200,201,202,210,211,212,400,401,402,410,411,412,600,601,602,610,611,612 Regular Kick/Punch - Air/Stand/Crouch May seem like not much here but there is a LOT to understand from just these simple states. Punches and kicks are all HitDef attacks but also are basic to code IF you understand statedef and HitDef basics. That's what this will be about, the HitDef and the basics of the statedef and move attributes. First, the important statedef... Read the cns doc file in the docs folder and look under part III. What I'm going to concentrate on here is my experiences with type, movetype, physics which can affect a move a lot. First, type. Type can be S, C, A, L, or U (L and U are almost never used). They stand for Standing, Crouch, Air, Lie Down, and Unchanged respectively. These determine how your character will behave if hit during the attack. If your character uses a y velset that is negative and above the stage you will probably wish to use A as the type. If the character always is on the ground and doesn't go up in the air then use C or S. Attack while lying down? That's why L is seldom used and most times you do not want U or Unchanged. So TRY to remember, if your character goes up in the air during the move using y velsets then use A as the type. If your character is already in the air and doing the move use A as well. Use S or C for when your character will be ONLY on the ground. Now, movetype... Since kicks/punches are attacks you use A for movetype. If the character doesn't attack then use I for Idle. If this move works when the player gets hit then use H (very rare except for counters). U for unchanged only in rare instances. Pretty straightforward... Now, physics... This really corresponds more to type than to movetype but because of the word type it sometimes gets confusing for some people. Wish I had a gimmick for knowing the difference between type and movetype but I don't. Wait, how's this, you use TP (toilet paper) and not MTP, so type goes with physics (TP) not movetype (MTP). OK, I can live with that. Physics is a bit tougher to understand as well but allows you to do some nice things. If type is A and physics is S Then the character will NOT go into the land state (state 52) when they touch the ground. Need to be careful though because unless you use possets for the y and velset y = 0 in the move, the character can disappear through the floor and become unuseable. This type = A and physics = S setup allows a character to go into the air then come in contact with the stage floor and still continue whereas type = A and physics = A will automatically bring the character to State 52 (landing state) when the character touches the ground and the character will leave the attack state after touching the ground. If you want an automatic hit the floor and the move is over then use physics = A otherwise use physics = S (or physics = C). Use N when you want the previous state to ALWAYS continue from the former move. N is seldom useful but there are rare circumstances if a state is used for both physics = A and physics = S states but NOT a standalone state (a combo into only state). And a special note at the end, if the physics is A and your character is on the ground and NOT in the air, the move will not start. So if you want your character to stand on the ground and then go up into the air, use Type = A, Physics = S as well but remember the 'through the floor' stuff mentioned above. Now, in the HitDef is a thing called attr. This is also related to type and physics. Read the HitDef part at the VERY top in the sctrls doc file in the docs folder. The rest is all pretty straightforward. Remember the trigger (usually time of animelem) and also to have a changestate with a good trigger as well. Most characters that lock up have either trigger or type/physics errors. If you mess up a trigger on the HitDef it won't work properly (or at all) and if you mess up the changestate trigger the character will stay locked in the state until the game gets exited or they get hit by the opponent. The rest of the HitDef entries may or may not be needed but are aesthetic things that won't cause the character to "totally mess up" just possibly not look right or look the way you want it to. Another thing, game designers do light/medium/hard punches for a reason. It isn't just more or less damage but is a combination of damage versus speed of the punch. A light punch may not cause much damage but will land quicker than a strong punch will. Strong/medium/ light revolves around this principle. Sure one causes more damage but up close the light punch will land first if each player throws a punch at the same time and thus the hard punch will not land. This is a trade-off and is for a reason. Because it is quicker and more likely to land, the light punch causes less damage. Because the hard punch causes more damage it is slower to make contact (making it less effective). Please try to remember this when designing your character as well. It isn't JUST changing damage values. There should be a longer 'pause' animation before a strong punch and a shorter 'pause' animation before a weak punch. Also, these are what the common numbers for Kick/Punch are: 200 - Light standing punch 201 - Medium standing punch 202 - Hard standing punch 210 - Light standing kick 211 - Medium standing kick 212 - Hard standing kick 400 - Light crouch punch 401 - Medium crouch punch 402 - Hard crouch punch 410 - Light crouch kick 411 - Medium crouch kick 412 - Hard crouch kick 600 - Light air punch 601 - Medium air punch 602 - Hard air punch 610 - Light air kick 611 - Medium air kick 612 - Hard air kick