Article Index

State 12 - Falling

state: 12 is used in the falling frames. If a character is knocked into the air by an attack (for example, by Davis' Dragon Punch), he/she goes to these frames. When he/she hits the ground, he/she jumps to the lying frames, 230 or 231, depending on the way he/she is facing. As the character lands, he/she'll also drop any weapons that he/she is holding.


Technical note

Falling, State 12 has a state machine when the object is also a type: 0.
Any non-character with state: 12 frames are not affected.

The state machine is similar to dash system, using y-axis velocity and facing direction to display falling animation.

Any characters being sent to falling frame will either start in 180 or 186.
He will immediately go to frame the machine indicated after 1tu.
The frame which the character will go to is as follows:

Frame 180/186 = velocity_y-10 or lower
Frame 181/187 = velocity_y>-10
Frame 182/188 = velocity_y>0 (can flip)
Frame 183/189 = velocity_y>6
Frame 184/190 = (apparently unused according to rewlf2)
Frame 185/191 = (bounce)
Bounce happens when xspeed is >10 or yspeed >1. The bounce itself has a cap on its speed.

If someone has a large negative yspeed, he will stay in frame 180 for some time before velocity_y exceeds -10.

Putting a dvx tag in falling will not change facing direction of character, but dvy tag will change its frame because y-axis velocity is changed.

Character hitting ground will be set to a fixed x and y-axis velocity which again is affected by gravity, and goes to frame 185 or 191 (forward or backward)

An object with state: 12 is immune to any attack that has less than 41 fall, and will automatically drop weapon, like the effect of wpoint kind 3.

State 12 machine (Click to View)

Flipping function in frame 183 and 188 are independent of state and type. I once stumbled with a glitch that allowed a type: 3 character to go to frame 108 when she's in frame 188. It appears 183 and 188 are separately hardcoded to allow flipping.

Flipping machine (Click to View)
   
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