;=========================================================
;\------------------\ Astonishing Cyclops /--------------------------/
; by Verz36 & Loganir www.loganir.blogspot.com
;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.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
;-| Super Motions |--------------------------------------------------------
[Command]
name = "qcb2p"
command = ~D, DB, B, x+y
time = 20
[Command]
name = "qcb2p"
command = ~D, DB, B, y+z
time = 20
[Command]
name = "qcb2p"
command = ~D, DB, B, x+z
time = 20
[Command]
name = "qcf2p"
command = ~D, DF, F, x+y
time = 20
[Command]
name = "qcf2p"
command = ~D, DF, F, y+z
time = 20
[Command]
name = "qcf2p"
command = ~D, DF, F, x+z
time = 20
[Command]
name = "qcf2k"
command = ~D, DF, F, a+b
time = 20
[Command]
name = "qcf2k"
command = ~D, DF, F, b+c
time = 20
[Command]
name = "qcf2k"
command = ~D, DF, F, a+c
time = 20
[Command]
name = "qcb2k"
command = ~D, DB, B, a+b
time = 20
[Command]
name = "qcb2k"
command = ~D, DB, B, b+c
time = 20
[Command]
name = "qcb2k"
command = ~D, DB, B, a+c
time = 20
[Command]
name = "df2k"
command = ~F, D, DF, a+b
time = 20
[Command]
name = "df2k"
command = ~F, D, DF, b+c
time = 20
[Command]
name = "df2k"
command = ~F, D, DF, a+c
time = 20
[Command]
name = "level3"
command =~D,B, a+x
time = 20
[Command]
name = "level3"
command =~D,B, b+y
time = 20
[Command]
name = "level3"
command =~D, B, c+z
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "dfx"
command = ~F, D, DF, x
[Command]
name = "dfx"
command = ~F, D, DF, ~x
[Command]
name = "dfy"
command = ~F, D, DF, y
[Command]
name = "dfy"
command = ~F, D, DF, ~y
[Command]
name = "dfz"
command = ~F, D, DF, z
[Command]
name = "dfz"
command = ~F, D, DF, ~z
[Command]
name = "qcfx"
command = ~D, DF, F, x
[Command]
name = "qcfx"
command = ~D, DF, F, ~x
[Command]
name = "qcfy"
command = ~D, DF, F, y
[Command]
name = "qcfy"
command = ~D, DF, F, ~y
[Command]
name = "qcfz"
command = ~D, DF, F, z
[Command]
name = "qcfz"
command = ~D, DF, F, ~z
[Command]
name = "qcba"
command = ~D, DB, B, a
[Command]
name = "qcba"
command = ~D, DB, B, ~a
[Command]
name = "qcbb"
command =~D, DB, B, b
[Command]
name = "qcbb"
command = ~D, DB, B, ~b
[Command]
name = "qcbc"
command = ~D, DB, B, c
[Command]
name = "qcbc"
command = ~D, DB, B, ~c
[Command]
name = "qcfa"
command = ~D, DF, F, a
[Command]
name = "qcfa"
command = ~D, DF, F, ~a
[Command]
name = "qcfb"
command = ~D, DF, F, b
[Command]
name = "qcfb"
command = ~D, DF, F, ~b
[Command]
name = "qcfc"
command = ~D, DF, F, c
[Command]
name = "qcfc"
command = ~D, DF, F, ~c
[Command]
name = "qcbx"
command = ~D, DB, B, x
[Command]
name = "qcbx"
command = ~D, DB, B, ~x
[Command]
name = "qcby"
command = ~D, DB, B, y
[Command]
name = "qcby"
command = ~D, DB, B, ~y
[Command]
name = "qcbz"
command = ~D, DB, B, z
[Command]
name = "qcbz"
command = ~D, DB, B, ~z
[Command]
name = "hbf"
command = ~25$B, F, ~a
time = 25
[Command]
name = "hbf"
command = ~25$B, F, a
time = 25
[Command]
name = "hbf"
command = ~25$B, F, ~b
time = 25
[Command]
name = "hbf"
command = ~25$B, F, b
time = 25
;time = 5
[Command]
name = "hbf"
command = ~25$B, F, ~c
time = 25
[Command]
name = "hbf"
command = ~25$B, F, c
time = 25
;time = 5
; ----- recovery roll + counter command
[Command]
name = "rec-cou"
command = ~B, DB, D, x
[Command]
name = "rec-cou"
command = ~B, DB, D, ~x
[Command]
name = "rec-cou"
command = ~B, DB, D, y
[Command]
name = "rec-cou"
command = ~B, DB, D, ~y
[Command]
name = "rec-cou"
command = ~B, DB, D, z
[Command]
name = "rec-cou"
command = ~B, DB, D, ~z
[Command]
name = "rec-cou"
command = ~B, DB, D, a
[Command]
name = "rec-cou"
command = ~B, DB, D, ~a
[Command]
name = "rec-cou"
command = ~B, DB, D, b
[Command]
name = "rec-cou"
command = ~B, DB, D, ~b
[Command]
name = "rec-cou"
command = ~B, DB, D, c
[Command]
name = "rec-cou"
command = ~B, DB, D, ~c
;-| 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
[Command]
name = "superj3press"
command = a+b+c
time = 5
[Command]
name = "guardpush"
command = x+y
time = 5
[Command]
name = "guardpush"
command = x+z
time = 5
[Command]
name = "guardpush"
command = y+z
time = 5
[Command]
name = "dash2press"
command = x+y+z
time = 5
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-|hold Button |---------------------------------------------------------
[Command]
name = "hold_c"
command = /c
time = 5
[Command]
name = "superjump"
command = $D, $U
;===================================================================================
[Statedef -1]
[State -1, a]
type = ChangeState
triggerall = AILevel >0 && numenemy && (stateno !=[120,155]) && inguarddist
trigger1 = ctrl && (enemynear,hitdefattr =SCA,AA,AP)
trigger2 = (stateno = 100||stateno = 105)&& (p2movetype=A)
value = 120
[State -1, b]
type = ChangeState
triggerall = AILevel >0 &&(stateno!=100) && (StateType = S) && (Random < 200)&& RoundState = 2
trigger1 = (P2BodyDist x = [50, 110]) && Ctrl && (p2movetype!=A)
value = 100
[State -1, 0]
type = ChangeState
triggerall = Var(59)=1 && numenemy && (StateType != A) && !(enemynear,hitdefattr = SCA,HA)&& RoundState = 2
triggerall = (P2StateType != A) && (P2StateType!= L) && (P2movetype != H) && (Random < 300)
trigger1 = ctrl && (P2BodyDist x = [0, 13])
value = 800;ifelse(Random <= 400,800,850)
[State -1, 0]
type = ChangeState
triggerall = Var(59)=1 && numenemy && (StateType != A) && !(enemynear,hitdefattr = SCA,AA)&& RoundState = 2
triggerall = (P2StateType != A) && (P2StateType = L) && (Random < 50) && time>20
trigger1 = ctrl && (P2BodyDist x = [80, 110])
value = 1800
[State -1, 1]
type = ChangeState
triggerall = Var(59)=1 && (P2StateType = S) && RoundState = 2&& (Random > 700);=300:P
trigger1 = Ctrl && (StateType != A) && (p2bodydist X < 55)
trigger2 = (stateno = 100) && (p2bodydist X < 55)
value = 200
[State -1, 2]
type = ChangeState
triggerall = Var(59)=1 && (P2StateType = S) && RoundState = 2&& (Random < 400)
trigger1 = Ctrl && (StateType != A) && (p2bodydist X < 45)
trigger2 = stateno = 100 && (p2bodydist X < 55)
value = 230
[State -1, 3]
type = ChangeState
triggerall = Var(59)=1 && (P2StateType = C) && RoundState = 2&& (Random < 300)
trigger1 = Ctrl && StateType != A && (p2bodydist X < 45);45
trigger2 = stateno = 100 && (p2bodydist X < 55)
value = 400
[State -1, 4]
type = ChangeState
triggerall = Var(59)=1 && P2StateType = C && RoundState = 2&& (Random > 700)
trigger1 = Ctrl && StateType != A && (p2bodydist X < 55) ;45
trigger2 = stateno = 100 && (p2bodydist X < 55)
value = 430
[State -1, 5]
type = ChangeState
triggerall = Var(59)=1&& (StateType = A) && (P2StateType = A) && RoundState = 2
trigger1 = (stateno = 2998) && (time =8 ) && Ctrl
trigger2 = (p2bodydist X < 55) && Ctrl
value = IfElse(Random < 500,600,630)
[State -1, 6]
type = ChangeState
triggerall = Var(59)=1&& (StateType = A) && RoundState = 2
trigger1 = (StateNo = [600,610]) && (Movehit)
value = IfElse(StateNo = 600,610,620)
[State -1, 7]
type =ChangeState
triggerall = Var(59)=1&& (StateType = A) && RoundState = 2
trigger1 = (StateNo = [630,640]) && (Movehit)
value = IfElse(StateNo = 630,640,650)
[State -1, 8]
type =ChangeState
triggerall = Var(59)=1&& (StateType = A) && RoundState = 2
trigger1 = (StateNo = [600,640]) && (Movecontact)
value = IfElse((StateNo = 600),630,IfElse((StateNo = 630),640,IfElse((StateNo = 640),620,650)))
[State -1, 9]
type = ChangeState
triggerall = Var(59)=1&& (StateType != A) && RoundState = 2
trigger1 = (StateNo = 200) && (Movecontact)&& numenemy
;value = IfElse((random <500),240,220)
value = IfElse((enemynear, const(size.head.pos.y) >= -60),240,410)
[State -1, 9]
type = ChangeState
triggerall = Var(59)=1&& (StateType != A) && RoundState = 2
trigger1 = (StateNo = 240) && (Movecontact)
value = IfElse((random <500),220,420)
[State -1, 10]
type = ChangeState
triggerall = AILevel>0 && (StateType != A) && RoundState = 2
trigger1 = (StateNo = 230) && (Movecontact) && numenemy
value = IfElse((enemynear, const(size.head.pos.y) >= -60),240,IfElse((random>550),410,250))
[State -1, 11]
type = ChangeState
triggerall = Var(59)=1&& (StateType = C) && RoundState = 2
trigger1 = (StateNo = 430) && (Movecontact)
value = IfElse((random <333),410,IfElse((random>550),420,450))
[State -1, 12]
type = ChangeState
triggerall = Var(59)=1&& (StateType = C) && RoundState = 2
trigger1 = (StateNo = 400) && (Movecontact)
value = IfElse((random <333),430,420)
[State -1, 12]
type = ChangeState
triggerall = Var(59)=1&& (StateType = C) && RoundState = 2
trigger1 = (StateNo = 410) && (Movecontact)
value = IfElse((random <500),420,450)
[State -1, 14]
type=changestate
triggerall= var(59)=1 && (life >920) && (roundstate=2) && (StateType !=A)
trigger1 = ctrl && (p2bodydist x >160) && (random <30)
value = 195
[State -1,15]
type = ChangeState
trigger1 = AILevel >0 && (stateno = [150,155]) && (random<300)&& (enemynear,hitdefattr != SCA,HA,HP)
value = IfElse(StateType = S ,6300,IfElse(StateType = C ,6310,6320))
[State -1,16]
type = ChangeState
triggerall = AILevel >0 && roundstate=2 && alive && (stateno = 5100)
trigger1 = (random <= 200) && (p2bodydist x=[-20,20])
value = 6500
[State -1, 18]
type = ChangeState
triggerall = Var(59)=1 && (StateType != A) && Ctrl && RoundState = 2
trigger1 = numenemy && (enemynear, numproj >= 1) && (p2bodydist X > 130)
trigger2 = Random < 80 && (p2bodydist X > 180)
value = 2999
;[State -1, 19]
;type = changestate
;triggerall = var(59)>=1 && (stateno = 5050) && alive && RoundState = 2
;trigger1 = (vel y > 0) && canrecover && (random < 100)
;value = ifelse((pos y>-15),5200,5210)
[State -1,20]
type = ChangeState
triggerall = Var(59)=1 && (StateType != A) && Ctrl && RoundState = 2
trigger1 = (P2statetype = L) && (Random <= 500)
value = ifelse((p2bodydist x=[0,60]),430,1500)
[State -1, 21]
type = ChangeState
triggerall = Var(59)=1 && (StateType != A) && RoundState = 2
trigger1= (stateno = 250||stateno = 220) && (movehit) && (Random < 250)
trigger2 = ctrl && (p2bodydist x=[50,90]) && (Random < 150) && (P2statetype = A)
value = ifelse((p2bodydist x=[50,70]),1002,1101)
[State -1, 22]
type = ChangeState
triggerall = Var(59)=1 && (StateType != A) && RoundState = 2 && (Random < 250)
trigger1 = ctrl && (p2bodydist x=[150,320])
value = ifelse(random<500,1101,1100)
[State -1, h1]
type = ChangeState
triggerall = Var(59)=1 && (RoundNo != 2) && (RoundState = 2)
triggerall = (prevstateno != 1121) && (StateType = A)&& (p2bodydist X>120)
trigger1 = ctrl && (random<150)
value =1121;owa
[State -1, 23]
type = ChangeState
;triggerall = (p2stateno!=1221) && (!Numhelper(1210)) && (p2statetype != A)
triggerall = Var(59)=1 && (StateType != A) && RoundState = 2 && (Random < 400)
trigger1 = (stateno = 250||stateno = 220||stateno = 440) && movehit
trigger2 = ctrl && (p2bodydist x=[70,100])
value = 1210
[State -1, 23x]
type = ChangeState
triggerall = Var(59)=1 && (StateType != A) && RoundState = 2 && ctrl && (Random < 400)
trigger1 = numenemy && p2movetype = A && (enemynear,hitdefattr = SCA,HA,HP)
trigger2 =(enemynear, numproj >= 1)
trigger3 = (p2bodydist x=[150,300])
value =ifelse((p2bodydist x=[110,149]),1307,1310)
[State -1, 24]
type = changestate
triggerall = Var(59)=1 && numenemy && ctrl && (StateType != A) && (p2statetype = A) && RoundState = 2
trigger1 = (p2bodydist X < 80) && (enemyNear, Pos Y < -60);>
value = IfElse((p2bodydist X < 45) ,1000,IfElse(random < 500, 420, 1001))
[State -1, 25]
type = ChangeState
triggerall = Var(59)=1 && (StateType != A) && (p2bodydist X < 50)&& RoundState = 2
trigger1 = ctrl && (Random < 150)
trigger2 = (stateno = 200||stateno = 230||stateno = 240) && (movehit)
value = 1502
[State -1, h1];bullet&rage
type = ChangeState
triggerall = Var(59)=1 && (RoundNo != 2) && (RoundState = 2)
triggerall = (StateType != A) && (power >= 1000)&& (random > 750)
trigger1 = ctrl && (p2bodydist X>50)
trigger2 =(stateno = [200,450]) && movehit
value = ifelse ((p2bodydist x=[50,110]),3400,3350)
[State -1, h1];mob
type = ChangeState
triggerall = Var(59)=1 && (RoundNo != 2) && (RoundState = 2)
triggerall = (StateType != A) && (power >= 1000) && (random < 350)
trigger1 = ctrl && (p2bodydist X>50) ;&& (P2movetype=A)
trigger2 =(stateno = [200,450]) && movehit
trigger3 =(stateno = [1500,1502]) && movecontact
value = 3000
[State -1, h1];mobaer
type = ChangeState
triggerall = Var(59)=1 && (RoundNo != 2) && (RoundState = 2)&& (random<350)
triggerall = (StateType = A) && (power >= 1000)
trigger1 = (p2statetype=S)&& ctrl && (p2bodydist x=[0,40])
trigger2 = (p2bodydist x=[0,65])&&(stateno = [600,650])&& movehit
value = 3300
[State -1, h2];crush
type = ChangeState
triggerall = Var(59)=1 && (RoundNo != 2) && (RoundState = 2)
triggerall = (StateType != A) && (power >= 1000) && (p2statetype!=A)
trigger1 = ctrl && (p2bodydist x=[0,90])
trigger2 =(stateno = [200,450]) && movehit
value = 3100
[State -1, h2];ruby
type = ChangeState
triggerall = Var(59)=1 && (RoundNo != 2) && (RoundState = 2)
triggerall = (StateType != A) && (power >= 1000)
trigger1 = ctrl && (p2bodydist X<120)
trigger2 =(stateno = [200,450]) && movehit
value = 3200
[State -1,c]
type = ChangeState
triggerall = Var(59)=1 && (RoundNo != 2) && (stateno = [150,155]) && (random<200)
trigger1 = (StateType != A)&& (power >= 1000)
value = IfElse(StateType = C ,6100,6000)
[State -1, HC]
type = ChangeState
triggerall = !Numpartner && (power=3000)
triggerall = AILevel >0 && (RoundNo != 1) && (RoundState = 2) && (StateType != A)
trigger1 = (life<180)&&(p2bodydist x=[0,55]) && ctrl && (RoundNo = 2||RoundNo = 3)
trigger2 = (stateno = [200,450]) && (movehit)&&(p2bodydist x=[0,40])
trigger3 = ctrl && (p2bodydist x=[0,50]) && (P2statetype = A)&& (P2movetype=A)
trigger4 = (P2movetype=H) && (p2stateno != [120, 155])&& ctrl
value = 3500
;[State -1, HC]
;type = ChangeState
;triggerall = Numpartner
;triggerall = Var(59)>=1 && (RoundNo != 1) && (RoundState = 2) && (StateType != A)
;trigger1 = ctrl && (power=3000) && (RoundNo = 2||RoundNo = 3)
;trigger2 = (power>= 1000) && (stateno = [200,450]) && (p2bodydist x=[0,90])
;trigger2 = (movehit) && (life < 250)
;value = 3530
[State -1, x]
type = varset
triggerall = AILevel > 0;2
triggerall = (roundstate = 2) && (var(59) = 0)
trigger1 = Random <= ((AILevel-2)*200)
v = 59
value = 1
[State -1, y]
type = varset
triggerall = AIlevel <= 7;7
triggerall = var(59) = 1
trigger1 = Random > ((AILevel-2)*200); Random > ((AILevel-2)*100)
trigger2 = roundstate != 2
v = 59
value = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -1, qcb2k] ; astonishing rage
type = ChangeState
value = 3400
triggerall = !AIlevel
triggerall = Var(59) <= 0 && command = "qcb2p" && power >= 1000 && statetype !=A
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, df2k] ; spinning bullet
type = ChangeState
value = 3350
triggerall = !AIlevel
triggerall = !Numpartner
triggerall = Var(59) <= 0 && command = "df2k" && power >= 1000 && statetype !=A
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, qcf2p-a] ;CYKES mobA
type = ChangeState
value = 3300 ;
triggerall = !AIlevel
triggerall = statetype =A
triggerall = Var(59) <= 0 && command = "qcf2p" && power >= 1000
trigger1 = ctrl
trigger2 = (stateno = [600,650])
[State -1, qcf2k] ; cykes ruby Diamond
type = ChangeState
value = 3200
triggerall = !AIlevel
triggerall = Var(59) <= 0 && command = "qcf2k" && power >= 1000 && statetype !=A
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1,qcb2p] ;CYKES optic crush
type = ChangeState
value = 3100
triggerall = !AIlevel
triggerall = Var(59) <= 0 && command = "qcb2k" && power >= 1000 && statetype !=A
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, qcf2p] ;CYKES mob
type = ChangeState
value = 3000 ;
triggerall = !AIlevel
triggerall = statetype !=A
triggerall = Var(59) <= 0 && command = "qcf2p" && power >= 1000
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
trigger3 = (stateno = [1500,1502]) && animelemtime(1)>5 && movetype=A
;cancel opticsweep like MVSC2
[State -1, 6] ; PHOENIX5 - Disabled in team mode
type = ChangeState
value = 3500
triggerall = !AIlevel
triggerall = !Numpartner
triggerall = Var(59)<= 0 && command = "level3" && power >= 3000 && statetype !=A
trigger1 = ctrl
trigger2 =(stateno = [200,250]) || (stateno = [400,450])
;[State -1, 6];level 3 team mode in the works
;type = ChangeState
;value = 3530
;triggerall = Numpartner
;triggerall = Var(59)<= 0 && command = "6" && power = 3000 && statetype !=A
;trigger1 = ctrl
;trigger2 =(stateno = [200,250]) || (stateno = [400,450])||(stateno = [1000,1002])
;trigger3 = stateno =1200 && p2stateno=1221 && Numhelper(1210)
;----------- scissors
[State -1, hbf]
type = Changestate
value = 1800
triggerall = !AIlevel
triggerall = var(59)<=0 && statetype!=A && command="hbf"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
;----------- optic burst
[State -1, dfxyz]
type = Changestate
value = 1000
triggerall = !AIlevel
triggerall = var(59)<=0 && statetype!=A && command="dfx"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, dfxyz]
type = Changestate
value = 1001
triggerall = !AIlevel
triggerall = var(59)<=0 && statetype!=A && command="dfy"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, dfxyz]
type = Changestate
value = 1002
triggerall = !AIlevel
triggerall = var(59)<=0 && statetype!=A && command="dfz"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
;-------- cyke breaker kick
[State -1, qcfa ]
type = ChangeState
value = 1201;1200
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype != A && command = "qcfa"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, qcfb ]
type = ChangeState
value = 1200;1210
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype != A && command = "qcfb"
trigger1 = Var(48)<= 0 && ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, qcfc ]
type = ChangeState
value = 1210;1220
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype != A && command = "qcfc"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, qcfx] ;------ cyke optic blast aerial
type = ChangeState
value = 1121
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype =A && command = "qcfx"
trigger1 = ctrl
trigger2 = (stateno = [600,650])
[State -1, qcfy] ;------ cyke optic blast aerial
type = ChangeState
value = 1120
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype =A && command = "qcfy"
trigger1 = ctrl
trigger2 = (stateno = [600,650])
[State -1, qcfz] ;------ cyke optic blast aerial
type = ChangeState
value = 1122
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype =A && command = "qcfz"
trigger1 = ctrl
trigger2 = (stateno = [600,650])
[State -1, qcfz] ;------ cyke optic blast
type = ChangeState
value = 1102
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype !=A && command = "qcfz"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, qcfx] ;------ cyke optic blast
type = ChangeState
value = 1101
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype !=A && command = "qcfx"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, qcfy] ;------ cyke optic blast
type = ChangeState
value = 1100
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype !=A && command = "qcfy"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, qcba] ;-- cyke optic rain
type = ChangeState
value = 1307;1300
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype !=A && command = "qcba"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, qcbb] ;-- cyke optic rain
type = ChangeState
value = 1300;1305
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype !=A && command = "qcbb"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, qcbc] ;-- cyke optic rain
type = ChangeState
value = 1310
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype !=A && command = "qcbc"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450])
[State -1, qfcz] ;------sweep+hit
type = ChangeState
value = 1502
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype != A && command = "qcbz"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450]) ;Cancel ground moves
[State -1, qfcy];------sweep+up
type = ChangeState
value = 1501
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype != A && command ="qcby"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450]) ;Cancel ground moves
[State -1, qfcx] ;-----sweep+trip
type = ChangeState
value = 1500
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype != A && command = "qcbx"
trigger1 = ctrl
trigger2 = (stateno = [200,250]) || (stateno = [400,450]) ;Cancel ground moves
;trigger3 = stateno =1200 && p2stateno=1221 && Numhelper(1210) ;
[State -1, rec-cou] ; ----- recovery roll
type = VarSet
triggerall = alive
trigger1 = command = "rec-cou"
trigger1 = stateno = 5050 || stateno = 5071 || stateno = 5100
v = 20
value = 1
[State -1, roll]
type = ChangeState
value = 6500
triggerall = alive
trigger1 = Var(20) = 1
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
[State -1, Guard Push stand]
type = ChangeState
value = 6300
triggerall = !AIlevel
triggerall = command = "guardpush" && statetype = S
trigger1 = stateno = [150,153]
[State -1, Guard Push crouch]
type = ChangeState
value = 6310
triggerall = !AIlevel
triggerall = command = "guardpush" && statetype = C
trigger1 = stateno = [150,153]
[State -1, Guard Push aerial]
type = ChangeState
value = 6320
triggerall = !AIlevel
triggerall = command = "guardpush" && statetype = A
trigger1 = stateno = [154,155]
[State -1, Run Fwd]
type = ChangeState
value = 100
;triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype = S && ctrl && stateno != 100 && roundstate=2
trigger1 = command="FF"||command="dash2press"
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype = S && ctrl && stateno != 105 && roundstate=2
trigger1 = command = "BB"
[State -1, Throw]; custom foward
type = ChangeState
value = 800
triggerall = !AIlevel
triggerall = command = "z" && statetype = S && ctrl && p2bodydist X <= 13
triggerall= (p2statetype = S) || (p2statetype = C) && p2movetype != H
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !AIlevel
triggerall = ctrl && statetype != A
trigger1 = command = "start"
[State -1, Super Jump]
type = ChangeState
value = 2999
triggerall = !AIlevel
triggerall = Var(59) <= 0 && statetype != A && ctrl
trigger1 = command = "superjump"
trigger2 = command = "superj3press"
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = command != "holddown" && command = "x"
trigger1 = statetype = S && ctrl
[State -1, Stand medium Punch]
type = ChangeState
value = 210
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = command != "holddown" && command = "y"
trigger1 = ctrl && statetype = S
trigger2=(stateno=200||stateno=230)&& movecontact
trigger3=(stateno=400||stateno=430)&& movecontact
trigger4=(stateno=235)&& movecontact
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = command != "holddown" && command = "z"
trigger1 = statetype = S && ctrl
trigger2=(stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact
trigger3=(stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact
trigger4=(stateno=235)&& movecontact
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = command != "holddown" && command = "a"
trigger1 = statetype = S && ctrl
[State -1, Standing medium Kick]
type = ChangeState
value = 240
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = command != "holddown" && command = "b"
trigger1 = ctrl && statetype = S
trigger2=(stateno=200||stateno=210||stateno=230)&& movecontact
trigger3=(stateno=400||stateno=410||stateno=430)&& movecontact
trigger4=(stateno=235)&& movecontact
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = command != "holddown" && command = "c"
trigger1 = statetype = S && ctrl
trigger2=(stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact
trigger3=(stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact
trigger4=(stateno=235)&& movecontact
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = command = "holddown" && command = "x"
trigger1 = statetype = C && ctrl
[State -1, Crouching medium Punch]
type = ChangeState
value = 410
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = command = "holddown" && command = "y"
trigger1 = statetype = C && ctrl
trigger2=(stateno=200||stateno=230)&& movecontact
trigger3=(stateno=400||stateno=430)&& movecontact
trigger4=(stateno=235)&& movecontact
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = command = "holddown" && command = "z"
trigger1 = statetype = C && ctrl
trigger2=(stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact
trigger3=(stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact
trigger4=(stateno=235)&& movecontact
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = command = "holddown" && command = "a"
trigger1 = statetype = C && ctrl
trigger2=(stateno=200)&& movecontact
[State -1, Crouching medium Kick]
type = ChangeState
value = 440
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = command = "holddown" && command = "b"
trigger1 = statetype = C && ctrl
trigger2=(stateno=200||stateno=210||stateno=230)&& movecontact
trigger3=(stateno=400||stateno=410||stateno=430)&& movecontact
trigger4=(stateno=235)&& movecontact
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = command = "holddown" && command = "c"
trigger1 = statetype = C && ctrl
trigger2=(stateno=200||stateno=210||stateno=230||stateno=240)&& movecontact
trigger3=(stateno=400||stateno=410||stateno=430||stateno=440)&& movecontact
trigger4=(stateno=235)&& movecontact
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = statetype = A && command = "x"
trigger1 = ctrl
[State -1, Jump medium Punch]
type = ChangeState
value = 610
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = statetype = A && command = "y"
trigger1 = ctrl
trigger2=(stateno=600||stateno=630)&& movecontact
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = statetype = A && command = "z"
trigger1 = ctrl
trigger2=(stateno=600||stateno=610||stateno=630||stateno=640)&& movecontact
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = statetype = A && command = "a"
trigger1 = ctrl
trigger2 = (stateno = 600)&& movecontact
[State -1, Jump medium Kick]
type = ChangeState
value = 640
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = statetype = A && command = "b"
trigger1 = ctrl
trigger2=(stateno=600||stateno=610||stateno=630)&& movecontact
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = !AIlevel
triggerall = Var(59) <= 0
triggerall = statetype = A && command = "c"
trigger1 = ctrl
trigger2=(stateno=600||stateno=610||stateno=620||stateno=630||stateno=640)&& movecontact