[TAS] Super Smash Bros. [N64] - 999% Match/Goal ~ Jigglypuff

[TAS] Super Smash Bros. [N64] - 999% Match/Goal ~ Jigglypuff

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Published on ● Video Link: https://www.youtube.com/watch?v=HEWaP_-zSw8



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This is a tool-assisted superplay of the 999% match/goal on a cute character (Jigglypuff) in "Super Smash Bros." for the Nintendo 64.

999% Match/Goal ~ Cuties:
https://www.youtube.com/playlist?list=PL8H4noaCcU1iResZqO4Jts2DqzcbzuZQv

This is more of a 'what if' type of match/goal on cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff). I've done the goal back in 2015, with the help of a certain person (watch any video in the link above). But I was curious to see how it would play out in a match like this. Granted, a non-TAS of this type of match won't ever be perfect, but this should definitely explain how I wanted the match/goal, if my previous videos of the match/goal didn't explain it clear enough.

GameShark codes used:
- No Music
- No Tornado in Hyrule Castle

Now, in this type of match, I try to do what I was thinking of back then (from 2011 to 2015). I choose Mario for obvious reasons. Most of the rules are the same. However, there is one change I had to make.

1st set of rules:
- 7 stocks.
- No items.
- Default costume/color only for player 1's character, any costume/color for player 2's character.
- First attack always comes from the cute character.
- Shield breaking is disallowed.
- Player 2's cute character cannot get KO'd at all.
- Player 2's cute character is allowed to taunt, periodically too.
- Crowd must cheer for the cute character at a very high percent damage.

2nd set of rules:
- Up smash that character for the KO endurance.
- When that moves connect, that character must be on ground at a specific spot without crouching or DI'ing up, or else it's instant KO.

3rd set of rules:
- Crowd cheers have to go uninterrupted.
- Mario cannot get KO'd on second to last stock until the cute character is at 999% damage.
- Mario has to be tortured on the last stock by the cute character.
- Star KO must occur on the last stock.

For the 2nd set of rules, I ended up having to remove the up tilt on that character for the KO endurance. So, unfortunately, that was a mistake I made back in 2015 on doing the match/goal. Everything else is mostly the same. But here is the main reason why I did a TAS on this type of match. I was thinking more on where the percentage of the cute character would end up on stocks (from 1 to 5), as well as the crowd cheering for the cute character at that percentage (on stock 5).

Percentages on stocks 1 to 5 ended up being in the following ranges:
- Stock 1 = 161%-171% damage
- Stock 2 = 328%-338% damage
- Stock 3 = 494%-504% damage
- Stock 4 = 661%-671% damage
- Stock 5 = within 700% damage upon crowd cheering, 827%-837% damage

So, yeah, that answers my curiosity.

The directional influence (DI) was not used, except on stock 7 when necessary. I wanted to make it easier on myself for this TAS.

Also, I try to get the cute character to use every move on Mario, connecting at least once, especially on stock 6, no matter how useful or useless the move is, with a bit of messing around on stock 6.

And about the RNG on reeling (spinning animation at 100% damage and above), most of it was manipulated, especially on stock 7. The biggest example is Mario's down special, where the 14th hit does a meteor smash on the grounded character. I didn't want any reeling from Mario or the cute character, but in some cases (notably Mario), I didn't have a choice.

To view the playlist of my TAS of the 999% match/goal on cute characters, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jCa5vs2fmwY8sykIVAoclF







Tags:
Super Smash Bros.
SSB
Smash 64
Nintendo 64
N64
HAL Laboratory
TAS
Tool-Assisted Superplay
999%
Match
Goal
Jigglypuff
Cute
Competitive
Sandbagging
William5000000



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