Threads
New Jersey, USAIzumiChenmeiru11 months ago

What's needed to clip through the upstairs door? Is it a long jump into the door or into the wall near the door? Is it just a normal jump? A double long jump? is the timing of the ground pound very precise? I've been trying to get it for like an hour now and have had no luck. Any tips would be greatly appreciated.

New Jersey, USAIzumiChenmeiru1 year ago

The download link is: https://drive.google.com/file/d/1iZpFbke3dDYvpCFIiVsV-QqE60MGEuzV/view?usp=sharing

There's one for both Any% and Lunar% but I've only done a couple test runs. There's also a readme in the folder for setup instructions.

Let me know either here via a message or on the Discord if there are any issues!

New Jersey, USAIzumiChenmeiru1 year ago

Hopefully this is useful for everyone.

Weapon = Base Damage (Crit. Damage)

Knife = 5 (10) Near - N/A Mid - N/A Far Pistol = 10 (20) Near - 9 (18) Mid - 8 (16) Far Shotgun = 20 (40) Near - 12 (24) Mid - 7 (14) Far AR = 25 (50) Near - 23 (46) Mid - 21 (42) Far Grenade Launcher = 30 (60) Near - 25 (50) Mid - 15 (30) Far Rocket Launcher = 30 (60) Near - 28 (56) Mid - 26 (52) Far Gas Launcher = It's Complicated* (See down below for Details)

Player HP Values Barry = 120 (40 hp/bar) Leon = 100 (33 hp/bar (red bar is 34)) Lucia = 60 (20 hp/bar)

Enemy Name = HP

Yellow-Green Female Zombie = 20 Green Male Zombie = 30 Yellow-Green Crowbar Zombie = 40 Purple Female Zombie = 50 Purple Male Zombie = 60 Purple Crowbar Zombie = 70 Tyrant 1 = 120 Tyrant 2 = 120 Tyrant 3 = 120 Tyrant 4 = 120 per phase, knockback win Tyrant 5 = 160 per phase, knockback win Tyrant 6 = 180 per phase, knockback win Submarine Captain Zombie = 160

*About the Gas Launcher, after firing, the weapon does damage in increments. These increments generally fall between every 20ish to 61ish frames. The Gas Launcher always does 9 ticks of damage. The damage is always 20 per tick for 1 enemy, every additional enemy takes another 20 damage a tick in addition to how much the last enemy took. (i.e. enemy 2 takes 40 damage a tick, enemy 3 takes 60 damage a tick.(The very first Tick of damage doubles the damage every enemy instead. i.e. enemy 2 still takes 40 damage, but enemy 3 will take 80 damage on only the first tick, then goes down to 60 damage every tick thereafter.)) This is why enemies die at different amounts of time with this weapon. The Gas Launcher will only damage visible enemies, so if you are in a battle with 4 enemies, and 1 enemy is covering 1 or more enemies' targetting bars, then those covered enemies won't takes damage from the Gas Launcher until the front enemy dies and their targetting bars are revealed. The Gas Launcher does no additional damage for firing directly on a targetting bar, since it's an AoE attack. The Gas Launcher also has priority over running away, so if you try to run with it equipped, you'll just end up firing. (Firing while trying to run away does not consume any ammo.) (See below for my frame test data for the Gas Launcher)

Gas launcher test frame data: (1 enemy) 4 frames after input, 24 frames, 25 frames, 23 frames, 62 frames, 48 frames, 50 frames, 49 frames, 49 frames.

(2 enemies) 4 frames after input, 24 frames, 24 frames, 25 frames, 61 frames, 49 frames, 49 frames, 48 frames, 49 frames.

(3 enemies) 22 frames after input, 30 frames, 0 frames (weird double damage hit, since there would only be 8 ticks otherwise, this is a weird 0 frame delay case), 30 frames, 60 frames, 60 frames, 60 frames, 30 frames, 61 frames.

H1pp0_ and RusbenCormano like this
New Jersey, USAIzumiChenmeiru3 years ago

I was doing a run of DD and paused while walking through a door loading seam, this might be able to cut down equip/unequip times possibly. I intend to look more into this as I have time, but I figured sharing here to have more heads looking into it would be good :)

Clip below:

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