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- Pokémon Emerald Encounterless Manip (Emu GSE 0.5)
- My Offsets: 10116/17079/23265/26630/31912/37239/45171/64098/72215
- This Manip gets the usual Naughty Mudkip and manips the fight against Zigzagoon trying to make it a 2 shot and also manips no encounters afterwards.
- You have two opportunities to get the Tackle maxroll needed to make this a 2 turn fight (both are 1 Frame windows).
- In case you miss both of these there is a "backup" encounterless manip, that manips no encounters on the way to the rival, assuming you defeat zig in 3 turns.
- About each Offset:
- 01. Timing continue (don't actually know if this effects the manip in any meaningful way, but it makes the quiet Mudkip fight against a female Zigzagoon everytime, which is good for reset efficiency)
- 02. Getting Naughty Mudkip after 1 Bag Manip.
- Can skip the Bag manip by saving 1 Tile Right of the bag, but you have to adjust every Offset after the continue by a few frames (-5 Frames iirc)
- 03. Clearing Zig appeared Textbox (366-371 Frames after Mudkip)
- This is a 6 Frames Window to get Zig to use tackle turn 1
- 04: Tackle turn 1 to get a maxroll (569 Frames after Mudkip, Zigs HP bar is yellow if successful)
- 05: 2nd Tackle maxroll, if you missed it turn 1 (884 Frames after Mudkip)
- 1 Frame early is the minroll, so don't aim for this if you get the Maxroll turn 1
- 06. End of battles timing if you got the 2 Turn K.O.
- 07. End of Battle if you didn't (very generous timing, as this assumes a 3 turn fight with 2 Growls)
- 08. End of lab cutscene for 2T fight
- 09. End of Lab cutscene for 3T fight
- The hardest part of all of this is callibrating the 2 Tackle Offsets.
- Tackle1:
- -1-3 Frames early (or 3 Frammes late) makes Zig use Tackle Turn 2
- -1-2 Frames late makes Zig use Growl Turn 2
- -If Zig deals 4 instead of 3 dmg you were 4 Frames late
- Kinda annoying to find out which frame you hit exactly, but decreasing the Offset if you see alot of growl and increasing it if you see alot of Tackle seems reasonable.
- Important Note!!!:
- If you get the Tackle 1 maxroll don't aim for the Tackle 2 beeps, because you risk getting the minroll.
- Also don't just mash because there are a few miss frames early on.
- Aim for slightly late instead. I personally mash A+L to enter fight menu at the same time as tackle2 beep. (hasn't been punished yet, but the amount of miss/ minroll Frames on turn 2 is kinda ridiculous)
- As for the second Tackle:
- There aren't as many tells, because you usually just KO it next turn, but if you get a minroll you were 1 Frame early, if Zig misses tackle you were 2 frames late (if you get tackle obviously)
- For both Tackles you could record some attempts and count the amount of Frames between choosing Mudkip (your A press will be 2 Frames before the yes/no Textbox disappears)
- and using Tackle (A press is 11 Frames before the fight menu disappears, ideally the Textbox has only printed M)
- If you can't be bothered just go for both Tackle Frames using an Offset close to what is given above to avoid Tackle misses and do the 3 Turn backup (loses roughly 10 seconds)
- Some tells for quick resets(assumes all Offsets are calibrated correctly and you weren't off by more than 4 Frames):
- -If Zig is female. If your continue offset is calibrated correctly, this means you most likely hit 1 Frame late (quiet)
- -If Mudkip HP is 20
- -If you miss your first tackle or you seemingly minroll, 1 Frame early (Careful)
- -Growl T1 either means your 3rd Offset is off or you hit 1 Frame early (Careful).
- Just wanted to have this somewhere, can also just be good and always get the right Mudkip :).
- T2 Paths:
- (Movement in [] is the bottom guy outside)
- sorted by Frames
- Frame NPC1 NPC2 Path
- 01 U R bbm t3a
- 02 R LUR(late) tbm |s t3a
- 03 R LRD bbb t3a
- 04 U LD bbb t3a
- 05 D LU[U] btt |s t3a
- 06 N LD bbb t3a
- 07 D DL bmm t3a
- 08 R U bbb t3a
- 09 D U bmm t3a
- 10 D UL bmm t3a
- 11 N U bmm t3a
- 12 Ru U bbb |s t1b
- 13 D LU[L] tbm |s t3a
- 14 U U bbb |s t1b
- 15 DU DU tbm |s t3a
- 16 R DU tbm |s t3a
- Sorted by Scientist Movement
- Frame NPC1 NPC2 Path
- 01 U R bbm t3a
- 04 U LD bbb t3a
- 14 U U bbb |s t1b
- 02 R LUR(late) tbm |s t3a
- 03 R LRD bbb t3a
- 08 R U bbb t3a
- 16 R DU tbm |s t3a
- 12 Ru U bbb |s t1b
- 05 D LU[U] btt |s t3a
- 07 D DL bmm t3a
- 09 D U bmm t3a
- 10 D UL bmm t3a
- 13 D LU[L] tbm |s t3a
- 15 DU DU tbm |s t3a
- 06 N LD bbb t3a
- 11 N U bmm t3a
- Movement of NPC1 and NPC2 are the same for Frames 05 and 13, either give more info or find a path that works for both.
- 3T Encounterless:
- Sorted by Frames
- 01 N U: bmb|s m3a
- 02 D L: bmb|s t3a
- 03 N D: btb|s t3a
- 04 N DU: tmm t2a/t1a
- 05 D LR: bbb |s t1a
- 06 N L: bmb |s t3a
- 07 DL LU: ttm t1a
- 08 L LU: ttm t1a
- 09* R D: tb(up early)b |s -> L m3a
- 10 L LD(late):btb t1b
- 11 D RR[D]: ttb (early oldale) left sign t1b
- 12 U DR: tb(up early)b t3a
- 13 N RR: ttm (early oldale), left sign, t1b
- 14 Ur RD: tb(up early)b t3a
- 15 D UR: tbm m3a
- 16 D RR: tb(up early)b t3a
- Sorted by Scientist Movement (Movement in [] is the bottom guy outside)
- 01 N U: bmb|s m3a
- 03 N D: btb|s t3a
- 04 N DU: tmm t2a/t1a
- 06 N L: bmb |s t3a
- 13 N RR: ttm (early oldale), left sign, t1b
- 02 D L: bmb|s t3a
- 05 D LR: bbb |s t1a
- 11 D RR[D]:x ttb (early oldale) left sign t1b
- 16 D RR[R]: tb(1u early)b t3a
- 15 D UR: tbm m3a
- 07 DL LU: ttm t1a
- 08 L LU: ttm t1a
- 10 L LD(late)btb t1b
- 09* R D: tb(up early)b |s -> L m3a
- 12 U DR: tb(up early)b t3a
- 14 Ur RD: tb(up early)b t3a
- Most of the movement is standart.
- tb(up early)b is read as: top -> bottom, but you go up until the wall 1 step into the grass -> bottom.
- Map of that path: https://imgur.com/a/b-up-early-movement-HgEqxon
- (Early oldale) means after R101 Grass go up 1 tile earlier than usual. Left sign just means walking 1 Tile left before the sign.
- Visual to check during runs: soon
- Ideally someone makes a 3 Turn encounterless manip that aims for a 1 or 2 seconds earlier Frame window assuming you always get Tackle turn 1, but i can't be bothered right now.
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