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juggle and Juggling (CNS) (Read 29818 times)

Started by JustNoPoint, October 01, 2015, 01:51:46 pm
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juggle and Juggling (CNS)
#1  October 01, 2015, 01:51:46 pm
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Part of the Statedef
juggle
The juggle parameter is useful only for attacks. It specifies how many points of juggling the move requires. If omitted for an attack, that attack will juggle if the previous attacking state successfully juggled. You should include the juggle parameter for all attacks. If an attack spans more than one state, include the juggle parameter only in the first state of that attack.


Juggling
M.U.G.E.N allows for certain moves to "juggle", that is, to hit opponents who have been knocked into the air, or are lying down on the ground. The juggling system works this way: each person starts with a set number of juggle "points" on the first hit that makes them fall, typically 15.

Some quick terminology: when we say a player is "falling", then we mean he does not recover control in the air, and will fall onto the ground.

If a player is hit while he is in the falling in the air or lying down on the ground, then his juggle points will decrease by an amount depending on the attack. When an attack requires more juggle points than the opponent has left, then the attack will miss. Any move that causes the opponent to fall immediately subtracts its juggle points on the first hit.

For example, an attack that requires 7 juggle points could theoretically be used to juggle the opponent twice (assuming you started with 15 points), leaving the opponent with 1 point left. Subsequent such attacks will miss.

The reason for this juggle system is to prevent infinite combos in the air.
Last Edit: October 13, 2015, 08:00:25 pm by Odb718
Re: juggle and Juggling (CNS)
#2  April 04, 2016, 08:44:31 pm
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One thing to make note in regards to helpers is that they use their own juggle count.

I.E: if starting with 15 juggle points and P1's helper's attack connects that uses 7 juggles points, P1 will still have 15 juggle points while the helper will now be down to 8. The reverse is also true for P1's attacks not subtracting from a helper's juggle limit, so it is possible for scenarios where helper-based projectiles may continue to juggle even after P1 has expended all of his/her juggle points.
Re: juggle and Juggling (CNS)
#3  April 04, 2016, 08:50:20 pm
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With all of that said, it's best to set all juggle parameters to 0 and implement a custom juggling system. MUGEN's juggling system doesn't even work as it should in my experience.
Re: juggle and Juggling (CNS)
New #4  May 12, 2020, 05:37:28 pm
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Gonna post it here so that the result of my juggle tests made in both ikemen go and mugen 1.1 doesn't get lost:

- Number of points for juggling is set via character's CNS airjuggle parameter under [Data]
- Statedef juggle parameter specifies how many points of juggling the player's/helper's attack move requires (projectiles don't use this value). If omitted for an attack, that attack will juggle if the previous attacking state successfully juggled. If an attack spans more than one state, include the juggle parameter only in the first state of that attack.
- air.juggle parameter is used only by projectiles (so it should not be a part of HitDef sctrl declaration in mugen docs but Projectlie sctrl only)
- Juggle points are tracked individually against any player and helper that is hitting the character, so it's possible to have different amount of juggle points against enemies with different IDs at the same time.
- Projectiles hitting the enemy are treated as if the attack was made by player/helper that spawned it (they don't use their own juggle count)
Last Edit: May 12, 2020, 05:51:30 pm by K4thos