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move:activeframes [2014/11/02 20:05] Justin H. [Hits] |
move:activeframes [2016/09/19 18:21] Mistermind |
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==== Hurt Boxes ==== | ==== Hurt Boxes ==== | ||
+ | {{ : | ||
Hurt boxes are the selected body parts from your character (previously set on [[character: | Hurt boxes are the selected body parts from your character (previously set on [[character: | ||
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* **Off Set:** Off sets the hurt box positions. | * **Off Set:** Off sets the hurt box positions. | ||
* (Rectangle Only) **Follow Bounds (X/Y):** Toggle this if the rectangle shape is to follow the bounds of the character. | * (Rectangle Only) **Follow Bounds (X/Y):** Toggle this if the rectangle shape is to follow the bounds of the character. | ||
+ | |||
+ | ---- | ||
+ | ==== Hit Conditions ==== | ||
+ | |||
+ | === Basic Filters === | ||
+ | For this attack to hit, the opponent can be in any of the below conditions. | ||
+ | * **Standing/ | ||
+ | * **In the Air:** In the air, including if they' | ||
+ | * **Stunned: | ||
+ | * **Down:** In a knocked down state. | ||
+ | |||
+ | __NOTE__: If Hit Confirm Type is set to '' | ||
+ | |||
+ | === Advanced Filters === | ||
+ | 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. | ||
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**Armor Breaker:** If enabled, this move will ignore any armor an opposing move has. | **Armor Breaker:** If enabled, this move will ignore any armor an opposing move has. | ||
+ | |||
+ | **Unblockable: | ||
**Hit Type:** Determine the hit conditions for this move to be blockable or trigger a different animation. | **Hit Type:** Determine the hit conditions for this move to be blockable or trigger a different animation. | ||
- | * High Low: Can be blocked high (standing) or low (crouching). | + | * Mid: Can be blocked high (standing) or low (crouching). |
* Low: Can only be blocked low. | * Low: Can only be blocked low. | ||
* Overhead: Can only be blocked high. Its recommended to always use this for air moves. | * Overhead: Can only be blocked high. Its recommended to always use this for air moves. | ||
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**Hit Strength:** Set what kind of hit this is based on your [[global: | **Hit Strength:** Set what kind of hit this is based on your [[global: | ||
- | **Corner Push:** Toggle if this character should be pushed away when attacking opponent in corner. | + | **Reset Hit Animation:** If toggled |
- | (Hit) **Override Hit Effects:** Allows you to override | + | **Force Stand:** If toggled |
=== Damage Options === | === Damage Options === | ||
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* **Damage Scaling:** Whether or not should this damage be scaled down based on the hits in a combo. More options available at [[global: | * **Damage Scaling:** Whether or not should this damage be scaled down based on the hits in a combo. More options available at [[global: | ||
* **Hit Doesn' | * **Hit Doesn' | ||
+ | |||
+ | {{ : | ||
=== Hit Stun Options === | === Hit Stun Options === | ||
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* **Reset Y Forces:** Reset any previous vertical forces applied to the target before applying new forces. | * **Reset Y Forces:** Reset any previous vertical forces applied to the target before applying new forces. | ||
* **Applied Force:** The horizontal (x) and vertical (y) forces that will be applied to the target on hit. These forces may vary according to friction, character weight and gravity. | * **Applied Force:** The horizontal (x) and vertical (y) forces that will be applied to the target on hit. These forces may vary according to friction, character weight and gravity. | ||
+ | |||
+ | === Stage Reactions === | ||
+ | **Corner Push:** Toggle if this character should be pushed away when attacking opponent in corner. | ||
+ | |||
+ | **Ground Bounce:** Enable this to make it so this attack forces a ground bounce (if you have [[global: | ||
+ | * **Override Bounce Forces**: Override the standard | ||
+ | * **Reset X Forces:** Reset any previous horizontal forces applied to the target before applying new forces. | ||
+ | * **Reset Y Forces:** Reset any previous vertical forces applied to the target before applying new forces. | ||
+ | * **Applied Force:** The horizontal (x) and vertical (y) forces that will be applied to the target on hit. | ||
+ | |||
+ | **Wall Bounce:** Enable this to make it so this attack triggers a wall bounce (if you have [[global: | ||
+ | * **Knockdown**: | ||
+ | * **Bounce on Camera Edge**: Makes it so the opponent bounces off the edge of the screen regardless of stage position (similar to Juri's EX Dive Kick). | ||
+ | * **Override Bounce Forces**: Override the standard | ||
+ | * **Reset X Forces:** Reset any previous horizontal forces applied to the target before applying new forces. | ||
+ | * **Reset Y Forces:** Reset any previous vertical forces applied to the target before applying new forces. | ||
+ | * **Applied Force:** The horizontal (x) and vertical (y) forces that will be applied to the target on hit. | ||
+ | |||
+ | __NOTE:__ Check out Robot Kyle's '' | ||
=== Pull In Options === | === Pull In Options === | ||
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**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. | **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 Events (On Hit) === | ||
+ | **Override Hit Effects:** Override the [[global: | ||
+ | |||
+ | **Override Hit Animation: | ||
+ | |||
+ | **Override Hit Acceleration: | ||
+ | |||
+ | **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 [[character: | ||
+ | |||
+ | **Override Air Recovery Type:** For just this hit confirm, overrides the current [[global: | ||
+ | |||
+ | **Override Camera Speed:** Overrides the current camera movement and rotation for a determined amount of time (useful when combined with Wall Bounce options). | ||
+ | |||
+ | |||
\\ | \\ | ||
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