VIDEO Character don't hitting in the first combo and in 1:27 He stop hitting after 11 hits ( in the first combo) and stop hitting after the second hit ( in 1:27 ) Here the 1: 27 Final Attack;------------------------------------------------------------------------------- [Statedef 2748] type = S movetype= A physics = N juggle = 7 ctrl = 0 anim = 2748 sprpriority = 2 [State 0, PosAdd] type = PosAdd triggerall = p2bodydist x < 100 trigger1 = Time = 7 x = p2bodydist x-20 y = -60 [State 0, PosAdd] type = PosAdd triggerall = p2bodydist x >= 100 trigger1 = Time = 7 x = 100 y = -60 ;[State 0, VelSet] ;type = Veladd ;trigger1 = time > 9 ;y = 2 ;x = 4 [State 0, VelSet] type = Velset trigger1 = time > 9 y = 10 x = 12 ;[State 0, VelSet] ;type = VelSet ;trigger1 = time > 2 ;;x = 0 ;y = -2 ;ignorehitpause = ;persistent = [State 0, VelMul] type = VelMul trigger1 = time > 9 x = 0.9 y = 0.5 [State 60, Explod diagonal] type = Explod trigger1 = time%7 = 0 anim = 7122 ID = 7122 pos = 30,-20 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 removetime = -2 supermove = 1 pausemove =1 scale = 0.3, 0.3 sprpriority = 2 ontop = 0 shadow = 0,0,0 ownpal = 1 removeongethit = 0 ignorehitpause = 1 [State 60, Arena Grande atras] type = Explod trigger1 = animelem = 2 anim = 7100 ID = 7100 pos = 0,10 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 removetime = -2 supermove = 1 pausemove =1 scale = 0.3, 0.3 sprpriority = 1 ontop = 0 shadow = 0,0,0 ownpal = 1 removeongethit = 0 ignorehitpause = 1 [State 210, 1] type = HitDef triggerall = !movecontact trigger1 = animelem = 2 attr = S, NA animtype = Light damage = 60,5 guardflag = MA pausetime = 12,12 sparkno = -1;s6000 guard.sparkno = S6999 sparkxy = -8,-25 hitsound = S3,13 guardsound = S0,8 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -13,-5.5 air.velocity = -13,-5.5 slidetime = 8, 15 fall = 1 envshake.time = 5 envshake.freq = 100 envshake.ampl = -4 envshake.phase = 1 [State 210, 1] type = HitDef triggerall = prevstateno = 2746 triggerall = !movecontact trigger1 = animelem = 2 attr = S, NA animtype = Light damage = 60,5 guardflag = MA pausetime = 12,12 sparkno = -1;s6000 guard.sparkno = S6999 sparkxy = -8,-25 hitsound = S3,13 guardsound = S0,8 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = -5,-10.5 air.velocity = -5,-10.5 slidetime = 8, 15 fall = 1 envshake.time = 5 envshake.freq = 100 envshake.ampl = -4 envshake.phase = 1 [State 200, Spark CVS] type = Explod triggerall = Numexplod(7020) = 0 trigger1 = Movehit = 1 anim = 7020 ID = 7020 postype = P2 pos = 0,-40 facing = 1 sprpriority = 3 supermove = 1 removetime = -2 bindtime = 1 ownpal = 1 scale = 0.35,0.35 removeongethit = 1 ontop = 0 supermovetime = 999 ignorehitpause = 1 [State 200, 2] type = PlaySnd trigger1 = animelem = 1 value = 0, 2 volume = 10 [State 3001, ScreenBound] type = ScreenBound triggerall = time > 30 trigger1 = p2movetype = H || (BackEdgeBodydist < -1 && BackEdgeBodydist > -30) movecamera = 0,0 value = 0 [State 3001, End] type = ChangeState trigger1 = animtime = 0 value = 50 ctrl = 1 and the final 11 hit combo code:;------------------------------------------------------------------------------- [Statedef 235] type = A movetype= A physics = A juggle = 2 poweradd = 25 ctrl = 0 anim = 235 sprpriority = 2 [State 200, Spark CVS] type = Explod triggerall = Numexplod(7051) = 0 trigger1 = Movehit = 1 anim = 7051 ID = 7051 postype = P1 pos = 30,-30 facing = 1 sprpriority = 2 supermove = 1 removetime = -2 bindtime = 1 ownpal = 1 scale = 0.3,0.3 removeongethit = 1 ontop = 1 supermovetime = 999 ignorehitpause = 1 [State 200, FX Flame Up] type = Explod triggerall = numexplod(7063) = 0 trigger1 = Time = 3 anim = 7063 ID = 7063 postype = P1 pos = 15,30 facing = 1 sprpriority = 3 supermove = 1 removetime = -2 bindtime = 1 ownpal = 1 scale = 0.2,0.2 removeongethit = 1 ontop = 0 supermovetime = 999 ignorehitpause = 1 [State 0, Velmul] type = Velmul trigger1 = time = 0 X = 0.8 [State 0, Veladd] type = Veladd trigger1 = vel x = 0 trigger1 = time = 0 X = 0.9 [State 0, Velset] type = Velset triggerall = vel y > -0.5 trigger1 = time = 0 y = -1 [State 0, Velset] type = Velset trigger1 = animelem = 2 y = -2 [State 234, 1] type = HitDef triggerall = !movecontact trigger1 = AnimElem = 4 ;trigger2 = AnimElem = 5 attr = A, NA damage = 10 guardflag = HA priority = 3 pausetime = 12,12 sparkno = -1;s6000 guard.sparkno = S6999 sparkxy = -15,-35 hitsound = S0,7 guardsound = S0,8 ground.type = High ground.slidetime = 5 ground.hittime = 5 ground.velocity = -2.5,10 air.velocity = -50,2 fall = 1 envshake.time = 12 envshake.freq = 200 envshake.ampl = -98 envshake.phase = 321 p2stateno = 1790 [State 200, Spark CVS] type = Explod triggerall = Numexplod(7016) < 2 trigger1 = Movehit = 1 anim = 7016 ID = 7016 postype = P1 pos = 30,-4 facing = 1 sprpriority = 2 supermove = 1 removetime = -2 bindtime = 1 ownpal = 1 scale = 0.5,0.5 removeongethit = 1 ontop = 1 supermovetime = 999 ignorehitpause = 1 [State 234, 2] type = PlaySnd trigger1 = Time = 0 value = 0, 2 volume = 10 [State 234, End] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;-------------------------------------------------------------------------------