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global:combo [2014/01/30 02:06]
Mistermind
global:combo [2014/10/30 21:11]
Justin H.
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 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_combo.png?nolink |}}
  
- +**Maximum Hits:** The maximum amount of hits allowed in a combo before the character becomes invincible and drops to the ground.
-**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. 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]]. **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]].
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 **Minimum Damage:** Regardless of deterioration, the damage of each consecutive hit will never go lower than this value. **Minimum Damage:** Regardless of deterioration, the damage of each consecutive hit will never go lower than this value.
  
-**Air Juggle Deterioration:** The higher the hits, the harder it is to juggle the character back into the air.+**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.  ComboHits counts all, AirHits 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 Juggle Force(Y):** Regardless of deterioration, consecutive vertical forces applied during hit juggles will never go lower than this value.
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 **Never Air-Recover:** If a character gets hit in the air they will always get a knock-down regardless of the hit stun applied. **Never Air-Recover:** If a character gets hit in the air they will always get a knock-down regardless of the hit stun applied.
  
-**Corner Counter Force:** If a character is in the corner, attacks that would otherwise push them backwards push the attacker instead.+**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.
  
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global/combo.txt · Last modified: 2022/12/24 20:09 by FreedTerror