Baseline Examples, and Misc info

1000 Health Phase 1 Goopy

At 80% health(800 health left) Subphase 1

At 56% health(560 health left) Phase 2 will be triggered

To help you understand the data as best as I can, I will use this part to define a few terms and basic behaviors.(P): This will mark when an object will be parryable(R) (X) (G): These will mark objects that aren'tSpeed: How fast something will move.The game code doesn't really provide an easy way to show/explain how its used.The simplest way I could express the speed difference:800 = 1 second-100 = +0.14+100 = -0.14(time it takes to get from their spawn, to the edge of the screen)NOTES:- These speeds are written as if the object was moving in a flat horizontal line from one side of the game window, to the other side.- The baseline of 800 is used, to account for the average offset distance that bosses are from the edge of the screen. (Because each boss has a different offset, these values might vary during some fights, I will make an attempt to show these instances)- Cuphead is around 400.- If an object does start off-screen and moving in a flat horizontal line, baseline of 900 should be used instead. (This distance for cuphead ~2.5 - 2.63 seconds)- The math isn't perfect, but it gives you a general idea of how long you have before the object will reach you.~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~EX:For Ribby and Croaks, Ribby's punch moves as such. In this instance:On Easy difficulty it takes about 1 second for the punch to move from its spawn location, to the edge of the screen. (800 speed) In the same distance It takes Cuphead takes about 1.6 seconds.Even with the Normal difficulty shot delay of .65 seconds, the second punch can move fast enough to hit cuphead, before either reaches the screen's edge.~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Patterns: The order in which things will occur. Once a boss has picked where the sequence will begin in their pattern/sets, it will strictly follow the order that is written, this includes moving to the begging of the next set once they reach the end of their current set.Patterns can only change when you retry, or replay the level.(A limited number of patterns can also change when you trigger a new phase/subphase, I will make a note of it in the bosses that do this)Regardless where something stops in a pattern, they will continue from that point the next time they call upon it.Set: This is for instances in which multiple patterns are written, their lengths can change between multiple sets in a single pattern.~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Ex:Boss pattern for __XX__ attack:"X, P, X, X, X, P, P"Boss pattern for __YY__ attack:Set 1-> "X, P, X, X, X, P, P"Set 2-> "P, X, X, P, X"Set 3-> "X, X, P, X. P, x"If they stop after [set 1] "X, P, P" they will resume with [set 2] "P, X, X"~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Sequence: A non-specific location within a non-specific pattern/set. Despite where the sequence begins, it will follow what is written for the rest patterns and sets from left to right in a loop.The terms I will use to identify them for attacks will be;Basic: The pattern will always start with the very first value, even if there are multiple setsSet Pattern: A random Set is picked, always starts with the first valueSequence Pattern: Pattern can start anywhereRNG: There is no way to predict the patternA * will indicate something unique about one of the patterns.~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Ex:Attack uses a Set Pattern:"X, X, P, X, P","P, X, P, P, X","P, X, P, X, P"In this case, it would mean that despite the set starting with the X is first, any of the three sets can be used first.i.e. the first time the pattern is used, there is only the following possibilities:1. "X, X, P, X, P", "P, X, P, P, X", "P, X, P, X, P"2. "P, X, P, P, X", "P, X, P, X, P", "X, X, P, X, P"3. "P, X, P, X, P", "X, X, P, X, P", "P, X, P, P, X"Attack uses a Sequence Pattern:"X, X, P, X, P","X, P, X, X, P"In this case, it would mean that despite the X being the first one listed in the first and second set, the boss can decide to start anywhere in either of the patterns.i.e. the first time the pattern is used, there is the following possibilities:1. "X, X, P, X, P, X, P, X, X, P"2. "X, P, X, P, X, P, X, X, P, X"3. "P, X, P, X, P, X, X, P, X, X"4. "X, P, X, P, X, X, P, X, X, P"5. "P, X, P, X, X, P, X, X, P, X"6. "X, P, X, X, P, X, X, P, X, P"7. "P, X, X, P, X, X, P, X, P, X"8. "X, X, P, X, X, P, X, P, X, P"9. "X, P, X, X, P, X, P, X, P, X"10. "P, X, X, P, X, P, X, P, X, X"In both of these examples, once the last value is reached, the pattern will start all over again.i.e.If they use the 3rd option (in either case for the set and sequence examples I wrote), once they reach the end, they will go back to the beginning of the pattern they used.~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Phase: This refers to an instance where a boss will make a physical change or act to indicate their behavior is changing.Subphase: This refers to an instance where a boss will change their behavior, without making it apparent that it has changed.As needed, I will add screenshots in the actual boss section, to demonstrate or further provide information to the provided information.~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~EX:Goopy on Simple1000 HP2 Phases1 SubphaseJump data:- Ground delay: This is the time it will take before they will jump again.- .35 seconds- High Jump Vertical Speed: This is the speed at which they will move up during their high jump.- 2300- High Jump Horizontal Speed: This is the speed at which they will move side to side during their high jump.- 700- High Jump Gravity: This determines how fast they fall during a high jump.- 6500- Low Jump Vertical Speed: This is the speed at which they will move up during their low jump.- 2200- Low Jump Horizontal Speed: This is the speed at which they will move side to side during their low jump.- 670- Low Jump Gravity: This determines how fast they fall during a low jump.- 6500- Number of jumps: This is the range of how many jumps will occur before throwing a pumch- 5-8New Jump data:- High Jump Vertical Speed:- 2350- High Jump Horizontal Speed:- 750- Low Jump Horizontal Speed:- 700- Number of jumps:- 5-8Goopy will stop moving for a moment and eat a pill that will increase their sizeNew Jump data:- Ground delay:- .45 seconds- High Jump Vertical Speed:- 2850- High Jump Horizontal Speed:- 820- High Jump Gravity:- 7500- Low Jump Vertical Speed:- 2320- Low Jump Horizontal Speed:- 7850- Low Jump Gravity:- 7500~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Easy: This is interchangeable with Simple difficulty.Normal: This is interchangeable with Regular difficulty.Hard: This is interchangeable with Expert difficulty.Any time a number appears in the upper left hand side of a screenshot in one of the following boss sections, that is in reference to whatever data the picture is posted under. Pictures posted next to each other will be the current time, not the difference of time between them (two pictures marked 1.8 s and 2.5 s would mean the second one is .7 seconds after the first picture.If I am referencing the initial delay before the boss uses it's first attack, that number will be the exact time from the moment that Cuphead can move at the start of a fight, with decimals to indicate milliseconds.If that time says "1.3 s", it means that Cuphead has been able to move for exactly 1 second and 3 milliseconds.