mirror of
https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2024-11-20 00:46:34 +00:00
Update README.md
This commit is contained in:
parent
820ab72f3a
commit
7a5210b012
1 changed files with 56 additions and 51 deletions
107
README.md
107
README.md
|
@ -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/eSrtDyj.png">](https://i.imgur.com/eSrtDyj.png)
|
||||||
[<img src="https://i.imgur.com/7Cd6utU.jpg">](https://i.imgur.com/7Cd6utU.jpg)
|
[<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
|
#### 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!
|
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
|
#### Hitbox Visualization
|
||||||
Currently, hitboxes and grabboxes are supported. When visualization is active, other move effects are temporarily turned off for easier 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!
|
*Note:* Combine this with the shield toggles to force the CPU to perform options OoS when their shield is damaged!
|
||||||
|
|
||||||
###### Airdodge
|
CPUs will mash an option on the first frame possible out of hitstun.
|
||||||
CPUs will mash airdodge on the first frame 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
|
###### Followup Toggles
|
||||||
CPUs will mash jump on the first frame out of hitstun.
|
Set a mash option to perform directly after the one specified with Mash Toggles.
|
||||||
|
|
||||||
###### Attack
|
###### Mash in Neutral
|
||||||
CPUs will mash an attack on the first frame out of hitstun and when landing.
|
Set a CPU to mash specified option in neutral/idle state.
|
||||||
Attacks that can be chosen include:
|
|
||||||
- All aerials, followed by all specials
|
|
||||||
|
|
||||||
###### Random
|
##### Left Stick Section
|
||||||
CPUs will mash an aerial or grounded option on the first frame out of hitstun and when landing.
|
###### DI
|
||||||
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
|
|
||||||
CPUs DI in the direction specified, relative to the player's facing position.
|
CPUs DI in the direction specified, relative to the player's facing position.
|
||||||
|
|
||||||
##### Random Direction
|
###### SDI
|
||||||
CPUs DI randomly in or away.
|
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).
|
||||||
|
|
||||||
<a name="build"/>
|
<a name="build"/>
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue