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