Opponents vulnerable while rising up

CBWardog

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I made this because I hate missing outside flying attacks just because the opponents are invulnerable during the "rising up" animation. It's a really simple code, just Toki 1 + 8 will give you the frame where you can make contact with the opponent. Comes with the "in match" activator, so it can be left always on. Please tell me if there are any bugs so I can fix it.

Works for the slow rising up and dizzy rising up animations.

Example video HERE

Code:

<blockquote class='code_blockquote'><dl><dt>Code: </dt><dd> </dd></dl><code>D015A5D1 0015
8129DC5C 0002
D015A5D1 0015
8129DC80 0002
D015A5D1 0015
8129DB84 0002
D015A5D1 0015
8129DC38 0002</code></blockquote>
 

Latallah

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This is perfect!
It's awesome to V-Trigger.

rising-vtrigger.gif

Would it be possible to adapt the Predator Mode to make the opponent rising up?

<blockquote class='quote\\_blockquote'><dl><dt>Quote:</dt><dd> </dd></dl><div>Predator Mode (Corner Taunt)

D115AEC6 001C
D115B21E 0031
D115B222 0003
8115B222 0004

Credit: WldFb[/quote]


And would it be possible to change the animation of Running Attack if the opponent is rising up?
 

CBWardog

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I think that's already what the code does. It works for the rising up slow animation and the rising up dizzy animation. Try both codes active at the same time, it should work.

And about your second question, you could use the rising up animation frame as an activator, and the last frame to set the move back into the normal attack. You could use master moves to make the change.
 
D

Deleted User

Crowd Member
Don't use master move mods, those shouldn't be used at all, anymore. We have moved beyond them.


Use IRN mods and damage swapping for a cleaner code. They can be modified easier, and you can simply do more with them.
 

CBWardog

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I made a 4 player convertion for Wldfb's Predator mode, but since it's not my code I cannot post it here. If you want it, I can send it to you via PM.
 
D

Deleted User

Crowd Member
You can totally post it here, just give WldFb credit.

My policy has always been to give what we have to the community, in order for it to survive and not get lost to the internet ether.
 

CBWardog

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Cool, Keson! Then, here is the predator mode 4 player converted (works with standing taunts)

credit: Wldfb

p1

<blockquote class='code_blockquote'><dl><dt>Code: </dt><dd> </dd></dl><code>D115AEC6 001B
D015AEBB 0001
D115B21E 0031
D115B222 0003
8115B222 0004
D115AEC6 001B
D015AEBB 0002
D115B576 0031
D115B57A 0003
8115B57A 0004
D115AEC6 001B
D015AEBB 0003
D115B8CE 0031
D115B8D2 0003
8115B8D2 0004</code></blockquote>

p2

<blockquote class='code_blockquote'><dl><dt>Code: </dt><dd> </dd></dl><code>D115B21E 001B
D015B213 0000
D115AEC6 0031
D115AECA 0003
8115AECA 0004
D115B21E 001B
D015B213 0002
D115B576 0031
D115B57A 0003
8115B57A 0004
D115B21E 001B
D015B213 0003
D115B8CE 0031
D115B8D2 0003
8115B8D2 0004</code></blockquote>

p3

<blockquote class='code_blockquote'><dl><dt>Code: </dt><dd> </dd></dl><code>D115B576 001B
D015B56B 0000
D115AEC6 0031
D115AECA 0003
8115AECA 0004
D115B576 001B
D015B56B 0001
D115B21E 0031
D115B222 0003
8115B222 0004
D115B576 001B
D015B56B 0003
D115B8CE 0031
D115B8D2 0003
8115B8D2 0004</code></blockquote>

p4

<blockquote class='code_blockquote'><dl><dt>Code: </dt><dd> </dd></dl><code>D115B8CE 001B
D015B8C3 0000
D115AEC6 0031
D115AECA 0003
8115AECA 0004
D115B8CE 001B
D015B8C3 0001
D115B21E 0031
D115B222 0003
8115B222 0004
D115B8CE 001B
D015B8C3 0002
D115B576 0031
D115B57A 0003
8115B57A 0004</code></blockquote>
 
Z

Zero0

Crowd Member
This is an awesome hack. But while I was testing this, I found that sometimes the opponent would sell as if they were hit from behind after being attacked from the front, and vice-versa. Is there a way to fix the collision detection in this code to correct this issue?
 
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