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global:block [2014/10/30 21:38] Justin H. |
global:block [2016/01/14 23:25] Mistermind |
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Set how combos and deterioration behave in your game. | Set how combos and deterioration behave in your game. | ||
- | {{ :global:global_block.png?nolink |}} | + | {{ :global:global_blockoptions.png?nolink |}} |
+ | |||
+ | ---- | ||
===== Block ===== | ===== Block ===== | ||
**Block Input:** The selected game input for blocking. | **Block Input:** The selected game input for blocking. | ||
- | **Block | + | **Allow Air Block: |
- | **Effect Kill Time:** How long should | + | **Ignored Applied Forces:** If enabled, |
- | **Block Sound:** A sound effect that plays when a character blocks. | + | __Note__: The air block mechanics in UFE is inspired by the Marvel Vs series. |
- | **Allow Air Block:** If enabled, characters can block while in the air. | ||
- | |||
- | __NOTE__: Air Block mechanic works like in Marvel Vs series, not Street Fighter Alpha series. | ||
+ | ---- | ||
===== Parry ===== | ===== Parry ===== | ||
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* **Block Stun Percentage: | * **Block Stun Percentage: | ||
- | **Parry | + | **Highlight When Parry**: Should a character |
- | **Effect Kill Time:** How long should | + | **Parry Color Mask:** If highlight is toggled, |
- | + | ||
- | **Parry Sound:** A sound effect that plays when a character parries. | + | |
**Allow Air Parry:** Whether or not characters can parry while in the air. | **Allow Air Parry:** Whether or not characters can parry while in the air. | ||
- | |||
- | **Highlight When Parry**: Should a character flash to a new color when they parry? | ||
**Ignore Applied Forces:** If enabled, the character will not be pushed by the hit. | **Ignore Applied Forces:** If enabled, the character will not be pushed by the hit. | ||
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**Reset Button Sequence:** Removes the character' | **Reset Button Sequence:** Removes the character' | ||
- | **Parry | + | **Enable Easy Parry: |
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