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Replay Metadata

Completion: D
Finesse: S
Time: 7.066
User: GottaGoFast
Timestamp: Mar 2, 2016, 1:19.21 am EST
Ledge Cancel Histogram: []

Replay Header

Entity Containers: 11
Desync Corrections: 59
Estimated Deaths: ["-0.650"]
Level: Titan
Character: Dustworth
Frames: 479 (Approx 6.983)
Actions: 18 (2.55 aps)
Jumps: 4
Dashes: 7
Down Dashes: 0
Lights: 0
Heavies: 3
Direction Presses: 4
Could Use Super: No

The Jumps, Lights, and Heavies count the number of times you pushed the corresponding button. Pushing the button may not always result in an action being taken or may, in the case of pushing light and heavy, result in a super instead. It seems like dashes corresponds to actual horizontal dashes only and down dashes counts the number of times you pushed the dash button while holding down whether or not it resulted in an actual down dash.

Full Input Sequence (Player 1)

Frame
Input[0] (0, 1, 2) = (Left, Neutral, Right)
Input[1] (0, 1, 2) = (Up, Neutral, Down)
Input[2] (0, 1, 2) = (Not Jumping, Jumping?, Jumping?)
Input[3] (0, 1) = (No Dash, Dash)
Input[4] (0, 1) = (No Down Dash, Down Dash)
Input[5] (0, a, b) = (No light button, light?, light?)
Input[6] (0, a, b) = (No heavy button, heavy?, heavy?)
0         10        20        30        40        50        60        70        80        90        100       110       120       130       140       150       160       170       180       190       200       210       220       230       240       250       260       270       280       290       300       310       320       330       340       350       360       370       380       390       400       410       420       430       440       450       460       470       
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11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001111111122222222200000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000011111111222222222222222000000000000000000000000000000000000000000000000000000111111111111111111110000000000000000000000001111122222
0000000000000000000000000000000000000000000000000000000000000000000000000000001000000000000000000000000000000000000000000000001000000000000000000000000000000000000000000000000000000000000000000000000000000000010000000000000010000000000000010000000000000000010000000000000000000000000000000000000000001
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000abbbbbbb00000000000000000000000aaaaaab00000000000000000000000000000000abbbb

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FrameTime (approx)X PositionY Position X SpeedY Speed EX SpeedEY Speed ActiveInterp. Inputs
Position and velocities are given in tiles and tiles/s

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