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joneirik:jaguara [2023/04/29 14:11] – [DataTable Animation Strings Legend] joneirik | joneirik:jaguara [2023/04/29 22:20] (current) – [Jaguar Specifics] joneirik | ||
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- | ==== Legend ==== | + | Bllalaaaarrgghhhhhhhh................. |
- | Explanation of terms: | + | ---- |
- | Legend: | ||
- | - AC: Animation Cancel, when you can activate a move inside another move, to cancel out the recovery frames, and move straight into another move. Not enough to guarantee a combo, but most combos uses these. | ||
- | - FA: Frame Advantage, If you gain an advantage or disadvantage in frames if hit/blocked opponent. Negative numbers is good in my chart. The second aspect/way to get combos. | ||
- | - Rehit: If enabled in Advanced Options, allows to hit airborne enemies, thus enabling Air-Combos. Won't go much into detail about this here. | ||
- | * Typ: Attack type (High, Medium, Low, Jumping, Close, Projectile). | ||
- | * C-AC: Combo Animation Cancel, which type of moves can be used to cancel out of animation. | ||
- | * T-AC: Tested Animation Cancels: tested which actually makes combos, the rest aren't fast enough. | ||
- | * C-FA: Combo Frame Advantage: Moves that gives a combo without AC. | ||
- | * Dmg: Base Damage of move, modified by Power, and tournament upgrades. | ||
- | * Poi: Points: I've already calculated in the modifiers, so they are as they appear in game. | ||
- | * Scr: Scrap/Stun, used for calculating Frame Advantage. | ||
- | * Tot: Total Frames, pretty straight forward. | ||
- | * Sta: Startup Frames, The first few frames in animation before it can do damage. | ||
- | * Act: Active Frames, the frames that actually does damage. | ||
- | * Rec: Recovery Frames, no damage frames as the end of move, usually what we can AC out off. | ||
- | * Str: Animation String, this is just slightly cleaned up versions of the animation strings if you want to see details. | ||
- | Jaguar specifics: | ||
- | * Enhacement1: | + | ==== Jaguar |
- | * Enhacement1: | + | |
- | * Enhacement1: | + | |
- | * Enhancement2: | + | |
- | * jK/jP: can effectively combo into anything, because when you touch ground you AC into standing neutral position, thus forcing a lot of hit/block stun on the opponent while you yourself instantly breaks out of animation. Some exceptions might apply. | + | |
- | + | ||
- | ---- | + | |
- | ==== Base Stats ==== | + | |
| Health | 200 | | | Health | 200 | | ||
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| Fall Speed | 1.1484375 | | | Fall Speed | 1.1484375 | | ||
+ | ==== Jaguar Specifics ==== | ||
- | ==== DataTable | + | Jaguar Enhancement specifics: |
+ | |||
+ | * Enhacement1: | ||
+ | * Enhacement1: | ||
+ | * Enhacement1: | ||
+ | * Enhancement2: | ||
+ | * jK/jP: can effectively combo into anything, because when you touch ground you AC into standing neutral position, thus forcing a lot of hit/block stun on the opponent while you yourself instantly breaks out of animation. Some exceptions might apply. | ||
+ | |||
+ | The way that Enhancements work, is that they change from one animation string to another, so if the bot gains a change from an enhancement depends on it having multiple "extra strings" | ||
+ | |||
+ | Jaguar has some specific/ | ||
+ | |||
+ | |||
+ | ---- | ||
+ | ==== DataTable | ||
^ Move ^ Typ ^ C-AC ^ T-AC ^ C-FA ^ Dmg ^ Poi ^ Scr ^ Sta ^ Act ^ Rec ^ Tot ^ FA ^ | ^ Move ^ Typ ^ C-AC ^ T-AC ^ C-FA ^ Dmg ^ Poi ^ Scr ^ Sta ^ Act ^ Rec ^ Tot ^ FA ^ | ||
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+ | ==== DataTable Moves Legend ==== | ||
+ | Legend: | ||
+ | - AC: Animation Cancel, when you can activate a move inside another move, to cancel out the recovery frames, and move straight into another move. Not enough to guarantee a combo, but most combos uses these. | ||
+ | - FA: Frame Advantage, If you gain an advantage or disadvantage in frames if hit/blocked opponent. Negative numbers is good in my chart. The second aspect/way to get combos. | ||
+ | - Rehit: If enabled in Advanced Options, allows to hit airborne enemies, thus enabling Air-Combos. Won't go much into detail about this here. | ||
+ | * Typ: Attack type (High, Medium, Low, Jumping, Close, Projectile). | ||
+ | * C-AC: Combo Animation Cancel, which type of moves can be used to cancel out of animation. | ||
+ | * T-AC: Tested Animation Cancels: tested which actually makes combos, the rest aren't fast enough. | ||
+ | * C-FA: Combo Frame Advantage: Moves that gives a combo without AC. | ||
+ | * Dmg: Base Damage of move, modified by Power, and tournament upgrades. | ||
+ | * Poi: Points: I've already calculated in the modifiers, so they are as they appear in game. | ||
+ | * Scr: Scrap/Stun, used for calculating Frame Advantage. | ||
+ | * Tot: Total Frames, pretty straight forward. | ||
+ | * Sta: Startup Frames, The first few frames in animation before it can do damage. | ||
+ | * Act: Active Frames, the frames that actually does damage. | ||
+ | * Rec: Recovery Frames, no damage frames as the end of move, usually what we can AC out off. | ||
+ | * Str: Animation String, this is just slightly cleaned up versions of the animation strings if you want to see details. | ||
+ | |||
+ | ---- | ||
==== DataTable AnimationStrings ==== | ==== DataTable AnimationStrings ==== | ||