So when and where would I know what frame is right?
Ocarina of Time
OoT / MQ - Question & Answer / Trick Help Thread
Started by Unreal · 31 Aug 2009 · 883 replies
Damn forgot that question. Anyway look up deku tree wrong warp to ganons castle simple setup by brianmp16 hopefully that helps.
So when and where would I know what frame is right?
http://imgur.com/o7o0I
Here is an image people can use to tell which frames to buffer to. It has more than one combination on it but you can just pick one to always use.
Here's what I have been doing. Check out the video and make sure to read the description!! Thanks !
http://www.youtube.com/watch?v=-H7x9i7zZis&feature=youtu.be
http://www.youtube.com/watch?v=-H7x9i7zZis&feature=youtu.be
Alright, I'm trying to do an MST run without wrong warping and there are two things I'm having a lot of trouble with, both owl skips.
1) The little ESS off the rock in the Lost Woods to skip the owl. I just don't know what inputs I should be doing and when I should be doing them. This isn't that important, but if anyone could help, it would be much appreciated.
2) This is a lot more important...the WESS to Kakariko. Can someone tell me the best angle to approach the bridge, and when to jump off/jumpslash? Also, I'm no sure what I should be pressing to start the WESS and when I should be pressing it.
Thank you guys!
1) The little ESS off the rock in the Lost Woods to skip the owl. I just don't know what inputs I should be doing and when I should be doing them. This isn't that important, but if anyone could help, it would be much appreciated.
2) This is a lot more important...the WESS to Kakariko. Can someone tell me the best angle to approach the bridge, and when to jump off/jumpslash? Also, I'm no sure what I should be pressing to start the WESS and when I should be pressing it.
Thank you guys!
I usually aim the B button roughly at the tree to the right, then start running. If you bump into it the you're fine. Then as soon as you reach the top do a sidehop and press B immediately (or time it yourself if it isn't drawn). Then you have do hold the joystick slightly down-right and press Z as soon as you get on land. If you're having trouble then it's fine to pause, get the angle and then unpause.
To do the owl skip in lost woods you need to shield -> stab -> release shield while travelling back and holding ESS position on the joystick (the same as when you turn slowly without moving) -> and pressing Z to "focus it" so that you go straight.
To do the owl skip in lost woods you need to shield -> stab -> release shield while travelling back and holding ESS position on the joystick (the same as when you turn slowly without moving) -> and pressing Z to "focus it" so that you go straight.
Simple question; what is this new file screen glitch?
As I understand it, you press start to go to the file screen right as Nabooru demo starts. It replaces the ItDT entrance cutscene and allows for ganondoor faster.
Basically, there is a moment where you can press the start button as the main Title screen cutscene is fading out, so that the game registers it. You won't hear anything (I think), the next start button press will bring you to the title screen. At least that's my rendition of it. I could probably phrase it better, but at the moment I can't think of how.
http://imgur.com/o7o0I
Here is an image people can use to tell which frames to buffer to. It has more than one combination on it but you can just pick one to always use.
How does that help you open the door at the right time? It's an independent action.
Once you target the camera to face towards the wall, it stops the warp timer. As long as you keep that camera angle, it doesn't start again until you open the door. So its more like finding the frame to turn the camera rather than open the door.
How does that help you open the door at the right time? It's an independent action.
Once you target the camera to face towards the wall, it stops the warp timer. As long as you keep that camera angle, it doesn't start again until you open the door. So its more like finding the frame to turn the camera rather than open the door.
Ah thanks so much for clarifying that. I watched that setup video and I thought you had to do all that shuffling precisely.
Crazy shit just went down.
I did the BotW actor glitch, went through the crawlspace and up the chain wall. I backwalked to the door, turned around and pressed A to open it and... softlock. The debug bar showed up as well. Any ideas as to wudafuq happened?
Version 1.1 N64
Edit: When I put in the debug code, it came up with the following in a black bar across the screen:
HungUp on Thread 4
RCP is HUNG UP!!
Oh! MY GOD!!
Wierd text...
I did the BotW actor glitch, went through the crawlspace and up the chain wall. I backwalked to the door, turned around and pressed A to open it and... softlock. The debug bar showed up as well. Any ideas as to wudafuq happened?
Version 1.1 N64
Edit: When I put in the debug code, it came up with the following in a black bar across the screen:
HungUp on Thread 4
RCP is HUNG UP!!
Oh! MY GOD!!
Wierd text...
Last edited 21 Jun 2012, 22:01 by Norkix.
Thank you, Timpz. I have one more question, there's one more thing in the run I've really been struggling with: one-cycling Dead Hand. What should I be doing to position myself perfectly to jumpslash him? Also, how can I do it without the Z-target locking onto him and changing my angle? Is there any difference between doing it as young Link and adult Link?
Also, anyone know anything more reliable than the breathing method? I'm getting better at it, but I'm trying to do the spirit hover and it's really starting to frustrate me when I mess up one hover. Does it just come with enough practice?
Also, anyone know anything more reliable than the breathing method? I'm getting better at it, but I'm trying to do the spirit hover and it's really starting to frustrate me when I mess up one hover. Does it just come with enough practice?
^ I'm not a pro but in my experience 1cycle dead hand is more about timing the jumpslash than the angle. Don't be afraid to target him. Also with hovering, one thing that helped me learn the timing was counting off mississipi-seconds in my head and backflipping on 4. Although I've since switched to breathing method and tbh I find it much easier to get an exact timing with that, so whatever. I guess it's mostly practice.
Anyway, I have a question.
I'm trying to learn the silver rupee boulder room (2nd room on left path) in gerudo training ground as child with chus only. Atm to get to the high rupee I'm doing left sideflip hovers from the cliff but I'm having trouble lining it up so that I actually end up collecting the rupee at the end. Any advice for setting up the angle? Has anyone even bothered trying this lol? Also, occasionally my sideflip won't go properly sideways even though I -think- I'm buffering it the same way every time. What are the common causes of a diagonal sideflip? As always any help is much appreciated. :)
Anyway, I have a question.
I'm trying to learn the silver rupee boulder room (2nd room on left path) in gerudo training ground as child with chus only. Atm to get to the high rupee I'm doing left sideflip hovers from the cliff but I'm having trouble lining it up so that I actually end up collecting the rupee at the end. Any advice for setting up the angle? Has anyone even bothered trying this lol? Also, occasionally my sideflip won't go properly sideways even though I -think- I'm buffering it the same way every time. What are the common causes of a diagonal sideflip? As always any help is much appreciated. :)
Groove: I haven't found anything easier than the breathing method because it's about as consistent as you can get, but sometimes when I can't see Link at all I instinctively know the Bomb/Bombchu duration. I suggest backflipping a little earlier to help; you'll gain less height and use more explosives, but at least you'll get good practice.
EA: I Z-targetted a Bombchu when I was right next to that Silver Rupee to change direction and just used a Slingshot Hover. If you want to just use sideflip hovers then make sure your angle is completely straight. I don't know if it's possible to have completely straight sideflip hovers because mine always go diagonal as well, but you can remedy that by changing your angle right before the rupee or doing a forward backflip. If you prefer, you can just have the angle slightly slanted to the right the entire time so you'll make it straight to the rupee.
EA: I Z-targetted a Bombchu when I was right next to that Silver Rupee to change direction and just used a Slingshot Hover. If you want to just use sideflip hovers then make sure your angle is completely straight. I don't know if it's possible to have completely straight sideflip hovers because mine always go diagonal as well, but you can remedy that by changing your angle right before the rupee or doing a forward backflip. If you prefer, you can just have the angle slightly slanted to the right the entire time so you'll make it straight to the rupee.
I finally managed to WW! But I haven't made it to Ganon yet cause it keeps crashing during the escape. It's usually from interacting with those flaming rocks (rolling into them, last time I acidentally crouch stabbed one during Stalfos fight and it crashed).
Anyway, is there any point learning the megaflip past the waterfall with an ordinary bomb? I can do it with a chu just fine but it's like 5% or less with a regular bomb at the moment - I almost always get knocked over by the explosion or get pushed over the ledge.
Anyway, is there any point learning the megaflip past the waterfall with an ordinary bomb? I can do it with a chu just fine but it's like 5% or less with a regular bomb at the moment - I almost always get knocked over by the explosion or get pushed over the ledge.
It's always good to know alternate strategies like that, but it shouldn't be a very high priority. There aren't many cases where you need to megaflip past the waterfall and don't have chus.
Anyway, is there any point learning the megaflip past the waterfall with an ordinary bomb? I can do it with a chu just fine but it's like 5% or less with a regular bomb at the moment - I almost always get knocked over by the explosion or get pushed over the ledge.
Can someone explain how you one cycle Ganondorf with PCS? Because I've been trying for hours and only managed to do it twice, and I have no idea why it decided to work those times. :(
EDIT: 3 times now, but I still have no idea why it works when it does
EDIT: 3 times now, but I still have no idea why it works when it does
Last edited 02 Jul 2012, 01:22 by WallIsReflect.
Can someone explain how you one cycle Ganondorf with PCS? Because I've been trying for hours and only managed to do it twice, and I have no idea why it decided to work those times. :(
EDIT: 3 times now, but I still have no idea why it works when it does
For me, I can do one of two things:
1) I watch Ganondorf's head. When you hit him, he moves it a little bit before stopping (he's looking almost down-right at the end of it). You want to hit him again right as his head is about to reach that stopped position.
2) You can go by the grunts his makes when you actually hit him. Right before he stops grunting is a good time to go for it.
1 cycling dorf with crouch stabs is frame perfect afaik. You are better off just getting navi isg for the sure one cycle.
Thanks guys :)
I am getting a little better at it now (it doesn't take me hours of attempts anymore). I'll work on the ISG method and play it safe.
I am getting a little better at it now (it doesn't take me hours of attempts anymore). I'll work on the ISG method and play it safe.
New one... ::)
http://www.twitch.tv/poodleskirt/b/323432556
None of this is working for me. If I do the double pause buffer setup I get taken to the black screen of infinite dying (not redoing Deku every time I screw this up), but I'm following all these frame adjustments and it's Emerald CS every single time.
The one with the sword slash is almost as bad but I somehow managed to do that one a few times.
http://www.twitch.tv/poodleskirt/b/323432556
None of this is working for me. If I do the double pause buffer setup I get taken to the black screen of infinite dying (not redoing Deku every time I screw this up), but I'm following all these frame adjustments and it's Emerald CS every single time.
The one with the sword slash is almost as bad but I somehow managed to do that one a few times.
New one... ::)
http://www.twitch.tv/poodleskirt/b/323432556
None of this is working for me. If I do the double pause buffer setup I get taken to the black screen of infinite dying (not redoing Deku every time I screw this up), but I'm following all these frame adjustments and it's Emerald CS every single time.
The one with the sword slash is almost as bad but I somehow managed to do that one a few times.
Hey so if you're in the area of constantly dying that means you had the wrong cs value when doing the warp, which means you must've saved and reset at some point. What you need is the cs intro to Deku Tree as your previous cs value. If you're on VC the best place to save is right after talking to the Deku tree, but just before you enter. You will need to redo the tree everytime. You can also use the Hyrule intro cs aswell, the one just after you get Fairy Ocarina. There is also another method http://forums.zeldaspeedruns.com/index.php?topic=20.560 it's near the bottom and talks about using the main menu allowing you to save in the Deku Tree.
Sorry for not making myself clear - I understand about needing the previous cutscene, but I was using the OOB for practice so can get back to the trick quickly enough. This Deku Nut method though, I can't even get the OOB, though I'm following the adjustments shown in that video wherever I end up on the path to the door. I'm just not sure what it is I'm doing wrong here, and how much there actually is to do wrong...
The unbuffered method is really for people trying to grind out seconds, but it isn't too bad so I'd do it. Sometimes things are different in emulator and console iirc. I think Sockfolder's old fire WW setup was +1 frames on VC for the adjustments, but that could have just been me interpreting the frames differently.
Actually the pattern on the pillar looks completely different on my game. It just all looks like a black smudge so it's too hard to find the right position for the OI setup.
I wonder if it's the same reason for the different Morpha patterns. I guess that means it's either try to get the sword slash method or stick with pause buffered.
I wonder if it's the same reason for the different Morpha patterns. I guess that means it's either try to get the sword slash method or stick with pause buffered.
Hoy~, so I'm trying to learn chuslide to shadow as child, I believe I am setting it up right but I would like some advice on what different types of failure mean. Just to make sure everything sounds right, the way I'm setting it up is getting ISG, aligning with the fence, backflip roll align, left sidehop roll align (stole this from poodle <3 although he does it adult), getting rid of the 4 bushes, then aligning the bright streak on the bush in front with the middle of link's boots. From here my assumption is given the chu/roll timing is consistent, how far back link is from the bush primarily determines what happens next. What I'm getting is:
1) get hit before picking up bush
2) get the slide but either get caught on the fence or miss the grave
3) store ground jump, pushed back
4) store ground jump
My assumption is 1 is I'm too close to the bush and 4 is I'm too far away. What about the others? Halp plz?
1) get hit before picking up bush
2) get the slide but either get caught on the fence or miss the grave
3) store ground jump, pushed back
4) store ground jump
My assumption is 1 is I'm too close to the bush and 4 is I'm too far away. What about the others? Halp plz?
Last edited 06 Jul 2012, 12:19 by EverAlert.
For number 2 it's just a matter of your angle and when you get the superslide. I used to get that all the time but realized it was my angle that was wrong.
Hoy~, so I'm trying to learn chuslide to shadow as child, I believe I am setting it up right but I would like some advice on what different types of failure mean. Just to make sure everything sounds right, the way I'm setting it up is getting ISG, aligning with the fence, backflip roll align, left sidehop roll align (stole this from poodle <3 although he does it adult), getting rid of the 4 bushes, then aligning the bright streak on the bush in front with the middle of link's boots. From here my assumption is given the chu/roll timing is consistent, how far back link is from the bush primarily determines what happens next. What I'm getting is:
1) get hit before picking up bush
2) get the slide but either get caught on the fence or miss the grave
3) store ground jump, pushed back
4) store ground jump
My assumption is 1 is I'm too close to the bush and 4 is I'm too far away. What about the others? Halp plz?
Ever, The set-up you use isn't viable as child due to roll distances. What you need to do is backflip and C-up lineup with one of the planks This video pretty much gives you the perfect method to do it: http://www.youtube.com/watch?feature=player_embedded&v=DYTJy5rRDkU. I hope it helps.
