Table of Contents

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.


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.

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.


Select the moves in which this move can be canceled into.

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.

Link Conditions:


(Link Condition: Hit Confirm)
Triggers when the opponent gets hit by this attack.


(Link Condition: Counter Move)
Triggers when the player gets hit by an opponent as this move is being executed

Counter Move Options:


(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

If Link Conditions are met, these are the moves this move can link into.

Important: A move listed in Linked Moves does not need to have Required Move set to allow the link. Required Move is only needed if you don't want the Linked Move to be possible outside of the specific chain combo.

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 in hit stun. This is how most of the BnB combos in the Street Fighter series work.


Video Tutorial


Code example:

void OnMove(MoveInfo move, CharacterInfo player){
	Debug.Log(move.moveName + " linkable moves:");
	foreach(MoveInfo nextMove in move.frameLink.linkableMoves){
		Debug.Log(nextMove.moveName);
	}
}

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