
Board: Development Resources
thank you
MGMURROW
;Guard Push (Helper)
[Statedef 60000064]
type = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 60000061
sprpriority = -4
[State 6350, a1]
type = PlayerPush
trigger1 = Time >= 0
value = 1
[State 6350, a2]
type = VelSet
trigger1 = Time = 0
x = 30
[State 6350, PosSet]
type = PosSet
trigger1 = !time
x = floor(enemynear(0), pos X)+ifelse(facing=1,-180,180)
ignorehitpause = 1
persistent = 1
[State 6350, a5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 6350, a6]
type = DestroySelf
trigger1 = Time = 70 <———-this might need to be lowered, my code is like 5
I am not sure which I change to make the velocity of the pushback of the pushblock faster.
But like I said if p2 is close to the edge of the screen then this will not work, you will have to use a velset for p1 to get the effect, look at any of my characters for the code and modify it as you need
MGMURROW
The standing light punch is an infinite on its own.
Anim 5040 has a missing frame.
It's working fine for me!
Any japanese voice for him?
- From testing in both 1.0 and 1.1, some of Ken's moves just randomly crash the engine. I had it happen with S.HP, the medium and heavy versions of his Tatsu, and Shippu Jinrai Kyaku. There's probably more moves that do this, but those are what I found.
- There's no fire effect for his airborne heavy Shoryuken, while there one is for the grounded version.
- All versions of the Tatsu lack hurtboxes for the torso area and only cover the leg during the active frames.
He looks pretty cool so farhe can also be rival to Ethan Lives' Code K as well
btw in your wip page of Ken's screenshot when I click on it, it opens Oro's screenshot