MAKING A NORMAL MOVE HIT MULTIPLE TIMES

-Example :Ryu's Standing Forward Kick (Ryu By Mugenite)

In this case we want a normal move to hit twice. First we define the hit colission boxes in AIRVIEW or Mugenerator,as shown below.

As seen above,when frame 3 and 4 make contact with the enemy,we want them to hit, for an automatic 2 hit combo.

To achieve this:

CMD FILE

;------------------------- [State -1] type = ChangeState value = 240 triggerall = command = "b"

triggerall = command != "holddown"

trigger1 = statetype = S

trigger1 = ctrl = 1

Standard stuff, we check if the player pressed "b" (command="b"), if he is standing(stateype=S) and can make moves (ctrl=1). If this conditions are met we go to state 240 in the CNS (value=240).

CNS FILE

;--------------------------------------------------------------------------- ;STAND_B [Statedef 240] type = S STANDING MOVE movetype= A ATTACK MOVE

physics = N

juggle = 4 THIS MOVE WILL JUGGLE P2 IN THE AIR IF HE HAS 4 OR

MORE POINTS LEFT IN HIS (player1) JUGGLE COUNTER.

poweradd= 40 GAIN 40 POINTS OF SUPERBAR AFTER PERFORMING THIS MOVE

ctrl = 0 PLAYER CAN'T PRESS KEYS DURING THIS MOVE

anim = 240 NUMBER OF THE ANIMATION IN THE SFF FILE

velset = 0,0 NO CHANGE IN PLAYER SPEED

[State 240, 1]

type = NULL ;PlaySnd PLAY SOUND OF THIS MOVE

trigger1 = Time = 1

value = 0, 1

[State 240, 2] DEFINE HOW THIS MOVE HITS.

type = HitDef

t rigger1 = AnimElem = 3 THIS MOVE HITS WHEN WE RE IN ANIMATION

FRAME 3

OR 4 (AnimElem=3,AnimElem=4)

trigger2 = AnimElem = 4 AND THIS IS WHAT WE WANTED....CLICK HERE TO

SEE THE FRAMES

attr = S, NA THIS MEANS THAT THIS MOVE IS A "STANDING

NORMAL ATTACK" (S,NA)

damage = 57 57 points of damage

animtype = Med P2 WILL MAKE HIS MEDIUM HIT ANIMATION WHEN

THIS MOVE CONECTS

guardflag = MA P2 CAN BLOCK THIS HIGH OR LOW (HENCE THE 'M') OR

IN THE AIR (THE 'A')

pausetime = 10,10 P1 WILL BE FREEZED 10 GAME TICKS AFTER

PERFORMING THIS MOVE,P2 WILL

FREEZED 10 GAME TICKS AFTER BEING HIT FROM

THE MOVE (10,10)

sparkxy = 0,-84 POSITION OF THE HIT SPARK IF THIS MOVE HITS

hitsound = 5,2 SOUNDS IF THIS MOVE HITS (hitsound) OR IS

BLOCKED(guardsound)

guardsound = 6,0

ground.type = High

ground.slidetime = 13

ground.hittime = 17

ground.velocity = -2.5

air.type = Low

air.velocity = -3.1,-3.3

airguard.velocity = -3.5,-2.5

[State 240, 3] GIVE CONTROL AGAIN TO THE PLAYER (CTRL=1) WHEN

THE ANIMATION ENDS (Animtime=0)

type = ChangeState

trigger1 = AnimTime = 0

value = 0

ctrl = 1

After programming the move in the CMD and CNS file,we re ready to try it,if succesful ,Ryu's Standing Forward will hit like this:

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