Recreating Andy Bogard's Move (Zan-ei Ken)

PS_VITA

Active member
Hey guys,
For a while now It's been on my mind to recreate Andy bogards Zan-ei Ken move using openbor and to be clear I don't mean the command inputs but rather the momentum and actual code that would animate the move.


I already have a script that moves the player called "dasher" but where I'm stuck is how do I make the player stop as soon he lands the blow to the enemy. Just like Andy's attack.

Perhaps this info is on the manual, but I maybe I might've missed it or it would require a script. Maybe some of you have attempted something similar?

Any pointers would be appreciated.

 
This is pretty basic PS VITA. You don't even need a script to do it - Jumpframe with only X velocity will work just fine. The initial dash has attack box and follow command. Follow animation is the elbow (which has no attack box), and IIRC you don't need anything to stop it. The only extra complexity would be if you want a smooth stop when the dash portion is over if you whiff. That would take a minor velocity script.


Mechanically, the dash portion is what does all the work. The ending elbow is just for looks. Incidentally, that's exactly how it's coded on the Neo. You can see for yourself using the debug modes.

DC
 
Damon Caskey said:
This is pretty basic PS VITA. You don't even need a script to do it - Jumpframe with only X velocity will work just fine. The initial dash has attack box and follow command. Follow animation is the elbow (which has no attack box), and IIRC you don't need anything to stop it. The only extra complexity would be if you want a smooth stop when the dash portion is over if you whiff. That would take a minor velocity script.


Mechanically, the dash portion is what does all the work. The ending elbow is just for looks. Incidentally, that's exactly how it's coded on the Neo. You can see for yourself using the debug modes.

DC

Thank you kimono  and Damon Caskey !
This is excellent info and exactly what I needed to attempt recreating a similar attack.  I will work on it over the weekend and see how it goes.
 
May I ask,
What happens if you perform the move and there's a cliff or say a hole?

I'm anticipating a way to stop it there's an edge and I'm wondering how will I solve that issue.

 
PS VITA said:

PS VITA,

As is, you'd just fall in. Personally I think that's appropriate since this kind of move can be a bit overpowering in a beat em' up - it's a fair IMO to make the player be smart with it. That said, if you want an edge stop, you'll need to use an onmovex to check the base as you move horizontally. If it suddenly changes, then stop short and move back one pixel.

DC
 
Back
Top Bottom