====== Jaguar Data ====== |[[start|]]| Bllalaaaarrgghhhhhhhh................. ---- ==== Jaguar Base Stats ==== | Health | 200 | | Stun | 55 | | Move Forward | 5 | | Move Backward | 4 | | Jump Speed | -14.5 | | Fall Speed | 1.1484375 | ==== Jaguar Specifics ==== Jaguar Enhancement specifics: * Enhacement1: CC - Removes n tags in animation, letting you headbutt with the jag * Enhacement1: JL -> aJL * Enhacement1: JLS -> jK * Enhancement2: aJL -> aOHT * jK/jP: can effectively combo into anything, because when you touch ground you AC into standing neutral position, thus forcing a lot of hit/block stun on the opponent while you yourself instantly breaks out of animation. Some exceptions might apply. The way that Enhancements work, is that they change from one animation string to another, so if the bot gains a change from an enhancement depends on it having multiple "extra strings" to each move, and the level of the enhancement tells it which extra string to use. In the case of Jaguar it has 2 extra strings for each of Jaguar Leap and Concussion Cannon, so it can benefit from Enhancement 1 or Enhancement 2, but not an Enhancement 3 since there's no new strings to gain. Jaguar has some specific/unique variations to this, as several of its special moves gains significant changes from string to string. Most notably all the Jaguar Leap Extra Strings gain new tags that enable AC to specific moves. Another weird one is that Concussion Cannon, in addition to getting more missiles per enhancement, loses an "n" tag which disables damage in a frame, thus letting the actual bot "headbutt" the opponent once you reach Enhancement 1. This is why if you do Concussion Cannon up close at enhancement0 you get 1 hit for the missile. At Enhancement1, you'd get 3 hits, 1 from the headbutt and 2 from the now 2 missiles. ---- ==== DataTable Moves ==== ^ Move ^ Typ ^ C-AC ^ T-AC ^ C-FA ^ Dmg ^ Poi ^ Scr ^ Sta ^ Act ^ Rec ^ Tot ^ FA ^ ^ 1P | H | M | - | Rehit 3P | 35 | 2800 | 13 ^ 4 | 6 | 17 | 27 ^ 10 | ^ 2P | M | L,CC | 2K 3K | - | 22 | 1600 | 12 ^ 3 | 5 | 7 | 15 ^ 0 | ^ 3P | M | L | 2K 3K | 3P 4K | 8 | 800 | 9 ^ 1 | 3 | 3 | 7 ^ -3 | ^ 4P | H | - | - | - | 22 | 2400 | 12 ^ 3 | 5 | 7 | 15 ^ 0 | ^ 5P | H | H,CC | 5P 4K JL | - | 8 | 800 | 9 ^ 2 | 3 | 4 | 9 ^ -2 | ^ 1K | L | M | - | Rehit 2P 3P 4K 5K | 32 | 2400 | 13 ^ 5 | 4 | 16 | 25 ^ 7 | ^ 2K | L | H | 5P 4K JL | - | 22 | 1600 | 12 ^ 2 | 7 | 6 | 15 ^ 1 | ^ 3K | L | - | - | - | 10 | 800 | 9 ^ 1 | 4 | 3 | 8 ^ -2 | ^ 4K | H | - | - | - | 35 | 2800 | 14 ^ 1 | 6 | 12 | 19 ^ 4 | ^ 5K | M | M | 3P | - | 22 | 1600 | 12 ^ 3 | 5 | 8 | 16 ^ 1 | ^ Throw ^ C ^ - ^ - ^ Rehit * ^ 45 ^ 4000 ^ 14 ^ - ^ - ^ - ^ 0 ^ - ^ ^ aP | J | - | * | - | 25 | 2400 | 12 ^ 4 | 10 | 3 | 17 ^ 1 | ^ aK | J | - | * | - | 25 | 2400 | 12 ^ 3 | 12 | 4 | 19 ^ 4 | ^ aOHT | J | - | - | - | 50 | 7200 | 10 ^ 2 | 6 | 6 | 14 ^ 0 | ^ aJL | J | - | - | - | 30 | 4800 | 13 ^ 1 | 1-4-10 | 5 | 21 ^ 7 | ^ JL | H | - | - | - | 30 | 4800 | 13 ^ 1 | 1-4-10 | 11 | 27 ^ 13 | ^ JLS | H | - | - | - | 30 | 4800 | 13 ^ 1 | 1-4-13 | 13 | 32 ^ 18 | ^ CC | H | H | 1P 4P 5P 4K JL | - | 10 | 0 | 8 ^ 6 | | 14 | 20 ^ 6 | ^ CC-M | P | - | - | - | 26 | 4000 | 14 ^ | | | ^ -14 | ==== DataTable Moves Legend ==== Legend: - AC: Animation Cancel, when you can activate a move inside another move, to cancel out the recovery frames, and move straight into another move. Not enough to guarantee a combo, but most combos uses these. - FA: Frame Advantage, If you gain an advantage or disadvantage in frames if hit/blocked opponent. Negative numbers is good in my chart. The second aspect/way to get combos. - Rehit: If enabled in Advanced Options, allows to hit airborne enemies, thus enabling Air-Combos. Won't go much into detail about this here. * Typ: Attack type (High, Medium, Low, Jumping, Close, Projectile). * C-AC: Combo Animation Cancel, which type of moves can be used to cancel out of animation. * T-AC: Tested Animation Cancels: tested which actually makes combos, the rest aren't fast enough. * C-FA: Combo Frame Advantage: Moves that gives a combo without AC. * Dmg: Base Damage of move, modified by Power, and tournament upgrades. * Poi: Points: I've already calculated in the modifiers, so they are as they appear in game. * Scr: Scrap/Stun, used for calculating Frame Advantage. * Tot: Total Frames, pretty straight forward. * Sta: Startup Frames, The first few frames in animation before it can do damage. * Act: Active Frames, the frames that actually does damage. * Rec: Recovery Frames, no damage frames as the end of move, usually what we can AC out off. * Str: Animation String, this is just slightly cleaned up versions of the animation strings if you want to see details. ---- ==== DataTable AnimationStrings ==== ^ Move ^ Str ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ 1P | A2 | B2 | C3 | cpD3 | cpE2 | nE4 | nD4 | jmnC3 | jmnB2 | jmnA2 | | ^ 2P | A1 | B2 | C2 | cpD3 | jlnC3 | njn21jlB2 | njn21jlA2 | | | | | ^ 3P | A1 | B1 | cpC2 | njlB2 | njlA1 | | | | | | | ^ 4P | A1 | B2 | C2 | cpD3 | jpjn21nC3 | jpjn21nB2 | jpjn21nA2 | | | | | ^ 5P | A1 | B1 | C1 | cpD2 | nC1 | njhjn21B2 | njhjn21A1 | | | | | ^ 1K | A1 | B2 | C2 | D2 | cpE2 | cpF3 | cG3 | jmH3 | jmI3 | jmJ2 | jmK2 | ^ 2K | A2 | B3 | cpC4 | jhnB3 | jhbA3 | | | | | | | ^ 3K | A1 | B2 | cpC2 | nB2 | nA1 | | | | | | | ^ 4K | A1 | B2 | cpC2 | cpD2 | cpE3 | F3 | G3 | H3 | | | | ^ 5K | A1 | B2 | C2 | cpD3 | nC3 | jmnB3 | jmnA2 | | | | | ^ Throw ^ A4 ^ B4 ^ C4 ^ pD4 ^ bb5cpE4 ^ D1 ^ C2 ^ B1 ^ ^ ^ ^ ^ aP | A2 | B2 | cpC10 | nB2 | nA1 | | | | | | | ^ aK | A1 | B2 | cpC2 | cpD10 | nC2 | nB1 | nA1 | | | | | ^ aOHT | A2 | B2 | agurC2 | agurD2 | agurE2 | agurF2 | agurG2 | | | | | ^ aJL | zzA1 | hx+1zzcpsp9B1 | hx+2k60C2 | hx+5y-2k60D2 | hx+7y-3k60E2 | hx+9y-5k60F1 | hx+9y-5k60cpF5 | hx+7y-3k60cpF2 | vx+3y-1nk60E1 | nE2 | D2 | ^ JL | zzA1 | hx+1zzcpsaB1 | hx+1k60C2 | hx+3y-2k60D2 | hx+5y-3k60E2 | hx+7y-5k60cpF5 | hx+8y-3k60cpF2 | vx+3y-1nE1 | nE2 | nD3 | gnB7 | ^ JLS | zzA1 | hx+2zzcpubsp9B1 | hx+4zpk60ubq2C2 | hx+5y-2zpaik60ubD2 | hx+8y-3zpaik60ubE2 | hx+11y-6aik60cpubF7 | hx+7y-3aik60cpF2 | vx+3y-1naik60ubE2 | naik60E3 | naiD4 | gnB9 | ^ CC | nA2 | nB1 | nC1 | nD2 | mx+60my-59m38mp13mn20nD1 | nE5 | mm21mu12jhnD4 | jhC4 | | | | ^ CC-M | | | | | | | | | | | | ==== DataTable Animation Strings Legend ==== Tags used in Jaguar strings: * cp: Collision Pause, enables "hit pause". * n: Disables collision, aka damage. * c: Unknown * b: Unknown/typo * jp: Unknown * hx+X move position in direction x by +/-X * hy+X move position in direction y by +/-X * kX knockback X * zz all invulnerable tags combined * zp invulnerable projectiles * sa unknown * spX Unknown, seems related to sound. * ub motion blur * qX Multi hit * ai Most likely launching enemy airborne * g Set Y coordinate to ground * mx+X new animation position * my-X new animation position * mX create new animation * mpX Affects "mn" tag * mnX Unknown? * mmX Selects move ID for "mo"/"mu" tags * muX Sets ID unavailable for X time * ag Unknown? * ur Unknown? * p Exists or typo? * bbX Screen Shake, X magnitude ---- ==== wip ====