The Last of Us: Quick turn melee glitch examples with inputs. Fun fight skips, oob, vault clipping

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The Last of Us
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I wasn't happy with the first video explaining this technique so decided to go back and figure it out more precisely and do a better upload. I feel like a game such as this needs one final good send off in the tech department. At the core:

1: Quick turn
2: Press melee
3: If your camera angle is correct, quick turn again. Extra tip: Looking back at the inputs it also seems slightly easier if you keep holding down from the first quick turn.

Of course this isn't 100% consistent and there are likely intricacies I'm missing. One thing I have noticed is that doing the tech first try seems almost impossible compared to the second try (also shown by some attempts in the video). If I was to guess it has something to do with the game trying to account for needing the time to equip the weapon. Ellie also seems close to impossible first try to get the required camera movement. It may need some ridiculously stricter input timing so my advice is melee the air once with Joel/Ellie before trying. It will be much easier then.

I've also included some examples of failing the tech so you can see what good and bad attempts look like. I didn't originally plan to have music and just contain game audio instead but it's been years since I've captured it from a console.

I forgot that if you plug a headset into the PS4 controller it cuts audio over HDMI. I only realized this after I was 80% done capturing the footage so instead of recapturing all over again, the music route was chosen. Hopefully it's chill enough for everyone.

I know the controller input isn't a 100% sync match to the video. Whenever I applied delay on the gamepad viewer url and viewed in OBS Studio, it would act strange like showing I was holding a button down for 3 seconds when I barely tapped it. Not having a delay set in the url never had this issue.

Vault clipping. I didn't play Factions but I remember seeing out of bounds videos in which people would throw a smoke and use the explosion to interrupt the vault animation and clip inside. It's the exact same concept here but the smoke bomb has now been substituted for a loading trigger. Very hard to time.

Left behind. I just want to say that I'm not 100% sure if this tech is faster than the brick spin method for gate deload but wanted to show anyway. The very last clip makes logical sense (in my brain anyway) that it should be the fastest method. My reasoning is you engage the load zone sooner meaning less waiting at the checkpoint area. However, the time spent waiting for the checkpoint load on PS5 is so little to start with it's likely not faster.

The pause to properly deload the gate from further back is also very difficult that I would stick to doing the quick turn melee at the actual gate as the pausing seems to be easier and much briefer as shown. The big pro here is the tech works with any controller sensitivity and even on PS3. To get a definitive answer I asked Matt to test both the further back wall deload and actual gate deload vs bottle spin method but he was busy with other stuff so didn't get around to it. Not that it matters much when we are talking about miniscule time saves of maybe 1-2 seconds at the very most.

Hopefully most of what I have typed and shown for this tech is more understandable now.

This will likely be the last video on this game because the remake is out soon and I simply have no other ideas left anyway. I don't have a PS5 and likely never will (PC gamer now) but I'll probably watch Matt play the remake if he gets it and discuss stuff then. I doubt I will have much time with it though.

Also this was my second time editing in Adobe Premiere Pro so hopefully it looks ok. Exported at 4k.

Music provided by Argofox:
NEREUS - Bonsai
https://youtu.be/kH1oQqXzH7A

Music provided by Argofox:
NEREUS - Lotus
https://youtu.be/J28LZDY1jig







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