Script to Counter Grab Enemies like in Super Double Dragon for SNES

Fish

New member
Hi all, I need help with a script.
I would like the player in his Anim Blockpain to be able to Bind to the enemy that hits him frontally in the closet range and not to other enemies that attack him at the same time and from behind.
If the Binding start, the enemy show his Anim Follow.
So when player and enemy are Binded
I can manage the enemy with the
@cmd position like in a slamstart
 
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I would like the player in his Anim Blockpain to be able to Bind to the enemy that hits him frontally in the closet range and not to other enemies that attack him at the same time and from behind.

Are you trying to replicate Lee Brothers' ability to counter grab enemies who tried to punch him by blocking or Chen brother's ability to grab Lee Brothers' kick?
 
Have you encountered any unusual issues with your new profile posts not appearing or being delayed, despite being posted within the forum rules? Let's share our experiences and potential workarounds to ensure our messages reach the community.
I think no have problem with my profile
 
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Are you trying to replicate Lee Brothers' ability to counter grab enemies who tried to punch him by blocking or Chen brother's ability to grab Lee Brothers' kick?
Yes exactly like in Double Dragon for Snes. Exist a Mod that replicate this move?
I want that player perform a counter grab relative to enemies type attack.
I've tried with your slamstart but player grab casual enemies. I need that player grab only the closest enemy that hit

Maybe a script could be to merge your "slamstart" with "ani0200" by DC.
Something like this:
If enemy is in Anim Attack
or enemy's attack box collide with player's box,
and are in Rage declared in Player's Anim Follow1,
Player and enemy will Binded,
And Enemy show the his Anim Follow2
 
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I post those video so everyone can see what we're talking about.

At the 01:10 Billy performs the counter grab that, which is a different grab from the normal Anim Grab and Anim Grab Attack. Obviously it must be done only against the enemy who attacked the player.


This is also a counter grab that I would like to make.
 
I've remembered that Double Dragon Mini which I've shared years ago already has one of the requested features.

However, to perform counter grab, it's not simple. First, you need to hold Down or just walk down when blocking. Billy will put one arm ready to block instead of covering his face with both arms.
Second, you need to time it properly so as soon as Billy puts one arm, enemy punches him. If done right, Billy will hold the enemy with his arm just like in Super Double Dragon.

There are only two enemies in the demo : Williams and Abobo. IIRC Billy could grab block both enemies.

I'll upload new version with Chen brothers to show the other feature.
 
I've remembered that Double Dragon Mini which I've shared years ago already has one of the requested features.

However, to perform counter grab, it's not simple. First, you need to hold Down or just walk down when blocking. Billy will put one arm ready to block instead of covering his face with both arms.
Second, you need to time it properly so as soon as Billy puts one arm, enemy punches him. If done right, Billy will hold the enemy with his arm just like in Super Double Dragon.

There are only two enemies in the demo : Williams and Abobo. IIRC Billy could grab block both enemies.

I'll upload new version with Chen brothers to show the other feature.
to test your grab harm I inserted the "SlamstartA" in "Anim Attack1" and at the end of the move, even when the enemy is on the ground, every time I press "Attack1" the enemy repositions itself in front of the player. Even if it is far from the player. I don't understand why if there is "depost 0"

Code:
anim    attack1 # Left hand punch
    loop    1 4 6
    delay    1
    offset    68 131
    cancel    4 5 0 A Freespecial12
    cancel    4 5 0 A2 Freespecial11
    frame    data/chars/billy/grabarm.png
    @cmd    slamstartA
    frame    data/chars/billy/grabarm.png
    frame    data/chars/billy/grabarm.png
    bbox    61 75 20 56
    @cmd    antiwall 30 -30 -1
    @cmd    position 0 29 1 -1 -1
    frame    data/chars/billy/grabarm.png
    delay    20
    frame    data/chars/billy/grabarm.png
    frame    data/chars/billy/grabarm.png
    frame    data/chars/billy/grabarm.png
    delay    50
    @cmd    depost 0
    @cmd    finish 0 1 2 2 0 1
    frame    data/chars/billy/idle2.png
 
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when the enemy is on the ground, every time I press "Attack1" the enemy repositions itself in front of the player. Even if it is far from the player.

Well, that's because grab scripts store currently grabbed opponent. If the storage is not cleared, player could reposition grounded or even flying enemy to defined positions.
That's why the storage is cleared after grabbing arm is ended to prevent repositioning.

I don't understand why if there is "depost 0"

depost 0 is for unbinding grabbed opponent.
However, IIRC those two functions at last frame were temporary functions to release grabbed opponent in case the animation doesn't loop. The actual script who will release both player and opponent after grabbing time is over is the one inside @script and @end_script bracket.
Yes, grab time is limited so player couldn't grab arm enemy forever and player won't be stuck in grabbing arm state forever.
 
Hi Bloodbane,
to understand the "slamstart2" I used your "Crime Buster 2.5" with Maxima, and I inserted the freespecial8 in Attack1. But even with the commands
@cmd depost 0
@cmd clearL
every time I press Attack1 the last enemy that was hit by the freespecial8 always reappears until it dies.
Player and Enemy do not untie.
Code:
anim attack1
        cancel  1 5 0 A freespecial8
    delay    3
    offset    42 127
    bbox    37 15 45 113
    frame    data/chars/maxima/wkick01.gif
        bbox    45 14 41 114
    frame    data/chars/maxima/wkick02.gif
        bbox    51 13 38 115
    frame    data/chars/maxima/wkick03.gif
        delay   9
    attack16 69 62 64 32 9
    frame    data/chars/maxima/wkick04.gif
        delay   3
        attack  0
    frame    data/chars/maxima/wkick05.gif
        bbox    40 17 48 111
    frame    data/chars/maxima/wkick06.gif
        bbox    32 16 46 112
        @cmd    clearL
        frame    data/chars/maxima/wkick07.gif
       

anim freespecial8
    delay    1
    offset    52 140
        @cmd    anti2
        fastattack 1
    frame    data/chars/maxima/slam01.gif
    delay    8
        @cmd    slamstart2
        @cmd    position 7 40 12 -1 -1
    frame    data/chars/maxima/slam01.gif
        @cmd    position 2 61 72 -1 -1
    frame    data/chars/maxima/slam02.gif
    delay    5
    offset    55 126
        sound    data/chars/maxima/press.wav
        @cmd    position 2 62 68 -1 -1
    frame    data/chars/maxima/spin01.gif
        attack4 59 14 88 43 10 1
        @cmd    keymove 0.7
        @cmd    position 2 54 75 -1 -1
    frame    data/chars/maxima/spin02.gif
        @cmd    keymove 0.7
        @cmd    position 2 47 69 -1 -1
    frame    data/chars/maxima/spin03.gif
        attack4 -44 12 181 38 10 1
        @cmd    keymove 0.7
        @cmd    position 2 -62 66 -1 1
    frame    data/chars/maxima/spin04.gif
        attack  0
        @cmd    keymove 0.7
        @cmd    position 2 -38 77 1 1
    frame    data/chars/maxima/spin05.gif
        attack4 -19 11 175 34 10 1
        @cmd    keymove 0.7
        @cmd    position 2 67 79 1 -1
    frame    data/chars/maxima/spin06.gif
        attack  0
        @cmd    stop
        @cmd    antiwall 70 -35 1
        @cmd    position 0 67 42 1 -1
    frame    data/chars/maxima/spin07.gif
    delay    1
        @cmd    antiwall 70 -35 1
    frame    data/chars/maxima/spin07.gif
    delay    15
        @cmd    depost 0
        @cmd    throw 40 1 -5 1 0 0
    frame    data/chars/maxima/spin07.gif
    delay    7
        @cmd    clearL
    frame    data/chars/maxima/spin08.gif
    frame    data/chars/maxima/spin06.gif
    frame    data/chars/maxima/spin09.gif
    frame    data/chars/maxima/spin10.gif
Instead, as you set up with the freespecial8 in the Anim Grab everything is ok.
I can't understand
 
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