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Author Topic: Super Jump + Combo (How to add?)  (Read 645 times)

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Offline messyt

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Super Jump + Combo (How to add?)
« on: February 28, 2017, 10:30:02 AM »
So I've noticed that some MVC styled characters are sorely lacking when it comes to air combo potential. This sadness me.

What is the line of code that manipulates this function in other characters that DO have it? I'm not looking for a manifesto, just a little bit of a pointer in the right direction and an idea of how difficult or easy it'd be.



Thanks.


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Offline Cyanide

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Re: Super Jump + Combo (How to add?)
« Reply #1 on: February 28, 2017, 11:21:43 PM »
Depends on how the author has coded stuff quite a bit. Generally though you're just messing with the combo parameters in the cmd. Find the "Air attacks" and add in a few more triggers. Say for example Air Heavy Punch is Z and it takes you to state 620. To allow for more combo potential into this attack the changestate will look like this

[State -1]
type = changestate
value = 620
triggerall = statetype = A && command = "z"
trigger1 = ctrl = 1
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 640 && movecontact
trigger6 = stateno = 650 && movecontact

Everything after trigger1 is a combo condition. Tells you that if you're in state whatever and have hit, you can trigger heavy punch without needing ctrl set to 1. That's the simple method, defining super jump is very dependant on how the creator coded it though.

Offline messyt

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Re: Super Jump + Combo (How to add?)
« Reply #2 on: March 01, 2017, 11:15:35 AM »
[UPDATE]

Cyanide, tinkering with the cmd. values is SURPRISINGLY easy! I've been able to give Wild Cat and Plastic Man the air combo/launchers they deserve!  :o

Thank you so much!  :thumbsup:
« Last Edit: March 03, 2017, 02:08:39 PM by messyt »
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