To make a special combo is not hard, there are many ways you can do it.
Just create a statedef with a hitdef in it, and add 2 changestates at the bottom. For one of the changestate trigger, add trigger1 = animetime = 0 which changes the char back to normal stance mode when it doesn't hit player2. For the other changestate add trigger1 = movecontact and add the value of the special combo in, you will have to make another statedef for the actual combo special itself.
Example:
[StateDef 0] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 0 poweradd = 20 sprpriority = 2
[State 0, 1] type = HitDef trigger1 = time = 0 attr = S, NA damage = 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0
[State 0, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
[State 0, end] type = ChangeState trigger1 = movecontact value = Your special statedef number goes here ctrl = 1
[StateDef 0] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 0 poweradd = 20 sprpriority = 2
Put a hitdef in here, and based on what ticks you char has red clsn in just add the animelem of the number
[State 0, end] type = ChangeState trigger1 = Time = 0 <---------------adding what ever time you want the char to stop the combo value = 0 <-------------- you can change the value to a finisher move after the special combo is done ctrl = 1
Message edited by cliffalphonse - Wednesday, 2012-06-13, 9:47 AM