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How to make gravity fall faster like MK9 (Read 5733 times)

Started by DosKillerFighterTrue, April 14, 2025, 11:10:37 pm
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How to make gravity fall faster like MK9
#1  April 14, 2025, 11:10:37 pm
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Hello. I need help implementing the gravity function similar to MK9 to avoid infinite combos. It's similar to the post "I want to replace the juggle to limit the neutral hit jump like in MK9," but now it's about gravity. Instead of hitting him three times and landing on his face, it's now gravity that increases more and more if you keep hitting him.

I'm showing it here as an example. ps: scale it plus the hitbox to make it easy continue with the combo:

here is the code

Code:
[State 1000, 10]
type = HitDef
trigger1 = anim = 2004
triggerall = !movecontact
attr = S, SA
animtype  = back
damage    = 100, 30
guardflag = HL
hitflag = MAF
pausetime = 0,0
sparkno = -1
p2facing = 1
guard.sparkno = -1
hitsound = 5,0
guardsound = 5,14
ground.type = High
ground.slidetime = 24
ground.hittime  = 24
ground.velocity =0, -10
air.velocity = 0, -10
air.hittime = 12
yaccel = 0.5
fall = 1
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
hitonce = 1

I don't know what else to say.

If anyone helps me I will appreciate it

(I apologize for my English, I use Google Translator)
Re: How to make gravity fall faster like MK9
#2  April 23, 2025, 08:08:56 pm
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Re: How to make gravity fall faster like MK9
#3  April 24, 2025, 12:14:54 am
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Hello,
It seems for the kick attack that should send the opponent downward, you should change this Vel_Y :
air.velocity = 0, -10 by something smaller or a positive value

otherwise increase the gravity force that P2 will get :
yaccel = 0.5 by for example 0.8
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Re: How to make gravity fall faster like MK9
#4  April 24, 2025, 06:04:46 am
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I already did it as suggested.

I'm doing well?



Honestly, I've tried this combo many times without fail and I don't see it multiplying the fall any more like mk9.

Code:
[State 1000, 10]
type = HitDef
trigger1 = anim = 2004
triggerall = !movecontact
attr = S, SA
animtype  = back
damage    = 100, 30
guardflag = HL
hitflag = MAF
pausetime = 0,0
sparkno = -1
p2facing = 1
guard.sparkno = -1
hitsound = 5,0
guardsound = 5,14
ground.type = High
ground.slidetime = 24
ground.hittime  = 24
ground.velocity =0, -10
air.velocity = 0, -10
air.hittime = 12
yaccel = 0.8
fall = 1
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
hitonce = 1

[State 620, Juggle Count]
type = VarAdd
trigger1 = P2StateType = A
trigger1 = MoveContact = 1
v = 20
value = 1

[State 620, Force P2 Fall Fast]
type = TargetVelAdd
trigger1 = var(20) >= 2
trigger1 = MoveContact
trigger1 = anim = 2004
y = 0.68

I forgot to put in [Statedef -2]
[State -2, VarSet]  ;BitShift Reset
type = VarSet
triggerAll = P2Movetype != H
trigger1 = e|| (var(27) :=  131071) ;  All values reset
trigger1 = e|| (var(30) :=  0) ;  Special Moves hit value reset
trigger1 = e|| (var(31) :=  0) ;  Special Moves hit value reset
v = 20
value = 0

It doesn't matter...






but I don't know if it can be done up to that point.
Re: How to make gravity fall faster like MK9
#5  April 25, 2025, 11:37:21 am
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Code:
[State 620, Force P2 Fall Fast]
type = TargetVelAdd
trigger1 = var(20) >= 2
trigger1 = MoveContact
trigger1 = anim = 2004
y = 0.68
Assuming the juggle vars are working correctly, this will only increase gravity while Liu Kang is still in that state. And only after the move connected. So during a combo it's probably only increasing gravity for like one frame if that.
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