Line 108:
Line 108:
Might also mention that going for the Body Armor, although you never get the "James, I need cover" message, will lose a minimum of around 30-60 frames simply by not looking at Natalya properly.
Might also mention that going for the Body Armor, although you never get the "James, I need cover" message, will lose a minimum of around 30-60 frames simply by not looking at Natalya properly.
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== Backing Nat up ==
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Natalya has 10 health and 10 body armour, so can be injured (and react) 5 times on agent and 10 times on SA / 00A. You can strip Nat's body armour during the dead time at the start: 1 headshot on agent will bring her down to 2 body armour, and the first limb shot will injure. Likewise 2 headshots and a limb shot on SA / 00A will bring her down to 1 body armour and the first limb shot will injure.
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Historically, runners risked Nat running up the wrong stairs if they backed her up too far, but this is because they used leg shots. Instead you want to land shots on Nat's left forearm / hand, since these animations carry her back and slightly to the right, keeping her on the right side so she still takes the right stairs.
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=== Nat teleporting ===
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Any time that Nat
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# Isn't busy in an animation (typing or injury)
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# Can't see Bond herself
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She'll teleport back to the desk. This doesn't really present any problems once you are aware that it happens.
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=== Nat spinning ===
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[[File:Control main room near pads map.png|thumb|412x412px|Control main area near pads]]
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Nat can sometimes spin as she starts her gentle jog back to the elevator. The main cause of this is thought to be her picking a bad starting pad for her path, and which pad she picks is completely understood.
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The pad that she starts from is her [[near pad]], and the areas that she'll pick each pad from are shown on the right. Then the route that she'll pick is deterministic:
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{| class="wikitable"
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|+Nat routing
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!Near pad
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!Route
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|-
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|7B
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|→ 7B → 79 → 78 → '''wrong stairs'''
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|-
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|70
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|→ 70 → 6A → '''6D''' → 67 → 68 → ..
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|-
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|6A
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|→ 6A → '''6D''' → 67 → 68 → ..
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|-
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|65
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|→ 65 → 67 → 68 → ..
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|-
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|67
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|→ 67 → 68 → ..
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|}
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As she jogs her path, she looks to see if she has a line to the next pad in the path (ignoring the desks). If so she'll drop the first pad off of her path and target that second one instead. This shortcutting process isn't instant, and her turning to face these various pads makes her spin.
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The cleanest solution on SA / 00A is to back Nat up into 67's area, which is the purple squashed L shape in the diagram. This means she won't have any shortcutting to do at the start of her route, so should just spin to face 67 and get on with the job.
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=== Nat angling ===
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A modern improvement, used in Ace's 3:55 / 4:01 / 4:02 sweep (less successfully in SA), is called 'Nat angling'. Natalya starts her all important timer on the frame that she '''starts''' turning to face the computer after jogging up to the desk<ref>Nat's control room script https://ryandwyer.gitlab.io/gepd-function-explorer/ge-control-0403.html</ref>. As such you can injure her as she starts turning to the right, and fix the angle that she's facing further to the left. This is normally done with a leg shot since it's easier to hit.
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This is important because none of the injury animations actually rotate Nat, they just move her in slightly different directions. With a good angle on agent you can back her up into 6A's area rather than 70's, for a slightly better route. On SA / 00A you can back her up deep into 67's area. Be aware that you might be able to make it all the way into 65's area, which would cause a bad spin.
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Also note that you can adjust for mistiming the angle-fixing shot by your choice of arms for the rest of the injury animations. Each will pull her back and push her a little off to the side, i.e. left arm pushes her slightly to her right.
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=== Nat nudging ===
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More extreme Nat manipulation is only really seen in TAS at the moment. But by placing yourself in Nat's way 'nudges' her off of her route. This gets pretty precise but you can make her take corners earlier than if she was left to see them by herself, and in particular you can set up a more extreme angle for the backing up. You could also stand in front of Nat before she starts jogging back to the start, to stop her moving forwards as she rotates.
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=== Gun shots ===
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Shots to the gun do no damage and select one of two injury animations, one of which backs her up a little. This is not seen on console runs but in TAS you can back her up arbitrarily far as [https://www.youtube.com/watch?v=8qOu-slGPn4 demonstrated] .
== Strategies ==
== Strategies ==