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 Special Running Attacks

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KWG
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KWG


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Join date : 2019-12-18

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PostSubject: Special Running Attacks   Special Running Attacks I_icon_minitimeThu Dec 19, 2019 12:17 am

Credit: D2A

Ever wanted Kenta Kobashi to have a running Burning Lariat as a Special? Or Rhino to have the Gore? Or Monty Brown to have the Pounce? Here's how to to do so.

There are basically 3 factors to take into account:

1) Making the move specific (to a character, status, etc...).

2) Putting 2 moves in the same slot.

3) Putting up to 2 counters in the same slot.

Part 1: Defining your conditions for the move

I basically went with 2 conditions...

1) Who P1 has to be.

2) The Spirit P1 has to have.

Like a Special, I want a particular move to be useable ONLY during Special; it will go away once my Spirit is normal again. These are 2 sub-conditions.

So from JamStubbs' Archives...

D115AF50 XXXX => When P1 is...
D015AF5F 0064 => When P1's Spirit is flashing/Special
D215AF5F 0064 => When P1's Spirit is NOT flashing/Special

And so we have our conditions.

Part 2: Putting 2 moves in the same slot

I've chosen to alter P1's Strong Running Attack A+B; to change the attacks as per P1's Spirit, I use the above conditions combined with Grapple Mods (JamStubbs' Archives).

The addy for the move slot is 8109112C and the addy for the counter to that moveslot is 8109112E. So there's 2 things we need to change.

To get the value for you attack, consult the list of Master Move Mods (I'll post later). For running strikes, the value for the counter is the value of the move plus 2.

Here's an example where J.B.L. has the Clothesline from Hell when he has Special and High Front Kick when he is normal...

D115AF50 0502
D015AF5F 0064
8109112C 1AE0
D115AF50 0502
D015AF5F 0064
8109112E 1AE2
D115AF50 0502
D215AF5F 0064
8109112C 1BC6
D115AF50 0502
D215AF5F 0064
8109112E 1BC8

If you left off the code here, you'll notice 2 things (not that J.B.L. has the Clothesline by default)...

1) While the moves will change, they will still have the characteristics of the default move (hitting from the same area of the body, doing the same damage, same sell, etc...).

2) The counters to the moves will be the same as the default move.

With J.B.L., I'm lucky because he already has one of the moves I need. Therefore, I don't need to update his moveset (in some cases you will).

This means I'll first have to create 2 sets of Damage Mods and make them specific to my conditions.

Damage Mods are specific to move slots and not the moves themselves. To find a Damage Mod for P1, enter a match and search 8015B1C0. There will be 8 digits that form an addy. Search this new addy.

Each move slot has 23 values to toy with.

This is what your Strong Running Attack A+B would look like if it were the Clothesline from Hell:

810AD198 0000
810AD19A 0000
810AD19C 0000 (.../Link)
810AD19E 0C03 (Damage/Spirit Gained)
810AD1A0 FB00 (Spirit Drained/Blood)
810AD1A2 0502 (K.O./Parameter used for attack)
810AD1A4 0010 (Parameter used for defence/Attack with)
810AD1A6 1311
810AD1A8 0300 (Attack to/...)
810AD1AA 0300 (Head Damage/Body Damage)
810AD1AC 0000 (Arm Damage/Leg Damage)
810AD1AE 0001 (Speed Damage/Sell)
810AD1B0 0000
810AD1B2 011E
810AD1B4 052E
810AD1B6 0000
810AD1B8 0000
810AD1BA A000

I got the list of what each addy does from JamStubbs' Archives....unfortunately not all are known.

After finding the equivalent for the High Front Kick, I eliminated the ones that matched and made them specific to my conditions:

When J.B.L. has flashing/Special Spirit...

D115AF50 0502
D015AF5F 0064
810AD19E 2D03
D115AF50 0502
D015AF5F 0064
810AD1A0 F100
D115AF50 0502
D015AF5F 0064
810AD1A2 0502
D115AF50 0502
D015AF5F 0064
810AD1A4 0010
D115AF50 0502
D015AF5F 0064
810AD1A6 1311
D115AF50 0502
D015AF5F 0064
810AD1AA 0300
D115AF50 0502
D015AF5F 0064
810AD1AE 0000
D115AF50 0502
D015AF5F 0064
810AD1B2 011E
D115AF50 0502
D015AF5F 0064
810AD1B4 052E
D115AF50 0502
D015AF5F 0064
810AD1BA A000

When J.B.L. does NOT have flashing/Special Spirit...

D115AF50 0502
D215AF5F 0064
810AD19E 0A03
D115AF50 0502
D215AF5F 0064
810AD1A0 FB00
D115AF50 0502
D215AF5F 0064
810AD1A2 0003
D115AF50 0502
D215AF5F 0064
810AD1A4 000F
D115AF50 0502
D215AF5F 0064
810AD1A6 0D0E
D115AF50 0502
D215AF5F 0064
810AD1AA 0100
D115AF50 0502
D215AF5F 0064
810AD1AE 0001
D115AF50 0502
D215AF5F 0064
810AD1B2 0100
D115AF50 0502
D215AF5F 0064
810AD1B4 0000
D115AF50 0502
D215AF5F 0064
810AD1BA 2000

Part 3: Putting up to 2 counters in the same slot

This part is easier:

If your 2 moves have the same type of counter, skip this part. If you need two different counters for the moves, continue reading.

Enter a match and perform the attack with P1, have P2 counter it. Right when P2 counters, pause and look up P2's Damage Mod. To find it, take 8015B1C0 (P1) and add 358, 8015B518. P2's Damage Mod for countering P1's Strong Running Attack A+B should be 800AD1BC.

So here are my 2 scenarios:

1) How P2 will counter when P1 has the Clothesline from Hell.

2) How P2 will counter when P1 has the Hight Front Kick.

And here we are (I've *'d the identical lines to be deleted):

If P1'S SRA A+B is CLFH...

810AD1BC 0000*
810AD1BE 0000*
810AD1C0 0000
810AD1C2 0707
810AD1C4 F900
810AD1C6 0002*
810AD1C8 0201
810AD1CA 0101*
810AD1CC 0100*
810AD1CE 0000*
810AD1D0 0300
810AD1D2 0000*
810AD1D4 0000*
810AD1D6 0100*
810AD1D8 0000*
810AD1DA 0000*
810AD1DC 0000*
810AD1DE 2580

If P1'S SRA A+B is High Front Kick...

810AD1BC 0000
810AD1BE 0000
810AD1C0 00B7
810AD1C2 0000
810AD1C4 0000
810AD1C6 0002
810AD1C8 0301
810AD1CA 0101
810AD1CC 0100
810AD1CE 0000
810AD1D0 0000
810AD1D2 0000
810AD1D4 0000
810AD1D6 0100
810AD1D8 0000
810AD1DA 0000
810AD1DC 0000
810AD1DE 2000

Eliminate the identical lines and make the remaining ones specific to your conditions:

D115AF50 0502
D015AF5F 0064
810AD1C0 0000
D115AF50 0502
D015AF5F 0064
810AD1C2 0707
D115AF50 0502
D015AF5F 0064
810AD1C4 F900
D115AF50 0502
D015AF5F 0064
810AD1C8 0201
D115AF50 0502
D015AF5F 0064
810AD1D0 0300
D115AF50 0502
D015AF5F 0064
810AD1DE 2580
D115AF50 0502
D215AF5F 0064
810AD1C0 00B7
D115AF50 0502
D215AF5F 0064
810AD1C2 0000
D115AF50 0502
D215AF5F 0064
810AD1C4 0000
D115AF50 0502
D215AF5F 0064
810AD1C8 0301
D115AF50 0502
D215AF5F 0064
810AD1D0 0000
D115AF50 0502
D215AF5F 0064
810AD1DE 2000

And here's the final code for J.B.L. Special...

Name: J.B.L. Special [FINAL]

Description: This gives J.B.L. the Clothesline from Hell as a Running Special.

Notes: 2 sections, Attack and Counter

Credit: D2A

J.B.L. Special\Attack

D115AF50 0502
D015AF5F 0064
8109112C 1AE0
D115AF50 0502
D015AF5F 0064
8109112E 1AE2
D115AF50 0502
D215AF5F 0064
8109112C 1BC6
D115AF50 0502
D215AF5F 0064
8109112E 1BC8
D115AF50 0502
D015AF5F 0064
810AD19E 2D03
D115AF50 0502
D015AF5F 0064
810AD1A0 F100
D115AF50 0502
D015AF5F 0064
810AD1A2 0502
D115AF50 0502
D015AF5F 0064
810AD1A4 0010
D115AF50 0502
D015AF5F 0064
810AD1A6 1311
D115AF50 0502
D015AF5F 0064
810AD1AA 0300
D115AF50 0502
D015AF5F 0064
810AD1AE 0000
D115AF50 0502
D015AF5F 0064
810AD1B2 011E
D115AF50 0502
D015AF5F 0064
810AD1B4 052E
D115AF50 0502
D015AF5F 0064
810AD1BA A000
D115AF50 0502
D215AF5F 0064
810AD19E 0A03
D115AF50 0502
D215AF5F 0064
810AD1A0 FB00
D115AF50 0502
D215AF5F 0064
810AD1A2 0003
D115AF50 0502
D215AF5F 0064
810AD1A4 000F
D115AF50 0502
D215AF5F 0064
810AD1A6 0D0E
D115AF50 0502
D215AF5F 0064
810AD1AA 0100
D115AF50 0502
D215AF5F 0064
810AD1AE 0001
D115AF50 0502
D215AF5F 0064
810AD1B2 0100
D115AF50 0502
D215AF5F 0064
810AD1B4 0000
D115AF50 0502
D215AF5F 0064
810AD1BA 2000

J.B.L. Special\Counter

D115AF50 0502
D015AF5F 0064
810AD1C0 0000
D115AF50 0502
D015AF5F 0064
810AD1C2 0707
D115AF50 0502
D015AF5F 0064
810AD1C4 F900
D115AF50 0502
D015AF5F 0064
810AD1C8 0201
D115AF50 0502
D015AF5F 0064
810AD1D0 0300
D115AF50 0502
D015AF5F 0064
810AD1DE 2580
D115AF50 0502
D215AF5F 0064
810AD1C0 00B7
D115AF50 0502
D215AF5F 0064
810AD1C2 0000
D115AF50 0502
D215AF5F 0064
810AD1C4 0000
D115AF50 0502
D215AF5F 0064
810AD1C8 0301
D115AF50 0502
D215AF5F 0064
810AD1D0 0000
D115AF50 0502
D215AF5F 0064
810AD1DE 2000
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