alt "grab attack" with A2 button

NED

Well-known member
I try to add an alternate move to do from grab start.
I used Attack2 button to do it. I use it for all hard attacks.
Basically it's a move that hit the opponent and make him fly away.

THe problem is during the start of the attack, the enamy takes control and can guard the move. any chance to make the enemy stay in a pain-like stay, so he can receive the hard attack? :-\

Thanks

I used a cancel from grab like this:
Code:
anim	freespecial30#(Hard attack)

And his is the move itself
Code:
#alt grab attack (hard)		
anim	freespecial30
	damageonlanding 0 1
	jugglecost	2
	attackone	0
	loop	0
	offset	96 177
	bbox	0 0 0 0
	delay	14
	frame	data/chars/rachel/gbaff1.gif
	delay	1#pour la voix
	sound	data/chars/rachel/rhora.wav
	frame	data/chars/rachel/gbaff1.gif
	delay	6
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/gbaff2.gif

	delay	10
	hitfx	data/sounds/beat2.wav

	attack1	99 79 61 41 16 1 0 0 20 0
	dropv	3 6

	frame	data/chars/rachel/gbaff3.gif
	delay	17
	attack1	0 0 0 0 0 0
	frame	data/chars/rachel/gbaff4.gif
	delay	8
	frame	data/chars/rachel/gbaff5.gif

 
Before we talk about starting grab attack with A2 button, are we talking about :

com A2 freespecial30

or this:

cancel 0 1 0 A2 freespecial30

?

The 1st is alternate attack by pressing A2 during IDLE or WALK while the latter is cancel attack by pressing A2 in certain animation where that cancel command is declared (I assume it's in GRAB animation).
 
To avoid Enemy from taking control and guarding the attack, I'm thinking of making it unblockable, but this is the a lazy way to fix it.
If there is something well working, I'm taking it. ::)

I think Magggas used some simillar process with kick button in WHSJe.
But I can't understand how it really works. :-[
 
Why don't you declare an attackbox which doesn't give damage at start of Freespecial30 to put enemy in pain state?
Then turn this attackbox off to give way for the real attack later.
 
Seems a good idea.
But I'm not sure to understand again.

You mean,
-Some box that make the enemy stuck in pain anim?
-Multiple boxes to maintain enemy in pain anim?

Either, how can I make it? I mean to allow player to continue moving, but with enemy stuck in pain? Also is there a way to make the first attackbox not to count number of hits? (since it's a "fake" hit)

EDIT : ------------------------------------
With unblockable move like I experimented is not a good solution.
It make it cheap. More explanations are welcome.
 
You have extra requirements which makes it harder :).

Well, if that doesn't work why don't you use slam scripts for the hard attack? which instead of slamming, hard attack is performed instead.
 
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