State Controller Reference Hitflag Mugen

a F in hitflag doesnt seem to work so what's the problem? - - - Updated - - - already figured it out i set ground.type to trip. The MUGEN ARCHIVE™ hitflag = MAFD. priority = 5,Hit. pausetime = 6,6. sparkno = s201. sparkxy = 0,-50. hitsound = s200,1. guardsound = 6,0. ground.type = High. This is a previewin this case, I added a hitflag (THX ILU) that allows me to take the opponent up againwich creates a pretty cool

En este Tutorial le voy ha enseñal ha ultillizar el "Codigo Helper" con este codigo funciona tipo: hamahameja,lanzar fuego, acido, State Controller Reference

A M.U.G.E.N primer. Tutorial Part 4 - A simple attack move (Part II) hitflag; priority; sparkno; guard.velocity; fall.recover. Once you're comfortable 2014-11-04:HitFlagについて。省略しても一応命中する。指定内約は不明。 … ○2013-06-02:GetPower,GivePowerの hitflag = MAF ; MHLAFD+- medium(=HL), high, low, air, fall, down guardflag = MA ; MHLAFD+- default = empty / unguardable affectteam = E

M.U.G.E.N Tutorial 4 crear chars para mugen "Codigo Helper" hitflag = HLAFD p2stateno = 47474 ignorehitpause = 1. And a custom state defined like this: [Statedef 47474] type = U movetype = H ctrl = 0

Haohmaru preview MUGEN (need help with making Special Move) Tutorial agregar Combo aéreo estilo MVC en un char - Mugen

How to hit a character while faliing? [WIN/1.0/1.1] MUGEN Techniques 4 - Immediate Death Techniques Implementing chip damage - [ MUGEN CODING HELP ] - Mugen

hitflag = HLAFD guardflag = p1stateno = var(20) projanim = ifelse(sysvar(0), sysvar(0), 200 + 5*(random%11)) ;; use Clsn1 if found, or else Organized HitDef - [ TUTORIAL LIBRARY ] - Mugen Free For All

[Game][WIP] M.U.G.E.N, 2D Fighting Game Engine In M.U.G.E.N and other fighting games, an On-The-Ground Attack, often hitflag = MAFP. indicate that the attack hits mid (M), can hit characters in

On-The-Ground Attack | MUGEN Database | Fandom Página recomendada: Cosas que pueden pegar en su golpe de char, en SC-/HitDef - MUGEN CNS WIKI CHAOS@予定 - atwiki(アット

MUGEN will automatically "deassert" each flag at every game tick, so you "H", "L" or "A" (or "M") must be present in the hitflag string. Two i did the coding & every thing right but sadly my end result was my characters feet doing the moon walk over my head, here's the hitflag = AFM hitsound = 5,0 kill = (Var(9) = 0) numhits = -1 p2facing = 1 p2stateno = 90926 pausetime = 30, 2 sparkno = -1 sparkxy = -15, -95 yaccel = 0.38.

[WIN/1.0/1.1] MUGEN Techniques 10 - Spy Helpers and Instant