Ikemen-GO icon indicating copy to clipboard operation
Ikemen-GO copied to clipboard

Received damage resets before the combo counter

Open potsmugen opened this issue 2 years ago • 3 comments

Just ran into this one. If you combo the opponent with a grounded link in the last possible frame, the combo counter will go up but the ReceivedDamage will reset.

It's easy to see in this video: https://user-images.githubusercontent.com/107247004/176924833-b0c59358-29d1-49ad-9a77-beb36695d6e3.mp4

Incidentally, it'd be nice if something could be done about that frame where P2 looks like he's idle but in reality he's still being comboed. Mugen is also like that but still.

potsmugen avatar Jul 01 '22 15:07 potsmugen

I remeber at mentioded just similar think...(or not) Are you est any other person that conbo, just that person?

EgyLynx avatar Jul 01 '22 18:07 EgyLynx

I used that character because I knew that combo fit the requirements to replicate the bug. The same thing happens with the other characters and combos I've tested.

potsmugen avatar Jul 02 '22 17:07 potsmugen

Bug you mentioded at also similar at Mugen 1.1 (beta) .. still not sure is it same... and is same persons, but...

strange ...

EgyLynx avatar Jul 03 '22 10:07 EgyLynx

Another thing I just noticed about this issue is that it lets GetHitVar(Hitcount) reset even though the chars never exited the hit states, which breaks some codes like damage scaling. Odds are that everything related to getting hit is reset.

potsmugen avatar Jan 08 '23 11:01 potsmugen

Update: This recent commit changed this bug a little. Now the damage display and ReceivedDamage trigger are in sync, but if you hit a character in the first frame where they're allowed to block, the lifebar combo display will still go up by one hit.

Edit: This whole thing might be because of the "fake combo" part of the code, which is probably obsolete now.

potsmugen avatar May 01 '23 15:05 potsmugen