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
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.
A GGXX native staggers.
Superb, there are stagger sprites also in the IY PS1 game.
*makes note of this topic*
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
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:
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 ;)
Just to note, the following moves trigger staggering anmiations:
Body-based attacks being repelled (such as kick and unarmed fists)
One part of lee's SDM triggers this animation for the victim.
Break Defense (throw)
Rimururu's ice floor attack.
Subzero's ice floor attack (unsure)
certain character attacks trigger staggering attacks (as mentioned)
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...
Yeah, only a few notable characters uses the staggering animation. I intend to implement this standard for some stuff when I update.