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move:chainmoves [2014/03/08 16:56]
Mistermind
move:chainmoves [2014/05/03 18:32]
Mistermind
Line 1: Line 1:
-====== Chain Moves (Move Link) ======+====== Chain Moves ======
 Create custom combos and linkers by chaining moves using animation cancel techniques and frame links. This feature is only available in the **PRO** and **SOURCE** versions of UFE. Create custom combos and linkers by chaining moves using animation cancel techniques and frame links. This feature is only available in the **PRO** and **SOURCE** versions of UFE.
  
-{{ :move:move_chain.jpg?nolink |}}+{{ :move:move_hitconfirm.jpg?nolink |}}
  
 ===== Required Moves ===== ===== Required Moves =====
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 ---- ----
 ===== Move Links ===== ===== Move Links =====
-Select the moves in witch this move can be canceled into.+Select the moves in which this move can be canceled into.
  
-**Only on hit:** Should the sequence be executable only on hit or even on miss (example: Fei Long's Rekka Kens)+**Frame link:** In which frames during this move should the following moves be linkable. If the conditions are met, this move will automatically get canceled in the frame it is in.
  
-**Frame link:** During the execution of this move+**Link Conditions:** 
 +  * No Conditions: The following linked moves can be executed as soon as the frame links allow. 
 +  * Hit Confirm: The following linked moves can be executed according to the options below. 
 +  * Counter Move: The following linked moves can be executed according to the options below.
  
-**Can link into:** When the move animation's frame is in between the frame link selected, this is the list of moves this move can link into.+---- 
 +=== Hit Confirm === 
 +Triggers when the opponent gets hit by this attack. 
 + 
 +  On Strike: If the move strikes the opponent 
 +  On BlockIf the move hits the opponent while they are blocking 
 +  On Parry: If the move hits the opponent as they parry 
 + 
 +---- 
 +=== Counter Move === 
 +Triggers when the player gets hit by an opponent as this move is being executed 
 +{{ :move:move_countermove.jpg?nolink |}} 
 + 
 +  * Hit Strength: If //Any Hit Strength// is toggled off, this link will only be possible if the attack meets this criteria. 
 +  * Stroke Hit Box: If //Any Stroke Hit Box// is toggled off, this link will only be possible if the hit strikes this type of hit box. 
 +  * Hit Type: If //Any Hit Type// is toggled off, this link will only be possible if the attack meets this criteria. 
 +  * Disable Hit Impact: If enabled and all conditions are met, the impact will be ignored by the engine as it never touched any of the hitboxes.  
 + 
 +---- 
 +=== Linked Moves === 
 +If all conditions are met these are the moves this move can link into
 +  * Auto (ignore inputs): If enabled, the first move on this list will be automatically triggered regardless of the input required. 
 +  * Startup Frame: Allows you to set in which frame should the following move(s) start from. Useful for building custom combos such as [[http://www.killerinstinctcentral.com/killer-instinct-elementary-combo-theory/|Killer Instinct auto-doubles]]. 
 +  * Move(s): The list of linked moves.
  
  
-**Note:** This is not the only means for a combo. Raw combos can be set by carefully adjusting the frame advantages between moves so the opponent remains on hit stun. This is how most of the [[http://en.wiktionary.org/wiki/Appendix:Glossary_of_fighting_games#Bread_and_Butter_.28BnB.29|BnB]] combos in the Mortal Kombat series work.+**Note:** This is not the only means for a combo. Raw combos can be set by carefully adjusting the frame advantages between moves so the opponent remains on hit stun. This is how most of the [[http://en.wiktionary.org/wiki/Appendix:Glossary_of_fighting_games#Bread_and_Butter_.28BnB.29|BnB]] combos in the //Mortal Kombat// and //Killer Instinct// series work.
  
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move/chainmoves.txt · Last modified: 2021/05/05 23:07 by Mistermind