-Guard states are hardcoded. You cannot get guardsparks and other guard specific info from any other way.
Player-type Triggers: During win poses, MUGEN does not recognize a "Player 2" / "Player 3" / "Player 4" / etc.
Meaning, triggers such as "P2Dist", "P4Life", etc will fail and result in a debug error "Nonexistent player".
However, trigger redirections such as "enemy," "enemynear," "PlayerID," - and even "target," still function correctly in Roundstate 4.
|Sometimes Mugen doesn't want to play the animation 5170.|
How to recreate the glitch:
- try to guard an aerial attack (either basic, or special or super) while you're in air; you don't have to guard the attack (the move doesn't have to connect), but just go into one of those states;
- now get hit by an attack that makes you fall on the ground. You don't have to jump for this to happen.
(no, it's not because the c.HK has a Trip function, it happens with many other attacks that make the enemy fall)
Et voilà! There's a bug!
Here's a video showing it.
(if you can't follow what I'm doing, the video's description might help you)
You have to code every custom state in all the attacks in order to not have this problem (eg Felineki's Akuma).
Edit: thanks to Daniel9999999 for discovering the root of the problem.
KFM uses sysvar(0) which gets used in the air guard states but doesn't get reset when the character is on the ground. Read the post below for a better understanding.
To fix this you need to add this piece of code under [StateDef -2]:
[State -2, System Variable Set]Make sure you're not using sysvar(0) for other things if you're adding this code into your character, or adapt it to your liking.
[State -2, System Variable Set]
type = VarSet
trigger1 = StateType != A
sysvar(0) = 0
ignorehitpause = 1
persistent = 0
channel = channel_no (int)
0 is a special channel reserved for player voices. Channel 0 voices are stopped when the player is hit. It's recommended you play your character's voice sounds on channel 0.