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I can't cancel from cr.Hp to special attack (Read 897 times)

Started by Froz, July 04, 2012, 11:25:43 pm
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I can't cancel from cr.Hp to special attack
#1  July 04, 2012, 11:25:43 pm
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var(5) is for canceling into command normals, which is only used in Geese (I assumed to replicate KOF style command canceling, so for SNK characters I have that but for Capcom characters I get rid of it)

var(6) should not have specials in the trigger list unless you want to cancel specials into other specials

try this
Code: (mugen)
[State -3, Special Cancel Check]
type = VarSet
trigger1 = var(20) && (StateNo = [200,699])
trigger2 = var(20) && (StateNo = [1000,2999]) && (MoveContact || var(18))
trigger3 = (StateNo = [200,699]) && Time <= 2
trigger4 = StateNo = 200 && MoveContact
trigger5 = StateNo = 210 && AnimElemTime(#) < 0
trigger6 = StateNo = 225 && AnimElemTime(#) < 0
trigger7 = StateNo = 230 && MoveContact
trigger8 = StateNo = 245 && AnimElemTime(#) < 0
trigger9 = StateNo = 400 && MoveContact
trigger10 = StateNo = 410 && AnimElemTime(#) < 0
trigger11 = StateNo = 420 && AnimElemTime(#) < 0
trigger12 = StateNo = 430 && MoveContact
trigger13 = StateNo = 440 && AnimElemTime(#) < 0
trigger14 = StateNo = 450 && AnimElemTime(#) < 0
var(6) = 1
ignoreHitPause = 1
replace "#" with the animation element that comes after the last element with a clsn1 in it
"&& MoveContact" is added for light attacks, "&& AnimElemTime(#) < 0" is added for medium and heavy

the super cancel ( var(7) ) varset looks basically the same (although some normal moves that weren't special cancelable become super cancelable so you'll have to add those)
the only difference is you add "&& (animelemtime(#) < 0 || (movecontact = [1, 8]))" after medium and heavy normals
for projectile specials add " && (animelemtime(#) = [1, 8])" with "#" being the element that the projectile comes out
for most other specials add " && animelemtime(#) < 0 && (movecontact = [1, 8])" with "#" being the animation element that comes after the last element with a clsn1 in it

hope that helps :)

As much as i try (coding-wise), i can't combo/juggle/cancel from Urien's cr.HP into chariot tackle/dangerous headbutt, i even asked JmorphMan for the help.



Code:
[State -3, Special Cancel Reset]
type = VarSet
trigger1 = 1
var(6) = 0
ignoreHitPause = 1

[State -3, Special Cancel Check]
type = VarSet
trigger1 = var(20) && (StateNo = [200,699])
trigger2 = var(20) && (StateNo = [1000,2999]) && (MoveContact || var(18))
trigger3 = (StateNo = [200,699]) && Time <= 2
trigger4 = StateNo = 200 && MoveContact
trigger5 = StateNo = 210 && AnimElemTime(4) < 0
trigger6 = StateNo = 225 && AnimElemTime(5) < 0
trigger7 = StateNo = 230 && MoveContact
trigger8 = StateNo = 245 && AnimElemTime(7) < 0
trigger9 = StateNo = 400 && MoveContact
trigger10 = StateNo = 410 && AnimElemTime(4) < 0
trigger11 = StateNo = 420 && (AnimElemTime(5) = [1,8])
trigger12 = StateNo = 430 && MoveContact
trigger13 = StateNo = 440 && AnimElemTime(3) < 0
trigger14 = StateNo = 450 && AnimElemTime(4) < 0
trigger15 = StateNo = 1100 && (AnimElemTime(5) = [1,8])
trigger16 = StateNo = 1200 && AnimElemTime(5) < 0
var(6) = 1
ignoreHitPause = 1

Spoiler: Cr.HP (click to see content)

Spoiler: Chariot Tackle (click to see content)

Spoiler: Dangerous Headbutt (click to see content)
Re: I can't cancel from cr.Hp to special attack
#2  July 05, 2012, 01:18:42 am
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None of that means anything here, you still need to code it into the cmd file.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: I can't cancel from cr.Hp to special attack
#3  July 05, 2012, 01:28:12 am
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I should have been more specific, i mean that i can't hit the opponent after cr.HP (unless its another cr.HP), i can cancel the move to another special, but it "ignores" the opponent (it doesn't hit them.)

Code:
[State -1, Chariot Tackle]
type = ChangeState
value = 1100
triggerAll = !AILevel
triggerAll = command = "ChariotTackle"
triggerAll = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
trigger2 = StateNo = 420 && MoveContact

CR.HP give 2 hits:



With chariot tackle as the 3rd.
Last Edit: July 05, 2012, 01:39:33 am by Froz
Re: I can't cancel from cr.Hp to special attack
#4  July 05, 2012, 01:41:45 am
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In that case it must be the juggle points, since that attack launches p2 up. But in that case you shouldn't be able to hit p2 again crouching hp...

* Jmorphman plays 3rd Strike*

Going by 3rd Strike, Urien's crouching hp is only cancelable on the first hit, which doesn't launch the opponent (the second hit does). So I'd recommend doing the same.

also I noticed that you can combo a crouching hp into another, but only in the corner and only the second hit of the second crouching hp will hit, and you can't do it anymore.

edit: didn't see the hitdefs; after looking at them yes it is about the juggle points (var(15) is juggle points)