the game with inukiM and other GBA dudes. For this reason, + I'm kind of free, I

will translate the Shen Pu (knat) 's Trico 3 in 1 guide for you guys.

I haven't really tested his method, because it seems harder than DarkSword

(knat) 's method which I have been using for a long time. Anyway, the original

link:

1. Shen Pu's Trico 3 in 1 guide in Chinese -

http://www.ibfchina.com/index.php?showtopic=44577

2. DarkSword's Trico 3 in 1 guide in Chinese -

http://www.tankbb.com/bbs/real_list.php?f_check=56011&f_index=272788&check_member=142&setid_check=0&x=0

I will start the translation now. (And might skip some less important parts)

---

There are two shooting methods in GB which have been widely used by the users

since long time ago due to their simplicity and effectiveness, i.e.

1. Fixed power method (Adjust angle, e.g. Half toss, full power, etc.)

2. Fixed angle method (Adjust power, e.g. Mage-60, boomer-89, etc.)

Fixed angle method is harder than fixed power method, users need to memorize the

'distance-power' table and they need to calculate the power due to affection of

resulting wind force, but anyway, to most pros, this method is considered easy,

it takes only two steps.

Both of the methods above are the mainstream methods in GB, based on them, alot

of new methods are born. But, a new calculation is born because of the emergence

of trico (and its users) i.e. Fixed timing method (Adjust power and angle).

Technically, this method is far more difficult than both mentioned methods,

however, a player still need both of the methods as basis of mastering Fixed

timing method.

Let's stop crapping and get into the topic, i.e. Trico's 3 in 1 calculation.

Alot of players might think that the miraculous 3 in 1 shot is done due to

luckiness, which actually is based on certain principles. After spending my time

on research, I found out the principles, and through these princpiles, I come

out with calculations, which are the the steps below:

1. Apply the base power. Which is the power (under 0 wind condition) for

hitting 3 in 1 when both users are on the same horizon.

Left->Right: 1.5 ; 2.6 ; 3.6 ; 4.6

Right->Left: 0.9 ; 2.2 ; 3.2 ; 4.2

(Note: 4.2 and 4.6 are used on tail or vertical wind)

I suggest you all to practice the power above in some 0 wind stages.

2. Calculate the shooting power

Power needs to readjust due to the wind affection. Here are two principles to

remember:

a. Tail/Up wind: Reduce power

b. Opposite/Down wind: Add power

The exact data:

a. Upward vertical wind: For each 2 wind power, reduce 0.05 power.

b. Tail wind (horizontal): For each 5 wind power, reduce 0.05 power.

c. Downward vertical wind: For each 2 wind power, add 0.05 power.

d. Opposite wind (horizontal): For each 5 wind power, add 0.05 power.

You can deduce the power to change for other winds from the data above.

Another thing to consider it the horizontal line, for most cases, when target

is located about 2 mobiles height above you, add 0.05 power; if the target is

lower than you for about 2 mobiles height, reduce 0.05 power.

3. Deduce screen distance from shooting power

After knowing the power to use, you have to calculate the angle. The first

step in calculating angle is to get the screen distance. The data below are

screen distances for different shooting powers, I tested them with

=ShangHai=HongHong (knat) , thanks for his wonderful effort.

2.0 power: 24.0(h)

2.1 power: 22.0(h)

2.2 power: 20.0(h)

2.3 power: 18.0(h)

2.4 power: 16.0(h) 50.0(f)

2.5 power: 14.0(h) 40.0(f)

2.6 power: 13.0(h) 30.0(f)

2.7 power: 12.0(h) 28.0(f)

2.8 power: 11.0(h) 26.0(f)

2.9 power: 10.5(h) 24.0(f)

3.0 power: 10.0(h) 22.0(f)

3.1 power: 9.5(h) 20.0(f)

3.2 power: 9.0(h) 18.0(f)

3.3 power: 8.5(h) 17.0(f)

3.4 power: 8.0(h) 16.0(f)

3.5 power: 7.5(h) 15.0(f)

3.6 power: 7.5(h) 14.0(f)

3.7 power: 7.0(h) 13.5(f)

3.8 power: 6.5(h) 13.0(f)

3.9 power: 6.5(h) 12.5(f)

4.0 power: 6.0(h) 12.1(f)

The definition of 1 full screen distance is quite ambiguous, some say from left

edge to right edge, some say from the left edge of "Esc" button to the right

edge of "F8" button; But anyway, if I were not wrong, Shen Pu's 1 full screen

definition is the latter one I mentioned just now.

To apply the data above, let's say you are using 3.2 power, 90 - (9.0) = hitting

half screen, 90 - (18.0) = hitting one screen.

4. Deduce target distance from screen distance

For this step, it's quite simple, but to make it accurate you need alot of

experience. The way I calculate distance is to use the object in screen to

calculate. For instance, if enemy is located right after "All"button, and half

screen distance = 14 angle, then, your target distance will be 0.5*14 = 7.

5. Calculate angle to compensate with wind

For those who's good in Half Toss, it might not a big problem for you, because

the wind chart is almost the same.

http://www.geocities.com/yuenqe/HalfToss.Wind.Chart.txt

This is the wind chart of Half Toss, the wind factor works for shooting power

around 3.0. For most of the cases it might just work fine; for 2.0 power, the

result you get might have to be reduced by 2; for 2.5 power, the result has to

be reduced by 1. Again, practice and learn from experience.

6. Collecting all the data and shoot

The formula is:

Angle: 90 - (target distance = step 4) + half toss angle (- for opposite wind

direction = step 5)

Power: The result of step 2

And you will see 3 cabbages draw beautiful curves in the sky and all 3 hit the

enemy in 1. As if you miss, it might still be 3 in 1 but hitting the ground.

What I can say is.. Formula can only be a way to help you to gain experience,

to be more accurate and perfect in shooting, what you have to do is practice

again and again. I have been asking Koreans for some tips and what they told me

is: "Just practice more and more." I think this is the ultimate "guide" of pros.

Remember, this is always true: "Practice makes perfect."

Written by Shen Pu (knat) : 30-Sep-03

Updated: 09-Feb-04

--

I hope you guys will appreciate this article and my effort to translate it. =)

Those notes that I added above are in italic form.

--------------

about http://media.virtuafighter.com/media/gb/trico_shenpu.txt

.. it's a good guide, I'm told, though I have yet to use the formulas. I thought

they were pretty clear but I'll try to explain in my own words. If it helps people use

trico then I am glad.

[QUOTE]1. Apply the base power. Which is the power (under 0 wind condition) for

hitting 3 in 1 when both users are on the same horizon.

Left->Right: 1.5 ; 2.6 ; 3.6 ; 4.6

Right->Left: 0.9 ; 2.2 ; 3.2 ; 4.2

(Note: 4.2 and 4.6 are used on tail or vertical wind)[/QUOTE]

For shenpu's 3in1 aiming formula, you must calculate the power to use first, then follow up

by calculating the angle. When you use the power levels described above, you will get a

3in1 vs an enemy who is roughly level with you, as long as the shot isn't being affected

by wind... and as long as you choose the correct angle.

Your goal should be to use the lowest power level you possibly can. For example,

shooting --> you want to use 1.5 if the enemy is close enough to hit with it (first spin).

If they're too far away to hit with 1.5 bars of power, you want to switch to 2.6 bars

(which is enough power to keep the shot in the air long enough for 2 spins). This

power is good for over half a screen, probably close to 1 full screen distance.

However you will sometimes have wind fightning your shot so even 2.6 bars of power

isn't enough to hit a faraway target. You must then switch to 3.6 bars of power,

with the goal being to hit on the 3rd rotation of your shot instead of the 2nd.

The 4.6 obviously is not possible in 0 wind conditions, and is just another way of

saying that if the wind is blowing your shot upwards and keeping it airborne for

a long time, sometimes you can get 4 complete spins by shooting with full power.

Hitting an enemy with this is sorta lucky and showing off, 3.6 bars is enough power

for most situations.

So to review: The first step of the calculation is to know the power levels listed.

Decide which power level you think can travel far enough to hit the enemy,

but don't use more power than you need to... if you can hit them on the first spin,

that's easier than hitting them on the 2nd spin, etc.

Next step:

[quote]

2. Calculate the shooting power

Power needs to readjust due to the wind affection. Here are two principles to

remember:

a. Tail/Up wind: Reduce power

b. Opposite/Down wind: Add power

The exact data:

a. Upward vertical wind: For each 2 wind power, reduce 0.05 power.

b. Tail wind (horizontal): For each 5 wind power, reduce 0.05 power.

c. Downward vertical wind: For each 2 wind power, add 0.05 power.

d. Opposite wind (horizontal): For each 5 wind power, add 0.05 power.

You can deduce the power to change for other winds from the data above.

Another thing to consider it the horizontal line, for most cases, when target

is located about 2 mobiles height above you, add 0.05 power; if the target is

lower than you for about 2 mobiles height, reduce 0.05 power.

[/quote]

So once you have chosen your basic power, how to deal with wind? If there's no wind, you

don't want to change your power usually... the power levels listed are just right for 0

wind. If the wind is pointing up, you need to reduce power by 1/20th of a bar for every

2 wind strength pointing up. If the wind is pointing down, you just do the opposite and

add 1/20th of a bar. So if the wind is pointing 10 straight down, add 5/20th's of a bar

(which translates to 1/4th bar). If wind is 18 down, add 9/20th's of a bar (just a bit

less than half a bar). Basically use less power if wind is blowing upwards because the

wind will keep the shot airborne long enough for your 3in1. Use more power if the wind

is pointing downward, otherwise the basic power levels listed earlier won't be enough,

the shot will underspin and land flat.

For wind that is pointing left or right, you will add or subtract power based on whether

the wind is helping your shot or holding it back. He recommends adding 1/20th for every

5 wind, or reducing 1/20th for every 5 wind. That means that the most you'll ever adjust

your power (in the strongest wind, 26) is by about 5/20th's... i.e. 1/4th of a bar.

Lastly, he is mentioning that if the enemy is above or below you, power needs to change.

For 2 mobile heights higher than you, add 1/20th of a bar of power to your shot, and if

the enemy is 2 mobile heights below you, subtract the same amount.

So all the math in part 1 and 2 means you should have the correct power for a 3in1 as long

as you factored in the following things

*Is the power level you chose enough to reach the enemy,

especially if the enemy is far away?

*Did you add or reduce power based on the wind? He gives formulas for four different wind

directions, but of course there are many wind directions and you'll need to probably make

some guesses based on wind that is somewhere between up/down/left/right.

*Did you add or reduce power a bit for enemies who are not level with you?

Even on metamine you will have to make shots vs enemies who are a bit above or below you.

If you did all of this, you have the power for a 3in1, and you must commit to using

this exact power level. All you need to do now is calculate the angle.

[quote]

3. Deduce screen distance from shooting power

After knowing the power to use, you have to calculate the angle. The first

step in calculating angle is to get the screen distance. The data below are

screen distances for different shooting powers, I tested them with

=ShangHai=HongHong (knat) , thanks for his wonderful effort.

2.0 power: 24.0(h)

2.1 power: 22.0(h)

2.2 power: 20.0(h)

2.3 power: 18.0(h)

2.4 power: 16.0(h) 50.0(f)

2.5 power: 14.0(h) 40.0(f)

2.6 power: 13.0(h) 30.0(f)

2.7 power: 12.0(h) 28.0(f)

2.8 power: 11.0(h) 26.0(f)

2.9 power: 10.5(h) 24.0(f)

3.0 power: 10.0(h) 22.0(f)

3.1 power: 9.5(h) 20.0(f)

3.2 power: 9.0(h) 18.0(f)

3.3 power: 8.5(h) 17.0(f)

3.4 power: 8.0(h) 16.0(f)

3.5 power: 7.5(h) 15.0(f)

3.6 power: 7.5(h) 14.0(f)

3.7 power: 7.0(h) 13.5(f)

3.8 power: 6.5(h) 13.0(f)

3.9 power: 6.5(h) 12.5(f)

4.0 power: 6.0(h) 12.1(f)

The definition of 1 full screen distance is quite ambiguous, some say from left

edge to right edge, some say from the left edge of "Esc" button to the right

edge of "F8" button; But anyway, if I were not wrong, Shen Pu's 1 full screen

definition is the latter one I mentioned just now.

To apply the data above, let's say you are using 3.2 power, 90 - (9.0) = hitting

half screen, 90 - (18.0) = hitting one screen.

[/quote]

This chart is listing various power levels you might have come up with as a result of steps

1 and 2. Take the power level you decided to use (on the left half of the chart), and

the chart will give you clues about what angle to use to hit 1/2 screen and 1 full

screen away. You must think in terms of how many 'angles' distance the enemy is

from you. For example, if you've played boomer or cake, you know that an enemy who

is pretty close to you can be hit with angle 89, full power. That enemy is 1 angle

distance from you. If you needed to use angle 88 to hit him, that means the enemy is

2 angles away... 87 means the enemy is 3 angles away... and so on. 1 full screen

distance is 9 angles away, which means using angle 81.

If you understand all that, then you will get this chart. Let's say you decide you need

to use 2.7 bars of power. That means (according to the chart) that if you start at angle

90, you need to lower 12 angles to hit an enemy half a screen away.. and 28 angles to hit

an enemy all the away at the other end of the screen.

The more power you use, the less you have to adjust your angle to hit enemies further away.

Just in case it isn't tricky enough yet, the translator says ShenPu's definition of 1

full screen is about from the left edge of the "Esc" button to the right edge of the "F8"

button. That means he considers 1 screen to be a little bit less than what a lot of

players consider 1 full screen.

[quote]4. Deduce target distance from screen distance

For this step, it's quite simple, but to make it accurate you need alot of

experience. The way I calculate distance is to use the object in screen to

calculate. For instance, if enemy is located right after "All"button, and half

screen distance = 14 angle, then, your target distance will be 0.5*14 = 7. [/quote]

This is pretty straightforward, it means you can measure the enemy's distance using

certain parts of your screen. A boomer or cake player should know, for example,

that the distance from your all/teamtalk button to the half power mark on your power

meter measures EXACTLY 1/3 of a screen. Trico can use similar tricks to measure.

[quote]

5. Calculate angle to compensate with wind

For those who's good in Half Toss, it might not a big problem for you, because

the wind chart is almost the same.

http://www.geocities.com/yuenqe/HalfToss.Wind.Chart.txt

This is the wind chart of Half Toss, the wind factor works for shooting power

around 3.0. For most of the cases it might just work fine; for 2.0 power, the

result you get might have to be reduced by 2; for 2.5 power, the result has to

be reduced by 1. Again, practice and learn from experience. 5. Calculate angle to

compensate with wind

[/quote]

Oof! Here's the tricky part. Once you've chosen your power and angle, you must then do

even MORE math to adjust your angle to compensate for wind. The power/angle chart listed

in step 3 is for 0 wind. You might be thinking "but I thought I already adjusted for

wind in step 2, by adding or reducing a bit of power"... that power adjustment merely

guaranteed you got the correct SPIN out of your shot! The power adjustment isn't to

make your shot land in a different location! Remember, location is controlled by angle.

If wind is blowing 20 against you, and you'd normally want to use angle 85 to hit the

enemy... it doesn't matter how much power you try to add, any power you use

(including full power) will fly backwards. Therefore the ONLY way to deal with wind

is to adjust your angle. Changing your angle = changing where the shot lands.

So ... you're gonna need to remember the wind adjustment for 2 or 3 different wind

charts. Sounds hard? Well what the hell, you already memorized all the stuff

from steps 1-4. What's one more thing. If you're familiar with fixed power

shooting already, you should have memorized

[url=http://media.virtuafighter.com/media/gb/WindChart.jpg]

the wind chart for approx. 2.4 bars of power[/url]. So you really only need to

understand that for less power, you adjust by fewer angles, and for more power

you must make larger angle adjustments.

[quote]he formula is:

Angle: 90 - (target distance = step 4) + half toss angle (- for opposite wind

direction = step 5)

Power: The result of step 2

And you will see 3 cabbages draw beautiful curves in the sky and all 3 hit the

enemy in 1. As if you miss, it might still be 3 in 1 but hitting the ground.

What I can say is.. Formula can only be a way to help you to gain experience,

to be more accurate and perfect in shooting, what you have to do is practice

again and again. I have been asking Koreans for some tips and what they told me

is: "Just practice more and more." I think this is the ultimate "guide" of pros.

Remember, this is always true: "Practice makes perfect."

[/quote]

So basically what this is doing is summarizing all the math you did to come up with a 3in1.

To decide power:

*Start with the basic 0 wind powers listed in step 1

*Adjust power a bit for the wind, so your shot doesn't overspin or underspin

*Also add or reduce power a bit for enemies who are above or below you.

To decide angle:

*Start with the angle you'd decide in to use in 0 wind according to the chart: look at the

power level you want to use, then you can see how many angles to adjust to hit 1/2 a

screen away and 1 screen away. For enemies that are not at these precise points, you

can use common sense. If you've decided to use 3 bars of power, the chart says lowering

10 angles (from 90) will hit half a screen away. If the enemy is a little bit closer

than half a screen, you need only lower 9 angles. A little further than half a screen,

lower 11, etc.

*Use helpful in-game measurement tricks (or make a cheatsheet/ruler) to help you figure

out the enemy's distance... so you can more accurately come up with the right angle

needed to hit them.

*Adjust your angle based on the wind's strength and direction.

Use my homemade windchart as a starting point, and just remember you need to adjust

LESS for lower power and MORE for high power.

-----------

When you do all these steps you will have an exact angle and an exact power.

If your math is good (well, if shenpu's math is good) then you will hit the enemy

with a nice 3in1.

Here's an example shot following the formula:

You're shooting -->

Enemy is half a screen away from you (and let's say they're perfectly level with you,

not above or below).

Wind is blowing against you at 5 strength.

First: You must decide from the left to right shot powers listed which is best for

this situation. The powers listed are:

[i]1.5 ; 2.6 ; 3.6 ; 4.6[/i]

Using common sense, you should know that an enemy who is a half screen away cannot

be hit using just 1.5 bars of power. So you decide to use 2.6 bars of power.

Second: It says that for wind that is blowing against you, you must add power.

This is to guarantee your shot doesn't spin too much or too little. Specifically it says:

[i]For each 5 wind power, add 0.05 power. [/i]

Since the wind is 5 against, we add exactly .05 power (1/20th of a bar).

So the power level will now be 2.65, not 2.6. If it helps, 2.66 would be 2 and 2/3rds

of a bar. So for now, 2 and 2/3rds is what we'll memorize to keep it easy.

Third: We must decide the angle we'd use (in 0 wind) with this power level.

According to the chart, for 2.6 bars of power:

[i]2.6 power: 13.0(h) 30.0(f)[/i]

That means at 2.6 bars of power, you can hit an enemy half a screen away by lowering

13.0 angles (always start at angle 90, then lower). So 90-13 angles = angle 77.

The thing is, will 77 be ok? We're using 2.65 bars of power, not 2.6...

so maybe 77 will cause the shot to fly too far by a little bit.

I'm coming up to that part in a second.

Next step: You must change your angle to adjust for the wind.

It happens that we're using 2.6 bars of power, and my windchart is based around 2.4

bars of power. Using the formula from my windchart should be good enough.

That formula says that for weak wind blowing against you, you lower your angle by

(Wind/2) degrees. So if this wind is blowing 5 against us, 5/2 =2.5 ... HMM.

There's a decision to make. You can't lower 2.5 angles, you can lower either 2 or 3.

Which to choose? Well remember how I was saying earlier than because we're using 2.65

bars of power, the shot might fly a little far and land behind the enemy?

Because I'm aware of that potential problem, I'm going to decide to lower only 2 angles.

I'm already worried that the shot was going to fly too far, and if I decide to lower

3 angles the chances are good it will do exactly that. So I'm going to lower 2 angles...

from 77 to 75.

The final answer is to use 2.65 bars of power at angle 75.

Does the math work out? Well you can double check it in a game, but there's another way

to double check it... let's see what mauvecow says:

[i]- Half screen, 2nd spin: 77 degrees, 2.65 power.[/i]

Woot, remember that we lowered 2 angles to compensate for wind, so if this were a 0

wind shot, the angle and power would indeed by 77, 2.65 bars.

If both mauvecow and shenpu come up with the same angle/power, it must be solid.

I hope this cleared it up.