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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:** 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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   * **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.1453098471.txt.gz · Last modified: 2016/01/18 01:27 by Mistermind