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How to make a simple combo (Read 4545 times)

Started by DNZRX768, November 14, 2012, 12:59:29 pm
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How to make a simple combo
#1  November 14, 2012, 12:59:29 pm
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I was thinking that I should try to implement some combo-ability into my characters, but I really do not know how to outside of making multiple attacks in a single animation (like KFM's Triple Kung Fu Palm).

What are some necessities and tips when making combos, even something simple as linking two punches together would be nice.
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Re: How to make a simple combo
#2  November 14, 2012, 01:19:38 pm
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Easiest way with physical attacks :

For example, you want move X to chain into move Y.
In the CMD, in the changestate for move Y, add
Code:
triggerZZZ = stateno="stateno_move_X" && movecontact

For more complicated moves, you can code a buffer directly in the state of move X, but let's stay simple for now...
Re: How to make a simple combo
New #3  November 15, 2012, 04:07:22 pm
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I was thinking that I should try to implement some combo-ability into my characters, but I really do not know how to outside of making multiple attacks in a single animation (like KFM's Triple Kung Fu Palm).

What are some necessities and tips when making combos, even something simple as linking two punches together would be nice.

Hope this doesn't sound complex but there are two types of "combo-ability" as you call it: cancels and links.

Cancels refer to cancelling out the rest of an attack animation with another attack, usually from a normal to a special or super. Any time a normal can cancel into another normal is called a chain. If you've ever played any games with the magic series (namely VS/DS and the MvC games) then you've most likely seen chains before. To implement this, simply do what Cybaster said to do.

Links are more complicated and require much stricter timing. In a link, you're following up a move with another move that will hit the opponent before he/she can recover from hitstun (or hittime in mugen terms), but the first move DOES NOT cancel into the second. The entire animation of the first move must finish, unlike a cancel. Whether or not a move can link into another move depends on the actual frame data of the moves in question. If the first move produces enough hitstun that the opponent will still be in a hitstate by the time the second move hits, it will register as a combo. Otherwise, the opponent may recover before the next attack hits, which will not only not register as a combo, but leave you open to a counterattack.

The easiest way to see a demonstration of a link is to go into Kung Fu Man's files, and change the hittimes of his specials to some stupidly high number like 200 or so, and keep repeating them in training mode, you'll notice the combo counter will go up. Obviously links will NEVER be that easy to pull off but it should demonstrate the concept of hitstun/hittime (and teach you that links dont cancel the animation of an attack).

One other thing: don't confuse hitstun/hittime with mugen's hitpause values. Hitpause controls how long the freeze for both characters lasts when someone is hit, and 99% of the time the values should always be the same for both p1 and p2.
Last Edit: November 15, 2012, 04:22:27 pm by DerkMesao