SPEED RUN NOTES
Xcw speed-run notes
Win condition
A section clears when every required opponent or target along the route is down and you reach the end without losing all health or attempts. Because the character keeps moving, the win is clearing each threat before it can interrupt the line.
Fastest line
Keep your focus on the threat closest to your forward path — the one about to hit you — and finish it before switching. End each engagement a beat early so you can redirect to the next hazard without being carried into contact.
Input language
Aim with the mouse or touch and tap or click to act; the forward movement handles itself. Since you are not steering the pace, spend the input only on aiming and on choosing which target to take next.
Opening play
As the run starts, pick the threat that will cross your forward line first and land your action on it before it closes the gap. The hazard closest to your line outranks the one you are already aiming at.
Score signals
You are on track when each threat drops before reaching you and the route stays unbroken. If you get hit or carried into contact, that is the signal you held one engagement too long — the next hazard closed in while you finished the last target.
Recovery
Getting carried into contact means you overstayed on one target. Next run, leave the current target the instant it can no longer interrupt you — even mid-animation — and shift your aim to the hazard now entering your forward line.
Player questions: Hit Master Rush
How do I control Hit Master Rush?
Aim with the mouse or touch and tap or click to act; forward movement runs by itself. Use the time to aim and to pick the next threat, not to steer.
Which target should I hit first while moving?
The threat closest to your forward line, because it can interrupt you soonest. Finish it, then redirect to the next hazard early — the target you are already aiming at matters less than the one moving into your path.




