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How to freeze combo counter? (Read 2433 times)

Started by OMEGA R., October 19, 2020, 07:08:26 AM
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How to freeze combo counter?
#1  October 19, 2020, 07:08:26 AM
    • Brazil
Hi guys, how do i freeze the combo counter during long animations?
ex: hit 15 combos, stay locked on 15 during a long animation and then start counting again from 15 when i start hiting again!
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Last Edit: October 19, 2020, 07:19:28 AM by OMEGA R.
Re: How to freeze combo counter?
#2  October 20, 2020, 10:53:02 PM
  • *
    • USA
Not 100% certain I follow your intent, but if you want hits to not add to the combo counter, you can set "numhits = 0" in the hitdef, then use a HitAdd SCTRL to add however many hits you want to do once the animation continues. I'm having to do something similar with Ukyo's DM.
Re: How to freeze combo counter?
#3  October 21, 2020, 12:55:55 AM
    • Brazil
Not 100% certain I follow your intent, but if you want hits to not add to the combo counter, you can set "numhits = 0" in the hitdef, then use a HitAdd SCTRL to add however many hits you want to do once the animation continues. I'm having to do something similar with Ukyo's DM.

hmm lets say the character is doing a "Super Combo" kof style and he stop hitting to do a power-up charge (the enemy will be in a dizzy state) and then start hitting again.
I want the hit count to not go away when he stop hitting! the combo count will "freeze" while he is charging up!

but thanks to your tip about the HitAdd now i can use as a workaround until i find a way to freeze the counter.
Thank you!
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Last Edit: October 21, 2020, 07:25:03 AM by OMEGA R.
Re: How to freeze combo counter?
#4  October 21, 2020, 03:36:23 PM
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    • USA
If you have the opponent in a dizzy state, as long as movetype = H, it should maintain the combo counter. The HitAdd will also only work if P2's movetype is H, I've just found.
Re: How to freeze combo counter?
#5  October 21, 2020, 05:05:39 PM
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if the hitdef comes from a helper (like a fireball), you need the helper to keep the target and  remain active until the next hit. Making the helper go to an invisible state/anim should be enough
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