#NG+ Any%
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drop that link imma follow and if I'm not working I'll tune in
https://www.youtube.com/watch?v=k5mLTrkYIos gonna drop this here too lol
Broadcasted live on Twitch -- Watch live at https://www.twitch.tv/b0ker
unofficial WR shouldn't be too hard to beat in a few runs lol
also I wanna have a discussion for what time should end on
As of rn i've been final splitting on the last slash through the screen on the cutscene after you beat candy
in kh speedruns which is what I'm experienced in time ends on last hit to final boss but I'd like a community decision
I think that's how devil may cry does things as well but I'd have to triple check
i haven't watched any devil may cry runs so i'm not familiar at all. if you also prefer ending on final hit of candy i'd be down for that
it's just when act 2 comes out i'll probably change my split to how i've been doing it so far as i've been splitting for every chapter like that
if there was someway to get up there then we could skip the fight inside the building
which is a long fight
cuz candy is literally in the circle up top
that's assuming the devs didn't put an invisible wall up there
but if they didn't
you could easily double jump>wallrun>rising upper on red until you hit the top, which would require you to either pop hyper mode or end the previous fight with 5 without using any turbothruster on the previous path (which does save a good few seconds) so unsure if it'd be the best possible decision but it -is- theoretically possible if everything up there is also true.
I do.
Oh there totally is an invisible wall there
sucks.
that fight inside isn't too bad if you tackle the tall turret on the balcony first, take everyone else on as normal and then pop hyper and combo The End with Red's charged grounded combo's first two hits
The End does extra hits/dmg in hyper so it's probably our best option for killing annoying targets like Jester
I mean it does but some enemies have enough health to where you've gotta convert into other things to not waste time
imma do more runs on Saturday
maybe then my run will be verified on sr.com
Only real reason I haven't kept doing runs is cuz I don't wanna spam submissions and it'll be still really easy to PB lol
I just wanted a time on the leaderboards
I have been offline experimenting and I still have no idea what I'm looking for with this aerial movement bug ash was talking about
but someone is bound to find it and post it at some point
be it runner or casual
finding some things relevant to turbothruster, to dodging very close to when you hit a ledge, to a few other seemingly miniscule things. Haven't been able to find the core of it though, just know that sometimes when I'm doing my silliy dodge>jump cancel>airdodge>turbothruster>jump cancel shit, when I land and jump again I go way, way faster than I reasonably should for some reason
also making progress with labbing out faster ways to clear Problem Rooms™
I got hit a couple times and that's a lil embarrassing but I think the video is still sick as hell
damn i really do gotta get the scythe don't i
insane crowd control
dude my run sucks lmao
it looks cool as hell and you can also use it's jump attack to extend the turbothruster shenanigans a little longer for when you end a fight with poor flow
It's just a preliminary attempt
i know it's just funny to think about
did you like the devil trigger burst to kill him with the spikes? 
hell yeah
dude this game is so sick
it really is
I've been tryin' hard to find tech and lab out cool combos that still kill fast enough
I'm trying to find places/tactics that make red's tackle more effective since it does a decent chunk of damage
i like getting enemies in a corner and using the tackle attack
tackle and the end would probably go crazy together if you can line it up
sometimes in devil trigger you can build enough frame advantage with swords to start up The End and then cancel it immediately for extra flow so that red can do like... something. Usually I go for nukefist or tackle but honestly just doing the just frame on the level 1 charge can be just good enough
I got that to work on jesters once on the second room of chapter 6
it was really finicky though
yeah it'll probably take some setup to work consistently
fun fact: if you do a little damage to the Big Jester, (like a basic air combo into Blue's sawblade attack) cancel into DT and find a way to land The End (usually Summoned Swords>start The End>tag into Red>basic jab combo or lv1 charge just frame) you can actually make him split and then kill both jesters before they get to do anything.
because The End in DT does about a full healthbar of damage for every hit and it hits like... 3 times.
holy moly
it's kinda hard to set up
I mostly go for it when I catch jester dropping presents like kohaku from melty blood with summoned swords, and only if he ends up landing near me believably. Sometimes you can also tag into red and double jump in time to pull him back down to earth with uncharged helmbreaker and force him to take The End
usually i try to interrupt jester in the presents attack with the dash attack followed immediately by a jetsaw
yeah that's a solid way to do it
I used to do it like that but I kept getting punished for doing it at weird angles
felt easier to just projectile him and then do the same thing for minimal flow cost
Valid
just nabbed a cool clip of a quick kill on jester, apologies for the length I didn't feel like editing it down rn
'quick' should be shorter than 25ish seconds but that's still a really annoying enemy to deal with and it was no devil trigger/minimal flow so having something for low resource moments can be nice too
@patent root have you figured out a way to make the bumper cars section go faster? 🥺
struggling to make it not take like... a million years and it's probably the biggest source of wasted time in my run
Idk if it's placebo but it feels faster if you press boost repeatedly rather than holding it
but also if you're able to get that aerial movement bug you can probably just fly through it if you can manipulate momentum and it's probably faster than the driving
also there is a fight you can skip with height
and you can climb up to a higher point close to the end of the track that I also think is faster than driving all the way around
I gotta time one of the arenas where you boost through the whole thing and then also mash boost and see if there is any difference
how does that work?
which one?
hold
https://www.youtube.com/watch?v=k5mLTrkYIos if you go to 12:35 that's the start of the whole driving section
Broadcasted live on Twitch -- Watch live at https://www.twitch.tv/b0ker
the fight skip happens at 15:00
you just go over the fight trigger to skip it
https://www.bilibili.com/video/BV1yqWxz4EvY/ and then this is the aeriel movement thing
ah that makes sense thank you
i need to do personal testing to see the details
but it seems to convert horizontal speed to vertical speed and send you flying
oh, this? I've been doing this by accident all the time, so you just dodge cancel chase targets
jump cancelling turbo thruster has a similar effect but not nearly as pronounced
yeah i do a lot of jump cancelling turbo thruster
yeah, it feels very important
yeah while flow is so good in combat, it's use in movement sections is just too nice to passup
yeah I've noticed that. there are a couple fights where it feels worth popping hyper even in non combat sections just to cut out the wait if you don't leave with a full 3-4 bars
that's mostly for when you manage economy poorly or otherwise need to kill an enemy fast, but not fast enough to justify the hyper pop
6 or 7 dodge>jump>dodge>doublejump loops can give about .5-.75 flow bars by themselves which is also worth noting for routing on the fly
yeah i gotta lock in and grind out more runs
leaderboard mod chan STILL didn't verify my run so who's to say it's ever happening lol
I'm still labbing out some fine details before I sit down, boot obs and stream/record mine
my prelim runs are looking decent though.
ooo
are you doing IL runs rn for practice or just offline not timed runs?

half a month in purgatory
I normally boot livesplit for my practice runs but sometimes I'll just boot up and try and see if I can find combos/assist tech that'll make killing the purple guys faster since they're pretty quick to die but I feel like they could die more easily.
the purple guys that fireball you?
I usually do it all in a row since it only takes me 35-50 minutes to get a run down, usually more if I have to do a repeat on a segment that makes me choke
nah, the ones that block
blue gets a lot of damage off the last hit of her ground combo so I'm tryna find flow efficient ways to implement that so that red only has to spend two bars when I tag him in
might cost a whole four but could potentially kill them like that snaps
i would love to see the tech
I'll try and get a recording soon
Discord disabled my ability to clip my own streams because I'm broke 💔
so I'm gonna have to be more intentional about those unfortunately
unfort
yeah. I might pop in call at some point and stream me labbing stuff out though.
oh if i'm not at work or doin something with my roommates i'd love to join for that
of course. get at me whenever. I'm usually not too busy lately
doing some practice runs @ http://twitch.tv/kitsunenoclue
Genokids NG+ Any% in 38:22 on Hard
Does hard change anything other than damage you take?
no, it's just damage taken I'm fairly sure
PB'd at 37:57 :3
made it so close to hitting sub 36 and then I accidentally overextended with Pain Storm and gave Candy the unblockable loop right before her final phase... 💔
also ate shit on valkyrie for some reason even though I labbed out a relatively quick kill
think I'm not planning my Hyper Mode usage well enough tbh
aw thank you! :3
it's really fast and there's not a lot of stuff like it; if you practice a lil I'm sure you could do some crazy shit
if you want some help learning some of this stuff I'd be happy to show you what I've been labbing
I undestand, no worries, wasn't tryna be weird or nothin'
no you're fine you aren't weird
thank you 🅱️ oker
i'm about to jump in a call to help someone set up their character sheet
i'm down after tho?
whatever/whenever works for you lady
take your time, hit me up whenever you got the time and the NRG
i wonder if you can skip the 1st bumper car arena
I've been trying to figure that out myself tbh
cuz the other one you can if you get enough height
yeah I've been skipping parking lot 3 consistently
seeing you enter the fight on the vod got me thinkin
same tbh
which one
now that got me thinking if we can skip other fights by jumping over the walls lol
( <@&433725697471807490> please don't fix the invisible wall on parking lot arena 3 in the bumper car facility, the skip there is really fucking fun to do)
dev-chan let me keep my skip pls
I gotta ask, y'know? :LUL:
no i respect the hustle
This is 200% my goty 2025 and it's not even out
beautiful artstyle. exceptional music. great voice acting and character designs. fun mechanics.
oh 17:08 timestamp i'm 90% sure you can skip that fight if you go far enough left and skip the trigger
i could also be stupid
you had the right idea with using Buzzsaw all the time but you do wanna have slightly longer routes that use assists, because if you have a character making contact with an enemy when you swap to a bandmate you gain flow proportional to your Style rating and also the flow cost/damage of the move you used. (unsure if style rating is the thing that matters, all I know is that it feels like 'tension pulse' in Guilty Gear XX/Xrd)
Some combo routes I use are Blue: ground combo 4 hits>launcher>full air combo>cancel into buzzsaw (might need to L2 first)>cancel into Swap Red>Chase>Lv1 Charge Punch>cancel into Rising Kick>Lv1 Charge Punch>Lv 1 charge air launcher>cancel into swap blue>summoned swords (flow Square) and from there you can do pretty much whatever you want to chain to the next enemy as fast as you want
ohhhh i didn't know about the bonus flow thing
Keep an eye on my flow bar when you see me calling a lot of assists
yeah i was wondering why my flow economy sucked so much compared to yours lol
great example is the fat guy at the end of chapter 2
yeah i'm noticing it a lot more now
you go in with full Devil Trigger and at least 5 bars of flow (2 to turbothrust through the travel route, 3 for the fight itself) you can chain Pain Storm >Swap Blue>Summoned Swords>swap red>nukefist>swap blue>the end and it'll combo 9/10 times
also the fight at 22:13 you can straight up go around it to skip it
wait like to the left?
that's... insane lmfao
left or right lol
that's so insane lmfao
there is no invisible wall yeah
i didn't realize it on one of my attempts
i accidentally went to the left too far and was like ???
cuz the fight trigger is a big line across but the fight perimeter is just that small island
that's insanely cool lmfao
yeah
that might change how I have to route out the turbothrusters maximally
tbh I like that fight I kinda wish it wasn't skippable, has a lot of cool stuff you can do wtih scythe crowd control
but at the same time it'll be nice to shave an extra two minutes off the run
simply run no major skips and do every fight
yea
oh, no major skips would be an interesting category
For now I think I'm just gonna do every skip I can
oh same
might try and pioneer the No Skips run though
that sounds like a fun category
i'll probably save that for when i get better at the full game though
er
the any% category i mean
sorry i'm not sober
fight at 34:39 you can just go to the left up the ledge and can skip that fight
imo holy grail of the run will be if someone can find Candy DM skip
closest thing I've found is saving your second or third devil trigger bar (hard to build the third without wasting time so probably second) and constantly staying at exactly halfway across the field from candy, doing this:
Dodge>jump cancel>airdodge>summoned swords>airdodge>swap to red>nukefist>swap to blue>airdodge>land (repeat)
can't really seem to skip it yet from what I'm seeing but you can definitely kill her before it's even halfway through if you're doing things right
also seems like you could maybe force her to take painstorm by having blue block the unblockable in DT so that red didn't take damage from it but that'sa inconsistent
warning: this works but is incredibly easy to fuck up
running genokids (and some other stuff maybe) @ http://twitch.tv/kitsunenoclue
Just saw it
It will remain there
It's quite pretty high up, getting out normally is very difficult
I think you and @patent root should share intel, specially about skips
oh we have been
did you see me not doing something that she was?
yeah tonight I was very close to hitting sub 36 minutes. I PB'd at 37:17 but I also died twice at chapter 6's Big Spike Room™ and only kept going because I had already had several failed runs at that point and mostly just wanted to drill in muscle memory for quick killing jesters and forcing Candy into her Desperation Move phase as early as possible
I think I'm going to have to implement something in the spike room to get the first wave of enemies away from the path of the rotating spikes so that I can 1. have as much health and Hype as possible for Valkyrie and 2. Stop choking at what should be a relatively easy point in the run
That's probably what I'm doing for stream tomorrow.
afaik there's a skip you didn't do in chapter 7 in the last pb, we saw it today, nice watch
oh, past the first fight, turbothrusting past the ramp?
yeah I did that today in the run I just did a few minutes ago; it's a shame because if I didn't die twice on Ch 6 we would've gotten almost to 35 minutes flat
Nah I just didn't know about the skip haha she told me about it about 30 minutes after I did that run and I was like... 'shit'
'I should've tried that earlier'
thank you btw
Just so you know, we don't plan to keep updating the build much more, it's quite bug-free enough, and ACT2 will be a big update, not one that's done bit by bit
So soon the game will be stable, as in we won't be touching it more, which I think is good for speedruns as nothing will change for a while
I'm happy to hear that. For speedgames (especially platformers and spectacle fighters) and fighting games that's how I prefer things. I think you've made a beautiful little gem here in Act 1 and it doesn't need another finger on it. Beyond excited to see what kind of geometry and enemy placement you're doing for Act 2 and 3.
I'm wondering if this should be in ACT1 though, as it's experimental, but idk if it would be useful. It would be an option in Gameplay Settings https://streamable.com/tcglmg
Watch "2025_10_20 05_22_40 [Hit that enemy] 1920x1080p60 crf24 1920x1080p60" on Streamable.
the flow bar following your character? I might like that quite a bit.
yes, the flow bar next to the character
I don't know how hard it would be to code but having a speedometer would be really, really nice for figuring out if I'm maintaining momentum with certain options or losing them
but the flow bar next to my character would be great for figuring out how much I'm gaining/losing from doing Marvel Vs. Capcom style projectile assists
I can tell you sprinting builds up speed up to a limit if you don't jump, you can notice it because speed lines start to appear
speedometer... I don't know about that one, it could be done, yes, but it would take some thinking on how to implement it in the UI, I don't want to do that for ACT 1
ah, I know that much. I've just been finding interesting stuff off of dodging off of slopes and then jump cancelling the dodge, and it seems like you can hold the momentum a lot better by jumping within a few frames of hitting the ground and airdodging; the thing that I'm most curious about though is if double jumping reduces horizontal speed in the process of raising the vertical speed so swiftly.
No worries. If it can't be done without clutter, it can't. but I could consider what would look best without clutter if that would help.
double jump shouldn't touch the horizontal speed
ah, good to hear. My 'combo' for doing that is dodge>jump cancel dodge>airdodge>delay>double jump if you wanted to toy around with that/if you found spots that also greatly increased momentum off of dodge jump cancel
yep the code doesn't touch horizontal velocity, I'm looking at it now
in ch1's beginning traversal segment, if you jump off the edge of the first slope and then stall enough to land off of the second slope's edge, you can build enough speed to see what I'm talking about.
In Chapter 3's beginning there's also a slope to the left of the hallway about 1/3rd of the way through that will give you insane momentum if you dodge jump cancel while facing the entrance to the first fight. Let me see if I can clip it because it's probably the best example of the tech I'm talking about
thank you for the information and kindness btw
yes, you kept a lot of momentum at the start of chapter 1, I didn't know that it could be preserved that much
before I started recording runs I did a metric fuckton of practice runs so that I could understand the inner workings of movement and flow gain a lot better. I got the idea to test that out because of how momentum works in Quake 1 and 3 and it seems to work similarly for some reason, in that you lose most of your momentum upon touching the ground for longer than a few frames so you want to constantly hit jump as soon as you notice your descent
also this clip might help clarify things about how the game reads slopes and dodge cancels
https://www.twitch.tv/kitsunenoclue/clip/ClumsyFrozenTermiteTBTacoLeft-x78c_C82cM_kirFM
Even though Genokids is a third person game, the character controller was made as a first person one, and I like a lot how half life, tf2 and other games do momentum and have aerial control on the movement. Of course it's not the same, there's no bunnyhop in here nor other stuff, but the physics come from there more than from third person controllers
I like how they feel
yeeee jumping from sliding, and having to find slides in the map xd
I agree and I could feel it heavily in how momentum is stored and in how the special moves feel. that was a good decision that gives it a unique feel. I've been hooked majorly.
though I don't go around lookin for slopes, only rarely
dodging off slides saves -so much time- that I've had to toy around with it a little bit
my biggest request for act 2 is please keep putting weird sloped objects in random places :LUL:
hahaha
only half serious there dw I'm sure whatever you do with act 2 will have me clocking another ridiculous amount of hours.
Running more Genokids @ http://twitch.tv/kitsunenoclue
Just PB'd. 36:07. With a restart on Ch 7's second-to-last room. 😅
in the last run I discovered new tech. Only really relevant for when green and yellow are available but still workable (but difficult) with just red and blue.
If you've gained high speed from a slope dodge, swapping band members really fast maintains height and prevents momentum loss until you touch the ground again (which, again, can be prevented or minimized by jumping within a few frames of touching the ground).
Helps a lot when flow economy is bad after a combat section before a crucial traversal segment.
My only real big addition wish is an in game timer that pauses at cutscenes and load screens
doing attempts at sub 36 again tonight intermittently between fighting games and checking out cool indie demos. http://twitch.tv/kitsunenoclue
:c keep pbing all my splits to the point where even my red splits happening consistently don't stop me from sub 36 but I keep -choking- on the spinning spike room in chapter 6 and either dying there or dying to the valkyrie because of low health and poor hype economy
Wish I knew how to build hype quicker or something... would help a lot with my choke points on ch 4 and ch 6
Hyper grows faster the less flow you have
I leave findings the specifics to you
oooo... that's actually really good information.
thank you friend. you're a blessing
I just checked the code
You had to be under 2 or 3 flow chunks to get more hyper, but this was years ago. Now it's just if your flow meter isn't full, which is easier given how easily you can get flow
ooo. So essentially use assists to constantly regain flow but don't regain to five as much as you can
that explains why using painstorm as an assist helps build hyper faster
And spend it, don't let it stay there
honestly I don't know why I'm not using pain storm more
oh that's really good
doing runs @ http://twitch.tv/kitsunenoclue
So... My struggle was like... breaking sub 35, right?
er, sub 36
which would be 35:59 or lower 😅
well
I got really good news ya'll
stupidly good news
still riding off the sub 34 high. think the step to cutting the run down further is figuring out optimal places where red's tackle can be used to deal massive damage to multiple enemies at once. probably using scythe's basic attacks as specific times or in response to being dived on by pink bois
this is an insanely dope flex lmao
checking the code is a flex?
being able to check the code is a flex
ah...
imo
@proud wave my run got verified might as well go submit yours so i don't have fake wr lol