Hello guys, I'm having a tiny issue with an attack I'm coding.
The attack consists on a buzzsaw that launches the opponent into the air, causing the opponent to fall into the blade to deal damage for some ticks.
But the problem is on the second part of the attack, for some reason even when the hitflag is set to MAF the falling opponent clips through the red hitbox.
Here's the coding:
[statedef 1601]
type = S
movetype= A
physics = S
poweradd = 0
anim = 1601
velset = 0,0
ctrl = 0
[State 1601, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = up ;light,medium,hard,back,up,diagup
air.animtype = heavy
priority = 2,Hit
pausetime = 6 ,10
sparkno = S3000
guard.sparkno = S3100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = High ;Low,Trip,None
ground.velocity = 0,-13
air.velocity= 0,-10
air.hittime = 50
fall = 1
y.accel = 1.4
fall.recover = 0
[State 1601, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1602
[statedef 1602]
type = S
movetype= A
physics = S
poweradd = 0
anim = 1602
velset = 0,0
ctrl = 0
[State 1602, HitDef]
type = HitDef
trigger1 = animelem = 1
trigger1 = animelem = 2
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = hard ;light,medium,hard,back,up,diagup
air.animtype = heavy
priority = 2,Hit
damage = 5,1
pausetime = 6 ,6
sparkno = S3000
guard.sparkno = S3100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = high ;Low,Trip,None
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
fall.recover = 0
envshake.time = 4
[State 1602, ChangeState]
type = ChangeState
trigger1 = time > 120
value = 1603