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Comboing into supers  (Read 311 times)

Started by EM20XX, January 23, 2012, 07:50:54 pm
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Comboing into supers
#1  January 23, 2012, 07:50:54 pm
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I’m trying to make it where the character does a combo like flow into the supers but does not actually combo. Is there away to do this with out changing the slidetime and pushback?
Re: Comboing into supers
#2  January 23, 2012, 08:47:37 pm
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Like a multipunch ultra? or like light punch, medium kick, ultra?  o_O
           
Re: Comboing into supers
#3  January 23, 2012, 09:08:49 pm
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Ether, I want it where you can hit the opponent then do a quick super without it counting the hit. That way the opponent can hit or block the super but the game still will have a nice flowing motion
Re: Comboing into supers
#4  January 23, 2012, 09:52:26 pm
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So, you want to be able to hit P2, but have it deal no damage at all and allow you to go straight into a super without p2 staying in a hitstate for any period of time?

There is only one way to achieve this and it's a targetstate/drop at the start of your super states. I'm going to need more info to provide anything really sensible here. The problem is a bit... odd. I mean, do you EVER want the supers to combo or are they always meant to be blockable/cancelable?


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Comboing into supers
#5  January 24, 2012, 12:32:00 am
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Well I still want it to do damage just not any extra damage for comboing into the super. I want the super to combo only within itself but not combo from something like a kick or special. I want it to flow like it's going to combo but p2 still have a small moment to block and yes I always want them to be blockable before the super starts but not during.
Re: Comboing into supers
#6  January 24, 2012, 02:12:06 am
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Targetstate at the start of the super then. You can use that to put them in a custom hitstate and have them drop out of it instantly.

type = targetstate
trigger1 = time = 0
value = new hitstate

In the hitstate, leave it just about entirely blank and simply work with

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

That'll drop you back to stand/jump instantly and you'll have control again so can block or attack.

I don't think this will work as well as you want though cos people will just hit you out of them.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Comboing into supers
#7  January 24, 2012, 10:39:56 pm
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um... that's confusing. So you want a super that cant be super canceled into? or linked into? Or do you want it to be canceled into, but the move wont connect?

Why not just increase the move's start up time?

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Comboing into supers
New #8  January 25, 2012, 01:18:59 am
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Targetstate at the start of the super then. You can use that to put them in a custom hitstate and have them drop out of it instantly.

type = targetstate
trigger1 = time = 0
value = new hitstate

In the hitstate, leave it just about entirely blank and simply work with

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1

That'll drop you back to stand/jump instantly and you'll have control again so can block or attack.

I don't think this will work as well as you want though cos people will just hit you out of them.

thanks i'll try that out

Edit: It works  ;D thanks!

um... that's confusing. So you want a super that cant be super canceled into? or linked into? Or do you want it to be canceled into, but the move wont connect?

Why not just increase the move's start up time?

I tried to increase the start up time but it doesn’t work for all the moves and it’s a bit difficult getting all the moves to look like i need them to
Last Edit: January 25, 2012, 01:49:25 am by EM20XX