Here you can set when (and where) your move will become hit active, as well as define every aspect of the hit, from damage to frame advantage.
In this documentation sometimes you will read “frames” as a reference to time. In fighting game terminology, a frame is, based on the standard 60 fps, 1/60 of a second. For example, a move that has 30 frames lasts half a second. Don't worry though, as this tutorial makes no requirement of such frame rate.
In this example we will be using .\UFE\Characters\Mike\KickCrouchingLight.asset
or .\UFE\Characters\Robot Kyle\Moves\ThrowAttempt.asset
Active Frames: Set when this hit becomes active during the move. Moves can have multiple hits, and you can define the timing of each hit by carefully spacing each group of active frames and adjusting frame advantage. To read more about start up, active and recovery frames, follow this link.
Hit Confirm Type:
Hurt boxes are the selected body parts from your character (previously set on Hit Box Setup) that become active during your move. When they collide with the opponent, a hit is detected. Each hit can be filled with several different sets of hurt boxes.
For this attack to hit, the opponent can be in any of the below conditions. You must have at least one of these on for the move to be able to hit the opponent.
NOTE: If Hit Confirm Type is set to Throw
and Basic Filters → Stunned
enabled, the throw can connect if the opponent is in hit stun, allowing this Throw
to be part of combos.
Make it so the attack will only hit confirm if the opponent is playing one of the following basic moves or in one of the states below. Leave both options at 0 if you don't want to use any filter.
Continuous Hit: If enabled, as long as the active hurtboxes are in contact with the opponent, a new hit will be confirmed, spaced out by its Hit Strength speed. Useful for making moves like Chun-li's Lightning Legs or Blanka's Electricity.
(Continuous Hit) Space Between Hits: How much interval between each hit should it hit again. Selecting High
for example will have it cause less hits.
Armor Breaker: If enabled, this move will ignore any armor an opposing move has.
Unblockable: If enabled, this move will ignore any attempt at blocking.
Hit Type: Determine the hit conditions for this move to be blockable or trigger a different animation.
Get Hit High Knockdown
animation. This hit can only be blocked high.Get Hit High Knockdown
animation. This hit can be blocked either high or low.Get Hit Knock Back
animation. Must apply vertical force for it to work.Get Hit Sweep
animation. This hit can only be blocked low.Hit Strength: Set what kind of hit this is based on your hit effect options. Crumple hit can also be used as a knockdown.
Reset Hit Animation: If toggled on, every consecutive hit after the first one will restart the hit animation.
Force Stand: If toggled the opponent will automatically stand up if they are crouching.
Hit Stun Type - Frame Advantage
You can choose to set your hit stun as a static frame advantage value. In UFE, frame advantage is calculated by accounting the remaining frames of an animation when it hits plus the defined values below. Frame advantage does not take into consideration move cancels, just the total animation frames.
To quote Ashn0d from Eventhubs on frame advantage:
A positive number means how many frames faster than your opponent you will recover after successfully hitting them with this attack. Negative numbers mean how much faster your opponent will recover than you after being hit.
Hit Stun Type - Frames
Set the hit stun as a raw frame count format.
Hit Stun Type - Seconds
Set the hit stun time in seconds.
Opponent/Self:
Corner Push: Toggle if this character should be pushed away when attacking opponent in corner. Helps prevent lockdown situations. NOTE: If Never Corner Push is on, this is ignored.
Ground Bounce: Enable this to make it so this attack forces a ground bounce (if you have Ground Bounce enabled).
Wall Bounce: Enable this to make it so this attack triggers a wall bounce (if you have Wall Bounce enabled).
NOTE: Check out Robot Kyle's WallLauncher
for an example of a Wall Bounce move.
Pulls characters close to one another until the determined body parts collide. Useful for moves that needs to adjust the opponent in a fixed position before applying a hit. Much like Ibuki's Raida attack.
If you apply a low speed, this can also be used to pull enemies in as it follows an animation. Without going into much detail, something like Scorpion's Spear hook could be coded using this.
Opponent Towards Self: Pulls the opponent towards the character.
Self Towards Opponent: Pulls the character towards the opponent.
Speed: How fast should the character be pulled to target
Distance: How close should it get to target
Force Ground Stand: If enabled, if this attack hits while the opponent is in the air, they will immediately be pulled back to the ground in stand-stunned pose.
Override Hit Effects: Override the default hit effects (based on Hit Strength) for a custom one.
Override Hit Animation: Overrides the hit animation that would otherwise play with the one on a selected basic move.
Override Hit Acceleration: When toggled the animation will start at 1.5 of its original speed and decelerate according to the stun applied. Disable to have full control of your hit animation speed.
Override Effect Spawn Point: Select another position for the hit effect to spawn.
Override Hit Animation Blend-in: Select a different value from the one used under Basic Move.
Override Juggle Weight: Toggle it to change the opponent's weight during a juggle (useful to deal with characters like Dhalsim).
Override Air Recovery Type: For just this hit confirm, overrides the current air recovery type.
Override Camera Speed: Overrides the current camera movement and rotation for a determined amount of time (useful when combined with Wall Bounce options).
See Throw Tutorial for more information on creating throw moves.
Throw Move Confirm: The throw move to cast when this throw attempt successfully hits.
Techable: Can this throw attempt be countered with a “Tech”?
Tech Move: If Techable is toggled on, this is the move the player casts for the tech.
For this move to hit, the opponent can be in any of the below conditions. You must have at least one of these on for the move to be able to hit the opponent.
NOTE: If Hit Confirm Type is Throw, setting Stunned to on will mean the throw can connect if the opponent is in Hit Stun, this can allow throws to be part of combos.
The area that will trigger a blocking pose from the opponent if they are holding the block button. Leave the radius at 0 if you want this move to be unblockable.
Note: By default the block area is already set to move about half a unit forward.
Code example:
void OnHit(HitBox strokeHitBox, MoveInfo move, CharacterInfo hitter){ foreach(Hit hit in move.hits){ Debug.Log ("Damage: "+ hit.damageOnHit); } }