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move:chainmoves [2014/04/30 01:35] Mistermind |
move:chainmoves [2014/05/03 19:50] 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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=== Hit Confirm === | === Hit Confirm === | ||
Triggers when the opponent gets hit by this attack. | Triggers when the opponent gets hit by this attack. | ||
- | {{ : | ||
* On Strike: If the move strikes the opponent | * On Strike: If the move strikes the opponent | ||
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If all conditions are met these are the moves this move can link into. | 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. | * 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:// | + | * 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. | * 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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