1. Combo Record & Playback
Last updated
Last updated
Featured in Action GAMEPACK, "Combo Record & Playback" covers utilizing Paddle Buttons for Record & Playback.
You can record complex sequences of buttons at your own pace, edit timings to your liking, then play them back with ease.
Warning: Combo Record & Playback utilizes strict timings to support time-sensitive gameplay. Our team DOES NOT condone or advise using it in any game that is prohibiting or actively monitoring for macro use.
With Action GAMEPACK, each created GAMEPACK profile, of which you can create 9, includes its own set of 48 recording blocks. The number of recording blocks will vary in other Action-style GAMEPACKs, based on the number of included features.
Currently, the RGB LED should be , indicating idle or NO active combo.
On the Dashboard, all Paddle Buttons will have "No Recording". It is time to change that!
Prior to recording your combo, you can change its "Combo Playback Mode" via your controller's FACE buttons. Each mode has a matching RGB LED. This LED indication will also be present later, during playback:
After recording your combo, you can still change its mode afterwards; just via the app.
To proceed with recording, refer to the on-screen image; tilting your controller towards you to read the engraved number on each Paddle Button. Each corresponds to 1 of 4 recordable combos. For example, Paddle Button 1 is Combo 1.
Decide on the Paddle Button that you will use for this recording. Even if it is not currently assigned to the "Recorded Combo" M.O.D., the GAMEPACK will automatically set it once you proceed!
The app will display empty recording blocks up to the number of currently available blocks.
Try to make efficient use of the recording blocks, minimizing unnecessary controller inputs & wait times. As a space saving measure, analog triggers & sticks will be downgraded to digital buttons for recording. You will especially notice stick movement being limited to 8 directions.
Any blocks there were recorded after the last event will represent a delay before the combo can loop again.
You can rename your combo to something more memorable:
It may be difficult to correctly record your combo quickly enough for the game to correctly recognize it. This is where editing your combo can dramatically help. You can record the combo slowly & precisely, editing the timing after it is recorded to optimize it.
For example, a combo may be the following: Down D-Pad, Right D-Pad, Right Down Diagonal D-Pad, X button. You can simply take your time recording the sequence slowly. Once recorded, edit the press & release times to 30 or 60 depending on the game. Now when you playback your combo the game will see it as the fluid sequence it requires & you can successfully pull off that challenging to perform combo!
Of particular note, the Right Down Diagonal is represented as a Down D-Pad press, then a Right D-Pad press in consecutive order, followed by a Down D-Pad release, then a Right D-Pad release. It is important to note that the Right D-Pad press has a 0 timing value, which is how "pressing at the same time" is represented.
While HOLDING ACTIVATOR, TAP RIGHT TRIGGER. You will feel a continuous rumble.
has you HOLDING the PADDLE BUTTON for repeated playback. Releasing the Paddle Button will immediately stop playback, cutting the current loop of the combo short.
has you TAP the PADDLE BUTTON for a single playback.
has you TAP the PADDLE BUTTON for repeated playback.
For both / , TAPPING the PADDLE BUTTON again will restart playback from the beginning.
For all modes, TAPPING ACTIVATOR will stop playback.
The moment that you are ready to begin recording,TAP the physical PADDLE BUTTON that you wish to record to. You will feel a pulsing rumble & recording will begin immediately:
Each time you trigger an event, such as a button press, button release, or stick direction change, a block will be used up. If an event DOES NOT happen within roughly 5 seconds, a block will also be used up.
It may be a little tricky to get your combo right on your first try. If you mess up, simply HOLD the same PADDLE BUTTON to restart the recording from the beginning. You can do this as many times as you need to.
A recording will end in either of 2 ways. Either you TAP the same PADDLE BUTTON to end the recording, or your recording blocks for this GAMEPACK profile will be depleted.
Once your recording has ended, take a look at it. As indicated by each icon, an event can be a button press, button release, or stick direction change.
If you wish, you can tap on any recorded time block, for example , to enter a new time between events. Entered values will round up to the nearest 10. For the shortest time between events, try 30 & if your game struggles to register presses, double the time to 60.
Depending on how long it took you to end the recording, there could be a single block or more at the end. You can leave as is, enter ZERO delay, or enter a different value:
Combo playback will depend on the "Combo Playback Mode". On the app, you can tap the mode that you wish to use...
has you HOLDING the PADDLE BUTTON for repeated playback. Releasing the Paddle Button will immediately stop playback, cutting the current loop of the combo short.
has you TAP the PADDLE BUTTON for a single playback.
has you TAP the PADDLE BUTTON for repeated playback.
For both / , TAPPING the PADDLE BUTTON again will restart playback from the beginning.
For all modes, TAPPING ACTIVATOR will stop playback.
Tap the back-arrow at the top-left to return to the Dashboard. From here, you can see the % percentage of recording space that you have used up on this combo:
You cantap the small square to quickly cycle through the available modes.
You can hold your finger on the small square until it fully traces itself, to return to your recorded combo button information.
If you want to clear a combo to claim back used up recording blocks, simply start recording to its PADDLE BUTTON, then immediately TAP the same PADDLE BUTTON again before it can record anything. You should be met with the following screen:
"Controller Interrupt Behavior" covers moving sticks or pressing buttons during playback. See the link below to learn more: