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upercut help! (Read 1709 times)

Started by DarkVyse, January 30, 2008, 12:11:33 am
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upercut help!
#1  January 30, 2008, 12:11:33 am
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Ok i have gave my sonic WIP a upercut wich will be a super attack but i dont know the code for it am using fighter factory and i have made the upercut set in 3 stages (begining upercut - upercut - down upercut) and i have set them to begin Action No (415 - 452 -453) so i need help plz.
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Re: upercut help!
#2  January 30, 2008, 12:15:23 am
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Last Edit: January 30, 2008, 12:20:28 am by R[E]ika
Re: upercut help!
#3  January 30, 2008, 12:32:27 am
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Thanks R[E]ika i will try that now ;D
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Re: upercut help!
#4  January 30, 2008, 02:38:40 pm
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Ok last night i spent 3 hours looking at diffrent ken's,akuma's and ruy's shinryuken and all the codes have a lot off diffrent codes in them the only thing that is the same is the first statedef. Am not a coder this is my first time doing this so can onyone show me what it should look like using fighter factory or .cns file i followed the post reika but but i still dont understand it.
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Re: upercut help!
#5  January 30, 2008, 03:25:34 pm
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humh.. the sad thing is that i had already made  more detailed post >.<. i will post my code as an example later, thouhg i made it two states.
Re: upercut help!
#6  January 30, 2008, 03:31:58 pm
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thanks for the help R[E]ika i know am nagging alot and am new to all this. am not looking forward to coding chaos controll attack  :P
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Re: upercut help!
#7  January 31, 2008, 02:07:11 pm
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ok this what i got atm i dont know if it is right or rong

upercut
 [StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 100
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = VelSet
trigger1 = Vel Y > 0
x = 0
y = 0

[State 451, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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Re: upercut help!
#8  January 31, 2008, 02:48:12 pm
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the velset that you are using doesn't make anything...  ::)

there are differents ways to code an uppercut...you can move the sprites on the y position to be higher and then make them go down....or you  could code that using 2 statedefs... one makes the char goes up (using a velset or veladd or posadd)..and the other makes the char goes down
Re: upercut help!
#9  January 31, 2008, 04:17:25 pm
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ok here are some pics of the states of the upercut with fighter factory and the code i have atm saved

begin upercut



upercut



down upercut



land upercut


and here is the code i got in .cns

upercut
 [StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 100
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

i know am asking alot and am sorry but i want this move done and working so i can continue with the rest of the supers and hypers move's
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Re: upercut help!
#10  January 31, 2008, 06:04:04 pm
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Quote
you should split it in 4 parts, when you get more used to mugen code you can merge those as you see fit.

1)start up. statetype = S meaning that the character will be in the ground, movetype = A, you will have one hitdef here, as well as a velset for x and Y for the start up velocity after a few frames; when pos Y < 0 you change to the next state.

2)shoryuken attacking. statetype = A, movetype =A, physics = N; no velset of 0,0 , so delete it if you have it in your statedef. use either a gravity sctrl or a veladd for Y, also a velmul for X, both with trigger1  = 1. you also have a hit def there, the triggering might depend on the previous move hitting or not. when vel Y > 0 you change to the next state.

3)shoryuken falling. same as previous one, but movetype = I, gravity etc.. holds true, no hitdef there, when pos Y >= 0 change to next state.

4) recovering from shoryuken. statetype=S, physics = S, movetype =I, just an almost empty state witha  change state to 0 when animtime = 0.

if you have any doubt with a part of it, just post it. the splitting means you should have 4 statedefs and 4 anims for the move.
Re: upercut help!
#11  January 31, 2008, 11:02:39 pm
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Re: upercut help!
#12  January 31, 2008, 11:41:53 pm
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sorry about that i tryed that out and mugen wouldent work keeps coming up with a not responding message so i delated it was that post on the right track?
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Re: upercut help!
#13  February 01, 2008, 12:14:51 am
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ok this is what i have done plz tell me wich to delete and what to add and whats needs to change

; begin upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
pos y <0

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
vel Y > 0

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1
pos Y >= 0

;--------------------------------------------------------------------------
;land upercut
 [StateDef 454]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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Re: upercut help!
#14  February 01, 2008, 12:28:12 am
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yeah, you were/are on the right track, nice effort too. by the way, they clash because you are lacking sctrls.

let's check each part .

Quote
1)start up. statetype = S meaning that the character will be in the ground, movetype = A, you will have one hitdef here, as well as a velset for x and Y for the start up velocity after a few frames; when pos Y < 0 you change to the next state.

you must put a velset sctrl and a changestate one.

Quote
; begin upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, VelSet]
type = VelSet
trigger1 = 1;most likely, you want an animelemtrigger here, so he stays a few ticks in the ground
x = 0
y = -10

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1



Quote
2)shoryuken attacking. statetype = A, movetype =A, physics = N; no velset of 0,0 , so delete it if you have it in your statedef. use either a gravity sctrl or a veladd for Y, also a velmul for X, both with trigger1  = 1. you also have a hit def there, the triggering might depend on the previous move hitting or not. when vel Y > 0 you change to the next state.

;upercut
[StateDef 452]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

Quote
3)shoryuken falling. same as previous one, but movetype = I, gravity etc.. holds true, no hitdef there, when pos Y >= 0 change to next state.

Quote
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

for the next one you forgot to make movetype = I

Quote
4) recovering from shoryuken. statetype=S, physics = S, movetype =I, just an almost empty state witha  change state to 0 when animtime = 0.

i forgot to say that you must put a posset here.

Quote
;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PoslSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

there are some easy to spot, minor errors in the code, so post your results after testing and fixinf it.
Re: upercut help!
#15  February 01, 2008, 02:17:03 am
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Ok should it now look like this

; begin upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -10

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

;--------------------------------------------------------------------------
;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PoslSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

also am getting this


also do i need to do any think in the commands file i got this atm

[command]
name = "upercut"
command = F,DF,D,DF,F,x
time = 20

;upercut
[State -1, upercut]
type = ChangeState
value = 451
triggerall = command = "upercut"
trigger1 = (statetype = s) && ctrl
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Re: upercut help!
#16  February 01, 2008, 02:23:15 am
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You are getting the error message because you misspelled posset.

[mcode=2][State 454, end]
type = PoslSet
trigger1 = 1
y = 0[/mcode]
Last Edit: February 01, 2008, 02:26:36 am by ssjsongoku
Re: upercut help!
#17  February 01, 2008, 02:33:56 am
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thanks
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Re: upercut help!
#18  February 01, 2008, 02:55:49 am
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IT WORKED!  ;D 



Thank you all am so very happy now. 4 weeks at this stubid code. Now i just got to make him go up off the floor and also make 2 player go up with him does anyone know how to do this?
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Last Edit: February 01, 2008, 03:07:59 am by DarkVyse
Re: upercut help!
#19  February 01, 2008, 04:49:20 pm
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is that for the same move ?
Re: upercut help!
#20  February 01, 2008, 11:27:46 pm
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yea thats thats only how high he can go i need him to go a up in the air a bit more and also to knock 2 player up in the air with him
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Re: upercut help!
#21  February 01, 2008, 11:46:26 pm
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change the value of the Y velocity to something higher.

to have p2 follow him, do you mean always, or just when the move hits ? if it's the later, just use a negative y velocity in the hitdef.
Re: upercut help!
#22  February 02, 2008, 02:08:34 pm
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after he hits
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Re: upercut help!
#23  February 02, 2008, 04:57:24 pm
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use a negative velocity in the hitdef, while i suggest you to read the whole documentation in the htidef controller, to save you some time in the meanwhile is the ground.velocity and ari.velocity parts.
Re: upercut help!
#24  February 02, 2008, 07:06:10 pm
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Ok i will do that later going out now. Thanks for your help R[E]ika and the other mugen helpers if it still want work i will but on hold and do other super and hyper moves and come back to this later on.
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Re: upercut help!
#25  February 03, 2008, 12:14:51 am
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Sorry about this but i got a new problem i got sonic to go into the air as i wanted him to but now he dosent hit



as you can see theres no Clsn attack box but in the animation part there is as you can see



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Re: upercut help!
#26  February 03, 2008, 01:45:36 am
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From what it looks like, youve added the yellow CLSN box to the last frame of the animation which means it will effect all the frames after it, but not before. So just add it to the first frame.
Are you even looking at the right animation? Because the one in FF looks like it's the one used during the attack, while the one in game seems like a after-attack-landing one.
Last Edit: February 03, 2008, 01:51:53 am by ssjsongoku
Re: upercut help!
#27  February 03, 2008, 01:58:57 am
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ya i found out it seems like hes only doing down from upercut and land upercut. But hes not doing begin upercut and hit upercut the second pic is a old pic sorry about that i have deleted all the red and blue colltion boxes in the attack and re do them but still hes only doing from down from upercut.

here is the new pic and the code.



; begin upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 100
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -50

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 100
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

;--------------------------------------------------------------------------
;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PosSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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Last Edit: February 03, 2008, 02:04:59 am by DarkVyse
Re: upercut help!
#28  February 03, 2008, 02:37:24 am
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ok av been mesing around with the codes and it seems like when i change y=-10 code in velSet

[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y =  -10

to [y = 0]

he does all the states of upercut but loops like made. but now hes doing begin upercut right thourgh to land upercut.

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Re: upercut help!
#29  February 03, 2008, 04:08:10 pm
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ya i found out it seems like hes only doing down from upercut and land upercut. But hes not doing begin upercut and hit upercut the second pic is a old pic sorry about that i have deleted all the red and blue colltion boxes in the attack and re do them but still hes only doing from down from upercut.

here is the new pic and the code.
;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

....



[State 452, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 100


do not do the last change, but rather use the code from the post i quote with the bolded changes.
Re: upercut help!
#30  February 03, 2008, 09:24:40 pm
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the same thing is happening agane hes only starting at down upercut and skipping the first 2 states but when i but a defhit state in the down upercut he is now hitting
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Re: upercut help!
#31  February 03, 2008, 09:58:29 pm
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post your code.
Re: upercut help!
#32  February 03, 2008, 10:33:02 pm
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; begin upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -10

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

;--------------------------------------------------------------------------
;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PosSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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Re: upercut help!
#33  February 04, 2008, 02:28:50 am
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the code is ok, i can't see anything wrong with it, except for this one thing.

Quote
[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -10

most likely you want o have at least two animelems and trigger this on teh second one, even if you recycle the sprites.

also:
Quote
;upercut
[StateDef 452]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

at a higher coding level, you don't want to use the bolded thing at all, in the current code while not particularly harmful for 451 and 454 it is screwing up states 452 and 453.
Re: upercut help!
#34  February 04, 2008, 02:59:56 am
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it working now and hitting to thanks for your help and time R[E]ika here is the working code just unless i some think else happens

; begin upercut
[StateDef 451]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12


[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -10

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = A
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, 2
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -5

[State 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

;--------------------------------------------------------------------------
;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PosSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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