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Author Topic: Stop hitting opponent in air  (Read 659 times)

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Offline MaverickZr0

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Stop hitting opponent in air
« on: May 29, 2013, 10:25:29 PM »
I want to be able to only hit the opponent once in the air and have them land before I can hit them again. Right now, this is what happens:

I tried messing with the hit flags but it didn't fix this.



Offline Cyanide

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Re: Stop hitting opponent in air
« Reply #1 on: May 30, 2013, 01:53:19 AM »
Well, you could disallow hitting if p2 is in state 5040, that's one method.

Setting up a juggle limitation is another. There are a few of these available on MFG in the code library.

Offline Acey

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Re: Stop hitting opponent in air
« Reply #2 on: May 30, 2013, 11:44:14 AM »
I would also suggest to add to air.velocity's negative X value in the character's hitdef. Perhaps to -4 or -5.

Then, more importantly, I would also set air.cornerpush.veloff = -20 or somewhere around there. This code may be missing from the hitdef so you can add it in if it is.

Offline Cyanide

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Re: Stop hitting opponent in air
« Reply #3 on: May 31, 2013, 01:34:44 AM »
Those are not precisely ways to prevent contact being made. Sure, you may be too far away from the character to hit again, but sometimes you're not. Sometimes they'll have a special to dash in and go up, in yangs case he absolutely does. A juggle limitation is the way to manage this. KoF for example does not allow you to hit an opponent after they air recover.

Offline MaverickZr0

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Re: Stop hitting opponent in air
« Reply #4 on: May 31, 2013, 04:54:06 AM »
Okay, I added this to the standing light punch hitdef and it fixed that problem.
Code: [Select]
trigger1 = (p2stateno!= [5020,5050]) && p2stateno!=5040I am not sure if this is a juggle limiter. ;_;


Yang's standing medium kick launches the opponent into the air and allows him to follow up with either one jumping attack or one grounded attack; I want to add this feature. When I add this trigger, Yang can't hit with the stand light punch because the opponent is falling. Maybe this trigger is not what I was looking for? : P


Offline Cyanide

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Re: Stop hitting opponent in air
« Reply #5 on: May 31, 2013, 05:02:06 AM »
That trigger is a "can't hit opponent in certain situations"

You should look up what states you're actually using. In this case i can tell you 5050 is the standard falling state. You've basically applied

hitflag = MA

To it with that. Just the != 5040. 5040 is the recovery state, characters normally stay in it till they hit the ground again. So if they're in that state you want to miss. That's the only one to watch out for.

Offline MaverickZr0

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Re: Stop hitting opponent in air
« Reply #6 on: June 01, 2013, 12:04:38 AM »
Ok, State 5050 is the falling state and turns out I wasn't using state 5020 at all.
If I limit my air juggles to 15 and allow stand light punch a juggle value of 4, I was only able to hit 3 times with the jab if each hit combos. I thought I was fixing the problem, but if I time the jabs so that they don't combo, I can keep them in the air unless they block.

Offline Cyanide

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Re: Stop hitting opponent in air
« Reply #7 on: June 01, 2013, 03:26:41 AM »
Hence you need to use one of the 2 options i have suggested which is the

trigger1 = p2stateno != 5040

Or look up juggle systems, there are many. Mugen's anti juggle system is rubbish.

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