killer instinct
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killer instinct
did anyone ever make a gamepack or set of controls for killer instinct?
i just would like the ultra combos if this is possible
Jago
Ultra Combo: → ↓ ↘ + 3P
Sabrewulf
Ultra Combo: ←→ + 3P
Orchid
Ultra Combo ↓ ↘ → + 3K
Glacius
Ultra Combo: ↓ ↘ → + 3P
Sadira
Ultra Combo ↓ ↘ → + 3P
Thunder
Ultra Combo ↓ ↘ → + 3P
Light Punch (LP) - X
Medium Punch (MP) - Y
Heavy Punch (HP) - Right Bumper
Light Kick (LK) - A
Medium Kick (MK) - B
Heavy Kick (HK) - Right Trigger
All Three Punches (3P) - Left Bumper
All Three Kicks (3K) - Left Trigger
i just would like the ultra combos if this is possible
Jago
Ultra Combo: → ↓ ↘ + 3P
Sabrewulf
Ultra Combo: ←→ + 3P
Orchid
Ultra Combo ↓ ↘ → + 3K
Glacius
Ultra Combo: ↓ ↘ → + 3P
Sadira
Ultra Combo ↓ ↘ → + 3P
Thunder
Ultra Combo ↓ ↘ → + 3P
Light Punch (LP) - X
Medium Punch (MP) - Y
Heavy Punch (HP) - Right Bumper
Light Kick (LK) - A
Medium Kick (MK) - B
Heavy Kick (HK) - Right Trigger
All Three Punches (3P) - Left Bumper
All Three Kicks (3K) - Left Trigger
-
gohun9008 - First Sergeant
- Posts: 63
- Joined: Sun Sep 13, 2015 2:37 pm
Re: killer instinct
do you have any knowledge with programming? Because I have a script that can be adapted to do the combos you, here it is:
- Code: Select all
/* -----------------------------------------------------------------------------
* DEFINES
**/
define LX = 11; // PS3_LX, XB360_LX
define LY = 12; // PS3_LY, XB360_LY
define DL = 15; // PS3_LEFT, XB360_LEFT
define DR = 16; // PS3_RIGHT, XB360_RIGHT
define DPAD_UP = 13; // PS3_UP, XB360_UP
define DPAD_DOWN = 14; // PS3_DOWN, XB360_DOWN
define B_LOW_PUNCH = 19; // PS3_CROSS, XB360_A
define B_HIGH_PUNCH = 20; // PS3_SQUARE, XB360_X
define B_LOW_KICK = 18; // PS3_CIRCLE, XB360_B
define B_HIGH_KICK = 17; // PS3_TRIANGLE, XB360_Y
define B_BLOCK = 3; // PS3_R1, XB360_RB
define B_THREED = 6; // PS3_L1, XB360_LB
define DATA_END = 255;
define AHAU_KIN = 1;
define ANUBIS = 2;
define CY_5 = 3;
define EXOR = 4;
define GROX = 5;
define KABUKI_JO = 6;
define MAXIMUS = 7;
define PAGAN = 8;
define TAK = 9;
define VALLAH = 10;
define VOODOO = 11;
define WARHEAD = 12;
define CHARACTER_END = 254;
define COMBO_1 = 1;
define COMBO_2 = 2;
define FATALITY_1 = 3;
define FATALITY_2 = 4;
define COMBO_END = 253;
define DISTANCE = 0;
define FORWARD = 1;
define BACK = 2;
define UP = 4;
define UP_FORWARD = 5;
define UP_BACK = 6;
define DOWN = 8;
define DOWN_FORWARD = 9;
define DOWN_BACK = 10;
define WAIT = 16;
define LOW_PUNCH = 129;
define HIGH_PUNCH = 130;
define LOW_KICK = 132;
define HIGH_KICK = 136;
define BLOCK = 144;
define THREED = 160;
define PLUS = 249;
define HOLD = 251;
define RELEASE = 253;
define CLOSE = 0;
define SWEEP = 70;
define JUMP = 100;
/* -----------------------------------------------------------------------------
* DATA SEGMENT
**/
data (
AHAU_KIN,
COMBO_1,
BACK, 4,
FORWARD, 4,
HIGH_KICK, 4,
LOW_KICK, 4,
HIGH_KICK, 4,
LOW_PUNCH, 4,
LOW_PUNCH, 4,
HIGH_PUNCH, 4,
HIGH_PUNCH, 4,
HIGH_PUNCH, 4,
HIGH_KICK, 4,
COMBO_END,
CHARACTER_END,
ANUBIS,
COMBO_1,
BACK, 4,
FORWARD, 4,
HIGH_PUNCH, 4,
HIGH_KICK, 4,
HIGH_PUNCH, 4,
LOW_PUNCH, 4,
BLOCK, 4,
FORWARD, 4,
FORWARD, 4,
BACK, 4,
FORWARD, 4,
HIGH_KICK, PLUS,
LOW_KICK, 4,
COMBO_END,
FATALITY_1,
DISTANCE, SWEEP,
BLOCK, HOLD,
FORWARD, HOLD,
DOWN, HOLD,
FORWARD, RELEASE,
DOWN, RELEASE,
UP, 4,
DOWN, 4,
BLOCK, RELEASE,
HIGH_PUNCH, PLUS,
LOW_KICK, PLUS,
THREED, 4,
COMBO_END,
CHARACTER_END,
DATA_END);
/* -----------------------------------------------------------------------------
* VARIABLES
**/
int DPAD_BACK = DL, DPAD_FORWARD = DR;
int step, dpad, hpad, press, hold, ms;
int character;
/* -----------------------------------------------------------------------------
* INITIALIZATION
**/
init {
character = ANUBIS;
}
/* -----------------------------------------------------------------------------
* MAIN SCRIPT
**/
main {
if(get_val(DR) || get_val(LX) >= 30) {
DPAD_BACK = DL; DPAD_FORWARD = DR;
} else if(get_val(DL) || get_val(LX) <= -30) {
DPAD_BACK = DR; DPAD_FORWARD = DL;
}
if(get_val(PS3_L2)) {
if(event_press(B_LOW_PUNCH)) {
RunCombo(character, COMBO_1);
} else if(event_press(B_HIGH_PUNCH)) {
RunCombo(character, COMBO_2);
} else if(event_press(B_LOW_KICK)) {
RunCombo(character, FATALITY_1);
} else if(event_press(B_HIGH_KICK)) {
RunCombo(character, FATALITY_2);
} else if(event_press(B_THREED)) {
step = 0; dpad = 0; hpad = 0; press = 0; hold = 0; ms = 0;
combo_stop(Step);
}
}
if(step > 0) {
set_val(DPAD_BACK, 0);
set_val(DPAD_FORWARD, 0);
set_val(DPAD_UP, 0);
set_val(DPAD_DOWN, 0);
set_val(B_LOW_PUNCH, 0);
set_val(B_HIGH_PUNCH, 0);
set_val(B_LOW_KICK, 0);
set_val(B_HIGH_KICK, 0);
set_val(B_BLOCK, 0);
set_val(B_THREED, 0);
if(!combo_running(Distance)) combo_run(Step);
}
}
/* -----------------------------------------------------------------------------
* COMBOS
**/
combo Step {
DoDPad();
DoHPad();
DoPress();
DoHold();
wait(60);
DoHPad();
DoHold();
wait(ms);
DoHPad();
DoHold();
GetStep();
}
combo Distance {
set_val(DPAD_BACK, 100);
wait(ms);
GetStep();
}
/* -----------------------------------------------------------------------------
* FUNCTIONS
**/
function RunCombo(pC, pT) {
step = 0;
while(TRUE) {
if(dbyte(step) == DATA_END) {
step = -1; return;
} else if(dbyte(step) == pC) {
step = step + 1;
while(TRUE) {
if(dbyte(step) == CHARACTER_END) {
step = -1; return;
} else if(dbyte(step) == pT) {
step = step + 1;
GetStep();
return;
} else while(dbyte(step) != COMBO_END) step = step + 1;
step = step + 1;
}
} else while(dbyte(step) != CHARACTER_END) step = step + 1;
step = step + 1;
}
}
function GetStep() {
ms = PLUS;
press = 0;
dpad = 0;
while(ms == PLUS) {
if(dbyte(step) == COMBO_END) {
dpad = 0;
hpad = 0;
press = 0;
hold = 0;
ms = 0;
step = 0;
return;
} else if(dbyte(step) == DISTANCE) {
combo_restart(Distance);
ms = dbyte(step + 1);
} else if(test_bit(dbyte(step), 7)) {
if(dbyte(step + 1) == HOLD) {
hold = SET(dbyte(step), hold);
ms = 0;
} else if(dbyte(step + 1) == RELEASE) {
hold = CLEAR(dbyte(step), hold);
ms = 0;
} else {
press = SET(dbyte(step), press);
ms = dbyte(step + 1);
}
} else if(dbyte(step) == WAIT) {
ms = dbyte(step + 1);
} else {
if(dbyte(step + 1) == HOLD) {
hpad = SET(dbyte(step), hpad);
ms = 0;
} else if(dbyte(step + 1) == RELEASE) {
hpad = CLEAR(dbyte(step), hpad);
ms = 0;
} else {
dpad = SET(dbyte(step), dpad);
ms = dbyte(step + 1);
}
}
step = step + 2;
}
ms = ms * 10;
}
function SET(t, s) {
if(test_bit(t, 0)) set_bit(s, 0);
if(test_bit(t, 1)) set_bit(s, 1);
if(test_bit(t, 2)) set_bit(s, 2);
if(test_bit(t, 3)) set_bit(s, 3);
if(test_bit(t, 4)) set_bit(s, 4);
if(test_bit(t, 5)) set_bit(s, 5);
if(test_bit(t, 6)) set_bit(s, 6);
return(s);
}
function CLEAR(t, s) {
if(test_bit(t, 0)) clear_bit(s, 0);
if(test_bit(t, 1)) clear_bit(s, 1);
if(test_bit(t, 2)) clear_bit(s, 2);
if(test_bit(t, 3)) clear_bit(s, 3);
if(test_bit(t, 4)) clear_bit(s, 4);
if(test_bit(t, 5)) clear_bit(s, 5);
if(test_bit(t, 6)) clear_bit(s, 6);
return(s);
}
function DoDPad() {
if(test_bit(dpad, 0)) set_val(DPAD_FORWARD, 100);
if(test_bit(dpad, 1)) set_val(DPAD_BACK, 100);
if(test_bit(dpad, 2)) set_val(DPAD_UP, 100);
if(test_bit(dpad, 3)) set_val(DPAD_DOWN, 100);
}
function DoHPad() {
if(test_bit(hpad, 0)) set_val(DPAD_FORWARD, 100);
if(test_bit(hpad, 1)) set_val(DPAD_BACK, 100);
if(test_bit(hpad, 2)) set_val(DPAD_UP, 100);
if(test_bit(hpad, 3)) set_val(DPAD_DOWN, 100);
}
function DoPress() {
if(test_bit(press, 0)) set_val(B_LOW_PUNCH, 100);
if(test_bit(press, 1)) set_val(B_HIGH_PUNCH, 100);
if(test_bit(press, 2)) set_val(B_LOW_KICK, 100);
if(test_bit(press, 3)) set_val(B_HIGH_KICK, 100);
if(test_bit(press, 4)) set_val(B_BLOCK, 100);
if(test_bit(press, 5)) set_val(B_THREED, 100);
}
function DoHold() {
if(test_bit(hold, 0)) set_val(B_LOW_PUNCH, 100);
if(test_bit(hold, 1)) set_val(B_HIGH_PUNCH, 100);
if(test_bit(hold, 2)) set_val(B_LOW_KICK, 100);
if(test_bit(hold, 3)) set_val(B_HIGH_KICK, 100);
if(test_bit(hold, 4)) set_val(B_BLOCK, 100);
if(test_bit(hold, 5)) set_val(B_THREED, 100);
}
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J2Kbr - General of the Army
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