If an attack is going to be long-ranged but slow and punishable, you'd want it to have pretty decent priority during its active frames so it doesn't get beaten out by a jab or a quick poke, and then extend the hurtboxes out for a few of the recovery frames that follow so it can be punished if blocked.
I forgot to mention this, but the above is Gordeau's 5C (standing heavy) in Under-Night, which is active from frames 29-34, though the attack's hitboxes shrink a little vertically on frame 32. His hurtboxes are not static leading up to frame 29, as the further into the attack he gets, the more his hurtboxes extend outwards. For 12 frames, he looks like this:
Re: is possible to play mugen doing combos with xbox360(original) controller ?
Time to bump this with something I think is quite interesting. We've talked about weapons before in this thread, but what about something a little bigger?
Reading through Umezono's reviews of the October CotM nominees, specifically the review of Gordeau by OHMSBY, he mentions how some of Gordeau's hitboxes are 'absolutely enormous', and that's a fair point, so what would you do differently?
You'll notice the hitboxes are active on a later frame in the UNI version, but since that's the original, that's what I decided to use for the template (plus it's easier to see the weapon's range).
Have fun if you want to attempt it (let's get at least a couple of serious ones, hah).
A Helper needs to be called in State -3 that contains all the necessary BGM stuff you want, as they can persist through SuperPauses as I said; if you put the AssertSpecial in State -3, the stage music would cut back in during such.
It's basically a case of calling a Helper in State -3 that has pausemovetime = 999999 and supermovetime = 999999 (or any large number, really) as parameters. In the Helper state, you'll want your NoMusic AssertSpecial and the PlaySnd that handles your BGM; make sure the Helper itself cannot be hit or interacted with, and give it a blank anim so it's not visible.
#2 Yer music bgmloopstart = 629116 bgmloopend = 2583187
@GarfieldfanMUGEN: #1 The track seems randomised outside of the base tone, so I can't really loop it.
#2 While I know this loops because I've played this game, I'm unable to find a version that does. Any extended versions on YouTube I've listened to are simply attempts at getting it to loop and they all sound off.