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Making parry based off of high/medium/low instead of standing/crouching/aerial?


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Currently, I'm trying to implement a parry into a character that I am making. I used a couple of code snippets from MFG to base it off of and the implementation works. It uses a HitOverride state that takes attributes for standing attacks which I modified to include crouching attacks as well, but I would much rather be able to parry based off of an attack being high, medium, or low kind of like how it works in Street Fighter 3. Is there a way to do this with this method or am I going to have to look into doing it another way? I have put the states that I am using below.

 

Here are the states in my -2 Statedef

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Here is the code for Statedef 10000

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I really want to have parrying be based off of hitflag types instead of strictly the state the enemy is in when they perform an attack. I have an uppercut on this character and having to exclusively do a low parry for that feels odd when it hits as a medium. I took a look at the trigger reference for GetHitVar and I'm wondering if that could come in handy here somehow. I tried throwing it on the trigger1 in the -2 states but it just made it so the parry doesn't work at all so I took it off. I'm wondering if anyone else has any input on this? Thanks to anyone who takes a look!

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  On 9/12/2020 at 10:36 AM, PlasmoidThunder said:

There is no known way to read hitflags. You'd have to hardcode those specific instances in, which is impractical outside of a fullgame.

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That is unfortunate. I actually tried booting up GM's SF3 Ryu to try and see if I could low parry a medium attack to see how it would be done that way but it doesn't work. I am making a full game but I don't think that would be worth my time to go through and make an exception for every single instance with every single character. It might feel a little weird to play having to parry uppercuts with a low parry but I think I can work with it.

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