Hitoverride behaviour when hitdef have p1stateno or p2stateno #2230
Replies: 2 comments
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This is shared with Mugen. Elecbyte even listed it under their known issues. We could look into fixing it but I wonder if it'd break any characters. Maybe such a fix would require ikemenversion. It's also kind of hard to define what should happen in those interactions. Say you have HitOverride against throws and the enemy tries to throw you (has p2stateno). It's clear that scenario ought to miss. But then what if it's an attack with p2stateno like Fast Kung Fu Palm? There'll be cases where it should hit and others where it should miss. Maybe this is why Elecbyte just made them miss while they figured things out. |
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If it works like Mugen, then it's neither a bug nor a compatibility issue. Transferring to discussion instead. |
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Describe the bug
Here what I readed on MFG forum:
Hitoverride does not play nice with p2stateno in a hitdef. If hitdef uses P2stateno, anything with a hitoverride is completely immune to it (assuming it would override etc etc) If i'm overriding projectiles, and you hit me with a projectile that has p2stateno on it, the projectile will miss exactly as if i had nothitby = SCA active.
The same applies for P1StateNo
To Reproduce
Expected behavior
Normal hitoverride behaviour
Screenshots / Video
No response
Engine Version (or source code date)
Nightly 2024-12-17
Operating system
Windows
Extra context or search terms
No response
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