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joneirik:jaguara

Jaguar Data

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:

  1. 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.
  2. 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.
  3. 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

joneirik/jaguara.txt · Last modified: 2023/04/29 22:20 by joneirik