Should I keep his SP attacks coded like I have them using velset? Or should I vel set each frame individually? What's the best way to reproduce his movement from the gifs? Or does this work well enough?One velset at the start, and everything else is based on friction (unless the animation has him visibly push twice on his legs) (you can cheat and delay friction by setting physics to N for a part of the animation if the friction requires a too high starting velocity), it's more logical/fitting reality. It's also the standard on this type of movement.
I usually like it better to use posadds based on the footing, I find that the movement looks smoother when it fits the legs movements (that's from when I did a Kyo and I tried both versions on his Doku Gami qcf+HP). It would also be the better way to reproduce exactly the movement from the .gif.
However, when using posadds, depending on the movement, you're running the risk that a posadd is too high, making it easier to slip behind the opponent between two frames. The trick for that is to move the axis little by little on each frame so that each posadd isn't too high (like, you move the axis forward on the frame before the big step, and you split the posadd between those two frames).
The difference from using a velocity instead of posadds is not always too noticeable, but in something like that, it probably would. Velocity makes it slide a lot more, but that's what's used the most.
Edit - hang on, I haven't actually looked at your files yet. I'm talking about the advancing hook, I'm not sure what the SP is, I see no gif of it.
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Last Edit: June 13, 2014, 07:55:34 pm