Different ways to code combos?

Started by Speedy9199, December 02, 2011, 02:25:54 AM

Previous topic - Next topic

Speedy9199

I wish to know the different coding ways to code combos. For my characters I use this method:

[statedef 230,]
type = S
movetype = A
physics = S

blah

blah

blah

and at the end I put a series of changestates like this

[state, 230]
type = changestate
trigger1 = Command = "b" && Time >= 9
value = 240

[state, 230]
type = changestate
trigger1 = Command = "c" && Time >= 9
value = 250

The time is determined by 1 tick after the animation with the attack hitbox

However using this method is LONG AND PAINFUL and I 'm pretty sure there is some way around this. Also using this method sometimes has difficulty inputting commands because of the hitpause.

Is there any easier and shorter way to code my method or a completely different and more effective way?
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!

GT

Why don't you use movecontact triggers in the CMD?

Cyanide

i would not ever use that method for combos. Applying certain effects yes, combos, hell no.

CMD is the way to go.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Speedy9199

Just looked in the code archive thread about using movecontact triggers. That way is the MVC-ish way of doing it and I don't want that. By using the CMD method what are the advantages than using my method?
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!

aznperson569M

Erm using CMD for movecontact isnt really MvC-ish. Street Fighter characters (Mostly) have rapid fire jabs and shorts. Movecontact is those cases are usually used for those, canceling into special moves, or Target combos.

uguu

Cyanide

Uh?

We said use the cmd. Not copy something else to get an effect you don't want.

Med punch
trigger2 = Stateno = 200 && time > 9

Same effect as you have already. But easier to manage because you can do the same with LK and crouching moves without creating additional changestates or anything.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

GT

#6
It should be noted that using stateno = 200 && time >= xx will allow you to go into the predetermined state without actually having to make contact with an enemy (Not sure if that's what the OP wants but w/e).

[State -1]
value = 200
triggerall = command = "b"
triggerall = statetype !=A
triggerall = command !="holddown"
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230) && move contact

This way is better because there are no time restrictions (such as requiring the player to be 9 or more ticks into the move) since movecontact is true for a decent amount of time (Not sure how long. I assume it's as long as you have a target and are in the state where your last move made contact? Someone please correct me on this if I'm wrong).

[State -1]
value = 200
triggerall = command = "b"
triggerall = statetype !=A
triggerall = command !="holddown"
trigger1 = ctrl
trigger2 = stateno = 200 && time > 8
This way allows you to change your state if you're current state's (200) time is greater than 8. Allowing the move to be cancelled into itself without actually hitting or making contact. This way works allot better than what you're currently using and saves time.

aznperson569M

Since the character is a Blazblue-styled, rapid-fire attacks don't need to make contact with the opponent. Now in the case of chain combos (Ex: A - B - C) then he would use movecontact, unless he wanted the moves to be able to chain without hitting the opponent.

uguu