This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision Next revision Both sides next revision | ||
move:chainmoves [2014/05/03 18:32] Mistermind |
move:chainmoves [2016/01/18 02:48] Mistermind |
||
---|---|---|---|
Line 4: | Line 4: | ||
{{ : | {{ : | ||
- | ===== Required Moves ===== | + | ---- |
- | If you are making a custom combo, you may have this move be only accessible after the previous hit in a chain was cast. Multiple Required Moves means multiple options for this move to be executed. | + | ===== Required Moves ===== |
+ | If you are making a custom combo, you may have this move only accessible after the previous hit in a chain was cast. Multiple Required Moves means multiple options for this move to be executed. | ||
__Note__: A required move link can only happen if the previous move also has a **Move Link** set to this move. | __Note__: A required move link can only happen if the previous move also has a **Move Link** set to this move. | ||
- | __Example 1__: Pressing //Button 1// twice can cause the character to use swing both the right and left hands to punch. //Left Punch// can be a move with the requirements of having //Right Punch//, also with //Button 1// as button execution, as its predecessor in order to be triggered. | + | __Example 1__: Pressing //Button 1// twice can cause the character to swing both the right and left hands to punch. //Left Punch// can be a move with the requirements of having //Right Punch//, also with //Button 1// as button execution. |
__Example 2__: A move can also be triggered by several different moves. If you have //Right Punch// and //Right Kick// as Required Moves, it means that this move can be linked from //Right Punch// **or** //Right Kick//. | __Example 2__: A move can also be triggered by several different moves. If you have //Right Punch// and //Right Kick// as Required Moves, it means that this move can be linked from //Right Punch// **or** //Right Kick//. | ||
Line 21: | Line 22: | ||
**Link Conditions: | **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. | * 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. | * Counter Move: The following linked moves can be executed according to the options below. | ||
+ | * No Conditions: The following linked moves can be executed as soon as the frame links allow. | ||
---- | ---- | ||
- | === Hit Confirm | + | //(Link Condition: |
Triggers when the opponent gets hit by this attack. | Triggers when the opponent gets hit by this attack. | ||
Line 34: | Line 35: | ||
---- | ---- | ||
- | === Counter Move === | + | //(Link Condition: |
Triggers when the player gets hit by an opponent as this move is being executed | Triggers when the player gets hit by an opponent as this move is being executed | ||
+ | |||
+ | **Counter Move Options:** | ||
+ | * **Filter Type:** When Move Filter is selected, you can select from a selection of attributes that narrow down what moves will trigger this counter. If Specific Move is selected, this counter will only trigger if in response to the selected move. | ||
+ | |||
+ | {{ :: | ||
+ | |||
{{ : | {{ : | ||
Line 42: | Line 49: | ||
* Hit Type: If //Any Hit Type// is toggled off, this link will only be possible if the attack meets this criteria. | * 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. | * 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. | ||
+ | |||
+ | ---- | ||
+ | //(Link Condition: No Conditions)// | ||
+ | If No Condition is set, then this move can link into the following without requiring a Hit Confirm or Counter Move. Useful if you want to have a set string play out, as the player presses a sequence, regardless if the moves are hitting or not. | ||
---- | ---- | ||
=== Linked Moves === | === Linked Moves === | ||
- | If all conditions | + | If Link Conditions |
- | * Auto (ignore inputs): If enabled, the first move on this list will be automatically triggered regardless of the input required. | + | * Ignore Inputs |
+ | * Ignore Player Conditions: If enabled, Player Conditions for the linked move is ignored. | ||
+ | * Allow Buffer: If enabled, allows use of input buffer for easier linking. | ||
* 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. | ||
+ | __Important: | ||
- | **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 | + | **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 |
---- | ---- |