Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — astonishing_cyclops.zip ← Back to Overview

;========================================================= ;\------------------\ 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
Back
Top