the easiest thing to do is tinker with KFmans states, play with his values to learn about your own, hell my master shake char started as a kfm sprite swap.
also there are plenty of tutorials here and
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id like to help more but it seems like your gonna have to study some stuff before i can assist you further. here ill post a snip of one of my master shake states, btw im new to this too and im usually the one asking for help rather than giving.
you'd put this (example!) to the cns file, and you will need all your basics in there first before anything works.
remember anything typed after a ";" is ignored by mugen.
for you ill use three ;'s like ;;;
;flying kick ;;; i named the move so i dont have to remember the numbers.
[Statedef 2654] ;;; 2654 a number i pulled outta my @$$.
type = S ;;; standing move i think
movetype= A ;;; forgot, look it up
physics = S ;;; standing again i think
poweradd= 100 ;;; means you get 100 points of superbar when done.
ctrl = 0 ;;; 0 means you cant move around to interrupt the move.
velset = 0,0 ;;; keep him in place i think
anim = 2654 ;;; an animation i made of him flying through the air, notice it ;;;matches the number above, it doesent have too, just easier to remember.
[State 2654, VelSet] ;;; optional, means i want him to move a certain direction ;;;during the move.
type = VelSet ;;; stating the obvious from above.
triggerall = !MoveContact
trigger1 = Time >= 1 ;;; means the move will happen in 1 60th of a second after i ;;;do the command.
x = const(velocity.run.fwd.x)
;;; that above basically says i want him to "run" forward (more like slide)
;;;this isnt enough for even one move, theres more to go... like playing a sound.
[State 2654, 1] ;;; see 2654 again thats telling mugen that this is part of the ;;;same move, the "1" means its the 1st part, well technically its that velset but ;;;not a big deal
type = PlaySnd ;;; play a sound
trigger1 = AnimElem = 1 ;;; play at the first frame of animation in 2654
value = 423, 0 ;;; the .wav sound in the .snd file group 423, 0
;;; heres where i say how p2 gets hit
[State 2654, 2] ;;;; see now 2654 , "2"
type = HitDef ;;; short for hit definition
trigger1 = AnimElem = 1 ;;; hit p2 starting with first animation frame
attr = S, HA ;;; dont remember these, just use defaults and play with them
animtype = hard ;;; hit p2 hard
hitpause = 3 ;;; pause chars for a quick sec on the hit
;hitsound = 423, 1 ;;; whats it gonna sound like when p2 gets hit, notice theres a ";" before it that means i dont have or want a hit sound.
hits = 1 ;;; im not gonna explain this!
sparkno = -1 ;;; hit spark number, your on your own, -1 means none
misstime = 5 ;;; dont remember
attr = S, SP ;;; dont remember
damage = 23 ;;; take 23 of usually 1000 points of life from p2 when hit.
priority = 3 ;;; dont remember, think how powerful the move is against p2's
animtype = Hard ;;; same as above
hitflag = MAF ;;; look it up im tired sorry.
hitsound = 5,2 ;;; should know this by now
guardsound = S2,0 ;;; self explanitory
ground.type = High ;;; dont remember, id leave the rest to default change later.
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -5
airguard.velocity = -5
air.type = Low
air.velocity = -5,-1
air.juggle = 1
air.fall = 1
fall = 1 ;;; i want p2 to fall when hit
fall.recovertime = 50 ;;; and wait almost a full second before he can get up
[State 2654, 3];;; now the end, remember that ctrl = 0 above, meaning we cant ;;;control p1 anymore because your doing a special move we have to undo that, ;;;heres how.
type = ChangeState ;;; change from this state to another.
trigger1 = AnimTime = 0 ;;; when the animation is over
value = 0 ;;; state number 0, 0 meaning regular idle standing.
ctrl = 1 ;;; and give me back control.
now for this to work you'll have to add a state in the cmd file, look at the bottom of it and copy and paste one from KFM, but change the number to... 2654!
then make sure that whatever the command name is "make one up" is also listed with the actual commands at the top.
TAA DAA its like being a director in slow-mo, man you owe me its 1am here and im droopie eyed. if you understand the above, keep at it and you see your char start to come to life, if it looks like i wrote this in greek, forget about your char for 6 months and edit KFM until he is almost completely different, then youll be on your way.
anyone reading this wanna edit or correct somthing please do.
hey admins do i get any +1's or somthin for this