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How to Hit OTG? (Read 1397 times)

Started by QuickFist, September 01, 2013, 07:49:13 pm
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How to Hit OTG?
#1  September 01, 2013, 07:49:13 pm
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How do I make a move hit OTG?
I'm coding Iori's Kototsuki In, and I want the EX version to hit OTG
How?
Thanks Watta for the sig and avi.

DW

Re: How to Hit OTG?
#2  September 01, 2013, 09:44:56 pm
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Add "D" to the hitflag(ex: hitflag = MAFD<--- D = Down(ed)). Also take into account down.velocity, down.hittime, and down.cornerpush when dealing with hits that OTG.
Re: How to Hit OTG?
#3  September 01, 2013, 09:50:36 pm
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Thanks!
 
Thanks Watta for the sig and avi.
Re: How to Hit OTG?
#4  September 01, 2013, 10:13:35 pm
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Another thing, when he catches the opponet downed still puts the opponent in the custom state when grabbed standind (pushed to the ground)
How do I make the opponent go into the custom state already on the floor when OTG?
Thanks Watta for the sig and avi.

Xan

Re: How to Hit OTG?
#5  September 01, 2013, 10:16:06 pm
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Give it another hitbox (like the second one that hits P2 if they're blocking) that skips just to him holding their head. See Ferchogtx's MvC2 Iori for reference.
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Re: How to Hit OTG?
#6  September 01, 2013, 10:33:26 pm
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How to detect the P2's down? To write a Ifelse(P2stateNo=X)
Thanks Watta for the sig and avi.

DW

Re: How to Hit OTG?
#7  September 02, 2013, 01:17:34 am
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I'm thinking you'll have to code another custom state for when p2 is OTG. Then split code the hitdefs accordingly to detect if p2 is OTG or not.

EDIT:

You should be able to detect p2's move/statetype with a hitdef trigger. Something like...

trigger1= p2statetype = S
Re: How to Hit OTG?
#8  September 02, 2013, 01:20:18 am
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How do I detect if OTG or not?
Thanks Watta for the sig and avi.

DW

Re: How to Hit OTG?
#9  September 02, 2013, 01:37:50 am
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I'd look into the common1 of MUGEN and find the move/statetype of lying on the ground state(s). Then code the hitdefs based on that. Though, if you're splitting the hitdefs, the "D" in the hitflag should more than likely cover that for you. The hitdef where it catches p2 normally should just not have the "D". While the one that's meant to catch p2 OTG should have it. Though, the added move/statetype detectors can be used as a safety precaution either way.