Editing Research:Traditional Capcom

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=Hit Velocities=
=Hit Velocities=
Traditional Capcom games are strange in that they do not use velocities for ground hits. Instead, a series of PosAdds is applied which decrease over time. Nishitani, one of the developers who worked on Street Fighter II, stated that this was because they could not get the hit behavior they desired otherwise[https://web.archive.org/web/20221218211029/https://twitter.com/nin_arika/status/385952111713722369]. Although it is tedious, it is possible to recreate this behavior in M.U.G.E.N with TargetVelSets and a custom state.
Traditional Capcom games are strange in that they do not use velocities for ground hits. Instead, a series of PosAdds is applied which decrease over time. Nishitani, one of the developers who worked on Street Fighter II, stated that this was because they could not get the hit behavior they desired otherwise[https://twitter.com/nin_arika/status/385952111713722369]. Although it is tedious, it is possible to recreate this behavior in M.U.G.E.N with TargetVelSets and a custom state.


Air hit velocities and launchers, on the other hand, always use velocities.
Air hit velocities and launchers, on the other hand, always use velocities.

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