Set how combos and deterioration behave in your game.
Display Mode: Select rather you want the combo counter to be displayed _during_ the combo or at the end of it.
Maximum Hits: The maximum amount of hits allowed in a combo before the character becomes invincible and drops to the ground.
Hit Stun Deterioration: The higher the hits in a combo, the harder it is to connect new hits. Currently, hit stun deterioration works similar to the Guilty Gear series. Soon more options will be added. A more detailed explanation can be found here.
Minimum Hit Stun (frames): Regardless of deterioration, the hit stun will never get lower than this value (in frames).
Damage Deterioration: The higher the hits in a combo, the less damage a hit will cause. For more details about damage scaling/deterioration can be found here.
Minimum Damage: Regardless of deterioration, the damage of each consecutive hit will never go lower than this value.
Max Crumple Hits: How many crumple hits can you have in a single combo before the character drops out.
Air-Juggle Deterioration: The higher the hits, the harder it is to juggle the character back into the air.
Air-Juggle Deterioration Type: Which type of hits count towards Air-Juggle Deterioration. Combo Hits
counts all, Air Hits
counts only air hits.
Minimum Juggle Force(Y): Regardless of deterioration, consecutive vertical forces applied during hit juggles will never go lower than this value.
Minimum Knock Back Force (X): If a player gets hit in the air with an horizontal force higher than this value, the Knock Back
animation is triggered. Set this value to 0 if you don't need this effect.
Air Recovery Type: By default, choose what happens to a character when it gets hit in the air (or launched).
Reset Falling Force On Hit: If enabled, falling characters will have their descending force reset to 0 if they get hit. This allows for easier juggles.
Never Corner Push: If a character is in the corner, attacks that would otherwise push them backwards push the attacker instead.
Fixed Juggle Weight: If toggled, whenever a character enters in juggle stage they get a fixed weight. This is useful if you want every character behaving the same way when they are getting combo'ed.
Juggle Weight: If the above option is enabled, how much weight should the characters be when being juggled.
Code access:
UFE.config.comboOptions
Code example:
void OnHit(MoveInfo move, ControlsScript hitter){ if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true; }