Chuckya: Difference between revisions

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(Reference to behavior file)
(Added throwing behavior and relationship to CWT, more edit into behavior and AP behavior to do)
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There is a counter that the game keeps track of that lets you escape from Chuckya if it reaches 11. The counter starts at zero, and increases by one every time the player presses the A button or moves the joystick from the inside to the outside of its radius.<ref>[https://youtu.be/_R8c70zuJSw "Escaping from Chuckya's Grasp" by UncommentatedPannen]</ref> This is possible to do 1.5 times per frame with [[pause buffering]].
There is a counter that the game keeps track of that lets you escape from Chuckya if it reaches 11. The counter starts at zero, and increases by one every time the player presses the A button or moves the joystick from the inside to the outside of its radius.<ref>[https://youtu.be/_R8c70zuJSw "Escaping from Chuckya's Grasp" by UncommentatedPannen]</ref> This is possible to do 1.5 times per frame with [[pause buffering]].


== Behavior ==
=== Throwing ===
When Chuckya grabs Mario, a random number between 10 and 40 is generated to serve as a timer. Every frames, Chuckya will rotate by 2048 horizontal angular units counterclockwise and remove one from this number. Mario will be thrown when one of these conditions is met :
* Mario escapes by doing an escape action 11 times
* The timer is negative and there is a floor up to 50 unit below a point 150 units in front of Chuckya
* The timer reaches -17
Once one of those conditions is met, Chuckya will throw Mario at its anchor point (Similar to Mario's [[HOLP]]). This anchor point is only updated when Chuckya is rendered, which open itself to [[Chuckya Wrong Throw]].
== References ==
== References ==
<references />
<references />

Revision as of 15:18, 9 December 2022

Chuckya
STROOP- Chuckya.png
Hitbox Info
Hitbox
Damage none
Speed to add
Tangibility radius 1000
Interaction type grabbable
Found In
Tiny-Huge Island, Wet-Dry World, Bowser in the Sky, Tall, Tall Mountain, Rainbow Ride


Chuckyas are purple enemies. They try to pick up Mario, and after doing so, spin around and then throw him. They do not directly damage Mario, but can cause fall damage if they throw him off a ledge.

Escaping Chuckya

There is a counter that the game keeps track of that lets you escape from Chuckya if it reaches 11. The counter starts at zero, and increases by one every time the player presses the A button or moves the joystick from the inside to the outside of its radius.[1] This is possible to do 1.5 times per frame with pause buffering.

Behavior

Throwing

When Chuckya grabs Mario, a random number between 10 and 40 is generated to serve as a timer. Every frames, Chuckya will rotate by 2048 horizontal angular units counterclockwise and remove one from this number. Mario will be thrown when one of these conditions is met :

  • Mario escapes by doing an escape action 11 times
  • The timer is negative and there is a floor up to 50 unit below a point 150 units in front of Chuckya
  • The timer reaches -17

Once one of those conditions is met, Chuckya will throw Mario at its anchor point (Similar to Mario's HOLP). This anchor point is only updated when Chuckya is rendered, which open itself to Chuckya Wrong Throw.

References