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Crush Counter (Mechanics) (Read 6083 times)

Started by Ricepigeon, February 08, 2017, 05:42:00 pm
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Crush Counter (Mechanics)
New #1  February 08, 2017, 05:42:00 pm
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Crush Counters are a mechanic first introduced in Street Fighter 5.

In Street Fighter 5, the priority of attacks are determined by both hitbox placement and attack strength. In the latter case, varying strengths of Normal attacks have higher priority than those of lower strengths (ie: Heavy attacks will always take priority over a jab). When certain attacks are used as a Counter Hit against a lower priority attack or to punish a Shoryuken-type Special, these attacks will cause a Crush Counter, putting the opponent into a reeling state that leaves them completely defenseless and open to attack. The type of reeling state is dependent on the attack used to inflict a Crush Counter.

In M.U.G.E.N, the Crush Counter state can be replicated by using the Targetstate controller, as well as knowledge of custom states. Additionally, the priority of higher strength attacks can be replicated using the 'priority=' parameter in the attack's Hitdef. Additional triggers may be required in order to ensure that a Crush Counter does not occur against an attack of equal or higher priority, but this is only possible in a full game environment.

Related State Controllers:
HitDef
TargetState

Related Mechanics:
Counter Hit
Last Edit: February 08, 2017, 06:00:32 pm by Ricepigeon
Re: Crush Counter (Mechanics)
#2  February 08, 2017, 05:47:06 pm
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I don't think there is a way to detect what the opponent's priority is. You'd have to make a way to detect it in a full game environment.
Re: Crush Counter (Mechanics)
#3  February 08, 2017, 05:50:55 pm
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I was thinking you could use statenos to determine that, but there's no guarantee that a different author won't use different numbering system, so it does indeed look like it's only possible to implement in fullgames where everything is consistent. At the very least, the rest of the framework is possible outside of that (namely the priority and targetstate).
Re: Crush Counter (Mechanics)
#4  February 08, 2017, 05:51:55 pm
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The way crush counter functions is actually dependent entirely on the normal you used.  Some CCs knock the opponent into the air in either a jugglable state (Balrog crouch HP, Guile crouch HP) or non jugglable (Akuma stand HP).  Crush counters also happen if you punish a dragon punch type special with a CCable normal. 
Re: Crush Counter (Mechanics)
#5  February 08, 2017, 05:54:42 pm
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The way crush counter functions is actually dependent entirely on the normal you used.  Some CCs knock the opponent into the air in either a jugglable state (Balrog crouch HP, Guile crouch HP) or non jugglable (Akuma stand HP).  Crush counters also happen if you punish a dragon punch type special with a CCable normal.

Added. Forgot about those tidbits.