Advertisement
clowsui

breaking ICs notes

Sep 17th, 2018
179
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Breaking the ICs
  2.  
  3. Ep 1:
  4. Belay
  5.  
  6. Stage 1
  7. Startup (Belay 1-4)
  8. Nana behaves normally, Popo starts up. Neither have invul
  9.  
  10. Stage 2
  11. Popo prepares to throw Nana (Belay 5-16)
  12. Nana intangible, but not invulnerable on 5 (as in, she's just not there at all, not 'dmg and KB cancelled'. Like a spotdodge)
  13. Popo completely vulnerable, no hitbox
  14. Hitting Popo here, there's a chance of getting Nana with consecutive frame
  15.  
  16. Stage 3
  17. Nana launches from 17-28
  18. AUDIO CUE!!! (Intangible -> Invulnerable)
  19. Falling belay and rising belay are different. Popo carries his vertical momentum
  20. Falling version seems to go higher?
  21.  
  22. Stage 4
  23. Frame 29
  24. Second audio cue
  25. Starts to catch up to Nana
  26. After he passes her, stays above her
  27.  
  28. Stage 5
  29. Frame 60
  30. Enters special fall
  31. Vulnerable + no hitbox
  32. Vertical hammer, enters special fall
  33.  
  34. APPLICATION:
  35.  
  36.  
  37. --
  38. Ep 2:
  39.  
  40. CONNECTED
  41. Receives player input
  42. (In 20xx:
  43. DEVELOP ON
  44. X+ dpad up
  45. R + dpad left x 3)
  46.  
  47. YELLOW
  48. 1. Input delay (6 frame)
  49. 2. Popoforce
  50. Every frame that Nana is connected, regardless of ground or air, the force pulls her towards her to Popo
  51. **NOTE**: This ONLY happens if they're connected
  52. 3. Forced same facing (swivel): Game checks for Nana facing direction every frame, and puts her in the same direction as Popo was facing 5f before.
  53. Not usually observed until actions chosen.
  54.  
  55. Sync vs Desync both happen during "Connected" state, and the 6f delay still applies, just that she's in a different state than Popo was before,
  56. so she reacts to the same inputs differently and can do "different things" from Popo
  57.  
  58. BETWEEN STATE
  59.  
  60. Two special connection
  61. 1. Squall hammer (within 1 climber's vertical length)
  62. 2. Belay (a little less than FoD floor + top plat length, so much greater)
  63.  
  64. Teeter prevents connection
  65.  
  66.  
  67. To connect:
  68. 1. Both climbers must be on the ground
  69. Not at same floor or height, just floor period
  70. 2. Must be in connection distance (BF vs YS platform has enough vertical difference(!)
  71. 3. Momentum values must be similar
  72. Simplest case is Popo dash dances and keeps running, with Nana running at Popo attempting to connect.
  73.  
  74. If Popo wavedashes in opposite direction, she won't connect
  75. If Popo stays stationary after dashing , she'll spend a few runbrake frames catching up
  76. If Popo matches velocity with another short (timed) dash, short wavedash or walk, she'll connect
  77.  
  78. DISCONNECTED
  79. Receives AI input
  80. 1 AI level for every 20% Popo takes
  81. Doesn't receive any inputs from player
  82. Starts stock as disconnected
  83.  
  84. GREEN
  85. "Trying to connect"
  86. Level independent
  87. Dash, run, jump to reach
  88. Nana targets a horizontal position, not Popo's exact location
  89. Nana's "target" tracks floor
  90.  
  91. MAGENTA
  92. "Waiting to connect"
  93. Once she reaches specific range of her target (Popo or otherwise(!!))
  94. Entirely idle
  95. Reached her goal, hoping to fulfill connection conditions
  96. Must be grounded to be magenta
  97.  
  98. BLACK
  99. "Hitlag"
  100. Higher Popo percents = more likely to have wacky DI/SDI inputs
  101. She doesn't receive any inputs from player (!!) So all DI is hers and hers alone
  102. Can't enter red mode
  103.  
  104. WHITE
  105. "Offstage, recovering"
  106. Generally targets edge of stage
  107. Aerial drift + double jumps towards it
  108. If Popo's on a platform and she's recovering to him, sometimes she'll transition to green mode
  109. Important bc she never attacks out of a white mode recovery
  110. Nana exact DJ is predictable! DJ when she's on the same horizontal plane as Popo
  111. Prioritizes Randall on Yoshi's
  112.  
  113. RED
  114. "Attack"
  115. Green or magenta mode Nana transitions into red mode, and the red mode/attack range is determined by her hitboxes
  116. She will "maybe" attack those ranges, with likelihood + variety changing w level
  117. Possible for there to be timing mixups in red mode since it's all probabilistic
  118. Won't spotdodge but will roll (same range as her jab, so she'll always roll point blank if she does)
  119. If none of her maybe boxes are intersected, she'll transition to green or magenta based on distance from chase target
  120.  
  121. Lower the level, lower strength of attack
  122. Level 0 - mostly jabs
  123. Level 3 - gets ability to use blizzrd
  124. Level 4 - aerials
  125. Level 6 - grab activated
  126.  
  127. By avoiding connection conditions, she can be disconnected as long as player wishes
  128.  
  129. Can create many openings based on the connection conditions + disconnection/connection states
  130.  
  131. --
  132. Ep 3
  133.  
  134. Avoid targeting Nana unless
  135. 1. Both performing an action
  136. 2. Both in air
  137. 3. Popo is far enough away that he can't reach you
  138.  
  139. This prevents getting punished during hitlag when punishing Nana's perceived vulnerability (eg DD, blizzard)
  140. --
  141. Ep 4
  142.  
  143. Pressing shield before hitlag = hitlag adds onto the frames before you land
  144. So even if you land the frame after you hit the move, if you pressed shield before, it doesn't register
  145. If you press during hitlag, it'll count the hitlag frames as a single frame in the L cancel window
  146.  
  147. Hitlag cases
  148. 1. No hitlag (whiff)
  149. 2. Single hitlag
  150. Can occur when you hit two climbers, just need to hit them on same frame (e.g. when they're stuck together)
  151. 3. Double hitlag
  152. Hit one climber, finish your hitlag, and hit the other climber after and register in hitlag again.
  153. In this situation, just spam L cancel inputs (so L + Z)
  154. 3. Extended hitlag
  155. Hit one climber, other climber gets hit by same move while you're in that first hitlag
  156. Attacker's additional hitlag is set to the greater of compared values between potential additional hitlag from same climber
  157. vs. "new" hitlag from other climber.
  158.  
  159.  
  160. 1. Same frame = same as hitting one
  161. 2. Do your best to delay if you're going to hit 2 targets (whether double or delayed) OR just spam it
  162.  
  163. --
  164. Ep 5
  165.  
  166. States where Nana can't be interrupted with belay/squall despite being in the range
  167.  
  168. If he's in range, he can cancel out of ground movement, jumping, normals (eg smash/jab/aerials)
  169.  
  170.  
  171. 1.Specials (IB, blizzard)
  172. Cannot interrupt IB or blizzard
  173. Can't cancel belay with another until f39
  174. Nana can't belay or squall independently
  175.  
  176. 2. Shield and shield related
  177. Guard on/guard off
  178. Roll
  179. spotdodge
  180. Missfoot (sliding off platform backwards from push off)
  181.  
  182. 3. Grab (including Nana whiff grab, holding or throwing, Nana being held or thrown by opponent, and grab break)
  183.  
  184. 4. Hitlag, hitstun, tumble and tech
  185.  
  186. 5. Pass/teeter
  187. (Dropping through platform = pass)
  188. Teeter = lol
  189.  
  190. SQUALL EXTRA NOTES
  191. Squall range much much smaller
  192. Squall can't sync Nana out of normals or ledge getup options (which belay can cancel)
Advertisement
RAW Paste Data Copied
Advertisement