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Renda Bonus (Mechanics) (Read 5368 times)

Started by Ricepigeon, April 28, 2016, 04:06:48 PM
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Renda Bonus (Mechanics)
#1  April 28, 2016, 04:06:48 PM
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Renda Bonus is a mechanic that originates from Vampire Savior.

In most fighting games, certain light normals can be chained into themselves. In Vampire Savior, characters that have self-chaining light normals with the Renda Bonus property will gain an additional frame advantage on these normals when cancelled into themselves, usually an additional +3, but varies by move and by character. This essentially makes the attacks not only safer to use when cancelled from itself, but also allows for combos and links not normally possible by using the move only once.

In MUGEN, the Renda Bonus mechanic can be emulated by altering the ground.hittime, ground.slidetime, guard.hittime, guard.slidetime, and air.hittime parameters of the Hitdef controller, usually in conjunction with the prevstateno trigger.

Related State Controllers
Hitdef

Related Triggers
prevstateno
Re: Renda Bonus (Mechanics)
#2  April 28, 2016, 04:23:01 PM
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It's woth mentioning that this mechanic is prone to abuses, leading to many unintended link combos (more specifically, linking a renda into a jumping weak, then an aerial chain). If you try to implement it in your conversion, be sure to consider the possible outcomes:

Skip to 0:39:


Skip to 1:30:


Many chars in Vampire Savior have similar abuses involving the renda bonus.

Re: Renda Bonus (Mechanics)
#3  April 29, 2016, 04:32:53 AM
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I actually only learned about the Renda Bonus recently on my current research into VS. I had no idea it could cause all of that! Awesome job on this thread guys!

Anyway here's some more details/rewording and info simply copied from http://wiki.mizuumi.net/w/Vampire_Savior/Renda_Bonus

Definition

Renda Bonus: This is a function that is unique to VSav. Some characters gain a frame advantage bonus when chaining light attacks into themselves, usually a +3F advantage bonus added to the base amount of frame advantage. This is character specific and does not apply to the whole cast, nor does it apply to every light attack. An example would be Bulleta's far standing LP which is normally +10 on hit, but becomes +13 on hit when chained into itself. Refer to the framedata tables in the individual character sections for exact bonuses.

Characters

character/moves/bonus
None:
Anakaris- x- none
Gallon- x- none

Special:
Bulleta- c.LK (2F) // LP, LK, n.LP, n.LK, c.LP, (3F)
Felicia- n.LP, c.LP, c.LK (1F) // LP, LK, n.LK (2F)

LP only:
Bishamon- LP, 6LP, c.LP (3F)
Q-Bee- LP, c.LP (3F)
Sasquatch- LP, n.LP, c.LP (3F)

All Lights:
Aulbath- LP, LK, n.LP, n.LK, c.LP, c.LK (3F)
Demitri- LP, LK, n.LP, n.LK, c.LP, c.LK (3F)
Jedah- LP, LK, c.LP, c.LK (3F)
Lei-Lei- LP, LK, n.LP, n.LK, c.LP, c.LK (3F)
Lilith- LP, LK, n.LP, n.LK, c.LP, c.LK (3F)
Morrigan- LP, LK, n.LP, n.LK, c.LP, c.LK (3F)
Victor- LP, LK, n.LP, n.LK, c.LP, c.LK (3F)
Zabel- LP, LK, 6LP, 6LK, c.LP, c.LK (3F)

Uses

Renda Linking:
Because of the added frame advantage, certain specific links become possible that would otherwise not work without the renda bonus. There are some specific uses, though as a general use the renda bonus is good for: setting up tick throws, as a dash-in precursor, and setting up crossups.

Specific Uses:
Lilith:
c.LP c.LP, +d.LP, the d.LP is an impossible link without the renda bonus but allows her to add a few more hits to a combo.
Victor:
c.LP c.LP, +c.MP, normally c.LP to c.MP is an impossible link but becomes possible with the renda bonus, this allows him to hitconfirm the c.MP into a special move for a BNB.
Zabel:
c.LP c.LP 64PP, Although this is a cancel and not a link, the c.LP into 64PP would normally be impossible, but the renda bonus allows c.LP canceled to 64PP to combo.
c.LK c.LK 64PP, Same as above. A single c.LK canceled to 64PP would not combo but the renda bonus allows this to be possible.
Re: Renda Bonus (Mechanics)
#4  November 11, 2020, 01:26:07 AM
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I like this subject we have here, an interesting little feature of the series in question. However, in order to make this description complete, I would have presented an example of this within the context of MUGEN coding; preferably a pre-made code snippet as an example, using the techniques you described, in order to make using this mechanic more easy and useful to those who want to get into the subject. Perhaps also an example of how to make it less exploitable as seen in the video clips of the source game?