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- I) Flat Ground Movement
- - Walking and rolling
- L-target to accelerate faster
- Rolling frame data, turning with rolls
- Dry rolling (bad)
- Instant full speed rolls (out of swimming, out of crawlspace)
- Start moving after knockback
- - Sidehopping
- Frame data on flat ground
- Iron Boots sidehop movement
- Sidehop up ledge vs short hop comparison
- - Backflipping
- Frame data, fall speed comparison
- Backflip glitches : gainer/silent flip and lowflip
- - Skidding
- Skid from walking, skid from rolling
- - ESS Position
- Overview of what stick position is considered ESS
- Perfect ESS, check diagonal perfect ess, might be worse
- - Brakesliding
- (Always out of skid)
- Targetted brakeslide and extended brakeslide speed data
- Going from negative to positive speed and vice versa (roll after brakeslide)
- Changing momentum direction in a brakeslide (itemless, with items, to hug corners)
- - Auto-jumping
- Auto-jump from ledge, comparison vs sidehop vs falling straight down no ledge hanging
- Auto-jump roll cancel
- - Landing situations
- Landing lag out of sidehop
- Auto-rolling (height requirement)
- Sideroll
- Long falls : jumpslash fall damage cancel (early vs late comparison)
- Long falls : jumpslash vs sidehop vs backflip vs knockback comparison
- - High speed movement
- Basically imagine you are brakesliding
- - Movement when enemies are nearby
- Curved Sidehops ?
- II) Slope Movement
- Getting to max speed
- Slope speed cap
- Brakesliding-rolling comparison. When to convert to positive and reinitiate a roll
- Sidehopping up and down slopes and stairs comparison vs walking
- Oddshot/Weirdshot and slope clips with high speed
- III) Turning
- Perfect 180° turn
- Perfect turn cancel for other angles (sidehop movement especially important)
- Quick turnaround (L-target)
- Perfect 90° turn for sidehops
- Brakeslide turning (sidehop after brakeslide)
- Best way to turn at high speed
- - Turning after targetted walk ?
- - Turning after sideroll ?
- IV) Swimming
- Normal Swimming and Superswimming
- - Swimming speed data (animation frame visualisation)
- - Swimming while targetting (slightly lower speed)
- - Turning while swimming (range for quick turn)
- - Charging superswim speed
- - Starting to charge superswimming : 0 speed vs 18 speed, sliding into water vs splooshing, charging before resurfacing etc..
- - Air Meter and animation frame for superswim release frame. The animation frame depends on the air meter.
- - ESS Swimming vs Neutral Swimming. Neutral boosting.
- - Arrow Swimming (not ideal), turning while swimming using quickturns, slow turn with camera
- - Going from negative to positive (killing speed) with L-targetting
- - Slow turning with ess, with camera
- - Changing momentum direction while superswimming (with L-target + forward swimming)
- - Auto-charge with enough speed
- Camera Lock Superswimming
- - 2 camera lock cameras, how to get them
- - Movement in camera lock (absolute movement)
- - Charging in camera lock
- V) Leafing
- Leafing speed data
- Best frame to start leafing out of auto-jump
- Fall before leafing vs after leafing comparison when needing to drop height
- Leaf pumping for height frame data
- Leaf pumping for distance frame data (saving magic)
- Turning while leafing
- Backward leafing
- Force unequip iron boots for leafing
- VI) Other
- - Bomb dropping
- Bomb drops during brakeslides
- Bomb dropping without drawing sword
- - Hookshotting speed and L-Sliding
- - How to Quickspin
- - Opening Doors
- Opening dungeon doors in the center vs at the side
- Pulling bombs before barred doors
- Pulling items at doors
- - Ways to cancel pulling out an item ?
- - Crawling
- Animation frames
- Quick turn
- Crawl Slide
- - Sidling
- Animation frames
- Quick Sidle
- - Ledge hanging
- Animation Frames
- Grab Sliding
- - Slippery Surfaces
- One frame of input
- - Ice and waterfall physics
- Optimal movement from standstill
- Tripping mechanic
- Look how inertia works
- VII) KoRL Movement
- - Saling speed (flat water)
- - Sail pumping frame data with and without jumping
- - Killing KoRL's speed (wind waker, others?)
- - Cruising speed
- - Salvaging mechanics. Salvage cruising on jp
- - Bomb shooting mechanics. Rapid-Fire canon.
- VIII) Medli and Makar Movement
- Idk
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