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Author Topic: Marvel vs Capcom-estilo: A study on the inner workings  (Read 885 times)

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Offline Kung Fu Man

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Marvel vs Capcom-estilo: A study on the inner workings
« on: May 27, 2012, 03:53:40 AM »
This is more or less a scratch pad of sorts, but I'm using this too to point out some findings while I work on things related to this. So let's start with something basic: controls for a super jump. The majority of mugen programmers do it one way: check to see if D, U is pressed and then go to the custom jump state, and in the case of a launcher, if the move hit and the player presses up. However the setup is incomplete.

For starters, the D, U motion can't be "charged". Think like Guile's Sonic Boom or Bison's Psycho Crusher: you hold a direction for a little while, press the opposite direction and you unleash the move. In MvC1, charge moves take 13 ticks. If you hold down for this amount of time, then press up, then you just get a regular jump. Another aspect is that it doesn't matter what down or up direction is used, as long as one is.  One more part is to check to make sure down isn't being held any longer after the attack starts. This sounds lke something mugen itself should keep track of...but in 1.0 doesn't properly when it comes to charged moved. That extra bit of coding won't hurt to add.

Now one more thing: you don't have free range to do a super-jump after hitting with the launcher. Upon hit, you have only a 12-tick window in which you can jump. Miss it and holding up does nothing but make you look silly.

So with these basic bits, you should end up with something like this:

[Command]
name = "superjump"
command = ~$D, $U
time = 12

[Command]
name = "charged_du"
command = ~13$D, $U
time = 14

triggerall = statetype != A
trigger1 = command = "superjump"
trigger1 = command != "charged_du"
trigger1 = command != "holddown"
trigger1 = ctrl
trigger2 = stateno = launcherstateno
trigger2 = command = "holdup"
trigger2 = movehit = [1,12]

If you're using turbo-timings you'll want to decrease the size of the windows in each case, to make up for the frameskip. With this in place your controls as far as super-jumps should not only be more accurate, but a lot firmer, and your character should feel better all around.

More later.



Offline Kung Fu Man

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Re: Marvel vs Capcom-estilo: A study on the inner workings
« Reply #1 on: May 31, 2012, 02:13:55 AM »
More various notes about Superjumping. :rules:
-Two different kinds of veladds are used here to apply gravity: one for going up, another for coming down.
These are not constant for all characters.
-Vel Y cannot exceed 10 as you descend
-Horizontal movement during a superjump does not exceed -4/4
-Holding left or right to change momentum while superjumping is not checked until the 8th tick of the superjump
-Holding forward or back will add or subtract to the velocity, with the subtraction usually being less than the addition. The exact amounts by which these change is depending on the character. F/B is relative to facing direction while mid-air
-If there is horizontal movement in the jump, the jump's x vel is degraded by 0.0078125 per tick. This degredation stops whenever F/B is held, and resumes when released.
-Mid-air turn occurs when you are 15 or more ticks in front of p2's vertical axis during a superjump.

Offline Acey

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Re: Marvel vs Capcom-estilo: A study on the inner workings
« Reply #2 on: May 31, 2012, 02:53:49 AM »
I for one really appreciate this research.

Offline Excursion

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Re: Marvel vs Capcom-estilo: A study on the inner workings
« Reply #3 on: June 03, 2012, 07:57:12 AM »
-Mid-air turn occurs when you are 15 or more ticks in front of p2's vertical axis during a superjump.

Is this automatic?

Offline Cyanide

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Re: Marvel vs Capcom-estilo: A study on the inner workings
« Reply #4 on: June 04, 2012, 02:50:33 AM »
Quote
-If there is horizontal movement in the jump, the jump's x vel is degraded by 0.0078125 per tick. This degredation stops whenever F/B is held, and resumes when released.
Annoyingly this one is not always true. It is true in SOME jumps, and where true, if in a super jump it will apply until you manage to reach the 4 vel max, at which point it sticks and will decrease no further.

Is your X.accel global in MvC? I get x = 0.0234375 for omega red in MSHvSF.

I also found that it was 8 ticks before moving forward but 15 for moving back, that may be a game difference though as 8 is certainly a more sensible value.

Back vel and forward vel while holding differ. Don't forget if you hold forward or backwards when super jumping (especially noticeable from a launcher) you will get a specialised animation and instantly hit the maxed out velocity.

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