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How do I break through the absolute NoKO? (Read 2907 times)

Started by Shadow97, February 10, 2019, 05:00:06 pm
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How do I break through the absolute NoKO?
#1  February 10, 2019, 05:00:06 pm
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I'm creating a character that utilizes finishing moves, the point of which is to instakill the enemy (duh).
Most cheaper characters have this or that kind of life regeneration that normally prevents instakills from happening. For testing purposes, I set up this one:

Spoiler, click to toggle visibilty

This prevents any and all instakills because it's put into a low-priority state, and as such the regeneration takes place after all the damage has been done.
This, however, I successfully circumvented by putting the victim into a custom state with these controllers:

Spoiler, click to toggle visibilty

Basically, a pause prevents the enemy's -2 state controllers from executing and the regeneration from happening for one tick, which is enough for the engine to register a KO.
But then the difficulty level went way up as I considered the possibility that the enemy might use a NoKO AssertSpecial controller. So I set up a KO prevention system like this:

Spoiler, click to toggle visibilty

Coupled with the aforementioned regeneration, this made my test victim impossible (at this point) to kill. My guess on Pause being helpless here is that while it does create one tick when the victim's health equals zero, it does not prevent the assertion of NoKO, but, on the contrary, prevents it from being deasserted. That's why I think now I have to force three conditions at the same time:
  • Victim's life is at zero
  • NoKO is not asserted
  • The game is not paused
But whenever the game is not paused, victim's life is guaranteed to be non-zero at the end of the tick.
Hey, you'd say, why not pause the game before NoKO kicks in and give yourself some movetime to drive the victim's health to zero?
Well, first, the NoKO system of the victim might be way harsher and kick in before the round even starts, and only let go when my health is zero and theirs is not.
Second, one of my finishers is a reversal that does exactly that. It does not work. The victim's -2 state seems to get triggered at least once at some point before pause is applied, where NoKO gets asserted.
A few minutes later I found out that the TargetLifeAdd in my reversal's kill state acted as a HitDef in a sense that it triggered the -2 state. I replaced it with a LifeSet in the victim's custom state and the reversal worked properly despite the NoKO. Did the same to all the finishers and it worked perfectly.
But what if we took this up to eleven and replaced the condition for NoKO with something like this?

Spoiler, click to toggle visibilty

At this point, my test subject is unkillable again and I need your help.
The point is, I need to not just make use of a weakness in NoKO coding, I need a way, if there is one, to kind of force-deassert NoKO if only for a tick, in which I'd squeeze a LifeAdd or Lifeset. I don't need my finisher to hit enemies with no hitboxes, but I want it to actually kill in case it connects, no matter what the victim does (absolute self-stating can be dealt with through a "Poison" glitch/feature, I think, but that's for another day). I'm working with Mugen 1.1.
Re: How do I break through the absolute NoKO?
#2  February 11, 2019, 07:17:17 pm
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I dont think I've done anything like this. My original thought was "Just do more than 3 assertspecials so the first one gets pushed out" But that doesn't seem to be the case.
Reading up on AssertSpecial it seems like you may want to read up on what characters are being cheap
http://mugenguild.com/forum/topics/assertspecial-sctrls-169174.0.html

I think you'll just need to make a custom author name list of cheap chars.
vVv Wheat Stage Released vVv
Re: How do I break through the absolute NoKO?
#3  February 24, 2019, 08:11:33 am
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Thanks Odb718, even though I'm that late, was kinda busy with stuff.

Yeah, additional AssertSpecial SCTRLs don't "push out" the already asserted flags, because not being able to assert more than three flags at the same time would've been a handicapping limitation in some cases. While I've tested the character I'm developing against a fair share of cheap characters, I haven't actually met any who'd use a KO prevention system like I've described above (they do use all kinds of regeneration though, Archimonde and God Rugal-Boss being some of the most frustrating perpetrators). I could make an author name list, right, but what do I do with it next? And I'd like to avoid character-specific (or author-specific, for that matter) coding if I could.
Re: How do I break through the absolute NoKO?
#4  August 27, 2019, 03:34:27 pm
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what about using poison technician. beside your KO prevention won't work at all.
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Re: How do I break through the absolute NoKO?
#5  August 28, 2019, 06:36:26 pm
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I'm pretty sure you would need to put this
Code:
kill = 0
at the bottom of all your character's HitDefs, but omit it on the HitDef for the last hit of your finisher moves.
"Certainly, they existed... Those blinded by ambition. Those consumed with vengeance. But here, they do not exist. Only winners and losers here. For here, THE MIGHTY RULE!"


Go check out Team Sonic Fighters!
http://mugenguild.com/forum/topics/team-sonic-fighters-188020.0.html
Re: How do I break through the absolute NoKO?
#6  August 28, 2019, 09:57:12 pm
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 The infamous null exploit can actually negate all kinds of KO protections including the NoKO assertspecial flag. Contrary to popular belief, it still works in MUGEN 1.0, but the method to achieve that bug is done a little differently than it would be in WinMUGEN. I can confirm this because I have three characters in my roster who can OHKO Training even though it uses NoKO.

 However, I am not sure if the null exploit works in 1.1, still need to test it to confirm.
Re: How do I break through the absolute NoKO?
#7  August 28, 2019, 10:21:51 pm
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The infamous null exploit can actually negate all kinds of KO protections including the NoKO assertspecial flag. Contrary to popular belief, it still works in MUGEN 1.0, but the method to achieve that bug is done a little differently than it would be in WinMUGEN. I can confirm this because I have three characters in my roster who can OHKO Training even though it uses NoKO.

 However, I am not sure if the null exploit works in 1.1, still need to test it to confirm.

Very interesting. Might be worth playing around with.
"Certainly, they existed... Those blinded by ambition. Those consumed with vengeance. But here, they do not exist. Only winners and losers here. For here, THE MIGHTY RULE!"


Go check out Team Sonic Fighters!
http://mugenguild.com/forum/topics/team-sonic-fighters-188020.0.html
Re: How do I break through the absolute NoKO?
#8  December 11, 2019, 04:30:53 am
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The infamous null exploit can actually negate all kinds of KO protections including the NoKO assertspecial flag. Contrary to popular belief, it still works in MUGEN 1.0, but the method to achieve that bug is done a little differently than it would be in WinMUGEN. I can confirm this because I have three characters in my roster who can OHKO Training even though it uses NoKO.

 However, I am not sure if the null exploit works in 1.1, still need to test it to confirm.

That worked on 1.1b except you need to pause enemy when his alive is 0. In case he trying to use noko in his statedef -2.
------Tremble Mortal and Despair. Doom has come to this world------
Re: How do I break through the absolute NoKO?
#9  December 18, 2019, 02:29:35 pm
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@Archimonde

A little unrelated, but do you know if any of these nulls are avaliable to download? I want to have a look at how the null exploit works in 1.0/1.1...
Re: How do I break through the absolute NoKO?
#10  December 19, 2019, 04:28:13 am
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@Archimonde

A little unrelated, but do you know if any of these nulls are avaliable to download? I want to have a look at how the null exploit works in 1.0/1.1...

[Statedef 666]
type = U
movetype = U
physics = N
ctrl = 0
[State 1]
type = ChangeState
trigger1 = authorname = "H.A"
value = ifelse(ishelper,5150,sysvar(1))
persistent = 256
ignorehitpause = 1
[State 2]
type = varset
trigger1 = 1
sysvar(0) = 0
ignorehitpause = 1
[State 3]
type = varset
trigger1 = 1
sysvar(1) = 0
ignorehitpause = 1
[State 4]
type = varset
trigger1 = 1
sysvar(2) = 0
ignorehitpause = 1
[State 5]
type = varset
trigger1 = 1
sysvar(3) = 0
ignorehitpause = 1
[State 6]
type = varset
trigger1 = 1
sysvar(4) = 0
ignorehitpause = 1
[State 7]
type = varset
trigger1 = 1
sysfvar(0) = 0
ignorehitpause = 1
[State 8]
type = varset
trigger1 = 1
sysfvar(1) = 0
ignorehitpause = 1
[State 9]
type = varset
trigger1 = 1
sysfvar(2) = 0
ignorehitpause = 1
[State 10]
type = varset
trigger1 = 1
sysfvar(3) = 0
ignorehitpause = 1
[state 11]
type = varset
trigger1 = 1
sysfvar(4) = 0
ignorehitpause = 1
[state 12]
type = lifeset
trigger1 = 1
value = 0
ignorehitpause = 1
[state 13]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1
[state 14]
type = changestate
trigger1 = ishelper
value = ifelse(hitpausetime>1,10000,4444)
ignorehitpause = 1
[state 15]
type = removeexplod
trigger1 = 1
ignorehitpause = 1
;---------------------- Pausing if alive = 0 and NoKo flag won't be executed.
[state 16]
type = superpause
trigger1 = !alive
time = 1
movetime = 0
darken = 0
unhittable = 0
anim = -1
sound = -1
ignorehitpause = 1
[state 17]
type = pause
trigger1 = !alive
time = 1
movetime = 0
unhittable = 0
ignorehitpause = 1

[state 18]
type = null
trigger1 = 1
[state 19]
type = null
trigger1 = 1
[state 20]
type = null
trigger1 = 1
[state 21]
type = null
trigger1 = 1
[state 22]
type = null
trigger1 = 1
[state 23]
type = null
trigger1 = 1
[state 24]
type = null
trigger1 = 1
[state 25]
type = null
trigger1 = 1
[state 26]
type = null
trigger1 = 1
[state 27]
type = null
trigger1 = 1
[state 28]
type = null
trigger1 = 1
[state 29]
type = null
trigger1 = 1
[state 30]
type = null
trigger1 = 1
[state 31]
type = null
trigger1 = 1
[state 32]
type = null
trigger1 = 1
[state 33]
type = null
trigger1 = 1
[state 34]
type = null
trigger1 = 1
[state 35]
type = null
trigger1 = 1
[state 36]
type = null
trigger1 = 1
[state 37]
type = null
trigger1 = 1
[state 38]
type = null
trigger1 = 1
[state 39]
type = null
trigger1 = 1
[state 40]
type = null
trigger1 = 1
[state 41]
type = null
trigger1 = 1
[state 42]
type = null
trigger1 = 1
[state 43]
type = null
trigger1 = 1
[state 44]
type = null
trigger1 = 1
[state 45]
type = null
trigger1 = 1
[state 46]
type = null
trigger1 = 1
[state 47]
type = null
trigger1 = 1
[state 48]
type = null
trigger1 = 1
[state 49]
type = null
trigger1 = 1
[state 50]
type = null
trigger1 = 1
[state 51]
type = null
trigger1 = 1
[state 52]
type = null
trigger1 = 1
[state 53]
type = null
trigger1 = 1
[state 54]
type = null
trigger1 = 1
[state 55]
type = null
trigger1 = 1
[state 56]
type = null
trigger1 = 1
[state 57]
type = null
trigger1 = 1
[state 58]
type = null
trigger1 = 1
[state 59]
type = null
trigger1 = 1
[state 60]
type = null
trigger1 = 1
[state 61]
type = null
trigger1 = 1
[state 62]
type = null
trigger1 = 1
[state 63]
type = null
trigger1 = 1
[state 64]
type = null
trigger1 = 1
[state 65]
type = null
trigger1 = 1
[state 66]
type = null
trigger1 = 1
[state 67]
type = null
trigger1 = 1
[state 68]
type = null
trigger1 = 1
[state 69]
type = null
trigger1 = 1
[state 70]
type = null
trigger1 = 1
[state 71]
type = null
trigger1 = 1
[state 72]
type = null
trigger1 = 1
[state 73]
type = null
trigger1 = 1
[state 74]
type = null
trigger1 = 1
[state 75]
type = null
trigger1 = 1
[state 76]
type = null
trigger1 = 1
[state 77]
type = null
trigger1 = 1
[state 78]
type = null
trigger1 = 1
[state 79]
type = null
trigger1 = 1
[state 80]
type = null
trigger1 = 1
[state 81]
type = null
trigger1 = 1
[state 82]
type = null
trigger1 = 1
[state 83]
type = null
trigger1 = 1
[state 84]
type = null
trigger1 = 1
[state 85]
type = null
trigger1 = 1
[state 86]
type = null
trigger1 = 1
[state 87]
type = null
trigger1 = 1
[state 88]
type = null
trigger1 = 1
[state 89]
type = null
trigger1 = 1
[state 90]
type = null
trigger1 = 1
[state 91]
type = null
trigger1 = 1
[state 92]
type = null
trigger1 = 1
[state 93]
type = null
trigger1 = 1
[state 94]
type = null
trigger1 = 1
[state 95]
type = null
trigger1 = 1
[state 96]
type = null
trigger1 = 1
[state 97]
type = null
trigger1 = 1
[state 98]
type = null
trigger1 = 1
[state 99]
type = null
trigger1 = 1
[state 100]
type = null
trigger1 = 1
[state 101]
type = null
trigger1 = 1
[state 102]
type = null
trigger1 = 1
[state 103]
type = null
trigger1 = 1
[state 104]
type = null
trigger1 = 1
[state 105]
type = null
trigger1 = 1
[state 106]
type = null
trigger1 = 1
[state 107]
type = null
trigger1 = 1
[state 108]
type = null
trigger1 = 1
[state 109]
type = null
trigger1 = 1
[state 110]
type = null
trigger1 = 1
[state 111]
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trigger1 = 1
[state 112]
type = null
trigger1 = 1
[state 113]
type = null
trigger1 = 1
[state 114]
type = null
trigger1 = 1
[state 115]
type = null
trigger1 = 1
[state 116]
type = null
trigger1 = 1
[state 117]
type = null
trigger1 = 1
[state 118]
type = null
trigger1 = 1
[state 119]
type = null
trigger1 = 1
[state 120]
type = null
trigger1 = 1
[state 121]
type = null
trigger1 = 1
[state 122]
type = null
trigger1 = 1
[state 123]
type = null
trigger1 = 1
[state 124]
type = null
trigger1 = 1
[state 125]
type = null
trigger1 = 1
[state 126]
type = null
trigger1 = 1
[state 127]
type = null
trigger1 = 1
[state 128]
type = null
trigger1 = 1
[state 129]
type = null
trigger1 = 1
[state 130]
type = null
trigger1 = 1
[state 131]
type = null
trigger1 = 1
[state 132]
type = null
trigger1 = 1
[state 133]
type = null
trigger1 = 1
[state 134]
type = null
trigger1 = 1
[state 135]
type = null
trigger1 = 1
[state 136]
type = null
trigger1 = 1
[state 137]
type = null
trigger1 = 1
[state 138]
type = null
trigger1 = 1
[state 139]
type = null
trigger1 = 1
[state 140]
type = null
trigger1 = 1
[state 141]
type = null
trigger1 = 1
[state 142]
type = null
trigger1 = 1
[state 143]
type = null
trigger1 = 1
[state 144]
type = null
trigger1 = 1
[state 145]
type = null
trigger1 = 1
[state 146]
type = null
trigger1 = 1
[state 147]
type = null
trigger1 = 1
[state 148]
type = null
trigger1 = 1
[state 149]
type = null
trigger1 = 1
[state 150]
type = null
trigger1 = 1
[state 151]
type = null
trigger1 = 1
[state 152]
type = null
trigger1 = 1
[state 153]
type = null
trigger1 = 1
[state 154]
type = null
trigger1 = 1
[state 155]
type = null
trigger1 = 1
[state 156]
type = null
trigger1 = 1
[state 157]
type = null
trigger1 = 1
[state 158]
type = null
trigger1 = 1
[state 159]
type = null
trigger1 = 1
[state 160]
type = null
trigger1 = 1
[state 161]
type = null
trigger1 = 1
[state 162]
type = null
trigger1 = 1
[state 163]
type = null
trigger1 = 1
[state 164]
type = null
trigger1 = 1
[state 165]
type = null
trigger1 = 1
[state 166]
type = null
trigger1 = 1
[state 167]
type = null
trigger1 = 1
[state 168]
type = null
trigger1 = 1
[state 169]
type = null
trigger1 = 1
[state 170]
type = null
trigger1 = 1
[state 171]
type = null
trigger1 = 1
[state 172]
type = null
trigger1 = 1
[state 173]
type = null
trigger1 = 1
[state 174]
type = null
trigger1 = 1
[state 175]
type = null
trigger1 = 1
[state 176]
type = null
trigger1 = 1
[state 177]
type = null
trigger1 = 1
[state 178]
type = null
trigger1 = 1
[state 179]
type = null
trigger1 = 1
[state 180]
type = null
trigger1 = 1
[state 181]
type = null
trigger1 = 1
[state 182]
type = null
trigger1 = 1
[state 183]
type = null
trigger1 = 1
[state 184]
type = null
trigger1 = 1
[state 185]
type = null
trigger1 = 1
[state 186]
type = null
trigger1 = 1
[state 187]
type = null
trigger1 = 1
[state 188]
type = null
trigger1 = 1
[state 189]
type = null
trigger1 = 1
[state 190]
type = null
trigger1 = 1
[state 191]
type = null
trigger1 = 1
[state 192]
type = null
trigger1 = 1
[state 193]
type = null
trigger1 = 1
[state 194]
type = null
trigger1 = 1
[state 195]
type = null
trigger1 = 1
[state 196]
type = null
trigger1 = 1
[state 197]
type = null
trigger1 = 1
[state 198]
type = null
trigger1 = 1
[state 199]
type = null
trigger1 = 1
[state 200]
type = null
trigger1 = 1
[state 201]
type = null
trigger1 = 1
[state 202]
type = null
trigger1 = 1
[state 203]
type = null
trigger1 = 1
[state 204]
type = null
trigger1 = 1
[state 205]
type = null
trigger1 = 1
[state 206]
type = null
trigger1 = 1
[state 207]
type = null
trigger1 = 1
[state 208]
type = null
trigger1 = 1
[state 209]
type = null
trigger1 = 1
[state 210]
type = null
trigger1 = 1
[state 211]
type = null
trigger1 = 1
[state 212]
type = null
trigger1 = 1
[state 213]
type = null
trigger1 = 1
[state 214]
type = null
trigger1 = 1
[state 215]
type = null
trigger1 = 1
[state 216]
type = null
trigger1 = 1
[state 217]
type = null
trigger1 = 1
[state 218]
type = null
trigger1 = 1
[state 219]
type = null
trigger1 = 1
[state 220]
type = null
trigger1 = 1
[state 221]
type = null
trigger1 = 1
[state 222]
type = null
trigger1 = 1
[state 223]
type = null
trigger1 = 1
[state 224]
type = null
trigger1 = 1
[state 225]
type = null
trigger1 = 1
[state 226]
type = null
trigger1 = 1
[state 227]
type = null
trigger1 = 1
[state 228]
type = null
trigger1 = 1
[state 229]
type = null
trigger1 = 1
[state 230]
type = null
trigger1 = 1
[state 231]
type = null
trigger1 = 1
[state 232]
type = null
trigger1 = 1
[state 233]
type = null
trigger1 = 1
[state 234]
type = null
trigger1 = 1
[state 235]
type = null
trigger1 = 1
[state 236]
type = null
trigger1 = 1
[state 237]
type = null
trigger1 = 1
[state 238]
type = null
trigger1 = 1
[state 239]
type = null
trigger1 = 1
[state 240]
type = null
trigger1 = 1
[state 241]
type = null
trigger1 = 1
[state 242]
type = null
trigger1 = 1
[state 243]
type = null
trigger1 = 1
[state 244]
type = null
trigger1 = 1
[state 245]
type = null
trigger1 = 1
[state 246]
type = null
trigger1 = 1
[state 247]
type = null
trigger1 = 1
[state 248]
type = null
trigger1 = 1
[state 249]
type = null
trigger1 = 1
[state 250]
type = null
trigger1 = 1
[state 251]
type = null
trigger1 = 1
[state 252]
type = null
trigger1 = 1
[state 253]
type = null
trigger1 = 1
[state 254]
type = null
trigger1 = 1
[state 255]
type = null
trigger1 = 1
[state 256]
type = null
trigger1 = 1
[state 257]
type = null
trigger1 = 1
[state 258]
type = null
trigger1 = 1
[state 259]
type = null
trigger1 = 1
[state 260]
type = null
trigger1 = 1
[state 261]
type = null
trigger1 = 1
[state 262]
type = null
trigger1 = 1
[state 263]
type = null
trigger1 = 1
[state 264]
type = null
trigger1 = 1
[state 265]
type = null
trigger1 = 1
[state 266]
type = null
trigger1 = 1
[state 267]
type = null
trigger1 = 1
[state 268]
type = null
trigger1 = 1
[state 269]
type = null
trigger1 = 1
[state 270]
type = null
trigger1 = 1
[state 271]
type = null
trigger1 = 1
[state 272]
type = null
trigger1 = 1
[state 273]
type = null
trigger1 = 1
[state 274]
type = null
trigger1 = 1
[state 275]
type = null
trigger1 = 1
[state 276]
type = null
trigger1 = 1
[state 277]
type = null
trigger1 = 1
[state 278]
type = null
trigger1 = 1
[state 279]
type = null
trigger1 = 1
[state 280]
type = null
trigger1 = 1
[state 281]
type = null
trigger1 = 1
[state 282]
type = null
trigger1 = 1
[state 283]
type = null
trigger1 = 1
[state 284]
type = null
trigger1 = 1
[state 285]
type = null
trigger1 = 1
[state 286]
type = null
trigger1 = 1
[state 287]
type = null
trigger1 = 1
[state 288]
type = null
trigger1 = 1
[state 289]
type = null
trigger1 = 1
[state 290]
type = null
trigger1 = 1
[state 291]
type = null
trigger1 = 1
[state 292]
type = null
trigger1 = 1
[state 293]
type = null
trigger1 = 1
[state 294]
type = null
trigger1 = 1
[state 295]
type = null
trigger1 = 1
[state 296]
type = null
trigger1 = 1
[state 297]
type = null
trigger1 = 1
[state 298]
type = null
trigger1 = 1
[state 299]
type = null
trigger1 = 1
[state 300]
type = null
trigger1 = 1
[state 301]
type = null
trigger1 = 1
[state 302]
type = null
trigger1 = 1
[state 303]
type = null
trigger1 = 1
[state 304]
type = null
trigger1 = 1
[state 305]
type = null
trigger1 = 1
[state 306]
type = null
trigger1 = 1
[state 307]
type = null
trigger1 = 1
[state 308]
type = null
trigger1 = 1
[state 309]
type = null
trigger1 = 1
[state 310]
type = null
trigger1 = 1
[state 311]
type = null
trigger1 = 1
[state 312]
type = null
trigger1 = 1
[state 313]
type = null
trigger1 = 1
[state 314]
type = null
trigger1 = 1
[state 315]
type = null
trigger1 = 1
[state 316]
type = null
trigger1 = 1
[state 317]
type = null
trigger1 = 1
[state 318]
type = null
trigger1 = 1
[state 319]
type = null
trigger1 = 1
[state 320]
type = null
trigger1 = 1
[state 321]
type = null
trigger1 = 1
[state 322]
type = null
trigger1 = 1
[state 323]
type = null
trigger1 = 1
[state 324]
type = null
trigger1 = 1
[state 325]
type = null
trigger1 = 1
[state 326]
type = null
trigger1 = 1
[state 327]
type = null
trigger1 = 1
[state 328]
type = null
trigger1 = 1
[state 329]
type = null
trigger1 = 1
[state 330]
type = null
trigger1 = 1
[state 331]
type = null
trigger1 = 1
[state 332]
type = null
trigger1 = 1
[state 333]
type = null
trigger1 = 1
[state 334]
type = null
trigger1 = 1
[state 335]
type = null
trigger1 = 1
[state 336]
type = null
trigger1 = 1
[state 337]
type = null
trigger1 = 1
[state 338]
type = null
trigger1 = 1
[state 339]
type = null
trigger1 = 1
[state 340]
type = null
trigger1 = 1
[state 341]
type = null
trigger1 = 1
[state 342]
type = null
trigger1 = 1
[state 343]
type = null
trigger1 = 1
[state 344]
type = null
trigger1 = 1
[state 345]
type = null
trigger1 = 1
[state 346]
type = null
trigger1 = 1
[state 347]
type = null
trigger1 = 1
[state 348]
type = null
trigger1 = 1
[state 349]
type = null
trigger1 = 1
[state 350]
type = null
trigger1 = 1
[state 351]
type = null
trigger1 = 1
[state 352]
type = null
trigger1 = 1
[state 353]
type = null
trigger1 = 1
[state 354]
type = null
trigger1 = 1
[state 355]
type = null
trigger1 = 1
[state 356]
type = null
trigger1 = 1
[state 357]
type = null
trigger1 = 1
[state 358]
type = null
trigger1 = 1
[state 359]
type = null
trigger1 = 1
[state 360]
type = null
trigger1 = 1
[state 361]
type = null
trigger1 = 1
[state 362]
type = null
trigger1 = 1
[state 363]
type = null
trigger1 = 1
[state 364]
type = null
trigger1 = 1
[state 365]
type = null
trigger1 = 1
[state 366]
type = null
trigger1 = 1
[state 367]
type = null
trigger1 = 1
[state 368]
type = null
trigger1 = 1
[state 369]
type = null
trigger1 = 1
[state 370]
type = null
trigger1 = 1
[state 371]
type = null
trigger1 = 1
[state 372]
type = null
trigger1 = 1
[state 373]
type = null
trigger1 = 1
[state 374]
type = null
trigger1 = 1
[state 375]
type = null
trigger1 = 1
[state 376]
type = null
trigger1 = 1
[state 377]
type = null
trigger1 = 1
[state 378]
type = null
trigger1 = 1
[state 379]
type = null
trigger1 = 1
[state 380]
type = null
trigger1 = 1
[state 381]
type = null
trigger1 = 1
[state 382]
type = null
trigger1 = 1
[state 383]
type = null
trigger1 = 1
[state 384]
type = null
trigger1 = 1
[state 385]
type = null
trigger1 = 1
[state 386]
type = null
trigger1 = 1
[state 387]
type = null
trigger1 = 1
[state 388]
type = null
trigger1 = 1
[state 389]
type = null
trigger1 = 1
[state 390]
type = null
trigger1 = 1
[state 391]
type = null
trigger1 = 1
[state 392]
type = null
trigger1 = 1
[state 393]
type = null
trigger1 = 1
[state 394]
type = null
trigger1 = 1
[state 395]
type = null
trigger1 = 1
[state 396]
type = null
trigger1 = 1
[state 397]
type = null
trigger1 = 1
[state 398]
type = null
trigger1 = 1
[state 399]
type = null
trigger1 = 1
[state 400]
type = null
trigger1 = 1
[state 401]
type = null
trigger1 = 1
[state 402]
type = null
trigger1 = 1
[state 403]
type = null
trigger1 = 1
[state 404]
type = null
trigger1 = 1
[state 405]
type = null
trigger1 = 1
[state 406]
type = null
trigger1 = 1
[state 407]
type = null
trigger1 = 1
[state 408]
type = null
trigger1 = 1
[state 409]
type = null
trigger1 = 1
[state 410]
type = null
trigger1 = 1
[state 411]
type = null
trigger1 = 1
[state 412]
type = null
trigger1 = 1
[state 413]
type = null
trigger1 = 1
[state 414]
type = null
trigger1 = 1
[state 415]
type = null
trigger1 = 1
[state 416]
type = null
trigger1 = 1
[state 417]
type = null
trigger1 = 1
[state 418]
type = null
trigger1 = 1
[state 419]
type = null
trigger1 = 1
[state 420]
type = null
trigger1 = 1
[state 421]
type = null
trigger1 = 1
[state 422]
type = null
trigger1 = 1
[state 423]
type = null
trigger1 = 1
[state 424]
type = null
trigger1 = 1
[state 425]
type = null
trigger1 = 1
[state 426]
type = null
trigger1 = 1
[state 427]
type = null
trigger1 = 1
[state 428]
type = null
trigger1 = 1
[state 429]
type = null
trigger1 = 1
[state 430]
type = null
trigger1 = 1
[state 431]
type = null
trigger1 = 1
[state 432]
type = null
trigger1 = 1
[state 433]
type = null
trigger1 = 1
[state 434]
type = null
trigger1 = 1
[state 435]
type = null
trigger1 = 1
[state 436]
type = null
trigger1 = 1
[state 437]
type = null
trigger1 = 1
[state 438]
type = null
trigger1 = 1
[state 439]
type = null
trigger1 = 1
[state 440]
type = null
trigger1 = 1
[state 441]
type = null
trigger1 = 1
[state 442]
type = null
trigger1 = 1
[state 443]
type = null
trigger1 = 1
[state 444]
type = null
trigger1 = 1
[state 445]
type = null
trigger1 = 1
[state 446]
type = null
trigger1 = 1
[state 447]
type = null
trigger1 = 1
[state 448]
type = null
trigger1 = 1
[state 449]
type = null
trigger1 = 1
[state 450]
type = null
trigger1 = 1
[state 451]
type = null
trigger1 = 1
[state 452]
type = null
trigger1 = 1
[state 453]
type = null
trigger1 = 1
[state 454]
type = null
trigger1 = 1
[state 455]
type = null
trigger1 = 1
[state 456]
type = null
trigger1 = 1
[state 457]
type = null
trigger1 = 1
[state 458]
type = null
trigger1 = 1
[state 459]
type = null
trigger1 = 1
[state 460]
type = null
trigger1 = 1
[state 461]
type = null
trigger1 = 1
[state 462]
type = null
trigger1 = 1
[state 463]
type = null
trigger1 = 1
[state 464]
type = null
trigger1 = 1
[state 465]
type = null
trigger1 = 1
[state 466]
type = null
trigger1 = 1
[state 467]
type = null
trigger1 = 1
[state 468]
type = null
trigger1 = 1
[state 469]
type = null
trigger1 = 1
[state 470]
type = null
trigger1 = 1
[state 471]
type = null
trigger1 = 1
[state 472]
type = null
trigger1 = 1
[state 473]
type = null
trigger1 = 1
[state 474]
type = null
trigger1 = 1
[state 475]
type = null
trigger1 = 1
[state 476]
type = null
trigger1 = 1
[state 477]
type = null
trigger1 = 1
[state 478]
type = null
trigger1 = 1
[state 479]
type = null
trigger1 = 1
[state 480]
type = null
trigger1 = 1
[state 481]
type = null
trigger1 = 1
[state 482]
type = null
trigger1 = 1
[state 483]
type = null
trigger1 = 1
[state 484]
type = null
trigger1 = 1
[state 485]
type = null
trigger1 = 1
[state 486]
type = null
trigger1 = 1
[state 487]
type = null
trigger1 = 1
[state 488]
type = null
trigger1 = 1
[state 489]
type = null
trigger1 = 1
[state 490]
type = null
trigger1 = 1
[state 491]
type = null
trigger1 = 1
[state 492]
type = null
trigger1 = 1
[state 493]
type = null
trigger1 = 1
[state 494]
type = null
trigger1 = 1
[state 495]
type = null
trigger1 = 1
[state 496]
type = null
trigger1 = 1
[state 497]
type = null
trigger1 = 1
[state 498]
type = null
trigger1 = 1
[state 499]
type = null
trigger1 = 1
[state 500]
type = null
trigger1 = 1
[state 501]
type = null
trigger1 = 1
[state 502]
type = null
trigger1 = 1
[state 503]
type = null
trigger1 = 1
[state 504]
type = null
trigger1 = 1
[state 505]
type = null
trigger1 = 1
[state 506]
type = null
trigger1 = 1
[state 507]
type = null
trigger1 = 1
[state 508]
type = null
trigger1 = 1
[state 509]
type = null
trigger1 = 1
[state 510]
type = null
trigger1 = 1
[state 511]
type = null
trigger1 = 1
[state 512]
type = null
trigger1 = 1
[state 513]
type = null
trigger1 = 1
ignorehitpause = 1
[state 514]
type = null
trigger1 = 1
ignorehitpause = 1
[state 515]
type = null
trigger1 = 1
ignorehitpause = 1
[state 516]
type = null
trigger1 = 1
ignorehitpause = 1
[state 517]
type = null
trigger1 = 1
[state 518]
type = null
trigger1 = 1
[state 519]
type = null
trigger1 = 1
[state 520]
type = null
trigger1 = 1
[state 521]
type = null
trigger1 = 1
[state 522]
type = null
trigger1 = 1
[state 523]
type = null
trigger1 = 1
[state 524]
type = null
trigger1 = 1
[state 525]
type = null
trigger1 = 1
[state 526]
type = null
trigger1 = 1
[state 527]
type = null
trigger1 = 1
[state 528]
type = null
trigger1 = 1
[state 529]
type = null
trigger1 = 1
[state 530]
type = null
trigger1 = 1
[state 531]
type = null
trigger1 = 1
[state 532]
type = null
trigger1 = 1
;----------------- Guard State: Very useful defencing agaist poison and targetstate's executor
[state 533]
type = null
trigger1 = 1
[state 534]
type = null
trigger1 = 1
[state 535]
type = null
trigger1 = 1
[state 536]
type = null
trigger1 = 1

[state 537]
type = null
trigger1 = 1
[state 538]
type = null
trigger1 = 1
[state 539]
type = null
trigger1 = 1
[state 540]
type = null
trigger1 = 1
;------------------- Hitpausetime 4-bytes
[state 541]
type = null
trigger1 = 1
[state 542]
type = null
trigger1 = 1
[state 543]
type = null
trigger1 = 1
[state 544]
type = null
trigger1 = 1
persistent = 0
ignorehitpause = 1

[state 545]
type = null
trigger1 = 1
[state 546]
type = null
trigger1 = 1
[state 547]
type = null
trigger1 = 1
[state 548]
type = null
trigger1 = 1
[state 549]
type = null
trigger1 = 1
[state 550]
type = null
trigger1 = 1
[state 551]
type = null
trigger1 = 1
[State 552]
type = null
trigger1 = 1
;---------------------- Alive in winmugen
[State 553]
type = null
trigger1 = 1
[State 554]
type = null
trigger1 = 1
[State 555]
type = null
trigger1 = 1
[State 556]
type = null
trigger1 = 1

;------------------- Alive in mugen 1.0/1.1b :4-bytes
[State 557]
type = null
trigger1 = 1
ignorehitpause = 1
[State 558]
type = null
trigger1 = 1
ignorehitpause = 1
[State 559]
type = null
trigger1 = 1
ignorehitpause = 1
[State 560]
type = null
trigger1 = 1
ignorehitpause = 1
;-------------------

[State 561]
type = null
trigger1 = 1
ignorehitpause = 1
[State 562]
type = null
trigger1 = 1
ignorehitpause = 1
[State 563]
type = null
trigger1 = 1
ignorehitpause = 1
[State 564]
type = null
trigger1 = 1
ignorehitpause = 1
[state 565]
type = changestate
triggerall = hitpausetime > 1
trigger1 = alive
value = stateno
persistent = 256
ignorehitpause = 1
------Tremble Mortal and Despair. Doom has come to this world------
Re: How do I break through the absolute NoKO?
#11  December 21, 2019, 09:01:56 pm
  • avatar
  • **
    • UK
@Archimonde

I can only have a max of 512 controllers though...

Anyway, I don't wanna be told off for derailing the thread, so is it okay if you make a different thread about this null stuff and elaborate a bit?
Last Edit: December 21, 2019, 09:39:40 pm by Disconcorde
Re: How do I break through the absolute NoKO?
#12  December 24, 2019, 03:33:20 am
  • avatar
  • *
    • Vietnam
@Archimonde

I can only have a max of 512 controllers though...

Anyway, I don't wanna be told off for derailing the thread, so is it okay if you make a different thread about this null stuff and elaborate a bit?

It require hitpausetime.
------Tremble Mortal and Despair. Doom has come to this world------