The Important Dark Souls Choice No One Knows About

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While at first glance it might seem like any  differences between the male and female characters   in Dark Souls are purely visual, you might be  surprised at just how many things work differently   based on the chosen character. The basis behind  these disparities is a potential oversight the   developers at From Software made when programming  female exclusive animations. Let’s take a look at   its male counterpart first, as their animations  are first on the list and cover 99% of the player   character’s behavior. A double zero is the male  idle animation and the DS Anim Studio reveals   it’s made up of the animation visual itself,  a sound effect spawner, an animation blender   and several cancellation conditions labelled as  “End if action X is queued”. Action X includes   queuing up left or right-handed attacks, queuing  up switching weapons or queuing a consumable use.  If we on the other hand explore the female idle  animation labelled a200, I’m sure you can spot   the difference. Indeed, all of the cancel  conditions present in the male animation   are completely absent in the female version. We  could speculate as to why this is the case, but   I suspect that with the distinct female animations  being labelled with the highest index, they were   last additions to the animation set. It would make  sense to first create all the shared animations   and only then add the distinct ones. Why the  cancel conditions are missing, however, I’m not   sure. It was either an oversight, or they used a  different system of cancelling animations by that   point of development. There are also other minor  variances like a different number of blending   frames between the respective jogging animations.  Whatever the reason for these changes may be,   it creates several interesting scenarios where the  male and female characters operate diversly and   which we will now explore in further detail. Strap  yourselves in, as this is about to get technical. First off is a small discrepancy in  acceleration between the two characters.   When transitioning between standstill and  jogging and also jogging and sprinting,   or dashing as the game calls it, there is a  brief period of time, where the character’s   speed gradually adjusts, instead of the transition  playing out instantaneously. Testing done by the   glitch hunter AndrovT utilizing special tools  to attain maximum input consistency revealed   that these transition periods differ  in speed between the two characters.   The transition is faster for the female  character as opposed to the male character.   The true reason for this is unfortunately unknown,  as it is most likely hidden within the ESD – the   game’s state machine in this particular case  handling the entire character and what it may   do at any point. Probing the ESD is, however,  a strenuous process and something we just don’t   know much about yet. That being said, thanks to  Androv we do know that the speed difference is   present for both acceleration and deceleration,  meaning although the female character reaches   top speed faster, it also reaches the lower  speed faster while decelerating, resulting   in roughly even speed overall between the two  characters, assuming equal amounts transitions.   In a speedrun, however, very rarely will  a running sequence end with a simple   deceleration to jogging or standstill. Instead,  the character will transition into opening doors,   lighting a bonfire , entering a fog gate or  other similar action, where the last deceleration   isn’t present, giving the female character a  slight edge, as over the course of a speedrun,   such events occur many times. This should mean  that playing as a female should generally be   faster and especially the speedrunners  should be selecting it every time, right?   Well, not really. It wouldn’t be Dark Souls if  things didn’t get a little more complicated.  Androv’s testing further revealed that performing  an upper body animation during the transition   between two speed levels completely skips that  transition. Again, the true reason for this is   unknown, as it is most likely some combination  of animation blending and ESD operations.   Upper body animations include: Weapon switching  with a d-pad, even with no weapons equipped.   This is commonly called “toggling” within the  community. Blocking, swapping between arrow types   with a bow equipped, that’s the L2 action when  handling a bow. Again, just like with toggling,   no arrows need to be equipped, and finally  switching between one-handing and two-handing . Of   course, these upper body animations only save  time when transitioning to a higher speed,   as skipping the deceleration is undesirable, since  it allows for the higher speed to be maintained   for a little longer. This trick works for both  the male and female characters, making their   acceleration equally quick. If utilizing upper  body animations while starting to move faster but   not while slowing down, the female character is  the one being disadvantaged, as it still keeps its   faster deceleration. This should answer the common  question of why speedrunners constantly swap their   weapons around when running around Lordran and why  the top speedruns opt to use the male character.   Additionally, regenerating stamina is done in  the smallest chunks possible in order to provide   more opportunities for time save with the upper  body animation speedup. Please note that these   time saves are marginal, but I estimate that over  the course of an All Bosses speedrun lasting about   62 minutes, roughly two to three seconds might be  saved with the male character and good toggling.   That doesn’t seem like much, but I have  personally been a witness to speedrun races,   where one second was enough to decide  between the winner and the loser.   If you are interested in the exact numbers from  Androv’s tests and how exactly the speed changes   if an upper body animation cancel is performed,  I have linked his insane scientific paper in the   description below. DUPING  Besides the direct speed difference, there  are also other significant instances of the   animation disparities substantially contributing  towards selecting one or the other character.   Instances which might play a bigger role than  saving a couple of frames throughout a speedrun.  Confirmation box duping is a  well-known and highly utilized exploit,   especially in the original version of the game.  It allows for consumables such as Boss Souls or   Homeward Bones to be used without being depleted.  Simply put, it is achieved by queuing up using a   consumable with a confirmation box such as  this Soul of Sif while fixed in an action,   such as a roll , and then opening the menu  which delays the appearance of the confirmation   box , followed by using a different consumable  from the inventory. Upon confirming the box,   the newly selected consumable is depleted,  here costing us one Estus Flask charge,   while attaining the properties of the stored  consumable, resulting in obtaining 16 000 souls   without losing the Soul of Sif. If executed  properly, this works every time as a male,   but because we are transitioning from a specific  action, in our case rolling, to being idle,   as we now know an animation the female character  has an exclusive version of , the female character   runs into issues and instead of the confirmation  box showing up when Estus is selected, the Estus   Flask is drunk from regularly. So, what exactly  is at play here and is there a way to fix it?  The difference between the two characters  is not whether an action can be queued,   but rather when it can come out. Let me explain.   If we roll and stop moving , we are transitioning  from the rolling animation to the idle animation.   When an action is queued during the roll, it will  play out between the end of the rolling animation   and the start of the idle animation, hence why  regular action queueing works without issues for   both characters. As you can see, the confirmation  box for using the Soul of Sif appears in either   case. Delaying the confirmation box popup by  opening the start menu, however, prevents it   from playing out between the two animations and  while the character enters idle, using the Soul   stays stored in the game’s memory. Closing the  start menu should let the stored action manifest   and the confirmation box should show up. This  is indeed the case for the male character.   The idle animation is briefly  cancelled by the stored action;   the box shows up and then the idle  animation immediately resumes.   As I have already explained, the female idle  animation doesn’t include the necessary cancel   conditions and that’s why after closing the menu,  the confirmation box never shows up. The queued   action cannot manifest, because female idling  cannot be interrupted. However, using the Soul   of Sif still remains stored in the memory. We can  showcase it by simply blocking. Blocking doesn’t   disrupt the action queue and shares the same  cancel conditions with the male idle animation.   As soon as we block, the confirmation box  shows up. This is the reason the confirmation   box never shows up when we input drinking  from the Flask. It simply cannot interrupt   the idle animation, while drinking the Estus is  a completely new action playing out as intended.  The issue is clear then, as long as the animation  following the queued input cannot be cancelled,   the confirmation box dupe won’t work, so  getting rid of the female idle animation   would solve this problem. But how? Well,  the answer is actually quite simple. When   two-handing any item, a different idle animation  shared between both the characters is utilized.   This animation uses the male cancel conditions  and thus can be interrupted with a queued action.   T he same is also true when wielding one of  the following weapon types in the right hand:   Greatswords, Greataxes, Great Hammers, Spears or  Halberds. While these relatively basic ways of   circumventing the female disadvantage exist,  there might be scenarios where duping off a   parry might be beneficial and without the  listed weapons equipped in the right hand,   the female character would simply have  to resort to a different strategy.   Both toggling and confirmation box  duping put females at a disadvantage,   but for some, this next difference is enough  to sway odds in the opposite direction. And in terms of swaying the odds of  privacy on the internet in YOUR direction,   let me thank the sponsor of today’s video NordVPN.  Now there are tons of reasons why you might want   to use a VPN at home, like ensuring no one is  spying on you , keeping your payment information   secure or accessing geographically limited  content , but for me the real game-changer   is the ability to use NordVPN on 6 different  devices . With speedrunning marathons finally   returning back to onsite settings, I will be  travelling a lot more than in the past two years,   meaning I will also often connect to  public WiFis on my phone or laptop,   whether at the event venue , the hotel or at an  airport . Using NordVPN allows me to stay safe on   these networks ensuring no one executes any Remote  Code on my device unlike if you were playing Dark   Souls online. Please, fix the servers already  From Soft, way too many people are annoyed. That’s   probably because Elden Ring is so close… Anyways,  NordVPN are celebrating their 10th birthday and   have got an exclusive two-year deal for Chad  Souls enjoyers such as yourself. Do both of us   a favor and go to nordvpn.com/catalystz if you  wish to claim this limited time offer. Oh yeah,   if you are unhappy with the service, there is a  30-day money back guarantee, no questions asked.   It’s as good as prompt swapping at the Undead  Merchant except the Anor Londo Fraud Department   won’t try to arrest you. Nordvpn.com/catalystz,  the link is in the description. Another practical example of male – female  differences playing out is an exploit called   Still Moveswap. What we just covered about  action queueing is also key for understanding   this instance. Moveswap is a glitch where the  action to two hand a bow in one’s left hand is   queued up and before the game executes it, the bow  is swapped out for a weapon of choice. This swap   doesn’t interrupt the action queue and as such the  newly equipped weapon will be two-handed instead.   In the first Dark Souls, the only weapon one  can two-hand in the left hand is the bow and   the bow does not have any information for rolling,  plunging or running attacks, it can only shoot an   arrow, so when a different weapon is forced to be  two-handed in the left-hand slot through moveswap,   the game fetches the data for these attacks from  the right hand. This is generally abused to use a   heavy hitting, but slow weapon and give it  the running attack of a thrusting weapon,   which is not only quick, but hits in two-ticks,  essentially providing double the damage.   Moveswap is normally done out of a jump roll, but  for beginners, this method can be quite difficult   to learn at first and can present a pretty big  entry-barrier into the Prepared to Die Edition   speedruns. Fortunately, another technique much  more welcoming to the newcomers was discovered.  Pressing L1 while two-handing can result in two  outcomes , either blocking with a two-handed   weapon , or aiming down sights with a bow. In both  cases the L1 input is kept in the game’s memory.   The exact reason for this is unknown, but once  again it’s most likely the ESD state machine,   which doesn’t handle blocking or aiming as a  fully-fledged animation, and thus doesn’t remove   it from the action queue properly. This can be  proven after getting rid of the two-handed state.   Simply using the keybind wouldn’t work, as that  would clear the stored L1 input from the action   queue. Instead, we need to use a little workaround  by unequipping a weapon in the equipment tab.   Now, the male character proceeds to  immediately punch, as the stored L1   input can interrupt the male idle animation. As a female, repeating the same process doesn’t   actually make the character punch. This is because  yet again we are in the one-handed female idle   animation a200 and it cannot be interrupted  by the stored L1 input. The stored L1 input   can nevertheless still be triggered even  as a female and that is by entering a   different cancellable animation which doesn’t  clear the L1 input from the action queue.   One animation meets these conditions  and that is the turnaround.   The turnaround has the regular cancel properties  and thus the L1 input will follow through,   demonstrated by the punch being executed.  If you’ve been following closely,   you might wonder whether the turnaround could  also be used to let a confirmation box play   out and make confirmation box duping work  better . That is indeed a great question,   but the stored confirmation box  seems to get cleared by a turnaround   while an L1 input doesn’t. More ESD magic.  Okay, but how is this connected to moveswapping?  Unequipping a weapon isn’t the only action  reverting a two-handed state, equipping or   swapping a weapon achieves the same outcome.  It is thus possible to store an L1 input while   one-handing the bow, which would, if triggered by  turning around, proceed to two-hand it. During the   turnaround process, however, swapping out the  bow for a different weapon is possible and with   proper timing a moveswap is executed. Let’s show  the entire procedure. First, we store the L1 input   by blocking, then, equipping the bow makes our  character unblock. A turnaround animation will   trigger the stored input, so as we turnaround,  we also swap the bow for our weapon of choice.   This process is fundamentally identical to a  regular moveswap, but since the stored input   is executed at will, the player can navigate the  menus comfortably without any rush. Because this   method of moveswapping is performed while standing  still, it was conveniently named Still Moveswap.  This is true as a female, but for once the  male’s idle animation means trouble. Since   male idling can be interrupted, the stored L1 is  executed immediately after the bow is equipped,   two-handing without an opportunity to swap  out the bow for the desired weapon. Instead,   the execution of the stored input needs to be  delayed, which can be done by constantly staying   on the move. As long as we are moving, the running  animation takes priority and the stored L1 input   won’t play out. When ready to swap the weapon,  we need to stop and time equipping the weapon,   as going back into idle will make the L1 execute.  When done correctly, we are also moveswapped, just   like the female counterpart, but the inconvenience  is obvious. The character needs to be in motion   the entire time menuing is being performed. That  can be tricky in areas, where running up against a   wall or into a corner isn’t feasible. Furthermore,  timing the weapon swap is much easier if also   inputting the turnaround, instead of just stopping  the movement. If you ever see speedrunners   exploiting the Still Moveswap, you can bet they  will be doing it with the female character,   despite other drawbacks it might present. That’s  how convenient the female Still Moveswap is. After breaking the rule, we are going right back  to Miyazaki discriminating women . Homeward Wrong   Warping is a groundbreaking glitch allowing for  regular warp locations to be manipulated and   swapped for another. I have a full video covering  it in detail and will link it in the description   for those interested about the specifics. In order  to trigger this style of wrong warp, a different   glitch called Spellswap is utilized. Spellswapping  basically casts one spell with the effect of   another spell. This is useful for bypassing the  requirements a spell might have, such as wielding   the appropriate spell casting tool. It also means  the animation of the original spell is used and   this is where the magic lies . The Homeward spell  sends the player to a place of their last bonfire.   Homeward’s animation is long enough to keep  the player occupied all the way until the   warp is performed. Spellswapping Homeward’s  effect on a spell with a shorter animation,   such as Fireball, however, gives the player  an opportunity to move around for a couple   of frames before the warp executes. This  freedom can be used to rest at a different   bonfire than the player is being warped  to, which in return triggers a Wrong Warp.  Spellswapping only works if the animation  the player is currently in has the proper   cancellable properties. This means it cannot be  done moving and needs to be performed while idle.   And you already see where the issue is. As we  now know, the female idle animation cannot be   properly cancelled and because Spellswap requires  two spellcasting tools to be equipped, simply   two-handing like in the case of confirmation box  duping is not possible. Female thus has a hard   finding a substitute. Our trusty turnaround  animation does not work either . Luckily,   there is a suitable alternative in the failed  spell cast animation, or the head scratch as we   might call it. This animation can be cancelled  and Spellswap thus works out of it properly.   T his nuisance caused by From Software coding  presents not only a slightly more difficult   version of Homeward Wrong Warping, but also  introduces a time loss, as the failed cast   animation needs to play out first. It might not  seem like big deal, but in shorter categories   such as Any%, this time difference can play a  pivotal role between achieving a record or not. So, these are the major differences between the  two playable character models. Common questions   about differing hitboxes or anything similarly  obvious can now be swept under the table,   but it wouldn’t be From Software if there  wasn’t more detail than might seem at first.   Late addition of female exclusive animations  in the development cycle caused them to use   different cancelling functions, resulting  in several substantial inequalities. The   speed of movement , Confirmation Box Duping  and Spellswapping all present a disadvantage   for the female character. However, the ability  to Still Moveswap can be such a deal breaker   for some players that they might opt to use it  anyway. One small difference between animations   resulting in complex interactions is something  that shouldn’t even be surprising at this point,   as time and time again we are reminded of  the depth this fantastic game carries. Depth,   which makes it such a fun speedrun to play and  watch. I hope that thanks to this video, next time   you watch your favorite Dark Souls speedrunner,  you might have an idea of why they start as a male   or a female. If you found the info presented  interesting in any way, consider subscribing to   the channel and liking the video. It takes about  2 seconds, really helps me out and also lets me   know that you enjoy this sort of stuff. Until next  time, thank you for watching and have a great day.
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Channel: catalystz
Views: 734,649
Rating: undefined out of 5
Keywords: catalystz, catalyst, speedrun, dark souls, from software, dark souls remastered, dark souls trivia, dark souls glitch, dark souls speedrun glitch, dark souls speedrun, dark souls differences, dark souls easter egg, dark souls explained, glitch, bug, exploit, dark souls world record, speed run, dark souls remastered speedrun, speedrun explained, dark souls starting character, male and female differences, dark souls strategy, dark souls important choice
Id: RQKb1DtUUaY
Channel Id: undefined
Length: 20min 7sec (1207 seconds)
Published: Wed Feb 23 2022
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