Game Mechanics
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Game Mechanics
Updated 4 years ago by supersoupy22

Physics: Momentum based, your speed is retained when moving on something like the yellow cart. Also since there is no set jump speed, when you jump speed is added to whatever your speed was before you jumped, this is why slow jumps happen because a jump was imputed on a frame where your speed was 0. Jumping: If you are not holding a direction, or you jump just after the landing animation of your previous jump, you will jump directly upwards. During the first few frames of a jump, you can input either a punch (L, R, or both), or you can input a crouch which will set your horizontal vertical momentum to 0 which allows you to do a super short hop by inputting (Jump, crouch, jump) although no use for this has been found yet. Punch canceling: NOT FULLY UNDERSTOOD Jab has some strange properties, such as being able to do them indefinitely in quick succession by inputting another jab on the right frame. Besides that it is very low priority as an action state, currently, it is known to be cancelable by either inputting a slide immediately after the jab or by inputting a jab during the first few frames of the jump animation. Can also be canceled by using a shockwave. Very little is known about how it works and what it can be used for. Stair skip: The set of stairs just before the second keycard is collected can be skipped, by standing in a very specific spot underneath them and jumping you will be warped to the top of the stairs. This works because of how collision is handled in breakdown, the developers intended you to walk on top of the stairs, and so that you don’t just fall through them there are collision boxes that push up on you so you stay on top of the stairs. Because you were only ever intended to walk on top of the stairs, there is no collision to stop you from going through the stairs from underneath, at the peak of your jump the top of coles head is inside the collision box which moves whatever is inside it, to on top of it. Currently, it is only known to work on that one staircase Fast reloading: The length reload animations on weapons can be completely skipped by shielding during the animation. I have no idea why this works, it just does Glassdoor clip: There are two doors currently known to be clippable through by jumping into them, the first being the door just before the desert hallucination (which is an OOB), and the second being just before the cat hallucination which is before the red-faced hallucination (known as cat skip). I also have no idea why this works, it just does. SMG weapon: All around good, you will use this the few times you actually have to shoot. Pistol weapon: Just a slower smg. Rocket launcher: Necessary for helicopter fight, and useful for clearing groups of enemies. Laser gun thing weapon: Completely useless. Grenades: The way grenades work is surprisingly complicated, you can only affect the direction you throw one, looking up or down won’t change where you throw it. The knockdown from a grenade sends you a little less far than jumping. Both damage and knockdown can be completely canceled by walking backward into a wall during the explosion. Keycardless: Theory, the cause is unknown There is only one point in the game when you don’t have to use a keycard to open a door, it is at the end of the game when you wake up in the bed and go through the beginning tutorial, the glass door that you are supposed to open with the keycard in room 2 can be opened by walking backward into either the left or right corner (left is significantly easier). The cause is unknown but I’m guessing because the door opens automatically when you approach it from the other side, you can trick it into thinking you’re on the other side because walking backward lets you get much closer to walls, and glass doors are incredibly thin. Jumpcut: By far the most common tech in the game, most cutscenes are rendered in real-time in the game, the game always wants you to be looking at the cutscene when it’s happening, it achieves this by facing you towards the cutscene, however, you’re speed and height are not affected, so by jumping just before the cutscene starts, your jump direction is changed midair to face the cutscene. Jab: Hits on frame 10 Animation 38 IASA 29 Damage 12 Straight punch: Hits on frame 8 Animation 40 IASA 33 Damage 22 High kick: Hits on frame 22 Animation 76 Damage 143 The most broken move in the game, it does an insane amount of damage, has a huge hitbox that actually moves forward during the animation, and it has very low knockback so you can combo high kick into itself. Left hook: Hits on frame 10 Animation 44 IASA(loop into right hook) 19 IASA(loop into left hook) 34 Damage 26 Right hook: Hits on frame 12 Animation 43 IASA(loop into right hook) 33 IASA(loop into left hook) 22 Damage 22 Roundhouse: Hits on frame 14 Animation 42 IASA 32 Damage 47 Backfist: Hits on frame 11 Animation 45 IASA 34 Damage 25 Uppercut: Hits on frame 16 Animation 50 IASA 40 Damage 40 kick : Hits on frame 13 Animation 51 IASA 43 Damage 36 Full uppercut: Hits on frame 19 Animation 69 IASA 53 Damage 83 Sliding: Hits on frame 30 Damage 18 The second most useful move, an incredibly safe approach option since it moves far forward with an active hitbox, lowers your hurtbox to the ground, you can’t be taken out of the animation by an attack, combos into an uppercut which will almost always knock down the enemy. Slide uppercut: Damage 116 Soldier behavior: NTSC Soldiers will immediately lock onto you and will not shift their focus no matter what, they also do an unfair amount of damage, but don’t have much health. Soldier behavior: JP Soldiers have very slow reaction time, which means you can usually either run past them without getting hit, or you can run up and high kick before they start shooting, also deal very little damage. T’lan warrior behavior: NTSC Will immediately lock on to you and if you are anywhere near them will tackle you and put you in knockdown, most of the time they are able to hit you again by the time you are out of knockdown, deal a decent amount of damage but don’t hit very frequently. The only way you can safely get past them is if you jump by when they are in the beginning of their walk animation. T’lan warrior behavior: JP Slightly faster reaction time than the soldiers but still slower than their NTSC counterparts, however because of their slower reaction time you can jump past them without having to wait for their walk animation to start. Unfortunately, the T’lan merry go round backup strat is impossible on JP since they hit you way more frequently than in NTSC. T’lan merry go round backup strat; You know that part early on in the game when you have to lure two t’lan warriors out of a room so you can lock them out and safely open the door. Well if for whatever reason you die during your first attempt, you can just run up to the door and open it(there is a good chance you will survive but it’s not guaranteed).

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