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azer67

TWW - Vademecum of movement in The Wind Waker (Plan)

Mar 5th, 2024 (edited)
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  1. I) Flat Ground Movement
  2. - Walking and rolling
  3. L-target to accelerate faster
  4. Rolling frame data, turning with rolls
  5. Dry rolling (bad)
  6. Instant full speed rolls (out of swimming, out of crawlspace)
  7. Start moving after knockback
  8. - Sidehopping
  9. Frame data on flat ground
  10. Iron Boots sidehop movement
  11. Sidehop up ledge vs short hop comparison
  12. - Backflipping
  13. Frame data, fall speed comparison
  14. Backflip glitches : gainer/silent flip and lowflip
  15. - Skidding
  16. Skid from walking, skid from rolling
  17. - ESS Position
  18. Overview of what stick position is considered ESS
  19. Perfect ESS, check diagonal perfect ess, might be worse
  20. - Brakesliding
  21. (Always out of skid)
  22. Targetted brakeslide and extended brakeslide speed data
  23. Going from negative to positive speed and vice versa (roll after brakeslide)
  24. Changing momentum direction in a brakeslide (itemless, with items, to hug corners)
  25. - Auto-jumping
  26. Auto-jump from ledge, comparison vs sidehop vs falling straight down no ledge hanging
  27. Auto-jump roll cancel
  28. - Landing situations
  29. Landing lag out of sidehop
  30. Auto-rolling (height requirement)
  31. Sideroll
  32. Long falls : jumpslash fall damage cancel (early vs late comparison)
  33. Long falls : jumpslash vs sidehop vs backflip vs knockback comparison
  34. - High speed movement
  35. Basically imagine you are brakesliding
  36. - Movement when enemies are nearby
  37. Curved Sidehops ?
  38.  
  39. II) Slope Movement
  40. Getting to max speed
  41. Slope speed cap
  42. Brakesliding-rolling comparison. When to convert to positive and reinitiate a roll
  43. Sidehopping up and down slopes and stairs comparison vs walking
  44. Oddshot/Weirdshot and slope clips with high speed
  45.  
  46. III) Turning
  47. Perfect 180° turn
  48. Perfect turn cancel for other angles (sidehop movement especially important)
  49. Quick turnaround (L-target)
  50. Perfect 90° turn for sidehops
  51. Brakeslide turning (sidehop after brakeslide)
  52. Best way to turn at high speed
  53.  
  54. - Turning after targetted walk ?
  55. - Turning after sideroll ?
  56.  
  57. IV) Swimming
  58. Normal Swimming and Superswimming
  59. - Swimming speed data (animation frame visualisation)
  60. - Swimming while targetting (slightly lower speed)
  61. - Turning while swimming (range for quick turn)
  62. - Charging superswim speed
  63. - Starting to charge superswimming : 0 speed vs 18 speed, sliding into water vs splooshing, charging before resurfacing etc..
  64. - Air Meter and animation frame for superswim release frame. The animation frame depends on the air meter.
  65. - ESS Swimming vs Neutral Swimming. Neutral boosting.
  66. - Arrow Swimming (not ideal), turning while swimming using quickturns, slow turn with camera
  67. - Going from negative to positive (killing speed) with L-targetting
  68. - Slow turning with ess, with camera
  69. - Changing momentum direction while superswimming (with L-target + forward swimming)
  70. - Auto-charge with enough speed
  71. Camera Lock Superswimming
  72. - 2 camera lock cameras, how to get them
  73. - Movement in camera lock (absolute movement)
  74. - Charging in camera lock
  75.  
  76. V) Leafing
  77. Leafing speed data
  78. Best frame to start leafing out of auto-jump
  79. Fall before leafing vs after leafing comparison when needing to drop height
  80. Leaf pumping for height frame data
  81. Leaf pumping for distance frame data (saving magic)
  82. Turning while leafing
  83. Backward leafing
  84. Force unequip iron boots for leafing
  85.  
  86. VI) Other
  87. - Bomb dropping
  88. Bomb drops during brakeslides
  89. Bomb dropping without drawing sword
  90. - Hookshotting speed and L-Sliding
  91. - How to Quickspin
  92. - Opening Doors
  93. Opening dungeon doors in the center vs at the side
  94. Pulling bombs before barred doors
  95. Pulling items at doors
  96. - Ways to cancel pulling out an item ?
  97. - Crawling
  98. Animation frames
  99. Quick turn
  100. Crawl Slide
  101. - Sidling
  102. Animation frames
  103. Quick Sidle
  104. - Ledge hanging
  105. Animation Frames
  106. Grab Sliding
  107. - Slippery Surfaces
  108. One frame of input
  109. - Ice and waterfall physics
  110. Optimal movement from standstill
  111. Tripping mechanic
  112. Look how inertia works
  113.  
  114. VII) KoRL Movement
  115. - Saling speed (flat water)
  116. - Sail pumping frame data with and without jumping
  117. - Killing KoRL's speed (wind waker, others?)
  118. - Cruising speed
  119. - Salvaging mechanics. Salvage cruising on jp
  120. - Bomb shooting mechanics. Rapid-Fire canon.
  121.  
  122. VIII) Medli and Makar Movement
  123. Idk
  124.  
  125.  
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