What happened last time. *clink*
The second "heinous technique" that I will cover is something known as "Marking." Essentially, you keep your target even when you normally would've lost it. A more well-known and similar technique is known as Chaos, F1 Killer, or simply "Konsen." Both can lead to very good results, including what is known as "Sentence of Death."
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| Marking |
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The process of marking is relatively easy to execute when done properly. There are 2 methods of doing it, and both involve the same initial step, getting a target. Targets, which are more often then not the enemy, are most easily obtained via ReversalDefs, but another method uses HitDefs.
The ReversalDef method is most often done like so (N_Alice):
[State ]
trigger1=ishelper(1)&&!numtarget&&prevstateno!=745296104
reversal.attr=SCA,AA,AT,AP
pausetime=0,0
sparkno=-1
numhits=0
hitsound=-1
fall.damage=-2147483648*!!(root,var(0)&8192)
ignorehitpause=1
Keep in mind that if a target enters a guard state, the target will be dropped automatically. The HitDef method is done like so (Defence_Checker):
[State 29996, 11P : Target取得用HitDef - 投げ属性]
type = HitDef
triggerall = Root,PalNo + ((Root,sysvar(1)&2)!=0)*12 = 11
triggerall = RoundState = 2
triggerall = (Root,sysvar(1)&1)
trigger1 = Root,sysvar(0)%600 = [300,449]
attr = ,NT
hitflag = MAFD
damage = 0
sparkno = -1
hitsound = -1
guard.dist = 0
p2stateno = 0
ID = 9011
numhits = 0
givepower = 0,0
[State 29996, 11P : ターゲット取得用当身]
type = ReversalDef
triggerall = (Root,sysvar(1)&1)
triggerall = Root,PalNo + ((Root,sysvar(1)&2)!=0)*12 = 11
trigger1 = Root,sysvar(0)%600 = [450,599]
trigger2 = NumTarget
reversal.attr = SCA,AA,AP,AT ;当身できる属性
pausetime = 1,1 ;ヒット時震える時間
sparkno = -1 ;ヒット時のスパーク画像No
hitsound = -1 ;ヒット音
p2stateno = 0 ;ヒット時に相手に参照させるステート
ID = 9011 ;ヒット時の識別番号
numhits = 0 ;コンボ加算数
givepower = 0,0 ;p2のパワーゲージ加算量
ignorehitpause = 1
Note that there's also a ReversalDef after the HitDef; this is to keep the target intact rather than drop the target when the HitDef ends. Now that you have an effectively permanent target, you can pretty much TargetState/TargetLifeAdd away. Doing this at roundstate > 2 is called "Sentence of Death" (at least according to my translator) Or, you can apply this in a slightly different manner...
---------------------------------------------------
| Konsen |
---------------------------------------------------
If you have/made a cheapie that is Nuke-tier, you probably are already familiar with this. Konsen is a different form of Marking that relies on an empty target. Note that I said "empty target." In order to obtain an empty target, a helper (the target) needs to destroy itself. Logic dictates that the target would instantly drop, but the magic of ReversalDefs allows us to keep the target, even when it isn't there, because that's how MUGEN works. Hitpausetime is an optional thing you can use and it is preferred.
So what happens with this empty target? Well the first helper to fill that slot is the new target! Take note that Konsen is helper-based, while Marking is player-based.
That's it, this is a shorter one but eh Marking + Konsen are quite simple.
The second "heinous technique" that I will cover is something known as "Marking." Essentially, you keep your target even when you normally would've lost it. A more well-known and similar technique is known as Chaos, F1 Killer, or simply "Konsen." Both can lead to very good results, including what is known as "Sentence of Death."
---------------------------------------------------
| Marking |
---------------------------------------------------
The process of marking is relatively easy to execute when done properly. There are 2 methods of doing it, and both involve the same initial step, getting a target. Targets, which are more often then not the enemy, are most easily obtained via ReversalDefs, but another method uses HitDefs.
The ReversalDef method is most often done like so (N_Alice):
[State ]
trigger1=ishelper(1)&&!numtarget&&prevstateno!=745296104
reversal.attr=SCA,AA,AT,AP
pausetime=0,0
sparkno=-1
numhits=0
hitsound=-1
fall.damage=-2147483648*!!(root,var(0)&8192)
ignorehitpause=1
Keep in mind that if a target enters a guard state, the target will be dropped automatically. The HitDef method is done like so (Defence_Checker):
[State 29996, 11P : Target取得用HitDef - 投げ属性]
type = HitDef
triggerall = Root,PalNo + ((Root,sysvar(1)&2)!=0)*12 = 11
triggerall = RoundState = 2
triggerall = (Root,sysvar(1)&1)
trigger1 = Root,sysvar(0)%600 = [300,449]
attr = ,NT
hitflag = MAFD
damage = 0
sparkno = -1
hitsound = -1
guard.dist = 0
p2stateno = 0
ID = 9011
numhits = 0
givepower = 0,0
[State 29996, 11P : ターゲット取得用当身]
type = ReversalDef
triggerall = (Root,sysvar(1)&1)
triggerall = Root,PalNo + ((Root,sysvar(1)&2)!=0)*12 = 11
trigger1 = Root,sysvar(0)%600 = [450,599]
trigger2 = NumTarget
reversal.attr = SCA,AA,AP,AT ;当身できる属性
pausetime = 1,1 ;ヒット時震える時間
sparkno = -1 ;ヒット時のスパーク画像No
hitsound = -1 ;ヒット音
p2stateno = 0 ;ヒット時に相手に参照させるステート
ID = 9011 ;ヒット時の識別番号
numhits = 0 ;コンボ加算数
givepower = 0,0 ;p2のパワーゲージ加算量
ignorehitpause = 1
Note that there's also a ReversalDef after the HitDef; this is to keep the target intact rather than drop the target when the HitDef ends. Now that you have an effectively permanent target, you can pretty much TargetState/TargetLifeAdd away. Doing this at roundstate > 2 is called "Sentence of Death" (at least according to my translator) Or, you can apply this in a slightly different manner...
---------------------------------------------------
| Konsen |
---------------------------------------------------
If you have/made a cheapie that is Nuke-tier, you probably are already familiar with this. Konsen is a different form of Marking that relies on an empty target. Note that I said "empty target." In order to obtain an empty target, a helper (the target) needs to destroy itself. Logic dictates that the target would instantly drop, but the magic of ReversalDefs allows us to keep the target, even when it isn't there, because that's how MUGEN works. Hitpausetime is an optional thing you can use and it is preferred.
So what happens with this empty target? Well the first helper to fill that slot is the new target! Take note that Konsen is helper-based, while Marking is player-based.
That's it, this is a shorter one but eh Marking + Konsen are quite simple.