1 page
^^
vv
List results:
Search options:
Use \ before commas in usernames
Eschews avatars
I'm doing a first TAS effort and am having an extremely difficult time one-rounding Phantoon. My current record is ten missiles; I can't even imagine 19. I'm copying jxq's strategy in his 100%, where you shoot out all the flames with one shot, the flame he drops with another, then hit phantoon with two diagonal missiles, then stutter walk across the entire screen. Are there better/easier strategies for a one-round by now? If it's at all significant, I have ice/wave/plasma for the fight.
Thread title: 
I always imagined 1 round Phantoon really easy after my struggle in impossible which ended up 2 rounds.

Just try to shoot all the flames so that when you strutter walk and (maybe) jump while at it you can pick them up so you won't run out. I think if Phantoon takes 20 (???) you need about 5 missile refils. Watch CPadolf's TAS.
Eschews avatars
Those jumps seem even harder. I tried a variant with just one big jump with Phantoon near the top of the screen but my falling creates a Doppler effect against me. Also, I have plenty of missiles, and I need to land a total of 20 shots, counting the final Super.
Almost happy
First of, are you using frame advance? If not, a 1 round is going to be very very hard. But anyway, there is no specific amount of frames you have to move to make him not disappear, instead you have to test for every missile when you should start running again after stopping and you also have to make the stuttering pattern short enough so that you are not to close to him in the end (if you are so close to him that the missile you fire hit him directly, he will no matter what you do disappear before the next shot.

The two methods to kill him that I have found most reliable/easy is:

1. Jump forward instead of running forward, I found this more reliable than standard stutter walk, and while you with enough precision can gain less distance per shot if you are on the ground, your speed is easier to watch over in air and with the pattern you have chosen distance is not much of a problem anyway. Just find what amount of frames you have to move before making each shot and you should do fine. The only thing you have to look out for here is the amount of frames you jump for, you have to make it is that when you land the next shot is a bit away, because otherwise that shot when you land will go slower and phantoon will get away.

2. Use dash to gain higher speed before shooting each missile to make the doppler effect on them greater, and use the "stop on a dime function" by pressing either L or R the same frame you shoot, while releasing forward to hinder you from gaining to much distance.
Edit history:
ducknerd: 2008-07-27 09:07:56 pm
Eschews avatars
Interesting second method. Sadly, I am on a mac, which means 20% speed and savestates are my only tools. I just now tried the short hops, and sadly there are just too much timing problems for it to work either. Hmph, may just have to settle for 2-round, as I don't imagine there's a better advisor on TAS methods out there.

EDIT: gahhhhhh, there go two and a half hours of my life. Almost as bad as the second Pirates of the Carribean movie. Though not quite. God that movie sucked. But yeah. Two-round it is.