MK11 Combo Thread

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MK11 Combo Thread

Postby Relinquished » Sat Apr 27, 2019 3:16 pm

Hello everyone im making a bunch of mk11 combos into scripts this is where you can request characters or combos the only one ive made so far is erron black the way to use the combo is you hold the RS too the right to do combo to the right and hold it left to make the combo do it to the left
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Re: MK11 Combo Thread

Postby bonefisher » Sat Apr 27, 2019 4:27 pm

I just answered other thread of yours with a example to hold lots of combo's!
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Re: MK11 Combo Thread

Postby Relinquished » Sat Apr 27, 2019 8:13 pm

Raiden Combo Released if you have any feedback id love to hear it
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Re: MK11 Combo Thread

Postby fettyup1 » Mon May 06, 2019 11:15 pm

please make me a scorpion and liu kang combo gamepack
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Re: MK11 Combo Thread

Postby bonefisher » Mon May 06, 2019 11:27 pm

Code: Select all
 
#pragma METAINFO("MK11 SCORPION", 1, 0, "bonefisher")
 
#include <display.gph>
#define wait(a)  wait((int)a);
int Forward;
int Back;
int BUTTON;
uint32 lag = 30;
uint32    IND[] = {
    _B_,           // 0
    _S_,           // 1
    _H_            // 2
};
init {
    Forward = BUTTON_13;
    Back = BUTTON_12;
}
main
{
    // - FACING TRACKING - - - - - - - - - - - - - - - - - - - - - - - - - - -
    #define FACING_RIGHT     0
    #define FACING_LEFT      1
    static uint8 facing;
    if(event_active(BUTTON_13) || event_active(STICK_2_X) && get_actual(STICK_2_X) >= 20.0) {
        facing = FACING_RIGHT;
        goto FACING_LIGHTBAR;
    } else if(event_active(BUTTON_12)  || event_active(STICK_2_X) && get_actual(STICK_2_X) <= -20.0) {
        facing = FACING_LEFT;
        goto FACING_LIGHTBAR;
    if(facing || !facing) {
        switch(facing) {
            case FACING_RIGHT: facing = FACING_LEFT;  break;
            case FACING_LEFT:  facing = FACING_RIGHT; break;
        }
    }
        FACING_LIGHTBAR:
        led_reset();
        switch(facing) {
            case FACING_RIGHT: Forward = BUTTON_13; Back = BUTTON_12;led_set(LED_4, -1.0, 0);led_set(LED_3, -1.0, 0); break;
            case FACING_LEFT:  Forward = BUTTON_12; Back = BUTTON_13;led_set(LED_4, -1.0, 0); break;
        }
    }
    // - MOVES TRACKING - - - - - - - - - - - - - - - - - - - - - - - - - - -
    #define MOVES_0     0
    #define MOVES_1     1
    #define MOVES_2     2
    static uint8 moves;
    if(event_active(BUTTON_9)){
    if(moves == MOVES_0){
        moves = MOVES_1;
        goto MOVES_LIGHTBAR;
    } else if(moves == MOVES_1) {
        moves = MOVES_2;
        goto MOVES_LIGHTBAR;
    } else if(moves == MOVES_2) {
        moves = MOVES_0;
        goto MOVES_LIGHTBAR;
    if(moves || !moves) {
        switch(moves) {
            case MOVES_0: moves = MOVES_1; break;
            case MOVES_1: moves = MOVES_2; break;
            case MOVES_2: moves = MOVES_0; break;
        }
    }
        MOVES_LIGHTBAR:
        led_reset();
        switch(moves) {
            case MOVES_0: display (0); break;
            case MOVES_1: display (1); break;
            case MOVES_2: display (2); break;
        }
    }
    }
    // - BUTTON TRACKING - - - - - - - - - - - - - - - - - - - - - - - - - - -
    #define BUTTON_X     BUTTON_17
    #define BUTTON_Y     BUTTON_14
    #define BUTTON_A     BUTTON_16
    #define BUTTON_B     BUTTON_15
    static uint8 button_cycle;
    if(event_active(BUTTON_17)) {
        button_cycle = BUTTON_X;
        BUTTON = BUTTON_X;
        goto BUTTON_LIGHTBAR;
    } else if(event_active(BUTTON_14)) {
        button_cycle = BUTTON_Y;
        BUTTON = BUTTON_Y;
        goto BUTTON_LIGHTBAR;
    } else if(event_active(BUTTON_16)) {
        button_cycle = BUTTON_A;
        BUTTON = BUTTON_A;
        goto BUTTON_LIGHTBAR;
    } else if(event_active(BUTTON_15)) {
        button_cycle = BUTTON_B;
        BUTTON = BUTTON_B;
        goto BUTTON_LIGHTBAR;
    if(button_cycle || !button_cycle) {
        switch(button_cycle) {
            case BUTTON_X: button_cycle = BUTTON_Y; break;
            case BUTTON_Y: button_cycle = BUTTON_A; break;
            case BUTTON_A: button_cycle = BUTTON_B; break;
            case BUTTON_B: button_cycle = BUTTON_X; break;
        }
    }
        BUTTON_LIGHTBAR:
        led_reset();
        switch(button_cycle) {
            case BUTTON_X: led_set(LED_1, -1.0, 0); break;
            case BUTTON_Y: led_set(LED_2, -1.0, 0);led_set(LED_3, -1.0, 0); break;
            case BUTTON_A: led_set(LED_3, -1.0, 0); break;
            case BUTTON_B: led_set(LED_2, -1.0, 0); break;
        }
    }
 
    if(moves == MOVES_0)
    {
    if(get_actual(STICK_1_Y) < -60.0)
    {
        combo_run(B1_4_BF1);
    }
    else combo_stop(B1_4_BF1);
 
    if(get_actual(STICK_1_Y) > 60.0)
    {
        combo_run(B1_4_DF4);
    }
    else combo_stop(B1_4_DF4);
 
    if(get_actual(STICK_1_X) < -60.0)
    {
        combo_run(l_l_DBl_AMP_2_1_24);
    }
    else combo_stop(l_l_DBl_AMP_2_1_24);
 
    if(get_actual(STICK_1_X) > 60.0)
    {
        combo_run(ll_DBl_AMP_Fl_F1_2_BF1);
    }
    else combo_stop(ll_DBl_AMP_Fl_F1_2_BF1);
    }
 
 
    if(moves == MOVES_1)
    {
    if(get_actual(STICK_1_Y) < -60.0)
    {
        combo_run(l_l_DBl_AMP_2_1_24 );
    }
    else combo_stop( l_l_DBl_AMP_2_1_24);
 
    if(get_actual(STICK_1_Y) > 60.0)
    {
        combo_run(Rack_Off);
    }
    else combo_stop(Rack_Off);
 
    if(get_actual(STICK_1_X) < -60.0)
    {
        combo_run(Blade_Dragon_Ball);
    }
    else combo_stop(Blade_Dragon_Ball);
 
    if(get_actual(STICK_1_X) > 60.0)
    {
        combo_run(BF1_RB_B141);
    }
    else combo_stop(BF1_RB_B141);   
    }
 
 
    if(moves == MOVES_2)
    {
    if(get_actual(STICK_1_Y) < -60.0)
    {
        combo_run(UDB1_RB);
    }
    else combo_stop(UDB1_RB);
 
    if(get_actual(STICK_1_Y) > 60.0)
    {
        combo_run(U2_F2_24);
    }
    else combo_stop(U2_F2_24);
 
    if(get_actual(STICK_1_X) < -60.0)
    {
        combo_run(lll_BF3_ll_DB4);
    }
    else combo_stop(lll_BF3_ll_DB4);
 
    if(get_actual(STICK_1_X) > 60.0)
    {
        combo_run(BDD1);
    }
    else combo_stop(BDD1);
    }
    if(get_actual(BUTTON))combo_run(rapid);
}
combo rapid
{
    set_val(BUTTON, 100);
    wait(50);
    set_val(BUTTON, 0);
    wait(50);
}
 
combo rumble
{
    ffb_set(FFB_1, 100.0, 250);
    wait(0);wait(250);
    ffb_reset();
}
 
combo B1_4_BF1
{
    set_val(Back, 100.0);
    wait(10);
    set_val(Back, 100.0);
    set_val(BUTTON_17, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    call(rumble);
    wait(1200);
}
 
combo B1_4_DF4
{
    set_val(Back, 100.0);
    wait(10);
    set_val(Back, 100.0);
    set_val(BUTTON_17, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    wait(50);
    call(rumble);
    wait(1200);
}
 
combo l_l_DBl_AMP_2_1_24
{
    set_val(BUTTON_17, 100.0);
    wait(100);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(100);
    wait(70);
    set_val(BUTTON_11, 100.0);
    wait(100);
    set_val(Back, 100.0);
    wait(100);
    set_val(BUTTON_16, 100.0);
    wait(100);
    wait(200);
    set_val(BUTTON_4, 100.0);
    wait(100);
    wait(600);
    set_val(Back, 100.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    wait(300);
    set_val(BUTTON_14, 100.0);
    wait(100);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(100);
    wait(50);
    set_val(BUTTON_14, 100.0);
    set_val(BUTTON_15, 100.0);
    wait(100);
    call(rumble);
    wait(1200);
}
 
combo ll_DBl_AMP_Fl_F1_2_BF1
{
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(300);
    set_val(BUTTON_4, 100.0);
    wait(100);
    wait(1000);
    set_val(Back, 100.0);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_14, 100.0);
    wait(50);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    call(rumble);
    wait(1200);
}
 
 
combo Blade_Dragon_Ball
{
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(1000);
    set_val(Forward, 100.0);
    wait(50);wait(50);
    set_val(Forward, 100.0);
    wait(200);
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    set_val(BUTTON_14, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo Rack_Off
{
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    set_val(BUTTON_14, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
 combo U_DB1_RB
{
    set_val(BUTTON_10, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(200);
    wait(50);
    set_val(BUTTON_11, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_4, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(200);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo B12_BF3_23_23_23_DB2AMP
{
    set_val(Back, 100.0);
    set_val(BUTTON_17, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_14, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(300);
    set_val(Back, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(50);
    set_val(Forward, 100.0);
    set_val(Back, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_16, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(1200);
    set_val(BUTTON_14, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_16, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(600);
    set_val(Back, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(600);
    set_val(BUTTON_14, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_16, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(600);
    set_val(Back, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    set_val(Forward, 0.0);
    wait(50);
    wait(600);
    set_val(BUTTON_14, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    wait(50);
    set_val(BUTTON_16, 100.0);
    set_val(Forward, 0.0);
    set_val(Back, 0.0);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo DB3
{
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_16, 100.00);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo B141
{
    set_val(Back, 100.0);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_15, 100.00);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo BF1_RB_B4
{
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(600);
    set_val(BUTTON_4, 100.00);
    wait(50);
    wait(1000);
    set_val(Back, 100.0);
    set_val(BUTTON_15, 100.0);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo DB3_RB
{
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(400);
    set_val(BUTTON_4, 100.00);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo BF1_RB_B141
{
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_4, 100.00);
    wait(50);
    wait(1000);
    set_val(Back, 100.0);
    set_val(BUTTON_17, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo UDB1_RB
{
    set_val(BUTTON_10, 100.0);
    wait(100);
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(100);
    set_val(BUTTON_4, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo U2_F2_24
{
    set_val(BUTTON_10, 100.0);
    set_val(BUTTON_14, 100.0);
    wait(50);
    wait(600);
    set_val(Forward, 100.0);
    set_val(BUTTON_14, 100.0);
    wait(50);
    wait(400);
    set_val(BUTTON_14, 100.00);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    call(rumble);
    wait(5000);
}
 
combo DB4
{
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo F2_24
{
    set_val(Forward, 100.0);
    set_val(BUTTON_14, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_14, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo B1_2_D2
{
    set_val(Back, 100.0);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_14, 100.00);
    wait(50);
    wait(50);
    set_val(BUTTON_11, 100.0);
    set_val(BUTTON_14, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo F4_13
{
    set_val(Forward, 100.0);
    set_val(BUTTON_15, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    set_val(BUTTON_16, 100.0);
    wait(50);
    call(rumble);
    wait(250);
}
 
combo lll_BF3_ll_DB4
{
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(Forward, 100.0);
    wait(50);
    set_val(BUTTON_16, 100.0);
    wait(50);
    wait(1400);
    set_val(Back, 100.0);
    wait(50);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    wait(100);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(1000);
    set_val(BUTTON_11, 100.0);
    wait(50);
    set_val(Back, 100.0);
    wait(50);
    set_val(BUTTON_15, 100.0);
    wait(50);
    call(rumble);
    wait(1000);
}
 
combo BDD1
{
    set_val(Back, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_11, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_11, 100.0);
    wait(50);
    wait(50);
    set_val(BUTTON_17, 100.0);
    wait(50);
    wait(50);
    call(rumble);
    wait(2000);
}
 
// Display Numbers
void display (uint8 indc)
{
    uint8 VIE;
    VIE = IND[indc];
    display_overlay(VIE, 2000 );
}
 
 

Here I did the first four for scorpion you can test and give me feedback on them if there working for you!
bonefisher
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Re: MK11 Combo Thread

Postby fettyup1 » Mon May 06, 2019 11:52 pm

THANKS FOR THE SCRIPT. BUT ITS REAL GLITCHY LIKE MOST TIMES COMBOS NOT FOLLOWING THROUGH
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Re: MK11 Combo Thread

Postby fettyup1 » Mon May 06, 2019 11:59 pm

SCRATCH MY LAST COMMENT THE SCRIPT WORK PERFECT I WAS DOING IT WRONG BUT PLZ POST MORE BY ALL MEANS
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Re: MK11 Combo Thread

Postby bonefisher » Tue May 07, 2019 1:14 am

You must of been holding right or left when you activated them... They way I have it is click d-pad the way your facing led show different color on titan then hold right stick (without touching left stick or d-pad direction) in combo direction you want til it vibrates then let go and it will finish combo out. Also if you want little short mix ups which all the face buttons are hot to loop but if you quickly tap and practice you get combos quick that way! Plus Click left stick to cycle through different combos when I'm done which will show letter what your on so you know what combo you have on!
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Re: MK11 Combo Thread

Postby fettyup1 » Tue May 07, 2019 11:24 pm

ANY LIU KANG SCRIPT YOU GOT AND WANNA POST
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Re: MK11 Combo Thread

Postby Relinquished » Fri May 10, 2019 10:06 am

ive been on holiday but im working on some combos now for u guys :)
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