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- Breaking the ICs
- Ep 1:
- Belay
- Stage 1
- Startup (Belay 1-4)
- Nana behaves normally, Popo starts up. Neither have invul
- Stage 2
- Popo prepares to throw Nana (Belay 5-16)
- Nana intangible, but not invulnerable on 5 (as in, she's just not there at all, not 'dmg and KB cancelled'. Like a spotdodge)
- Popo completely vulnerable, no hitbox
- Hitting Popo here, there's a chance of getting Nana with consecutive frame
- Stage 3
- Nana launches from 17-28
- AUDIO CUE!!! (Intangible -> Invulnerable)
- Falling belay and rising belay are different. Popo carries his vertical momentum
- Falling version seems to go higher?
- Stage 4
- Frame 29
- Second audio cue
- Starts to catch up to Nana
- After he passes her, stays above her
- Stage 5
- Frame 60
- Enters special fall
- Vulnerable + no hitbox
- Vertical hammer, enters special fall
- APPLICATION:
- --
- Ep 2:
- CONNECTED
- Receives player input
- (In 20xx:
- DEVELOP ON
- X+ dpad up
- R + dpad left x 3)
- YELLOW
- 1. Input delay (6 frame)
- 2. Popoforce
- Every frame that Nana is connected, regardless of ground or air, the force pulls her towards her to Popo
- **NOTE**: This ONLY happens if they're connected
- 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.
- Not usually observed until actions chosen.
- 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,
- so she reacts to the same inputs differently and can do "different things" from Popo
- BETWEEN STATE
- Two special connection
- 1. Squall hammer (within 1 climber's vertical length)
- 2. Belay (a little less than FoD floor + top plat length, so much greater)
- Teeter prevents connection
- To connect:
- 1. Both climbers must be on the ground
- Not at same floor or height, just floor period
- 2. Must be in connection distance (BF vs YS platform has enough vertical difference(!)
- 3. Momentum values must be similar
- Simplest case is Popo dash dances and keeps running, with Nana running at Popo attempting to connect.
- If Popo wavedashes in opposite direction, she won't connect
- If Popo stays stationary after dashing , she'll spend a few runbrake frames catching up
- If Popo matches velocity with another short (timed) dash, short wavedash or walk, she'll connect
- DISCONNECTED
- Receives AI input
- 1 AI level for every 20% Popo takes
- Doesn't receive any inputs from player
- Starts stock as disconnected
- GREEN
- "Trying to connect"
- Level independent
- Dash, run, jump to reach
- Nana targets a horizontal position, not Popo's exact location
- Nana's "target" tracks floor
- MAGENTA
- "Waiting to connect"
- Once she reaches specific range of her target (Popo or otherwise(!!))
- Entirely idle
- Reached her goal, hoping to fulfill connection conditions
- Must be grounded to be magenta
- BLACK
- "Hitlag"
- Higher Popo percents = more likely to have wacky DI/SDI inputs
- She doesn't receive any inputs from player (!!) So all DI is hers and hers alone
- Can't enter red mode
- WHITE
- "Offstage, recovering"
- Generally targets edge of stage
- Aerial drift + double jumps towards it
- If Popo's on a platform and she's recovering to him, sometimes she'll transition to green mode
- Important bc she never attacks out of a white mode recovery
- Nana exact DJ is predictable! DJ when she's on the same horizontal plane as Popo
- Prioritizes Randall on Yoshi's
- RED
- "Attack"
- Green or magenta mode Nana transitions into red mode, and the red mode/attack range is determined by her hitboxes
- She will "maybe" attack those ranges, with likelihood + variety changing w level
- Possible for there to be timing mixups in red mode since it's all probabilistic
- Won't spotdodge but will roll (same range as her jab, so she'll always roll point blank if she does)
- If none of her maybe boxes are intersected, she'll transition to green or magenta based on distance from chase target
- Lower the level, lower strength of attack
- Level 0 - mostly jabs
- Level 3 - gets ability to use blizzrd
- Level 4 - aerials
- Level 6 - grab activated
- By avoiding connection conditions, she can be disconnected as long as player wishes
- Can create many openings based on the connection conditions + disconnection/connection states
- --
- Ep 3
- Avoid targeting Nana unless
- 1. Both performing an action
- 2. Both in air
- 3. Popo is far enough away that he can't reach you
- This prevents getting punished during hitlag when punishing Nana's perceived vulnerability (eg DD, blizzard)
- --
- Ep 4
- Pressing shield before hitlag = hitlag adds onto the frames before you land
- So even if you land the frame after you hit the move, if you pressed shield before, it doesn't register
- If you press during hitlag, it'll count the hitlag frames as a single frame in the L cancel window
- Hitlag cases
- 1. No hitlag (whiff)
- 2. Single hitlag
- Can occur when you hit two climbers, just need to hit them on same frame (e.g. when they're stuck together)
- 3. Double hitlag
- Hit one climber, finish your hitlag, and hit the other climber after and register in hitlag again.
- In this situation, just spam L cancel inputs (so L + Z)
- 3. Extended hitlag
- Hit one climber, other climber gets hit by same move while you're in that first hitlag
- Attacker's additional hitlag is set to the greater of compared values between potential additional hitlag from same climber
- vs. "new" hitlag from other climber.
- 1. Same frame = same as hitting one
- 2. Do your best to delay if you're going to hit 2 targets (whether double or delayed) OR just spam it
- --
- Ep 5
- States where Nana can't be interrupted with belay/squall despite being in the range
- If he's in range, he can cancel out of ground movement, jumping, normals (eg smash/jab/aerials)
- 1.Specials (IB, blizzard)
- Cannot interrupt IB or blizzard
- Can't cancel belay with another until f39
- Nana can't belay or squall independently
- 2. Shield and shield related
- Guard on/guard off
- Roll
- spotdodge
- Missfoot (sliding off platform backwards from push off)
- 3. Grab (including Nana whiff grab, holding or throwing, Nana being held or thrown by opponent, and grab break)
- 4. Hitlag, hitstun, tumble and tech
- 5. Pass/teeter
- (Dropping through platform = pass)
- Teeter = lol
- SQUALL EXTRA NOTES
- Squall range much much smaller
- Squall can't sync Nana out of normals or ledge getup options (which belay can cancel)
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