One of the hidden features in Osu! Karatebu! is the counter system. The way this works is that you go into a block like normal, and if you tap an attack button just before an attack hits, you evade the attack and knock the enemy away.I wanted to incorporate this into the MUGEN, but am I correct in my assumption that this would most likely only be possible in fullgames?
I guess you could set up a variable activating whenn you press the button, delay it for a few ticks, if you go to block state redirect to counter state, but then in case you block and no hit connects with you, your button press will be delayed and then come out as a regular attack. I guess it depends on how many ticks you need to press the button before getting hit for the counter to work instead of a regular button press. Unless you're not supposed to be able to do anything by pressing a button when blocking, in which case there's no question to ask. the other thing is that with this method, the attacker will consider he connected and do whatever he can do in such a circumstance... At least he won't consider he was able to hit. Does that counter work against grabs and so ? the guard explod will also display...
what if...you set up two clsn2 overlapping but with a fex pixels of difference, if the attack is hitting BOTH, its beyond possibility of countering, if it hits only the external one, you can counter it up.Maybe too different from what you described... since most characters have wide attacks and wouldnt really just chip at the outer shield.
Quoteyou set up two clsn2 overlapping but with a fex pixels of difference, if the attack is hitting BOTHYou can't check which clsn2 box has been hit, it's either the character was hit or he wasn't hit. But you can do that if you use a helper for one of the two, you can't check if the character (with a smaller box) was hit while the helper (with the bigger box) wasn't.But I'm not sure space is the relevant point here. Seems like it's the timing. you need to press the button just a little before something hits you. Imagine a very very slow attack, and a very very fast attack : for the slow attack, you can't press the button 55 ticks before getting hit, even if the attack is close enough but won't reach you for another 55 ticks.It's similar to parry. If you go to block state when you see "I pressed the button 3 ticks ago" then instead of going to block, you go to counter. The difference is that you're doing it with block state instead of gethit, and you can't count the number of ticks you've been in whichever state you're in, but really count the "attack button" press.
As byakko said research the timing delicately, because the game should not be able to predict the future.
Sounds really similar to automated parry to me. Overriding the guard states, set up a different set of states that have clsn1 boxes as well as 2, same animations just with clsn1's. Code your guard states so if a button is tapped, it flicks you into the clsn1 state for 2-3 ticks, then back to guard again. While in the movetype = A guardstate, activate a reversaldef. If p2 makes contact with you in that short period of time, you counter.If this has to happen BEFORE their attack hits, i think you're out of luck.
Ah i had misundertood it, as if there was a portion of the sprite that was supposed to be "armored", and able to snap back attacks to that area while being attacked in the first ticks ( like a shield sprite )