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Push enemy fordward w/h injury or hit
#1
In an attack I made, the character uses 4 kicks in air. Bad thing about this move, is that the character gets hit very easily. For this reason, I added an itr in the frames in between the kicks. These frames are supposed to "push" the opponent fordward, instead of actually hitting him. I tried itr kind: 14 which didn't work. I'm wondering if this must be done with a grab or if there are other methods.. because grab would make it only useful against 1 opponent instead of several.

Any suggestions?
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Goku2021
LF2 Timelapse (open source mod)

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#2
I suggest to let the char opoint an object to "push" the enemies for the attack, otherwise the "push" attacks will also slow down the move.

For the pushing itself, try experimenting around: injury 0 with fall -1 (I think) with a higher dvx.
I remember something with a dll though which enables an attack that hits the enemy but doesn't make him flinch or anything. Maybe you could also visit the DLL Framework, there are a lot of useful resources there.
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#3
(06-16-2011, 05:31 PM)Ramond Wrote:  I suggest to let the char opoint an object to "push" the enemies for the attack, otherwise the "push" attacks will also slow down the move.

For the pushing itself, try experimenting around: injury 0 with fall -1 (I think) with a higher dvx.
I remember something with a dll though which enables an attack that hits the enemy but doesn't make him flinch or anything. Maybe you could also visit the DLL Framework, there are a lot of useful resources there.

Opponent doesn't go to injured frames, however it still shows a hit and gives a hitting sound..
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#4
use effect: 5 and h: 1000 in the itr to hide those two things ;)
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#5
(06-16-2011, 06:23 PM)TheNave Wrote:  use effect: 5 and h: 1000 in the itr to hide those two things ;)

Works fine!

Last question.. Is it possible to make it only push characters and light weapons? Because it pushes back heavy weapons as well, which it shouldn't. It acutally shouldn't counter balls either..
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#6
(06-16-2011, 06:53 PM)Neocrypt Wrote:  
(06-16-2011, 06:23 PM)TheNave Wrote:  use effect: 5 and h: 1000 in the itr to hide those two things ;)

Works fine!

Last question.. Is it possible to make it only push characters and light weapons? Because it pushes back heavy weapons as well, which it shouldn't. It acutally shouldn't counter balls either..

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#7
whats the point again?
you have four aerial kicks and because this is taking so long and making the character unable to control his actions well he is an easy target?
is that not a fair draw back on such a combo?
why not consider making it possible to cancel anywhere between those kicks if things get too risky instead of trying to magically push everything (possible victims aswell) away
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#8
(06-17-2011, 08:23 AM)YinYin Wrote:  whats the point again?
you have four aerial kicks and because this is taking so long and making the character unable to control his actions well he is an easy target?
is that not a fair draw back on such a combo?
why not consider making it possible to cancel anywhere between those kicks if things get too risky instead of trying to magically push everything (possible victims aswell) away

He is (of actually was) an easy target because he was completely open to any hits for 75% of the time, and because of this, the move was only useful in combos.

With the use of the invisible object, he pushes the opponent fordward to 'catch' them in the attack, which makes it easier to land the first hit and can also catch opponents in the combo at the 2nd and 3th kick. I prefer this, because with this, the move actually makes sense, which it didn't make before (it was way too easy to stop the move)

There is one problem I´m having, but I doubt it can be fixed.. With the h: 1000, anything higher than the y value gets involved in the move. What this means is that when a character jumps over the character performing the move, he still gets in contact with the invisible object. Is changing the h value to something smaller the only way to get rid of this, or are there other ways? The h value now is 1000 because it should not show the hitting picture.. I'd rather not put down the h value as the hit will still be a visible one then.

@YinYin: I might make it possible for him to cancel the move though.
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