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View Full Version : Dead or Alive 6 Combos Thread



justframe
23rd February 19, 23:18
Here's a thread for posting any Dead or Alive 6 scripts that get made. Feel free to post your own scripts here if you have them.

As of this post the beta for DOA6 is live and actually has a working practice mode, so I was able to make a quick Kasumi script.

Because of the complexity involved in performing combos in this game, I recommend anyone new to the series watch this video that explains how combos work:

https://www.youtube.com/watch?v=tPWyG7BX4pk
The rest of the video series is pretty helpful too, although it was made during DOA5.

Because of the hold system, its dangerous to script an entire combo, so the combos here are only from the launcher onwards. After doing a move that causes critical stun, you can go into any of the launchers at any time (there are no critical stun levels in DOA6 as far as I can tell, there's only a difference between whether the opponent is in critical stun or not).

// Script was generated with < Script Manipulator > ver. 13.6 Date :02/23/19 Time: 5:51:55 PM//------------------------------------------------------------------------

define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
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 KasumiHighK = 0;
define KasumiMidK = 1;
define KasumiHighP = 2;
define KasumiMidP = 3;
define KasumiThrow = 4;
define KasumiHighK_H = 5;
define KasumiHighP_H = 6;
define KasumiMidP_H = 7;
data(
EOC,
KasumiHighK,
2,UP,
BTN2,
4,
0,60,
1,BTN1,
4,
0,20,
1,BTN1,
4,
0,20,
3,UP,
BACK,
BTN2,
4,
0,40,
1,BTN1,
4,
0,80,
3,UP,
FORWARD,
BTN2,
4,
0,20,
1,BTN2,
4,
0,100,
EOC,
KasumiMidK,
3,UP,
BACK,
BTN2,
4,
0,40,
3,FORWARD,
BTN1,
BTN2,
4,
0,10,
3,UP,
FORWARD,
BTN1,
4,
0,15,
1,BTN2,
4,
0,40,
3,FORWARD,
BTN1,
BTN2,
4,
0,20,
1,BTN2,
4,
0,10,
1,BTN2,
4,
0,100,
EOC,
KasumiHighP,
1,DOWN,
4,
2,DOWN,
BACK,
4,
2,BACK,
BTN1,
4,
0,80,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,20,
1,BTN2,
4,
0,20,
3,UP,
BACK,
BTN2,
4,
0,50,
1,BTN1,
4,
0,80,
3,UP,
FORWARD,
BTN2,
4,
0,20,
1,BTN2,
4,
0,100,
EOC,
KasumiMidP,
2,DOWN,
FORWARD,
4,
0,4,
3,DOWN,
FORWARD,
BTN1,
4,
0,70,
1,BTN1,
4,
0,20,
1,BTN1,
4,
0,20,
3,UP,
BACK,
BTN2,
4,
0,40,
1,BTN1,
4,
0,80,
3,UP,
FORWARD,
BTN2,
4,
0,20,
1,BTN2,
4,
0,100,
EOC,
KasumiThrow,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
2,FORWARD,
BTN3,
4,
0,165,
2,FORWARD,
BTN2,
4,
0,72,
3,UP,
BACK,
BTN2,
4,
0,40,
1,BTN1,
4,
0,82,
3,UP,
FORWARD,
BTN2,
4,
0,20,
1,BTN2,
4,
0,100,
EOC,
KasumiHighK_H,
2,UP,
BTN2,
4,
0,60,
1,BTN1,
4,
0,22,
1,BTN1,
4,
0,22,
2,FORWARD,
BTN1,
4,
1,FORWARD,
22,
2,FORWARD,
BTN2,
4,
0,22,
2,FORWARD,
BTN2,
4,
0,100,
EOC,
KasumiHighP_H,
1,DOWN,
4,
2,DOWN,
BACK,
4,
2,BACK,
BTN1,
4,
0,80,
1,BTN1,
4,
0,22,
1,BTN1,
4,
0,22,
2,FORWARD,
BTN1,
4,
1,FORWARD,
22,
2,FORWARD,
BTN2,
4,
0,22,
2,FORWARD,
BTN2,
4,
0,100,
EOC,
KasumiMidP_H,
2,DOWN,
FORWARD,
4,
0,4,
3,DOWN,
FORWARD,
BTN1,
4,
0,70,
1,BTN1,
4,
0,22,
1,BTN1,
4,
0,22,
2,FORWARD,
BTN1,
4,
1,FORWARD,
22,
2,FORWARD,
BTN2,
4,
0,22,
2,FORWARD,
BTN2,
4,
0,100,
EOC,
EOD );
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;
int SWITCH;


unmap PS4_LX
unmap PS4_LY
unmap PS4_L1
unmap PS4_L3
unmap PS4_R3
unmap PS4_SHARE

main {



// Determine Back and Forward
if(get_val(PS4_L3)) {
back = LEFT; forward = RIGHT;
} else if(get_val(PS4_R3)) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

if (event_press(PS4_SHARE)) {
SWITCH = !SWITCH;
}
// Determine Active Character
if (!SWITCH) {
set_led(LED_1, 2);
set_led(LED_2, 0);
set_led(LED_3, 0);
set_led(LED_4, 0);

}
else if (SWITCH) {
set_led(LED_1, 0);
set_led(LED_2, 2);
set_led(LED_3, 0);
set_led(LED_4, 0);
}

// If there is a combo to be executed
if(i >= 0 && delay_t<=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 { // the combo finished
i = -1;
}
}

if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if (!get_val(PS4_L1) && !get_val(PS4_L2) && !get_val(PS4_R1) && !get_val(PS4_R2) ) {
i = -1;
combo_stop(execute_step);
}
}

// Make sure the user inputs does not interfere in the combo
set_val(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN4 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 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);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
if(SWITCH) {
// Right Stick RIGHT
if (get_val (PS4_RX) >= 80) { //combo Kasumi HighP
cancel=1;
i = get_combo_index(KasumiHighP_H);
}
// Right Stick UP
if (get_val (PS4_RY) <= -80) { //combo KasumiHighK
cancel=1;
i = get_combo_index(KasumiHighK_H);
}
// Right Stick DOWN
if (get_val (PS4_RY) >= 80) { //combo KasumiMidP
cancel=1;
i = get_combo_index(KasumiMidP_H);
}


}else if(!SWITCH) {
// Right Stick RIGHT
if (get_val (PS4_RX) >= 80) { //combo Kasumi HighP
cancel=1;
i = get_combo_index(KasumiHighP);
}
// Right Stick UP
if (get_val (PS4_RY) <= -80) { //combo KasumiHighK
cancel=1;
i = get_combo_index(KasumiHighK);
}
// Right Stick DOWN
if (get_val (PS4_RY) >= 80) { //combo KasumiMidP
cancel=1;
i = get_combo_index(KasumiMidP);
}
}
// Right Stick LEFT
if (get_val (PS4_RX) <= -80) { //combo KasumiMidK
cancel=1;
i = get_combo_index(KasumiMidK);
}
// Press L1
if (get_val (PS4_L1)) { //combo KasumiThrow
cancel=2;
i = get_combo_index(KasumiThrow);
}
}
}//<main> block end

// 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();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// Returns the starting index of a combo
function get_combo_index(combo_id) {
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;
if(b > 5) return(FALSE);

if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_1 = -1; }

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

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

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

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

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

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, 100);
if(button_2 != -1) set_val(button_2, 100);
if(button_3 != -1) set_val(button_3, 100);
if(button_4 != -1) set_val(button_4, 100);
if(button_5 != -1) set_val(button_5, 100);
}

RS right is a high P launcher.
RS left is a mid K launcher.
RS up is a high K launcher.
RS down is a mid P launcher.

L1 is a throw into a combo.

You can change which side the combos work on with L3/R3. L3 will make them work if your character is on the left side of the screen. R3 will make them work if your character is on the right side of the screen.

The combos are designed to work on light and middleweight characters. Pressing select will change the combos into ones that work on heavyweight characters. When the light/middleweight character combos are active the LED will be blue. When the heavyweight combos are active the LED will be red. You can see a list of the character's weight classes here: https://www.freestepdodge.com/threads/dead-or-alive-6-weight-classes.8280/

Enjoy! This will by my first DOA so any advice on how to improve the scripts, especially from vets of the series, is appreciated.

eletif
1st March 19, 04:16
I'm getting the game tomorrow so I'm definitely curious in trying a few scripts. Thanks.

KS212
1st March 19, 08:47
This game is fundamentally similar to DoA5LR so not much difference. The only thing worth scripting is anything that begins with a launcher, which guarantees it as a true combo. Except that the combo chains are so freaking short for the most part its not really worth the effort IMO :/

Fatal Stun chains can be worth scripting but just be aware that they can be broken literally at any point with a Hold UP UNTIL THE FATAL STUN IS ACHIEVED, after that point it auto launches and from there its a true combo. Fatal Stun attacks (ie the new R1 noob button) replaces Critical Burst. Initially it may seem like a noobspaz button (and that's exactly how it will be used too...) but there are 3 things to be aware of:

1) The first attack of the Fatal Stun chain IS ALWAYS HIGH! Defense against it is simply CROUCH and counter.
2) Fatal Stun attacks can ONLY be countered with Break Hold. Regular Holds do not work... this point is key.
3) Fatal Stun attack damage is beyond pathetic. It is WORTHLESSLY pathetic and also has the effect of causing a lot of damage scaling.

So, how 2 use this in a non noobspaz way that will guarantee your loss? Simple, its basically the same attack flow as DoA5LR's Critical Burst chains.



Start with an opening move that causes Critical Stun, you can tell which moves as the opponent will generally be hit with heavy stagger and the words Critical Stun appear on their side of the screen.
From there, add 3-4 more hits. They must be FAST hits that chain so they continue the Critical Stun. If the words Critical Stun disappear from the opponent side, you're no longer comboing... too slow, try again with something faster. As a general guide you can probably get up to 5 attacks max during this Critical Stun state before the opponent will recover. DURING THIS TIME ALL HITS ARE NOT TRUE COMBOS and you can be countered with the correct Hold, so be wary and mix up your shit. This is why you do not script this bit... use the same string too often and it becomes easily predictable.
Finally, transition from the last hit of your chain into the Fatal Stun attacks (R1). You can tap R1 a maximum of 3 times... if you tap it 4 times it will end the combo, never do the final hit. Almost everybody's Fatal Stun attacks will LAUNCH the opponent if they are in Critical Stun. This is the new equivalent of Critical Burst, FWIW. The Fatal Stun attacks have a tendency to launch the opponent higher than a normal launcher, which is the reason to do this at all.
After the Fatal Stun launches, do your favorite combo to end it, or combo into Break Blow, your choice.


Otherwise, the combo system outside of Fatal Stun/Critical Stun is basically Virtua Fighter style combos... basically Tekken 5 style. Launch... chain... wall. Done. This ends my little DoA6 How2Play Basics 101.

justframe
1st March 19, 15:09
I'm currently trying to finish up Tekken 7 season 2, then I'll get to work on some DOA6 scripts. I don't know how many characters I'll end up doing but I'll at least keep making stuff for it up until MK11.

As far as improving the scripts, I'll see about adding a generic wall combo as well as a combo for use after hitting your opponent into the more common interactables. Another really interesting thing I noticed during the beta was that moves send different amounts of vibration to the controller on block, hit, and counter-hit. This means that automatic hit and counter-hit confirms are possible by telling the script to only run a combo if the right amount of vibration is detected. As soon as I can find some good ways to take advantage of that I will.

eletif
4th March 19, 23:03
I heard that you can KBD in this game, is this true? What's the input so I can try scripting it?

justframe
5th March 19, 21:41
I heard that you can KBD in this game, is this true? What's the input so I can try scripting it?

Its down, downback to KBD. Do note though that backdash cancelling in this game isn't as powerful as it is in Tekken because you aren't considered blocking while you do it. Its a spacing tool only.

Here's a script for Hayabusa:
// Script was generated with < Script Manipulator > ver. 13.6 Date :03/05/19 Time: 8:09:38 PM
//------------------------------------------------------------------------

define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
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 HayabusaHigh = 0;
define HayabusaMidP = 1;
define HayabusaMidK = 2;
define HayabusaThrow = 3;
define KBD = 4;
data(
EOC,
HayabusaHigh,
2,BACK,
BTN2,
4,
0,70,
4,DOWN,
FORWARD,
BTN1,
BTN2,
4,
0,20,
1,BTN2,
4,
0,90,
1,FORWARD,
4,
0,4,
1,FORWARD,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
2,BACK,
BTN2,
4,
0,20,
1,BTN2,
4,
0,90,
EOC,
HayabusaMidP,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
2,FORWARD,
BTN1,
4,
0,70,
4,DOWN,
FORWARD,
BTN1,
BTN2,
4,
0,20,
1,BTN2,
4,
0,100,
1,FORWARD,
4,
0,4,
1,FORWARD,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
2,BACK,
BTN2,
4,
0,20,
1,BTN2,
4,
0,90,
EOC,
HayabusaMidK,
3,BACK,
BTN4,
BTN2,
4,
0,80,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
2,FORWARD,
BTN1,
4,
0,70,
4,DOWN,
FORWARD,
BTN1,
BTN2,
4,
0,20,
1,BTN2,
4,
0,100,
1,FORWARD,
4,
0,4,
1,FORWARD,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
2,BACK,
BTN2,
4,
0,20,
1,BTN2,
4,
0,90,
EOC,
HayabusaThrow,
1,BACK,
4,
2,DOWN,
BACK,
4,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
2,FORWARD,
BTN3,
4,
0,50,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
2,UP,
FORWARD,
4,
1,UP,
4,
2,UP,
BTN3,
4,
0,50,
1,BACK,
4,
2,UP,
BACK,
4,
1,UP,
4,
2,UP,
FORWARD,
4,
1,FORWARD,
4,
2,DOWN,
FORWARD,
4,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
2,BACK,
BTN3,
4,
0,100,
EOC,
KBD,
1,DOWN,
4,
2,DOWN,
BACK,
4,
0,14,
EOC,
EOD );
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;
int double_click;
int time_limit = 200;
int greenlight;


unmap PS4_L1

main {



// Determine Back and Forward
if(get_val(PS4_L3)) {
back = LEFT; forward = RIGHT;
} else if(get_val(PS4_R3)) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------



// If there is a combo to be executed
if(i >= 0 && delay_t<=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 { // the combo finished
i = -1;
}
}

if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if (!get_val(PS4_L1) && !get_val(PS4_L2) && !get_val(PS4_R1) && !get_val(PS4_R2) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==3){
if (!get_val(back) ) {
i = -1;
combo_stop(execute_step);
}
}


// Make sure the user inputs does not interfere in the combo
set_val(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 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);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
if(double_click > 0) double_click = double_click - get_rtime();
//--sets time to maximum time on click
if(event_press(back) && !get_val(PS4_DOWN) && !get_val(PS4_UP) && double_click <= 0) double_click = time_limit;
//--if timer is > 0 2nd click occured before time limit
else if(event_press(back) && double_click > 0) greenlight = TRUE;
else if(get_val(back) <= 0) greenlight = FALSE;

if(greenlight){

set_val(back, 0);
cancel = 3;
if(get_lval(back) && !get_val(PS4_DOWN)) i = get_combo_index(KBD);

}
// Right Stick RIGHT
if (get_val (9) >= 80) {
cancel=1;
i = get_combo_index(HayabusaMidP);
}
// Right Stick LEFT
if (get_val (9) <= -80) {
cancel=1;
i = get_combo_index(HayabusaMidK);
}
// Right Stick UP
if (get_val (10) <= -80) {
cancel=1;
i = get_combo_index(HayabusaHigh);
}
// Right Stick DOWN
if (get_val (10) >= 80) {
cancel=1;
i = get_combo_index(HayabusaThrow);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}// <combo activation> end
}//<main> block end

// 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();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// Returns the starting index of a combo
function get_combo_index(combo_id) {
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;
if(b > 5) return(FALSE);

if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_1 = -1; }

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

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

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

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

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

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, 100);
if(button_2 != -1) set_val(button_2, 100);
if(button_3 != -1) set_val(button_3, 100);
if(button_4 != -1) set_val(button_4, 100);
if(button_5 != -1) set_val(button_5, 100);
}




RS right is a Mid P starter
RS up is a high K starter
RS left is a mid K starter that also causes fatal stun

RS down is Hayabusa's Izuna Drop throw. It also works as an air throw in combos, with this you can combo off of launchers easily even on opponents that are not in critical stun. Going directly into it off a launcher is also the best thing you can do against heavyweight characters so there's no heavyweight-specific combos this time. Its also the best choice after interactables that launch.

You can double tap back to KBD. I may end up moving it back to LS back if it interferes too much with doing other moves.

Enjoy!

pimphard
5th March 19, 22:19
Good looking out...thx again

Mfinite
16th March 19, 13:07
Anyone working on combo challenge scripts for each character? Particularly the real hard ones at the end for some characters. I found Bass’s fairly simple to do mainly so I manually did his. They give off high amounts of player points once completed to finish your costume in game purchases. So this would be great to have if someone or a group of us could work on. Save everyone grind time. :) Any takers?

Mfinite
18th March 19, 22:03
How about scripts for DOA Quest High Difficulty Quest 105-130. Just the red star ones. Completing the other two are easy. I did them all in an hour (blue and yellow). You get 10,000 Gold extra. Once all 3 missions are cleared and there’s 26 of them.

You could most likely use everyone’s last or second to last combo challenge for the damage I’m thinking.
Ayane: hc4K, PK, btH+K, bt4K, btH+KK, BBC, 4K, PKK, ch236K
Bass: Requires 155 damage
Bayman: Requires 150 damage
Brad Wong: Requires 150 damage
Christie: Requires 170 damage (against a heavy character)
Diego: Requires 200 damage
Eliot: Requires 155 damage
Hayate: Requires 200 damage
Helena: Requires 140 damage
Hitomi: Requires 150 damage
Honoka: Requires 180 damage
Jann Lee: Requires 180 damage
Kasumi: Requires 130 damage
Kokoro: Requires 150 damage
La Mariposa: Requires 150 damage
Leifang: Requires 160 damage
Marie Rose: Requires 150 damage
Mila: Requires 150 damage (against a heavy character)
NiCO: Requires 155 damage
Nyotengu: 46P+K, PPK, H+K . P+K, PP, PPP, BBC, H+K . P+K, PP, PPP
Phase 4: Requires 160 damage
Raidou: Requires 170 damage
Rig: Requires 170 damage
Ryu Hayabusa: Requires 150 damage
Tina: Requires 150 damage
Zack: Requires 150 damage
TERMINOLOGY KEY
P = Punch
K = Kick
T = Throw
H = Hold (Guard)
Directions (facing right)
7 8 9
4 5 6
1 2 3
hc = Hi-Counter
c = Counter Hit
bt = Back turned
ch = Close Hit
BB = Break Blow
BBC = Break Blow Cancel
. = Brief Delay

justframe
20th March 19, 18:57
I may switch to doing combo challenges and such with my next script.

tjquest777
20th March 19, 23:19
If you could tell me which stages the character quest challenges take place on it would help a lot. most characters can't produce that much DMG in a
solo no wall combo... So I am assuming they take place on a specific stage or stages. So please write character and stage plus COMBO DMG needed
to complete mission. THANX!!

tjquest777
30th March 19, 16:37
hey I have a request for Elliot combo challenge mainly combo number 12 in the challenge and every challenge past that. I tried making one but I don't know enough about the coding to fine tune the hits!! I will be working on it today if I am able to do it I will post it.

tjquest777
1st April 19, 12:23
hey!! took me forever to get this challenge done, but here is a script for Elliot's combo challenge number 12!!! just use custom controller settings and leave LT/L2, or L1/LB blank. Also it is set for XBOX1 so for PS users just switch the "if" statements so that it says PS L1 and PS L2. u might not need to but just in case.. anyways here it is.main {if (get_val(XB1_LT)){
combo_run(maxcmb);
}
if(get_val(XB1_LB)){
combo_run(maxcmb1);
}}
//Use LT for combo challenge 12 with elliot. sometimes a loose down appears for some reason.. but just reset

//position and try again. LB can be used for one of the wall combo challenge cant remember which one
combo maxcmb {
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(120);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(90);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(10);
set_val(PS4_RIGHT, 0);
wait(360);
set_val(PS4_RIGHT, 100);
wait(90);
set_val(PS4_RIGHT, 0);
wait(30);
set_val(PS4_RIGHT, 100);
wait(100);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(60);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
wait(20);
set_val(PS4_RIGHT, 0);
wait(120);
set_val(PS4_RIGHT, 100);
wait(70);
set_val(PS4_RIGHT, 0);
wait(60);
set_val(PS4_RIGHT, 100);
wait(90);
set_val(PS4_RIGHT, 0);
wait(30);
set_val(PS4_RIGHT, 100);
wait(30);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(120);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 0);
wait(10);
set_val(PS4_DOWN, 0);
wait(70);
set_val(PS4_RIGHT, 100);
wait(90);
set_val(PS4_RIGHT, 0);
wait(60);
set_val(PS4_RIGHT, 100);
wait(70);
set_val(PS4_RIGHT, 0);
wait(40);
set_val(PS4_RIGHT, 100);
wait(30);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(220);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(10);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
wait(20);
set_val(PS4_RIGHT, 0);
wait(240);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_RIGHT, 0);
wait(60);
set_val(PS4_RIGHT, 100);
wait(30);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(220);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(50);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(40);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
wait(10);
set_val(PS4_RIGHT, 0);
wait(220);
set_val(PS4_RIGHT, 100);
wait(80);
set_val(PS4_RIGHT, 0);
wait(50);
set_val(PS4_RIGHT, 100);
wait(30);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(230);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(20);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 0);
}



combo maxcmb1 {
set_val(PS4_R2, 100);
wait(170);
set_val(PS4_R2, 0);
wait(280);
set_val(PS4_RIGHT, 100);
wait(220);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(220);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(90);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(40);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 0);
wait(10);
set_val(PS4_DOWN, 0);
wait(220);
set_val(PS4_RIGHT, 100);
wait(90);
set_val(PS4_RIGHT, 0);
wait(40);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(200);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(10);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
wait(20);
set_val(PS4_RIGHT, 0);
wait(90);
set_val(PS4_RIGHT, 100);
wait(80);
set_val(PS4_RIGHT, 0);
wait(50);
set_val(PS4_RIGHT, 100);
wait(80);
set_val(PS4_RIGHT, 0);
wait(40);
set_val(PS4_RIGHT, 100);
wait(30);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(210);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(60);
set_val(PS4_RIGHT, 0);
}

tjquest777
1st April 19, 12:27
Also here is a script for Hayates raijin. use LT/L2 if on the left side and LB/L1 if on the right. Have fun. The script is written for XBOX1 though....main {if (get_val(XB1_LT)){
combo_run(raijin1);
}
if(get_val(XB1_LB)){
combo_run(raijin2);
}}


combo raijin1 {
set_val(XB1_LEFT, 100);
wait(90);
set_val(XB1_DOWN, 100);
set_val(XB1_LEFT, 100);
wait(20);
set_val(XB1_DOWN, 100);
set_val(XB1_LEFT, 0);
wait(30);
set_val(XB1_DOWN, 100);
set_val(XB1_RIGHT, 100);
wait(30);
set_val(XB1_DOWN, 0);
set_val(XB1_RIGHT, 100);
wait(50);
set_val(XB1_RIGHT, 100);
set_val(XB1_A, 100);
wait(10);
set_val(XB1_RIGHT, 0);
set_val(XB1_A, 100);
wait(80);
set_val(XB1_A, 0);
wait(300);
set_val(XB1_RIGHT, 100);
wait(40);
set_val(XB1_RIGHT, 0);
wait(200);
set_val(XB1_LEFT, 100);
wait(120);
set_val(XB1_LEFT, 0);
wait(30);
set_val(XB1_UP, 100);
set_val(XB1_RIGHT, 100);
wait(40);
set_val(XB1_UP, 100);
set_val(XB1_RIGHT, 0);
wait(30);
set_val(XB1_UP, 100);
set_val(XB1_LEFT, 100);
wait(20);
set_val(XB1_UP, 0);
set_val(XB1_LEFT, 100);
wait(20);
set_val(XB1_LEFT, 0);
wait(20);
set_val(XB1_DOWN, 100);
wait(50);
set_val(XB1_DOWN, 100);
set_val(XB1_A, 100);
wait(70);
set_val(XB1_DOWN, 0);
set_val(XB1_A, 100);
wait(20);
set_val(XB1_A, 0);
wait(830);
set_val(XB1_UP, 100);
wait(20);
set_val(XB1_UP, 100);
set_val(XB1_RIGHT, 100);
wait(100);
set_val(XB1_UP, 0);
set_val(XB1_RIGHT, 0);
wait(80);
set_val(XB1_DOWN, 100);
set_val(XB1_LEFT, 100);
wait(80);
set_val(XB1_DOWN, 0);
set_val(XB1_LEFT, 100);
wait(40);
set_val(XB1_UP, 100);
set_val(XB1_LEFT, 100);
wait(70);
set_val(XB1_UP, 0);
set_val(XB1_LEFT, 100);
wait(30);
set_val(XB1_LEFT, 0);
wait(20);
set_val(XB1_DOWN, 100);
wait(10);
set_val(XB1_DOWN, 100);
set_val(XB1_RIGHT, 100);
wait(40);
set_val(XB1_DOWN, 100);
set_val(XB1_RIGHT, 100);
set_val(XB1_A, 100);
wait(10);
set_val(XB1_DOWN, 100);
set_val(XB1_RIGHT, 0);
set_val(XB1_A, 100);
wait(50);
set_val(XB1_DOWN, 0);
set_val(XB1_A, 100);
wait(30);
set_val(XB1_A, 0);
}


combo raijin2
{
set_val(XB1_RIGHT, 100);
wait(90);
set_val(XB1_DOWN, 100);
set_val(XB1_RIGHT, 100);
wait(20);
set_val(XB1_DOWN, 100);
set_val(XB1_RIGHT, 0);
wait(30);
set_val(XB1_DOWN, 100);
set_val(XB1_LEFT, 100);
wait(30);
set_val(XB1_DOWN, 0);
set_val(XB1_LEFT, 100);
wait(50);
set_val(XB1_LEFT, 100);
set_val(XB1_A, 100);
wait(10);
set_val(XB1_LEFT, 0);
set_val(XB1_A, 100);
wait(80);
set_val(XB1_A, 0);
wait(300);
set_val(XB1_LEFT, 100);
wait(40);
set_val(XB1_LEFT, 0);
wait(200);
set_val(XB1_RIGHT, 100);
wait(120);
set_val(XB1_RIGHT, 0);
wait(30);
set_val(XB1_UP, 100);
set_val(XB1_LEFT, 100);
wait(40);
set_val(XB1_UP, 100);
set_val(XB1_LEFT, 0);
wait(30);
set_val(XB1_UP, 100);
set_val(XB1_RIGHT, 100);
wait(20);
set_val(XB1_UP, 0);
set_val(XB1_RIGHT, 100);
wait(20);
set_val(XB1_RIGHT, 0);
wait(20);
set_val(XB1_DOWN, 100);
wait(50);
set_val(XB1_DOWN, 100);
set_val(XB1_A, 100);
wait(70);
set_val(XB1_DOWN, 0);
set_val(XB1_A, 100);
wait(20);
set_val(XB1_A, 0);
wait(830);
set_val(XB1_UP, 100);
wait(20);
set_val(XB1_UP, 100);
set_val(XB1_LEFT, 100);
wait(100);
set_val(XB1_UP, 0);
set_val(XB1_LEFT, 0);
wait(80);
set_val(XB1_DOWN, 100);
set_val(XB1_RIGHT, 100);
wait(80);
set_val(XB1_DOWN, 0);
set_val(XB1_RIGHT, 100);
wait(40);
set_val(XB1_UP, 100);
set_val(XB1_RIGHT, 100);
wait(70);
set_val(XB1_UP, 0);
set_val(XB1_RIGHT, 100);
wait(30);
set_val(XB1_RIGHT, 0);
wait(20);
set_val(XB1_DOWN, 100);
wait(10);
set_val(XB1_DOWN, 100);
set_val(XB1_LEFT, 100);
wait(40);
set_val(XB1_DOWN, 100);
set_val(XB1_LEFT, 100);
set_val(XB1_A, 100);
wait(10);
set_val(XB1_DOWN, 100);
set_val(XB1_LEFT, 0);
set_val(XB1_A, 100);
wait(50);
set_val(XB1_DOWN, 0);
set_val(XB1_A, 100);
wait(30);
set_val(XB1_A, 0);
}
//
// The main procedure is called before every report is sent to
// console. You can think of this procedure as a loop which only
// ends when the script is unloaded.
//
// TODO: handle/change values of buttons, analog stick and/or sensors
//

tjquest777
1st April 19, 12:29
here is another script for the raidou's upper palm thingmain {
if (get_val(XB1_LT)){ //From the right side
combo_run(raidoupalm);
}if(get_val(XB1_LB)){ //from the left side
combo_run(raidoupalm1);
}
}


combo raidoupalm {
set_val(PS4_LEFT, 100);
wait(110);
set_val(PS4_LEFT, 0);
wait(40);
set_val(PS4_DOWN, 100);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_LEFT, 100);
wait(40);
set_val(PS4_DOWN, 100);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(180);
set_val(PS4_DOWN, 0);
set_val(PS4_LEFT, 0);
set_val(PS4_TRIANGLE, 100);
wait(150);
set_val(PS4_TRIANGLE, 0);
}


combo raidoupalm1 {
set_val(PS4_RIGHT, 100);
wait(110);
set_val(PS4_RIGHT, 0);
wait(40);
set_val(PS4_DOWN, 100);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(180);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 0);
set_val(PS4_TRIANGLE, 100);
wait(150);
set_val(PS4_TRIANGLE, 0);
}

tjquest777
1st April 19, 12:33
here is a script for elliots final combo challenge 20..You have to hit LT and then wait and do the break burst cancel manually. then press LB and finally
preform the last attack manually as well.. This combo is a bit touchy and sometimes the kick after the initial throw doesn't always connect. If that
happends just reset position and re initiate the LT. K goodluck!!main {if (get_val(XB1_LT)){
combo_run(maxcmb);
}
if(get_val(XB1_LB)){
combo_run(maxcmb1);
}}
combo maxcmb {
set_val(PS4_DOWN, 100);
wait(50);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(50);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
wait(50);
set_val(PS4_RIGHT, 100);
set_val(PS4_CROSS, 100);
wait(20);
set_val(PS4_RIGHT, 0);
set_val(PS4_CROSS, 100);
wait(60);
set_val(PS4_CROSS, 0);
wait(990);
set_val(PS4_UP, 100);
wait(10);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
wait(80);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_UP, 0);
set_val(PS4_RIGHT, 100);
set_val(PS4_CIRCLE, 100);
wait(160);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_CIRCLE, 0);
wait(540);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(660);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(200);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
wait(10);
set_val(PS4_RIGHT, 0);
wait(110);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(110);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 0);
wait(10);
set_val(PS4_DOWN, 0);
wait(40);
set_val(PS4_DOWN, 100);
wait(10);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(50);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 0);
wait(30);
set_val(PS4_DOWN, 0);
wait(110);
set_val(PS4_UP, 100);
wait(120);
set_val(PS4_UP, 100);
set_val(PS4_TRIANGLE, 100);
wait(120);
set_val(PS4_UP, 100);
set_val(PS4_TRIANGLE, 0);
wait(70);
set_val(PS4_UP, 100);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_UP, 100);
set_val(PS4_TRIANGLE, 0);
wait(120);
set_val(PS4_UP, 0);
wait(120);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(140);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 0);
wait(10);
set_val(PS4_DOWN, 0);
}
combo maxcmb1 {
set_val(PS4_UP, 100);
wait(60);
set_val(PS4_UP, 100);
set_val(PS4_CIRCLE, 100);
wait(110);
set_val(PS4_UP, 100);
set_val(PS4_CIRCLE, 0);
wait(10);
set_val(PS4_UP, 0);
wait(600);
set_val(PS4_RIGHT, 100);
wait(50);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(120);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(10);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(20);
set_val(PS4_RIGHT, 0);
wait(110);
set_val(PS4_RIGHT, 100);
wait(100);
set_val(PS4_RIGHT, 0);
wait(50);
set_val(PS4_RIGHT, 100);
wait(80);
set_val(PS4_RIGHT, 0);
wait(40);
set_val(PS4_RIGHT, 100);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(150);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(40);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(20);
set_val(PS4_RIGHT, 0);
set_val(PS4_TRIANGLE, 100);
wait(20);
set_val(PS4_TRIANGLE, 0);
wait(100);
set_val(PS4_RIGHT, 100);
wait(100);
set_val(PS4_RIGHT, 0);
wait(60);
set_val(PS4_RIGHT, 100);
wait(70);
set_val(PS4_RIGHT, 0);
wait(60);
set_val(PS4_RIGHT, 100);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(80);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(110);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(20);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(40);
set_val(PS4_RIGHT, 0);
set_val(PS4_TRIANGLE, 0);
}

Mfinite
1st April 19, 12:47
For Tina it doesn’t matter. I was actually able to perform hers manually. Which requires full meter.

Check out the YouTube videos below. It shows them all and the stages. Description has the input commands.

DOA6 High Difficulty Quest V1
https://youtu.be/CrFaUaj__jQ

DOA6 High Difficulty Quest V2
https://youtu.be/_3Ib_oVPMMc

tjquest777
1st April 19, 22:31
bump

Batts
2nd April 19, 18:18
bump

From the Community Rules: https://cronusmax.com/forums/misc.php?do=vsarules


https://i.gyazo.com/f91b5d060269782453b5edfa608874f9.png

Mfinite
3rd April 19, 07:55
For Tina it doesn’t matter. I was actually able to perform hers manually. Which requires full meter.

Check out the YouTube videos below. It shows them all and the stages. Description has the input commands.

DOA6 High Difficulty Quest V1
https://youtu.be/CrFaUaj__jQ

DOA6 High Difficulty Quest V2
https://youtu.be/_3Ib_oVPMMc

***ADDED***
DOA6 High Difficulty Quest V3
https://youtu.be/lwF5S3nRxyc

goku100055
4th April 19, 14:06
you think you make a %100 combo challenge for helena ,lisa and honaka?

tjquest777
4th April 19, 16:38
I will help you, but I am new at script writing I don't know how to make elaborate scripts or game packs. So I don't want to do all of them other wise I will blow up this thread for like a 100 pages. So just let me know which ones u absolutely need and I will post them. Which console??

goku100055
4th April 19, 18:37
thanks for hitting me back. if you could i could use combos. 16 17 18 and 20 for helena

tjquest777
4th April 19, 20:48
K here is number 16... again please be sure to set your controls to custom and leave L1/LB and L2/LT blank or else the combo will not function correctly.main {
if (get_val(XB1_LT)){ // change to ps4_L2 if on playstation
combo_run(maxcmb);
}
}
//helena combo challenge 16
combo maxcmb {
set_val(PS4_DOWN, 100);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(140);
set_val(PS4_DOWN, 0);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 0);
wait(10);
set_val(PS4_TRIANGLE, 0);
wait(430);
set_val(PS4_DOWN, 100);
wait(110);
set_val(PS4_DOWN, 0);
wait(60);
set_val(PS4_DOWN, 100);
wait(130);
set_val(PS4_DOWN, 0);
wait(20);
set_val(PS4_TRIANGLE, 100);
wait(110);
set_val(PS4_TRIANGLE, 0);
wait(50);
set_val(PS4_LEFT, 100);
wait(60);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(110);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(170);
set_val(PS4_LEFT, 0);
wait(620);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(70);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(50);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(100);
set_val(PS4_RIGHT, 0);
wait(550);
set_val(PS4_RIGHT, 100);
wait(50);
set_val(PS4_RIGHT, 100);
set_val(PS4_CIRCLE, 100);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_CIRCLE, 0);
wait(80);
set_val(PS4_RIGHT, 0);
wait(430);
set_val(PS4_RIGHT, 100);
wait(50);
set_val(PS4_R1, 100);
set_val(PS4_RIGHT, 100);
wait(190);
set_val(PS4_R1, 0);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_RIGHT, 0);
wait(330);
set_val(PS4_SQUARE, 100);
wait(130);
set_val(PS4_SQUARE, 0);
wait(920);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(210);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(130);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(320);
set_val(PS4_LEFT, 0);
wait(210);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_TRIANGLE, 0);
wait(70);
set_val(PS4_TRIANGLE, 100);
wait(60);
set_val(PS4_TRIANGLE, 0);
wait(80);
set_val(PS4_LEFT, 100);
wait(290);
set_val(PS4_LEFT, 100);
set_val(PS4_CIRCLE, 100);
wait(110);
set_val(PS4_LEFT, 100);
set_val(PS4_CIRCLE, 0);
wait(290);
set_val(PS4_LEFT, 0);
wait(250);
set_val(PS4_LEFT, 100);
wait(100);
set_val(PS4_LEFT, 100);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_LEFT, 100);
set_val(PS4_CIRCLE, 0);
wait(510);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(90);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(160);
set_val(PS4_LEFT, 100);
set_val(PS4_CIRCLE, 100);
wait(100);
set_val(PS4_LEFT, 100);
set_val(PS4_CIRCLE, 0);
wait(210);
set_val(PS4_LEFT, 0);
wait(520);
set_val(PS4_RIGHT, 100);
wait(70);
set_val(PS4_RIGHT, 0);
wait(30);
set_val(PS4_RIGHT, 100);
wait(180);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(10);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(170);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 0);
wait(60);
set_val(PS4_RIGHT, 0);
}

tjquest777
4th April 19, 20:56
Helena combo challenge 17
thanks for hitting me back. if you could i could use combos. 16 17 18 and 20 for Helena
main {if (get_val(XB1_LT)){
combo_run(maxcmb);
}
}
//helena combo challenge number 17
combo maxcmb {
set_val(PS4_RIGHT, 100);
wait(20);
set_val(PS4_RIGHT, 100);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(140);
set_val(PS4_RIGHT, 0);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 0);
wait(270);
set_val(PS4_TRIANGLE, 100);
wait(90);
set_val(PS4_TRIANGLE, 0);
wait(80);
set_val(PS4_TRIANGLE, 100);
wait(50);
set_val(PS4_TRIANGLE, 0);
wait(480);
set_val(PS4_RIGHT, 100);
wait(70);
set_val(PS4_RIGHT, 0);
wait(50);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_RIGHT, 100);
set_val(PS4_CIRCLE, 100);
wait(70);
set_val(PS4_RIGHT, 0);
set_val(PS4_CIRCLE, 100);
wait(20);
set_val(PS4_CIRCLE, 0);
wait(100);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_TRIANGLE, 0);
wait(60);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_TRIANGLE, 0);
wait(70);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_TRIANGLE, 0);
wait(70);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_TRIANGLE, 0);
wait(60);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_TRIANGLE, 0);
wait(80);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_TRIANGLE, 0);
wait(60);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_TRIANGLE, 0);
wait(1300);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
wait(40);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(110);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(30);
set_val(PS4_UP, 0);
set_val(PS4_LEFT, 0);
wait(440);
set_val(PS4_UP, 100);
wait(90);
set_val(PS4_UP, 100);
set_val(PS4_CIRCLE, 100);
wait(150);
set_val(PS4_UP, 100);
set_val(PS4_CIRCLE, 0);
wait(30);
set_val(PS4_UP, 0);
wait(490);
set_val(PS4_LEFT, 100);
wait(50);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(90);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(70);
set_val(PS4_LEFT, 0);
wait(80);
set_val(PS4_CIRCLE, 100);
wait(80);
set_val(PS4_CIRCLE, 0);
wait(500);
set_val(PS4_RIGHT, 100);
wait(70);
set_val(PS4_RIGHT, 0);
wait(50);
set_val(PS4_RIGHT, 100);
wait(90);
set_val(PS4_RIGHT, 0);
wait(50);
set_val(PS4_RIGHT, 100);
wait(10);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
wait(70);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(20);
set_val(PS4_UP, 0);
set_val(PS4_RIGHT, 0);
wait(100);
set_val(PS4_CIRCLE, 100);
wait(80);
set_val(PS4_CIRCLE, 0);
wait(220);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_TRIANGLE, 0);
wait(210);
set_val(PS4_TRIANGLE, 100);
wait(60);
set_val(PS4_TRIANGLE, 0);
}

tjquest777
4th April 19, 21:03
Helena number 18..This one is really easier, but hey here it is.
main {if (get_val(XB1_LT)){
combo_run(maxcmb);
}
}
combo maxcmb {
set_val(PS4_SQUARE, 100);
wait(10);
set_val(PS4_CIRCLE, 100);
set_val(PS4_SQUARE, 100);
wait(160);
set_val(PS4_CIRCLE, 100);
set_val(PS4_SQUARE, 0);
wait(10);
set_val(PS4_CIRCLE, 0);
wait(810);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_RIGHT, 0);
wait(40);
set_val(PS4_RIGHT, 100);
wait(170);
set_val(PS4_R1, 100);
set_val(PS4_RIGHT, 100);
wait(140);
set_val(PS4_R1, 100);
set_val(PS4_RIGHT, 0);
wait(30);
set_val(PS4_R1, 0);
wait(4000);
}

tjquest777
4th April 19, 21:16
Helena combo challenge 20
main {if (get_val(XB1_LT)){
combo_run(maxcmb);
}
}
combo maxcmb {
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_RIGHT, 100);
set_val(PS4_CROSS, 100);
wait(80);
set_val(PS4_RIGHT, 0);
set_val(PS4_CROSS, 100);
wait(20);
set_val(PS4_CROSS, 0);
wait(2320);
set_val(PS4_DOWN, 100);
wait(40);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(170);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 0);
wait(20);
set_val(PS4_DOWN, 0);
wait(160);
set_val(PS4_DOWN, 100);
set_val(PS4_LEFT, 100);
wait(60);
set_val(PS4_DOWN, 100);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(160);
set_val(PS4_DOWN, 100);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_DOWN, 0);
set_val(PS4_LEFT, 0);
set_val(PS4_CIRCLE, 0);
wait(280);
set_val(PS4_RIGHT, 100);
wait(150);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(90);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(210);
set_val(PS4_RIGHT, 100);
set_val(PS4_CIRCLE, 100);
wait(70);
set_val(PS4_RIGHT, 100);
set_val(PS4_CIRCLE, 0);
wait(150);
set_val(PS4_RIGHT, 0);
wait(610);
set_val(PS4_LEFT, 100);
wait(70);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(190);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 0);
wait(20);
set_val(PS4_LEFT, 0);
wait(1730);
set_val(PS4_LEFT, 100);
wait(30);
set_val(PS4_R1, 100);
set_val(PS4_LEFT, 100);
wait(110);
set_val(PS4_R1, 100);
set_val(PS4_LEFT, 0);
wait(20);
set_val(PS4_R1, 0);
}

tjquest777
4th April 19, 21:36
Here is phase 4 number 20... But is broken into three parts. Again I lack the talent to combine these altoghter as one code, but this does work. you need to set your controls to custom then set controls like they are as default, but leave L1/LB blank, L2/LT blank and R2/RT blank. you will then hit L2/LT to start combo after barrels explosion hit L1/LB.. you will have to do the Break burst cancel yourself then press R2/RT and preform the final move yourself..It is still fairly hard to do even with all the assists. If anyone has better to offer please do so otherwise this is all I have regarding Phase 4 combo challenge 20. Lastly when you hit to reset position phase 4 will attack a few times. just ignore and wait until shes done then use the the LT as normal. Good luch preforming the last chifu.main {if (get_val(XB1_LT)){
combo_run(maxcmb);
}
if(get_val(XB1_LB)){
combo_run(maxcmb1);
}
if(get_val(XB1_RT)){
combo_run(maxcmb2);
}
}


combo maxcmb {
set_val(PS4_DOWN, 100);
wait(40);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(50);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
wait(30);
set_val(PS4_RIGHT, 100);
set_val(PS4_CROSS, 100);
wait(50);
set_val(PS4_RIGHT, 0);
set_val(PS4_CROSS, 100);
wait(60);
set_val(PS4_CROSS, 0);
wait(1620);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_TRIANGLE, 0);
wait(80);
set_val(PS4_TRIANGLE, 100);
wait(60);
set_val(PS4_TRIANGLE, 0);
wait(50);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_TRIANGLE, 0);
wait(130);
set_val(PS4_CIRCLE, 100);
wait(80);
set_val(PS4_CIRCLE, 0);
wait(120);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(70);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_CIRCLE, 0);
wait(60);
set_val(PS4_TRIANGLE, 100);
wait(40);
set_val(PS4_TRIANGLE, 0);
wait(70);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(50);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_CIRCLE, 0);
}



combo maxcmb1 {
set_val(PS4_DOWN, 100);
wait(10);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(30);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(130);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 0);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_DOWN, 0);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 0);
wait(260);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_DOWN, 100);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_DOWN, 100);
set_val(PS4_CIRCLE, 0);
wait(90);
set_val(PS4_DOWN, 0);
wait(30);
set_val(PS4_DOWN, 100);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(60);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_DOWN, 0);
set_val(PS4_CIRCLE, 0);
wait(30);
set_val(PS4_DOWN, 100);
wait(30);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(50);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_DOWN, 0);
set_val(PS4_CIRCLE, 0);
wait(60);
set_val(PS4_TRIANGLE, 100);
wait(20);
set_val(PS4_TRIANGLE, 0);
wait(230);
set_val(PS4_RIGHT, 100);
wait(90);
set_val(PS4_R1, 100);
set_val(PS4_RIGHT, 100);
wait(70);
set_val(PS4_R1, 100);
set_val(PS4_RIGHT, 0);
wait(40);
set_val(PS4_R1, 0);
}
combo maxcmb2 {
set_val(PS4_LEFT, 100);
wait(50);
set_val(PS4_LEFT, 100);
set_val(PS4_CIRCLE, 100);
wait(100);
set_val(PS4_LEFT, 100);
set_val(PS4_CIRCLE, 0);
wait(40);
set_val(PS4_LEFT, 0);
wait(190);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(90);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 0);
wait(140);
set_val(PS4_CIRCLE, 100);
wait(80);
set_val(PS4_CIRCLE, 0);
wait(30);
set_val(PS4_DOWN, 100);
wait(90);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(30);
set_val(PS4_DOWN, 0);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(30);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 100);
wait(10);
set_val(PS4_DOWN, 100);
set_val(PS4_CIRCLE, 0);
wait(60);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(20);
set_val(PS4_DOWN, 0);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(30);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 0);
wait(140);
set_val(PS4_RIGHT, 100);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(50);
set_val(PS4_RIGHT, 0);
set_val(PS4_TRIANGLE, 100);
wait(20);
set_val(PS4_TRIANGLE, 0);
wait(50);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(60);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(80);
set_val(PS4_RIGHT, 0);
wait(220);
set_val(PS4_CIRCLE, 100);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_CIRCLE, 100);
wait(60);
set_val(PS4_DOWN, 100);
set_val(PS4_CIRCLE, 0);
wait(50);
set_val(PS4_DOWN, 0);
wait(10);
set_val(PS4_TRIANGLE, 100);
wait(40);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(40);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 0);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_TRIANGLE, 0);
wait(60);
set_val(PS4_DOWN, 0);
wait(10);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(60);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 0);
wait(70);
set_val(PS4_TRIANGLE, 100);
set_val(PS4_CIRCLE, 100);
wait(50);
set_val(PS4_TRIANGLE, 0);
set_val(PS4_CIRCLE, 0);
}

tjquest777
5th April 19, 01:42
I was able to do all combos with some trial and error, but Elliot's and Phase 4 were the hardest for me....

goku100055
5th April 19, 08:18
thanks for you help. it turn out great

Kishone
5th April 19, 18:44
Hi can you make me a one button combo for kokoro. it's her number 4. in combo challenge. i would to use it as a one button move in battle.

goku100055
5th April 19, 23:36
Sorry I don't mean to bug you. This request was from my little brother that login my profile by mistake instead of his.

tjquest777
6th April 19, 13:05
that's ok here is kokoros 4th combo challenge which is her combo throw LT/L2 when on the left side and L1/LB when on the right.
main {if (get_val(XB1_LT)){//from left
combo_run(maxcmb);
}
if(get_val(XB1_LB)){//from right
combo_run(maxcmb1);
}
}
combo maxcmb {
set_val(PS4_DOWN, 100);
wait(100);
set_val(PS4_DOWN, 100);
set_val(PS4_LEFT, 100);
wait(20);
set_val(PS4_DOWN, 0);
set_val(PS4_LEFT, 100);
wait(30);
set_val(PS4_LEFT, 100);
set_val(PS4_CROSS, 100);
wait(70);
set_val(PS4_LEFT, 0);
set_val(PS4_CROSS, 100);
wait(20);
set_val(PS4_CROSS, 0);
wait(570);
set_val(PS4_LEFT, 100);
wait(70);
set_val(PS4_LEFT, 100);
set_val(PS4_CROSS, 100);
wait(70);
set_val(PS4_LEFT, 100);
set_val(PS4_CROSS, 0);
wait(40);
set_val(PS4_LEFT, 0);
wait(60);
set_val(PS4_RIGHT, 100);
wait(110);
set_val(PS4_RIGHT, 0);
wait(60);
set_val(PS4_LEFT, 100);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_LEFT, 100);
wait(40);
set_val(PS4_DOWN, 100);
set_val(PS4_LEFT, 0);
wait(10);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(20);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_RIGHT, 100);
set_val(PS4_CROSS, 100);
wait(10);
set_val(PS4_RIGHT, 0);
set_val(PS4_CROSS, 100);
wait(90);
set_val(PS4_CROSS, 0);
}
combo maxcmb1{
set_val(PS4_DOWN, 100);
wait(80);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_RIGHT, 100);
set_val(PS4_CROSS, 100);
wait(40);
set_val(PS4_RIGHT, 0);
set_val(PS4_CROSS, 100);
wait(60);
set_val(PS4_CROSS, 0);
wait(430);
set_val(PS4_RIGHT, 100);
wait(70);
set_val(PS4_RIGHT, 100);
set_val(PS4_CROSS, 100);
wait(50);
set_val(PS4_RIGHT, 0);
set_val(PS4_CROSS, 100);
wait(30);
set_val(PS4_CROSS, 0);
wait(30);
set_val(PS4_LEFT, 100);
wait(120);
set_val(PS4_LEFT, 0);
wait(60);
set_val(PS4_DOWN, 100);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 0);
wait(10);
set_val(PS4_LEFT, 100);
wait(80);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
wait(20);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 0);
wait(10);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_CROSS, 100);
wait(10);
set_val(PS4_UP, 0);
set_val(PS4_RIGHT, 100);
set_val(PS4_CROSS, 100);
wait(80);
set_val(PS4_RIGHT, 0);
set_val(PS4_CROSS, 0);
}

goku100055
6th April 19, 15:15
Thanks✌

tjquest777
7th April 19, 00:13
I guess I was mainly talking about Hayates. It is 200 DMG and I cant do that much damage with him without using a wall bounce.

goku100055
9th April 19, 16:06
may i ask how you make these combos, i been trying to figure it out how to start making them but i don't know the first step. care too share some starting steps?

tjquest777
10th April 19, 02:30
I will tell you, but this is not really the room for asking how to script...You can search forums for "complete noobs guide to scripting". Also I just used the "max combo" option from the plugins on the cronus....Copy, paste, compile, program, etc. I don't write scripts from scratch (I'm not that familiar with the
code and how it interacts with the control) I preform the combo and then save them. That's all it took for me to get started. For fighting games and combo stuff that's all you really need.

goku100055
10th April 19, 11:23
ok :wink: thanks

tjquest777
13th April 19, 18:30
SO I started doing the special quest charcter specific combo dmg. Here is a script for LA MARIPOSA for 150 DMG, but you need to have a full break
meter before using it. Again Custom controls leave LT blank.main {if (get_val(XB1_LT)){
combo_run(maxcmb);
}}


combo maxcmb {
set_val(PS4_RIGHT, 100);
wait(100);
set_val(PS4_RIGHT, 0);
wait(30);
set_val(PS4_RIGHT, 100);
wait(100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(20);
set_val(PS4_RIGHT, 0);
set_val(PS4_TRIANGLE, 100);
wait(130);
set_val(PS4_TRIANGLE, 0);
wait(250);
set_val(PS4_CIRCLE, 100);
wait(120);
set_val(PS4_CIRCLE, 0);
wait(600);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_TRIANGLE, 0);
wait(90);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_TRIANGLE, 0);
wait(420);
set_val(PS4_LEFT, 100);
wait(200);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(160);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(60);
set_val(PS4_LEFT, 0);
wait(460);
set_val(PS4_R1, 100);
wait(110);
set_val(PS4_R1, 0);
wait(50);
set_val(PS4_R1, 100);
wait(100);
set_val(PS4_R1, 0);
wait(60);
set_val(PS4_R1, 100);
wait(90);
set_val(PS4_R1, 0);
wait(40);
set_val(PS4_R1, 100);
wait(110);
set_val(PS4_R1, 0);
wait(50);
set_val(PS4_R1, 100);
wait(80);
set_val(PS4_R1, 0);
wait(60);
set_val(PS4_R1, 100);
wait(100);
set_val(PS4_R1, 0);
wait(60);
set_val(PS4_R1, 100);
wait(80);
set_val(PS4_R1, 0);
wait(60);
set_val(PS4_R1, 100);
wait(90);
set_val(PS4_R1, 0);
wait(60);
set_val(PS4_R1, 100);
wait(80);
set_val(PS4_R1, 0);
wait(80);
set_val(PS4_R1, 100);
wait(80);
set_val(PS4_R1, 0);
wait(50);
set_val(PS4_R1, 100);
wait(110);
set_val(PS4_R1, 0);
wait(920);
set_val(PS4_SQUARE, 100);
wait(120);
set_val(PS4_SQUARE, 0);
wait(600);
set_val(PS4_RIGHT, 100);
wait(150);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(90);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(60);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(90);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(90);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(90);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(90);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(330);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(90);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(90);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(90);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(110);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(60);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(80);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(140);
set_val(PS4_RIGHT, 0);
}

tjquest777
13th April 19, 19:32
Here is Christi's 180 DMG combo. It is really easy just initiate the combo close to bayman move close to him during the "get Ready" also need a full
break meter and on top floor, because you need to knock him to the bottom level. need to activate immediately at
start of fight or else it won't work. The combo hits the opponent from starting position then knocks them to the lower
level
main {if (get_val(XB1_LT)){
combo_run(maxcmb);
}}


combo maxcmb {
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(240);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(230);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(20);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 0);
wait(10);
set_val(PS4_DOWN, 0);
wait(470);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
wait(70);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(220);
set_val(PS4_UP, 100);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(70);
set_val(PS4_UP, 0);
set_val(PS4_LEFT, 100);
wait(20);
set_val(PS4_LEFT, 0);
wait(280);
set_val(PS4_LEFT, 100);
wait(80);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(120);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(270);
set_val(PS4_R2, 100);
set_val(PS4_LEFT, 100);
wait(130);
set_val(PS4_R2, 0);
set_val(PS4_LEFT, 100);
wait(50);
set_val(PS4_R2, 100);
set_val(PS4_LEFT, 100);
wait(120);
set_val(PS4_R2, 0);
set_val(PS4_LEFT, 100);
wait(50);
set_val(PS4_R2, 100);
set_val(PS4_LEFT, 100);
wait(90);
set_val(PS4_R2, 0);
set_val(PS4_LEFT, 100);
wait(40);
set_val(PS4_R2, 100);
set_val(PS4_LEFT, 100);
wait(130);
set_val(PS4_R2, 0);
set_val(PS4_LEFT, 100);
wait(30);
set_val(PS4_R2, 100);
set_val(PS4_LEFT, 100);
wait(110);
set_val(PS4_R2, 0);
set_val(PS4_LEFT, 100);
wait(10);
set_val(PS4_LEFT, 0);
wait(60);
set_val(PS4_R2, 100);
wait(170);
set_val(PS4_R2, 0);
wait(70);
set_val(PS4_R2, 100);
wait(90);
set_val(PS4_R2, 0);
wait(50);
set_val(PS4_R2, 100);
wait(110);
set_val(PS4_R2, 0);
wait(40);
set_val(PS4_R2, 100);
wait(110);
set_val(PS4_R2, 0);
wait(30);
set_val(PS4_R2, 100);
wait(120);
set_val(PS4_R2, 0);
wait(30);
set_val(PS4_R2, 100);
wait(130);
set_val(PS4_R2, 0);
wait(20);
set_val(PS4_R2, 100);
wait(110);
set_val(PS4_R2, 0);
wait(40);
set_val(PS4_R2, 100);
wait(120);
set_val(PS4_R2, 0);
wait(40);
set_val(PS4_R2, 100);
wait(130);
set_val(PS4_R2, 0);
wait(40);
set_val(PS4_R2, 100);
wait(130);
set_val(PS4_R2, 0);
wait(160);
set_val(PS4_RIGHT, 100);
wait(90);
set_val(PS4_R1, 100);
set_val(PS4_RIGHT, 100);
wait(120);
set_val(PS4_R1, 0);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_R1, 100);
set_val(PS4_RIGHT, 100);
wait(120);
set_val(PS4_R1, 0);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_RIGHT, 0);
wait(4000);
}

tjquest777
13th April 19, 20:11
hitomi's 150DMG special quest. Activate at start of round. Need full Break meter. Its a wall juggle so anywhere on the stage is fine is long as they get
backed up to a wall.
main {if (get_val(XB1_LT)){
combo_run(maxcmb);
}}


combo maxcmb {
set_val(PS4_LEFT, 100);
wait(80);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(90);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(70);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(90);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(90);
set_val(PS4_LEFT, 0);
wait(630);
set_val(PS4_RIGHT, 100);
wait(10);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(140);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(20);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 0);
wait(10);
set_val(PS4_UP, 0);
wait(490);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(180);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(10);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 0);
wait(10);
set_val(PS4_DOWN, 0);
wait(410);
set_val(PS4_DOWN, 100);
wait(60);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 100);
wait(40);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(20);
set_val(PS4_RIGHT, 0);
set_val(PS4_TRIANGLE, 100);
wait(70);
set_val(PS4_TRIANGLE, 0);
wait(610);
set_val(PS4_R1, 100);
wait(100);
set_val(PS4_R1, 0);
wait(40);
set_val(PS4_R1, 100);
wait(100);
set_val(PS4_R1, 0);
wait(60);
set_val(PS4_R1, 100);
wait(90);
set_val(PS4_R1, 0);
wait(50);
set_val(PS4_R1, 100);
wait(90);
set_val(PS4_R1, 0);
wait(50);
set_val(PS4_R1, 100);
wait(80);
set_val(PS4_R1, 0);
wait(60);
set_val(PS4_R1, 100);
wait(90);
set_val(PS4_R1, 0);
wait(50);
set_val(PS4_R1, 100);
wait(80);
set_val(PS4_R1, 0);
wait(60);
set_val(PS4_R1, 100);
wait(80);
set_val(PS4_R1, 0);
wait(700);
set_val(PS4_SQUARE, 100);
wait(130);
set_val(PS4_SQUARE, 0);
wait(690);
set_val(PS4_LEFT, 100);
wait(190);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(100);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(90);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_LEFT, 100);
set_val(PS4_TRIANGLE, 0);
wait(190);
set_val(PS4_LEFT, 0);
wait(550);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
wait(70);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(140);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(30);
set_val(PS4_UP, 0);
set_val(PS4_RIGHT, 0);
wait(530);
set_val(PS4_DOWN, 100);
wait(10);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(180);
set_val(PS4_DOWN, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(70);
set_val(PS4_DOWN, 0);
set_val(PS4_RIGHT, 0);
wait(480);
set_val(PS4_RIGHT, 100);
wait(10);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
wait(50);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_CIRCLE, 100);
wait(200);
set_val(PS4_UP, 100);
set_val(PS4_RIGHT, 100);
set_val(PS4_CIRCLE, 0);
wait(20);
set_val(PS4_UP, 0);
set_val(PS4_RIGHT, 100);
wait(10);
set_val(PS4_RIGHT, 0);
wait(550);
set_val(PS4_TRIANGLE, 100);
wait(90);
set_val(PS4_TRIANGLE, 0);
wait(50);
set_val(PS4_TRIANGLE, 100);
wait(80);
set_val(PS4_TRIANGLE, 0);
wait(10);
set_val(PS4_RIGHT, 100);
wait(60);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 100);
wait(30);
set_val(PS4_RIGHT, 100);
set_val(PS4_TRIANGLE, 0);
wait(60);
set_val(PS4_RIGHT, 0);
wait(90);
set_val(PS4_CIRCLE, 100);
wait(80);
set_val(PS4_CIRCLE, 0);
wait(250);
set_val(PS4_CIRCLE, 100);
wait(80);
set_val(PS4_CIRCLE, 0);
}