Topic: MM Quick Tips: Restand Juggle "Glitch"

There is something about connecting moves into juggled opponents that shouldn't "technically" connect that just makes fighting games much more fun.

http://www.screencast.com/t/lBssFbEqpq


Games like Street Fighter 4, UMvC3, Guilty Gear, KI and SFxT all have some of these, and we can't help but smile when a move like that connects.

So how can that be accomplished in UFE?

In this specific demo the character works with 2 moves: The first move is a single hit. If it connects, the move automatically links into the the special move. To make this short I'll be focusing on the second move itself and how to force the opponent into a grounded state even during juggle.

You need to use 2 move features for this:
Opponent Override and Active Frames

http://s10.postimg.org/cliyrihux/opov.jpg
Opponent Override: Create a new Override and without using any of the other features, select Move To Position and set a position close to the character (the direction auto-corrects). In my case the ideal position was (3, 0, 0).

http://s2.postimg.org/4vyy9gnqx/image.jpg
Active Frames: On the first hit of your sequence, select Pull In Options -> Opponent Towards Self and toggle Force Ground Stand. You can ignore the other options.




Done! Now regardless of the juggle, the character will immediately connect back and auto-correct for your pretty cinematics to kick in smile

Does it look weird? Yes.
Is it fun? Hell yeah >:)

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Re: MM Quick Tips: Restand Juggle "Glitch"

Is there anyway to do this without using an Opponent Override. What I'm wanting to is set up a hit reaction that when they land they are in stun for 0.4 secs.

This would enable combos to continue on the ground and also look smoother.

would you mind helping me do this?

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