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move:chainmoves [2014/03/08 16:56] Mistermind |
move:chainmoves [2014/05/03 18:32] Mistermind |
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- | ====== 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 | + | **Frame link:** In which frames during this move should |
- | **Frame link:** During | + | **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' | + | ---- |
+ | === Hit Confirm === | ||
+ | Triggers when the opponent gets hit by this attack. | ||
+ | |||
+ | | ||
+ | | ||
+ | | ||
+ | |||
+ | ---- | ||
+ | === Counter Move === | ||
+ | Triggers when the player gets hit by an opponent as this move is being executed | ||
+ | {{ : | ||
+ | |||
+ | * 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// | ||
+ | * 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:// | ||
+ | * 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:// | + | **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:// |
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