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View Full Version : GREEN ARROW 4 COMBOS +QUICK ARROW CALL



falconpunch323
5th August 15, 18:41
Here's another one for injustice Green Arrow for combos right on (right stick) is corner combo 36perc no meter with ice reload and low shot should catch player as they wake up/ down is meter-less 113 start combo no ice arrow required/ up is 29 perc combo ( ice arrow needed) and left is a meterless 36 perc combo.. R3 calls ice arrow/ L3 Calls fire arrow enjoy



int FORWARD;
int BACK;
int SQUARE=20;
int TRI=17;
int CROSS=19;
int CIRCLE=18;
int THROW=6;
int BLOCK=4;
int UP=13;
int DOWN=14;
int R2=4;
int square;
int triangle;

unmap PS4_L3;
unmap PS4_LY;
unmap PS4_LX;





main {
if(get_val(11) < -20 || get_val(15)){
FORWARD = 15; BACK = 16;
}else if(get_val(11) >20 || get_val(16)){
FORWARD = 16; BACK = 15;
}
if (get_val (9) >= 60) {
combo_run (Combo_1)
}
if (get_val (9) <= -60) {
combo_run (Combo_2)
}
if (get_val (10) <= -60) {
combo_run (Combo_3)
}
if (get_val (10) >= 60) {
combo_run (Combo_4)
}
if (event_press (8)) {
combo_run (Fatality_1)
}
if (event_press (5)) {
combo_run (Fatality_2)
}
// combo cancel
if ( abs(get_val (PS4_RX)) <= 20 && abs(get_val (PS4_RY)) <= 20) {
combo_stop (Combo_1)
combo_stop (Combo_2)
combo_stop (Combo_3)
combo_stop (Combo_4)
}
}



combo Combo_1 {
set_val(FORWARD,100);
set_val(CROSS,100);
wait(40);
wait(950);
set_val(CROSS,100);
wait(40);
wait(80);
set_val(DOWN,100);
wait(40);
wait(80);
set_val(BACK,100);
set_val(SQUARE,100);
wait(40);
wait(760);
set_val(SQUARE,100);
wait(40);
wait(80);
set_val(SQUARE,100);
wait(40);
wait(80);
set_val(SQUARE,100);
wait(40);
wait(80);
set_val(DOWN,100);
wait(40);
wait(80);
set_val(BACK,100);
set_val(SQUARE,100);
wait(40);
wait(850);
set_val(DOWN,100);
wait(40);
wait(80);
set_val(BACK,100);
set_val(CIRCLE,100);
wait(20);
wait(580);
set_val(DOWN,100);
set_val(CIRCLE,100);
wait(20);
wait(2000);


}

combo Combo_2 {
set_val(SQUARE,100);
wait(40);
wait(80);
set_val(SQUARE,100);
wait(40);
wait(80);
set_val(SQUARE,100);
wait(40);
wait(80);
set_val(CIRCLE,100);
wait(40);
wait(1150);
set_val(BACK,100);
set_val(CROSS,100);
wait(40);
wait(750);
set_val(FORWARD,100);
wait(40);
wait(40);
set_val(FORWARD,100);
wait(40);
wait(150);
set_val(DOWN,100);
wait(40);
wait(80);
set_val(BACK,100);
set_val(SQUARE,100);
wait(40);
wait(400);
set_val(DOWN,100);
wait(40);
wait(80);
set_val(FORWARD,100);
set_val(SQUARE,100);
wait(60);
wait(650);
set_val(SQUARE,100);
wait(40);
wait(80);
set_val(SQUARE,100);
wait(40);
wait(150);
set_val(DOWN,100);
wait(40);
wait(80);
set_val(BACK,100);
set_val(SQUARE,100);
wait(40);
wait(2000);

}

combo Combo_3 {
set_val(FORWARD,100);
set_val(TRI,100);
wait(40);
wait(80);
set_val(DOWN,100);
set_val(SQUARE,100);
wait(40);
wait(80);
set_val(CROSS,100);
wait(40);
wait(40);
set_val(CIRCLE,100);
wait(40);
wait(1000);
set_val(FORWARD,100);
wait(40);
wait(40);
set_val(FORWARD,100);
wait(40);
wait(770);
set_val(BACK,100);
set_val(CROSS,100);
wait(80);
wait(970);
set_val(UP,100);
set_val(FORWARD,100);
wait(60);
wait(80);
set_val(CROSS,100);
wait(20);
wait(600);
set_val(TRI,100);
wait(40);
wait(80);
set_val(TRI,100);
wait(40);
wait(80);
set_val(TRI,100);
wait(40);
wait(80);
set_val(DOWN,100);
wait(40);
wait(80);
set_val(FORWARD,100);
set_val(SQUARE,100);
wait(40);
wait(2000);
}
combo Combo_4 {
set_val(SQUARE,100);
wait(40);
wait(80);
set_val(SQUARE,100);
wait(40);
wait(80);
set_val(CROSS,100);
wait(80);
wait(855);
set_val(UP,100);
set_val(FORWARD,100);
wait(60);
wait(80);
set_val(TRI,100);
wait(40);
wait(350);
set_val(TRI,100);
wait(40);
wait(80);
set_val(TRI,100);
wait(40);
wait(80);
set_val(CROSS,100);
wait(40);
wait(750);
set_val(DOWN,100);
wait(40);
wait(80);
set_val(FORWARD,100);
set_val(SQUARE,100);
wait(40);
wait(2000);


}

combo Fatality_1 {
set_val(DOWN,100);
wait(20);
wait(40);
set_val(DOWN,100);
set_val(CIRCLE,100);
wait(20);
wait(150);
}

combo Fatality_2 {
set_val(DOWN,100);
wait(20);
wait(40);
set_val(BACK,100);
set_val(CIRCLE,100);
wait(20);
wait(150);


}