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Author Topic: juggling  (Read 653 times)

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Offline Kev The Galaxybender

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juggling
« on: November 16, 2008, 05:28:52 PM »
I have a character who has a super move that pops them into the air. After the super move I want to be able to follow up with a special move to finish them off. Sorta like CVS Terry when after his buster wolf you can follow up with a burning knuckle or a rising tackle (if done in the corner)

I'm not sure what I need to change. I went to the special moves I wanted to finish the juggle with and lowered the juggle number in the the CNS file but I get nothing. Is there something I can change to get this to work?



Offline Fallen_Angel

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Re: juggling
« Reply #1 on: November 16, 2008, 06:17:07 PM »
I really dont understand the problem, I think what you mean is that wne you make an special you want to change to another... use a changestate to the other state using as trigger = command  ....maybe you shouls need to limit it , so you should use a triggerall = time >= xxx ...if you mean that you can't hit the opponent again, check in the docs the hitdef and search for hitfall


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Offline Kev The Galaxybender

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Re: juggling
« Reply #2 on: November 16, 2008, 06:37:59 PM »
lf you take cvs terry, do a buster wolf, the buster wolf launches the opponent into the air, leaving enough time to do a burning knuckle before they hit the ground, so right after you do a buster wolf, while the enemy is in the air you can follow up with a burning knuckle or a rising tackle if you have the enemy cornered.

Offline Kev The Galaxybender

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Re: juggling
« Reply #3 on: November 16, 2008, 06:48:30 PM »


29 seconds into the video you'll see what I'm talking about.

Terry can do a burning knuckle after the power geyser.

Normally in C groove you can cancel and Lv2 super into any special but that is not what I'm trying to do. Because what he did there you can do in any groove because I do it in N groove which doesn't have the ability to cancel a Lv2 super into a special move. What he is doing is a burning knuckle right after a power geyser. This can also be done right after a buster wolf in any groove.


So what I'm trying to do is make it to where when I do a super move that knocks an opponent into there air, I can follow up with a special creating a juggle. I don't know what i need to change about the special more or super move to make it where this is possible

(Scar I got your message but I was trying to make it to where he can do the special move naked after the super move, not cancel into the special move from the super. I do this ove all the time with Terry in N groove where it's not possible to cancel any super into a special)

Offline Sabaki

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Re: juggling
« Reply #4 on: November 16, 2008, 07:23:52 PM »
Make sure the previous move's air.velocity in the hitdef has the y vels set high enough to knock P2 into the air where a followup move can connect. Some things to also consider are the max juggle points set in the constants isn't low where it gets filled up quickly, that the followup move has an "F" in the hitflag line in the hitdef, and that P2 isn't put into a custom state where no clsn2 boxes are present, or else anything afterwards will miss. If all this is covered, then you should have no problems with this.

Offline Kev The Galaxybender

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Re: juggling
« Reply #5 on: November 16, 2008, 07:40:16 PM »
yeah I have it to where the move knocks the enemy high enough, it's just the special moves pass right through them. But these same special moves can juggle after any other normal or special pop up move, just not the super move. I think this super puts the enemy into a custom state where there's no collision boxes for P2. How do I change this if this is the issue?

Offline Sabaki

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Re: juggling
« Reply #6 on: November 16, 2008, 07:47:38 PM »
Locate the Super move in the .cns and look at the hitdef to see if P2 is redirected to a custom state (usually it'll be p2stateno = ####). If there is a line like this, look for the state where P2 is set when hit, then check the anim # in that state, then refer to the .air and see if there are any clsn 2 boxes. If there's no clsn2, then add them there. If there is, then go back to that custom state and look for a NotHitBy sctrl and change it if there is one. Also, check the juggle pts in that same super move state and see if it's set to a high number, for that could prevent a followup move from connecting.

Offline Kev The Galaxybender

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Re: juggling
« Reply #7 on: November 16, 2008, 07:54:00 PM »
this is what I found

type    = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 3192
sprpriority=3

[State 0, VarSet];NO JUGGLE VAR
type = parentVarSet
trigger1= movehit && numtarget
v = 15
value = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 0, Dampener itself]
type=attackmulset
trigger1= 1
value=root,fvar(11)
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3192
ID = 3192
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = 1;time = 2
attr = S, HP
damage=125,10
animtype = Heavy
hitflag = MAF
guardflag = MA
pausetime = 2,10
sparkno = S-1
guard.sparkno = S8105
sparkxy = 50, ceil(enemy,Pos Y)-40
hitsound = S1,6
guardsound = S2,1
ground.type = Low
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.ctrltime = 14
ground.velocity = -3, -10.5
guard.velocity = -10.5
air.velocity = -3, -10.5
yaccel = .4
air.juggle = 8
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
envshake.time = 15
envshake.ampl = 5
getpower = 0,0
givepower = 24,24
forcestand = 1
persistent = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.color=45
palfx.sinadd=80,25,0,8
palfx.mul=512,256,128
palfx.time=32

[State 1025, p2fx]
type=helper
trigger1= movehit && numtarget && numhelper(7180)<1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=7180
ID=7180
name="p2fx"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
trigger2 = root,movetype = h

[State 1205, ChangeState]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = h

Offline Sabaki

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Re: juggling
« Reply #8 on: November 16, 2008, 08:08:05 PM »
[State 0, VarSet];NO JUGGLE VAR
type = parentVarSet
trigger1= movehit && numtarget
v = 15
value = 1

This may be it....

Offline Kev The Galaxybender

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Re: juggling
« Reply #9 on: November 16, 2008, 08:15:22 PM »
you sir are correct, thanks

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