HRC typo
HRC Doctor Mario 3833.4/1168.4
updated
Achieved: 11/25/2023
Previous WR: 6040.2/1841.0, by me: youtu.be/il7Ocs7bm2w
Gamefeed-only video (unlisted): youtu.be/PqjLcEiXxsE
Played on NTSC v1.02, GameCube
I recently realized that super-fast double jump bat drops are possible with Game & Watch - previously thought to be TAS-only. It's the only way to get 10 bat drop dairs before the bat drop J9. It requires double jumping on or near the first possible frame, along with other tough execution. You can get about one or maybe two accidental single jumps before running out of time.
In the past, the general thought was that double jump bat drops were slower than singles, but had a greater maxing potential. However, in 2011 it was found through TAS that if you get a first-frame double jump, you save 2 frames. Just those two frames copy/pasted over a broader strategy saves just enough time to enable another bat drop combo. I always thought that these super-fast double jump combos would require crazy drift like Wak's TAS WR (youtu.be/6SZyJISJVCc?si=R_kTIt_GNr76NCc3 ), but it turns out that the drift was basically just to set up the phantom landing hitboxes. I was prompted to dig into the 11 bat drops strat for real-time attempts when I revisited SW's original TAS from 2011 (youtu.be/IXJcnEle49g?si=vs_-YYyL73_tj5bO). That video shows how drift isn't needed - only an impeccably timed double jump.
This run was pretty good - a blazing fast start, easily 3 frames faster for the first bat drop than my usual attempts. I needed those frames, as I missed four out of the nine double jump timings by one frame each (3 DJs were 1f late, the last combo was 1f too early and led to an accidental single jump). The single jump for the last combo is intentional - if done with forward drift, it basically ties in timing with a perfectly executed double jump. Obviously, doing a single jump here was worth losing a half-percent in favor of consistency.
Pretty crazy improvement in strat efficiency here. In one score, Game & Watch improved over by over 17x the distance it had improved by since 2007. The scorejump from the previous WR is higher than any scorejump between two confirmed WRs in our history.
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Achieved: 11/7/2023
Prev PALR: 1344.7 by Freezard: youtu.be/8mwmLYbzyxc?si=W9uFyrmTSNoWR6m3
This is another one of those strategies that I came up with on the way home from work, and achieved a miraculous run 10 minutes after starting work on it (literally 10 minutes, I have the chatlogs with Freezard to prove it LMAO). Not a super great run of the strat, either.
This strat alteration doesn't really have any applications in NTSC, where I'm working on implementing a slowfall dair into short hop bat drop FAIR sequence. That one is more efficient for sure, just harder to line up.
And yes, if you're counting this is an exact tie of my first-ever Mario WR. This run is significantly farther back but had a higher launch point because the other strat had a lower launch point due to the slope. Sorry for the scuffed video quality on this one, I was only recording on my backup capture card because I genuinely didn't think it would happen so soon!
Played on PAL GameCube
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Once again, not much going on here with version differences between PAL/NTSC. Just filling out my scorecard of PAL records as the leaderboards are currently still in a split format. Previous record by Freezard was a more maxed out run, but I added a jab and stutter-step batswing ending. Last frame swing :)
I had actually been holding out on running this strategy in PAL because I was having issues with the delayed fastfalls, but I realized recently that my old controller from 2022 is way more suited for my muscle memory (at least for Pikachu's bat drop combos). For those interested, the new silver controller I have been using is a type-3 with plastic stickbox housing, and the older white/red controller from 2022 is a type-2 with steel stickbox housing. I'm not entirely sure how their differences impact HRC, and I suspect it isn't anything insurmountable, but player preference sure does change things.
Achieved: 10/22/2023
Prev PALR: 1258.6m by Freezard: youtube.com/watch?v=2K0mkFFMgcU
Played on PAL GameCube
SSBM Score Database: docs.google.com/spreadsheets/d/15wdkLsmSU2T9Os1j-lISe-XmXH-l3Awk9xBipYnTQCI/edit?usp=sharing
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Achieved: 10/20/2023
Prev PALR: 1854.5 by Link_enfant: youtu.be/SjKvJNCVoqc?si=lWnIFK62A92ZI-6n
Played on PAL GameCube
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(the camera shift was a pause buffer accident)
Achieved: 10/16/2023
Prev WR: 6504.5/1982.5, by me: youtu.be/fBPNuqK43Ms
Gamefeed-only video (unlisted): youtu.be/3ycw5WvoGQo?si=PvtH6v8h1MAqOSs1
The lineage of this strat goes back pretty far:
- In 2007, Sin2324 was the first to implement a 6 bat drop combo strat followed by an empty bat drop. It was a crazy 3% improvement that blew us all out of the water. It seemed out of reach to me because it required doing the bat drop combos on the other side of the sandbag. Strat here: drive.google.com/open?id=1UpRMfam3ksdSb8QG_UPfIFzbTvdEKbce&usp=drive_copy
- In 2017, Marth1 was able to use a crossover bat drop weak hit upair to mimic sin’s ending with an easier opening sequence…and the weak upair does an added 1.28%! Strat here: youtu.be/osgheiVlaFc?si=bjnoHpSo-c6GNtZk
- In 2022ish, I had considered adopting marth1’s strat but determined it wouldn’t be much harder to just get 150% with my 2015 bat-bounce strat found here: youtu.be/fBPNuqK43Ms
- Recently, I finally had the thought of combining marth1’s weak upair ending with his 2004 opener that alternates between upairs and downairs for the first four bat drops.
- Marth1’s 2017 strat used one single jump bat drop to trade some time for added maxing. I realized that it was optimal to route the single jump for the weak upair bat drop combo. The reasoning here is that the crossover bat drop takes time and reduces maxing– by doing this bat drop as a single jump it allows you to drop the bat on the left side as usual, use the time already spent by doing the slower single jump to drift to the right, and sets up a perfect position where you can double jump right into position to catch the bat immediately after the 40-frame window expires and the game lets you air-catch the bat. It also overlaps you with the sandbag at that very moment so an immediate drop will get the minimum-damage bat drop required for the ending. The bat hit connects with the sandbag while it’s higher up in the air, which counteracts the fact that the opening sequence pushes sandbag so far to the right.
Really quite an efficient strat! Happy to have found it, and happy it came together so quickly. Along the way, I achieved a 41% flare blade at 150% for an intermediate score that was also WR: youtu.be/DsohX2LFjyY
…Which is a shame, because if I had gone straight from 149 to 152, it would have been the biggest single scorejump EVER in Roy’s home run contest history. Even bigger than the jump to 5k when nismojoe first achieved it.
Played on NTSC v1.02, GameCube
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Achieved: 10/8/2023
Prev PALR: 4346.6/1324.8 by me: youtu.be/ZXAFFryKXQo
Played on PAL GameCube
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Honestly, this is nearly maxed. Only got one suboptimal dair hitbox and only two out of six possible upside down sandbags. I can't believe I thought this strat was basically unviable a month ago. 10% over the record I had before this stretch of runs!!
By the way: See that jab at the end? It should only do 6%, but did 7% due to an insanely rare floating point error that only happens when crossing over 2^n damage with a percent of x.9999% (that's not an approximation, it's exactly 4 digits after the decimal).
TL;DR: literally 1/1000th lower damage and I would have gotten a 260% tipper💀
Achieved: 10/3/2023
Prev WR: 4676.0/1425.2, also by me: youtu.be/9X1kM4s32EI
Gamefeed-only video (unlisted): youtu.be/oCaYUhSm0PQ
Played on NTSC v1.02, GameCube
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...I really have to stop saying that I'll stop playing, LOL
As you can tell, this run totally took me by surprise. It was so fast that I was left with nearly 15 extra frames at the end, and I had no idea 258% was even possible after such a mediocre beginning.
Even though I said it's sort of a bad run, this is actually pretty decent maxing for the speed required - roughly matched with the maxing of my first mewtwo WR of 249% using the old strat. This run missed two strong dair hitboxes, one on the second bat drop and another on the fifth. The score actually goes past an old bat-in-hand timeout at 257% that sin got once back in 2007, so we're in totally uncharted territory!
Achieved: 10/1/2023
Prev WR: 4606.8/1404.1, also by me: youtu.be/_OPA8RgJ2m4
Gamefeed-only video (unlisted): youtu.be/noIgnV4Bz7M
Played on NTSC v1.02, GameCube
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Wow, I can't believe I got the turbo-mode strat to work!
Looks like all the work I did maxing out the previous strat was great practice for this one. The ending for this run was even crazier than the last score: I would have timed out if I picked up the bat one frame later, and then paused on the only possible frame that would allow for a batswing. I was suprised to get the swing, and even more surprised that it wasn't a midhit!
This isn't really a great run, missing several strong dair hitboxes. It could probably max out at something like 262%. But considering the speed required for this strat, I kinda needed to have low standards. I won't go for a better completion any time soon.
This new strat means that no strategies from the pre-Brawl era are still used for the world record today - the oldest strat is now Yoshi, debuted in late 2008. Also, this makes three Mewtwo WRs in a row that have all had last frame batswings...lol
ANOTHER note: that's fucking 5 upside down sandbags in a row, only missing one combo that would have impacted the run. 0.243% chance of that happening LOL
Achieved: 9/28/2023
Prev WR: 4546.1/1385.6, also by me: youtu.be/mSgZouYKqrk?si=CP7UjGvp5yziKBiw
Gamefeed-only video (unlisted): youtu.be/JYUYKoTdl9Y
Played on NTSC v1.02, GameCube
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Finally, the Mewtwo completion I was looking for, at the best percent I had seen during runs!! Technically, this run lost 1.22% to a bad dair hitbox on the 7th bat drop combo, and probably two whole percent of bat maxing between the first bat drop and the bad bagflip RNG on the last two. But regardless, this was a VERY good run, getting 2% over my goal. Unlikely ending, with a last-frame swing that came absurdly close to being a midhit. Amazing!
Along the way I learned a couple of really interesting things:
- The double-jab ending used in previous WR strats is actually suboptimal in most cases. It surprised me to figure out that you only get 1.82% in exchange for something like 12-16 frames. If you wanted to make up the percent with just bat drop air-time, you'd only need 8 frames for 2%.
- Although the pivot jab ending isn't optimal, it presents the same issue as the old "drift away" ending: getting the jab to connect without getting a midhit is remarkably tough. Midhits killed many promising runs of mine, and getting a stutterstep batswing can make them hard to avoid. But it is possible to mitigate some midhits by using a pause buffer for the batswing. This run totally would have been a midhit if I had gotten even one frame of buffered dash before the swing.
Achieved: 9/23/2023
Prev WR: 4460.1/1359.4, also by me: youtu.be/fe47cgc_qMM
Gamefeed-only video (unlisted): youtu.be/97brQA9HRI8
Played on NTSC v1.02, GameCube
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Prev PALR: 1381.7 by HFRavenlord: youtube.com/watch?v=9nP5TbBOrI8
Played on PAL GameCube
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Prev PALR: 1189.6 by Sockdude1: youtu.be/pRF3Om2MNy0
Honestly this is such a trash strat lol, I'm sure it could be improved to something like 218 with a bat drop upair into rang near the end. The first pause is actually to coordinate a light throw boomerang, because higher percent at that point in the strat would cause an unfavorable positioning. Like I said, awful strat. Feels like there should be a better route out there. Couldn't find one.
Prev PALR: 1029.6 by Clad youtube.com/watch?v=Uh4QFI1nCcc
This is actually a higher score than any other Doc 226 tipper ever achieved - I learned afterwards that the timing of multihit dairs combined with the bat drop hit can sometimes lead to sandbag leaving hitstun for a frame. The fewer times that happens, the higher up on the slope the sandbag lands near the end. The higher up on the slope, the more distance you get due to the higher launch point. In fact, it's quite common for the sandbag to fall off the side if it happens too much. Got lucky here, as the previous PAL record by Shippou is also a 226 tipper.
Prev PALR: 1141.2 by Shippou: drive.google.com/file/d/1H-rPNUamxZav8zIe-oLRfjX9OgJdsQBU/view?usp=share_link
Played on PAL GameCube
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This score is a few months old, dating back to 4/7/2023. It ties my PAL record, which had recording issues, achieved 4/6/2023. That original video can be found here: youtu.be/aif2G4YghFs
Previous PAL record: 1300.2, 248 midhit: youtu.be/72optVljlpM
Played on PAL GameCube
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The reason for doing this strategy in PAL is that Kirby's downair actually has 1f less landing lag in PAL. Ultimately, it didn't feel like it made that much of a difference so I switched to NTSC for the following WRs.
Prev WR: 3326.5/1013.9 by me: youtu.be/b-ULyEu3rsc
Played on PAL GameCube
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In case you're wondering, the weird jittery video feed that happens near the batswing is an artifact of my PAL capture setup. Not sure if there's much I can do about it, but it doesn't seem to happen that often.
Prev PALR: 1321.4m by Clad (unrecorded)
Achieved: 8/20/2023
Prev PALR: 3530.6/1076.1, also by me: youtu.be/C8ic-9dXXO8
Played on PAL GameCube
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Achieved: 8/18/2023
Prev PALR: 1715.9m by Clad: youtu.be/vNfarbSM8RI
Played on PAL GameCube
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Fun strat! This one adapts the ending of the 4k record, but without the absurdly difficult string of inputs near the end. Although it looks similar, there's only one or two tight input chains near the end. One interesting thing is that the sandbag needs to be in contact with the slope in order to get the right trajectory with just a single jab. You also need to delay the soft nair from the previous combo by a frame or two - otherwise the sandbag won't land onstage in the first place. I got pretty lucky with this one, as the first successful run to 225% was also the first batswing, and the first batswing was also a tipper. Thankfully no midhits this time.
Prev PALR: 3446.3/1050.4, by me: youtu.be/aDXLYBCp4zs
Played on PAL GameCube
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Achieved: 7/30/2023
Prev PALR: 1531.7m, also by me: youtu.be/XUwWsG1tkl4
Played on PAL GameCube
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Achieved: 7/29/2023
Prev PALR: 1340.2/4397.1 by Clad (unrecorded)
Played on PAL Gamecube
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Prev published WR: 4154.6/1266.3, youtu.be/Ou3Uxhk-7Ew
Gamefeed-only video (unlisted): youtu.be/Nv0X2lHsK-w
Not much to say here - I revisited my jab ending strat, this time in meters mode. 241% was a layup, which resulted in an intermediate WR listed below. I pushed a little harder to get 242%, which I think is a reasonably maxed completion of this strat. Will be tough to beat without a new discovery! I tried an aircatch-fair ending, but I think it's too slow.
Intermediate record: 4159.6/1267.8 on 5/23/2023: youtu.be/AgHuT8rUIcw
Played on NTSC v1.02, GameCube
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Achieved: 5/15/2023
Previous published WR 6493.3/1979.1, also by me: youtu.be/Og4QXAQcQTw
Gamefeed-only video (unlisted): youtu.be/2qn7spps5Sg
Another long-theorized strategy alteration, this one has been waiting in the wings for almost a year now. It swaps out the bat drop nair at the end with a btd-bd nair, for an extra 8-9%. For a while I thought it would be too difficult in time, but I was able to tighten up a few things in my opener to make it possible.
This certainly isn’t a perfectly maxed run, but for 239% ending percentage it’s much higher than I expected. The launch height was pretty high, and the ending percent of 239 really seems to favor a same-frame hit of bat and rest. Sometimes a same-frame hit will go less distance, in this case it was more.
The double bat hit nair combo at the end is rough - you need a frame perfect nair 2 frames after dropping the bat, and you need good positioning/jump trajectory to make it work. A pause buffer wouldn’t really help much, because you’d have to press start on the same frame you’d normally press A anyway.
One last note is that it’s a particularly RNG-heavy strat: the bat touches the ground at least twice in the strategy, and will touch a third time if you’re even a little slow on your last air catch. Hard to tell if that last touch happened because I’m off camera. Somehow I don’t think this is the “perfect” strategy, but I don’t have many better ideas. Finding some way to do two stall combos seems promising but efficient openers favor a three backwall approach. Doing this strat with a double bat drop rest ending is technically possible, but requires an edgecanceled bat drop dair in the beginning. No thanks.
Intermediate completion: 6989.4/2130.3 on 5/11/2023: youtu.be/FtzZ5xsV-Hg
The intermediate completion was heartbreakingly close to 7k, and technically was the first score to bring me over 140k. A really sloppy run, it essentially staggered to the finish line but got a pretty optimal final combo (except for same-frame hit, which didn’t happen here).
Played on NTSC v1.02, GameCube if not specified
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Achieved: 4/9/2023
Previous published WR: 4373.5/1333.0, also by me: youtu.be/crqKL-5zBqY
Gamefeed-only video (unlisted): youtu.be/duzJDGeAPo8
Played on NTSC v1.02, GameCube
This new opener for Ness is long overdue, with the old WR strategy dating all the way back to 2007. I’m not sure why I never thought of swapping out the second bat throw with a short hop bat drop bair, but once I realized it was possible it quickly dawned on me that it was also fairly easy! It takes a little bit more time than the old opener, but adds a hefty 6% to your damage output. My previous WR used Sin’s crossover downtilt ending, but I estimated it would be a little too slow to combine with the new opener. So instead, I was able to swap in a much cooler ending that I originally came up with in 2018! The bat drop pk fire achieves nearly the same percent as the old downtilt ending, but clocks in a tiny bit faster to push this strat over the finish line. It’s very inconsistent, but looks great.
All told, this new opening combo went from idea to practical reality in under 36 hours! I confirmed it was possible the day I thought of it, and I first achieved a 250% tipper with a watered down ending the very next day. I followed up with a completion in PAL, and got to work on implementing the pk fire ending right away. This particular run has perfect RNG (no bag flips upside down), and has fairly good spacing. 255 is probably possible but I don’t estimate it’s worth going for.
Intermediate records achieved:
4/5/2023: 250 tipper, 4417.1/1346.3 youtu.be/HQI84ry4mpU
4/6/2023: PAL record 248 tipper, 1330.5 meters: youtu.be/rUGjoy2h0qg
4/6/2023: PAL record 248 midhit, 1300.2:: youtu.be/72optVljlpM
4/9/2023: 253 midhit, 4425.3/1348.8: youtube.com/watch?v=Yy8cD0T_K5I
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Prev published WR: 3326.5/1013.9 from 6/21/2015, also by me: youtu.be/b-ULyEu3rsc
Gamefeed-only video (unlisted): youtu.be/uzL8Y3LorK8
Played on NTSC v1.02, GameCube
This long-theorized strategy incorporates Nessfreak's new opener from 2011, which adds a few percent and sets up the stale moves queue for a higher score. With the use of Freezard's dash-dash flying start, this one is actually easier in time compared to the old strategy. That means more bat drop maxing, and more multihits. I was able to find a really consistent setup for the side-b combo, and the end result was a strategy with far more predictability than I had expected. This run only had average maxing, but I only worked on it for a few days. I'm going to leave it with this completion for now as I move on to other scores.
Kirby's bat drop dairs are really complicated, but thankfully this strat skips the ones that are most annoying to do with single jumps. Once the bat starts to go into tumble from the down air, I find the timing and drift to be a little easier. It's still unpredictable though, and there are a lot of variables that impact maxing. In the future, I think I can tweak some stuff to get at least one more multihit. 216-218% is probably possible.
One last interesting note: that we recently learned that PAL Kirby is technically faster than NTSC, due to a 1-frame advantage in L-cancel lag. I made my first completion of this strat in PAL, after which I found more consistency with NTSC feet mode's smaller platform. I didn't feel like the frames saved were really necessary, although I may choose differently if I revisit the strategy later.
Intermediate completions:
213 tipper NTSC: youtu.be/DBCFhh9kXt8
212 tipper PAL (now PAL record): youtu.be/LI70X9FHYcM
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Achieved: 3/31/2023
Wow, this strat is crazy efficient! I held off on trying it for a long time, not realizing that it didn't require nearly as much speed as I thought. I also shifted around my technique to use the double-finger-double-Z strat for the opening dair combos, which helped speed things up too. The run was actually fairly average as far as speed, which checks out considering the main issue with Falco is almost always consisitency with the bat drop double-hit upair combos. The ending was borrowed from SW's TAS WR posted in November 2011, which probably should have been on my radar sooner. Making sure the sandbag is facing right after the last upair combo was a game-changer, helping with the grounded pickup after laser. Although my maxing wasn't perfect for this run, I couldn't be happier with how everything turned out. And it's pretty cool that the strat didn't require any pauses.
SW's TAS: youtube.com/watch?v=nV8XpmYRf_8
Along the way to completing this strat, I achieved two intermediate world records:
262 tipper: youtu.be/kpYuZM7tY3k
267 midhit: youtu.be/dE0Ay7Hc2PY
Gamefeed-only video (unlisted): youtu.be/5dFwxfX3ADA
Played on NTSC v1.02, GameCube if not specified
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Previous published WR 4493.6/1369.6, also by me: youtu.be/Uxl5LuN-nSg
This makes Bowser the 11th to reach 5k, and may be the last if a better strat isn't found for Pichu (or maybe even Falco?!). This record is also the 5th RTA record to beat a one-time TAS record (mugg1991, 5002.1/1523.6: youtu.be/-8ZeonPPQMA).
Slipoff bat drop dairs have long been theorized for Bowser HRC, as early as 2017 for RTA strats. They save almost 30 frames per iteration, making them easily the most impactful slipoff combos in the game. There are a number of different ways to structure this route due to the varying multihits, but I found this was the best balance between speed and damage. This was the best percentage I ever saw with this strat, and blew my goal percent out of the water. Technically the first bat drop dair can get one more multihit for 3-4% higher than this score, but then you're dealing with issues with speed and fsmash whiffs. I'm beyond satisfied with this run!
Some more interesting nuance of the bowser strat: for the first bat drop dair, it's optimal to get the first few hits to send the sandbag rightwards, then drift so the last few hits send left. Can't go all pushing to the right, or sandbag will fall off after bat drop up-B. Can't go all pushing to the left, or the sandbag will be too far away for a very specific bat drop frame (maybe two frames) on the second edgecancel bat drop where bowser drops bat sorta off-platform. mega spacing for extra damage, and it's not possible unless the sandbag is close enough.
The first drifted dair bat drop combo also allows you to do the same thing for the crossover bat drop dair - first few dair hits are pushing sandbag right, last few hit left. you would think having sandbag closer would cause more landing hitbox fails, but it's actually more about the HEIGHT of the sandbag along with the frame you land after the last hit connects.
Along the way, I got a lot of intermediate runs which are all unlisted:
4547.0/1385.9, close hit at 200: youtu.be/MMmvTsFEliQ
4617.3/1407.3, close hit at 202: youtu.be/7r78T3GbRw8
4692.7/1430.3, close hit at 203: youtu.be/kWRpdAG51Rs
4820.7/1469.3, close hit at 205: youtu.be/zayOGqu4Yyo
Achieved: 3/19/2023
Gamefeed-only video (unlisted): youtube.com/watch?v=Faspe6pSigA
Played on NTSC v1.02, GameCube if not specified
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Previous published WR 3858.7/1176.1, by me: youtu.be/K1EnhnrGoi8
The main routing change for 4k was an alternate ending that saves enough time for two additional multihits and some extra bat maxing. I'd estimate it unlocks about 5-6% total over the old ending. It's the first time a slipoff has been used for an HRC world record, for any character in the cast. When I had previously tested this ending, I didn't realize how many frames it would save (also thought it would be harder to get tipper than it was). This makes Dr. Mario the 24th and likely last character in the cast to break the 4000 barrier. Kirby is the only one left under 4k, which I think is impossible RTA.
It should be possible to improve this score by getting one extra multihit in the first bat drop dair combo. 241% appears to be the max, although I would probably be happy with anything higher than 238%. For now, I will move on and work on a few other characters before revisiting Dr. Mario.
Unfortunately, I made a recording error and lost the handcam/input display footage :( so no reaction audio either. I was able to scrape input display footage from the 235 tipper run, which is close but maybe not exact. Maybe this will motivate me to come back and improve this score again later.
I achieved these scores as intermediate records while dialing in this strat:
3909.2: youtu.be/KVWs74FA8YE
3912.8: youtu.be/eOFU2za92vE
3971.9: youtu.be/rs9hikZWyX4
If you'd like to learn more about Smash Stadium, join our Discord server: discord.gg/3D6YjWJ
Click here for the current SSBM Stadium scorelist and rankings document: docs.google.com/spreadsheets/d/15wdkLsmSU2T9Os1j-lISe-XmXH-l3Awk9xBipYnTQCI/edit#gid=314301662
Click here for the HRC RTA world record history document (still work-in-progress): docs.google.com/spreadsheets/d/1qbd8nquan3mGl87Ja1ogwK1SQIE_Fa-Yki-8wRbm9BY/edit#gid=0
Played on NTSC v1.02, GameCube if not specified
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My last record from 2022, recorded on New Years Eve! This is PAL record, IE highest global score achieved with the PAL version. NTSC has access to the smaller platform w/ english language setting enabled, so WR is in NTSC.
This strat is pretty half-baked, I'm sure at least 224% is easily possible. I'm just glad I got a tipper with my first completion.
Achieved: 12/31/2022
Previous PALR: 1013.3/3324.6 by Link Enfant: youtu.be/uKgWuMC0ny4
Current WR also by me, in NTSC: 4020.4 feet/1225.4 meters - youtu.be/bB326GUIPDY
Played on wii/nintendont emulated PAL
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I didn't upload at the time because I thought I would just go for a better score later. That didn't happen before 2023, and I'm not planning to play at all this year. So this record will remain, at least for a while.
This is a near-perfect run for the sandbag RNG I got. Getting sandbag upside down costs roughly 1%, and happens 30% of the time. Adding in the chance of bat disappearing and you get an 8.8% chance for no bagflip RNG interference. rough. 253% should be possible.
Achieved: 11/7/2022
Prev WR: 1353.3 by me: youtu.be/VMgIEtRwREI
Played on PAL, loaded on wii/nintendont.
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Achieved: 12/31/2022
Prev PALR 1485.0m by Clad: youtu.be/TvS_p6FDra0
Current WR is in NTSC, also by me - 5510.3/1679.5: youtu.be/0B0Kk45dlcY
Played on wii/nintendont emulated PAL Melee
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Achieved: 12/28/2022
Prev WR: 5232.8/1594.9, by me: youtu.be/4rZ_S7Ia_OM
Gamefeed-only video (unlisted): youtu.be/RY7e4gmZxeU
I knew my 275% strat was too easy to be optimal, and this is the result of theorycrafting a better ending! The double bomb+dair ending actually does the same amount of damage as a bat drop dair combo, but allows you to swing right away after landing. It first premiered in SW-1988's TAS Samus record (youtu.be/P7iOby_kA5A), but I always thought it was out of reach until I figured out a good pause buffer setup (and Bluekandy bugged me into doing it LOL). By the way, that sloppy first bomb+bd sequence is necessary, otherwise the sandbag falls off the ledge at the end.
This is the biggest single-score improvement with Samus since the early days, before marth1 ever held Samus record. I did find a 280% strat involving a bomb+wavedash ending, but this one was too good to pass up. Pity there are so many pauses, but I couldn't think of any better way to pull off the ending - very close to frame perfect inputs on the last few pauses. I think there's another percent of maxing that's possible with this strat, but it's too hard and tight on time for me to do any more runs. This strat took me about a week of work during my free time, which was cut short by holiday plans. But surprisingly, this particular run happened just two and a half minutes into my recording session LOL
Played on NTSC v1.02, GameCube if not specified
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Achieved: 12/5/2022
Prev WR: 4484.4/1366.8, by me: youtu.be/1RFpS_W_H38
This is actually a pretty sloppy run, and I think I can do it with cape ending for something like a 259% tipper. Interestingly, it looks like the downward angled ftilt is technically optimal as it can combine with an extra multihit dair to trade 2f for 2% instead of the cape's 3f. But in any case, I'm going to move on to a different character for now with the hopes of revisiting before the end of the year. Can't say I'm happy with this Mario score yet, but it was very encouraging to get a completion so quickly! I did not use a modded/altered controller for this run's pivot opener, like I did for my 251% strat. It's more annoying to do without disabled B button, but not impossible.
Gamefeed-only video (unlisted): youtu.be/rTPRCvObl_o
Played on NTSC v1.02, GameCube if not specified
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42069m total high score, the ultimate meme record! I will continue to push till the end of the year for better scores, but this total is definitely the highest and nicest ever achieved.
EDIT: A better score of 5510.3/1679.5 was achieved on 12/28/2022, by me: youtu.be/0B0Kk45dlcY
Achieved: 12/4/2022
Prev WR: 5227.5/1593.3, also by me: youtu.be/x00wdJ4w1QE
Gamefeed-only video (unlisted): youtu.be/caE_FQanUgw
Sorry to post two Samus scores with the same strat and percent, but this was clearly the easiest way to dial in the last meter or two for 42069m. I'm sure that 276 is possible with Samus, but I have bigger fish to fry before the end of the year. I don't intend to play much at all next year, so we'll see how far we get!
Played on NTSC v1.02, GameCube if not specified
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Just .8m from 42069! This new strat is definitely underdeveloped, and I will work on improving it after getting the last .8m for the ultimate meme score.
Achieved: 12/3/2022
Prev WR: 4461.7/1359.9m, by me: youtu.be/0Y-pwQHvgtY
Gamefeed-only video (unlisted): youtu.be/I4EN2Yi2WeQ
Played on NTSC v1.02, GameCube if not specified
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A little more maxing, but this time in feet mode to set up for 42069m with a later score.
Achieved: 11/29/2022
Previous WR: 4134.6/1260.2 - youtu.be/S5hRtuhgPIo
Gamefeed-only video (unlisted): youtu.be/IL0fLuSTgKw
Due to the back-and-forth between myself and Freezard, and the constant changing between feet and meters mode, Pikachu's WR has improved very slowly this year since smashing the 4k barrier. This iteration implements a double jump for the first bat drop dair, which should technically make it possible to achieve 242% in meters mode.
Played on NTSC v1.02, GameCube if not specified
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Another percent of maxing, and one step closer to the ultimate total high score!
This record was surpassed 12/5/2022, by me: youtu.be/4rZ_S7Ia_OM
Previous WR: 5203.2/1585.9, by me: youtu.be/dbFXyFqLH8U
There's just one strategy alteration from previous record, which happens right before the last pause buffer. Instead of holding max rightwards drift up until the bat drop, I flick left to stabilize Samus's horizontal position. This allows me to avoid the inefficient backwards jump over the sandbag for the second-to-last bat drop.
This particular run was pretty wild, it happened like 20 minutes after discovering the strat alteration detailed above. I panicked and did a double jump bat drop at the end, because I felt I was behind - good thing I did, because I swung on the last frame! I also thought it would whiff, but I believe sandbag being on the slope caused a change in the hit/hurtbox alignments.
Pretty cool run! I don't think I'll go for 276, as I'm going to put more energy into getting 42069m total high score. Just 13.8m away.
Achieved: 11/26/2022
Gamefeed-only video (unlisted): youtu.be/NvufZh4iS-w
Played on NTSC v1.02, GameCube if not specified
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Prev published WR: 7608.8/2319.1, by me: youtu.be/3iggnIwi4Fo
This new ending adds 5% by dropping the bat on the sloped edge of the stage for a 14% bat hit. It's very tight on time, most of my close runs timed out by a frame or so. Requires feet mode instead of meters mode for a shorter distance to backwall. I think this is just about as far as you can get without edgecancels (good luck to who ever tries that lol).
I got a 321% falcon punch with the old strat for 7672.2/2338.4, but quickly found this new ending. It can be found here: youtu.be/6ILEQqv7TQQ
Played on NTSC v1.02, GameCube if not specified
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Previous WR 7414.0 feet / 2259.7 meters by me: youtu.be/6Urhjf9Dgwc
New strat finally does away with the inefficient opening bair, and brings back the old Sin backwall ending. I don't really think the 21% falcon punch track ending would get great percent, which is great because nudging that far would really suck.
This is actually a kind of a trash run, but I got lucky with partial percents and ended up with a decent end percentage. Having the higher launch point compared to the old track ending really helps too. A clean run would get 321 ending percent, which I'd like to to try for eventually.
#ssbm #melee #smashbros
Captain Falcon's HRC is a perfect example of a category where a player's success hinges on their ability to do the fastest possible catch-drop sequence (double Z press). Their heavily cyclical nature makes it very difficult to be consistent, especially when the sandbag lands upside down after a combo. Sin was arguably the first person to truly master Falcon's bat drop combos, and nothing new seemed possible until I discovered a groundbreaking new technique for fast double Z presses. In 2018, iid01 found a creative setup for a 21% bat drop falcon punch, which added 5% at the expense of a lower launch point due to the track ending. In October 2022, I found that it was just about possible to perform sin's old 2007 ending after 10 bds, which is the strategy at the end of this video.
RTA WR history document (work-in-progress): docs.google.com/spreadsheets/d/1qbd8nquan3mGl87Ja1ogwK1SQIE_Fa-Yki-8wRbm9BY/edit?usp=sharing
Nessfreak HRC video archive: drive.google.com/drive/folders/1RHzHUV8K6PFsgTcFincyZEbiwJ2ysXjf?usp=share_link
#smashbros #melee #ssbm
I probably spent longer theorycrafting Young Link than I did for any other character in the game, so I'm glad that the strategy wasn't as hard to execute as Link's was. It was still really tough, but it went from savestated competion to 4k in just about 10 days. This record was premiered in my Young Link WR strategy history video, which was created in part for the surprise factor of revealing the new strat. Watch here if you are interested: youtu.be/8lFlyoN7FBs
Read more about the strat below:
I've had this strat's route kicking around since 2020, but felt there were too many bottlenecks to be viable. At the time, it required a brutal short hop bat drop fair, and would only get 226-228%. I felt it wouldn't be worth the effort of running it, and I had a few other records to chase down first.
In 2021 I developed the bat throw down soft nair setup, realizing it basically gives you 5% extra for free...but the strategy still seemed too bottlenecked and tough on time. After a long process of trying every idea I possibly could, I was able to tweak some variables in the opener and switched the bat drop fair to single jump. These two factors really helped pushed this strat over the finish line, giving me more maxing and optimizing the stale moves queue. They also had the added benefit of being much easier to execute, leading to more runs down to the finish line.
I highly recommend the boomerang opener to any players who found the btd upair to be too annoying to work with. Unfortunately doesn't lead to much in PAL, but eventually I do want to come up with a good 220+ strat for PAL.
#ssbm #melee #smashbros
Because Link and Young Link's strategies were developed in early 2003, video evidence of world records is scarce and our first video of a scorelist-verified world record shows up after the 3000ft barrier had already been broken. I included some earlier videos anyway, even though it's unclear whether they were WR at the time.
Since most of the records between 2003 and 2010 were just maxed-out runs of the same route, I only included distinct strategy adjustments such as playing in meters mode. I've listed below the links to all the WR videos that were cut - all great runs, just didn't fit the scope of the video.
TheDan11: 3320.0/1011.9 6/28/2004 - youtube.com/watch?v=uDc2B6EwG3c
JoeBushman: 3321.3/1012.3 4/27/2005 - drive.google.com/file/d/1Uz6eEg7A_HynR7Qh-WO2uaC7SZ2jS6t4/view?usp=sharing
JoeBushman: 3326.9/1014.0 4/28/2005 - youtu.be/BQOdZo7yd6s
Sin2324: 3353.7/1022.2 1/28/2006 - drive.google.com/file/d/1D8IQQX9bTXPPaO6RSDJ-TnBtn0U-0CQU/view?usp=sharing
Sin2324: 3360.0/1024.1 9/26/2006 - drive.google.com/file/d/1WrCCnAnenOSF7q7gAu1ArfjlIPKGD4Iq/view?usp=sharing
Typo: 3483.7/1061.8 10/3/2017 - youtu.be/wiTRYnSQ8do
For the total Nessfreak archive of HRC videos, look here: drive.google.com/drive/folders/1RHzHUV8K6PFsgTcFincyZEbiwJ2ysXjf?usp=sharing
Video editing done using Avisynth, with lots of help from ajp_anton
#ssbm #melee #smashbros
Previous record 3894.1/1186.9 by me: youtu.be/XH2io8EqLDA
I've had this new strategy kicking around for nearly two years, having come up with it shortly after my previous WR strat. At the time, it utilized a ton of pauses for tricky stick inputs but I decided during the intervening years that I would try my best to complete the strat without any. I'm glad I did, because this strat looks incredible in real time. It's also surprisingly close to the TAS record by PracticalTAS, which gets just 15% more damage before the batswing. Sheik doesn't have a lot of great phantom hit setups, which are crucial to some of the crazy TAS Vs RTA gaps.
This makes Sheik/Zelda the 22nd character to reach 4k, and quite possibly the last. Doctor Mario and Young Link are "hard maybes" and Kirby almost definitely won't get there. This is also the most backwall hits for any strategy (6), and the first in RTA to land on the grass during the strat. Even though it may look well-developed compared to sin2324's second place run from 2006, it only gets 7% higher. This character really hits a wall after a certain point, especially because you need to transform into Zelda for the batswing to hit correctly.
Once I actually started seriously grinding, this strat came together pretty quickly. I had practiced it on and off over the few years I had it kicking around, and I finally felt ready. All told, it took about three days of frustratingly close runs to get the near-perfect run that was needed for 4k. It was well worth the time it took to do it without unnecessary pauses! This is without a doubt the sickest strat I've ever done LOL
WR and leaderboard list: docs.google.com/spreadsheets/d/15wdkLsmSU2T9Os1j-lISe-XmXH-l3Awk9xBipYnTQCI/edit?usp=sharing
Melee HRC RTA world record history (WIP): docs.google.com/spreadsheets/d/1qbd8nquan3mGl87Ja1ogwK1SQIE_Fa-Yki-8wRbm9BY/edit?usp=sharing
Smash Stadium Discord: discord.gg/khxZJ7cGXX
#melee #ssbm #smashbros
Previous WR 3833.4/1168.4 by me: youtu.be/gkUeNnmc5O8
This is no longer WR, current record is 4063,1/1238.4 also by me: youtu.be/WlYogm-28GY
I knew I wouldn't feel "finished" with this strat without getting a tipper, but getting another good completion proved to be just as annoying as the first time. I've now had to update my muscle memory for the nightmarish flying start at the beginning twice, settling on a new method every time the old one stopped working for some weird reason. This time around, I opted to aim for a 69-70% autocancel for the first bat drop dair instead of a 71-72% L-cancel. It's a bit faster, which made up for the fact that I wasn't getting the opening as quick as I have in the past. Overall, the strategy is extremely tight on time - this run has a last frame batswing!
Although there's technically still 2% more maxing on the table, I won't go for another record with Doc unless a better strategy is found. 4k would be nice, but this strat falls just short.
#ssbm #smashbros #melee
Big thanks to Savestate, Judge, and several others for the work that went into discovering and developing RNG manipulation in Melee. Judge specifically helped with an efficient web interface that guides you through finding your spot in the seed and advancing to the exact point you need. The readout for the RNG seed of this run can be found here: https://i.imgur.com/WrUiJXH.png
The full run, including the RNG manip sequence, can be found here: youtu.be/sA2XdtHGpDo
RNG manipulation is much more difficult to use in HRC compared to Target Test, because the game mode calls RNG every frame. This means a manipulated down+B pull is only possible at the very beginning, and ordinarily would be a 1-frame input to get the stitch. However, Judge was able to help with this limitation by coding the RNG tool to look for seeds where a stitchface pull is possible on two consecutive frames. Thankfully, we're only dealing with something like a 1% chance per stitchface, so the process of finding a seed only took between 30-50 seconds for each run. Still, an approximate 2-frame window is a rough way to start a strategy. Peach's BTT stage is used to advance the seed, because the stage/game mode actually doesn't advance RNG automatically. Once you find your spot in the seed, you simply go into Peach's BTT, perform the list of actions specified by the program, then quit out and go to the HRC menu to start your run. Obviously, due to the variables that occur during each run, the ending bomb is normal RNG - hence the counter showing 258 turnips before this run!
This run showcases the most powerful element of the stitchface; namely that you can pick it up after one hit and throw again. In case you're wondering, you can't just continue to do stitch throw-jab combos, because of that weird thing where Peach's grab box grows each time she throws any given turnip. I'm honestly surprised we didn't find a good RNG manipulation strat years earlier, but I'm glad the timing lined up with when Judge was able to design a tool to make my life easier when running it.
#melee #ssbm #smashbros
Finally, I finished the long-awaited 25/25 WR compilation! I have a lot to say about this set of scores, but the video took so long to put together that I'm too drained to write much about it. I'll probably edit this description at some point when I have more motivation. More world records are sure to follow, but I wanted to make this video before pushing for new scores.
Songs:
Dancing on Glass, St Lucia
The Top, Ken Blast
Edited in Avisynth, with immense amounts of help from ajp_anton.
All world records or WR ties (noted) as of 6/12/2022:
Dr. Mario: 3833.4/1168.4
Mario: 4461.7/1359.9
Luigi: 4155.0/1266.4
Bowser: 4493.6/1369.6
Peach: 7673.8/2338.9
Yoshi: 5966.7/1818.6
Donkey Kong: 5279.4/1609.1
Captain Falcon: 7414.0/2259.7
Ganondorf: 11347.2/3458.5 [WR tie]
Falco: 4723.9/1439.8
Fox: 4603.51403.1
Ness: 4373.5/1333.0
Ice Climbers: 11347.2/3458.5 [WR tie]
Kirby: 3326.5/1013.9
Samus: 5203.2/1585.9
Zelda/Sheik: 3894.1/1186.9
Link: 4035.5/1230.0
Young Link: 3577.5/1090.4
Pichu: 4828.9/1471.8 [WR tie]
Pikachu: 4134.6/1260.2
Jigglypuff: 6493.3/1979.1
Mewtwo: 4460.1/1359.4
Mr. Game & Watch: 6040.2/1841.0
Marth: 4440.1/1353.3
Roy: 6504.5/1982.5
When I started playing again towards the end of the year in 2021, I had no idea I could accomplish all of this. What started as a goal to get a few more videos adequately recorded snowballed into a quest to take out all of Sin's old WRs. Once that had been done, it only left me with a few records to go for a clean sweep. To be fair, a lot of these records only stand because I don't have much active competition these days-- but the records I beat were still incredible scores, and none of these came very easily. Many of the new strats are unoptimized and I will eventually come back to improve many of them. But first, I want to make a compilation video!
I always thought Luigi was an annoying character to play and now I think it's easier to say exactly why: there's actually a severe amount of run-ending RNG, making Luigi the second most RNG-dependent character after Peach. After 100 damage, bat hits put the sandbag in its tumble animation that has a 30% chance of being horizontal/spinning. For most characters this would lead to upside-down sandbag after a spike, which limits percentage yield. But for Luigi, this 30% chance "spinny sandbag" animation causes the wrong hitbox of the down air to connect. You can actually see this happen on the last bat drop of this run, but thankfully it's not a run-ender for single jump bat drop combos (they're just slow). There's a lot of other annoying stuff that has nothing to do with RNG, too. Getting a double jump immediately after leaving the ground is super hard, and leads to accidental single jumps frequently. And Luigi's bat drop timing is dependent on his spinning animation in the air - drop too soon and the bat will be way too far in front of the sandbag. It's a nightmare lol
This strat can incorporate another single jump bat drop similar to sockdude's old WR - in fact, my strategy is faster with all other things being equal. I just don't feel motivated to grind out the RNG for 242+ right now. This will do for now :)
#melee #smashbros #ssbm
Took my Pikachu record back from Freezard! His score is 1258.6 meters, now currently PAL record: youtu.be/2K0mkFFMgcU
The jab ending finally comes back into the WR strat, but it's really tough - needs perfect spacing, and a stutterstep batsmash ending or you'll whiff. This run was needlessly fast, roughly 8f leftover.
Honestly under most circumstances I would have let Freezard keep this record, but I want that damn 25/25. Only Luigi left!
#melee #ssbm #smashbros
Not much to say about this record that hasn't already been said in Freezard's very lengthy writeup in his WR video description. Pichu feels like a meme character lol, I doubt I'll try for a higher score if another strat isn't found. When I began working on Pichu, it was to get my WR total to 24/25, but just yesterday Freezard beat my PIKACHU score LOL what a god
Just Luigi and Pikachu left for 25/25!
#smash #ssbm #melee


