(03-05-2010, 09:44 AM)YinYin Wrote: fall: 0 bdefend: -x
dont make the bdefend too low - for a single hit something like -20 should be enough
thatll strengthen all your state 7 frames (or armour) for a limited time (it slowly decreases back to the standard for the characters id)
(effect 5 to make it 'invisible' - the shaking will stay tho, thats cool anyway)
edit: also use state 18, wait 1 and next 1000 within that self hitting frame + opoint it directly (not going to it with a next, that would create smoke)
and make sure it can only hit your character
That's actually EXACTLY what i thought of and tried... But it doesn't work, the char always goes to broken defense after one single hit.
I guess this is somehow referred to: Shaking T0's (just after getting hit) go ALWAYS to broken defense when they get hit a 2nd time while shaking/short time after... Noted that bug/effect a couple of times, mainly with timestop effects (low bdefend, but hitting chars multiple times in a row, after the 2nd hit they always went to broken defence).
But may that's not the cause, since i increased the defense frame length to 30 (so enough time for the shaking to stop) and it still didn't work properly.
(03-04-2010, 10:15 PM)JossuaDC Wrote: But you're looking for a stronger defend frame, right?
Either way, I can't help you.
Care to explain post ID #77314?
How do you prevent the 'unstoppable' thing from happening (activating the negative fall/bdefend too much)?
I love the defend-mp technique, by the way. Clever. Simple.
Defend frames length: 16 frames
Broken Defense frames length: 2 frames (same sprites as defend, but actually without state: 7), then goes back to defend
In effect punching the chars defence down will give you a 2 frame timezone to effectively hurt the character (and sent him to injured > ending defence), but most punches need 3-4 frames each. So you need either 2 chars punching or a special attack (like timestop) which hits the char many times in a row.
(03-05-2010, 09:18 AM)Darkangel Wrote: Quote: effect -1
effect -1?
It exists?
Nope... But whenever you note a random, not-existing value for effect it will use effect: 5 (
LINK). That's actually just what i used anyways XD