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Juggling (Mechanics) (Read 6028 times)

Started by Niitris, November 24, 2016, 05:42:31 pm
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Juggling (Mechanics)
#1  November 24, 2016, 05:42:31 pm
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Juggling is when you hit the opponent while they're in a state of falling. The purpose of this is to extend combos. It can be to inflict max damage, carry your opponent to the corner, force a hard knockdown, or to cause a "reset situation" (forcing P2 to land on their feet). In mugen, juggling is decided by how many points you have after hitting with a move that causes knockdown. If any following attack requires more points than you have, you will be unable to start or continue the juggle combo.

In the constants, airjuggle is the number of points you start with.
Code:
[Data]
life = 1000
power = 5000
attack = 100
defence = 100
airjuggle = 15        ;<-----you start with 15 points

To assign the number of points to a move, add juggle to the StateDef.
Code:
[Statedef 200]
type     = S
movetype = A
physics  = N
anim     = 200
velset   = 0,0
ctrl     = 0
juggle   = 5          ;<-----this move takes 5 points

Points can also be assigned to the HitDef. Mainly used for for projectiles.
Code:
[State 200, HitDef]
type = HitDef
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
attr = S,NA
air.juggle = 2        ;<-----this move takes 2 points

Finally, AssertSpecial can be used to bypass the juggle system entirely by using NoJuggleCheck.

To note: Mugen's juggle system has it's limits, and you'll notice that a number of creators have made their own juggle system instead. If you're editing someone's character, do not be surprised if anything mentioned here doesn't work.
Last Edit: November 25, 2016, 07:21:04 pm by Niitris
Re: Juggling
#2  November 24, 2016, 06:02:19 pm
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Another note is that helpers have their own juggle limits and don't add to the root's juggle points
Re: Juggling
#3  November 24, 2016, 11:15:09 pm
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Do helpers use the same number of points listed in the constants? I wouldn't know, I never used Mugen's juggle system with helpers. :P
Re: Juggling
#4  November 24, 2016, 11:27:41 pm
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Yes, each helper uses their own juggle point limits set in the constants. However @2OS: said you can set unique constants for each helper but I'm not sure how and haven't tested yet. But he generally knows his stuff.

2OS

Re: Juggling (Mechanics)
#5  November 26, 2016, 12:25:17 pm
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you do it through strings on the helper sctrl

[State ]
type=helper
trigger1=
id=
stateno=
size.xscale=
size.yscale=

this is not regular scale like for explods and angledraw. it is in fact the constant scale (tho stupidly enough clsn's aren't re-scaled for helpers).