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move:activeframes [2014/10/30 09:08]
Justin H.
move:activeframes [2016/09/19 18:28] (current)
Mistermind [Hit Confirm Type: Hit]
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 **Hit Confirm Type:** **Hit Confirm Type:**
-  * **Throw**: When the hit confirms, the character will immediately play the move listed on //Throw Move Confirm// field. If the opponent also executes a throw, both characters will immediately execute the move listed on //Tech Move//. This is not to be confused with the [[move:chainmoves|Chain Moves]] links.+  * **Throw**: When the hit confirms, the character will immediately play the move listed on //Throw Move Confirm// field. If the opponent also executes a throw, both characters will immediately execute the move listed on //Tech Move//. This is not to be confused with the [[move:chainmoves|Chain Moves]] links.  See also: [[throwtutorial:throw_tutorial|Throw Creation Guide]].
   * **Hit**: A Regular attack. Allows for the standard hit options such as damage, hit stun, force, etc.   * **Hit**: A Regular attack. Allows for the standard hit options such as damage, hit stun, force, etc.
  
 ---- ----
 ==== Hurt Boxes ==== ==== Hurt Boxes ====
 +{{ :move:movepreview.gif|}}
 Hurt boxes are the selected body parts from your character (previously set on [[character:hitbox|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. Hurt boxes are the selected body parts from your character (previously set on [[character:hitbox|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.
  
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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.  Note that this uses Unity's [[http://docs.unity3d.com/ScriptReference/Renderer-bounds.html|Renderer Bounds]].  Adjust W and H to suit.   * (Rectangle Only) **Follow Bounds (X/Y):** Toggle this if the rectangle shape is to follow the bounds of the character.  Note that this uses Unity's [[http://docs.unity3d.com/ScriptReference/Renderer-bounds.html|Renderer Bounds]].  Adjust W and H to suit.
 +
 +----
 +==== Hit Conditions ====
 +
 +=== Basic Filters ===
 +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.
 +  * **Standing/Crouching:** In standing or crouching, including if they're attacking while in this state.
 +  * **In the Air:** In the air, including if they're attacking in air.
 +  * **Stunned:** In hit stun.
 +  * **Down:** In a knocked down state.  Make sure you have [[global:knockdown|knockdown]] hitboxes toggled on.
 +
 +__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.
 +
 +=== 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:** 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. **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:hiteffects|hit effect]] options. Crumple hit can also be used as a [[global:knockdown|knockdown]]. **Hit Strength:** Set what kind of hit this is based on your [[global:hiteffects|hit effect]] options. Crumple hit can also be used as a [[global:knockdown|knockdown]].
  
-**Corner Push:** Toggle if this character should be pushed away when attacking opponent in corner.  Helps prevent lockdown situations.  NOTE: If [[global:combo|Never Corner Push]] is on, this is ignored.+**Reset Hit Animation:** If toggled on, every consecutive hit after the first one will restart the hit animation.
  
-(Hit) **Override Hit Effects:** Allows you to override the default hit effects based on Hit Strength with a custom one.+**Force Stand:** If toggled the opponent will automatically stand up if they are crouching.
  
 === 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:combo|Combo Options]].   * **Damage Scaling:** Whether or not should this damage be scaled down based on the hits in a combo. More options available at [[global:combo|Combo Options]].
   * **Hit Doesn't Kill:** If toggled, this attack will deal damage, but it won't kill the opponent. Useful for cinematic moves that can end a match in one specific attack, or poison like attacks.   * **Hit Doesn't Kill:** If toggled, this attack will deal damage, but it won't kill the opponent. Useful for cinematic moves that can end a match in one specific attack, or poison like attacks.
 +
 +{{ :move:moveeditor_activeframes2.jpg?nolink |}}
  
 === 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.
 +  * Apply Different Air Force: If toggled, you can have a different set of force values applied to the opponent if they are air borne.
 +
 +=== Stage Reactions ===
 +**Corner Push:** Toggle if this character should be pushed away when attacking opponent in corner.  Helps prevent lockdown situations.  NOTE: If [[global:combo|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 [[global:bounce|Ground Bounce]] enabled).
 +  * **Override Bounce Forces**: Override the standard  [[global:bounce|force options]] and use the options below instead.
 +  * **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:bounce|Wall Bounce]] enabled).
 +  * **Knockdown**: Toggle this to knock the opponent down when it bounces off the wall.
 +  * **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  [[global:bounce|force options]] and use the options below instead.
 +  * **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 ''WallLauncher'' for an example of a Wall Bounce move.
  
 === 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:hiteffects|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 [[character:movesets|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 [[global:combo|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).
 +
 +
 \\ \\
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move/activeframes.1414674503.txt.gz · Last modified: 2014/10/30 09:08 by Justin H.