I noticed a bug with my bounce opponent off the ground coding. When they are in the air it only sends them to the custom state every once in a while. I'm not sure why,
I can also assume that my coding for the bounce it pretty overcomplicated. Basically the attack should knock the opponent down. When they hit the ground they bounce back into the air for a juggle state.
In other news Joe has been updated. Added Nestor's slash fx on the Slash Elbow and added Sliding Specter.
https://www.dropbox.com/sh/d5yjde3h5hsi9uh/AABBZVmZi8rn20vM8w_VWYK3a
Keep in mind anyone can download and test him right now. You do not need any permissions to access the dropbox
Spoiler: code (click to see content)
;J.Sk
[Statedef 650]
type = A
movetype= A
physics = A
juggle = 3
poweradd= 10
ctrl = 0
anim = 650
sprpriority = 2
[State 650, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 6
[State 650, hit]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = ceil(ifelse(fvar(11) * 91 < 7, 7, fvar(11) * 91)),0
animtype = back
air.animtype = back
fall.animtype = back
hitflag = MAF
guardflag = HA
pausetime = 12,8
sparkno = 1
sparkxy = -10,-58
hitsound = S2,6
guardsound = S2,0
ground.type = High
ground.slidetime = 8
ground.hittime = 10
ground.velocity = -1.5,3
guard.slidetime = 17
guard.hittime = 20
guard.velocity = -12
airguard.velocity = -12, 2
air.velocity = -3,3
air.hittime = 120
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.recovertime = 120
air.recover = 0
envshake.time = 14
fall.envshake.time = 1
fall.envshake.freq = 0.0
fall.envshake.ampl = 0
fall.envshake.phase = 0.0
p2stateno = 651
p2facing = 1
[State 650, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I
[Statedef 651]
type = A
movetype= H
physics = A
ctrl = 0
sprpriority = 2
anim = 5061
[State 651, VelAdd]
type = VelAdd
trigger1 = 1
x = -1
y = 2
[State 651]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y =0
value = 652
[Statedef 652]
type = A
movetype= H
physics = A
ctrl = 0
anim = 5090
sprpriority = 2
[State 652, VelAdd]
type = VelAdd
trigger1 = Pos Y = 0
x = 0
y = -13
[State 652, VelAdd]
type = VelAdd
trigger1 = Vel Y >= 0
x = -1
y = 3
[State 652, ChangeState]
type = ChangeState
trigger1 = Vel Y >0
value = 653
ctrl = 0
[Statedef 653]
type = A
movetype= H
physics = A
ctrl = 0
sprpriority = 2
[State 653, ChangeState]
type = ChangeState
trigger1 = 1
value = 5050
ctrl = 0
[Statedef 652]
type = A
movetype= H
physics = A
ctrl = 0
anim = 5090
sprpriority = 2
looking beautiful great job guys
Well, what can I say...
Keep this up!
Thanks for the confidence guys!