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Found 5 results

  1. Shank 2 tricks and bugs!

    Before I start, if there are any questions on how these things work or how to perform them, or you have questions on their application or have ideas on where they could be used, please feel free to share, as any and all feedback helps to make this worth doing! This is just to try to offer an overview for some of the tricks and glitches that are used within the realm of Shank 2 speedrunning. A number of these have practical uses outside of speedrunning as well, but may go unrealized by newer or more casual players. This doesn't include every combo or strategy for individual levels, but is more of an overview of general tricks that can be used. Grapples for speed: You see both characters making use of grappling after a jump as they make their way through the stages. This is done because: The jump increases your speed through the level, and the grapple offers forward momentum, as well as a quick way down to the ground so you can jump again. For this reason, they're chained together as much as possible to give the maximum amount of speed. The exception is up inclines, where simply jumping is faster. Animation cancelling: You'll often see someone jumping when they're picking up a healing item or weapon, or activating switches. This is because it's possible to carry over the effects of the item you're picking up *into* a jump animation. This is most prevalent with healing items, where you effectively skip the animation and continue your momentum forward. Dodge cancelling: Allows the cancelling of attacks into a dodge. This is primarily done in mid-air, and it's main use is achieving a *second* mid-air attack. The best example is with the shotgun; If you shoot in midair, you normally have to fall a distance before you can shoot again. But if you dodge *immediately* after shooting, you can shoot a second time immediately. Only one dodge can be done in mid-air under normal circumstances. This can also be utilized with a mid-air grapple, which allows you to chain two of them together and get a slight boost in horizontal distance! Dodge climbing: When you jump at a wall or run towards it, you can initiate a running animation a short distance up the wall. On normal, climbable walls, you'll then enter a slow climbing animation, but on *some* walls, you can't climb past that initial run. If you, however, jump off the wall, do a midair dodge, and maneuver back onto the wall you jumped from, you can gain another vertical wallrun. The most applicable spot for this trick is towards the end of stage 7, where you can skip multiple fights by simply climbing over the building, which is normally impossible. Pistol hovering: When using the horizontal attack with the pistols in mid-air (Holding left or right and shooting), Shank loses a *huge* amount of his vertical velocity, while continuing to the left or the right as long as he's shooting, with the only major drop being when he reloads. The primary use of this trick is in Stage 3, where it's used above a zipline to skip an entire fight and save a bit of time. Grenade hovering: While not utilized in the speedrun, this glitch effectively allows the player to fly over huge sections of the game. When in mid-air, throwing a grenade gives the character a small amount of upwards momentum. Due to (Presumably?) an oversight, if you grapple in mid-air after throwing a grenade, the game "Forgets" That you've already tried throwing a grenade in mid-air, allowing you to throw one again. These two actions can be chained together repeatedly and, if done correctly, can cause the character to gain an increasing amount of height. This trick is difficult to perform consistently, as the grapple needs to be done *frames* after the grenade is thrown, or else the grenade is lost. If there's too much time between the grapple and the grenade, as well, you will *lose* height. Area skipping: When initiating a battle screen, the player will find themselves "Locked" into a certain area until every enemy (Or every *important* enemy) is killed. In certain circumstances, however, it's possible to "Skip" these areas, however the means for doing so depends on the individual fight. The most pertinent example is at the start of stage 1; as you step off the bus, you're normally locked into fighting a few enemies before you can proceed, but if you start the fight, and then walk all the way to the left (Where you came out of the bus), you'll find you're able to just walk right past the fight as though you've already beaten it, saving a small amount of time. Crate skip: This is specific to Stage 6 (Corina's stage). Normally, you have to do a long fight in order to unlock a crate container that leads you up to the boss. However, there are oddly placed "Ledges" to the left side of the screen that can be stood on via a dodge cancel with two grapples. With a very specific jump upwards, to the right a little bit, and then to the left, you can climb onto another oddly placed "Ledge". From here, you can jump into the area for the stage's boss. This moves the checkpoint to the boss arena, as well as kills you, meaning you spawn in the boss room, saving a huge amount of time compared to doing the crates. Super Grapple: Very little is known about this very obscure glitch, but I figured it was worth at least mentioning. Occasionally, a long-grapple will cause a Super Grapple to happen, this is a grapple that causes the character to fly to *extreme* distances, and heights, that they normally would not be able to grapple to. As an interesting aside, an unintentional super grapple is how the "Crate Skip" in stage 6 was discovered to be possible. The current method for it came later. Grenade Grapple: Not to be confused with Grenade Hovering, "Grenade Grapple" refers to pressing the grenade button while grappling an enemy. If grappling them in an upright position, the character will use a special animation using a grenade. Used with either a grenade or a mine, this grapple will instantly kill any enemy. A molotov will not.
  2. Shank 2 reverse character speedrun!!

    I poked around through some of the game's files, and managed to find a way to play as Corina in Shank's stages, and Shank in Corina's single stage (Still wish we'd gotten more stages with her, maybe if there's ever a sequel? KLEI?) As far as I'm aware, this hasn't been done at all, much less so as a speedrun. And with that in mind, I'm proud to be able to present the first ever Reverse Character Speedrun! I'll note right off the bat that this run is pretty rough, I've been away from speedrunning for a lot of years, and this run was only very basically routed yesterday morning. For a first run, however, I think it's a very good demonstration! (In the efforts of routing this brand new category, I even learned a couple mechanics that I never knew existed before! This game just keeps on giving, I love it!) I would love to hear y'alls' thoughts on the run, and of course if there's something you want explained (I know there's some tricks and glitches y'all probably aren't familiar with), I'd be more than happy to explain it to you! But either way, I hope y'all have fun watchin'!
  3. Recently on stream, I destroyed the current world record for Best Ending Vanilla. We collected all 4 things and escaped in under 10 minutes. This run is mostly a dead run as there are only two runners (including myself) who sometimes check back in on this category. 9:42.56 World Record Run In light of this run, I feel like we need some rule changes. Presently, only Wilson runs can be submitted. However, in this run we never craft, we never eat, we never go insane, and we get hit once for trivial damage. Basically, character choice (in vanilla) does not matter. I feel like if it were opened up to any character more people would try. Also, given the insane luck needed for this, I really feel like some kind of multiple no reset run category should be the main run for DS. Rather than resetting and hoping for a god tier lucky world, it'd require consistently playing well and mitigate some of the luck. So something like 3 or more world hops in a single save file.That would also make splits more useful, a split for each full world hop rather than each thing. What, if any, rule changes or category additions would make this a more popular speedrun game for you to watch or run?
  4. Hello! So, I'm having a hard time with Tallbirds at the moment... When they stop chasing you, tallbird will go back to their nest... in a straight line. The only way I found of getting rid of a chasing tallbird ( considering I don't want to kill it ) is to enter a path with a nice angle so it'll get stuck on the ledge. On my last attempt this failed and I had to drag the tallbirds down an island and they eventually gave up. Problem is, they are stuck there. Since they are trying to get to their nest in a straight line and the path between island is a diagonal, they keep moon walking on the ledge. I tried to get close to them, they do that taurus thing, but they turn around and keep moon walking. If I attack them to get them to follow me, they'll kill my baby bird and of course, you all know how unfortunate that would be. 1. Am I doing something wrong? 2. Considering the tallbirds don't respawn, shouldn't they make sure they don't leave their island at least? 3. Could they change their AI so they can get back to their nest from everywhere?
  5. Hey! I enjoyed playing this game so much that I made my first speedrun ever for any game. This game is great and I hope people enjoy watching my speedrun as much as I enjoyed making it. It did get me thinking though, Klei, any possibility of adding a level timer? I think that a leader board of fastest times would be awesome. Anyway, just a thought. Thanks!