How To : Code Grabs/Throws

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ความคิดเห็น • 105

  • @SkeetterScootter
    @SkeetterScootter 3 หลายเดือนก่อน

    Now i can make my own throws and you explained the TargetBind so well!!!

    • @RyonMugen
      @RyonMugen  3 หลายเดือนก่อน

      I think this is old and I may need to revise it

  • @RyonMugen
    @RyonMugen  11 ปีที่แล้ว +1

    hyper combos are the same as regular moves, you just have more pieces of code to make it look like a super. 1 mainly being Superpause, which gives that "super" feeling.

  • @ChuuninJ
    @ChuuninJ 11 ปีที่แล้ว +1

    Think u could do a small video about it?
    anyway great job on the vids ^^

  • @samouraiosa2008
    @samouraiosa2008 11 ปีที่แล้ว

    hi Ryon i want to ask u a question .. witch one is easy for making fighting games Mugen or 2d fighter maker??

  • @francescocugini5401
    @francescocugini5401 10 ปีที่แล้ว

    Great!!!!

  • @jermainekidd4648
    @jermainekidd4648 11 ปีที่แล้ว +1

    Can u make a hyper combo tutorial when u have time?

  • @NickieWicky94
    @NickieWicky94 11 ปีที่แล้ว

    you referring to something similar to juggernaut from marvel vs capcom 2? he has a beam that's always in the front regardless of who it is, but if juggernaut is in front of it, you can press a+b+c together (my result just to get it). look in his .cns file.

  • @RyonMugen
    @RyonMugen  11 ปีที่แล้ว

    honestly I cant give you complete guidance on this. I dont code throws alot and I was having my own issues with it a while ago. But I would image you just check your triggers to make sure its not conflicting with something else.

  • @trackiesthead1563
    @trackiesthead1563 5 ปีที่แล้ว +1

    Im trying to code a simple throw that consists on P1 grabbing the opponent then lifting it overhead then slamming it in front of himself so that means that the opponent will not be flying through the air. but when my P1 grabs P2 the later just disappears into thin air and doesn't come back. Anything I've done wrong? I should note that I didn't use the throw creator because in the previous attempts to code the attack I think I've fared better without that function, pretty much like in this other tutorial www.angelfire.com/ego/heavens/mugen_throws.htm .
    [Statedef 800]
    type = S
    movetype= A
    physics = S
    juggle = 0
    velset = 0,0
    ctrl = 0
    anim = 800
    [State 800, 1]
    type = HitDef
    Trigger1 = animelem = 1
    attr = S, NT ;Attributes: Standing, Normal Throw
    hitflag = M- ;Affect only ground people who are not being hit
    priority = 1, Miss ;Throw has low priority, must be miss or dodge type.
    sparkno = -1 ;No spark
    p1sprpriority = 1 ;Draw in front of p2
    p2facing = 1 ;Force p2 to face player
    p1stateno = 810 ;On success, player changes to state 810
    p2stateno = 820 ;If hit, p2 changes to state 820 in player's cns
    fall = 1 ;Force p2 into falling down
    [State 800, 2]
    type = ChangeState
    Trigger1 = AnimTime = 0
    value = 0
    ctrl = 1
    [Statedef 810]
    type = S
    movetype= A
    physics = N
    anim = 810
    poweradd = 60
    [State 810, 1]
    type = NotHitBy
    trigger1 = Time = 0
    value = SCA
    time = 81
    [State 810, 2]
    type = PlayerPush
    trigger1 = Time >= 0
    value = 0
    [State 810, Bind 1]
    type = TargetBind
    trigger1 = AnimElemTime(1) < 0
    pos = 28, 0
    [State 810, Bind 2]
    type = TargetBind
    trigger1 = AnimElemTime(2) < 0
    pos = 0, 20
    [state 810,5]
    type = TargetState
    trigger1 = AnimElem = 2, = 1
    value = 820
    [State 810, State End]
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 0
    ctrl = 1
    [Statedef 820]
    type = A
    movetype= H
    physics = N
    velset = 0,0
    [State 820, 1]
    type = ChangeAnim2
    Trigger1 = Time = 0
    value = 820
    [State 820, 2]
    type = NotHitBy
    trigger1 = Time = 0
    value = SCA
    time = 35
    [State 820, 3]
    type = SprPriority
    trigger1 = Time = 0
    value = -2

  • @Keith-wu1ow
    @Keith-wu1ow 4 ปีที่แล้ว

    Do you ever plan on doing more MUGEN tutorials?
    If you are
    could you make a tutorial on how to make a cinematic super?

    • @RyonMugen
      @RyonMugen  4 ปีที่แล้ว

      you know someone else requested this years ago, I don't think i'll be making more tutorials, but essentially a cinematic super is just a BIG LONG THROW.
      what do i mean by that? well Throws are custom state codes, and once you put player 2 in a custom state you control ALL of their actions.
      so basically put p2 in a custom state, then have them do walking animations, get ups, "fake hits", flying around, etc, etc.

  • @Dissidia
    @Dissidia ปีที่แล้ว

    Coding throws for the very first time will always be a bitch, but once you understand how it works, throws and grabs turn out to be very fun.

    • @RyonMugen
      @RyonMugen  ปีที่แล้ว

      I'm 15 years into coding and I still hate it LOL

  • @ChuuninJ
    @ChuuninJ 11 ปีที่แล้ว

    I understand ^^

  • @crimson-foxtwitch2581
    @crimson-foxtwitch2581 7 ปีที่แล้ว

    Question: if you are going to map both forward and back throw to close heavy punch with nothing on heavy kick, then why not try one of my solutions to allowing throws from further away?
    Solution 1: out of a run or cancelling a dash, press forward+heavy punch for forward throw and back+heavy punch for back throw.
    Solution 2: use SNK's throw system(heavy punch at close range is ALWAYS forward throw, and heavy kick is ALWAYS back throw) to allow for standing command normals on heavy punch and heavy kick(this is especially handy if heavy punch+heavy kick or MP+MK/LK+HP is mapped to something other than a KOF-style CD move because every now and then you see people with builds that have tag team assist functions)

    • @RyonMugen
      @RyonMugen  7 ปีที่แล้ว

      is that a question you want a answer to?

    • @crimson-foxtwitch2581
      @crimson-foxtwitch2581 7 ปีที่แล้ว

      Ryon Persaud the question is what do you do for your throw systems?

    • @RyonMugen
      @RyonMugen  7 ปีที่แล้ว

      I hate coding throws personally, So I actually dont code throws in my characters, VERY VERY few have a throw, and its ususally just holding foward and HP, OR LP+LK, or MP+MK or HP+HK . I hate coding throws.

    • @crimson-foxtwitch2581
      @crimson-foxtwitch2581 7 ปีที่แล้ว

      Ryon Persaud thing is though that do you do in place because you don't have throws as part of your character's movesets? Doing nothing is usually a bad idea because some Mugen characters have at least one move that is -2 or -1 but leaves them at close range. (which is the perfect opportunity to punish with a throw)

    • @RyonMugen
      @RyonMugen  7 ปีที่แล้ว

      Crimson-fox Twitch I just hate coding them. no one has ever complained a out it before. I enjoy coding cinematic supers more than throws, and that's more complicated lol.

  • @RyonMugen
    @RyonMugen  11 ปีที่แล้ว

    i'll see. no promises.

  • @mugendojuntao
    @mugendojuntao ปีที่แล้ว

    one question about throws is there any trigger for detect if the enemy is using a targetlifeadd like in this throw situation ?

    • @RyonMugen
      @RyonMugen  ปีที่แล้ว +1

      I did not get a notification about this comment. As far as I know. No there is no way to detect if the enemy is using targetlifeadd

    • @mugendojuntao
      @mugendojuntao ปีที่แล้ว

      @@RyonMugen ah ok alright dude no problem
      so what is the best solution for a situation like that (throws) in statedef -2 ? i trying to make a new metter but have no idea what to do for detect throw damage

  • @NickieWicky94
    @NickieWicky94 11 ปีที่แล้ว

    i am facing an issue with my character, whenever i press fwd, and y, it's supposed to show the grab attempt, but when i do so, it only does the first frame and goes back to standing state. what should i do?

  • @nesmario123
    @nesmario123 3 ปีที่แล้ว +1

    Does this apply to command grabs? (Clark, Zangief, Birdie, Shermie, etc.)

    • @RyonMugen
      @RyonMugen  3 ปีที่แล้ว

      Yup, all grabs are the same difference is how you input it

    • @nesmario123
      @nesmario123 3 ปีที่แล้ว

      @@RyonMugen good, will apply them to my charge and half circle character in the near future.

    • @nesmario123
      @nesmario123 3 ปีที่แล้ว

      @@RyonMugen i have another question, i want to recreate potemkin's potbuster move, so is there a way to make a grab where you and your opponent are moving? since the actual move itself has you grabbing, jumping and falling to backbreak

  • @ChuuninJ
    @ChuuninJ 11 ปีที่แล้ว

    i have a question, do u know dimitri from darkstalkers? he has an attack where he changes the opponent into a female drinks their blood and then they turn back to normal
    how would that be done? for example search "midnight bliss"

  • @RyonMugen
    @RyonMugen  11 ปีที่แล้ว

    so did he just fall down when you tried to throw him?

  • @NickieWicky94
    @NickieWicky94 11 ปีที่แล้ว

    first problem solved, ctrl on state 800 was set to 1, i set it to 0, but i got another problem, when i perform the grab, the opponent falls to the ground, bounces once, and then on frame 3 of state 810, the opponent is thrown, any idea how i can fix that from happening? i will try to respond back with a video.

  • @MegaKabutops777
    @MegaKabutops777 7 ปีที่แล้ว

    ok wait i think this video is more of an appropite video to ask this question since the throw creator was what i used so the custom animation i made for the throwing animation loops...how do i fix this

    • @RyonMugen
      @RyonMugen  7 ปีที่แล้ว

      generally make the last frame of your throw animation "time -1"

    • @MegaKabutops777
      @MegaKabutops777 7 ปีที่แล้ว

      the throw or the being thrown animation because the being thrown animation is the one thats looping

    • @MegaKabutops777
      @MegaKabutops777 7 ปีที่แล้ว

      ok so with the time set to -1 all she does after the animation is freeze on that last frame

    • @MegaKabutops777
      @MegaKabutops777 7 ปีที่แล้ว

      ok now all she does is freeze once she gets to that frame...

  • @HeavenlyAbyiss
    @HeavenlyAbyiss 11 ปีที่แล้ว

    having a little trouble,i copied kfm's throw cmd and cns,made a attempt throw sprite and the guy still wont throw.his attempt has a rbox but the attempt throw wont even appear

  • @RyonMugen
    @RyonMugen  11 ปีที่แล้ว

    its usually not the command, but the cns. something doesnt match up right

  • @jonathancristal
    @jonathancristal 2 ปีที่แล้ว

    Hi,sorry for the troubles,i searching how to make a crab/throw where the attack affect two characters in the same time like a match of single vs team where the single player crab the two oponents team in the same time and hit them repeatedly or hold them and throw them too,i tried somethink like.
    Affectteam = E
    E or B or F
    I can't make the character crab the two oponents in the same time with the crab/throw.
    ¿where and how i can put that command of "affectteam"?,another thing,¿there is another command forcing it to crab/throw one oponent and not the two of them?,because i copy some states and command and work with my mugen char but is not working the affectteam thing,i only crab and throw one from the two oponents team.

    • @RyonMugen
      @RyonMugen  2 ปีที่แล้ว

      I don't think it's technically possible to have 2 targets in a grab, not in mugen

    • @jonathancristal
      @jonathancristal 2 ปีที่แล้ว

      @@RyonMugen
      Well... there are some chars who can make it and is working very fine but i don't know what commands and states they using and have it with working the ability i said,i tried to copy and paste part of it too to see if i can make it with another mugen characters but there are some difference,i can tell you what chars can do what i said about crabbing a team but... is a little hard to explain,¿you have facebook or something where i can tell you in private?.

    • @jonathancristal
      @jonathancristal 2 ปีที่แล้ว

      @@RyonMugen
      I think is something about the hit box,i see the red one is what can hurt the oponent,i using fighter factory 3,¿how i can manipulate the red hitbox on the commands or states?.

  • @RyonMugen
    @RyonMugen  11 ปีที่แล้ว +1

    I've seen great stuff come out of 2d fighter maker, but in my experience mugen is easier, and is closer to actual coding. So... honestly i cant say. I prefer mugen due to it being easier for me.

  • @deathen6894
    @deathen6894 8 ปีที่แล้ว

    I coded my throw, but when I initiate it, player 2 flickers up and down in his lying down sprite. And for some reason I cannot use x, y, or z and hold forward to start the throw. If I do that, it simply initiates x, y, or z instead of the throw.
    Can you help?

    • @RyonMugen
      @RyonMugen  8 ปีที่แล้ว

      +Lazy Name its because of your coding ladder. you need to put the throw at the top of your command list in the CMD file under -1.

    • @deathen6894
      @deathen6894 8 ปีที่แล้ว

      +Ryon Persaud Alright, thank you. The command works now. Do you know how to stop the flickering?

    • @deathen6894
      @deathen6894 8 ปีที่แล้ว

      +Ryon Persaud Nevermind, I found out. Thank you for helping me clear up the commands issue, though. You're great.

    • @RyonMugen
      @RyonMugen  8 ปีที่แล้ว

      +Lazy Name I try. Good luck!

    • @RyonMugen
      @RyonMugen  8 ปีที่แล้ว

      Welcome!Benjamin Wadsworth

  • @HeavenlyAbyiss
    @HeavenlyAbyiss 11 ปีที่แล้ว

    no,the char i copeid the throw to wont even show the ettemt to throw,i think somthings going wrong in cmd but i cant fix it.

  • @lilpinkstinkson812
    @lilpinkstinkson812 6 ปีที่แล้ว

    what about when you're throwing a complately different character?

    • @RyonMugen
      @RyonMugen  6 ปีที่แล้ว

      by using animations 5000's your guarentee-ing that it will work regardless of who it is.

  • @CaptainVulcan
    @CaptainVulcan 7 ปีที่แล้ว

    Ohhh... crap. I need help.
    My character loses hit detection after performing a throw on her. Even weirder is the fact that she can only be hit by specials and supers. I suspect the -1 Code ladder but it may not be the case...

    • @RyonMugen
      @RyonMugen  7 ปีที่แล้ว +1

      she is stuck in a custom state, make sure that you "targetdrop" them.

    • @CaptainVulcan
      @CaptainVulcan 7 ปีที่แล้ว

      Ryon Persaud Okay, I'll give it a shot. I mean, everything looks fine in the grab but afterwards, BOOM!-- no hit detection from normals.
      Apply the code to the my character or the target?

    • @RyonMugen
      @RyonMugen  7 ปีที่แล้ว

      Your character.

    • @RyonMugen
      @RyonMugen  7 ปีที่แล้ว

      OHHH Hit detection, more or less when you code throws you use a code such as nothitby, which disables hit detection, Also when you put p2 in a custom state, the opponent can not attack because they are not in there own state, in which case they become a dummy, you need to release them from a custom state using a selfstate.

    • @RyonMugen
      @RyonMugen  7 ปีที่แล้ว

      grabs are generally all player sided.

  • @kacperciesowski3344
    @kacperciesowski3344 2 ปีที่แล้ว

    I was about to do SGS for Nanarman, opponent just gets stuck at hit air!

  • @akeemrollox759
    @akeemrollox759 10 ปีที่แล้ว

    Hey Ryon i am making an itachi char, can u make a tutorial on how to bind something like his susanoo bones to him? Thank you!

    • @RyonMugen
      @RyonMugen  10 ปีที่แล้ว

      watch all of my videos.

    • @akeemrollox759
      @akeemrollox759 10 ปีที่แล้ว

      all of them cant you just give me a specific video

    • @RyonMugen
      @RyonMugen  10 ปีที่แล้ว

      i made them over a year ago, i can't recall. lol

  • @RyonMugen
    @RyonMugen  11 ปีที่แล้ว

    helper code.

  • @jermainekidd4648
    @jermainekidd4648 11 ปีที่แล้ว

    Ok

  • @RyonMugen
    @RyonMugen  11 ปีที่แล้ว

    yeah i know what it is, i love fighting games. thats a bit extra work but it can be done easily.

  • @HeavenlyAbyiss
    @HeavenlyAbyiss 11 ปีที่แล้ว

    fixed! the 2nd hardest coding than custom coding.

  • @ajkiel17
    @ajkiel17 2 ปีที่แล้ว

    I was bout too do my characters

    • @RyonMugen
      @RyonMugen  2 ปีที่แล้ว

      And then what happened?

    • @ajkiel17
      @ajkiel17 2 ปีที่แล้ว

      @@RyonMugen it when wrong

    • @ajkiel17
      @ajkiel17 2 ปีที่แล้ว

      try too my sprites on my character is just mess up

    • @ajkiel17
      @ajkiel17 2 ปีที่แล้ว

      @@RyonMugen the color of the sprite on fighter fatory not right

  • @RyonMugen
    @RyonMugen  11 ปีที่แล้ว

    sorry i dont know how.

  • @Rafikator
    @Rafikator 8 ปีที่แล้ว

    hi ryon i have a problem as soon as i used the throw creator i wanted to try the throw and then when i wanted to test the char it told me error message:
    error in statedef800
    error in venom.cns
    character mugen version is older then this version of mugen
    error loaduing char/ffchartest/ffchartest.def
    error loading p1
    btw i am making a venom char
    i am using fighter factory classic
    and i have my char getting hit sprites but i did"nt do them in thoes slots that they give you at the start
    and the cns file is fucked from the start to be honest PLS I NEED YOU

    • @RyonMugen
      @RyonMugen  8 ปีที่แล้ว

      Well now, it seems you have fucked up... i don't know how to salvage this , did you do all of your 5000's? if not you should. and throw creator is good for getting values NOT for actually coding your throws.

    • @Rafikator
      @Rafikator 8 ปีที่แล้ว

      Ryon Persaud never mind RAFIKATOR NEVER FUCKS UP I FIXED IT(no offense)

    • @RyonMugen
      @RyonMugen  8 ปีที่แล้ว

      lol sounds like a fuck up. keep going!

    • @Rafikator
      @Rafikator 8 ปีที่แล้ว

      Ryon Persaud yeah i just downloaded the same system as yours and loaded up the char did what you told and worked I AM A BOSS no disrespect to the leader of mugen free for all( thog could you help with some thing when i do the jumping light kick my character starts like flying in the air and starts walking in the air)

    • @RyonMugen
      @RyonMugen  8 ปีที่แล้ว

      sure

  • @새까막
    @새까막 6 ปีที่แล้ว

    Frick.
    If I try it P2 just go up with liedown(or something) sprites, and Stuck in the air forever. SEND HELP

    • @RyonMugen
      @RyonMugen  6 ปีที่แล้ว

      physics = N, and use a gravity code.

    • @새까막
      @새까막 6 ปีที่แล้ว

      How and where? and physics is already N
      [Statedef 800]
      type = S
      movetype= A
      physics = S
      juggle = 0
      velset = 0,0
      ctrl = 0
      anim = 800
      ; Notes: The '-' symbol in the hitflag field means that it only affects
      ; players who are not in a hit state. This prevents the player from combo-ing
      ; into the throw. The priority should be set to a low number, such as
      ; 1 or 2, so that the throw does not take precedence over normal attacks.
      ; The type of priority must always be set to "Miss" or "Dodge" for throws,
      ; otherwise strange behavior can result.
      [State 800, 1]
      type = HitDef
      Trigger1 = Time = 0
      attr = S, NT ;Attributes: Standing, Normal Throw
      hitflag = M- ;Affect only ground people who are not being hit
      priority = 1, Miss ;Throw has low priority, must be miss or dodge type.
      sparkno = -1 ;No spark
      sprpriority = 1 ;Draw in front of p2
      p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards
      p2facing = 1 ;Force p2 to face player
      p1stateno = 810 ;On success, player changes to state 810
      p2stateno = 820 ;If hit, p2 changes to state 820 in player's cns
      fall = 1 ;Force p2 into falling down
      [State 800, 2]
      type = ChangeState
      Trigger1 = AnimTime = 0
      value = 0
      ctrl = 1
      ;---------------------------------------------------------------------------
      ; Throwing the opponent
      ; Description: In this state, the player throws the opponent by binding him to
      ; various offsets based on his current frame of animation. For
      ; example, [State 810, Bind 1] binds the opponent to an offset of
      ; 28 pixels in front of the player. That puts him around where the hand
      ; is at. Is is important to keep the opponent bound using a
      ; TargetBind controller at all times, until you let him go. This
      ; is especially important if your player has a Clsn2 box that
      ; allows him to get hit while throwing someone. Each time a player
      ; gets hit, all his bound targets will be set to a fall state. If
      ; the opponent is not bound, then he might get stuck in his thrown
      ; state when his attacker is knocked out of the throw halfway.
      ; Notes: There is a TargetLifeAdd controller to decrease the opponent's
      ; life, and a TargetState controller to change his state to a
      ; falling state when KFM lets go of him.
      [Statedef 810]
      type = S
      movetype= A
      physics = N
      anim = 810
      poweradd = 60
      [State 810, Bind 1]
      type = TargetBind
      trigger1 = AnimElemTime(2) < 0
      pos = 28, 0
      [State 810, Width 2-11]
      type = Width
      trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
      edge = 60,0
      [State 810, Bind 2-4]
      type = TargetBind
      trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
      pos = 58, 0
      [State 810, Bind 5]
      type = TargetBind
      trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
      pos = 47, 0
      [State 810, Bind 6]
      type = TargetBind
      trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
      pos = 41, -60
      [State 810, Bind 7]
      type = TargetBind
      trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
      pos = 25, -75
      [State 810, Bind 8]
      type = TargetBind
      trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
      pos = 15, -90
      [State 810, Bind 9]
      type = TargetBind
      trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
      pos = -5, -96
      [State 810, Bind 10]
      type = TargetBind
      trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
      pos = -14, -90
      [State 810, Bind 11]
      type = TargetBind
      trigger1 = AnimElem = 11
      pos = -50, -50
      [State 810, Hurt 11]
      type = TargetLifeAdd
      trigger1 = AnimElem = 11
      value = -78
      [State 810, Throw 11]
      type = TargetState
      trigger1 = AnimElem = 11
      value = 821
      [State 810, Turn 12]
      type = Turn
      trigger1 = AnimElem = 12
      [State 810, Pos 15]
      type = PosAdd
      trigger1 = AnimElem = 15
      x = -10
      [State 810, State End]
      type = ChangeState
      trigger1 = AnimTime = 0
      value = 0
      ctrl = 1

    • @RyonMugen
      @RyonMugen  6 ปีที่แล้ว

      Your physics is set to N that is good, however what is sending you back down to the ground? nothing. You need to apply the gravity code.
      type = gravity
      trigger1 = animelemtime(15)>0

    • @새까막
      @새까막 6 ปีที่แล้ว

      hmm... I didn't got it... I still don't know how to do... can you tell me where to insert that gravity code?

  • @silburrrrdurrr
    @silburrrrdurrr 5 หลายเดือนก่อน

    damn this is kinda hard to do

    • @RyonMugen
      @RyonMugen  5 หลายเดือนก่อน

      yes . YES it is. I hate throws.

    • @silburrrrdurrr
      @silburrrrdurrr หลายเดือนก่อน

      @@RyonMugenyo ik this is 3 months old but i’m having trouble with something
      do you know how to make an opponent basically like move up and down and kinda jump while throwing the character?

  • @RyonMugen
    @RyonMugen  11 ปีที่แล้ว

    what?

  • @RyonMugen
    @RyonMugen  11 ปีที่แล้ว

    Sorry No Habla Espanol