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move:activeframes [2016/01/18 01:27] Mistermind |
move:activeframes [2016/09/19 18:28] (current) Mistermind [Hit Confirm Type: Hit] |
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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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* **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. | ||
+ | |||
+ | **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 Juggle Weight:** Toggle it to change the opponent' | ||
+ | |||
+ | **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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