For a throw I'm trying to create which has 22 ticks for some reason the character is invulnerable all the way through the animation. I've seen this happen in other chars as well and it seems as though NHB bleeds into subsequent animations. I've tried:1.THROWtype = NotHitBytrigger1 = time <= 3value = SCAtime = 1type = HitBytrigger1 = time > 3value = SCAtime = 12.THROWtype = NotHitBytrigger1 = time <= 3value = SCAtime = 1type = HitBytrigger1 = time > 3value = SCA3.THROWtype = NotHitBytrigger1 = time = 0value = SCAtime = 3type = HitBytrigger1 = time > 3value = SCAtime = 14.THROWtype = NotHitBytrigger1 = time = 0value = SCAtime = 3type = HitBytrigger1 = time > 3value = SCA
Try reversing the order of SCTRLs e putting "value = SCA, AA, AP, AT" in HitBy.Something like this:Code: [State X, HitBy]type = HitBytrigger1 = time > 3value = SCA, AA, AP, AT ; Stand/Crouch/Air, All Attacks, All Projectiles, All Throws[State X, NotHitBy]type = NotHitBytrigger1 = !timevalue = SCAtime = 3persistent = 0
The best, most reliable way, to make a throw not get hit is to use an anim with no boxes. What's the reason for the hitby after tic 3?
Manson Rees said, February 09, 2019, 08:16:25 amTry reversing the order of SCTRLs e putting "value = SCA, AA, AP, AT" in HitBy.Something like this:Alrighty, will give it a shot.Edit:Thanks Manson. That workedOdb718 said, February 09, 2019, 10:14:27 amThe best, most reliable way, to make a throw not get hit is to use an anim with no boxes. What's the reason for the hitby after tic 3? Yes. What I'm trying to do is actually make it get hit after 3 ticks have passed.Can't tell you how many times I've done a Shinryuken super while the patch I made is throwing and the Shinryuken completely passes through the character.