Hi all,
I've run across an odd issue. The character I'm making uses both 623+A (uppercut) and 421+A (leaping body projectile) motions. Here's the scenario:
- Leap over P2
- Input either 421+A or 623+A move on landing
- Opposite move comes out
For instance, if I jump over the enemy and immediately input 623+A (in the direction of the opponent, opposite of how I just jumped) to try to do the upper immediately on landing, it behaves as if I'd done 421+A instead. I did some fiddling to see if I could fix this, but the results have been inconsistent, at best.
I implemented a variable to determine if you're behind the opponent and facing the same direction...
[State -1, TurnReset]
type = VarSet
trigger1 = 1
var(2) = 0
[State -1, VarSet] ; Trying to fix buffering issue on inputting a move during turn
type = VarSet
trigger1 = (ScreenPos X > (enemy, ScreenPos X)) && facing = 1
trigger2 = (ScreenPos X < (enemy, ScreenPos X)) && facing = -1
var(2) = 1
ignorehitpause = 1
And I tried two different approaches to the triggers in the CMD...
[State -1, A Uppercut]
type = ChangeState
value = 1100
trigger1 = command = "upper_x" && trigger1 = var(1) ;Use combo condition (above)
trigger2 = command = "rdp_x" && var(2)
ignorehitpause = 1
[State -1, A BodyProjectile]
type = ChangeState
value = 1200
trigger1 = command = "rdp_x" && trigger1 = var(1) ;Use combo condition (above)
trigger2 = command = "upper_x" && trigger2 = var(2)
ignorehitpause = 1
The other method...
[State -1, A Uppercut]
type = ChangeState
value = 1100 + (100 * var(2))
triggerall = command = "upper_y"
trigger1 = var(1) ;Use combo condition (above)
ignorehitpause = 1
[State -1, A BodyProjectile]
type = ChangeState
value = 1200 - (100 * var(2))
triggerall = command = "rdp_y"
trigger1 = var(1) ;Use combo condition (above)
ignorehitpause = 1
I'm sure I can't be the only one who's run into this quirk of MUGEN. Has anyone found a way to work around this? Thanks in advance.