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Tailspins like Tekken 7 (Read 3634 times)

Started by Tekkenthusiast, June 09, 2017, 04:09:12 pm
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Tailspins like Tekken 7
#1  June 09, 2017, 04:09:12 pm
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are tailspins possible in MUGEN? tailspins are exclusive tekken mechanics that extends combo potential. for those who don't know what tailspin is, watch this https://www.youtube.com/watch?v=rtpthJtkHRs and skip to 0:25. any help would be appreciated :D
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Re: Tailspins like Tekken 7
#2  June 10, 2017, 01:51:36 am
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Doesn't seem like it'd be too hard to do. You could make a second hitdef for specific instances of laying on the ground, or make a custom hitstate.
I'd imagine the custom hitstate would be more reliable.
So you'd want some type of code in your hitdef(s) of any combo that can send P2 into the position. You could use P2Stateno in the hitdef, or targetstate. Targetstate is probably the best bet because you could use a var to keep track of exactly what puts P2 into the situation.
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Re: Tailspins like Tekken 7
#3  June 10, 2017, 07:22:05 pm
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Doesn't seem like it'd be too hard to do. You could make a second hitdef for specific instances of laying on the ground, or make a custom hitstate.
I'd imagine the custom hitstate would be more reliable.
So you'd want some type of code in your hitdef(s) of any combo that can send P2 into the position. You could use P2Stateno in the hitdef, or targetstate. Targetstate is probably the best bet because you could use a var to keep track of exactly what puts P2 into the situation.

Ok thanks for the Suggestions, I also want tailspins to hit in midair only once , for example while the opponent is in midair a roundhouse from p1 will send P2 to "tailspin" state and if another roundhouse will hit p2 while he's in a "tailspin" state it won't send p2 to tailspin state again :D
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Re: Tailspins like Tekken 7
#4  June 10, 2017, 10:07:28 pm
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Read up on the HitDef. http://mugenguild.com/forum/topics/hitdef-sctrls-169450.0.html
The ID,  ChainID, NoChainID might be what you're after.

I'm not sure if it'd be worth it to you to set a variable to keep track of the "tailspin". Instead of using the ID and NoChainID, you'd use the var that basically equals that. And you'd be able to have anything else know when you're in the tailspin because of the var.
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Re: Tailspins like Tekken 7
#5  June 11, 2017, 01:25:03 am
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Is the tailspin the hitting and spinning of the opponent and even after hitting the ground they can still be hit from another combo? Because thats as simple as setting your hitflag to hit downed/falling opponents. hitflag = MAFD

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