![]() If the facing or standing/walking state of the character is changed, the animation will be canceled. Move Canceling Normal projectile shots occur during an 8 frame animation with one shot per cycle appearing early in its sequence. Between that, enemy invincibility frames, and their non-zero additional contribution towards lag, their usefulness in a TAS is severely limited at best. Unfortunately, neither of these increase the damage per individual bullet. Blue and red orb items are available to power up as a spread shot or fireballs that split upon impact respectively. There is a limit of 6 projectile attacks per player on screen at a time. Projectile Attacks Deals 16 damage per shot. Rocky turns into a silly statue, rendering him both invulnerable and immobile. Pocky spins around with properties similar to repeated melee, but is allowed to move. Special Attacks If the melee button is held for several seconds and then released, it will execute a special attack. The angle of deflection can be aimed to a certain extent with careful position, facing, and timing of the melee attack. Deflected projectiles usually do 32 damage, but can vary depending on the type of projectile and how it hits. ![]() Melee Attacks Deals 4 damage per frame and deflects or destroys nearly any projectile it hits. Multiple simultaneous hits will not add any additional damage. Beyond that, damage and health is increased for some minor enemies, but bosses and the game’s ending remain unchanged.Įnemy Invincibility Frames After taking damage, enemies are invincible for 3 frames before they can take damage again. I’m not sure if this would qualify as “forgoes time-saving damage” since I do still damage boost in a few places and “speed/entertainment tradeoffs” already describes it pretty well.ĭifficulty Differences Starting number of bombs is easily the most significant difference, with Easy providing 3, Normal 1, and Hard 0 for each character. Taking that extra damage arbitrarily from an enemy would potentially detract from entertainment while only providing a small speed benefit in a non-skill-based area of the game. As such, this aspect of the run is not as fast as it could be, but I felt the alternative was less ideal overall. Unfortunately, the available means of self-inflicted damage (Super Dash, falling off an edge, etc.) and the sum of practical damage boosting result in only being able to get down to one full heart by the end of most stages. There is a health bonus which counts down through each half heart at 16 frames each. This may not sound like it’s worth mentioning in and of itself, but in the interest of full disclosure, it does come with a minor drawback at the end of each stage. Finally, I avoid any non-self-inflicted damage that doesn’t provide practical gains in progress speed or entertainment.
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