
Board: Gaming
This is the error I keep getting after trying out every single method from every single tutorial I came across on the internet and I already have said component file which still gives me the same error result.

While I don't have time for anything like that, this mini tutorial might help you to create the sprites yourself
The feet are rescaled to 125%.
EDIT: BOUNTY TAKEN
this section is mostly coding aspect
might work better here: https://mugenguild.com/forum/graphics.340
The main piece of advice I can give you is to describe your problems and how they should be working.
You have to imagine we are totally in the dark about the 2 characters you are referring to.
Giving moves attributes should always be a possibility. Excluding making new sprites, this is something we can help you do. But you have to describe what each thing you want to change DOES and how it should act.
I'm going to imagine 90% of this move comes from the Helper. But you didn't actually post the code.
I feel like I'm getting conflicting info.
Blade and Magma jump way above the screen. Roll ends her's right above the screen.
But you make it seem like you're editing Blade, and want it to go higher, but at the same time you want it to work like Roll's jump.
Why can't you adjust the VelSet or VelAdd in those states?
Thank you so much. I got it working now, but not the Backwards Dash Cancel, though. Also, for a bonus/optional question is it possible to make a character shoot a projectile & it's hit box as a Helper like Silver Samurai's Shurien or Oliver's Metal Blade while having each command shoot upwards, straight & downwards on ground and in air like Iceman(Children Of The Atom Variant).
For backwards dash cancel, put this into the command chagestate of 105 (backward dash)Code:trigger1 = (command = "holdback2" && command = "recovery")
Don´t forget to add this commandCode:[Command]
name = "holdback2"
command = /B
time = 1
The recovery one is this one.. add it, or change it for the one you have it:Code:[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "recovery"
command = y+x
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
EDIT: posicionate the dash backward command after the special attacks... and BEFORE the dash fwd, throws and normal attacks, like this:Code:[b]SPECIAL ATTACKS[/b]
[State -1]
type = ChangeState
value = 1230
triggerall = roundstate = 2 && !var(59) && var(6) < 2
triggerall = command = "236_c"
triggerall = !numprojid(6000)
triggerall = pos y < -15
trigger1 = statetype = A && ctrl
trigger2 = stateno = 600
trigger3 = stateno = 610
trigger4 = stateno = 620
trigger5 = stateno = 630
trigger6 = stateno = 640
trigger7 = stateno = 650
trigger8 = stateno = 700
trigger9 = stateno = 660
[b]DASH BACKWARD[/b]
[State -1]
type = ChangeState
value = 105
triggerall = roundstate = 2 && !var(59)
trigger1 = (command = "holdback2" && command = "recovery") || (StateType != A && command = "BB")
trigger1 = statetype = S && ctrl
[b]DASH FWD[/b]
[State -1]
type = ChangeState
value = 100
triggerall = roundstate = 2 && !var(59)
trigger1 = (command = "recovery") || (StateType != A && command = "FF")
trigger1 = statetype = S && ctrl
[b]THROWS[/b]
[State -1]
type = ChangeState
value = 900
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "z" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 10 && p2statetype != A && p2movetype != h
trigger1 = statetype = S && ctrl
; “Š‚°2
[State -1]
type = ChangeState
value = 910
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "c" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 10 && p2statetype != A && p2movetype != h
trigger1 = statetype = S && ctrl
; ‹ó’†“Š‚°
[State -1]
type = ChangeState
value = 920
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "z" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 15 && abs(p2bodydist y) < 15 && p2statetype != A && p2movetype != h
trigger1 = statetype = A && ctrl
[b]NORMAL ATTACK[/b]
[State -1]
type = ChangeState
value = 221
triggerall = roundstate = 2 && !var(59)
triggerall = command = "z" && command = "holdfwd" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
Try downloading the last akuma that I upload it and check how I coded all the dash move, should help you out.
Follow all the cns, cmd and air steps.
Usually if I have a move I need to "break out" of, I'll put the changestates inside the state. Instead of the cmd, I just put it at the bottom like any other changestate.
But if you don't limit when the move can be activated in the cmd, like Cyanide said, the AI is going to have a field day with it. Your
trigger2 = (command = "xyz") && (command != "holdback")
is the only problem I see.
How/Why do you want the BB/FF commands to be different than the XYZ?