The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => Tips, Tricks, Tutorials => Topic started by: Baby Bonnie Hood on May 07, 2005, 06:06:55 AM

Title: Anim standard: Stagger
Post by: Baby Bonnie Hood on May 07, 2005, 06:06:55 AM
5003 (staggering)
5008 (recovering)

Some attacks in GGXX make the opponent stagger back, sorta like a mini-dizzy.  This fancy Jap-made anim standard is exactly that; using this, you can have your GGXX (and Last Blade, even) characters shown reeling back in an extended hitstun state if the attack triggers such a thing.

5003 has no fixed time; in fact, it's recommended that it loops.  5008, however, should ideally last for 3 frames.  For both anims, all frames require collision boxes.

Examples:
(http://img.photobucket.com/albums/v150/bbhood21/stagger1.gif)
Slippery...

(http://img.photobucket.com/albums/v150/bbhood21/stagger2.gif)
A GGXX native staggers.
Title: Re: New anim standard: Stagger
Post by: VinnyJ on May 07, 2005, 01:25:40 PM
Superb, there are stagger sprites also in the  IY PS1 game.
*makes note of this topic*
Title: Re: New anim standard: Stagger
Post by: 「ⒻⓊⒸⓀⓎⒺⒶⒽ」 on May 07, 2005, 01:53:17 PM
For staggering, you can only stagger in certain conditions:

A move that is designed to stagger on direct hit while player is in normal state
A move that can ALSO stagger on hit while the player is not in the normal state

The stagger should be long enough for the player to chain/combo another attack onto it, counting it as TWO hits and so on.

For example, general stagger type for SOL in GGXX is:

Forward Hard Slash
p2 Staggers
Sol follows up with Bandit Bringer (depending on when you cancel it into Bandit Bringer, it could result in a 3 hit combo when BB connects)

However, the same move that creates a stagger should normally feature a lag so you can't continously do it. But in GGXX you can roman cancel out of it and do another one, but I frown upon that as a waste of 50% tension  :P

I think Slayer was exempt from this, his "grab + bit" move creates stagger and can be done repeatitly. I witnessed this in GGXX, but I dunno if it's been removed in GGXX #Reload, I'm not a Slayer player.

You may have defined a new anim standard, but you didn't define a conditions or "how it happens". Now creators will need to code a move that can stagger people depending on conditions :nice:
Title: Re: New anim standard: Stagger
Post by: Baby Bonnie Hood on May 07, 2005, 02:43:12 PM
You may have defined a new anim standard, but you didn't define a conditions or "how it happens".

How a stagger happens is up to the creators.  You know Akari's throw?  That can use the stagger.  Or maybe you can edit a character to have an attack stagger.  And so on.  It's applicable to all optional anim standards; how a character staggers or gets burned or collapses is up to the creators.

But if you really want an application example, Yoma's standing HK causes stagger on a counter hit ;)
Title: Re: New anim standard: Stagger
Post by: 外音リザ on June 11, 2005, 05:36:10 PM
Just to note, the following moves trigger staggering anmiations:

LB2:
Body-based attacks being repelled (such as kick and unarmed fists)
Amano's throws
One part of lee's SDM triggers this animation for the victim.

SS3-SS5S
Break Defense (throw)
Rimururu's ice floor attack.

MK2-3
Subzero's ice floor attack (unsure)

GGXX
certain character attacks trigger staggering attacks (as mentioned)
Title: Re: Anim standard: Stagger
Post by: Baby Bonnie Hood on December 21, 2006, 10:17:01 AM
5180 and 5181 never caught on, did they?

And now I know why.  Way before I even thought of it, the Japanese were already using 5003 and 5008 as the stagger anim standard.

So I followed suit.  Everyone else should too.  That is all...
Title: Re: Anim standard: Stagger
Post by: 外音リザ on December 21, 2006, 06:08:18 PM
Yeah, only a few notable characters uses the staggering animation. I intend to implement this standard for some stuff when I update.