Real-Time Attack Timing Rules
!THIS IS A WORK IN PROGRESS (WIP) SOME INFORMATION MIGHT BE MISSING!
When Can the In Game Time Be Used
Sometimes a run might use the in game timer, IGT for short, as their final time. Runs that don't use items that can mess with the IGT, such as the Phantom Cigar, are eligible to use it as their final time. Here's a list of items and actions that break the IGT:
- Phantom Cigar
- Acceleramin
- Reflex
- Cutscenes
- Fast-travel
- Getting a “Serious Injury”
When you don't use either of these items nor perform any of the listed actions, using the IGT is perfectly viable. Note that when the Phantom Cigar is used after a mission is over the IGT is not compromised.
Timing Rules
Now that we know what breaks the IGT we can move on to RTA'ing. There are some universal timing rules that we've listed, they are as follows:
Type | Description | Timing | Additional Cues |
---|---|---|---|
Transitions | Transitions can be anything from the fade-in to a cutscene (provided the mission starts with one), the fade-in to the chopper scene, fade-in from fast-travelling and/or fade-in to gameplay | Last full-black frame / Fade-in starts | The best way to visualize it (in my opinion) is to increase the brightness of the footage so you can more easily see the fade-in starting |
Fast-travel | When using the fast-travel system, the period you spent fast-traveling is considered loading time. The “loading time” starts as soon as the iDroid screen closes after selecting the fast-travel point | Frame the iDroid screen closes | |
Fast-travel (end) | After you've selected the fast-travel point and endured the cutscene a fade-in happens. When the fade-in starts we consider the “loading time” finished | Last full-black frame / Fade-in starts | The best way to visualize it (in my opinion) is to increase the brightness of the footage so you can more easily see the fade-in starting |
Cutscene | When a cutscene starts we consider it “loading time”. When a mission ends with a cutscene, the frame it starts is when the mission is considered over | First frame of the cutscene / HUD icons disappear | Some times it can be tricky to recognize when a cutscene starts, such as the cutscene in “Where do the Bees Sleep?”. In these casses you can watch for subtle light changes or when HUD icons disappear |
Cutscene (end) | After skipping a cutscene there will be a fade-in | Last full-black frame / Fade-in starts | The best way to visualize it (in my opinion) is to increase the brightness of the footage so you can more easily see the fade-in starting |
Chopper Exit | When exiting a mission one of your options is to leave via a chopper ride. In the case you do so the end of the run will be when Snake closes the chopper door | The frame the chopper door closes | |
Exit Hot Zone | After exiting a hot zone the camera will zoom in on Snake's face | Frame the camera starts to zoom in | Although HUD icons disappear the same frame the mission ends players that might have no items equipped or no HUD elements visible will not be able to use them as a cue |
Exit Hot Zone (iDroid) | After exiting a hot zone and you're using the iDroid when the mission ends Snake will automatically close the iDroid | Last frame the iDroid screen is visible | |
Exit Hot Zone (Phantom Cigar) | After exiting a hot zone while using the Phantom Cigar the camera doesn't zoom in on Snake's face, instead it zooms out | Frame the camera starts to zoom out | In case you use HUD icons they disappear the same frame the mission ends, if you don't then you'll have to go by when the camera zooms out |
Exit Hot Zone (Fulton) | When exiting a hot zone via fultoning a materials container an icon will appear, when that icon disappears the mission is considered over | Frame the fulton icon disappears | In case you're connected to the servers a small sinc-icon will appear on the top right corner of the screen, you can use it to tell when the mission is over. Another method is shaking the camera. Once the mission is over the camera will be locked in place |
Exit Hot Zone (Truck Fulton Trick) | The truck fulton trick is a unconventional way of exiting a hot zone. Standing on the bed of a truck while on D-Horse or D-Walker, call another vehicle drop. That will cause the truck to be fultonned out. Provided you're standing in the correct spot and facing the right direction, the truck will propel you skyward with it, exiting the hot zone (remember to use the regular fulton) | HUD icons disappear | The best way to tell when you're out of the hot zone is to pay attention to your HUD icons. The icon that tracks where the other vehicle will be dropped and the weapons and items icons. Other wise you can use the online sinc-icon as a reference |
Pausing | While it's not recommend to do so, pausing during a run is considered “load time”. It is so because in certain ILs is beneficial to checkpoint to speedup certain sections (ex.: After extracting Code Talker Snake is forced to walk, checkpointing will allow Snake to sprint). | Pause menu is visible / Fade-in starts | Clarification: The first frame the pause menu is visible |