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Both sides previous revision Previous revision
moves [2019/08/28 09:01]
127.0.0.1 external edit
moves [2020/12/09 02:51] (current)
eternal
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 ====Name==== ​ ====Name==== ​
-This is the name of the move you are creating. The name does not have to match the function of the move or the name of the script file used but for organizational purposes it makes it easier. Whatever you name the move will be what is displayed when adding moves to the [[Cancel ​List]]+This is the name of the move you are creating. The name does not have to match the function of the move or the name of the script file used but for organizational purposes it makes it easier. Whatever you name the move will be what is displayed when adding moves to the [[cancels|cancel ​List]]
  
 ====Input==== ====Input====
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 |^ All Buttons || All Buttons flag specifies that any listed button inputs must ALL be pressed for the move to occur. This is for any move that uses more than 1 button and does not allow for variation. Such as an Ultra or Throw. || |^ All Buttons || All Buttons flag specifies that any listed button inputs must ALL be pressed for the move to occur. This is for any move that uses more than 1 button and does not allow for variation. Such as an Ultra or Throw. ||
 |^ Any Two || Any Two allows for any two buttons listed in the input section to allow for the move to occur. This is mostly used exclusively for EX moves. || |^ Any Two || Any Two allows for any two buttons listed in the input section to allow for the move to occur. This is mostly used exclusively for EX moves. ||
-|^ Super Jump Motion || Super Jump Motion flag specifies that the "​down"​ direction must be inputed ​before the required directional input for the move. ||+|^ Super Jump Motion || Super Jump Motion flag specifies that the "​down"​ direction must be inputted ​before the required directional input for the move. ||
 |^ Any Direction || Any direction allows for any of the listed directional inputs for the move to be considered an acceptable direction. || |^ Any Direction || Any direction allows for any of the listed directional inputs for the move to be considered an acceptable direction. ||
 |^ Stick || This flag specifies that there is a stick input used in the move. This section must be set in addition to either Lazy Stick or Strict Stick if the move requires a directional input. || |^ Stick || This flag specifies that there is a stick input used in the move. This section must be set in addition to either Lazy Stick or Strict Stick if the move requires a directional input. ||
 |^ On Press || On Press refers to the pressing of a button. This means that the move can occur at the time the button is pressed. If a move a charge system such as Cody's Zonk Knuckle or Balrog'​s TAP this flag wont be selected. || |^ On Press || On Press refers to the pressing of a button. This means that the move can occur at the time the button is pressed. If a move a charge system such as Cody's Zonk Knuckle or Balrog'​s TAP this flag wont be selected. ||
-|^ On Release || On Release refers to the releasing of a button. Not selecting this value will prevent a move from being "​Negative Edged" it also is for any move that you want the move to occur when a button is let go, such as Juri's fireball. ||+|^ On Release || On Release refers to the releasing of a button. Not selecting this value will prevent a move from being "​Negative Edged" it also is for any move that you want the move to occur when a button is let go, such as Juri's fireball ​release. ||
 |^ Unk1 || Unk1 is only used by Makoto UC2 second input LK/MK to change distance. || |^ Unk1 || Unk1 is only used by Makoto UC2 second input LK/MK to change distance. ||
 |^ Unk2 || Unk2 is used by [[flow]]-changing inputs like Makoto UC2-Kick, Adon Super Combo Kick, Guy TC-2HK. || |^ Unk2 || Unk2 is used by [[flow]]-changing inputs like Makoto UC2-Kick, Adon Super Combo Kick, Guy TC-2HK. ||
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 ====EX Requirement==== ====EX Requirement====
-This is how much Super meter must be available for the move to be allowed to be used. While you can specify any value, generally there is only 3 different values used. 250, 500, and 1000. A full super bar is equal to 1000 points.+This is how much Super meter must be available for the move to be allowed to be used. While you can specify any value, generally there is only 3 different values used. 250, 500, and 1000. A full super bar is equal to 1000 points ​with each pip being 250.
  
 ====EX Cost==== ====EX Cost====
-While the EX Requirement specifies how much Super meter must be available for the move to be usable, the EX Cost is how much meter is actually used when the move occurs. Setting this to a negative value will cause the move to give meter rather than cost meter. While the [[Attack Table]] Meter Gain setting only affects when an opponent is actually hit by an attack, the EX Cost setting always occurs even if the move completely misses.+The EX Requirement specifies how much Super meter must be available for the move to be usable, the EX Cost is how much meter is actually used when the move occurs. Setting this to a negative value will cause the move to give meter rather than cost meter. While the [[Attack Table]] Meter Gain setting only affects when an opponent is actually hit by an attack, the EX Cost setting always occurs even if the move completely misses.
  
 ====Ultra Requirement==== ====Ultra Requirement====
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 ====Input Motion==== ====Input Motion====
-This is for selecting what motion to use for the move such as the hadoken motion of Quarter Circle Forward, or the Dragon Punch motion of Forward down down forward. The selectable motions are defined in the [[Inputs]] section.+This is for selecting what motion to use for the move such as the hadoken motion of Quarter Circle Forward, or the Dragon Punch motion of Forwarddowndown forward. The selectable motions are defined in the [[Inputs]] section.
  
 ====Unk1==== ====Unk1====
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 |^ Crouch || The move can be performed while crouching. || |^ Crouch || The move can be performed while crouching. ||
 |^ Air || The move can be performed while airborne. || |^ Air || The move can be performed while airborne. ||
-|^ Down || The move can be performed during a knockdown state. (Example: Cody'​s ​badspray.) ||+|^ Down || The move can be performed during a knockdown state. (Example: Cody'​s ​bad spray.) ||
  
 ====Misc Restriction==== ====Misc Restriction====
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 ====Ultra Restriction==== ====Ultra Restriction====
-This setting restricts the move to be only allowed if the character is using the corresponding Ultra.+This setting restricts the move to be only allowed if the character is using the corresponding Ultra. This is ignored when W-ultra is in use.
  
 ====Script==== ====Script====
moves.txt ยท Last modified: 2020/12/09 02:51 by eternal