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Launcher (Mechanics) (Read 2145 times)

Started by Ricepigeon, June 15, 2016, 07:36:40 pm
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Launcher (Mechanics)
#1  June 15, 2016, 07:36:40 pm
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A Launcher attack (known as Dust Attack in Guilty Gear) is an attack that hits the opponent into the air in such a way that it allows the user to follow up with some kind of combo, usually an airborne one. Though rare in games such as Street Fighter, it is very prominent in crossover games such as the Marvel vs Capcom series. These moves are usually Basic or Command Normal attacks or, in the case of Marvel vs Capcom 3 and Street Fighter X Tekken, a universal input that all characters can perform.

Notes:
  • Launchers are usually jump cancellable, allowing the user to follow the opponent for a combo. In the Marvel vs Capcom games, Launchers can be cancelled into Super Jumps. Note that Launchers cannot be cancelled into Super Jumps on block or if whiffed.
  • In Street Fighter X Tekken, Launcher attacks will always result in the user tagging out to their partner upon a successful hit.
  • In most games featuring Launchers, the opponent will automatically recover at the peak of being launched, just before beginning to fall back down due to gravity. This is to prevent Launchers from leading into an infinite combo with itself.
Re: Launcher (Mechanics)
#2  June 21, 2016, 09:55:58 am
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Note that mugen's state sequence is not sensible when it comes to launchers. If you use an animtype = up, you must use fall = 1, otherwise p2 instantly recovers as soon as his transition animation completes. However he won't recover automatically when hittime ends either, it just allows you to use the recovery command instead. It's borked.

This causes problems when you want p2 to recover at a specific time. Can't do it without targetstate controllers. Pain in the ass.

I would edit common1.cns and upload it for use, but it wouldn't be global enough, elecbyte have to fix it.


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