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- buffer shield when Y Velocity is -14 (or input it when it is -11 and let go when -12 or -13 (both work) on emu to account for input delay)
- need -14 y velocity partway through first explosion frame (i.e. happens 1 input frame after start of visual frame)
- I have about 26 frames after link turns around to get link to have -14 y velocity (the start of that visual frame is -13, then turns -14 one input frame after the start of this visual frame)
- Assume that you have the Y Velocity pattern: -4, 0, -1, 0, -1, -2, -3, ..., -15, -4, 0, -1, -2, -3, ... (i.e. only two 0, -1 alternations before the standard cycle, as this appears to be typically with the bank clip setup). Under this assumption, I need at least 17 frames of walking without -4 Y Velocity to reach the correct Y Velocity on the first explosion frame.
- 26 - 17 = 9, thus there is not enough time to do a roll. Only have time to walk or ess turn or sidehop. Note: This number (9) checks out with the number of frames used by the current setup
- Standard Cycle:
- -1, -2, -3, -4, -5, -6, -7, -8, -9, -10, -11, -12, -13, -14, -15, -4, 0
- The standard cycle is 17 frames long
- setting down bomb for isg:
- 1
- 2
- 3 C-Down (i.e. 3 -> 1)
- --
- 1 Nothing Happens (technically inputting C-Down on this frame)
- 2
- 3
- --
- 1 Nothing Happens
- 2
- 3 A
- --
- 1 Nothing Happens
- 2
- 3 (can start holding R now; keep holding)
- --
- 1 Pulling bomb
- 2
- 3
- --
- 1 bomb visible
- 2
- 3
- --
- 1 bomb almost above head
- 2
- 3
- --
- 1 bomb being lowered
- 2
- 3
- --
- 1 bending almost all the way over
- 2
- 3
- --
- 1 bending all the way over
- 2
- 3
- --
- 1 starting to come back up
- 2
- 3
- --
- 1 coming up more
- 2
- 3
- --
- 1 mostly up
- 2
- 3
- --
- 1 up a bit more
- 2
- 3
- --
- 1 almost all the way up
- 2
- 3 (B here quickdraws instead of stabs)
- --
- 1 very close to all the way up
- 2
- 3 B
- --
- 1 all the way up
- 2
- 3
- --
- 1 nothing
- 2
- 3
- --
- 1 start crouch
- 2
- 3
- --
- 1 crouched + drawing sword
- 2
- 3
- --
- 1 hand on hilt
- 2
- 3
- --
- 1 hand more on hilt
- 2
- 3
- --
- 1 stabbing
- 2
- 3 A (can release R)
- --
- 1 stabbing all the way
- 2
- 3
- --
- 1 sword brought back
- 2
- 3
- --
- 1 shield in front
- 2
- 3
- --
- 1 shield in front and lowered slightly
- 2
- 3
- --
- 1 white trail visible
- 2
- 3
- --
- 1 white trail 2
- 2
- 3
- --
- 1 white trail 3
- 2
- 3
- --
- 1 white trail starts to fade
- 2
- 3
- --
- 1 white trail gone
- 2
- 3
- --
- 1 shield on back
- 2
- 3
- --
- 1 grabbing bomb
- 2
- 3
- --
- 1 grabbing bomb 2
- 2
- 3
- --
- 1 starting to come up
- 2
- 3
- --
- 1 up a bit more
- 2
- 3
- --
- 1 up a bit more again
- 2
- 3
- --
- 1 almost all the way up
- 2
- 3 (started holding up awhile ago; link facing down)
- --
- 1 bomb near head
- 2
- 3
- --
- 1 bomb almost above head
- 2
- 3
- --
- 1 bomb above head (bomb is blue)
- 2
- 3
- --
- 1 basically nothing
- 2
- 3
- --
- 1 basically nothing (bomb dark red)
- 2
- 3 <-- can do first control stick input here
- --
- 1 bomb a bit more red
- 2
- 3
- --
- 1 bomb somewhat bright red
- 2
- 3
- --
- 1 link turns around
- 2
- 3
- --
- 1 first walking frame
- 2
- 3
- --
- 1 2nd walking frame
- 2
- 3
- --
- 1 3rd
- 2
- 3
- --
- 1 4th
- 2
- 3
- --
- 1 5th
- 2
- 3
- --
- 1 6th
- 2
- 3 (<-- maybe control stick here if waiting)
- --
- 1 7th
- 2
- 3
- --
- 1 8th (blue bomb)
- 2
- 3
- --
- 1 9th (red bomb)
- 2
- 3
- --
- 1 10th (red bomb again)
- 2
- 3
- --
- 1 11th (blue bomb)
- 2
- 3
- --
- 1 12th (blue bomb again)
- 2
- 3
- --
- 1 13th (red bomb)
- 2
- 3
- --
- 1 14th (red bomb again)
- 2
- 3
- --
- 1 15th (blue bomb)
- 2
- 3
- --
- 1 16th (blue bomb again)
- 2
- 3
- --
- 1 17th (red bomb)
- 2
- 3
- --
- 1 18th (red bomb again)
- 2
- 3
- --
- 1 19th (blue bomb)
- 2
- 3
- --
- 1 20th (blue bomb again)
- 2
- 3
- --
- 1 21st (red bomb)
- 2
- 3
- --
- 1 22nd (red bomb again)
- 2
- 3
- --
- 1 23rd (blue bomb)
- 2
- 3
- --
- 1 24th (blue bomb again)
- 2
- 3
- --
- 1 25th (red bomb)
- 2
- 3
- --
- 1 26th (Big Blue)
- 2
- 3
- --
- 1 27th (Big Red)
- 2
- 3
- --
- 1 1st explosion frame
- 2
- 3
- --
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