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global:combo [2013/12/09 22:39]
Mistermind
global:combo [2021/04/26 23:29]
Mistermind
Line 2: Line 2:
 Set how combos and deterioration behave in your game.  Set how combos and deterioration behave in your game. 
  
-{{ :global:global_combo.jpg?nolink |}}+{{ :global:global_combooptions.png?nolink |}}
  
-**Maximum Hits:** The maximum amount of hits allowed in a combo before the character becomes invincible and drops on the ground. 
  
-**Hit Stun Deterioration:** The higher the hits in a combo, the harder it is to connect new hits. This feature was introduced in Marvel vs Capcom 3. A more detailed explanation can be found  [[http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Combo_Limiters/Hit_Stun_Deterioration|here]].+----
  
-**Minimum Hit Stun (frames):** Regardless of deterioration, the hit stun will never get lower than this value (in frames)+===== General =====
  
-**Damage Deterioration:** The higher the hits in a combo, the smaller is the damage of new hits. More details about damage scaling can be found [[http://iplaywinner.com/game-data-ssf4/damage-scaling-in-super-street-fighter-4.html|here]].+**Display Mode:** Select rather you want the combo counter to be displayed _during_ the combo or at the end of it. 
 + 
 +**Maximum Hits:** The maximum amount of hits allowed in a combo before the character becomes invincible and drops to the ground. 
 + 
 +**Hit Stun Deterioration:** The higher the hits in a combo, the harder it is to connect new hits. Currently, hit stun deterioration works similar to the Guilty Gear series. Soon more options will be added. A more detailed explanation can be found  [[http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Combo_Limiters/Hit_Stun_Deterioration|here]]. 
 + 
 +**Minimum Hit Stun (frames):** Regardless of deterioration, the hit stun will never get lower than this value (in frames). 
 + 
 +**Damage Deterioration:** The higher the hits in a combo, the less damage a hit will causeFor more details about damage scaling/deterioration can be found [[http://iplaywinner.com/game-data-ssf4/damage-scaling-in-super-street-fighter-4.html|here]]
 + 
 +**Minimum Damage:** Regardless of deterioration, the damage of each consecutive hit will never go lower than this value. 
 + 
 +**Max Crumple Hits:** How many crumple hits can you have in a single combo before the character drops out.
  
-**Bounce Hit Boxes:** Will the character retain its hitboxes when bouncing or will it become invincible? 
  
 ---- ----
-Code Access: ''UFE.config.bounceOptions''+ 
 +===== Air Combos ===== 
 + 
 +**Air-Juggle Deterioration:** The higher the hits, the harder it is to juggle the character back into the air. 
 + 
 +**Air-Juggle Deterioration Type:** Which type of hits count towards Air-Juggle Deterioration.  ''Combo Hits'' counts all, ''Air Hits'' counts only air hits. 
 + 
 +**Minimum Juggle Force(Y):** Regardless of deterioration, consecutive vertical forces applied during hit juggles will never go lower than this value. 
 + 
 +**Minimum Knock Back Force (X):** If a player gets hit in the air with an horizontal force higher than this value, the ''Knock Back'' animation is triggered. Set this value to 0 if you don't need this effect. 
 + 
 + 
 +**Air Recovery Type:** By default, choose what happens to a character when it gets hit in the air (or launched). 
 +  * __Allow Moves:__ After the hit stun runs out (air recovery), characters can immediately execute any move while still in the air. 
 +  * __Cant Move:__ After the hit stun runs out (air recovery), the character can't move, but will land standing. 
 +  * __Dont Recover:__ The hit stun never runs out. Any hit done in the air (or launcher) knocks down the character (or leaves it in a constant juggle state). 
 + 
 +**Reset Falling Force On Hit:** If enabled, falling characters will have their descending force reset to 0 if they get hit. This allows for easier juggles. 
 + 
 +**Never Corner Push:** If a character is in the corner, attacks that would otherwise push them backwards push the attacker instead. 
 + 
 +**Fixed Juggle Weight:** If toggled, whenever a character enters in juggle stage they get a fixed weight. This is useful if you want every character behaving the same way when they are getting combo'ed. 
 + 
 +**Juggle Weight:** If the above option is enabled, how much weight should the characters be when being juggled. 
 ---- ----
 +Code access: 
 +
 +''UFE.config.comboOptions''
 +
 +Code example:
 +<code c#>void OnHit(MoveInfo move, ControlsScript hitter){
 + if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true;
 +}
 +</code>
 +----
 +
 +
 +[[global:start|< Back to Global Editor]]
global/combo.txt · Last modified: 2022/12/24 20:09 by FreedTerror