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move:general [2022/12/06 02:53] FreedTerror |
move:general [2022/12/06 02:55] (current) FreedTerror |
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**Ignore Gravity:** If this move is triggered in the air, should the character ignore the laws of physics for the duration of the move. | **Ignore Gravity:** If this move is triggered in the air, should the character ignore the laws of physics for the duration of the move. | ||
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+ | **Ignore Friction:** If force is applied to this character while this move is active, ground friction will not slow it down. (Useful for moves like Blanka' | ||
**Cancel Move When Landing: | **Cancel Move When Landing: | ||
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Disable this if you have moves that have their own landing animations or special moves that launches the character in the air but can be punished when they hit the ground. Make sure you apply the right amount of force so the whole animation can match the game's physics. | Disable this if you have moves that have their own landing animations or special moves that launches the character in the air but can be punished when they hit the ground. Make sure you apply the right amount of force so the whole animation can match the game's physics. | ||
* **Link On Landing:** Select which move will play on landing. | * **Link On Landing:** Select which move will play on landing. | ||
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- | **Ignore Friction:** If force is applied to this character while this move is active, ground friction will not slow it down. (Useful for moves like Blanka' | ||
**Auto-correct Rotation:** If this is toggled on, this move will automatically correct its rotation in case it crosses the opponent over. | **Auto-correct Rotation:** If this is toggled on, this move will automatically correct its rotation in case it crosses the opponent over. | ||
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(if Execution Cooldown) **Frames Cooldown:** How many frames ([[global: | (if Execution Cooldown) **Frames Cooldown:** How many frames ([[global: | ||
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+ | **Allow Side Switch:** | ||
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