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Question About Helper-Based Hitpause

Started by darthbirdy3, February 19, 2026, 12:23:23 PM

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darthbirdy3

Hello all,

I'm here with a simple one today (I hope). I've been giving helper-based projectiles the same hitpause as I would any other attack without stopping to consider how that could potentially heavily alter the frame data and advantage. The root character does not experience the hitpause, but the target does, right? Does anyone have advice on how to correct this? For example, classic Hadouken shouldn't cause 8 frames of hitpause without applying the same to Ryu, right?

Thanks in advance!
Still using Mugen after this many years.

VictorCYBR

I think it really depends on the move and game you are referencing. If you're going for accuracy, that is.
For example, while datamining characters from CvS2, I noticed both cases happen: some projectiles have hitpause for the character using it, and some only applying to the enemy.
For this specific game, I found that most "projectiles" (in which you throw something from a distance at the enemy) do not have the player affected by the hitpause, but if is a projectile used from a short distance and it doesn't travel the screen, like Sakura's Hadoushou, this one affects her.
My approach when making Sakura was to use this one as a projectile sctrl instead of a helper. Sure you have more control using helpers, but is not like projectiles are all that bad too.
Other than that, maybe you can use the pause sctrl to simulate hitpause too, if you really want it. It's just tricky to find the right triggers.

darthbirdy3

I've been undertaking a project for quite a while of creating an MvC3 inspired Ryu using MvC2 sprites (had to make lots of custom edits of course), and I'm pretty sure the impact pause applies to both fighters in the testing I've done.
I tried a pause stcrl on movecontact = 1, but that creates issues  and inconsistencies with any multihit projectiles.
Unfortunately, I've set up a custom durability system for beams and projectiles that allows from beam collisions and what not that relies on helpers for a full game, so moving away from helpers isn't a great option.
Any advice or recommendations would be appreciated. Thanks!
Still using Mugen after this many years.

VictorCYBR

One thing I can think of is to have the helper check "hitpausetime > 0", then set a ChangeAnim on the root to freeze the current animation, using the "Elem" parameter. Is still tricky, but is possible. I say this because I never tried it myself but in my head it should work, lol.

darthbirdy3

That would start that frame over from the first tick, right? That would add a few extra recovery frames.
Something like anim = anim and elem = animelemno(0)?
Still using Mugen after this many years.