'D' is for 'lying Down', and if included allows P1 to hit opponents lying down on the ground. 'F' is for fall, and if included will allow P1 to juggle falling opponents in the air. 'H' for 'high', 'L' for 'low' or 'A' for air. hit_flags is a string containing a combination of the following characters: Hitflag = hit_flags (string) This determines what type of state P2 must be in for P1 to hit. The second character must be either 'A' for 'attack' (a normal hit attack), 'T' for 'throw', or 'P' for projectile. The first character is either 'A' for All, 'N' for 'normal', 'S' for 'special', or 'H' for 'hyper' (or 'super', as it is commonly known). Similar to 'statetype' for the StateDef, this says whether the attack is a standing, crouching, or aerial attack.Īrg2 is a 2-character string. It is used to determine if the attack can hit P2. To make a move hit several times, you must trigger more than one HitDef during the attack.Īttr = hit_attribute (string) This is the attribute of the attack. A single HitDef is valid only for a single hit. This is one of the more complex, but most commonly-used controllers. If the player's Clsn1 box (red) comes in contact with his opponent's Clsn2 box (blue), and the HitDef was define on or before that particular point in time, then the specified effect will be applied. Defines a single hit of the player's attack.