Posted by 2OS
in Super Buu Z2 [Project] (Started by Barker February 06, 2015, 02:22:19 am
Board: Official Z2 Char Dev
Board: Official Z2 Char Dev
Yeah, it's at 2:58... But I can't rip stuff from YT anymore cuz my com is trash. Also, I be damned if I gotta cut it out from a 3 min showcase. Oh well. Thanks anyway. I appreciate it.
-Guard states are hardcoded. You cannot get guardsparks and other guard specific info from any other way.
Player-type Triggers: During win poses, MUGEN does not recognize a "Player 2" / "Player 3" / "Player 4" / etc.
Meaning, triggers such as "P2Dist", "P4Life", etc will fail and result in a debug error "Nonexistent player".
However, trigger redirections such as "enemy," "enemynear," "PlayerID," - and even "target," still function correctly in Roundstate 4.
This goes in the actual fireball state?
What is the bolded part for? Provided this goes in the actual fireball attack state then when the var is triggered the fireballs automatically go to their destroyed anim/state
This is for the destroyed anim state? The one that destroys the helper after the anim plays
This is for the destroyed anim state? The one that destroys the helper after theplayer is no longer hit?
What is this block for?
Notes:
Executing a Pause controller during the pausetime of another will cancel out the effect of the previous Pause controller. Executing a Pause during a superpause will delay the effects of the pause until after the superpause has ended.
Notes:
Executing a Pause controller during the pausetime of another will cancel out the effect of the previous Pause controller. Executing a Pause during a superpause will delay the effects of the pause until after the superpause has ended.
Additionally, there is a glitch in the Reversaldef controller which causes Player1 to retain Player2's target information even after Player2 returns to an Idle state. This allows Player1 to use target-based state controllers such as TargetState and TargetLifeAdd, as well as the Target redirection trigger, when they would normally not be allowed to. Through specific coding, it is possible to utilize this glitch to replicate a "damage-over-time" effect such as Poison. Please see these threads for more info.
there is another glitch where if this is done with helpers and the helpers destroyself, any helper that spawns from that point onwards is automatically a target. this plus ""rootchangestate"" through projectile is how the character F1 is killed.
MUGEN always picks the last color in the palette as the transparency color (or first if you're one of those PSP plebs). Quit being stupid, people.
i think it's obnoxious that you're converting something original to this stupendously fucking overrated style but i nonetheless applaud your effort.Stupendously overrated? Sorry, no offense, just wondering why you say that. Don't get that wrong please.
In my opinion Infinite's SvK style is great and fun to play, though it's nothing special.
I just like the idea of 6-button MvC style with CvS elements like Parry, Dodge Roll and Power Charge.