Posted by Odb718
in My Okizeme Taunt option doesn't work consistently, what's wrong with its code? (Started by JasonThePhoenix February 26, 2024, 08:11:44 am
Board: M.U.G.E.N Development Help
Board: M.U.G.E.N Development Help
Is the move idea possible in this engine? Should the move's hitbox start faster and last longer if it's supposed to catch grounded foes when they can be hit with OTGs, and aren't getting up invincibly yet?I don't see why it wouldn't work. But like PlasmoidThunder mentioned you want to make sure the move CAN hit P2.
Ideally the move should end right when the foe is getting up, so this character can't do this AND put out attacks to hit the foe as he's getting up, but this move is inconsistent. Sometimes it works, sometimes it fails to hit, sometimes it works and lets you act again before the foe is up.
Also if you're trying to time a taunt to end based off of P2, I don't see that in your code. You'll need to check P2's state no and maybe anim.
If you're trying to not let P1 do the move a 2nd time while P2 is getting up, you could make a variable to watch when P2 isn't in a hitstate and reset the var to 0. Then the taunt sets it to 1.
But maybe the animation is too short?
I'd make the animation into 2 parts. Extend the hit, and then have the ending animation. You'd change to the end if the move hits or P2 gets up or due to time.