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Revision as of 23:25, 25 October 2022
Shake1 | |
---|---|
Description | Vertical shaking 3sq ahead |
Full name | Shake 1 |
Class | Standard |
Library # | 81 |
Element | Null Null |
Attack power | 90 |
Codes | E G R S U |
MB | 34 |
Shake2 | |
---|---|
Description | Vertical shaking 3sq ahead |
Full name | Shake 2 |
Class | Standard |
Library # | 82 |
Element | Null Null |
Attack power | 110 |
Codes | B F I L Q |
MB | 40 |
Shake3 | |
---|---|
Description | Vertical shaking 3sq ahead |
Full name | Shake 3 |
Class | Standard |
Library # | 83 |
Element | Null Null |
Attack power | 140 |
Codes | D M R T Z |
MB | 50 |
Shake is thrown 3 panels ahead and spawns as a single limit obstacle. Cannot spawn over broken panels, but can travel over broken panels after spawning. If it lands on an unobstructed panel, it will spawn and begin moving vertically along the column. If it lands directly on an enemy, it deals damage once and is immediately destroyed.
Inflicts flinching and flashing. Can hit more than once.
Despawns after moving 7 times. Movement speed increases with each version, so higher versions will despawn faster.
Exploits
An exploit known as the Shake Glitch allows Shake to inherit its attack value from other sources, in some cases making it deal up to 10,000 damage in one hit. This can be performed with all versions of the Shake chip. This exploit is present in all versions of Battle Network 3.
Upon hitting the ground after being thrown, Shake determines its attack value by reading from the wrong address in RAM. Thrown obstacles create a reserved address in RAM where their attack value is safely stored for later use. Shake reserves this unexploitable address but only reads its attack value from here if it lands directly on top of an enemy. If shake lands on the ground unobstructed, it instead reads from the address that tracks the attack value of the player's last used chip. This address's value will be updated when another chip is used by the same player, and Shake will inherit this new attack value if it has not already hit the ground.
The Shake chip applies a high amount of chip lockout when used, which prevents another chip from being used until after Shake has already hit the ground. This lockout will be cancelled though if the player gets flinched by an attack. There is a somewhat lenient window of time to perform the exploit after throwing the Shake.
To make full use of this glitch, certain chips provide an unusually high attack value when used.
- Friendly Virus chips (such as Bunny and Mettaur) provide 10,000 attack.
- Plus chips Attack+ and Element+ provide 10,000 attack when used directly instead of attached to a chip.
- The AirShoes chip provides 9,999 attack.
- Aura, LifeAura and DarkAura provide 3,000 attack.
Attack+ chips will be consumed if selected after Shake, preventing them from being used in this exploit. But Attack+ will not be consumed if selected after a chip that does not show its attack value. Certain chips such as Invis and Barrier are unboostable and can be used instantly with no chip lockout. Because of these properties, a sequence such as Shake → Invis → Atk+10 will work by mashing out both the Invis and Atk+10 before the Shake hits the ground. Shake already cannot consume any Element+ chips, so they do not need this workaround.
Exploit Trivia
- Not all chips can have their attack inherited by Shake. There may be many non-dimming chips with long animations that wait too long before writing their attack to the necessary address.
- With few exceptions, chips that deal no damage will set Shake's attack to 0.
- Muramasa will provide the expected result of its HP calculation, allowing for a range between 0-999 attack.
- Aura chips last 3,000 frames and declare this duration by repurposing the address that usually decides a chip's attack value. This coincidence allows them to be used with the Shake Glitch.
- There is no discernable reason why AirShoes would have an attack value of 9,999. It is just like that.