This shows you the differences between two versions of the page.
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global:block [2014/04/29 03:35] Mistermind |
global:block [2022/12/06 15:07] (current) FreedTerror |
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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.jpg?nolink |}} | + | {{ :global:global_blockoptions.png?nolink |}} |
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+ | ---- | ||
+ | ===== 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 | + | **Allow |
+ | ---- | ||
+ | ===== Parry ===== | ||
- | **Parry Input:** What input should the player " | + | **Parry Input:** What input should the player " |
- | **Parry Timing:** The lower the number, the harder it is to parry | + | **Parry Timing:** The lower the number, the harder it is to parry. |
**Parry Stun Type:** | **Parry Stun Type:** | ||
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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 | + | **Allow Air Parry: |
- | **Allow Air Parry:** Rather or not characters can parry while in the air. | + | **Ignore Applied Forces:** If enabled, the character will not be pushed by the hit. |
- | **Highlight When Parry**: Should a character | + | **Reset Button Sequence:** Removes the character's store button sequence after they parry. |
- | **Ignore Applied Forces:** If enabled, the character will not be pushed | + | **Enable Easy Parry:** Make it easier to Parry by allowing a single parry window ('' |
- | **Parry Color:** If highlight is toggled, the character will flash into this color for a split second when parrying. | ||
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