====== Combo Options ====== Set how combos and deterioration behave in your game. {{ :global:global_combooptions.png?nolink |}} ---- ===== General ===== **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 [[http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Combo_Limiters/Hit_Stun_Deterioration|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 [[http://iplaywinner.com/game-data-ssf4/damage-scaling-in-super-street-fighter-4.html|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 Combos ===== **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). * **Allow Moves:** After the hit stun runs out (air recovery), characters can immediately execute any move while still in the air. * **Cant Move:** After the hit stun runs out (air recovery), the character can't move, but will land standing. * **Dont Recover:** The hit stun never runs out. Any hit done in the air (or launcher) knocks down the character (or leaves it in a constant juggle state). **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; } ---- [[global:start|< Back to Global Editor]]