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View Full Version : Butcher Leatehrface



falconpunch323
25th November 16, 20:14
Here is my butcher leather face script I have literally made this and begun to main him lol the mix is real so pretty much you have a metered option or the overhead start and low start on rs left and right as well as meterless overhead and low on rs up and down.
each of these combos can be used with L1 And L2 to make the mix an overhead or a low for the reset... Now if you dont select anything then the combo will just run the default IE low will do a low reset and overhead will do an overhead reset if you use l2 it will make the reset an overhead and l1 makes it a low the left stick up and down are meterless combos that have no reset they are just bnb combos that do 35+ damage ls left is the command grab/ brutality and Ls right is a combo that leads to a reset into burutality..... this brutality is awesome so all my combos end in the brutality...

Let me know how it works for you.. currently I am one combo away from finishing the fisticuffs version of Johnny Cage and WHOOO BUDDY lol its funny yes I used the combos from the video for most of the script so thanks for that also ok enough of that enjoy butcher

define BACK_PUNCH = 17; // TRIANGLE, Y
define BACK_KICK = 18; // CIRCLE, B
define FRONT_KICK = 19; // CROSS, A
define FRONT_PUNCH = 20; // SQUARE, X
define R1 = 3; // R1, RB
define R2 = 4; // R2, RT
define THROW = 6; // L1, LB
define L2 = 7; // L2, LT
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define LEFT = 15; // DPAD LEFT
define RIGHT = 16; // DPAD RIGHT
define MOVE_X = 11; // LEFT ANALOG X
define MOVE_Y = 12; // LEFT ANALOG Y
define BACK = 128; // BACK FLAG
define FORWARD = 129; // FORWARD FLAG

// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------

//Define Combos
//--------------------------------------
define Combo_1 =0; //
define Combo_2 =1; //
define Combo_3 =2; //
define Combo_4 =3; //
define Combo_5 =4; //
define Combo_6 =5; //
define Combo_7 =6; //
define Combo_8 =7; //
define Fatality1 =8; //
define Fatality2 =9; //
//--------------------------------------

//Define Combo Adjusters
//--------------------------------------
define L1_PRESS =10; //
define L2_PRESS =11; //
define R1_PRESS =12; //
define R2_PRESS =13; //
//--------------------------------------

// Combo Data
//--------------------------------------
data(

R2_PRESS,
1,BACK,100,
4,0,11,
2,FORWARD,100,
FRONT_PUNCH,100,
4,0,65,
EOC,

R1_PRESS,

EOC,

L2_PRESS,
8,FORWARD,100,
BACK_PUNCH,100,
4,0,10,
1,FRONT_PUNCH,100,
4,0,10,
2,DOWN,100,
BACK_PUNCH,100,
4,0,35,
1,BACK,100,
4,0,2,
2,DOWN,10,
BACK_KICK,100,
4,0,140,
2,FORWARD,100,
UP,100,
4,0,35`,
1,BACK_PUNCH,100,
4,0,35,
2,BACK,100,
BACK_PUNCH,100,
4,0,75,
2,UP,100,
FORWARD,100,
4,0,35,
2,BACK,100,
FRONT_PUNCH,100,
4,0,35,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,133,
1,UP,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,35,
1,BACK,100,
4,0,2,
2,BACK,100,
R2,100,
50,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,35,
1,DOWN,100,
4,0,2,
1,FORWARD,100,
4,0,2,
2,BACK,100,
FRONT_PUNCH,100,
EOC,

L1_PRESS,
8,FORWARD,100,
FRONT_KICK,100,
4,0,10,
1,BACK,100,
4,0,2,
2,DOWN,100,
BACK_KICK,100,
4,0,110,
2,UP,100,
FORWARD,100,
4,0,35,
2,BACK,100,
FRONT_PUNCH,100,
4,0,35,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,135,
1,UP,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,35,
1,FORWARD,100,
4,0,2,
2,FORWARD,100,
R2,100,
50,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,DOWN,100,
4,0,2,
1,BACK,100,
4,0,2,
2,FORWARD,100,
FRONT_PUNCH,100,
4,0,200,
EOC,

Combo_1,
2,FORWARD,100,
BACK_PUNCH,100,
4,0,10,
1,FRONT_PUNCH,100,
4,0,10,
2,DOWN,100,
BACK_PUNCH,100,
4,0,10,
1,DOWN,100,
4,0,2,
3,FORWARD,100,
BACK_PUNCH,100,
R2,100,
4,0,165,
1,UP,100,
4,0,8,
1,BACK_PUNCH,100,
4,0,60,
1,FORWARD,100,
4,0,2,
2,FORWARD,100,
R2,100,
15,
2,FORWARD,100,
BACK_PUNCH,100,
4,0,10,
1,FRONT_PUNCH,100,
4,0,10,
2,DOWN,100,
BACK_PUNCH,100,
4,0,25,
1,BACK,100,
4,0,2,
2,DOWN,100,
BACK_KICK,100,
4,0,140,
2,UP,100,
FORWARD,100,
4,0,35,
1,BACK_PUNCH,100,
4,0,35,
2,BACK,100,
BACK_PUNCH,100,
4,0,75,
2,BACK,100,
BACK_PUNCH,100,
4,0,70,
8,FORWARD,100,
BACK_PUNCH,100,
4,0,10,
1,FRONT_PUNCH,100,
4,0,10,
2,DOWN,100,
BACK_PUNCH,100,
4,0,35,
1,BACK,100,
4,0,2,
2,DOWN,10,
BACK_KICK,100,
4,0,140,
2,FORWARD,100,
UP,100,
4,0,35`,
1,BACK_PUNCH,100,
4,0,35,
2,BACK,100,
BACK_PUNCH,100,
4,0,75,
2,UP,100,
FORWARD,100,
4,0,35,
2,BACK,100,
FRONT_PUNCH,100,
4,0,35,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,133,
1,UP,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,35,
1,BACK,100,
4,0,2,
2,BACK,100,
R2,100,
50,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,DOWN,100,
4,0,2,
1,FORWARD,100,
4,0,2,
2,BACK,100,
FRONT_PUNCH,100,
4,0,200,
EOC,

Combo_2,
2,FORWARD,100,
FRONT_KICK,100,
4,0,10,
1,DOWN,100,
4,0,2,
3,FORWARD,100,
BACK_PUNCH,100,
R2,100,
4,0,120,
1,UP,100,
4,0,8,
1,BACK_PUNCH,100,
4,0,60,
1,FORWARD,100,
4,0,2,
2,FORWARD,100,
R2,100,
15,
2,FORWARD,100,
BACK_PUNCH,100,
4,0,10,
1,FRONT_PUNCH,100,
4,0,10,
2,DOWN,100,
BACK_PUNCH,100,
4,0,25,
1,BACK,100,
4,0,2,
2,DOWN,100,
BACK_KICK,100,
4,0,140,
2,UP,100,
FORWARD,100,
4,0,35,
1,BACK_PUNCH,100,
4,0,35,
2,BACK,100,
BACK_PUNCH,100,
4,0,75,
2,BACK,100,
BACK_PUNCH,100,
4,0,70,
8,FORWARD,100,
BACK_PUNCH,100,
4,0,10,
1,FRONT_PUNCH,100,
4,0,10,
2,DOWN,100,
BACK_PUNCH,100,
4,0,35,
1,BACK,100,
4,0,2,
2,DOWN,10,
BACK_KICK,100,
4,0,140,
2,FORWARD,100,
UP,100,
4,0,35`,
1,BACK_PUNCH,100,
4,0,35,
2,BACK,100,
BACK_PUNCH,100,
4,0,75,
2,UP,100,
FORWARD,100,
4,0,35,
2,BACK,100,
FRONT_PUNCH,100,
4,0,35,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,133,
1,UP,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,35,
1,BACK,100,
4,0,2,
2,BACK,100,
R2,100,
50,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,DOWN,100,
4,0,2,
1,FORWARD,100,
4,0,2,
2,BACK,100,
FRONT_PUNCH,100,
4,0,200,

EOC,

Combo_3,
2,FORWARD,100,
BACK_PUNCH,100,
4,0,10,
1,FRONT_PUNCH,100,
4,0,10,
2,DOWN,100,
BACK_PUNCH,100,
4,0,25,
1,BACK,100,
4,0,2,
2,DOWN,100,
BACK_KICK,100,
4,0,140,
2,UP,100,
FORWARD,100,
4,0,35,
1,BACK_PUNCH,100,
4,0,35,
2,BACK,100,
BACK_PUNCH,100,
4,0,75,
2,BACK,100,
BACK_PUNCH,100,
4,0,70,
8,FORWARD,100,
BACK_PUNCH,100,
4,0,10,
1,FRONT_PUNCH,100,
4,0,10,
2,DOWN,100,
BACK_PUNCH,100,
4,0,35,
1,BACK,100,
4,0,2,
2,DOWN,10,
BACK_KICK,100,
4,0,140,
2,FORWARD,100,
UP,100,
4,0,35`,
1,BACK_PUNCH,100,
4,0,35,
2,BACK,100,
BACK_PUNCH,100,
4,0,75,
2,UP,100,
FORWARD,100,
4,0,35,
2,BACK,100,
FRONT_PUNCH,100,
4,0,35,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,133,
1,UP,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,35,
1,BACK,100,
4,0,2,
2,BACK,100,
R2,100,
50,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,DOWN,100,
4,0,2,
1,BACK,100,
4,0,2,
2,FORWARD,100,
FRONT_PUNCH,100,
4,0,200,

EOC,

Combo_4,
2,FORWARD,100,
FRONT_KICK,100,
4,0,10,
1,BACK,100,
4,0,2,
2,DOWN,10,
BACK_KICK,100,
4,0,105,
2,UP,100,
FORWARD,100,
4,0,40,
1,BACK_PUNCH,100,
4,0,35,
2,BACK,100,
BACK_PUNCH,100,
4,0,75,
2,BACK,100,
BACK_PUNCH,100,
4,0,70,
8,FORWARD,100,
FRONT_KICK,100,
4,0,10,
1,BACK,100,
4,0,2,
2,DOWN,100,
BACK_KICK,100,
4,0,110,
2,UP,100,
FORWARD,100,
4,0,35,
2,BACK,100,
FRONT_PUNCH,100,
4,0,35,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,135,
1,UP,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,35,
1,FORWARD,100,
4,0,2,
2,FORWARD,100,
R2,100,
50,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,DOWN,100,
4,0,2,
1,BACK,100,
4,0,2,
2,FORWARD,100,
FRONT_PUNCH,100,
4,0,200,
EOC,

Combo_5,
2,BACK,100,
FRONT_PUNCH,100,
4,0,10,
2,UP,100,
BACK_PUNCH,100,
4,0,95,
2,BACK,100,
FRONT_PUNCH,100,
4,0,10,
1,BACK,100,
4,0,2,
2,DOWN,100,
BACK_KICK,100,
4,0,75,
1,FORWARD,100,
4,0,2,
2,FORWARD,100,
R2,100,
4,0,35,
1,DOWN,100,
4,0,2,
1,BACK,100,
4,0,2,
2,FORWARD,100,
FRONT_PUNCH,100,
4,0,200,

EOC,

Combo_6,
1,DOWN,100,
2,
1,BACK,100,
4,0,2,
2,FORWARD,100,
FRONT_PUNCH,100,
4,0,95,
EOC,

Combo_7,
2,FORWARD,100,
BACK_PUNCH,100,
4,0,10,
1,FRONT_PUNCH,100,
4,0,10,
2,DOWN,100,
BACK_PUNCH,100,
4,0,25,
1,BACK,100,
4,0,2,
2,DOWN,100,
BACK_KICK,100,
4,0,140,
2,UP,100,
FORWARD,100,
4,0,35,
1,BACK_PUNCH,100,
4,0,35,
2,BACK,100,
BACK_PUNCH,100,
4,0,75,
2,UP,100,
FORWARD,100,
4,0,35,
2,BACK,100,
FRONT_PUNCH,100,
4,0,35,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,133,
1,UP,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,35,
1,BACK,100,
4,0,2,
2,BACK,100,
R2,100,
50,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,DOWN,100,
4,0,2,
1,FORWARD,100,
4,0,2,
2,BACK,100,
FRONT_PUNCH,100,
4,0,200,

EOC,

Combo_8,
2,FORWARD,100,
FRONT_KICK,100,
4,0,10,
1,BACK,100,
4,0,2,
2,DOWN,10,
BACK_KICK,100,
4,0,105,
2,UP,100,
FORWARD,100,
4,0,40,
1,BACK_PUNCH,100,
4,0,35,
2,BACK,100,
BACK_PUNCH,100,
4,0,70,
2,UP,100,
FORWARD,100,
4,0,35,
2,BACK,100,
FRONT_PUNCH,100,
4,0,35,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,133,
1,UP,100,
4,0,5,
1,BACK_PUNCH,100,
4,0,35,
1,BACK,100,
4,0,2,
2,BACK,100,
R2,100,
50,
1,FRONT_PUNCH,100,
4,0,10,
1,BACK_PUNCH,100,
4,0,10,
1,DOWN,100,
4,0,2,
1,FORWARD,100,
4,0,2,
2,BACK,100,
FRONT_PUNCH,100,
4,0,200,
EOC,

Fatality1,
1,DOWN,100,
4,0,3,
1,DOWN,100,
4,0,3,
1,BACK,100,
4,0,3,
1,FORWARD,100,
4,0,3,
1,FORWARD,100,
4,0,1,
EOC,

Fatality2,
1,BACK,100,
4,0,3,
1,FORWARD,100,
4,0,3,
1,DOWN,100,
4,0,3,
1,UP,100,
4,0,3,
EOC,

EOD );
//End Of Combo Data
//--------------------------------------

//Unmaps
unmap PS4_L3;
unmap PS4_LY;
unmap PS4_LX;

int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int value_1, value_2, value_3, value_4, value_5;
int wait_time;
int switch;
int delay_t;
int nohtyPecasreV;
int cancel;
int L2_press;
int L1_press;
int R2_press;
int R1_press;
main {
//Determine L2/L1 Press
//------------------------
if(event_press(PS4_L2)) {
L2_press =TRUE;
}else if(event_press(PS4_L1)) {
L1_press =TRUE;
}else if(event_press(PS4_R1)) {
R1_press =TRUE;
}else if(event_press(PS4_R2)) {
R2_press =TRUE;
}

// Determine Back and Forward
if(get_val(RIGHT) ) {
back = LEFT; forward = RIGHT;
} else if(get_val(LEFT)) {
back = RIGHT; forward = LEFT;
}

// If there is a combo to be executed
if(i >= 0 ) {
// Execute the combo step-by-step
if(!combo_running(execute_step)) {
if(get_step_values()) {
if(wait_time == 0) {
combo_run(execute_step_no_wait);
} else {
combo_run(execute_step);
}
} else {
//Determine combo on L1/L2 Press
if(L2_press) {
L2_press = FALSE;
i = get_combo_index(L2_PRESS);
}else if(L1_press) {
L1_press = FALSE;
i = get_combo_index(L1_PRESS);
}else if(R1_press) {
R1_press = FALSE;
i = get_combo_index(R1_PRESS);
}else if(R2_press) {
R2_press = FALSE;
i = get_combo_index(R2_PRESS);

}else{
i = -1;
}
}
}

// CANCEL combos condition-----------------------------------------
// RS X / Y are in rest = cancel the combo


if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if ( (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}


// Make sure the user inputs does not interfere in the combo
set_val(BACK_PUNCH, 0);
set_val(BACK_KICK, 0);
set_val(FRONT_KICK, 0);
set_val(FRONT_PUNCH, 0);
set_val(R1, 0);
set_val(R2, 0);
set_val(THROW, 0);
set_val(L2, 0);
set_val(UP, 0);
set_val(DOWN, 0);
set_val(LEFT, 0);
set_val(RIGHT, 0);
set_val(MOVE_X, 0);
set_val(MOVE_Y, 0);
} else {

// Combo Run
//--------------------------------------

// RS RIGHT
if (get_val (9) >= 60) {
cancel=1;
i = get_combo_index(Combo_1);
}
// RS LEFT
if (get_val (9) <= -60) {
cancel=1;
i = get_combo_index(Combo_2);
}
// RS UP
if (get_val (10) <= -60) {
cancel=1;
i = get_combo_index(Combo_3);
}
// RS DOWN
if (get_val (10) >= 60) {
cancel=1;
i = get_combo_index(Combo_4);
}
// LS RIGHT
if (get_val (11)>= 60) {
cancel=2;
i = get_combo_index(Combo_5);
}
//LS LEFT
if (get_val (11)<= -60) {
cancel=2;
i = get_combo_index(Combo_6);
}
// LS UP
if (get_val (12)<= -60) {
cancel=2;
i = get_combo_index(Combo_7);
}
// LS DOWN
if (get_val (12) >= 60) {
cancel=2;
i = get_combo_index(Combo_8);
}
// R3 Pressed
if (get_val (PS4_R3)) {
cancel=3;
i = get_combo_index(Fatality1);
}
// L3 Pressed
if (get_val (PS4_L3)) {
cancel=3;
i = get_combo_index(Fatality2);
}

// End Of Combo Run
//--------------------------------------
}
}

// This combo will run a step with wait
combo execute_step {
set_buttons_values();
wait(wait_time);
set_buttons_values();
}

// This combo will run a step without wait
combo execute_step_no_wait {
set_buttons_values();
}

// Returns the starting index of a combo
function get_combo_index(combo_id) {
L1_press=0;
L2_press=0;
R1_press=0;
R2_press=0;
i = 0;
while(TRUE) {//-----------------------
v = dbyte(i);
if(v == combo_id) {
return(i + 1);
} else {//====================
while(v != EOC && v != EOD) {//#
i = i + 1;
v = dbyte(i);
}//#
if(v == EOD) break;
else i = i + 1;
}//=============================
}//-----------------------------------
return(-1);
}

// Set the buttons, values and wait time of a step
function get_step_values() {
b = dbyte(i); i = i + 1;

//Determine L1/L2 Press
if(b > 5) {
if(L2_press) {
return(FALSE);
}else if(L1_press) {
return(FALSE);
}else if(R1_press) {
return(FALSE);
}else if(R2_press) {
return(FALSE);
}else{
b = b -6;
if(b<1 || b>5 ) return(FALSE);
}
}
if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
value_1 = dbyte(i); i = i + 1;
} else { button_1 = -1; value_1 = 0; }

if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
value_2 = dbyte(i); i = i + 1;
} else { button_2 = -1; value_2 = 0; }

if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
value_3 = dbyte(i); i = i + 1;
} else { button_3 = -1; value_3 = 0; }

if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
value_4 = dbyte(i); i = i + 1;
} else { button_4 = -1; value_4 = 0; }

if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
value_5 = dbyte(i); i = i + 1;
} else { button_5 = -1; value_5 = 0; }

wait_time = dbyte(i); i = i + 1;
wait_time = (wait_time - 1) * 10;
if(wait_time < 0) wait_time = 0;
else if(wait_time > 2530) wait_time = 2530;

return(TRUE);
}

// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {

return(back);
}
return(button);
}

// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, value_1);
if(button_2 != -1) set_val(button_2, value_2);
if(button_3 != -1) set_val(button_3, value_3);
if(button_4 != -1) set_val(button_4, value_4);
if(button_5 != -1) set_val(button_5, value_5);
}

ScorpionKiller
23rd January 17, 03:35
How did you get the combo i need like script then i can finally put my combos in

Bastard-Fist79
7th February 17, 17:34
Not sure what this is supposed to do but it didn't work very well for me. Perhaps you should explain the functions a bit more detailed.

falconpunch323
7th February 17, 19:12
Not sure what this is supposed to do but it didn't work very well for me. Perhaps you should explain the functions a bit more detailed.

The combos work just fine as any other combo the way to work the combos are the same as all the others on the forum.. Press d pad toward your opponent and then you press the analog stick in any direction to do a combo.. the variables have info at the top of the screen.I thought it was pretty straight forward. but if you are new then yea d pad toward the other guy and use the stick to do a combo change the mix up with l1or l2 and use the left stick to do non mix up combos and the brutal command grab.. that is all