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Quick MoveType Priority Overview
Players who start the frame with MoveType A act before others
The order Players with A are evaluated in is based on slot order.
Afterwards Not A types are evaluated in slot order
(The Action Flag is set to GameTime after acting to prevent multiple actions)
In this guide I means anything that is not A, but staying in H is dangerous for various reasons.
Life Faking
In order to appear as having 0 life to the enemy, we need to act after the enemy
The action queue determines who acts first.
On the frame we set our life to 0
We want to act later than the enemy root.
We also want them to act before us on the next frame
As P1, (Root/P1 = I vs Enemy/P2 = A (Only P1 Method)
As P2, (Root/P2 Not A While Enemy/P1 = I) (I vs I, A vs I, A vs A)
With those conditions
Frame 1: Set life to 0 and Apply NoKo
Frame 2: Set life to not 0 and do not apply NoKo
By setting Life at 0 and applying NoKo, you can prevent Alive from becoming 0 for yourself
You cannot end self processing at 0 without applying NoKo as Alive will become 0 and thus Loss will become 1.
Life Faking with Superpauses
Requires ROOT be MoveType A
Alive will only become 0 when Life is 0 after ending processing
Processing does not occur while a Pause is active and MoveTime is 0
Keeping our LIFE at 0 for multiple frames in a row without applying NOKO
This does prevent the root from taking action.
It is generally safer than the TargetLifeAdd method.
You want to Pause/SuperPause with a MoveTime of 0
Then spawn helpers who execute Pauses/SuperPauses with Time of positive values (3 in testing),
Loop this process then the root cannot move
(Cannot process their states > convert alive)
Because pause cancelling works by cancelling the pause after the Root has ‘acted’ when ROOT is MoveType A, the pauses are cancelled but not before root has acted,
In order for the pauses to be cancelled before then, enemy root must cancel them
(Only possible if enemy is P1 and A MoveType while P2 A)
HitPauseTime Life Faking
When you have HitPauseTime, Alive does to go to 0 even with Life = 0 at end of processing regardless of NoKo
This makes reversals with a high P2 HitPauseTime dangerous as it limits their ability to die naturally.
However you can use this for your own benefit, simply have permanent hitpausetime on the root and your alive can’t go to 0.
Be warned that HitPauseTime removes guard immunity, so if you are reversed or hit you will be susceptible to TargetLifeAdd
*(Check if negative hitpausetime also grants this, doubtful and or useless)
Life Faking TargetLifeAdd Root
Another valid strategy is to have your own root as a permanent target
This allows you to apply TargetLifeAdd when root does not have Guard Immunity.
Note that if you act before the root, the root can still have guard immunity afterwards by changing to guard state, circumventing some of the problems that being vulnerable to TargetLifeAdd/TargetLifeSet poses.
Alive = 0 conversion happens when the Player with 0 life processes their own states
Alive = 0 is required for Win/Lose/Draw to become 1.
Win/Lose/DrawGame being 1 is required for round to end by KO
TargetLifeAdd Value = 0
Before Root Acts (Helper = A and Root != A)
Enemy Observing 0 Life Requirements:
As P1:
When ROOT/P1 != MTA and ENEMY/P2 = MTA
As P2:
When ROOT/P2 = MTI and ENEMY/P1 = ANY
~Root can reinstate life without noko AND activate guard immunity.
Note that this only has practical use of being immune to TargetState, TargetLifeAdd is of no threat in RoundState 2
In RoundState 3 TargetLifeAdd can cause to lose via Time Over
After Root Acts: (Root A and Helper A or I)
Applying TLA Value = 0 After Root acts does not require applying NoKo
Because of this you can end all frames at Life = 0 when using TargetLifeAdd
Note that the later you TargetLifeAdd your root, the less observable as 0 it is to the enemy/helpers for the current frame, the earliest helper slot available is preferred (Slot 4 / Helper 1), (P1 will get this slot 99% of the time)
Both Helper and Root must be A while Enemy is I to fake 0 life with maximum effectiveness
(Fake 0 life without having to apply noko)
TargetLifeAdd Value = LifeMax
Before Root Acts (Helper = A and Root != A)
Uses?
After Root Acts: (Root A and Helper A or I)
Ending Frame at LifeMax while when observes your life as 0
This can by used to bypass certain characters who EORR if you EORR
As mentioned above, this only has practical effect in roundstate 3/4
Helper I can act later than Helper A in this case.
The ROOT must act before the ENEMY ROOT to have 0 observable
As P1, (Root/P1 = A vs Enemy/P2 = Any
As P2, (Root/P2 A While Enemy/P1 = I)
This is a dangerous approach as if enemy helpers who acts later than this does targetlifeadd then you will lose by time instead.