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| | Uppercut Moves? | |
| | Author | Message |
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JozoTheBoogey MO Founder
Number of posts : 396 Age : 33 Location : Bosnia & Herzegowina Registration date : 2008-07-08
| Subject: Uppercut Moves? August 20th 2008, 6:17 pm | |
| How can I make uppercut moves like Shoryuken? | |
| | | fer619 Member
Number of posts : 72 Age : 42 Location : Guadalajara, Mexico Registration date : 2008-07-14
| Subject: Re: Uppercut Moves? August 20th 2008, 8:20 pm | |
| well, i haven't used uppercut-like moves yet, but i think you need a velset and have vel x = a positive number and vel y = a negative number. maybe blackchaos can confirm this | |
| | | JozoTheBoogey MO Founder
Number of posts : 396 Age : 33 Location : Bosnia & Herzegowina Registration date : 2008-07-08
| Subject: Re: Uppercut Moves? August 20th 2008, 10:55 pm | |
| - fer619 wrote:
- well, i haven't used uppercut-like moves yet, but i think you need a velset and have vel x = a positive number and vel y = a negative number. maybe blackchaos can confirm this
I talked with him about this, and he sayed it would be really messed up | |
| | | blackchaos Administrator
Number of posts : 137 Age : 40 Location : London,England Registration date : 2008-07-23
| Subject: Re: Uppercut Moves? August 21st 2008, 12:07 pm | |
| ok shoryuuken can be difficult but easy once you get the hang of it.
fisrt of all set your statedef to type = S, pysics = S, movetype = A
this is required because he starts from stand.
you could add a nothitby for higher priority during the move.
then youd need to set the velocities of the movement,
fer619 is correct to a certain extent.
you will need to give a negative Y value and positive X value
for eg X = 8 Y = -11
also the trigger of the velset is important. you need to set the velocity on the frame that he leaves the ground.
velmul is optional after velset, it adds friction.
you could add a width sctrl just to prevent moving a little too much into p2 sprite.
[State 1100, width] type=width trigger1=vel y<0 edge=const(size.air.front)
thats a good example above.
then add a hitdef
making sure attr = S,SA
you also want to add fall = 1 and fall.recover = 0 as you dont want p2 recovering after the first hit.
if using 3 hits like my akuma, then another hitdef is reccomended although not essential, but this gives better control of the final hit, but only advanced users should use this method.
if you do decide to use another hitdef, then to juggle the hits and keep the velocity, air.velocity is required for editing.
then use a statetypeset sctrl and set the physics to A and the statetype to A and the trigger would be the moment you leave the ground. this will ensure auto gravity so youll come back down again.
then mayb a changeanim is required depending how you have your animations set up, i used a changeanim to change the animation to the turning round and coming back down animation.
or if you have your shoryuuken as one whole animation, then no changeanim is required.
also changestate isnt required as its an air attack.(hence setting statetype and physics to A)
p.s all basic air attacks like stateno 600 to 650, do not need velsets in their statedef because velset = 0,0 is telling them to return to the ground.
and no changestates are required because of auto gravity.
thats as detailed explanation as i can give you | |
| | | JozoTheBoogey MO Founder
Number of posts : 396 Age : 33 Location : Bosnia & Herzegowina Registration date : 2008-07-08
| Subject: Re: Uppercut Moves? August 21st 2008, 12:47 pm | |
| thanks I'll try it out | |
| | | zain574 New Member
Number of posts : 3 Age : 30 Location : Bradford,England Registration date : 2008-09-04
| Subject: Re: Uppercut Moves? September 4th 2008, 5:32 pm | |
| Hi chaos im making a practice character and im trying to give him a shoryuken too but it dosn't work as how i want it all he moves on the spot this is the code i've made - Spoiler:
Shoryuken LP [StateDef 1100] type = S movetype= A physics = S juggle = 1 velset = -10,11 ctrl = 0 anim = 1100 poweradd = 20 sprpriority = 2
[State 1100, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 22 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,10 air.hittime = 12
[State 1100, 2] type = HitDef trigger1 = AnimElem = 4 attr = S, NA damage = 22 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,10 air.hittime = 12
[State 1100, 3] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 22 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,10 air.hittime = 12
[State 1100, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
could you help me plz | |
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