News

Hotfix 1.2.6 Notes

Small update today where we squashed a few bugs.

banner_general

  • Updated splash screen to prepare for Hyrule Saga. We’ll make sure to let everyone know when the Hero Clairen skin becomes available.

Bugfixes

  • Buffering a walljump after an aerial attack will no longer result in a double jump.
  • Zetterburn can no longer jump during the first frame of charged Nspecial, causing the hitbox to not come out.
  • Grabbing a rock with Etalus’ Uair will now move the rock toward the second hitbox just like it does with players.
  • Etalus can no longer walljump or fastfall after being wrapped while having super armor.
  • Fixed a bug that prevented Clairen Fspecial from rising onto the ledge if started against the wall.
  • Gameboy Wrastor slipstream is now translucent.
  • Fixed a bug causing Abyss mode to crash on low settings after the break the seeds wave.

Visual Effects List

These are the built-in hit effects for Rivals. To use custom hit effects, use hit_fx_create().

0   - redirects to 301
1   - no visual effect
HFX_GEN_OMNI
301 - basic small (default)
HFX_GEN_SPIN
302 - basic small with spin effect in center
HFX_GEN_DIR
303 - basic small directional
HFX_GEN_BIG
304 - basic large
HFX_GEN_SWEET
305 - basic sweetspot

HFX_ZET_FIRE
3   - fire small
HFX_ZET_FIRE_DIR
4   - fire directional
HFX_ZET_FIRE_BIG
148 - fire large
HFX_ZET_SHINE_BG
200 - nspecial background
HFX_ZET_SHINE_FG
201 - nspecial foreground
HFX_ZET_SHINE_BIG_BG
202 - charged nspecial background
HFX_ZET_SHINE_BIG_FG
203 - charged nspecial foreground
HFX_ZET_METEOR_BREAK
99 - abyss rune meteor breaking
HFX_ZET_GROUNDFIRE_END
100 - dspecial fire dissipating

HFX_CLA_FSPEC_SPARK
121 - plasma fspecial X
HFX_CLA_FSPEC_DASH
122 - plasma fspecial dash effect
HFX_CLA_PLASMA_X
123 - plasma fspecial X hit
HFX_CLA_PLASMA_SLASH
124 - plasma hit small
HFX_CLA_TIP_X
125 - tipper hit small X
HFX_CLA_TIP_PLUS
126 - tipper hit small cross
HFX_CLA_TIP_BIG
127 - tipper hit large
HFX_CLA_PLASMA_PLUS
128 - plasma hit small cross
HFX_CLA_PLASMA_X_BIG
129 - plasma hit big X
HFX_CLA_PLUS_BIG
130 - plasma hit large cross
HFX_CLA_DSMASH_BREAK
256 - plasma orb break
HFX_CLA_FSMASH_BREAK
257 - plasma wave break
HFX_CLA_SHINE
255 - residual dspecial ring

HFX_WRA_WIND_SMALL
194 - wind small
HFX_WRA_WIND_BIG
196 - wind large
HFX_WRA_WIND_HUGE
156 - wind extra large
HFX_WRA_WING_SMALL
11  - feathers side small
HFX_WRA_WING_SMALL_UP
12  - feathers up small
HFX_WRA_WING_BIG
146 - feathers side large
HFX_WRA_WING_BIG_UP
147 - feathers up large

HFX_MAY_SEED_BREAK
15 - seed break 1
HFX_MAY_SEED_HIT
16  - seed break 2
HFX_MAY_LEAF_BIG
17  - leaf small
HFX_MAY_LEAF_SMALL
18  - leaf tiny
HFX_MAY_WHIP
198 - leaf large
HFX_MAY_LEAF_HUGE
159 - leaf extra large
HFX_MAY_LEAF_DASH
70  - leaf side hit

HFX_SYL_PETAL_BIG
131 - flower large
HFX_SYL_PETAL_SMALL
132 - flower small
HFX_SYL_PETAL_SWEET
133 - flower sweetspot
HFX_SYL_WOOD_BIG
134 - wood large
HFX_SYL_WOOD_SMALL
135 - wood small
HFX_SYL_WOOD_HUGE
162 - wood extra large

HFX_MAY_RAG_WHIP
204 - fire whip large
HFX_MAY_RAG_SEED_BREAK
136 - metal break
HFX_MAY_RAG_SEED_HIT
137 - molten metal break

HFX_ABS_SWEET
19  - sweetspot small
HFX_ABS_ZAP_SMALL
20  - lightning small
HFX_ABS_ZAP_BIG
21  - lightning medium
HFX_ABS_ZAP_DIR
22  - lightning directional
HFX_ABS_SWEET_BIG
197 - lightning large
HFX_ABS_ZAP_HUGE
157 - lightning extra large

HFX_KRA_ROCK_BIG
192 - rock large
HFX_KRA_ROCK_SMALL
193 - rock small
HFX_KRA_ROCK_HUGE
155 - rock extra large

HFX_MOL_POP
259 - old unstable flash
HFX_MOL_BOOM_NORM
260 - default bomb explosion
HFX_MOL_BOOM_FLASH
262 - flashbang explosion
HFX_MOL_BOOM_FINISH
263 - finisher explosion
HFX_MOL_BOOM_CRACK_UP
266 - firecracker upwards explosion
HFX_MOL_BOOM_CRACK
261 - firecracker explosion
HFX_MOL_BOOM_FLARE
264 - flaregun detonate
HFX_MOL_BOOM_SPARKLE
265 - sparkler trail
HFX_MOL_BAT_TOSS
267 - bat debris toss
HFX_MOL_SMOKE_BOMB
268 - dstrong smoke bomb
HFX_MOL_PAINT_HIT
269 - spraypaint hit
HFX_MOL_EXPLODE_HIT
270 - explosion hit
HFX_MOL_BOOM_FINISH_FRONT
271 - finisher explosion (overlay only)

HFX_OLY_SPARKLE
310 - sparkle small
HFX_OLY_SHINE_SMALL
311 - light small
HFX_OLY_GEM_SHINE
312 - nspecial gem break
HFX_OLY_CRYSTALIZE_START
313 - crystalized status
HFX_OLY_CRYSTALIZE_END
314 - crystalized status shatter
HFX_OLY_CRYSTAL_SMALL
315 - small crystal
HFX_OLY_CRYSTAL_BIG
316 - large crystal

HFX_FOR_HIT_BIG
13  - smoke large
HFX_FOR_HIT_SMALL
14  - smoke small

HFX_ORC_WATER_DARK
5 - dark water small
HFX_ORC_WATER_LIGHT
6   - light water small
HFX_ORC_WATER
7   - light + dark water small
HFX_ORC_WATER_SIDE_DARK
8   - dark water directional
HFX_ORC_WATER_SIDE_LIGHT
9   - light water directional
HFX_ORC_WATER_SIDE
10  - light + dark water directional
HFX_ORC_WATER_DOWN_LIGHT
101 - light water down
HFX_ORC_WATER_BIG_DARK
149 - dark water medium
HFX_ORC_WATER_BIG_LIGHT
150 - light water medium
HFX_ORC_WATER_BIG
195 - water large
HFX_ORC_WATER_HUGE
161 - water extra large

HFX_ETA_ICE_BIG
199 - ice large
HFX_ETA_ICE_HUGE
158 - ice extra large
HFX_ETA_SHARD_LONG
25  - ice shard long
HFX_ETA_SHARD_MED
26  - ice shard medium
HFX_ETA_ICE_SMALL
27  - icy flash small
HFX_ETA_ICEPOP_BIG
28  - old ice large
HFX_ETA_ICEPOP_SMALL
29  - old ice small
HFX_ETA_TILE_MELT
103 - ice tile melting
HFX_ETA_FSPEC_BREAK
102 - icicle breaking

HFX_ORI_AURA
105 - ori strong aura
HFX_ORI_SEIN_AURA
106 - sein strong aura
HFX_ORI_SEIN_SHOT
107 - spirit flame arc
HFX_ORI_SEIN_HIT
108 - spirit flame hit
HFX_ORI_ORANGE_SMALL
109 - ori hit small
HFX_ORI_ORANGE_BIG
110 - ori hit large
HFX_ORI_BLUE_SMALL
111 - sein hit small
HFX_ORI_BLUE_BIG
112 - sein hit large
HFX_ORI_BASH_START
113 - ori sweetspot
HFX_ORI_BASH_ARROW
104 - spirit flame arc
HFX_ORI_CHARGE
114 - ori charging
HFX_ORI_FSPEC_BOOM
115 - light grenade explosion

HFX_RAN_POISON_SMALL
116 - poison small
HFX_RAN_POISON_MED
117 - poison large
HFX_RAN_POISON_SWEET
118 - poison sweetspot
HFX_RAN_POISON_BIG
119 - poison large 2
HFX_RAN_POISON_HUGE
160 - poison large 3
HFX_RAN_DSMASH_SWEET
120 - poison extra large

HFX_ELL_NSPEC_FIRE
138 - steam directional
HFX_ELL_FSPEC_BREAK
139 - missile explode small
HFX_ELL_NSPEC_BREAK
140 - rocket fist burst
HFX_ELL_FSPEC_HIT
141 - missile explode medium
HFX_ELL_BOOM_HIT
142 - mine hit
HFX_ELL_BOOM_BIG
143 - explosion large
HFX_ELL_STEAM_HIT
144 - steam small
HFX_ELL_BOOM_RED
145 - mine combo explosion
HFX_ELL_FSPEC_BIG_HIT
163 - charged missile explosion + smoke
HFX_ELL_FSPEC_BIG_MISS
164 - charged missile explosion

HFX_SHO_SWEET
306 - shovel effect
HFX_SHO_SAW_BREAK
151 - buzzsaw destroy
HFX_SHO_GHOST_BREAK
152 - ghost glove disappear
HFX_SHO_GEAR_BREAK
153 - mobile gear destroy
HFX_SHO_BLOCK_BREAK
154 - dirt block destroy
HFX_SHO_COIN_CAPTURE
250 - coin capture
HFX_SHO_FLARE_ROD
251 - flareo rod hit
HFX_SHO_FLAME_SMALL
252 - SK Dstrong hit small
HFX_SHO_FLAME_BIG
253 - SK Dstrong hit large
HFX_SHO_HORN_HIT
254 - War Horn hit
HFX_SHO_BOOM_BAIT
249 - Bait bomb explosion

HFX_ABY_EXPLODE_WARN
66  - portal small
HFX_ABY_PROJ_HIT
67  - abyss small
HFX_ABY_FLOOR_HIT
68 - abyss floor hazard

HFX_HOD_SPLASH
280 - splash hit
HFX_HOD_WHIRL_POP
281 - sweatwhirl break
HFX_HOD_STEAM_BIG
282 - steam hit large
HFX_HOD_STEAM_HUGE
294 - steam hit extra large
HFX_HOD_USPEC_UNCHARGE
283 - uncharged uspecial launch
HFX_HOD_USPEC_CHARGE
284 - charged uspecial launch
HFX_HOD_DSMASH_POP
285 - dstrong parried water explosion
HFX_HOD_FAIR_END_BG
288 - charged fair spirit background
HFX_HOD_FAIR_END
289 - charged fair spirit foreground
HFX_HOD_NSPEC_END
290 - nspecial waterspout spin
HFX_HOD_MUD_WAVE
287 - mud wave loop
HFX_HOD_MUD_SLAM
291 - mud slam
HFX_HOD_MUD_HIT
292 - mud hit
HFX_HOD_MUD_BREAK
293 - mud bury breakout

HFX_POM_NOTE_FALLOFF
323 - losing nspecial notes
HFX_POM_BIG
322 - old sparkly hit
HFX_POM_MUSIC
321 - musical hit
HFX_POM_YELL
320 - loud hit large
HFX_POM_YELL_BIG
319 - loud hit extra large

Sounds

All custom sounds should be in .ogg format and placed inside the /sounds folder.
You can directly reference any sound by calling sound_get( name:string ). Then you can either play it from any script:

sound_play( sound_get( "name" ) );

or assign it to the attack grid:

set_window_value( AT_JAB, 1, AG_WINDOW_SFX, sound_get( "name" ));

You can also use any custom sound as character’s victory theme:

set_victory_theme( sound_get( "name" ) );

SFX List

mfx_back
mfx_change_color
mfx_chat_received
mfx_coin
mfx_coin_portal
mfx_confirm
mfx_flashy_shing
mfx_forward
mfx_hover
mfx_hp
mfx_hp_spawn
mfx_input_back
mfx_input_end
mfx_input_key
mfx_levelup
mfx_logo_shing
mfx_map_open
mfx_map_zoom
mfx_mm_coin
mfx_mm_coin_all
mfx_mm_coin_win
mfx_move_cursor
mfx_notice
mfx_option
mfx_orby_talk
mfx_orby_talk_done
mfx_place_marker
mfx_player_found
mfx_player_ready
mfx_result_expand
mfx_return_cursor
mfx_ring_bell
mfx_ring_bell2
mfx_star
mfx_timertick
mfx_timertick2
mfx_timertick_holy
mfx_timertick_holy2
mfx_title_loop
mfx_title_start
mfx_title_zoom
mfx_title_zoom_fast
mfx_tut_fail
mfx_unstar
mfx_wave_complete
mfx_xp
playerdefeated_sfx
plop_sfx
pullbomb_sfx
punch_sfx
select_sfx
sfx_321
sfx_absa_8b
sfx_absa_boltcloud
sfx_absa_champ_loop
sfx_absa_cloud_crackle
sfx_absa_cloud_place
sfx_absa_cloud_placepop
sfx_absa_cloud_pop
sfx_absa_cloud_send
sfx_absa_concentrate
sfx_absa_current_pop
sfx_absa_dashdown
sfx_absa_dashup
sfx_absa_dattack
sfx_absa_gp
sfx_absa_harderhit
sfx_absa_jab1
sfx_absa_jab2
sfx_absa_jabloop
sfx_absa_jump
sfx_absa_kickhit
sfx_absa_new_whip1
sfx_absa_new_whip2
sfx_absa_orb_hit
sfx_absa_orb_miss
sfx_absa_orb_missrelease
sfx_absa_singlezap1
sfx_absa_singlezap2
sfx_absa_taunt
sfx_absa_uair
sfx_absa_whip
sfx_absa_whip2
sfx_absa_whip3
sfx_absa_whip_charge
sfx_abyss_bomb_spawn
sfx_abyss_capture_end
sfx_abyss_capturing
sfx_abyss_despawn
sfx_abyss_explosion
sfx_abyss_explosion_big
sfx_abyss_explosion_start
sfx_abyss_hazard_burst
sfx_abyss_hazard_hit
sfx_abyss_hazard_start
sfx_abyss_hex_curse
sfx_abyss_hex_hit
sfx_abyss_portal_intro
sfx_abyss_portal_spawn
sfx_abyss_rumble
sfx_abyss_seed_explode
sfx_abyss_seed_fall
sfx_abyss_seed_land
sfx_abyss_spawn
sfx_bigplant_clamp
sfx_bigplant_eat
sfx_bigplant_lunge
sfx_birdclap
sfx_birdflap
sfx_bird_downspecial
sfx_bird_downspecial_end
sfx_bird_nspecial
sfx_bird_nspecial2
sfx_bird_screech
sfx_bird_sidespecial
sfx_bird_sidespecial_start
sfx_bird_upspecial
sfx_bite
sfx_blink_dash
sfx_blow_heavy1
sfx_blow_heavy2
sfx_blow_medium1
sfx_blow_medium2
sfx_blow_medium3
sfx_blow_weak1
sfx_blow_weak2
sfx_boss_explosion
sfx_boss_final_cannon
sfx_boss_final_charge
sfx_boss_fireball
sfx_boss_fireball_big
sfx_boss_fireball_land
sfx_boss_laser
sfx_boss_laser_hit
sfx_boss_shine
sfx_boss_vortex
sfx_boss_vortex_end
sfx_boss_vortex_start
sfx_bubblemouth
sfx_bubblepop
sfx_bubblespray
sfx_bubblespray_breathless
sfx_burnapplied
sfx_burnconsume
sfx_burnend
sfx_buzzsaw_hit
sfx_buzzsaw_throw
sfx_charge_blade_ready
sfx_charge_blade_swing
sfx_chester_appear
sfx_chester_jump
sfx_chest_open
sfx_chest_rummage
sfx_clairen_dspecial_counter_active
sfx_clairen_dspecial_counter_success
sfx_clairen_fspecial_dash
sfx_clairen_fspecial_slash
sfx_clairen_hair
sfx_clairen_hit_med
sfx_clairen_hit_strong
sfx_clairen_hit_weak
sfx_clairen_nspecial_grab_miss
sfx_clairen_nspecial_grab_success
sfx_clairen_poke_med
sfx_clairen_poke_strong
sfx_clairen_poke_weak
sfx_clairen_spin
sfx_clairen_swing_med
sfx_clairen_swing_mega_delayed
sfx_clairen_swing_mega_instant
sfx_clairen_swing_strong
sfx_clairen_swing_weak
sfx_clairen_sword_activate
sfx_clairen_sword_deactivate
sfx_clairen_tip_assist
sfx_clairen_tip_loop
sfx_clairen_tip_med
sfx_clairen_tip_strong
sfx_clairen_tip_weak
sfx_clairen_uspecial_rise
sfx_clairen_uspecial_swing
sfx_coin_capture
sfx_coin_collect
sfx_crunch
sfx_crunch_water
sfx_dash_start
sfx_death1
sfx_death2
sfx_diamond_collect
sfx_diamond_small_collect
sfx_dizzy
sfx_dust_knuckle
sfx_ell_arc_small_missile_ground
sfx_ell_arc_taunt_collect
sfx_ell_arc_taunt_collide
sfx_ell_arc_taunt_end
sfx_ell_arc_taunt_start
sfx_ell_big_missile_fire
sfx_ell_big_missile_ground
sfx_ell_cooldown
sfx_ell_drill_loop
sfx_ell_drill_stab
sfx_ell_dspecial_drop
sfx_ell_dspecial_explosion_1
sfx_ell_dspecial_explosion_2
sfx_ell_dspecial_explosion_3
sfx_ell_dspecial_hit
sfx_ell_dspecial_stick
sfx_ell_dtilt1
sfx_ell_dtilt2
sfx_ell_eject
sfx_ell_explosion_medium
sfx_ell_fist_explode
sfx_ell_fist_fire
sfx_ell_fspecial_charge
sfx_ell_hover
sfx_ell_missile_loop
sfx_ell_nair
sfx_ell_overheat
sfx_ell_propeller_loop_heavy
sfx_ell_propeller_loop_light
sfx_ell_propeller_loop_med
sfx_ell_small_missile_fire
sfx_ell_small_missile_ground
sfx_ell_steam_hit
sfx_ell_steam_release
sfx_ell_strong_attack_explosion
sfx_ell_uspecial_explode
sfx_ell_uspecial_rebuild
sfx_ell_utilt_cannon
sfx_ell_utilt_fire
sfx_ell_utilt_hit
sfx_ell_utilt_loop
sfx_ell_utilt_retract
sfx_fishing_rod_cast
sfx_fishing_rod_catch
sfx_fishing_rod_land
sfx_fishing_rod_reel
sfx_fish_collect
sfx_flareo_rod
sfx_flare_razer
sfx_forsburn_breath
sfx_forsburn_cape_hit
sfx_forsburn_cape_multihit
sfx_forsburn_cape_swipe
sfx_forsburn_combust
sfx_forsburn_consume
sfx_forsburn_consume_fail
sfx_forsburn_consume_full
sfx_forsburn_disappear
sfx_forsburn_reappear
sfx_forsburn_reappear_hit
sfx_forsburn_spew2
sfx_forsburn_spew_end
sfx_forsburn_spew_smoke
sfx_forsburn_split
sfx_frog_croak
sfx_frog_dspecial_cast
sfx_frog_dspecial_hit
sfx_frog_dspecial_hit_ground
sfx_frog_dspecial_spit
sfx_frog_dspecial_swallow
sfx_frog_dstrong
sfx_frog_fspecial_cancel
sfx_frog_fspecial_charge_full
sfx_frog_fspecial_charge_gained_1
sfx_frog_fspecial_charge_gained_2
sfx_frog_fspecial_charge_loop
sfx_frog_fspecial_fire
sfx_frog_fspecial_start
sfx_frog_fstrong
sfx_frog_gong_hit
sfx_frog_jab
sfx_frog_nspecial_cast
sfx_frog_nspecial_shove
sfx_frog_uspecial_cast
sfx_frog_uspecial_divekick
sfx_frog_uspecial_spin
sfx_frog_ustrong
sfx_gem_collect
sfx_ghost_glove
sfx_go
sfx_grass_creature
sfx_gus_dirt
sfx_gus_jump
sfx_gus_land
sfx_gus_propeller_dagger_wall
sfx_holy_die
sfx_holy_grass
sfx_holy_lightning
sfx_holy_tablet
sfx_holy_tablet_appear
sfx_holy_tablet_spawning
sfx_holy_textbox
sfx_icehit_heavy1
sfx_icehit_heavy2
sfx_icehit_medium1
sfx_icehit_medium2
sfx_icehit_weak1
sfx_icehit_weak2
sfx_ice_back_air
sfx_ice_burst_up
sfx_ice_chain
sfx_ice_dspecial_form
sfx_ice_dspecial_ground
sfx_ice_end
sfx_ice_fspecial_hit_ground
sfx_ice_fspecial_roar
sfx_ice_ftilt
sfx_ice_hammerstart
sfx_ice_nspecial_armor
sfx_ice_nspecial_hit_ground
sfx_ice_on_player
sfx_ice_shatter
sfx_ice_shatter_big
sfx_ice_shieldup
sfx_ice_sleep
sfx_ice_uspecial_jump
sfx_ice_uspecial_start
sfx_ice_wake
sfx_infinidagger
sfx_jumpair
sfx_jumpground
sfx_kragg_rock_land
sfx_kragg_rock_pillar
sfx_kragg_rock_pull
sfx_kragg_rock_shatter
sfx_kragg_roll_end
sfx_kragg_roll_land
sfx_kragg_roll_loop
sfx_kragg_roll_start
sfx_kragg_roll_turn
sfx_kragg_spike
sfx_kragg_throw
sfx_land
sfx_land_heavy
sfx_land_light
sfx_land_med
sfx_land_med2
sfx_leafy_hit1
sfx_leafy_hit2
sfx_leafy_hit3
sfx_leaves
sfx_may_arc_coineat
sfx_may_arc_cointoss
sfx_may_arc_five
sfx_may_arc_hit
sfx_may_arc_plant
sfx_may_arc_talk
sfx_may_arc_talkstart
sfx_may_root
sfx_may_whip1
sfx_may_whip2
sfx_may_wrap1
sfx_may_wrap2
sfx_metal_hit_strong
sfx_metal_hit_weak
sfx_mobile_gear_deploy
sfx_mobile_gear_jump
sfx_mobile_gear_move
sfx_mobile_gear_wall
sfx_obstacle_hit
sfx_old_orca_bite
sfx_orcane_dsmash
sfx_orcane_fspecial
sfx_orcane_fspecial_pud
sfx_orca_absorb
sfx_orca_bite
sfx_orca_crunch
sfx_orca_roll
sfx_orca_roll_snow
sfx_orca_shake
sfx_orca_shake_water
sfx_orca_snow_evaporate
sfx_orca_snow_mouth
sfx_orca_soak
sfx_ori_bash_hit
sfx_ori_bash_launch
sfx_ori_bash_projectile
sfx_ori_bash_use
sfx_ori_charged_flame_charge
sfx_ori_charged_flame_charge2
sfx_ori_charged_flame_hit
sfx_ori_charged_flame_release
sfx_ori_dash_attack_perform
sfx_ori_dsmash_seinhits
sfx_ori_dsmash_skitter_alone
sfx_ori_dsmash_skitter_sein
sfx_ori_dspecial_bash_miss
sfx_ori_dtilt_perform
sfx_ori_energyhit_heavy
sfx_ori_energyhit_medium
sfx_ori_energyhit_weak
sfx_ori_energy_hit
sfx_ori_glide_end
sfx_ori_glide_featherout
sfx_ori_glide_hit
sfx_ori_glide_start
sfx_ori_grenade_aim
sfx_ori_grenade_hit
sfx_ori_grenade_hit_ground
sfx_ori_grenade_launch
sfx_ori_seinhit_heavy
sfx_ori_seinhit_medium
sfx_ori_seinhit_weak
sfx_ori_sein_fstrong
sfx_ori_sein_fstrong_hit
sfx_ori_sein_fstrong_hit_final
sfx_ori_sein_strong_start
sfx_ori_spirit_flame_1
sfx_ori_spirit_flame_2
sfx_ori_spirit_flame_hit_1
sfx_ori_spirit_flame_hit_2
sfx_ori_stomp_hit
sfx_ori_stomp_hitplayer
sfx_ori_stomp_spin
sfx_ori_superjump_sein
sfx_ori_taunt
sfx_ori_taunt2
sfx_ori_uptilt
sfx_ori_uptilt_single
sfx_ori_ustrong_charge
sfx_ori_ustrong_launch
sfx_owl0
sfx_owl1
sfx_owl2
sfx_owl3
sfx_owl4
sfx_parry_success
sfx_parry_use
sfx_phase_locket
sfx_pillar_crumble
sfx_plant_eat
sfx_plant_fat
sfx_plant_ready
sfx_plant_shoot
sfx_plant_stepped
sfx_plasma_field_loop
sfx_playerdefeated
sfx_poison_hit_med
sfx_poison_hit_strong
sfx_poison_hit_weak
sfx_propeller_dagger_draw
sfx_propeller_dagger_loop
sfx_propeller_dagger_release
sfx_quick_dodge
sfx_rag_axe_hitsground
sfx_rag_axe_swing
sfx_rag_mark
sfx_rag_plant_eat
sfx_rag_plant_ready
sfx_rag_plant_shoot
sfx_rag_root
sfx_rag_whip
sfx_ring_crowd
sfx_roll
sfx_sand_screech
sfx_sand_yell
sfx_shop_buy
sfx_shop_close
sfx_shop_invalid
sfx_shop_move
sfx_shop_open
sfx_shovel_brandish
sfx_shovel_dig
sfx_shovel_hit_heavy1
sfx_shovel_hit_heavy2
sfx_shovel_hit_light1
sfx_shovel_hit_light2
sfx_shovel_hit_med1
sfx_shovel_hit_med2
sfx_shovel_knight_die
sfx_shovel_knight_fanfare
sfx_shovel_swing_heavy1
sfx_shovel_swing_heavy2
sfx_shovel_swing_light1
sfx_shovel_swing_light2
sfx_shovel_swing_med1
sfx_shovel_swing_med2
sfx_spin
sfx_spin_longer
sfx_springgo
sfx_springswitch
sfx_stage_pillar
sfx_swipe_heavy1
sfx_swipe_heavy2
sfx_swipe_medium1
sfx_swipe_medium2
sfx_swipe_weak1
sfx_swipe_weak2
sfx_swish_heavy
sfx_swish_heavy2
sfx_swish_medium
sfx_swish_weak
sfx_syl_dspecial_growth
sfx_syl_dspecial_howl
sfx_syl_dspecial_howlgrowth
sfx_syl_dspecial_plantaway
sfx_syl_dstrong
sfx_syl_fspecial_bite
sfx_syl_fstrong
sfx_syl_fstrong_final
sfx_syl_nspecial
sfx_syl_nspecial_flowerhit
sfx_syl_nspecial_plantgrowth
sfx_syl_promo1
sfx_syl_uspecial_travel_loop
sfx_syl_uspecial_travel_start
sfx_syl_ustrong
sfx_syl_ustrong_part1
sfx_syl_ustrong_part2
sfx_syl_ustrong_part3
sfx_tow_anchor_land
sfx_tow_anchor_start
sfx_troupple_fin_flap
sfx_troupple_fish_splash_in
sfx_troupple_fish_splash_out
sfx_troupple_rumble
sfx_troupple_splash_big
sfx_troupple_swipe
sfx_upbcharge
sfx_upbmove
sfx_war_horn
sfx_watergun_fire
sfx_watergun_splash
sfx_waterhit_heavy
sfx_waterhit_heavy2
sfx_waterhit_medium
sfx_waterhit_weak
sfx_waterwarp
sfx_waterwarp_start
sfx_waveland_abs
sfx_waveland_cla
sfx_waveland_ell
sfx_waveland_eta
sfx_waveland_fors
sfx_waveland_gus
sfx_waveland_kra
sfx_waveland_may
sfx_waveland_orc
sfx_waveland_ori
sfx_waveland_ran
sfx_waveland_syl
sfx_waveland_wra
sfx_waveland_zet
sfx_zap
sfx_zetter_downb
sfx_zetter_fireball_fire
sfx_zetter_shine
sfx_zetter_shine_charged
sfx_zetter_shine_taunt
sfx_zetter_upb_hit

Input Names

Use these names when checking a character’s input variables. For example, special_pressed will check if the special button was pressed within the last 6 frames while down_down will check if the joystick is currently held downward.

Note: There is no strong_pressed. Use [direction]_strong_pressed instead.

attack
special
jump
shield
strong
taunt
up
down
left
right
[direction]_strong
[direction]_stick