A standing baseline answers one question
For the normal OneTap example, start from a settled standing input and release the triggers. Record RELEASE PT and INSTA TEMPO along with the installed version, jumper and Human controls. This isolates the ordinary saved hold and its transition.
A result from that group does not automatically describe a moving shot, a trigger-selected path or a No-Dip sequence. Keep the attempts separate even when the animations appear similar from the camera angle.
The trigger-selected OneTap hold has its own name
In the checked base reference, FADE MS is the hold for the reversed, trigger-selected OneTap path. MOTION GREEN chooses HOP JUMPER or TURBO FADE for that behavior. The game determines which animation actually plays.
Button Shooting uses a different FADE TIME field when movement and L2 / LT are captured for the shoot-button path. Record the physical input first; otherwise a setting named fade can lead you to edit the wrong timer.
Treat No-Dip as a separate comparison
NO DIP SHOTS and its level change the path being tested. Record the actual menu state and consult the matching source reference before applying the normal standing example. This site's field explorer stops at that boundary rather than guessing a hold from incomplete context.
Keep its state fixed while comparing two groups. A switch changed between groups is a second variable, even if RELEASE PT is the only numeric field you remember editing.
Preserve the conditions when you keep notes
Give each group a short label such as normal assigned click or trigger-selected click, then record the active values. Shared OneTap fields are not the same as the separate Button Set/Move/Fade environment banks in this base snapshot.
If a game or script update changes the menu or behavior, identify that version before transferring the note. A saved observation describes what you recorded under those conditions; it does not certify another build or a different shot type.