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alf2: current state - insights - Printable Version

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RE: alf2: current state - insights - Whaat - 08-16-2011

Meh, i'm kinda disappointed about that Louis combo since even i have done that D: and it was super easy to just add hit_Uj: 275 at D>J (1000foot) frames. But well, it's still useful, i have to admit that. Maybe you could also add that he can make D>A (blastpush) after D^J (r-catch)?
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And i want to see item crates, whatever it is D:


RE: alf2: current state - insights - Ramond - 08-16-2011

(08-16-2011, 10:27 AM)Whaat Wrote:  Meh, i'm kinda disappointed about that Louis combo since even i have done that D: and it was super easy to just add hit_Uj: 275 at D>J (1000foot) frames.

Have you? Usually, you can't catch falling chars.

Item crates probably means when destroying a crate, an item appears from within :p


RE: alf2: current state - insights - Whaat - 08-16-2011

(08-16-2011, 10:35 AM)Ramond Wrote:  
(08-16-2011, 10:27 AM)Whaat Wrote:  Meh, i'm kinda disappointed about that Louis combo since even i have done that D: and it was super easy to just add hit_Uj: 275 at D>J (1000foot) frames.
Have you? Usually, you can't catch falling chars.
Louis catching is special and it allows to catch falling char (i think) or i made it by skipping some frames from the start of r-catch so he catched the enermy right away.



alf2 - current state: item crates - YinYin - 08-16-2011

[Image: 15plcva.gif]
these will appear like any other item and also picked up by AI (F8 creates three crates now - these and the original one)
they break upon the first hit but can be thrown around a few times like a normal crate


next up: fire/ice affinity exception or henry double arrow dash
you decide which one you want to see


RE: alf2 - current state: item crates - Whaat - 08-16-2011

(08-16-2011, 10:47 AM)YinYin Wrote:  there is more to it than just adding hit_Uj
you should know if you have done it yourself
Well i checked my Louis.dat (the one i have changed) and it seems that i have only added hit_Uj: 275 to frame 256 and 257 and it works fine D: i think that's becouse Louis' 1000kicks' last kick is the one that kicks the enemy far (dvx: 17 dvy: -7 (this also from my data and it's the same as original Louis.dat's) and the ''make r-catch'' frames are before that kick.
(08-16-2011, 10:47 AM)YinYin Wrote:  also it's not about who has done it before or how easy it may be
I have high expectations for you D:
(08-16-2011, 10:47 AM)YinYin Wrote:  i have considered the D^J+D>A combo
but so far i think louis should be too slow to pull that one off
(the charge up of the phoenix palm is quite long and the throwing needs some rest at the end to not look akward)
also i am not changing any distances or damages from original data (no altering the D^J to make the D>A work after it)
Well, i have tried that one too and yeah, it's not possible without making the frames' wait values smaller or skipping some frames from the start of blastpush.
E: The whole combo that i have made in my mod D: It really isn't so good looking when you skip some frames from the start of blastpush:
Louis combo by Whaat (Click to View)
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And i want henry double arrow dash D:
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(08-16-2011, 11:07 AM)YinYin Wrote:  your dennis does not fall after the thunder kicks
True xp sry for doubting. But atleast the combo works ;)




RE: alf2: current state - insights - YinYin - 08-16-2011

your dennis does not fall after the thunder kicks


RE: alf2: current state - insights - nehalbordoloi - 08-16-2011

Maybe because he used the frames before the ending louis thunder kicks in which the enemy falls down and then the throw.


RE: alf2: current state - insights - bashscrazy - 08-16-2011

It's not that hard to catch falling enemies is it?
I mean I used it twice with my Vegeta
caught in the air (Click to View)
well this one I used a ball (Click to View)
Also - great progress ;)
I know I'll be opening that baseball crate and play me some baseball!


RE: alf2 - current state: a louis combo - Lauli - 08-16-2011

YinYin Wrote:i don't have any ideas right now but if you can give me good ones
I can think of some.
Sparkling/whatever for energy on energy, steam for ice on fire (& vice versa), additional blood for strong attacks, additional sound when metal falls on ground, hit-sparks for bounces, additional sound when Rudolf clones get hit.


alf2 - current state: henry double arrow dash - YinYin - 08-16-2011

[Image: wrb7di.gif]
>>+JA (simultaneous)

@bashscrazy (Click to View)

next up: deep heavy attack or deep dash strike