turncoda that you can find on nexus. Custom outfit is from More Sweaters by me that you can find in the Pseudoregalia discord.[TLA v0.112.0] All Combo Trials - 3:48.80highrow6232024-07-30 | A speedrun done by me.
Game: Tough Love Arena Category: All Combo Trials (v0.112.0) Time: 3:48.80 Platform: Chrome Date: 2024-07-30
Character splits (from character select to combo complete on trial 6): Garlic: 33.78 Rice: 35.75 Noodle: 35.46 Pork: 35.16 Onion: 40.38 Beef: 42.41
Menu time: 5.86
Honestly a really sloppy run, but a dub's a dub I guess.[Neon White] 5-7 Steps - 11.379highrow6232024-07-18 | gameing[Nine Sols] Defeating Eigong in One* Hit (No Damage, No Jades, True Ending)highrow6232024-06-15 | Previous video: youtu.be/_iD7n_GUjTE
I added a lot of new technology to this run, including a couple extra places to get unbounded counters. A really impactful one though is using the fact that placing a talisman does internal damage. While it's only a little, it helps keep Eigong's internal damage from regenerating. There are a couple good spots to place a talisman without exploding it, which I exploit a lot in this video.
The next step would be to do a level one run with no jades. The major impact there would be that unbounded counter and tai-chi kick do less internal damage. You also have only one qi charge, though I tried to do this run as though I only had one. (I think I cheated at the end of phase 1 though.)
I don't really feel like going through the whole game again, especially at level 1, just to get back here to this fight. So this might be my last Nine Sols challenge.[Lies of P] Scrapped Watchman Hitless | Two Dragons Sword | NG+2highrow6232024-06-02 | ...[TLA v0.108.4] AF24 Garlic - 37.23highrow6232024-04-06 | A speedrun done by me.
This Garlic mod was created by E_sid in the TLA community for the April Fools 2024 event. You can play this mod by going to toughlovearena dot com.[TLA v0.108.4] AF24 Noodle - 35.08highrow6232024-04-06 | A speedrun done by me.
This Noodle mod was created by Shy Ninja in the TLA community for the April Fools 2024 event. You can play this mod by going to toughlovearena dot com.[TLA v0.108.4] AF24 Pork - 1:22.04highrow6232024-04-06 | A speedrun done by me.
This Pork mod was created by Kirbo_kek in the TLA community for the April Fools 2024 event. You can play this mod by going to toughlovearena dot com.[TLA v0.108.1] AF24 Garlic - 40.35highrow6232024-04-02 | A speedrun done by me.
This Garlic mod was created by E_sid in the TLA community for the April Fools 2024 event. You can play this mod by going to toughlovearena dot com.[TLA v0.108.1] AF24 Rice - 56.23highrow6232024-04-02 | A speedrun done by me.
This Rice mod was created by DabsR in the TLA community for the April Fools 2024 event. You can play this mod by going to toughlovearena dot com.[TLA v0.108.0] AF24 Onion - 38.49highrow6232024-04-01 | A speedrun done by me.
This Onion mod was created by Friggis in the TLA community for the April Fools 2024 event. You can play this mod by going to toughlovearena dot com.[TLA v0.108.0] AF24 Beef - 44.48highrow6232024-04-01 | A speedrun done by me.
This Beef mod was created by ESGR in the TLA community for the April Fools 2024 event. You can play this mod by going to toughlovearena dot com.[TLA v0.108.0] AF24 Rice - 56.00highrow6232024-04-01 | A speedrun done by me.
This Rice mod was created by DabsR in the TLA community for the April Fools 2024 event. You can play this mod by going to toughlovearena dot com.[Celeste] Any% - 29:39.866highrow6232024-03-10 | A speedrun done by me.
Game: Celeste Version: v1.4.0.0 Category: Reflection Clear Time: 5:40.561 Platform: PC Date: 2024-01-15[Celeste] Forsaken City - 59.789highrow6232023-12-31 | A speedrun done by me.
Game: Celeste Version: v1.4.0.0 Category: Forsaken City Clear (Dash) Time: 59.789 Platform: PC Date: 2023-12-31[TLA v0.105.2] All Combo Trials - 3:32.60highrow6232023-10-28 | A speedrun done by me.
Game: Tough Love Arena Category: All Combo Trials (v0.105.2) Time: 3:32.60 Platform: Desktop Date: 2023-10-28
Character splits (from character select to combo complete on trial 6): Garlic: 33.11 Noodle: 33.11 Beef: 39.68 Pork: 33.83 Rice: 31.98 Onion: 37.18
Menu time: 3.71
This run introduces a minor improvement to noodle 6 where I slap immediately after the last soup hits. You normally have to wait until they are high enough so the trample will link into another slap. But since we are already cancelling the trample early, it isn't necessary to wait.
This run also improves a fair number of rice trials and saves about half a second on menu navigation over my last run. I tried to focus on opening the menu as soon as possible after each trial 6, but I didn't think the menu time would improve this much.
I also experimented with using the desktop version instead of the browser version because I thought load times might be lower. Turns out the loading before each character's trials takes about 0.06 seconds longer on desktop. But it may be slightly faster to advance from trial to trial? It's inconclusive for now which version is better for speedrunning.[Tough Love Arena] Fun Beef Combohighrow6232023-10-10 | This combo is done on a modded version of the current game that reintroduces Beef's 5H hit stun from before v0.98.0. That version shortened the advantage of 5H on hit from 7 to 5 frames, removing the link from 5H into 5L. It also reduced the pushback of 5H though, which ultimately makes this combo possible.
Because the old 5H was +7 on block and 5L comes out on frame 6, you have one actionable frame of leeway before inputting the 5L. If you walk forward during this frame, thanks to the new 5H pushback, this keeps you in range to link a third 5L. So each 5LH mw 5LH mw 5L you see in the combo notation requires both links to include a frame of walking in between in order for that third 5L to hit. This is notated with "mw" for micro walk.
This makes those micro walk 5L inputs frame perfect, because the 5L can't be buffered. If you input 5L too early, the 5L will still combo, but the single frame of walking won't come out, so you will be out of range for the third 5L. Input 5L too late and it will no longer combo. This means that the combo has six frame perfect inputs.
Note: not every micro walk is actually visible in the video, and one looks like it lasts for two frames. I think this is just a product of my recording software skipping frames that were rendered on the screen, or sometimes recording the same frame twice. Every micro walk is necessary and lasts for only one frame.
In the actual combo, I also do a little walk forward after each 5S. If you RC the 5HH(1) late enough, you don't need to do this. But there is some time after the 5S, so it is good to walk forward a little just to be safe. These aren't frame perfect like the other micro walks, but it is still fairly tight. The late RC after the 5HH(1) isn't frame perfect either, but if you RC too early, you can't walk forward enough after the 5S for the link to work. So that input is tight as well.
The previous paragraph assumes that you are doing the combo in the corner. Normally, the pushback incurred by moves is transferred to the attacker when the defender is unable to move backward. But because 5S is a projectile, this doesn't happen, so if you are already close enough before the 5S, you don't have to walk forward. I think the combo is still possible mid screen, but the walk after each 5S becomes necessary, making the RC and walk timing after 5S really tight and potentially frame perfect.
Note: this combo isn't actually possible in any version of the game, previous or current. It combines the hit stun of old 5H with the pushback of new 5H in order to link 5LH three times. These changes were both implemented at the same time in v0.98.0, so the 5H used in this video does not exist in any version. An alternate version of the combo is possible pre v0.98 where you start each loop with just 5H (so 5H mw 5LH mw 5LH). This allows the last link to hit with the old pushback.
I personally found this other combo to be a lot harder though, since you have to buffer 5H from 5S. There is no room to walk forward after 5S, meaning your RC timing has to be perfect, and I found that getting the timing for the first micro walk link was very difficult because of the imprecise nature of buffering the 5H. This also means that the combo is only possible in the corner because you can't walk after 5S.