MAKING A NORMAL MOVE HIT MULTIPLE TIMES
-Example :Ryu's Standing Forward Kick (Ryu By Mugenite)
In this case we want a normal move to hit twice. First we define the hit colission boxes in AIRVIEW or Mugenerator,as shown below.

As seen above,when frame 3 and 4 make contact with the enemy,we want them to hit, for an automatic 2 hit combo.
To achieve this:
CMD FILE
;------------------------- [State -1] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 |
Standard stuff, we check if the player pressed "b" (command="b"), if he is standing(stateype=S) and can make moves (ctrl=1). If this conditions are met we go to state 240 in the CNS (value=240).
CNS FILE
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;--------------------------------------------------------------------------- ;STAND_B
[Statedef 240] type = S STANDING MOVE
movetype= A ATTACK MOVE physics = N
juggle = 4 THIS MOVE WILL JUGGLE P2 IN THE AIR IF HE HAS 4 OR MORE POINTS LEFT IN HIS (player1) JUGGLE COUNTER.
poweradd= 40 GAIN 40 POINTS OF SUPERBAR AFTER PERFORMING THIS MOVE
ctrl = 0 PLAYER CAN'T PRESS KEYS DURING THIS MOVE
anim = 240 NUMBER OF THE ANIMATION IN THE SFF FILE
velset = 0,0 NO CHANGE IN PLAYER SPEED
[State 240, 1] type = NULL ;PlaySnd PLAY SOUND OF THIS MOVE trigger1 = Time = 1 value = 0, 1
[State 240, 2] DEFINE HOW THIS MOVE HITS. type = HitDef
trigger1 = AnimElem = 3 THIS MOVE HITS WHEN WE RE IN ANIMATION FRAME 3 OR 4 (AnimElem=3,AnimElem=4) trigger2 = AnimElem = 4 AND THIS IS WHAT WE WANTED....CLICK HERE TO
attr = S, NA THIS MEANS THAT THIS MOVE IS A "STANDING NORMAL ATTACK" (S,NA)
damage = 57 57 points of damage
animtype = Med P2 WILL MAKE HIS MEDIUM HIT ANIMATION WHEN THIS MOVE CONECTS
guardflag = MA P2 CAN BLOCK THIS HIGH OR LOW (HENCE THE 'M') OR IN THE AIR (THE 'A')
pausetime = 10,10 P1 WILL BE FREEZED 10 GAME TICKS AFTER PERFORMING THIS MOVE,P2 WILL FREEZED 10 GAME TICKS AFTER BEING HIT FROM THE MOVE (10,10)
sparkxy = 0,-84 POSITION OF THE HIT SPARK IF THIS MOVE HITS
hitsound = 5,2 SOUNDS IF THIS MOVE HITS (hitsound) OR IS BLOCKED(guardsound) guardsound = 6,0
ground.type = High ground.slidetime = 13 ground.hittime = 17 ground.velocity = -2.5 air.type = Low air.velocity = -3.1,-3.3 airguard.velocity = -3.5,-2.5
[State 240, 3] GIVE CONTROL AGAIN TO THE PLAYER (CTRL=1) WHEN THE ANIMATION ENDS (Animtime=0) type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
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After programming the move in the CMD and CNS file,we re ready to try it,if succesful ,Ryu's Standing Forward will hit like this:
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