Difference between revisions of "Basics"
(→Chains) |
|||
Line 4: | Line 4: | ||
If character has chains, make them delay cancellable. | If character has chains, make them delay cancellable. | ||
Just make 3 cancel list entries: | Just make 3 cancel list entries: | ||
− | one that lets you mash LP/LK. | + | one that lets you mash LP / LK. |
One that leads to medium. | One that leads to medium. | ||
And another that leads to hard. | And another that leads to hard. | ||
I add air moves to the same list if there are aircombos, since you can’t do air moves on the ground and vice versa. | I add air moves to the same list if there are aircombos, since you can’t do air moves on the ground and vice versa. | ||
− | In a move’s cancels, that means if it’s a light attack you make one entry for mash LP/LK, one for “medium chain” and one for “super moves”. In medium attack you just make “hard chain” and “super move” entries. Time works the same way. | + | In a move’s cancels, that means if it’s a light attack you make one entry for mash LP / LK, one for “medium chain” and one for “super moves”. In medium attack you just make “hard chain” and “super move” entries. Time works the same way. |
===Saving Cancels=== | ===Saving Cancels=== |
Revision as of 09:50, 30 May 2012
AE MOD - Basic Systems
Chains
If character has chains, make them delay cancellable. Just make 3 cancel list entries: one that lets you mash / LK. One that leads to medium. And another that leads to hard. I add air moves to the same list if there are aircombos, since you can’t do air moves on the ground and vice versa. In a move’s cancels, that means if it’s a light attack you make one entry for mash / LK, one for “medium chain” and one for “super moves”. In medium attack you just make “hard chain” and “super move” entries. Time works the same way.
Saving Cancels
To make an RC that doesn’t look like shit in ONO, make the EX_SAVING animation have 2 total frames (or less but 2 is fine) in the script header, then go to ETC and change the first shortparam (starts at frame 1 ends at frame 2) to 22 (SavingAtk_2nd). That creates a flash effect. Agreed on RC cost is 1 bar for normal cancels (put this in Super Moves cancel list) and a duplicate of EX_Saving that costs 2 bars (put this in Super Combo cancel list).
Alfalfa Counters
| ALL_BUTTONS, STRICT_STICK, ON_PRESS
Just use SAVING3 animation for this. Change the startup SPEED to like, 5 or something? Hitbox starts at frame 3. You can change the animation too, just adjust the TOTALFRAMES and where the animation starts in the FROM FRAME/ TO FRAME sections. Please do this! Or it will look very bad! Total Frames: 57 seems to be the sweet spot for not hitting the opponent off juggle, but not letting them get in on you before you can block. Use the SAVING3 Hitbox table. DMG: 10 STUN: 0 EFFECT: 0005 BLOW_SH for standing crouching and air ForceX: 0.05 ForceY 0.07 seems about perfect.