KFM slides after knockdown (Read 320 times)

Started by DestinNotDustin, May 07, 2019, 06:13:41 am
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KFM slides after knockdown
#1  May 07, 2019, 06:13:41 am
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After a knockdown from Kung Fu Palm, Kung Fu Upper, Kung Fu Knee, EX moves and Throw, KFM maintains his horizontal momentum and slides on the ground. Is there a way to change the value at which he travels when knocked down / ground bounced? In the past, I've outright disabled ground bounce, which resolved the issue somewhat, but I'd like to keep that animation without having the character too much slide.

In the Common1.cns file, would I modify State 5050 to resolve this issue?
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Re: KFM slides after knockdown
#2  May 08, 2019, 07:56:02 am
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Is this a custom kfm somehow? Friction in the constants should be taking care of this.

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Re: KFM slides after knockdown
#3  May 11, 2019, 02:06:52 am
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Its the default Kung Fu Man. When he ground bounces, he still slides from whichever direction he was hit. When one removes the groundbounce, he stays in place. Thats what I what while retaining the groundbound minus the slide. If I can capture it in a .gif, I'll upload it here.
Re: KFM slides after knockdown
#4  May 14, 2019, 11:02:58 am
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It doesn't seem like you're fighting regular kung fu man vs regular kung fu man.
Which characters are you fighting with, and what states are causing the issue?
Use Debug if you dont know the states. Ctrl+D.
Tell us both P1's state and P2's state numbers.
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