Daisycakes
Banned via Warnings
- Joined
- May 4, 2019
- Messages
- 50
The placements are a bit different, but the size is the same.Actually no. Ryu's Roundhouse is indeed smaller than Ken's.
But that would be most likely be a design choice. Ken's Roundhouse is a special. Not a normal.
if(is_excute){
WorkModule__on_flag(Flag=FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_FINAL_HIT_CANCEL)
}
frame(Frame=9)
if(is_excute){
ATTACK(ID=0, Part=0, Bone=top, Damage=10.0, Angle=50, KBG=110, FKB=0, BKB=40, Size=4.5, X=0.0, Y=17.0, Z=11.9, X2=0.0, Y2=14.0, Z2=5.4, Hitlag=1.5, SDI=1.0, Clang/Rebound=ATTACK_SETOFF_KIND_ON, FacingRestrict=ATTACK_LR_CHECK_POS, SetWeight=False, ShieldDamage=0, Trip=0.0, Rehit=0, Reflectable=False, Absorbable=False, Flinchless=False, DisableHitlag=False, Direct/Indirect=True, Ground/Air=COLLISION_SITUATION_MASK_GA, Hitbits=COLLISION_CATEGORY_MASK_ALL, CollisionPart=COLLISION_PART_MASK_ALL, FriendlyFire=False, Effect=collision_attr_normal, SFXLevel=ATTACK_SOUND_LEVEL_L, SFXType=COLLISION_SOUND_ATTR_RYU_KICK, Type=ATTACK_REGION_KICK)
AttackModule__set_attack_height_all(ATTACK_HEIGHT_HIGH, False)
}
wait(Frames=2)
if(is_excute){
AttackModule__clear_all()
WorkModule__off_flag(Flag=FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_FINAL_HIT_CANCEL)
}
WorkModule__on_flag(Flag=FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_FINAL_HIT_CANCEL)
}
frame(Frame=9)
if(is_excute){
ATTACK(ID=0, Part=0, Bone=top, Damage=10.0, Angle=50, KBG=110, FKB=0, BKB=40, Size=4.5, X=0.0, Y=17.0, Z=11.9, X2=0.0, Y2=14.0, Z2=5.4, Hitlag=1.5, SDI=1.0, Clang/Rebound=ATTACK_SETOFF_KIND_ON, FacingRestrict=ATTACK_LR_CHECK_POS, SetWeight=False, ShieldDamage=0, Trip=0.0, Rehit=0, Reflectable=False, Absorbable=False, Flinchless=False, DisableHitlag=False, Direct/Indirect=True, Ground/Air=COLLISION_SITUATION_MASK_GA, Hitbits=COLLISION_CATEGORY_MASK_ALL, CollisionPart=COLLISION_PART_MASK_ALL, FriendlyFire=False, Effect=collision_attr_normal, SFXLevel=ATTACK_SOUND_LEVEL_L, SFXType=COLLISION_SOUND_ATTR_RYU_KICK, Type=ATTACK_REGION_KICK)
AttackModule__set_attack_height_all(ATTACK_HEIGHT_HIGH, False)
}
wait(Frames=2)
if(is_excute){
AttackModule__clear_all()
WorkModule__off_flag(Flag=FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_FINAL_HIT_CANCEL)
}
if(is_excute){
WorkModule__on_flag(Flag=FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_FINAL_HIT_CANCEL)
}
frame(Frame=9)
if(is_excute){
ATTACK(ID=0, Part=0, Bone=top, Damage=12.0, Angle=50, KBG=103, FKB=0, BKB=41, Size=4.5, X=0.0, Y=16.0, Z=15.0, X2=0.0, Y2=11.0, Z2=6.4, Hitlag=1.5, SDI=1.0, Clang/Rebound=ATTACK_SETOFF_KIND_ON, FacingRestrict=ATTACK_LR_CHECK_POS, SetWeight=False, ShieldDamage=-5, Trip=0.0, Rehit=0, Reflectable=False, Absorbable=False, Flinchless=False, DisableHitlag=False, Direct/Indirect=True, Ground/Air=COLLISION_SITUATION_MASK_GA, Hitbits=COLLISION_CATEGORY_MASK_ALL, CollisionPart=COLLISION_PART_MASK_ALL, FriendlyFire=False, Effect=collision_attr_normal, SFXLevel=ATTACK_SOUND_LEVEL_L, SFXType=COLLISION_SOUND_ATTR_KEN_KICK, Type=ATTACK_REGION_KICK)
AttackModule__set_attack_height_all(ATTACK_HEIGHT_HIGH, False)
HIT_NODE(kneer, HIT_STATUS_XLU)
}
frame(Frame=10)
if(is_excute){
WorkModule__on_flag(Flag=FIGHTER_RYU_STATUS_ATTACK_FLAG_BRANCH)
}
frame(Frame=11)
if(is_excute){
AttackModule__clear_all()
WorkModule__off_flag(Flag=FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_FINAL_HIT_CANCEL)
HitModule__set_status_all(HIT_STATUS_NORMAL)
}
WorkModule__on_flag(Flag=FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_FINAL_HIT_CANCEL)
}
frame(Frame=9)
if(is_excute){
ATTACK(ID=0, Part=0, Bone=top, Damage=12.0, Angle=50, KBG=103, FKB=0, BKB=41, Size=4.5, X=0.0, Y=16.0, Z=15.0, X2=0.0, Y2=11.0, Z2=6.4, Hitlag=1.5, SDI=1.0, Clang/Rebound=ATTACK_SETOFF_KIND_ON, FacingRestrict=ATTACK_LR_CHECK_POS, SetWeight=False, ShieldDamage=-5, Trip=0.0, Rehit=0, Reflectable=False, Absorbable=False, Flinchless=False, DisableHitlag=False, Direct/Indirect=True, Ground/Air=COLLISION_SITUATION_MASK_GA, Hitbits=COLLISION_CATEGORY_MASK_ALL, CollisionPart=COLLISION_PART_MASK_ALL, FriendlyFire=False, Effect=collision_attr_normal, SFXLevel=ATTACK_SOUND_LEVEL_L, SFXType=COLLISION_SOUND_ATTR_KEN_KICK, Type=ATTACK_REGION_KICK)
AttackModule__set_attack_height_all(ATTACK_HEIGHT_HIGH, False)
HIT_NODE(kneer, HIT_STATUS_XLU)
}
frame(Frame=10)
if(is_excute){
WorkModule__on_flag(Flag=FIGHTER_RYU_STATUS_ATTACK_FLAG_BRANCH)
}
frame(Frame=11)
if(is_excute){
AttackModule__clear_all()
WorkModule__off_flag(Flag=FIGHTER_RYU_INSTANCE_WORK_ID_FLAG_FINAL_HIT_CANCEL)
HitModule__set_status_all(HIT_STATUS_NORMAL)
}