Bump.
* Added some extra links for easier reference to mainsite material.
* Some reformatting so that post is easier to reference.
* Added stage HP recover amount formula.
* Added some extra info on hitlag.
* Heavily updated armor/defend/fall with much more detailed & accurate information, including facing direction. Espcially fall & injury.
* Rewrote the dvx/dvy/dvz section.
* Lumped together the state discoveries.
* Fixed a misleading info on Rudolf clones' MP recovering between stages.
* Added a section for wpoint special properties.
* Clarified what itr kind 11 actually does in the Henry flute diagram.
That's all I can remember off the top of my head.
Some of the mainsite articles have been updated, so I figure they can be worth linking, or at least for people who want to reference things.
I haven't fully explored hit_Fa properties, but it seems like when I summoned Bat's bats with his special hit_Fa and removed any homing in frame 0, the bats will still go after random targets when they return to a frame that has homing. Something I might investigate in time I guess.
I also found out that apparently, if you held back rather than pressed D during -mp tag, the game seems to treat the frame you go to as if you were using "next" rather than a 1st frame of an input, so when I modified Firen's D>J to opoint an explosion in the stop_run frame, if I pressed D to cancel it won't work, but if I held back I'd explode. This seems to tie in with Ramond's hypothesis about how frames go into next or something.
30th December 2016:
I compiled a Ratio table using Excel spreadsheet. It turns out Crazy isn't actually x2, and not even x1.8. I bruteforced the Crazy numbers to come up with this table:
* Added some extra links for easier reference to mainsite material.
* Some reformatting so that post is easier to reference.
* Added stage HP recover amount formula.
* Added some extra info on hitlag.
* Heavily updated armor/defend/fall with much more detailed & accurate information, including facing direction. Espcially fall & injury.
* Rewrote the dvx/dvy/dvz section.
* Lumped together the state discoveries.
* Fixed a misleading info on Rudolf clones' MP recovering between stages.
* Added a section for wpoint special properties.
* Clarified what itr kind 11 actually does in the Henry flute diagram.
That's all I can remember off the top of my head.
Some of the mainsite articles have been updated, so I figure they can be worth linking, or at least for people who want to reference things.
I haven't fully explored hit_Fa properties, but it seems like when I summoned Bat's bats with his special hit_Fa and removed any homing in frame 0, the bats will still go after random targets when they return to a frame that has homing. Something I might investigate in time I guess.
I also found out that apparently, if you held back rather than pressed D during -mp tag, the game seems to treat the frame you go to as if you were using "next" rather than a 1st frame of an input, so when I modified Firen's D>J to opoint an explosion in the stop_run frame, if I pressed D to cancel it won't work, but if I held back I'd explode. This seems to tie in with Ramond's hypothesis about how frames go into next or something.
30th December 2016:
I compiled a Ratio table using Excel spreadsheet. It turns out Crazy isn't actually x2, and not even x1.8. I bruteforced the Crazy numbers to come up with this table:
![[Image: uXYPzlw.png]](http://i.imgur.com/uXYPzlw.png)
![[Image: uMSShyX.png]](http://i.imgur.com/uMSShyX.png)
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza