; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional)
; buffer.time = time (optional)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas. Each of these
; buttons or directions is referred to as a "symbol".
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
[Command]
name = "Sonic_Rush" ;Same name as above
command = ~D, DF, F, z+x
time = 20
[Command]
name = "Sonic_Rush" ;Same name as above
command = ~D, DF, F, x+y
time = 20
[Command]
name = "Sonic_Rush" ;Same name as above
command = ~D, DF, F, y+z
time = 20
[Command]
name = "Super_Wind"
command = ~D, DB, B, a+b
time = 20
[Command]
name = "Super_Wind"
command = ~D, DB, B, b+c
time = 20
[Command]
name = "Super_Wind"
command = ~D, DB, B, c+a
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "upper_a"
command = ~D, DF, F, a
[Command]
name = "upper_b"
command = ~D, DF, F, b
[Command]
name = "upper_c"
command = ~D, DF, F, c
[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "QCF_z"
command = ~D, DF, F, z
[Command]
name = "Uppercut"
command = ~D, DB, B, x
time = 20
[Command]
name = "Uppercut" ;Same name as above
command = ~D, DB, B, y
time = 20
[Command]
name = "Uppercut" ;Same name as above
command = ~D, DB, B, z
[Command]
name = "Sonic_Wind3"
command = ~D, DB, B, c
time = 20
[Command]
name = "Sonic_Wind2" ;Same name as above
command = ~D, DB, B, b
time = 20
[Command]
name = "Sonic_Wind1" ;Same name as above
command = ~D, DB, B, a
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
[State -3, Methods]
type = VarSet
triggerall = numenemy
triggerall = AILevel
trigger1 = EnemyNear,StateType != C
var(59) = 0
[State -3, Methods]
type = VarSet
triggerall = numenemy
triggerall = AILevel
triggerall = inguarddist
trigger1 = (EnemyNear,HitDefAttr = C,AA,AP) || EnemyNear,StateType = C
trigger2 = (EnemyNear,Name = "SuperMario" && EnemyNear,AuthorName = "ShinRyoga & NeOaNkH") || (EnemyNear,Name = "SuperLuigi" && EnemyNear,AuthorName = "ShinRyoga & NeOaNkH")
trigger2 = (EnemyNear,StateNo = [1500,1561])
; Credit to Moonchaser for the characters below
trigger3 = EnemyNear,Name = "osol"
trigger3 = EnemyNear,StateNo = 1600
trigger4 = EnemyNear,Name = "eddie" || EnemyNear,Name = "jam"
trigger4 = EnemyNear,StateNo = 210
trigger5 = EnemyNear,Name = "eddie"
trigger5 = EnemyNear,StateNo = 1800 || EnemyNear,StateNo = 1850
trigger6 = EnemyNear,Name = "AIHARA NATSUMI"
trigger6 = EnemyNear,StateNo = 220
trigger7 = EnemyNear,Name = "millia"
trigger7 = EnemyNear,StateNo = 1500
trigger8 = EnemyNear,Name = "Super Better Mario V3"
trigger8 = EnemyNear,StateNo = [2200,2205]
var(59) = 1
ignorehitpause = 1
[State -3, AI Guard]
type = ChangeState
triggerall = AILevel && RoundState = 2
triggerall = inguarddist
triggerall = StateNo != 120
triggerall = ctrl || stateno = 0 || stateno = 20 || stateno = 52 || (stateno = [100,101])
triggerall = enemynear, hitdefattr != SCA, AT
trigger1 = (enemynear,movetype = A) && (enemynear,animtime < -10)
trigger2 = EnemyNear,NumProj >= 1 || EnemyNear,NumHelper >= 1
value = 120
[State -1, AI Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel && roundstate = 2
triggerall = enemynear,statetype != L
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger1 = p2bodydist x <= 30+enemynear,vel x * 4
trigger1 = p2bodydist y = [-75+enemynear,vel y * 4,0]
trigger1 = random <= 200
[State -1, AI Stand Light Punch]
type = ChangeState
value = 210
triggerall = AILevel && roundstate = 2
triggerall = enemynear,statetype != L
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger1 = p2bodydist x <= 30+enemynear,vel x * 4
trigger1 = p2bodydist y = [-75+enemynear,vel y * 4,0]
trigger1 = random <= 200
trigger2 = stateno = 200
trigger2 = movecontact
[State -1, AI Stand Light Punch]
type = ChangeState
value = 220
triggerall = AILevel && roundstate = 2
triggerall = enemynear,statetype != L
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger1 = p2bodydist x = [50+enemynear,vel x * 4,-50]
trigger1 = p2bodydist y = [-90+enemynear,vel y * 4,0]
trigger1 = random <= 200
trigger2 = stateno = 210
trigger2 = movecontact
[State -1, AI Stand Light Punch]
type = ChangeState
value = 230
triggerall = AILevel && roundstate = 2
triggerall = enemynear,statetype != L
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger1 = p2bodydist x <= 30+enemynear,vel x * 4
trigger1 = random <= 500
[State -1, AI Stand Light Punch]
type = ChangeState
value = 240
triggerall = AILevel && roundstate = 2
triggerall = enemynear,statetype != L
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger1 = p2bodydist x <= 30+enemynear,vel x * 4
trigger1 = random <= 500
trigger2 = stateno = 230
trigger2 = movecontact
[State -1, AI Stand Light Punch]
type = ChangeState
value = 250
triggerall = AILevel && roundstate = 2
triggerall = enemynear,statetype != L
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger1 = p2bodydist x <= 30+enemynear,vel x * 4
trigger1 = random <= 500
trigger2 = stateno = 240
trigger2 = movecontact
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = AILevel && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = p2bodydist x = [0,50+enemynear,vel x * 4]
trigger1 = p2bodydist y = [-45+enemynear,vel y * 4, 50]
trigger2 = stateno = 610 || stateno = 640 ;jump_x or jump_a
trigger2 = movecontact
[State -1, Uppercut]
type = ChangeState
value = 1200
triggerall = AILevel && roundstate = 2
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger1 = p2bodydist x >= 65
trigger1 = p2bodydist y = [-120 + enemynear,vel y * 4, 0]
trigger1 = random <= 200
trigger1 = enemynear,statetype != L
[State -1, Heavy Spin]
type = ChangeState
value = 1000+20*(power >= 330)
triggerall = AILevel && roundstate = 2
triggerall = statetype != A
trigger1 = enemynear,movetype != H
trigger1 = ctrl || stateno = 100
trigger1 = p2bodydist x >= 40
trigger1 = enemynear,stateno != [120,159]
trigger1 = enemynear,statetype != A
trigger1 = random <= 200
trigger2 = power < 1000 || (power >= 1000 && random <= 50)
trigger2 = enemynear,statetype = C
trigger2 = ctrl || stateno = 100
[State -1, Sonic Rush]
type = ChangeState
value = 2000
triggerall = AILevel && RoundState = 2
triggerall = power >= 1000
trigger1 = enemynear,statetype = C
trigger1 = ctrl || stateno = 100
trigger1 = p2bodydist x <= 100
trigger1 = enemynear,stateno != [120,159]
trigger1 = enemynear,statetype != A
trigger1 = random <= 950
[State -1, Super Wind]
type = ChangeState
value = 8009
triggerall = AILevel && roundstate = 2
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger1 = p2bodydist x = [50,-50]
trigger1 = random <= 950
trigger2 = random <= 100
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
[State -1, AI Sonic Wind Heavy]
type = ChangeState
value = 8002
triggerall = AILevel && roundstate = 2
trigger1 = statetype != A
trigger1 = ctrl || stateno = 100
trigger1 = p2bodydist x >= -40
trigger1 = p2bodydist y = [-120 + enemynear,vel y * 4,0]
trigger2 = ctrl || stateno = 100
trigger2 = enemynear,movetype = H
trigger3 = stateno = 1000 || stateno = 1020 ;jump_x or jump_a
trigger3 = movecontact
trigger4 = stateno = 220 || stateno = 250
trigger4 = movecontact
trigger5 = stateno = [230,250]
trigger5 = movehit
;===========================================================================
;-------------------------------
;---------------------------------------------------------------------------
;Sonic Storm
;三烈カンフー突き手(ゲージレベル1)
[State -1, Super Wind]
type = ChangeState
value = 8009
triggerall = command = "Super_Wind"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
;Triple Kung Fu Palm (uses one super bar)
;三烈カンフー突き手(ゲージレベル1)
[State -1, Sonic Rush]
type = ChangeState
value = 2000
triggerall = command = "Sonic_Rush"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1
;---------------------------------------------------------------------------
;Uppercut
;三烈カンフー突き手(ゲージレベル1)
[State -1, Uppercut]
type = ChangeState
value = 1200
triggerall = command = "Uppercut"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
;Sonic Wind
;三烈カンフー突き手(ゲージレベル1)
[State -1, Sonic Wind Heavy]
type = ChangeState
value = 8002
triggerall = command = "Sonic_Wind3"
trigger1 = statetype = S
trigger1 = var(1) ;Use combo condition (above)
trigger1 = ctrl
trigger2 = stateno = 1000 || stateno = 1020 ;jump_x or jump_a
trigger2 = movecontact
;Sonic Wind
;三烈カンフー突き手(ゲージレベル1)
[State -1, Sonic Wind Medium]
type = ChangeState
value = 8001
triggerall = command = "Sonic_Wind2"
trigger1 = statetype = S
trigger1 = var(1) ;Use combo condition (above)
trigger1 = ctrl
trigger2 = stateno = 1000 || stateno = 1020 ;jump_x or jump_a
trigger2 = movecontact
;Sonic Wind
;三烈カンフー突き手(ゲージレベル1)
[State -1, Sonic Wind Light]
type = ChangeState
value = 8000
triggerall = command = "Sonic_Wind1"
trigger1 = statetype = S
trigger1 = var(1) ;Use combo condition (above)
trigger1 = ctrl
trigger2 = stateno = 1000 || stateno = 1020 ;jump_x or jump_a
trigger2 = movecontact
;---------------------------------------------------------------------------
;Fast Kung Fu Palm (1/3 super bar)
;速いカンフー突き手(ゲージレベル1/3)
[State -1, Heavy Spin]
type = ChangeState
value = 1020
triggerall = command = "QCF_z"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Light Kung Fu Palm
;カンフー突き手(弱)
[State -1, Light Spin]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Strong Kung Fu Palm
;カンフー突き手(強)
[State -1, Medium Spin]
type = ChangeState
value = 1010
triggerall = command = "QCF_y"
trigger1 = var(1) ;Use combo condition (above)
;Light Kung Fu Palm
;カンフー突き手(弱)
[State -1, Light Dash]
type = ChangeState
value = 1100
triggerall = command = "upper_a"
trigger1 = var(1) ;Use combo condition (above)
;Light Kung Fu Palm
;カンフー突き手(弱)
[State -1, Medium Dash]
type = ChangeState
value = 1120
triggerall = command = "upper_b"
trigger1 = var(1) ;Use combo condition (above)
;Light Kung Fu Palm
;カンフー突き手(弱)
[State -1, Hard Dash]
type = ChangeState
value = 1120
triggerall = command = "upper_c"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;===============================
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6
trigger2 = stateno = 230
trigger2 = time > 6
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
trigger4 = (stateno = 240) && time > 6
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 210) && time > 5
trigger3 = (stateno = 240) && time > 6
trigger4 = (stateno = 230) && time > 6
trigger5 = (stateno = 250) && time > 6
trigger6 = (stateno = 200) && time > 6
;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 240) && time > 9
trigger4 = stateno = 210
;---------------------------------------------------------------------------
;Standing Medium Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 250)
trigger3 = (stateno = 200)
trigger2 = (stateno = 220)
trigger4 = (stateno = 230)
trigger5 = (stateno = 210)
;Standing Heavy Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 210)
trigger3 = (stateno = 240)
trigger4 = (stateno = 230)
trigger5 = (stateno = 220)
trigger6 = (stateno = 200)
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !AILevel
triggerall = command = "start"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !AILevel
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = !AILevel
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = !AILevel
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 410) || (stateno = 440)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !AILevel
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouching Medium Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = !AILevel
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;Crouching Heavy Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = !AILevel
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 410) || (stateno = 440)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
;Jump Heavy Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 610 || stateno = 640 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Medium Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Ai
;Jump Heavy Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 610 || stateno = 640 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Ai
;-------------------------------------------