The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => MUGEN Class => Topic started by: JustNoPoint on October 31, 2015, 12:00:56 am

Title: StateTypeSet (SCTRL)
Post by: JustNoPoint on October 31, 2015, 12:00:56 am
Changes the current state type and move type. Useful for states that go from the ground into the air, etc.

Required parameters:
none

Optional parameters:
statetype (http://mugenguild.com/forum/topics/type-cns-169455.0.html) = state_type (string)
Set state_type to A for air, C for crouch, S for stand, or L for liedown. Defaults to no change.

movetype (http://mugenguild.com/forum/topics/movetype-cns-169456.0.html) = move_type (string)
Set move_type to I for idle, A for attack, or H for gethit. Defaults to no change.

physics (http://mugenguild.com/forum/topics/physics-cns-169457.0.html) = physics (string)
Set physics to A for air, C for crouch, S for stand, or N for none. Defaults to no change.

Example:
Code:
;Fighter Factory 3
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =

Related Triggers:
StateType & P2StateType (Trigger)  (http://mugenguild.com/forum/topics/statetype-p2statetype-trigger-169751.0.html)
MoveType(*,***) & P2MoveType (Triggers) (http://mugenguild.com/forum/topics/movetype-triggers-169092.0.html)
Title: Re: StateTypeSet (SCTRL)
Post by: XGargoyle on October 31, 2015, 08:45:02 pm
it is recommended to change the movetype to I once the hit frames are over, to avoid reversal type moves from the enemy triggering while the character is recovering
Title: Re: StateTypeSet (SCTRL)
Post by: JustNoPoint on June 08, 2017, 06:14:33 pm
it is recommended to change the movetype to I once the hit frames are over, to avoid reversal type moves from the enemy triggering while the character is recovering

This is incorrect. You should use AttackDist (http://mugenguild.com/forum/topics/attackdist-sctrl-169989.0.html) once the hit frames are over. In most commercial fighters if you hit the opponent while they are recovering from their attack it still acts as a counter hit.

Using AttackDist will prevent the opponent from guarding when holding back.