Rosewater's Glitchless GGS with TAS Studio Inputs (Slow-Mo + Frame Advancement)
50%/100% playback versions of Rosewater's Glitchless GGS, I've added the virtual pads for analog inputs, as well as the TAS Studio inputs, in-grid, so that they can be visualized frame-by-frame.
Frame advancement is done for the latter portion of the video.
Things to note:
→ analog speed differentiation before completely stopping / getting into final position.
→ mini-map position changing upon first input frame of sidehop (appears to curve)
→ the downleft inputs after the untargetting sidehop could be set to neutral, and won't affect the movie, these inputs do NOT affect the skip.
→ full-range of certain inputs (full 128/-128) aside their input counterparts (70-100) DO affect the position and outcome of the skip, and are also done within frame succession.
ANALYSIS
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In reference to above, when link runs to the right and curves his movement after throwing the bomb, the analog is set to 127, -40 for a few frames, then -25, then -15, then -10 (position is precise) and these inputs immediately switch to -90 59.
After this, Rose targets for one frame (TAS records inputs on 60fps and with delay, this is why it may look odd, or inputs repeated for 3x frames), afterwards, an untargetted downleft (-127, -128) sidehop is performed.
The jumpslash is performed one visual frame, or three input frames (on the fourth input frame) after the sidehop. Hold forward after jumpslashing.