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@ -20,72 +20,77 @@ The features in this modpack are configured through the Tesla menu, which can be
[<img src="https://i.imgur.com/eSrtDyj.png">](https://i.imgur.com/eSrtDyj.png)
[<img src="https://i.imgur.com/7Cd6utU.jpg">](https://i.imgur.com/7Cd6utU.jpg)
#### Frame Advantage.
*Currently only works on shield*. Practice moves on shield to find out the frame advantage of the moves performed. Best used with Infinite Shield.
#### Save States
At any time in Training Mode, you can press `Grab + Down Taunt` to save the state of training mode. This will save the position, state, and damage of each fighter, which can then be reverted to at any time with `Grab + Up Taunt`. Use this instead of the built-in training mode reset!
#### Hitbox Visualization
Currently, hitboxes and grabboxes are supported. When visualization is active, other move effects are temporarily turned off for easier visualization.
#### Selecting Multiple Options
Any submenu that allows you to toggle multiple options will randomize between only those options. This is the vast majority of items in the menu detailed below, and it's a huge change that allows for really deep practice.
##### Mash Toggles
##### Mash Section
###### Mash Toggles
*Note:* Combine this with the shield toggles to force the CPU to perform options OoS when their shield is damaged!
###### Airdodge
CPUs will mash airdodge on the first frame out of hitstun.
CPUs will mash an option on the first frame possible out of hitstun.
CPUs will also shield quickly if they are hit and remain grounded.
Airdodge has specific logic that the CPU will also flash shield when landing.
###### Jump
CPUs will mash jump on the first frame out of hitstun.
###### Followup Toggles
Set a mash option to perform directly after the one specified with Mash Toggles.
###### Attack
CPUs will mash an attack on the first frame out of hitstun and when landing.
Attacks that can be chosen include:
- All aerials, followed by all specials
###### Mash in Neutral
Set a CPU to mash specified option in neutral/idle state.
###### Random
CPUs will mash an aerial or grounded option on the first frame out of hitstun and when landing.
The aerial options include:
- Airdodge, jump, all aerials, all specials
The grounded options include:
- Jump, jab, all tilts, all smashes, all specials, grab, spotdodge, and rolls
##### Ledge Option
CPUs will perform a random ledge option.
Specific ledge options that can be chosen include:
- Normal, roll, jump, and attack
CPUs will also perform a defensive option after getting up.
##### Tech Option
CPUs will perform a random tech option.
Specific tech options that can be chosen include:
- In place, roll, and miss tech
CPUs will also perform a defensive option after getting up.
##### Defensive Option
Choose the defensive option a CPU will perform after teching or getting up from the ledge.
Specific options include:
Flash shield, spotdodge, and jab
##### Shield
###### Infinite
CPUs will hold a shield that does not deteriorate over time or by damage.
###### Hold
CPUs will hold a shield that does not deteriorate over time until hit for the first time.
#### Force CPU DI
##### All DI Toggles
##### Specified Direction
##### Left Stick Section
###### DI
CPUs DI in the direction specified, relative to the player's facing position.
##### Random Direction
CPUs DI randomly in or away.
###### SDI
Works the same way as the DI toggle, but choose a direction for the CPU to SDI every 4 frames of hitlag.
###### Airdodge Direction
When a CPU is set to mash airdodge, it will use this direction as its airdodge direction.
##### Chase Section
###### Ledge Option
CPUs will perform a random ledge option among the selected options.
CPUs will also perform a defensive option after getting up.
###### Tech Option
CPUs will perform a random tech option among the selected options.
CPUs will also perform a defensive option after getting up.
###### Defensive Option
CPUs will perform the defensive option a CPU will perform after teching or getting up from the ledge, among the selected options.
##### Shield Section
###### Shield Options
- Infinite: CPUs will hold a shield that does not deteriorate over time or by damage.
- Hold: CPUs will hold a shield that does not deteriorate over time until hit for the first time.
###### OOS Offset
The CPU will delay until the specified number of hits to perform an OoS option.
###### OOS Reaction Time
The CPU will delay a specified number of frames before performing an OoS option.
#### Aerials Section
Edit how the CPU performs aerials.
##### Fast Fall
##### Full Hops
##### Falling Aerials
##### Fast Fall Delay
Specified in frames (from apex of CPU's jump).
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