Difference between revisions of "Moldorm"

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= Phases =
 
= Phases =
 
TODO: Need to verify this by testing in emulator.
 
  
 
'''General'''
 
'''General'''
  
 
* Moldorm will do the following repeating pattern:
 
* Moldorm will do the following repeating pattern:
: Walk straight -> Rotate -> Walk straight -> Rotate -> Walk straight -> Lunge at Player.
+
: Rotate (31-63f) -> Walk straight (15-23f) -> Rotate (31-63f) -> Walk straight (15-23f) -> Face Link -> Walk straight (48f).
 +
 
 
* If you hit Moldorm during one of these phases, he will go on to the next one when he's not stunned anymore.
 
* If you hit Moldorm during one of these phases, he will go on to the next one when he's not stunned anymore.
: The next phase always lasts for 64 frames after being stunned. TODO: This is wrong, it decrements every 4th frame while stunned. Check in emu.
+
 
* If he hits an edge or a wall, his direction will change to the opposite, but it will keep rotating the same as it was (if it was).
+
* If he hits an edge or a wall, he will change his direction 180 degrees (but keep rotating the same way).
* When below 4 hp, the AI works exactly the same, but the speeds are increased (with around 33% - it depends on the exact direction he is facing).
+
 
 +
* When 2 or less hp, the AI works exactly the same, but the speeds are increased (with around 33% - it depends on the exact direction he is facing).
  
 
'''Walk straight'''
 
'''Walk straight'''
  
No rotation happens here. Moldorm keeps moving in the same direction.
+
Moldorm keeps moving straight with no rotations.
  
* Upon entering the screen, he will walk for TODO frames.
 
 
* After a Rotate, he will walk for 15-23 frames.
 
* After a Rotate, he will walk for 15-23 frames.
* After a Lunge, he will walk for 48 frames.
+
 
 +
* After a Face Link, he will walk for 48 frames.
  
 
'''Rotate'''
 
'''Rotate'''
  
Rotates either clockwise or anti-clockwise (completely random) for 31 to 63 frames.
+
* Rotates either clockwise or anti-clockwise (which is determined at random every time) for 31 to 63 frames.
 +
 
 +
'''Face Link'''
 +
 
 +
* If he's not facing Link already, he will change direction towards Link by 22.5 degrees every 4th frame, until he's facing Link.
  
'''Lunge at Player'''
+
* When he's facing Link, he jumps to "Walk straight" for 48 frames.
  
* If he's not facing Link already, he will change direction towards Link by 22.5 degrees every frame, until he's facing Link.
 
* When he's facing Link, it jumps to the next phase ("Walk straight") for 0x30 frames.
 
  
 
= Strategy =
 
= Strategy =
  
Summary for a good fight:
+
* Only the head from Moldorm can hit you.
  
* Only the head from Moldorm can hit you.
 
 
* You can only hurt him on the end of his tail.
 
* You can only hurt him on the end of his tail.
* Three main methods:
+
 
: 1. Load your sword in between hits, stand a few tiles from it, and time a dash onto his tail, hitting it just as it gets vulnerable.
+
* Two main methods:
:: This is usually best to do horizontally, since there is a smaller chance you will get hit if his head walks towards you.
+
: 1. Load your sword in between hits, stand a few tiles from him, and time a dash onto his tail, hitting him just as he gets vulnerable.
 +
:: This is usually best to do horizontally, since there is a smaller chance you will get hit dashing through his head horizontally.
 
: 2. Stand behind Moldorm and move along the path the head takes.
 
: 2. Stand behind Moldorm and move along the path the head takes.
 
:: Example: If he's facing left, and starts moving clockwise, you will follow him < then ^ and slash his tail v.
 
:: Example: If he's facing left, and starts moving clockwise, you will follow him < then ^ and slash his tail v.
: 3. You could try to stand in the bottom center, with your sword loaded upwards for the entire fight.
+
 
:: This is slower, but some people find it easier when learning the fight initially.
 
 
* If Moldorm is near an edge/wall, you might want to do method 1, since his movement will be hard to predict if he hits the edge/wall.
 
* If Moldorm is near an edge/wall, you might want to do method 1, since his movement will be hard to predict if he hits the edge/wall.
 +
: You could also stand 3-4 tiles away (enough that he can't insta-180 and hit you) and wait until it's safer to move in on the tail.
 +
 
* For the last hit, when he starts moving fast, most people try to kill him with a dash.
 
* For the last hit, when he starts moving fast, most people try to kill him with a dash.
: The perfect method to safely dash through him is to stand far away and diagonally from Moldorm, with your sword loaded and pointing towards him, and then wait for his Lunge attack. Once he lunges towards you, you can move away from his path (cardinally) and start a dash.
+
 
* See the description of his phases above to understand what he will do after you stun him.
+
* It is possible to predict what Moldorm will do by understanding his pattern of phases.
: For example, if you hit him while he's lunging towards Link, he will always respond by rotating for 64 frames.
+
: For example, if you hit him while he's lunging towards Link, he will always respond by rotating for at least 31 frames.
* When jumping into his arena, if you dash or hold your sword out, and clink Moldorm, you will bounce back. If this causes you to drop down to the next floor, it means you were holding your dpad. So make sure you don't hold your dpad while dashing into his arena.
+
 
: If you like dashing as a default, concider walking/quickhopping if Moldorm is near the bottom part of the arena, to completely avoid this. You risk taking a heart of damage by doing this, but won't lose time to bouncing back.
+
* If you dash into his arena and Moldorm is there, you will bounce back to the top level again. This can cause Link to fall down to the floor below, if you're holding any dpad buttons. So make sure you don't touch your dpad while dashing into his arena, if you think you might jump right onto Moldorm.
 +
: If you like dashing as a default, concider walking/quickhopping if Moldorm is near the bottom part of the arena, to completely avoid this. You risk taking a heart of damage by doing this, but won't lose time to bouncing back (which often repeats itself when you try again).
  
 
'''Damage:'''
 
'''Damage:'''
 +
 
* The level 1 sword needs 6 hits to defeat him.
 
* The level 1 sword needs 6 hits to defeat him.
 
* The level 3 sword needs 3 hits to defeat him.
 
* The level 3 sword needs 3 hits to defeat him.
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* [https://youtu.be/CYF5JuhWYLE?t=1h58m18s Andy's NMG Tutorial]
 
* [https://youtu.be/CYF5JuhWYLE?t=1h58m18s Andy's NMG Tutorial]
 
* [https://www.twitch.tv/runnerwatcher/v/41763607?t=01h58m25s Runnerwatcher's NMG Tutorial]
 
* [https://www.twitch.tv/runnerwatcher/v/41763607?t=01h58m25s Runnerwatcher's NMG Tutorial]
* [https://pastebin.com/D9AhrwwS A little info on Moldorm's AI]
 
  
 
{{ List_of_bosses }}
 
{{ List_of_bosses }}

Revision as of 08:33, 22 August 2017

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Phases

General

  • Moldorm will do the following repeating pattern:
Rotate (31-63f) -> Walk straight (15-23f) -> Rotate (31-63f) -> Walk straight (15-23f) -> Face Link -> Walk straight (48f).
  • If you hit Moldorm during one of these phases, he will go on to the next one when he's not stunned anymore.
  • If he hits an edge or a wall, he will change his direction 180 degrees (but keep rotating the same way).
  • When 2 or less hp, the AI works exactly the same, but the speeds are increased (with around 33% - it depends on the exact direction he is facing).

Walk straight

Moldorm keeps moving straight with no rotations.

  • After a Rotate, he will walk for 15-23 frames.
  • After a Face Link, he will walk for 48 frames.

Rotate

  • Rotates either clockwise or anti-clockwise (which is determined at random every time) for 31 to 63 frames.

Face Link

  • If he's not facing Link already, he will change direction towards Link by 22.5 degrees every 4th frame, until he's facing Link.
  • When he's facing Link, he jumps to "Walk straight" for 48 frames.


Strategy

  • Only the head from Moldorm can hit you.
  • You can only hurt him on the end of his tail.
  • Two main methods:
1. Load your sword in between hits, stand a few tiles from him, and time a dash onto his tail, hitting him just as he gets vulnerable.
This is usually best to do horizontally, since there is a smaller chance you will get hit dashing through his head horizontally.
2. Stand behind Moldorm and move along the path the head takes.
Example: If he's facing left, and starts moving clockwise, you will follow him < then ^ and slash his tail v.
  • If Moldorm is near an edge/wall, you might want to do method 1, since his movement will be hard to predict if he hits the edge/wall.
You could also stand 3-4 tiles away (enough that he can't insta-180 and hit you) and wait until it's safer to move in on the tail.
  • For the last hit, when he starts moving fast, most people try to kill him with a dash.
  • It is possible to predict what Moldorm will do by understanding his pattern of phases.
For example, if you hit him while he's lunging towards Link, he will always respond by rotating for at least 31 frames.
  • If you dash into his arena and Moldorm is there, you will bounce back to the top level again. This can cause Link to fall down to the floor below, if you're holding any dpad buttons. So make sure you don't touch your dpad while dashing into his arena, if you think you might jump right onto Moldorm.
If you like dashing as a default, concider walking/quickhopping if Moldorm is near the bottom part of the arena, to completely avoid this. You risk taking a heart of damage by doing this, but won't lose time to bouncing back (which often repeats itself when you try again).

Damage:

  • The level 1 sword needs 6 hits to defeat him.
  • The level 3 sword needs 3 hits to defeat him.
  • The hammer needs 3 hits to defeat him.

External resources