Elrevolver

Pokémon Emerald (GSE 0.5) 2T Encounterless

Jan 19th, 2026 (edited)
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  1. Pokémon Emerald Encounterless Manip (Emu GSE 0.5)
  2.  
  3.  
  4. My Offsets: 10116/17079/23265/26630/31912/37239/45171/64098/72215
  5.  
  6. 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.
  7. You have two opportunities to get the Tackle maxroll needed to make this a 2 turn fight (both are 1 Frame windows).
  8. 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.
  9.  
  10. About each Offset:
  11.  
  12. 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)
  13.  
  14. 02. Getting Naughty Mudkip after 1 Bag Manip.
  15. 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)
  16.  
  17. 03. Clearing Zig appeared Textbox (366-371 Frames after Mudkip)
  18. This is a 6 Frames Window to get Zig to use tackle turn 1
  19.  
  20. 04: Tackle turn 1 to get a maxroll (569 Frames after Mudkip, Zigs HP bar is yellow if successful)
  21.  
  22. 05: 2nd Tackle maxroll, if you missed it turn 1 (884 Frames after Mudkip)
  23. 1 Frame early is the minroll, so don't aim for this if you get the Maxroll turn 1
  24.  
  25. 06. End of battles timing if you got the 2 Turn K.O.
  26.  
  27. 07. End of Battle if you didn't (very generous timing, as this assumes a 3 turn fight with 2 Growls)
  28.  
  29. 08. End of lab cutscene for 2T fight
  30.  
  31. 09. End of Lab cutscene for 3T fight
  32.  
  33. The hardest part of all of this is callibrating the 2 Tackle Offsets.
  34.  
  35. Tackle1:
  36. -1-3 Frames early (or 3 Frammes late) makes Zig use Tackle Turn 2
  37. -1-2 Frames late makes Zig use Growl Turn 2
  38. -If Zig deals 4 instead of 3 dmg you were 4 Frames late
  39. 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.
  40. Important Note!!!:
  41. If you get the Tackle 1 maxroll don't aim for the Tackle 2 beeps, because you risk getting the minroll.
  42. Also don't just mash because there are a few miss frames early on.
  43. 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)
  44.  
  45. As for the second Tackle:
  46. 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)
  47.  
  48. 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)
  49. and using Tackle (A press is 11 Frames before the fight menu disappears, ideally the Textbox has only printed M)
  50.  
  51. 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)
  52.  
  53. Some tells for quick resets(assumes all Offsets are calibrated correctly and you weren't off by more than 4 Frames):
  54. -If Zig is female. If your continue offset is calibrated correctly, this means you most likely hit 1 Frame late (quiet)
  55. -If Mudkip HP is 20
  56. -If you miss your first tackle or you seemingly minroll, 1 Frame early (Careful)
  57. -Growl T1 either means your 3rd Offset is off or you hit 1 Frame early (Careful).
  58.  
  59. Just wanted to have this somewhere, can also just be good and always get the right Mudkip :).
  60.  
  61. T2 Paths:
  62. (Movement in [] is the bottom guy outside)
  63. sorted by Frames
  64.  
  65. Frame NPC1 NPC2 Path
  66. 01 U R bbm t3a
  67. 02 R LUR(late) tbm |s t3a
  68. 03 R LRD bbb t3a
  69. 04 U LD bbb t3a
  70. 05 D LU[U] btt |s t3a
  71. 06 N LD bbb t3a
  72. 07 D DL bmm t3a
  73. 08 R U bbb t3a
  74. 09 D U bmm t3a
  75. 10 D UL bmm t3a
  76. 11 N U bmm t3a
  77. 12 Ru U bbb |s t1b
  78. 13 D LU[L] tbm |s t3a
  79. 14 U U bbb |s t1b
  80. 15 DU DU tbm |s t3a
  81. 16 R DU tbm |s t3a
  82.  
  83. Sorted by Scientist Movement
  84.  
  85. Frame NPC1 NPC2 Path
  86. 01 U R bbm t3a
  87. 04 U LD bbb t3a
  88. 14 U U bbb |s t1b
  89. 02 R LUR(late) tbm |s t3a
  90. 03 R LRD bbb t3a
  91. 08 R U bbb t3a
  92. 16 R DU tbm |s t3a
  93. 12 Ru U bbb |s t1b
  94. 05 D LU[U] btt |s t3a
  95. 07 D DL bmm t3a
  96. 09 D U bmm t3a
  97. 10 D UL bmm t3a
  98. 13 D LU[L] tbm |s t3a
  99. 15 DU DU tbm |s t3a
  100. 06 N LD bbb t3a
  101. 11 N U bmm t3a
  102.  
  103. 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.
  104.  
  105. 3T Encounterless:
  106. Sorted by Frames
  107.  
  108. 01 N U: bmb|s m3a
  109. 02 D L: bmb|s t3a
  110. 03 N D: btb|s t3a
  111. 04 N DU: tmm t2a/t1a
  112. 05 D LR: bbb |s t1a
  113. 06 N L: bmb |s t3a
  114. 07 DL LU: ttm t1a
  115. 08 L LU: ttm t1a
  116. 09* R D: tb(up early)b |s -> L m3a
  117. 10 L LD(late):btb t1b
  118. 11 D RR[D]: ttb (early oldale) left sign t1b
  119. 12 U DR: tb(up early)b t3a
  120. 13 N RR: ttm (early oldale), left sign, t1b
  121. 14 Ur RD: tb(up early)b t3a
  122. 15 D UR: tbm m3a
  123. 16 D RR: tb(up early)b t3a
  124.  
  125.  
  126. Sorted by Scientist Movement (Movement in [] is the bottom guy outside)
  127.  
  128. 01 N U: bmb|s m3a
  129. 03 N D: btb|s t3a
  130. 04 N DU: tmm t2a/t1a
  131. 06 N L: bmb |s t3a
  132. 13 N RR: ttm (early oldale), left sign, t1b
  133. 02 D L: bmb|s t3a
  134. 05 D LR: bbb |s t1a
  135. 11 D RR[D]:x ttb (early oldale) left sign t1b
  136. 16 D RR[R]: tb(1u early)b t3a
  137. 15 D UR: tbm m3a
  138. 07 DL LU: ttm t1a
  139. 08 L LU: ttm t1a
  140. 10 L LD(late)btb t1b
  141. 09* R D: tb(up early)b |s -> L m3a
  142. 12 U DR: tb(up early)b t3a
  143. 14 Ur RD: tb(up early)b t3a
  144.  
  145. Most of the movement is standart.
  146. tb(up early)b is read as: top -> bottom, but you go up until the wall 1 step into the grass -> bottom.
  147. Map of that path: https://imgur.com/a/b-up-early-movement-HgEqxon
  148. (Early oldale) means after R101 Grass go up 1 tile earlier than usual. Left sign just means walking 1 Tile left before the sign.
  149.  
  150. Visual to check during runs: soon
  151.  
  152. 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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