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Group numbers for command moves (Read 9433 times)

Started by NikoPalad67140, July 23, 2022, 12:19:58 pm
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Group numbers for command moves
#1  July 23, 2022, 12:19:58 pm
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Hey guys!
What are the group numbers for command moves (like Ryu's axe kick or Yuri's butt attack)?
Re: Group numbers for command moves
#2  July 23, 2022, 12:38:31 pm
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Most people just add 1 or 5 to the closest basic attack.
So if it's standing+direction+x, you could use 201 or 205.
If it was an air medium kick, 641 or 645.
My Ryu has multiple directional attacks. I have 250, 255, and 256 as three kicks.
Ryu also has a dash kick and punch and those are 102 and 119.
If you're worried about P2's AI responding properly, you'd just assign groups of numbers to respond to. something like [100,199] should cover all dash moves.
Look in Mugen Class for a better list.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Group numbers for command moves
#3  July 23, 2022, 12:44:54 pm
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But shouldn't command moves be in the 800s, like the throws? I think I've seen it somewhere on the forums.
Re: Group numbers for command moves
#4  July 23, 2022, 05:10:37 pm
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You're remembering it wrong. Elecbyte recommends putting them close to the respective basic normals.

It's pretty subjective, so I'll just tell you how I usually do it:

Medium punch: 210
Close medium punch: 211
Ryu's Collarbone Breaker: 215

If for some reason I wanted more space between states, I'd probably do it this way:

Medium punch: 210
Close medium punch: 215
Ryu's Collarbone Breaker: 310

Ryu also has a dash kick and punch and those are 102 and 119.
I think those should go somewhere between 200 and 399 as well. In fact Elecbyte recommends 300-399.
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Last Edit: July 23, 2022, 05:22:57 pm by PotS
Re: Group numbers for command moves
#5  July 23, 2022, 06:35:06 pm
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Then what about the 900s?
Re: Group numbers for command moves
#6  July 24, 2022, 04:32:36 am
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Re: Group numbers for command moves
#7  July 24, 2022, 12:35:54 pm
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Like SteelHammers mentioned, it doesn't REALLY matter. It's just a tiny bit better for P2's AI.
Like PotS said, my dash attacks could be better suited to be numbered 300-399. I made my code to check if I was in a dash state, including the attacks, by checking [100,120]. So that's all I care about. If P2's AI responds to dashes a certain way, my character(s) might mess it up. It's just a gamble we take.
But shouldn't command moves be in the 800s, like the throws? I think I've seen it somewhere on the forums.
I wouldn't even suggest putting command grabs in between 800-999. If a character is going to check for a throw move, there's better ways than checking if "state = [800,999]" And a character's AI would respond better with the command grab in the thousands. A command grab at 850 wouldn't be a terrible thing. Like we've mentioned. It doesn't REALLY matter. It kinda does, but not really.

But use the basic attack it's located nearest for ease of use. It'll help you create your own AI later. And probably allow you to code in combos easy too.
Code:
trigger2 = (stateno = [200,251]) && (movecontact)
trigger3 = (stateno = [400,456]) && (movecontact)
This could/would/should contain those command basics; Allowing specials to be coded easier than adding additional lines for 1 or 2 moves.

vVv Ryuko718 Updated 10/31/22 vVv