Sairaan

RKSG - Grolla Frame Values

Jul 13th, 2015
403
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.03 KB | None | 0 0
  1. RKS v1.05c
  2. Different mechanics from 1.00a (e.g. wall kicking)
  3. Tested in Zorne's Stage
  4. Hourglass r81
  5. Disable DirectSound
  6. Runtime Wait Sync Mode Asynchronous
  7. AppLocale Forced to Japanese
  8.  
  9. Movement:
  10. Walking moves Grolla by 3 pixels per frame. There is a startup of five frames you reach this speed. One the third frame of the startup, Grolla moves by 1 pixel.
  11.  
  12. Dashing instantly moves Grolla 7 pixels per frame
  13. Dashing lasts for 32 frames (input on frame 1, stand up on frame 33)
  14. During a dash, you can chain another dash on 3 frames (frame 30, 31, 32)
  15.  
  16. Dash jumping will keep Grolla still on the first frame, move her 1 pixel on the second frame, then resume normal dashing speed.
  17. Dash jumping against a wall without sliding on it will stop horizontal movement until the wall is cleared, in which normal dashing speed is resumed.
  18. Dashing off a ledge will keep Grolla still for one frame then resume normal dashing speed.
  19.  
  20. When entering midair in any way (e.g. jumping, dropping off a platform, dropping off a ladder), there is a four frame window to dash. For jumping and letting go of a ladder, this window includes simultaneously pressing jump and dash.
  21.  
  22. Triple Slashing:
  23. Input on frame 1. Can start the next slash between frames 6 to 20 for each slash.
  24. Fastest triple slash can be done with the third input on frame 11.
  25. After input for third slash, you must wait 23 more frames before starting the next slash.
  26.  
  27. Charged Slash:
  28. 82 frames to charge if you slash (input on frame 1, release on frame 83).
  29. 82 frames to charge if you charged slash (release on frame 1, hold on frame 2, release on frame 84).
  30. 81 frames to charge if you start holding during a transition (room objects appear on frame 1, release on frame 82).
  31. 20 frames of cooldown (release on frame 1, slash on frame 21).
  32. Above or below half HP does not influence any of this.
  33.  
  34. Taking Damage:
  35. 30 frames hitstun (hit on frame 1, can slash on frame 31)
  36. 90 frames invulnerability (hit on frame 1, hit again on frame 91)
  37.  
  38. Take these values with a grain of salt.
Advertisement
Add Comment
Please, Sign In to add comment