Title: Frame Data Post by: Jiano on November 21, 2009, 06:03:09 AM I started writing down the frame info and thought I'd post what I've got so far. I'm having trouble thinking of stuff to investigate so if you can think of something lemme know. Also if you see I got something wrong that would be nice to know as well.
Bomb Fuse: 219 Frames HESS: Roll 39 - 42 frames before damage Megaflip: 1. roll 45 frames before explosion, backflip 6 frames before explosion (could backflip already 9 frames before explosion, but then the explosion would hit link) 2. roll 42 frames before explosion, backflip 6-3 frames before explosion 3. roll 39 frames before explosion, backflip 3 frames before explosion Superslide: Roll 33 - 42 frames before damage ISG without sword drawn: 21 frames after stab press A ISG with sword drawn: 12 frames after stab press A Z camera: 24 Frames Targeting a Chu after shielding it: 3 - 6 frames after shielding Hovering against a wall: Pull Chu 3 - 6 frames after Backflip, Pull chu on 3 = 18 frames to shield, Pull Chu on 6 = 9 frames to shield Gainer: Let go of Z + Backflip same frame, Repress Z 3 frames after Bottle Dupe: 18 frames after confirm pause Title: Re: Frame Data Post by: Cosmo on November 21, 2009, 06:55:37 AM Pro as butts
Title: Re: Frame Data Post by: MrGrunz on November 21, 2009, 11:04:13 AM mega flip actually has a lot more possible frame datas
1. roll 45 frames before explosion, backflip 6 frames before explosion (could backflip already 9 frames before explosion, but then the explosion would hit link) 2. roll 42 frames before explosion, backflip 6-3 frames before explosion 3. roll 39 frames before explosion, backflip 3 frames before explosion the earlier you backflip the better, so nr. 1+2 are usually the ones, you do in a TAS. Title: Re: Frame Data Post by: Jiano on November 21, 2009, 08:27:00 PM Damn I didn't realize you could back flip so early. Thanks Grunz.
Title: Re: Frame Data Post by: Blizzerk on November 24, 2009, 11:01:24 PM Thanks for posting this. I have frame data from the NES games aswell, and was hoping that someday they would all go in some master spreadsheet, or at least in their pages on ZSR (like at the bottom of trick pages and such, or in 1 big page)
Title: Re: Frame Data Post by: Jymou on November 26, 2009, 02:35:56 PM Could you investigate the Recoil Flip? I can't get that right for my life. I've tried backflipping every frame for 30 different frames before the explosion and I can't get it right. Do I have to let go of back or something like that?
Title: Re: Frame Data Post by: Lexkeeta on November 26, 2009, 04:22:02 PM lol yea
Title: Re: Frame Data Post by: Jiano on November 26, 2009, 05:31:49 PM Could you investigate the Recoil Flip? I can't get that right for my life. I've tried backflipping every frame for 30 different frames before the explosion and I can't get it right. Do I have to let go of back or something like that? Yes, hitting back will stop your momentum. You'll notice that holding left/right also influences the direction you go. Shielding damage at any point in the air will always send you at max speed. Title: Re: Frame Data Post by: Lexkeeta on February 05, 2010, 10:47:08 PM lol yea wtf how do i not remember this thread?Title: Re: Frame Data Post by: Anavrin on September 24, 2010, 06:40:58 AM Sorry for bump
Is there a list of frame datas available for OoT? Title: Re: Frame Data Post by: Epsilon on November 10, 2010, 08:05:48 PM bumped XD
but anavrin heres a list of the frame data ive collected for OoT: Optimized Sidehops: Just press A every other frame. Link should only be on the ground for the input frames (1 visual frame). On the last sidehop, let go of Z the same frame you sidehop to lose Z target so you can change direction fast. Single Sidehops: Press Z for three frames, then let go and sidehop. Superslide: Roll 39 frames before explosion, Grab the bomb 21 frames before explosion Megaflip: Roll 15 frames before explosion, Backflip 5 frames after explosion. Diagonal backlip (ground)-you hold the ESS angle and hold Z, so link is in the ESS animation - you hold backwards for 3 frames while still holding Z - you hold forward, press A and keep pressing Z Diagonal backlip (hover)-walk a bit to the left or right - let go of control stick for 6 frames - hold backwards for 3 frames - hold forward and backflip Gainer- hold back 3 frames with z|hit a and turn off z|3 frames then z again. Backflip- 48 frames Z-slide with bomb- So start like a superflip, holding Z and R and rolling into the bomb just as it explodes (theres like a 9-12 frame window for when you can roll into it) Hold backwards just until Link gets backwards momentum Press Z for 3 frames, let go for 3 frames, press it for 3, etc Analogue Slide-analogue sliding is the same thing, except you alternate press the analogue to the left or right rather than alternating Z presses Title: Re: Frame Data Post by: BottlesFTW on November 10, 2010, 08:11:56 PM bumped XD Question on Z-Slidebut anavrin heres a list of the frame data ive collected for OoT: Optimized Sidehops: Just press A every other frame. Link should only be on the ground for the input frames (1 visual frame). On the last sidehop, let go of Z the same frame you sidehop to lose Z target so you can change direction fast. Single Sidehops: Press Z for three frames, then let go and sidehop. Superslide: Roll 39 frames before explosion, Grab the bomb 21 frames before explosion Megaflip: Roll 15 frames before explosion, Backflip 5 frames after explosion. Diagonal backlip (ground)-you hold the ESS angle and hold Z, so link is in the ESS animation - you hold backwards for 3 frames while still holding Z - you hold forward, press A and keep pressing Z Diagonal backlip (hover)-walk a bit to the left or right - let go of control stick for 6 frames - hold backwards for 3 frames - hold forward and backflip Gainer- hold back 3 frames with z|hit a and turn off z|3 frames then z again. Backflip- 48 frames Z-slide with bomb- So start like a superflip, holding Z and R and rolling into the bomb just as it explodes (theres like a 9-12 frame window for when you can roll into it) Hold backwards just until Link gets backwards momentum Press Z for 3 frames, let go for 3 frames, press it for 3, etc Analogue Slide-analogue sliding is the same thing, except you alternate press the analogue to the left or right rather than alternating Z presses Hold Backwards? Don't you hold forwards? Also, when do we let go of z? When you see he gets backwards momentum? Title: Re: Frame Data Post by: Epsilon on November 10, 2010, 08:45:21 PM sadly i dont know i havent successfully done one, that was bloobiebla's exact words for the z and analogue slide =/ imma try those later
Edit: nvm i got one =D so bottles what you do is with a bomb you roll and three frames after you hit a to roll, you hold back until link stutters like a ground jump, 3 more frames into the explosion link should be in the explosion, this is when you start a z slide, which is 3 frames on and off, for an analogue slide hold down z and press left or right like it says, but doing it wih a bumbchu is hard =/ i still havent gotten one Title: Re: Frame Data Post by: Anavrin on December 08, 2010, 06:58:07 AM For Z-Slide, you need to roll while shielding into a damage source and optimize the analogue forward, before getting hit.
Once you get hurt by the bomb, if Link is doing a smooth moonwalk, you've done it right. At this point, still hold your shield and release it the first frame when Link is not getting hurt by the bomb, once you've find this frame, release the shield and Z for 3 frame, then press Z 3 frame, release 3 frame... ect |