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- 60fps, NG Drifter
- -----------------
- DASH:
- | begins on frame # | lasts for # frames
- initial speed | 1 | 10
- delay | 11 | 7
- buffered movement | 18 | 14
- action lock end | 32 | 1
- off cooldown | 33 | 30
- group off cooldown | 64
- The last row is only relevant for the last (usually 3rd) slowdash of a grouping.
- Dash + Down on the first frame the drifter enters a ledge pushback zone will
- ledge clip, second frame will give quick drop but lose all horizontal speed.
- CHAINDASH:
- dash # in chain | earliest dash frame | diff
- 1 | 1 |
- 2 | 17 | 16
- 3 | 31 | 14
- 4+ | 12n - 5 | 12
- There is a window of 6 frames to continue a chain, and the drifter is able to start a new chain 28 frames after the last dash of the previous chain.
- SWORD:
- | begins on frame # | lasts for # frames
- action lock | 1 | 2
- hitbox 1 | 3 | 2
- hitbox 2 | 5 | 2
- hitbox 3 | 7 | 1
- action lock end | 8 | 1
- hitbox disappears | 9 | 11
- off cooldown | 20
- Action lock lasts for 13? extra frames if sword hits an object (door, medkit, etc.)
- If sword animation starts outside of a ledge pushback zone, those entered during it
- are ignored.
- 60fps, Alt Drifter
- ------------------
- DASH:
- | begins on frame # | lasts for # frames
- action lock | 1 | 8
- delay | 9 | 6
- buffered movement | 15 | 11
- action lock end | 26 | 1
- off cooldown | 27 | 31
- group off cooldown | 58
- CHAINDASH:
- dash # in chain | earliest dash frame | diff
- 1 | 1 |
- 2 | 15 | 14
- 3+ | 12n - 9 | 12
- SWORD:
- | begins on frame # | lasts for # frames
- action lock | 1 | 7
- action lock end | 8 | 3
- hitbox disappears | 11 | 11
- off cooldown | 20
- 60fps, Both Drifters
- --------------------
- STAMINA
- Stamina starts regenerating 2 seconds after your last use unless you run out. This delay is based on a timer rather than a frame counter, and advances during loads. Sitting makes stamina start regenerating immediately, unless you are out of stamina. The drifter is considered to be sitting during the sit down and get up animations. Total stamina is 69 (Yes, really). Stamina regen per frame is based on the drifter's state in the previous frame.
- Modifier | Regen per frame
- None | 0.14375 (1/480)
- Sitting | 0.215625 (1/320)
- need to test stamina cloak effect
- Skill | Stamina cost
- Chaindash | 2.875 (1/24)
- Phantom Slash | 34.5 (1/2)
- Dash Stab | 34.5 (1/2)
- Charge Slash | 23 (1/3)
- Dash Shield | 11.5 (1/6)
- Reflect Slash | 11.5 (1/6)
- PISTOL:
- | begins on frame # | lasts for # frames
- shot fired | 1 | 14
- off cooldown | 15
- SHOTGUN: untested
- DRIFTER DAMAGE (Knockdown):
- | begins on frame # | lasts for # frames
- damage taken | 1 | 3
- lag frames | 4 | 17
- lag end | 21
- DRIFTER DAMAGE (No Knockdown):
- | begins on frame # | lasts for # frames
- damage taken | 1 | 3
- drifter lag start | 4 | 1
- enemy lag start | 5 | 7
- enemy lag end | 12 | 4
- drifter lag end | 16
- need to test stacked lag
- ENEMY DAMAGE:
- conflicting results, mechanics need more analysis
- INTERACTING:
- short: (medkits, bits, keys, guns?): 18 frames
- medium: (green doors, red doors, npcs, modules): 43 frames
- everything else is untested
- Medkits and bits don't let you dash/attack/shoot for 20 frames after finished collecting
- Need to test white cloak
- GAME START:
- | begins on frame #
- splash screen | 1
- autosave screen | 181
- skippable | 204
- controller screen | 233
- skippable | 266
- HM screen | 294
- skippable | 327
- title screen | 355
- open menu | 386
- new game | 397
- difficulty select | 408
- file select | 419
- enter filename | 423
- start game | 430
- cutscene skip | 618?
- cutscene start | 732
- As long as cutscene skip sequence is completed before frame 732 it will be skipped
- immediately.
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