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Ultra Fatality

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Everything posted by Ultra Fatality

  1. damn i thought he was going to be good put him up against CM Punk oh well
  2. this looks fun i hope it has the danger theme
  3. by old school look i mean his 2D graphics look
  4. i dont know about you guys but i personal prefer his old school look more then this one just saying but i guess i can give this one a go
  5. i want sprites of myself :(
  6. This guy is looking better and better man keep it up
  7. Sweet another Fighting Climax character to put Shizou against lets hope he turns out as well as Akira
  8. Hmmm i hope i get popular enough to make the cut
  9. oh shit alright thanks man i'll send you something when i get it
  10. Can someone please help me with this it is pissing me right the hell off so basically im trying to do an auto combo for a character and the problem is when i press one command he goes into 2 commands instead sometimes 3 its a bit hard to explain but like i said i press one thing and he does multiple things what is up with that i'll post my code............... ;--------------------------------------------------------------------------- ; Stand Light Punch ; CNS difficulty: easy [statedef 200] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 10 ;Power to add (Def: 0) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front) [state 200,1] type = PlaySnd trigger1 = Time = 1 value = 200,0+random%5 [state 200, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 23, 0 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -40, -304 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = s1,1 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 10 ;Time opponent is in hit state ground.velocity = -16 ;Velocity at which opponent is pushed airguard.velocity = -7.6,-3.2 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -5.6,-12 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 15 ;Time before opponent regains control in air [state 200, 2] type = PlaySnd trigger1 = Time = 5 value = 0, 2 volumescale = 200 [state 225, ChangeState] type = ChangeState trigger1 = command = "x" && movehit value = 210 [state 200, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Med punch ; CNS difficulty: easy ; Note the width controller. It makes KFM's push box larger, so he doesn't ; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his ; feet. ; The sprpriority for this state is at -1, instead of the usual 2 for ; attacks. This makes KFM appear behind the opponent initially. ; The SprPriority controller in [state 210, 4] brings KFM to the front when ; his arm has swung over. ; To stop KFM from pausing in his swing frame, there is a ChangeAnim in ; [state 210, 3] that detects if the hit has come in contact with the ; opponent during that frame, and switches to the next animation element ; (notice the elem=6 parameter). If you don't see what I mean, try commenting ; out that controller, then hit someone with this attack. [statedef 210] type = S movetype= A physics = S juggle = 1 poweradd= 30 ctrl = 0 velset = 0,0 anim = 210 sprpriority = -1 [state 200,1] type = PlaySnd trigger1 = Time = 1 value = 210,0+random%4 [state 200, Hitdef] type = HitDef trigger1 = !time attr = S, NA damage = ifelse(var(22)=1,30,45), 2 animtype = Medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 guard.pausetime = 4,4 sparkno = s8001 guard.sparkno = 40 sparkxy = -100, -229 hitsound = s1, 2 guardsound = s6, 0 ground.type = Low air.type = Low ground.slidetime = 5 ground.hittime = 20 air.hittime = 20 ground.velocity = -4,0 air.velocity = -1.4,-3 airguard.velocity = -1.9,-.8 fall = 0 envshake.time = 8 envshake.freq = 60 envshake.ampl = -8 envshake.phase = 120 ;ground.cornerpush.veloff = 0 ;air.cornerpush.veloff = 0 ;down.cornerpush.veloff = 0 ;guard.cornerpush.veloff = 0 ;airguard.cornerpush.veloff = 0 ;getpower = 0,0 [state 300, PlaySnd] type = PlaySnd trigger1 = !time value = s0,3 volumescale = 200 [state 200, ChangeState] type = ChangeState trigger1 = movecontact && command = "x" value = 220 ctrl = 0 [state 300, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing Strong Punch -Chargable ; CNS difficulty: easy [statedef 220] type = S movetype= A physics = S juggle = 1 poweradd= 11 ctrl = 0 velset = 0,0 anim = 220 sprpriority = 2 [state 200,1] type = PlaySnd trigger1 = Time = 1 value = 220,0+random%4 [state 0, Explod] type = Explod trigger1 = animelem = 1 anim = 306 ;307 308 pos = -280,-110 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 1 ignorehitpause = 0 [state 0, Explod] type = Explod trigger1 = animelem = 1 anim = 307 pos = -200,-160 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 1 ignorehitpause = 0 [state 0, Explod] type = Explod trigger1 = animelem = 1 anim = 308 pos = -198,-158 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 1 removeongethit = 1 ignorehitpause = 0 [state 0, Explod] type = Explod trigger1 = animelem = 2 anim = 306 pos = -280,-132 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 1 ignorehitpause = 0 ignorehitpause = 0 [state 0, Explod] type = Explod trigger1 = animelem = 2 anim = 307 pos = -200,-170 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 1 ignorehitpause = 0 [state 0, Explod] type = Explod trigger1 = animelem = 2 anim = 308 pos = -198,-168 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 0 shadow = 0,0,0 ownpal = 1 removeongethit = 1 ignorehitpause = 0 [state 0, Explod] type = Explod trigger1 = animelem = 3 anim = 309 ;307 308 pos = 105,-50 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 1 ignorehitpause = 0 [state 0, Explod] type = Explod trigger1 = animelem = 3 anim = 303 pos = 100,-130 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 1 ignorehitpause = 0 [state 0, Explod] type = Explod trigger1 = animelem = 4 anim = 310 ;307 308 pos = -180,-500 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 1 ignorehitpause = 0 [state 0, Explod] type = Explod trigger1 = animelem = 4 anim = 311 pos = -125,-430 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 1 ignorehitpause = 0 [state 0, Explod] type = Explod trigger1 = animelem = 5 anim = 310 pos = -150,-503 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 1 ignorehitpause = 0 [state 0, Explod] type = Explod trigger1 = animelem = 5 anim = 311 pos = -100,-430 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 pausemovetime = 0 scale = 1,1 sprpriority = 0 ontop = 1 shadow = 0,0,0 ownpal = 1 removeongethit = 1 ignorehitpause = 0 [state 230, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 26 guardflag = MA pausetime = 12,12 sparkno = 0 sparkxy = -40,-148 hitsound = s1,3 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 14 ground.velocity = -20 air.velocity = -10,-14 [state 200, 2] type = PlaySnd trigger1 = Time = 5 value = 0, 4 volumescale = 200 [state 200, ChangeState] type = ChangeState trigger1 = movehit && command = "x" value = 500 [state 200, ChangeState] type = ChangeState trigger1 = movehit && command = "You cant run EX" value = 1006 [state 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 so if someone could please help me with this that'd be great
  11. cool stuff man if you dont mind me asking may i have a sig
  12. Here is where I'm going to post all my youtube videos for your viewing pleasure so please enjoy just made my first one for my new channel hope you like more to come very soon...............
  13. Your's truly Ultra Fatality https://www.youtube.com/channel/UCvE3TDerpBZhdgM5UEk452A
  14. Ultra Fatality

    j

    Thats funny H-Mugen is even funnier lol oh well sorry they were created for a reason for us to get a good laugh or a good relief
  15. the kush man made megazorid
  16. Ultra Fatality

    j

    What xD
  17. I'll punch someone if they didnt know the green ranger he was the shit and he's looking good man awesome
  18. hmmm i shall try this out
  19. Are there any Guilty Gear xrd sound rips
  20. Ultra Fatality

    j

    i wonder if she's compatible with the Minotaur lol
  21. lick my stick you trick
  22. 1.Dan Hibiki (Street Fighter) 2.Reptile (Mortal Kombat) 3.Sol BadGuy (Guilty Gear) 4.Jago (Killer Instinct) 5.Miguel (Tekken)
  23. Sorry I have no pic but im sure you guys know who im talking about i cant find a working download link for this guy worth crap so if you guys can help out...........................That'd Be Great
  24. kush that came from the
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