tikevin83

Yellow Move Length Timing and Red Bar Effects

Aug 18th, 2017
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  1. The following data will explain length differences in moves used compared to using a normally effective move with a flash animation.
  2. Using a move with a shake animation saves 55 frames compared to the basic flash.
  3. Leer saves 23 frames from its animation, 30 including its text difference compared to Horn Attack and 25 comparing to Tackle.
  4. Thrash loses 11 frames to its wind up animation compared to the flash animation, but it saves time to it's name length compared to most flash animation moves (thus losing only 6 frames compared to Horn Attack)
  5. Turns 2-4 of Thrash save approximately 56 frames compared to frame perfectly using a flash move, which is roughly the timesave of a basic shake animation excluding move selection.
  6. Shake moves that are super effective only save 27 frames compared to flash moves, because the super effective text box and audio changes cost 28 frames. 7 of these frames are recovered in redbar, making an SE red bar shake move a 34 frame save. Approximately 4 of those frames are associated with the audio change and 3 are associated with differences in the way text boxes are handled in red bar.
  7. Shake moves that are not very effective save only 10 frames compared to flash moves. The not very effective text and the sound change cost approximately 45 frames. The 16 frame delay from the audio jingle is eliminated in redbar along with 3 frames in text boxes, meaning that not very effective shake moves save 29 frames compared to a basic flash.
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  9. These timings also apply to move uses by enemies.
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  11. We also understand now that when any HP bar changes color, it causes a palette update which loses approximately 5 frames. Both HP bars always load as green in battle before changing to reflect your current HP. Thus it is optimal to avoid taking damage into yellow bar unless red bar will be obtained as a result.
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