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Street Fighter 4 Focus Attack / Saving Attack (Read 17756 times)

Started by Rolento, January 28, 2010, 12:47:18 am
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Re: Street Fighter 4 Focus Attack / Saving Attack
#21  March 07, 2010, 11:12:44 pm
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Alexlexus: No, by your own example there you are showing that you changed the value.

Code:
[State -2, Focus Attack meter reset when no longer charging]
type = VarSet
trigger1 = (stateno !=[900,901]) && ((stateno=[5000,5099]) && prevstateno != 900)
trigger2 = stateno = [100,105]
fv = 9
value = 0 ;<---  what I wrote up there.

What you have:
Code:
[State -2, Focus Attack meter reset when no longer charging]
type = VarSet
trigger1 = (stateno !=[900,901]) && ((stateno=[5000,5099]) && prevstateno != 900)
trigger2 = stateno = [100,105]
fv = 9
value = 10<-- Set this to zero.

Give that a whirl.

i made it a zero and he doesnt do it as much but at times it still flips out a level 3 kick.
nMo new generation of mugen exposure
Re: Street Fighter 4 Focus Attack / Saving Attack
#22  March 08, 2010, 03:39:01 am
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Then you haven't done everything right, and are possibly initialising that variable back to 10 or whatever at a specific point. Of course, he SHOULD do a level 3 kick if you charge it to level 3 kick.

I trust your variable isn't already in use...


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Re: Street Fighter 4 Focus Attack / Saving Attack
#23  March 08, 2010, 03:59:03 am
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Working 100% turns out gouken didnt have a statedef -3
so i had to make it in my character and then place the -2 in stuff in the place in my extra.cns.


no it's perfect and resets. thanks rolento.

nMo new generation of mugen exposure

vyn

Re: Street Fighter 4 Focus Attack / Saving Attack
#24  March 11, 2010, 08:32:51 pm
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These two are awesome codings, did u ever try a kofxii counter code???
Re: Street Fighter 4 Focus Attack / Saving Attack
#25  March 11, 2010, 09:12:45 pm
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Vyn: Don't even have KOF XII, so I am not too familiar with how the mechanic works.

vyn

Re: Street Fighter 4 Focus Attack / Saving Attack
#26  March 12, 2010, 12:45:48 am
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aww well what to do right?? maybe if kof xiii ever comes out
Re: Street Fighter 4 Focus Attack / Saving Attack
#27  March 25, 2010, 04:35:11 pm
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vyn im adding this code to your ryu evilxryu. your focus for terry was on point i must add. but yeah ryulento all my other sf characters will have this. im redoing ryu and ken with this.
nMo new generation of mugen exposure
Re: Street Fighter 4 Focus Attack / Saving Attack
#28  March 26, 2010, 03:44:27 pm
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Re: Street Fighter 4 Focus Attack / Saving Attack
#29  July 21, 2010, 07:15:06 am
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; This part covers the after effects of getting hit from earlier.
[state 901, no more saving hit]
type = varset
trigger1 = time = 1
var(20) = 0

[state 901, white flash]
type = PalFx
trigger1 = time = 1
sinadd = 128,128,128,16
time = 8

[State 901, life removal]
type = LifeAdd
trigger1 = time = 1 && !var(20)
value = -(gethitvar(damage))
kill = 1

; This ctrl changes the animframe back to the last active one
[State 901, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 900
elem = var(22)

; This varset is the continuation of charging
[State 901, adding to charge]
type = VarAdd
trigger1 = time >= 1
fv = 9
value = 1
persistent = 1

; These change states control dash cancels and moving into the attack portion
[State 901, dash cancel]
type = ChangeState
trigger1 = time >= 8 && command = "BB"
value = 105

[State 901, dash cancel forward]
type = ChangeState
trigger1 = time >= 8 && command = "FF"
value = 100

[State 901, early release]
type = ChangeState
trigger1 = time >= 8 && command != "hold-b" && command !="hold-y"
value = 902

[State 901, fully charged]
type = ChangeState
trigger1 = fvar(9)>=60
value = 902

;----------------------------------------
;Focus Attack - actual attack
[Statedef 902]
type = S
movetype = A
physics = S
juggle = 10
anim = 901
ctrl = 0
velset = 0,0

;PalFX sctrls; the first removes any earlier stuff, and the second the white flash
;that appears if you have maxed out focus
[state 901, cancel earlier fx flash]
type = PalFx
trigger1 = time = 0
add = 0,0,0
time = 0

[state 901, bright flash if maxed out]
type = PalFx
triggerall =FVar(9) = 60
trigger1 = time = 1
add = 128,128,128
sinadd = -128,-128,-128,32
time = 8

; The hitdef used depends on the how long you've been charging.
; In case you are wondering why there are 2 versions of each lvl's
; hitdef, the second one has been refined to compensate for hitting
; air opponents.
;lvl 1
[State 902, 0-30]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
trigger1 = AnimElem = 3 && (FVar(9) = [0,29])
attr = S, NA
damage= 40,0
animtype = Hard
guardflag = M
hitflag = M
priority = 4, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -5, -58
hitsound = 5,6
guardsound = 6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 21,21
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15

[State 902, 0-30]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
triggerall = p2statetype = A
trigger1 = AnimElem = 2 && (FVar(9) = [0,29])
attr = S, NA
damage= 40,0
animtype = Hard
guardflag = A
hitflag = A
priority = 4, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -5, -58
hitsound = s400,1
guardsound = 6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -6.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 21,21
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15

; Counter version of lvl 1: If you counterhit when at this early stage, crumple is possible it seems.
[State 902, 0-30 counter ver]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
trigger1 = AnimElem = 2 && (FVar(9) = [0,29])
trigger1 = p2movetype = A && p2statetype !=A
attr = S, NA
damage= 40,0
animtype = Hard
guardflag = M
hitflag = M
priority = 6, Hit
pausetime = 9, 9
sparkno = 1
sparkxy = -5, -58
hitsound = s400,3
guardsound = 6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -6.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 21,21
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15
p2stateno = 1503 ;<-- This is the p2 crumple state

;lvl 2
[State 902, 31-59]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
trigger1 = AnimElem = 3 && (FVar(9) = [31,59])
attr = S, NA
damage= 60,0
animtype = Hard
guardflag = M
hitflag = M
priority = 4, Hit
pausetime = 11, 11
sparkno = 1
sparkxy = -5, -58
hitsound = 5,7
guardsound = 6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -8.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 21,21
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15
p2stateno = 1503 ;<-- This is the p2 crumple state

[State 902, 31-59 b]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
triggerall = p2statetype = A
trigger1 = AnimElem = 2 && (FVar(9) = [30,59])
attr = S, NA
damage= 60,0
animtype = Hard
guardflag = A
hitflag = A
priority = 5, Hit
pausetime = 11, 11
sparkno = 1
sparkxy = -5, -58
hitsound = s400,2
guardsound = 6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -4.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 21,21
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15

[State 902, 31-59 counter]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
trigger1 = p2movetype = A && p2statetype !=A
trigger1 = AnimElem = 2 && (FVar(9) = [30,59])
attr = S, NA
damage= 60,0
animtype = Hard
hitflag = M
priority = 5, Hit
pausetime = 11, 11
sparkno = 1
sparkxy = -5, -58
hitsound = s400,2
guardsound = 6, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -4.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 21,21
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15
p2stateno = 1503 ;<-- This is the p2 crumple state

;lvl 3 MAX
[State 902, max-charge]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
trigger1 = AnimElem = 3 && FVar(9) = 60
attr = S, NA
damage= 85,0
animtype = Hard
;guardflag = MA ;<-- Commented out as you will not be blocking this. This will hurt, and you will fall!
hitflag = MAF
priority = 4, Hit
pausetime = 14, 14
sparkno = 1
sparkxy = -5, -58
hitsound = 5,8
guardsound = 6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -4.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 21,21
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15
p2stateno = 903 ;<-- This is the p2 crumple state

[State 902, max-charge]
type = HitDef
triggerall = P2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
triggerall = p2statetype = A
trigger1 = AnimElem = 2 && FVar(9) = 60
attr = S, NA
damage= 85,0
animtype = Hard
hitflag = A
priority = 6, Hit
pausetime = 14, 14
sparkno = 1
sparkxy = -5, -58
hitsound = s400,3
guardsound = 6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -4.95
guard.slidetime = 18
guard.hittime = 18
guard.ctrltime = 12
airguard.velocity = -3.5,-4
air.type = High
air.velocity = -3.5,-6
air.hittime = 9
getpower = 101,101
givepower = 21,21
ground.cornerpush.veloff = -7.25
air.cornerpush.veloff = 0
yaccel = .55
air.fall = 1
air.juggle = 15

[State 902, fvar reset]
type = VarSet
trigger1 = !AnimTime
fvar(9) = 0

that's all she wrote when it comes to the Focus attack barring any typos I missed. Tune in next time as I talk about a quick and dirty way of tackling the SF4 Ultra bar; not because I have any use for it, but because the one example I have seen uses an absurd 70+ animations to pull off the green alone when you could really do the same in 3 animations or so with the right code. That is absurd! If you can make use of the code, just remember to toss in a credit somewhere. If you really appreciate it, please feel free to visit the link in my signature and visit the paypal donate page. Hah! (Seriously though, if you can spare a bit, it would be appreciated.)

Well, that ultra bar code won't write itself; good .\/. to you all and catch you later.

[Edit] Most recent edit has revised and additional hitdefs in the final state to better emulate the behaviour when the attack hits an airborne enemy.
[/quote]
You mean That Attack that Alows you to break gaurd like SFIV? ???


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Re: Street Fighter 4 Focus Attack / Saving Attack
#30  July 21, 2010, 08:51:13 am
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Yup. Since the guard flag was commented/left out it's an unblockable.
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