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- ====old paste from 4/17/15====
- TODO: test fire underwater
- caveat emptor:
- I only tested things in the most obvious manner, maybe Nahoc knows better.
- My math/guesstimation might be off by a little.
- measurements in 30fps
- base references:
- -running speed: 6 units/frame (horizontal)
- -terminal velocity: 16 units/frame (vertical)
- height of 1-1: 183.8 units
- ===FIRE ON GROUND===
- times of fire: 30, 23, 17, 17, 17... frames
- distances of fire: 265.975, 190.45, 127.45 units
- avg speed: 8.866, 8.280, 7.497 units/frame
- ===FIRE IN AIR===
- times of fire+puff: 35, 28, 22, 22, 22... frames
- distances of fire: 308.35, 232.825, 169.825 units
- avg speed: 8.81, 8.315, 7.719 units/frame
- height loss: a PERFECT fire cancel loses 0.9807 units (negligible, see terminal velocity)
- a perfect frame cancel consists of:
- -float two frames before fire animation ends
- -puff the next frame
- -fire six frames after
- to get the same height:
- -two frames to do float
- -seven frames to do puff
- -one frame to do fire
- to get the same distance:
- -frame perfect, gg
- ===DOUBLE FIRE===
- time: 93 frames
- distance (stand/walk/run): 734.125, 811.625, 821.124
- avg speed: 7.89, 8.727, 8.829
- (note the last two are misleading because you need to get into walking/running speed)
- It's possible that double-fire is faster for certain parts. >_>
- More testing (maybe with proper TAS tools) upcoming.
- ===CURLING STONE===
- takes 8 frames to enter (and get its speed) after pressing B
- initial velocity when
- standing/walking: 6.975
- running: 8.975
- deceleration: 0.025 units/frame^2
- it takes exactly 4 seconds from running curling stone to get back to running speed (6)
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