honeydrew
Mom
- Gender
- Male
- Guildcard
- 42001503
heyo there are a lot of weird obscure/niche things that are helpful to know about this game. i'm gonna list some of them.
(pls update this)
(pls update this)
- Berdysh/Tsumikiri J-Sword specials can allow the user to drain part of their PB meter, by using a special attack and swapping to a different weapon quickly. By buffering the weapon swap, the player can achieve lower PB drains. The amount of PB drained from each weapon, from each combo are as follows:
- Berdysh: Swap after S1 to drain 44 PB, S2 for 39, S3 for 40
- Tsumikiri J-Sword: Swap after S1 to drain 45 PB, S2 for 38, S3 for 46
- TJS S2 will drain the least amount of PB possible, allowing for faster 100 PB mag trigger resets.
- Notes:
- Drain values are unaffected by
- animation difference between sexes. This is probably a coincidence
- Stealth Suit. Reason unknown
- whether the buffered swap is a swap or an unequip. Reason unknown
- further testing is needed to determine whether Berdysh on hunewearl (impossible) has different drain values
- Drain values are unaffected by
In Ultimate Ruins 1, Seaside, CCA, and Desert 1, the rate for dropped nonrare weapons to be untekked is 28%. Supposedly due to a typo, this rate is 82% for the first five section IDs. This is a vast increase and gives players a noticeably greater chance to find more/better high hit nonrares.
each value is the percentage of nonrare weapons found on the designated ID that will be the designated weapon type
- Viridia finds the most nonrare Shot weapons
- Greennill finds the most nonrare Rifle weapons
- Skyly finds the most nonrare Sword weapons (high hit calibur will make you rich)
- Bluefull finds the most nonrare Partisan weapons
- Purplenum finds the most nonrare Mechgun weapons
each value is the percentage of nonrare weapons found on the designated ID that will be the designated weapon type
Mericarol, Merikle, Mericus, Gi Gue, Gibbles, and Olga Flow's second form are all unaffected by an attacker's weapon's Photon %. A weapon with 0% Native will deal the same damage to a Gi Gue as the same weapon with 100% Native. This does affect the value of certain % combinations on DF.
To get a 10% HP mag trigger, a player must receive damage resulting in their HP being lowered to under 10% of their total HP. There is a mechanic in place that prevents players from triggering this via self-damage, however; if a player self-damages for 20% or less of their total HP, the game will detect it and prevent a mag trigger from occurring. This means that players can intentionally get 10% HP mag trigger by self-damaging more than 20% of their total HP down to under 10% of their total HP. There are two known ways that a player can damage theirself to get this trigger:
https://docs.google.com/spreadsheets/d/1raThL9R9dBw3TA74hweD-YTxgcbdjzVI9_E4lgR_ShA/edit?usp=sharing
- Hitting several targets with a single-frame Berserk attack. Number of targets is dependent on current HP and total HP. The fewest number of targets needed would be 4, if the player is just over 30% of their total health, or 5 targets for >40%, 6 targets >53.33%, 7 targets >71.11%, 8 targets >94.814%
- This method allows a solo Android to manually get higher level SD than S-Red's Blade, and doesn't take any additional time to activate. This is done ideally with a 120% Synchro / 200 IQ Puyo mag.
- This method can also be used to repeatedly activate Resta triggers on a high-MST and high-ATA class such as RAmarl.
- Using Gal Wind's S3 to sacrifice 21% of the user's health. This is the most reliable/intentional way of doing so, as it can be done irrespective to present enemies.
https://docs.google.com/spreadsheets/d/1raThL9R9dBw3TA74hweD-YTxgcbdjzVI9_E4lgR_ShA/edit?usp=sharing
Some enemies have weird mechanics while spawning.
Notable examples:
Notable examples:
- Gi Gue drops down from above, but if hit during the dropping animation it will stop at its current height to perform a flinch, then teleport to ground. This can be used to speed up Gi Gue spawns if prepared properly.
- Hildebears have a very very small window of time right as they spawn where they can be hit with auto-hitting projectiles. The location where they can be hit this way is where they would normally land from jumping into the location. Because of this, it is possible to get very early kills on bears, an occasional speedrun strategy visible here: Early Bear by Silent_John
- Boomas/Evil Sharks/others have invulnerability while spawning. Any techniques or auto-hitting projectiles that hit them will deal 0 damage.
- Savage Wolves/Ul Gibbon/Satellite Lizards/others do not have invulnerability while spawning. This can be abused via stacking Gifoie, as they will not get hit by any Gifoie until they are vulnerable.
- FOnewm is excellent at unsealing Lames/Limiters. At a high level or with Mother Garb, a player may leave turbo Gifoie on at the beginning of Beyond the Horizon, and will not have to touch it again until the run is over (~3min resets). Because of this, HUnewearls should not unseal Lames or Limiters, as she requires 2 trifluids per run to be done manually (~1min resets). This means more inputs from the player as well as an additional 7200 meseta cost per run. HUnewearl should stick to a Sealed J-Sword and 4 Swordsman Lore, ideally.
- Server-side, Mothmant/Mothvert kills do not count. They do count client-side, but server prevails.
- Client-side, any number of kills counted on a single frame will overlap and only count as 1 kill. They count correctly server-side. The kill counter on Soly's Item Reader will display incorrectly until character data is reloaded (relog or block change). Because of this, a proper BtH run will result in over a third of its counted kills to be lost client-side. /killcount will display the kill counter correctly; this should be done on occasion so as not to waste time passing the required kill count.
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