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Author Topic: Coding about Cancelling. Help!  (Read 504 times)

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Offline AensleigheR

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Coding about Cancelling. Help!
« on: April 17, 2017, 10:05:57 AM »
Hey guys! Can anybody please guide me on how to code Cancels?

What I have in mind right now is to cancel Standing Heavy Kick and Standing Heavy Punch into a special move.
What codes do I have to do?

Also, how do I cancel that special move into a hyper?

So the chain would go something like this.

HP to/or HK > Hadouken > Shinku Hadouken

I would gladly appreciate any help. Thank you very much!  :w00t:



Offline Cyanide

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Re: Coding about Cancelling. Help!
« Reply #1 on: April 18, 2017, 02:42:59 AM »
This is just extra triggers. Here is a simple version of things

[State -1]
type = changestate
value = 1000
triggerall = command = "megapunch"
trigger1 = statetype != A && ctrl
trigger2 = stateno = 220

The second trigger says that if you are in state 220 and you input megapunch, you will cancel out of it, add further triggers for more states and more control. Things like movecontact etc are normally used although if you are emulating capcom, not actually required.

Offline AensleigheR

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Re: Coding about Cancelling. Help!
« Reply #2 on: April 18, 2017, 03:26:54 AM »
Thank you, man! The code worked for when cancelling HP into the projectile.  :Terry
But the code doesn't work when cancelling the projectile into the hyper  :'(

This is the code for the hyper;

;Absolute Zero
[State -1]
type=ChangeState
value=3400
triggerall=command="qcf_xy"&&power>=1000
trigger1 = statetype != A && ctrl
trigger2 = stateno = 1038 <-- this is the projectile

PS : Thank you, Cyanide.  :thumbsup:

Offline Cyanide

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Re: Coding about Cancelling. Help!
« Reply #3 on: April 21, 2017, 05:34:56 AM »
Is 1038 the state for the projectile, or the animation of it. Or if it's a helper. Stateno will detect only the state of the character, it doesn't look at animations or helpers or anything like that.

You must be in state 1038 for that to trigger.

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