Welcome,
Hannah Montana
Since I have some experience with Mugen, I think I can give you a hand here:
I has been reading and watch tutorial,i ask about special anims which are shown in specific moves or attacks,in mugen they are Explods.
Is possible in that same way?how to?
Yes, its possible. But they work on a different way in OpenBOR. What we call "explod" in mugen works more like a "helper" (in Mugen terms) in openbor.
It's a new entity, with its own .txt file header, animations and such. It's not a simple effect animation like in Mugen.
PRO - Using an entity can give you more control of what you can do. With some optimization (like I do on my game), you can use the same entity for a lot of things. Its like to spawn a helper in mugen but telling it to spawn using a different animation - so you can understand it better.
CONS - you will need a new entity, a new header, add it the the models.txt, load it into the memory. Sometimes I just want to spawn an animation (like we do in Mugen) but in OpenBOR it requires some extra steps
What we call "hitsparks" in Mugen (the effects when a hit happens) is called "Flash".
PRO - You don't need to care about the "sparkxy" as we call in Mugen (the position of where the hit effect will appear) because the engine will calculate it using the ATTACKBOX size.
CONS - its a doble sided blade, because sometimes you want it on a different position rather than using the attackbox size. You can change it using script? yes, buts its a little more time consuming.
(plus all the PRO and CONS above).
There are more pros and cons in how things works in OpenBOR - I like some things while I dislike others. But its another subject.
In Mugen, we have States. But in openbor, they are called "Animations" - but they aren't just simple animations, they actually have codes inside.
-is possible make long throw -that is custom state in mugen- ?think in Clark's Super Argentine Backbreaker
Yes, its doable. Like
Damon Caskey gave the examples, there are different methods.
Since you are familiar with how it works in Mugen, I suggest you to use the method I've customized over
Bloodbane original code - http://www.chronocrash.com/forum/index.php?topic=4621.0