How do you code a Throw Tech?

Started by primordialgunna, January 11, 2024, 03:55:56 AM

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primordialgunna

How do you go about on coding a throw tech?
I identify as High/Low. So don't get it mixed up.

PlasmoidThunder

Create two near-identical states that handle what happens when a tech occurs; using the target's inputs as your triggers, you'll TargetState the opponent into one of those states and ChangeState yourself into the other.

Ensure the target's tech state uses a SelfState.

Quote from: Iced on July 24, 2013, 01:25:14 AM
Oh, I want a diagram. I fucking love diagrams.

mr_bourrepalestick

In general, the "reversalDef" controller will help you do it  +  a state with "Selfstate" controller

But it depends on when the character is meant to be able to tech the throw.

For example, let's imagine a throw attempt move (like KFM state #800)
Let's say it active throw HitDef on AnimElem = 2, and I want the character to be able to tech a throw on the beginning of the move (AnimElem 1 and 2)

Here is a code sample for example.
Spoiler (click to show)


;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 800]
type = S
movetype= A
physics = S
velset = 0,0
anim = 800
ctrl = 0

[State 800, ReversalDef]
type = reversalDef
trigger1 = AnimElem = 1 ; << is active on the 1st frame which has a hitbox
;
;---------- Basics -----------------
reversal.attr = S, NT   ; << the Reversal hitdef is active against Standing Normal Throws
;
;---------- State specifics -----------------
p1stateno = 105 ; send P1 to backdash
p2stateno = 801  ; send P2 to state 801

[State 800, Attakdist]
; prevents throw tech to trigger P2's guard
type = attackDist
trigger1 = 1
value = 0

[State 800, Hitdef]
type = HitDef
trigger1 = enemy, movetype != H
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X < 20
;---------- Basics -----------------
attr = S, NT
hitflag = M -
priority = 1
damage = 0
numhits = 0
guard.dist = 0
fall = 1
;
;---------- Sparks & Sprites -----------------
p1facing = 1
p2facing = 1

sparkno = -1
p1sprpriority = 1
;
;---------- States Specifics -----------------
p1stateno = 810
p2stateno = 820

[State 800, Stop ReversalDef]
type = reversalDef
trigger1 = AnimElem = 3
reversal.attr =
; empty reversaldef to make the parry whiff after the CLSN1 disapears


[State 800, Changestate(0)]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; P2 Throw - tech
[Statedef 801]
type = S
movetype= I
physics = S
ctrl = 0

[State 801, Selfstate(105)]
type = SelfState
trigger1 = 1
value = 105 ; send to backdash

;---------------------------------------------------------------------------





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