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Throw counter attack

Started by Riptide, January 21, 2011, 10:59:12 AM

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Riptide

Could you attack while being thrown or put in target bind?

lets say I have a striker or helper projectile that I wanted to use while I was in a throw.

Is it possible to code something like that and if so if it cheap?

GT

Well, if you have the helper call in the Statedef -2 (and if the requirements don't ask for ctrl) then I think that would override the custom state.

Cyanide

Yeah you can do it. It's just pulling out a helper and not bothering with changestate to call it. Kinda pointless to allow it during a throw though. Most people don't put blue clsn's into throws as it can cause problems during teams. So your striker would miss anyway.


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.

Riptide

no blue boxes!   
well that messes up my plan....well I could still try but also cal the helper in other situations.

-True-

Quote from: Riptide on January 22, 2011, 12:56:29 AM
no blue boxes!   
that is?.
in this case... not create a new animation for throw... you need used changeanim2 and use an animation 5000 series...  ;)

Como Hacia Hitler Mijo

Riptide

I don't what to randomly change the opponent out of his throw. Wouldn't I still be in target bind?
Plus it is messy to use the get hit states then use the helper causing another get his state.
putting the opponent in the standing state would be better.


The throw counter could work if it's triggered while I'm in the air after a throw if the opponent changes states quickly.

Cyanide

It's not so much a counter then. And you have to be careful that you can't call it during normal attacks or anything like that or it can lead to infinites.

Quote
that is?.
clsn2's? Turn on hitboxes, they're blue. Blue boxes is easier for people to understand than saying clsn2 and hoping they know what that means. Most people these days don't rather sadly. Nobody thinks things through as much as they used to or tries to understand what is behind what they're doing.


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.

Riptide

infinites as in it's on all the time?
does the helper call have to be in -2 or can it be a normal attack without the control requirement?

Basically it's pikachu's thunder attack from SMB and you have to be close to the enemy to use it. I only really wanted it to be triggered when thrown or if I grab the enemy.

Cyanide

Infinite means you can continue to attack indefinitely and the opponent has no way out. Basically, you attack, call the helper while you recoil and let it hit, then attack again > repeat. At no point does p2 get to block or attack back because you can just do that over and over.

Also, when throwing it is normal to not have the blue clsn's on to prevent throws going stupid.


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.

2OS

Quote from: Cyanide on January 22, 2011, 02:26:01 AM
when throwing it is normal to not have the blue clsn's on to prevent throws going stupid.
was just getting ready to say this

you can get stuck in a stateloop or some crap if you hit an opponent throwing you, so, naturally, you render yourself unhittble to prevent this unfixable [ by your average chars ] error

Riptide

Quote from: 2OS on January 22, 2011, 05:08:31 AM
Quote from: Cyanide on January 22, 2011, 02:26:01 AM
when throwing it is normal to not have the blue clsn's on to prevent throws going stupid.
was just getting ready to say this

you can get stuck in a stateloop or some crap if you hit an opponent throwing you, so, naturally, you render yourself unhittble to prevent this unfixable [ by your average chars ] error
Why does that happen? Is it something in the common CNS that wasn't worked out properly?
Also it's good to know that adding clsn2's could cause a loop.
Since you brought that up what else could cause a surprise loops?

Cyanide

It's not that. It's that huge numbers of people don't code properly and the easiest way round it is just not to let your throw get hit. Generally, you get knocked out, but the other character is waiting for something to let him out of the state. Many people have specific stuff set up for that. If you stop it from occuring, you're stuck in a hitstate and can no longer be hit, or until they hit you if they gave you clsns.

Lack of them is just easy and safe.


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.

Riptide

What if the hit knocks them down? Then they will be let out of the get hit state and their throw state

Cyanide

You'll still be in the throw state because you will have been custom stated and no longer using your own information. Depending on how it's done you COULD be stuck forever (essentially, ctrl+I gets you out)


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.

Ricepigeon

#14
I think I did something similar to this in a video long ago reversing Haruhi's throw. Except in that case, it was specially customized to counter Haruhi's grab. The idea was to use a Reversaldef and send the attacker into a custom state that mimcked their grab state, then do what you wanted to them.

For those that haven't seen it:

http://www.youtube.com/watch?v=L55LSdJB2xk

The idea is still the same, use a reversaldef. You could also try this in combination with the poison code to create a mid-throw counter. ShowBuySpirit's Umbreon and Ricepigeon's Hina both use the idea of a poison code, but its actually alot more flexible than just doing poison damage. You could even set them up to interrupt attacks without making physical contact with them if you wished (why you would want to do that is another question, the point is that it's possible.)