Daftatt
"float like a puffball, sting like a knee"
Random stuff I find in the lab, just want a place to record it all.
Get to the Platform! (PART 1)
from the ground to the platform as fast as possible!
POKEMON STADIUM 2:
Fulljump to Platform: Act on Frame 35
If you try to do anything prior to frame 35 you're going to input an aerial action or just immediately enter the landing animation (which will add a lot of frames before you can act), frame 35 is the first frame which you can execute a grounded action.
Immediate Doublejump to Platform Land: Doublejump frame 5, Air Dodge frame 16, Act on Frame 27
I suggest using tapjump to input the doublejump after the 4 frames of jumsquat
frame1 ... 3 frames... frame 5 ... 10 frames ...
....() frame 16 ... 10 frames... ACT! frame 27
To get the doublejump immediately following the jumpsquat I suggest using tapjump.
The only problem you might have with this method is the air dodge.
Air dodging on frame 16 is a FRAME PERFECT input in order to get the land immediately. If you are still holding up you will of course air dodge up past the platform. I suggest instead trying to broaden the execution window by air dodging down (which will still work on frame 16 and will prevent you from airdodging up by accidentally holding the tap jump input, so I say always do it).
If you want to check if you're being frame perfect you could try hitting airdodge without a direction, if you land you'll know it was exactly frame 16 (assuming you have the immediate doublejump down) since on any other frame you wouldn't trigger landing detection without stalling in the air dodge animation.
So within 10 frames of hitting up on the control stick to tap-jump, cross the neutral to the south side of the gate. This will let you get a fast land even if you are late to input airdodge on frame 16. If you airdodge on frame 17 but hold down you will only be adding a frame before you can act so it's a good way to compensate.
So if you hit the airdodge on frame 17 or 18 you will only add 1 or 2 frames respectively before you can act. If you hit airdodge 3 frames late, on frame 19, you'll start to add more frames due to traveling in the air dodge animation down to the platform instead of immediately landing. Air dodging down on frame 19 will instead add 4 frames before you can act since you are 3 frames late and it takes 1 frame to travel to the platform landing.
So the input window for (assuming a frame perfect doublejump, easy) is 3 frames 16, 17, 18.
BATTLEFIELD:
Fulljump to Lower Platforms: Act on Frame 35 (same as PS2)
Immediate Doublejump to Lower Platforms: Act on Frame 28 (one frame later than PS2)
So a small variation here in platform height between the lower BF platforms and the PS2 platforms. The BF lower platforms are just barely lower than PS2's, so airdodging on frame 16 will be too low to trigger landing detection. Instead airdodge on frame 17 is the soonest you can land, however you have to hold with your airdodge since airdodging without direction will put you too high to trigger landing detection. You should generally hold down anyways.
Doublejump to Top Platform: Doublejump Frame 13, Act on Frame 39
If you're late on your doublejump input you be able to act out several frames later since you would have gone higher and will have to wait for squirtle to spin in the air and to trigger landing.
Frame 14 doublejump: Act out on frame 43
Frame 15 doublejump: Act out on frame 47
If you Doublejump on frame 16 or later you'll go too high above the platform and will trigger a normal landing animation and (on frame 16) you won't be able to act until frame 53 after landing. You can compensate for this small 3 frame execution window by air dodging down once you jump past the platform, thereby forcing the landing animation. Late doublejumps (frame 14 and on) can land quickly enough to be able to act out around 42-45 frames after the initial jump input.
This means that unless you are nailing that frame 13 doublejump it's best to just doublejump late then airdodge down to force the landing animation on the top platform.
WARIOWARE:
Warioware's bottom platforms are too low to get that nice "no landing collision animation" fullhops. If you just fullhop on the platform you'll be forced to normally land and won't be able to use a ground action until frame 41. This means you ALWAYS want to use the immediate doublejump + air dodge downwards to get onto them as soon as possible.
Immediate Doublejump to Lower Platforms: Air dodge down on frame 15, Act on Frame 26 (one frame sooner than PS2)
Doublejump to Top Platform: Doublejump frame 11, Act on frame 40
The height of the top platform means that squirtle will be at an bad part of the doublejump animation and his landing detection won't trigger until about 10 frames after he is above the platform, this means that doublejumping later than frame 11, which will actually breach the top platform quicker, then forcing the landing collision with airdodge down on average is the quickest way to the top.
Doublejump to top platform: Doublejump frame 14, Airdodge frame 27, Act on frame 38
since doublejump climbs quickest in the beginning of the animation you can breach the top platform quicker if you wait to doublejump until frame 13 and after
end transmission...
Get to the Platform! (PART 1)
from the ground to the platform as fast as possible!
POKEMON STADIUM 2:
Fulljump to Platform: Act on Frame 35
Immediate Doublejump to Platform Land: Doublejump frame 5, Air Dodge frame 16, Act on Frame 27
frame1 ... 3 frames... frame 5 ... 10 frames ...
....() frame 16 ... 10 frames... ACT! frame 27
To get the doublejump immediately following the jumpsquat I suggest using tapjump.
The only problem you might have with this method is the air dodge.
Air dodging on frame 16 is a FRAME PERFECT input in order to get the land immediately. If you are still holding up you will of course air dodge up past the platform. I suggest instead trying to broaden the execution window by air dodging down (which will still work on frame 16 and will prevent you from airdodging up by accidentally holding the tap jump input, so I say always do it).
If you want to check if you're being frame perfect you could try hitting airdodge without a direction, if you land you'll know it was exactly frame 16 (assuming you have the immediate doublejump down) since on any other frame you wouldn't trigger landing detection without stalling in the air dodge animation.
So within 10 frames of hitting up on the control stick to tap-jump, cross the neutral to the south side of the gate. This will let you get a fast land even if you are late to input airdodge on frame 16. If you airdodge on frame 17 but hold down you will only be adding a frame before you can act so it's a good way to compensate.
So if you hit the airdodge on frame 17 or 18 you will only add 1 or 2 frames respectively before you can act. If you hit airdodge 3 frames late, on frame 19, you'll start to add more frames due to traveling in the air dodge animation down to the platform instead of immediately landing. Air dodging down on frame 19 will instead add 4 frames before you can act since you are 3 frames late and it takes 1 frame to travel to the platform landing.
So the input window for (assuming a frame perfect doublejump, easy) is 3 frames 16, 17, 18.
BATTLEFIELD:
Fulljump to Lower Platforms: Act on Frame 35 (same as PS2)
Immediate Doublejump to Lower Platforms: Act on Frame 28 (one frame later than PS2)
Doublejump to Top Platform: Doublejump Frame 13, Act on Frame 39
Frame 14 doublejump: Act out on frame 43
Frame 15 doublejump: Act out on frame 47
If you Doublejump on frame 16 or later you'll go too high above the platform and will trigger a normal landing animation and (on frame 16) you won't be able to act until frame 53 after landing. You can compensate for this small 3 frame execution window by air dodging down once you jump past the platform, thereby forcing the landing animation. Late doublejumps (frame 14 and on) can land quickly enough to be able to act out around 42-45 frames after the initial jump input.
This means that unless you are nailing that frame 13 doublejump it's best to just doublejump late then airdodge down to force the landing animation on the top platform.
WARIOWARE:
Warioware's bottom platforms are too low to get that nice "no landing collision animation" fullhops. If you just fullhop on the platform you'll be forced to normally land and won't be able to use a ground action until frame 41. This means you ALWAYS want to use the immediate doublejump + air dodge downwards to get onto them as soon as possible.
Immediate Doublejump to Lower Platforms: Air dodge down on frame 15, Act on Frame 26 (one frame sooner than PS2)
Doublejump to Top Platform: Doublejump frame 11, Act on frame 40
Doublejump to top platform: Doublejump frame 14, Airdodge frame 27, Act on frame 38
end transmission...
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