Basics

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AE MOD - Basic Systems

Chains

If character has chains, make them delay cancellable. Just make 3 cancel list entries: one that lets you mash LP/LK. One that leads to medium. And another that leads to hard. I add air moves to the same list if there are aircombos, since you can’t do air moves on the ground and vice versa. In a move’s cancels, that means if it’s a light attack you make one entry for mash LP/LK, one for “medium chain” and one for “super moves”. In medium attack you just make “hard chain” and “super move” entries. Time works the same way.

Saving Cancels

To make an RC that doesn’t look like shit in ONO, make the EX_SAVING animation have 2 total frames (or less but 2 is fine) in the script header, then go to ETC and change the first shortparam (starts at frame 1 ends at frame 2) to 22 (SavingAtk_2nd). That creates a flash effect. Agreed on RC cost is 1 bar for normal cancels (put this in Super Moves cancel list) and a duplicate of EX_Saving that costs 2 bars (put this in Super Combo cancel list).

Alfalfa Counters

FORWARD, MP, MK.png | ALL_BUTTONS, STRICT_STICK, ON_PRESS Just use SAVING3 animation for this. Change the startup SPEED to like, 5 or something? Hitbox starts at frame 0. You can change the animation too, just adjust the TOTALFRAMES and where the animation starts in the FROM FRAME/ TO FRAME sections. Please do this! Or it will look very bad! Total Frames: 57 seems to be the sweet spot for not hitting the opponent off juggle, but not letting them get in on you before you can block. Use the SAVING3 Hitbox table. DMG: 10 STUN: 0 EFFECT: 0005 BLOW_SH for standing crouching and air ForceX: 0.05 ForceY 0.07 seems about perfect.