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- What Octavio does every frame
- =============================
- 1. Check if the player can be found. If not, do nothing this frame.
- 2. If the last attack was a punch, check how many additional punches are remaining. If not zero, go to 6 with attack type punch. Else, continue.
- 3. Advance the attack sequence by one. If the end was reached, reset the sequence to the beginning.
- 4. Load the attack type.
- 5. Recalculate the additional punches counter. (This happens regardless if the chosen attack is a punch.)
- 6. Choose a pattern for the attack.
- 7. If the attack type is punch, decrement the additional punches counter.
- 8. Attack.
- 9. Go to 1.
- Attack Sequences
- ================
- There are four attack sequences - one for each level (phase).
- p = punch
- b = bombs
- c = charge
- Level 1
- pbpbpc
- Level 2
- pbpbpc
- Level 3
- pbpbpcpbpbc
- Level 4
- p
- Attack Patterns
- ===============
- Each attack type has its own set of patterns. Nintendo also left some developer comments which label each type. Thanks, Nintendo! Which attack pattern is chosen is calculated via RNG.
- Punches
- Each pattern for punches controls:
- - Which fist(s) are used
- - Which type of attack (drill vs normal) is used for each fist
- - Whether Octavio is in the air ("jump") for this attack
- - Whether Octavio dashes before/after/during the attack
- Bombs
- Each pattern for bombs controls:
- - The type of bomb used
- - How many of each bomb
- - Spread type
- Additional Punches
- ==================
- Unlike bombs and charge, the game can choose to do multiple punch patterns in a row when encountering punch in the attack sequence. The number of additional punches is calculated via RNG. However, in the current version of Splatoon 2, the RNG will pick a number between a range of 1 and 1. This effectively means that every punch in the attack sequence will always result in 2 patterns being executed.
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