; 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 -- defaults to 15 if omitted)
;
; - 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.
; 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 = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; 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 = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| AI |------------------------------------------------------
[Command]
name = "CPU1"
command = B,B
time = 0
[Command]
name = "CPU2"
command = U,U
time = 0
[Command]
name = "CPU3"
command = D,D
time = 0
[Command]
name = "CPU4"
command = a,a
time = 0
[Command]
name = "CPU5"
command = b,b
time = 0
[Command]
name = "CPU6"
command = c,c
time = 0
[Command]
name = "CPU7"
command = x,x
time = 0
[Command]
name = "CPU8"
command = y,y
time = 0
[Command]
name = "CPU9"
command = z,z
time = 0
[Command]
name = "CPU10"
command = s,s
time = 0
[Command]
name = "CPU11"
command = a+b+c+s
time = 0
[Command]
name = "CPU12"
command = x+y+z+s
time = 0
[Command]
name = "CPU13"
command = F,B
time = 0
[Command]
name = "CPU14"
command = B,U
time = 0
[Command]
name = "CPU15"
command = U,D
time = 0
[Command]
name = "CPU16"
command = D,a
time = 0
[Command]
name = "CPU17"
command = a,b
time = 0
[Command]
name = "CPU18"
command = b,c
time = 0
[Command]
name = "CPU19"
command = c,x
time = 0
[Command]
name = "CPU20"
command = x,y
time = 0
[Command]
name = "CPU21"
command = y,z
time = 0
[Command]
name = "CPU22"
command = z,F
time = 0
[Command]
name = "CPU23"
command = U, U, U, D
time = 1
[Command]
name = "CPU24"
command = B, B, B
time = 1
[Command]
name = "CPU25"
command = D, D, D, D
time = 1
[Command]
name = "CPU26"
command = D, D, D
time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "SuperDeathEnergy"
command = ~D, DB, B, D, DB, B, x+y
time = 40
buffer.time = 5
[Command]
name = "SuperDeathEnergy"
command = ~D, DB, B, D, DB, B, x+z
time = 40
buffer.time = 5
[Command]
name = "SuperDeathEnergy"
command = ~D, DB, B, D, DB, B, y+z
time = 40
buffer.time = 5
[Command]
name = "AirDeathDreamx"
command = UF, UB, DB, DF, F, x
time = 40
buffer.time = 5
[Command]
name = "AirDeathDreamy"
command = UF, UB, DB, DF, F, y
time = 40
buffer.time = 5
[Command]
name = "AirDeathDreamz"
command = UF, UB, DB, DF, F, z
time = 40
buffer.time = 5
[Command]
name = "DeathDream"
command = x, x, F, a, z
time = 40
buffer.time = 10
[Command]
name = "DeathGovernment"
command = ~D, DF, F, D, DF, F, x
time = 25
buffer.time = 5
[Command]
name = "DeathGovernment"
command = ~D, DF, F, D, DF, F, y
time = 25
buffer.time = 5
[Command]
name = "DeathGovernment"
command = ~D, DF, F, D, DF, F, z
time = 25
buffer.time = 5
[Command]
name = "SuperDeathCrusher"
command = ~D, DF, F, D, DF, F, a
time = 25
buffer.time = 5
[Command]
name = "SuperDeathCrusher"
command = ~D, DF, F, D, DF, F, b
time = 25
buffer.time = 5
[Command]
name = "SuperDeathCrusher"
command = ~D, DF, F, D, DF, F, c
time = 25
buffer.time = 5
[Command]
name = "DeathEnergy"
command = ~D, DB, B, D, DB, B, a
time = 25
buffer.time = 5
[Command]
name = "DeathEnergy"
command = ~D, DB, B, D, DB, B, b
time = 25
buffer.time = 5
[Command]
name = "DeathEnergy"
command = ~D, DB, B, D, DB, B, c
time = 25
buffer.time = 5
;-| Special Motions |------------------------------------------------------
[Command]
name = "DeathCrusher1"
command = ~D, DF, F, x
time = 15
buffer.time = 5
[Command]
name = "DeathCrusher2"
command = ~D, DF, F, y
time = 15
buffer.time = 5
[Command]
name = "DeathCrusher3"
command = ~D, DF, F, z
time = 15
buffer.time = 5
[Command]
name = "DeathBreak1"
command = ~D, DF, F, a
time = 15
buffer.time = 5
[Command]
name = "DeathBreak2"
command = ~D, DF, F, b
time = 15
buffer.time = 5
[Command]
name = "DeathBreak3"
command = ~D, DF, F, c
time = 15
buffer.time = 5
[Command]
name = "DeathSomersault1"
command = ~D, DB, B, a
time = 15
buffer.time = 5
[Command]
name = "DeathSomersault2"
command = ~D, DB, B, b
time = 15
buffer.time = 5
[Command]
name = "DeathSomersault3"
command = ~D, DB, B, c
time = 15
buffer.time = 5
[Command]
name = "DeathSwordKick1"
command = ~D, DF, F, a
time = 15
buffer.time = 5
[Command]
name = "DeathSwordKick2"
command = ~D, DF, F, b
time = 15
buffer.time = 5
[Command]
name = "DeathSwordKick3"
command = ~D, DF, F, c
time = 15
buffer.time = 5
[Command]
name = "DeathPress1"
command = ~B, D, DB, a
time = 20
buffer.time = 5
[Command]
name = "DeathPress2"
command = ~B, D, DB, b
time = 20
buffer.time = 5
[Command]
name = "DeathPress3"
command = ~B, D, DB, c
time = 20
buffer.time = 5
[Command]
name = "Excel"
command = x+b
time = 1
[Command]
name = "Excel"
command = x+c
time = 1
[Command]
name = "Excel"
command = y+a
time = 1
[Command]
name = "Excel"
command = y+c
time = 1
[Command]
name = "Excel"
command = z+a
time = 1
[Command]
name = "Excel"
command = z+b
time = 1
[Command]
name = "Stun"
command = x+a
time = 1
[Command]
name = "Stun"
command = y+b
time = 1
[Command]
name = "Stun"
command = z+c
time = 1
;-| 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 = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
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 = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
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 -1, SuperDeathEnergy]
type = ChangeState
value = 3000
triggerall = var(59) <= 0
triggerall = Var(2) <= 0
triggerall = command = "SuperDeathEnergy"
triggerall = statetype != A
triggerall = Power >= 3000
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = StateNo = [200,450]
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070)
trigger3 = MoveContact
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
trigger5 = StateNo = 2002
trigger5 = MoveContact
trigger6 = NumHelper(2013) > 0
trigger6 = helper(2013),var(1) > 0
trigger6 = StateNo = [2010,2012]
trigger7 = StateNo = 2020
trigger7 = Time > 75
trigger7 = NumProjID(2023) = 0
[State -1, DeathDream]
type = ChangeState
value = 2030
triggerall = var(59) <= 0
triggerall = Var(2) <= 0
triggerall = command = "DeathDream"
triggerall = statetype != A
triggerall = Power >= 1000
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = StateNo = [200,450]
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070)
trigger3 = MoveContact
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
trigger5 = StateNo = 2002
trigger5 = MoveContact
trigger6 = NumHelper(2013) > 0
trigger6 = helper(2013),var(1) > 0
trigger6 = StateNo = [2010,2012]
trigger7 = StateNo = 2020
trigger7 = Time > 75
trigger7 = NumProjID(2023) = 0
[State -1, AirDeathDream]
type = ChangeState
value = 2040
triggerall = var(59) <= 0
triggerall = Var(2) <= 0
triggerall = command = "AirDeathDreamx"
triggerall = statetype = A
triggerall = Power >= 1000
trigger1 = Pos Y <= -30
trigger1 = ctrl
[State -1, AirDeathDream]
type = ChangeState
value = 2041
triggerall = var(59) <= 0
triggerall = Var(2) <= 0
triggerall = command = "AirDeathDreamy"
triggerall = statetype = A
triggerall = Power >= 1000
trigger1 = Pos Y <= -30
trigger1 = ctrl
[State -1, AirDeathDream]
type = ChangeState
value = 2042
triggerall = var(59) <= 0
triggerall = Var(2) <= 0
triggerall = command = "AirDeathDreamz"
triggerall = statetype = A
triggerall = Power >= 1000
trigger1 = Pos Y <= -30
trigger1 = ctrl
[State -1, SuperDeathCrusher]
type = ChangeState
value = 2000
triggerall = var(59) <= 0
triggerall = Var(2) <= 0
triggerall = command = "SuperDeathCrusher"
triggerall = statetype != A
triggerall = Power >= 1000
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = StateNo = [200,450]
trigger2 = MoveContact || Time <= 4
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070)
trigger3 = MoveContact
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
trigger5 = StateNo = 2020
trigger5 = Time > 75
trigger5 = NumProjID(2023) = 0
trigger6 = NumHelper(2013) > 0
trigger6 = helper(2013),var(1) > 0
trigger6 = StateNo = [2010,2012]
[State -1, AirSuperDeathCrusher]
type = ChangeState
value = 2001
triggerall = var(59) <= 0
triggerall = Var(2) <= 0
triggerall = command = "SuperDeathCrusher"
triggerall = statetype = A
triggerall = Pos Y < -20
triggerall = Power >= 1000
trigger1 = ctrl
trigger2 = StateNo = [600,650]
trigger2 = MoveContact || Time <= 4
trigger3 = (StateNo = [1000,1040])
trigger3 = MoveContact
[State -1, DeathGovernment]
type = ChangeState
value = 2010
triggerall = var(59) <= 0
triggerall = Var(2) <= 0
triggerall = command = "DeathGovernment"
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = NumHelper(2013) = 0
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = StateNo = [200,450]
trigger2 = MoveContact || Time <= 4
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070)
trigger3 = MoveContact
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
trigger5 = StateNo = 2002
trigger5 = MoveContact
trigger6 = StateNo = 2020
trigger6 = Time > 75
trigger6 = NumProjID(2023) = 0
[State -1, DeathEnergy]
type = ChangeState
value = 2020
triggerall = var(59) <= 0
triggerall = Var(2) <= 0
triggerall = command = "DeathEnergy"
triggerall = statetype != A
triggerall = Power >= 1000
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = StateNo = [200,450]
trigger2 = MoveContact || Time <= 4
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070)
trigger3 = MoveContact
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
trigger5 = StateNo = 2002
trigger5 = MoveContact
trigger6 = NumHelper(2013) > 0
trigger6 = helper(2013),var(1) > 0
trigger6 = StateNo = [2010,2012]
[State -1, Excel]
type = ChangeState
value = 2050
triggerall = var(59) <= 0
triggerall = command = "Excel"
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = NumHelper(2051) = 0
triggerall = StateNo != 2050
trigger1 = ctrl || ((StateNo=52) && (time > 7))
[State -1, AirExcel]
type = ChangeState
value = 2060
triggerall = var(59) <= 0
triggerall = command = "Excel"
triggerall = statetype = A
triggerall = Power >= 1000
triggerall = NumHelper(2051) = 0
triggerall = StateNo != 2060
trigger1 = ctrl || ((StateNo=52) && (time > 7))
[State -1, Stun]
type = ChangeState
value = 2070
triggerall = var(59) <= 0
triggerall = Var(2) <= 0
triggerall = command = "Stun"
triggerall = statetype != A
triggerall = Power >= 1000
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = StateNo = [200,450]
trigger2 = MoveContact || Time <= 4
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52)
trigger3 = MoveContact
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
trigger5 = StateNo = 2002
trigger5 = MoveContact
trigger6 = NumHelper(2013) > 0
trigger6 = helper(2013),var(1) > 0
trigger6 = StateNo = [2010,2012]
trigger7 = StateNo = 2020
trigger7 = Time > 75
trigger7 = NumProjID(2023) = 0
;===========================================================================
;---------------------------------------------------------------------------
[State -1, DeathCrusher]
type = ChangeState
value = 1000
triggerall = var(59) <= 0
triggerall = command = "DeathCrusher1" || command = "DeathCrusher2" || command = "DeathCrusher3"
triggerall = statetype != A
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = (StateNo = [200,450]) && (StateNo != [215,220]) && (StateNo != [245,250])
trigger2 = MoveContact || Time <= 4
trigger3 = Var(2) > 0
trigger3 = MoveContact
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52)
trigger4 = Var(2) > 0
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
ignorehitpause= ifelse(NumHelper(2051)>=1,1,0)
[State -1, DeathBreak]
type = ChangeState
value = 1010
triggerall = var(59) <= 0
triggerall = command = "DeathBreak1" || command = "DeathBreak2" || command = "DeathBreak3"
triggerall = statetype != A
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = (StateNo = [200,450]) && (StateNo != [215,220]) && (StateNo != [245,250])
trigger2 = MoveContact || Time <= 4
trigger3 = Var(2) > 0
trigger3 = MoveContact
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52)
trigger4 = Var(2) > 0
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
ignorehitpause= ifelse(NumHelper(2051)>=1,1,0)
[State -1, DeathSomersault]
type = ChangeState
value = 1020
triggerall = var(59) <= 0
triggerall = command = "DeathSomersault1" || command = "DeathSomersault2" || command = "DeathSomersault3"
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = StateNo = [600,650]
trigger2 = MoveContact || Time <= 4
trigger3 = Var(2) > 0
trigger3 = MoveContact
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52)
trigger4 = Var(2) > 0
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
ignorehitpause= ifelse(NumHelper(2051)>=1,1,0)
[State -1, DeathSwordKick]
type = ChangeState
value = 1030
triggerall = var(59) <= 0
triggerall = command = "DeathSwordKick1" || command = "DeathSwordKick2" || command = "DeathSwordKick3"
triggerall = statetype = A
triggerall = Pos Y < -30
trigger1 = ctrl
trigger2 = StateNo = [600,650]
trigger2 = MoveContact || Time <= 4
trigger3 = Var(2) > 0
trigger3 = MoveContact
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52)
trigger4 = Var(2) > 0
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
ignorehitpause= ifelse(NumHelper(2051)>=1,1,0)
[State -1, DeathPress]
type = ChangeState
value = 1040
triggerall = var(59) <= 0
triggerall = command = "DeathPress1" || command = "DeathPress2" || command = "DeathPress3"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (StateNo = [200,450]) && (StateNo != [215,220]) && (StateNo != [245,250])
trigger2 = MoveContact || Time <= 5
trigger3 = Var(2) > 0
trigger3 = MoveContact || StateNo = [1000,1001]
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52)
trigger4 = Var(2) > 0
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
ignorehitpause= ifelse(NumHelper(2051)>=1,1,0)
;===========================================================================
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) <= 0
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) <= 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Stand Medium Punch S
[State -1, Stand Medium Punch]
type = ChangeState
value = 215
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) <= 0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Standing Medium Kick S
[State -1, Standing Medium Kick]
type = ChangeState
value = 245
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) <= 0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || ((StateNo=52) && (time > 7))
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) <= 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) <= 0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) <= 0
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) <= 0
triggerall = command = "x"
triggerall = (Vel Y > 1) || Pos Y < -5
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [600,650]
ignorehitpause=1
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = (Vel Y > 1) || Pos Y < -5
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [600,650]
ignorehitpause=1
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) <= 0
triggerall = command = "z"
triggerall = (Vel Y > 1) || Pos Y < -5
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [600,650]
ignorehitpause=1
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = (Vel Y > 1) || Pos Y < -5
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [600,650]
ignorehitpause=1
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = (Vel Y > 1) || Pos Y < -5
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [600,650]
ignorehitpause=1
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) <= 0
triggerall = command = "c"
triggerall = (Vel Y > 1) || Pos Y < -5
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [600,650]
ignorehitpause=1
;---------------------------------------------------------------------------
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;AI
[State -1, AI]
Type = VarSet
TriggerAll = Var(59) < 1
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = command = "CPU6"
trigger7 = command = "CPU7"
trigger8 = command = "CPU8"
trigger9 = command = "CPU9"
trigger10 = command = "CPU10"
trigger11 = command = "CPU11"
trigger12 = command = "CPU12"
trigger13 = command = "CPU13"
trigger14 = command = "CPU14"
trigger15 = command = "CPU15"
trigger16 = command = "CPU16"
trigger17 = command = "CPU17"
trigger18 = command = "CPU18"
trigger19 = command = "CPU19"
trigger20 = command = "CPU20"
trigger21 = command = "CPU21"
trigger22 = command = "CPU22"
trigger23 = command = "CPU23"
trigger24 = command = "CPU24"
trigger25 = command = "CPU25"
trigger26 = command = "CPU26"
trigger27 = (IsHomeTeam && Roundstate <= 1 && Pos X > 0)
Trigger28 = Var(59) > 1
trigger28 = roundno = 1
Trigger29 = Var(59) > 1
trigger29 = roundstate < 2
trigger29 = teammode=turns
V = 59
Value = 1
ignorehitpause=1
[State -1, SuperDeathEnergy]
type = ChangeState
value = 3000
triggerall = var(59) >= 2
triggerall = Var(2) <= 0
triggerall = statetype != A
triggerall = Power >= 3000
triggerall = (p2bodydist X = [-95,95]) && (enemynear,Vel x > -1)
triggerall = (P2bodydist Y = [-80,0]) && (enemynear,Vel Y >= 0) && (enemynear,HitFall = 0)
triggerall = (enemynear,Ctrl = 0)
triggerall = (P2Stateno != [120,155])
triggerall = (P2Stateno != 52)
triggerall = (P2Stateno != 40)
triggerall = (enemynear,Hitfall = 0) || (P2bodydist Y = [-80,-60]) && (enemynear,Vel Y = [-1,1])
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = (p2stateno != var(49)) && (p2stateno != var(52))
trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || (stateno = 21)
trigger1 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA)
trigger2 = StateNo = [200,450]
trigger2 = MoveContact || Time <= 4
trigger2 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA)
trigger2 = enemynear,life < 400
trigger3 = (StateNo = [1000,1040]) || ((StateNo = 52) && (PrevStateNo = [1000,1040])) || (StateNo = 2070)
trigger3 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA) || (StateNo = 1000)
trigger3 = MoveContact
trigger3 = (StateNo != 1000) || (Time >= 28) || (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA)
trigger3 = enemynear,life < 400
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
trigger4 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA) && ((Time > 3) ||(StateNo = 1012))
trigger5 = StateNo = 2002
trigger5 = MoveContact
trigger5 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA)
trigger6 = NumHelper(2013) > 0
trigger6 = helper(2013),var(1) > 0
trigger6 = StateNo = [2010,2012]
trigger6 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA)
trigger7 = StateNo = 2020
trigger7 = Time > 75
trigger7 = NumProjID(2023) = 0
trigger7 = (enemynear,HitDefAttr = SCA, ST,HT,SP,HP,SA,HA)
[State -1, DeathDream]
type = ChangeState
value = 2030
triggerall = var(59) >= 2
triggerall = roundstate <= 2
triggerall = Var(2) <= 0
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
;triggerall = (p2bodydist X = [-45,45]) && (enemynear,Vel x > -3)
triggerall = (p2bodydist X <= (45+((enemynear,Vel X)*3))) && (p2bodydist X >= (-45-((enemynear,Vel X)*3)))
triggerall = ((P2bodydist Y = [-40,0]) && (P2statetype != A)) || ((P2bodydist Y = [-30,1]) && (enemynear,Vel Y > 0))
triggerall = enemynear,Ctrl = 0
triggerall = enemynear,Hitfall = 0
triggerall = p2Movetype != H
triggerall = P2StateNo != [40,45]
triggerall = P2StateNo != [120,155]
;triggerall = Random = [500,1000]
triggerall = (enemynear,HitDefAttr = SCA, AT,AP,AA)
triggerall = (p2stateno != var(46)) && (p2stateno != var(45)) && (p2stateno != var(44)) && (p2stateno != var(43))
trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || (stateno = 21)
trigger2 = StateNo = [200,450]
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070)
trigger3 = MoveContact
trigger3 = (StateNo != 1000) || (Time >= 28) || (enemynear,HitDefAttr = SCA, AT,AP,AA)
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
trigger4 = (enemynear,HitDefAttr = SCA, AT,AP,AA) && ((Time > 3) ||(StateNo = 1012))
trigger5 = StateNo = 2002
trigger5 = MoveContact
trigger5 = enemynear,HitDefAttr = SCA, AT,AP,AA
trigger6 = NumHelper(2013) > 0
trigger6 = helper(2013),var(1) > 0
trigger6 = StateNo = [2010,2012]
trigger6 = enemynear,HitDefAttr = SCA, AT,AP,AA
trigger7 = StateNo = 2020
trigger7 = Time > 75
trigger7 = NumProjID(2023) = 0
trigger7 = enemynear,HitDefAttr = SCA, AT,AP,AA
[State -1, AirDeathDream]
type = ChangeState
value = 2042
triggerall = var(59) >= 2
triggerall = roundstate <= 2
triggerall = Var(2) <= 0
triggerall = statetype = A
triggerall = Power >= 1000
triggerall = (p2bodydist X = [-1,30])
triggerall = (P2bodydist Y = [-20,70]) && (enemynear,Vel Y >= -3)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
trigger1 = Pos Y <= -30
trigger1 = ctrl
trigger1 = p2statetype = A
trigger1 = Vel Y > 1 || ((p2statetype = A) && (NumHelper(2014) <= 1)) || (NumHelper(2014) = 0)
[State -1, DeathSomersault]
type = ChangeState
value = 1020
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = statetype = A
;triggerall = (p2bodydist X = [-10,80])
triggerall = (p2bodydist X <= (80+((enemynear,Vel X)*3))) && (p2bodydist X >= -10) || MoveContact
;triggerall = (P2bodydist Y = [-100,75]) && (enemynear,Vel Y = [-9,9])
triggerall = (p2bodydist Y <= (80+((enemynear,Vel Y)*3))) && (p2bodydist X >= (-95-((enemynear,Vel Y)*5)))
triggerall = (p2stateno != var(49)) && (p2stateno != var(52))
triggerall = Pos Y < -20
trigger1 = (InGuardDist) || (Vel y > 0)
trigger1 = p2bodydist y < -30
trigger1 = ctrl
trigger2 = MoveContact ;&& (enemynear,Hitfall = 1) ;|| (InGuardDist)
trigger2 = (StateNo = [600,650]) || (StateNo = [2040,2042])
trigger2 = MoveContact || Time <= 4
trigger2 = ((p2statetype = A) && (enemynear,Hitfall = 1)) || ((Pos Y >= -30) && (Vel y > 0) && (p2statetype = A)) || (p2bodydist y < -20)
trigger3 = Var(2) > 0
trigger3 = MoveContact
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52)
trigger4 = Var(2) > 0
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
trigger5 = (P2StateType = A) && (Power >= 1000)
trigger5 = StateNo = [600,650]
trigger5 = MoveContact
ignorehitpause= ifelse(NumHelper(2051)>=1,1,0)
[State -1, DeathSwordKick]
type = ChangeState
value = 1030
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = statetype = A
triggerall = Pos Y < -30
triggerall = p2bodydist x > -10 || MoveContact
triggerall = p2bodydist y > -20
triggerall = (((p2bodydist y) <= (p2bodydist x)+40) && ((p2bodydist x) <= (p2bodydist y)+30)) || MoveContact
triggerall = (p2stateno != var(49)) && (p2stateno != var(52))
trigger1 = (StateNo = [600,650]) || (StateNo = [2040,2042])
trigger1 = MoveContact
trigger1 = (Vel y < 0) || (p2statetype = A)
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = (StateNo = [1000,1040]) || (StateNo = 52)
ignorehitpause= ifelse(NumHelper(2051)>=1,1,0)
[State -1, AirSuperDeathCrusher]
type = ChangeState
value = 2001
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = Var(2) <= 0
triggerall = statetype = A
triggerall = Pos Y < -20
triggerall = Power >= 1000
triggerall = (p2dist X = [-1,80])
;triggerall = (P2dist Y = [-20,20]) && (enemynear,Vel Y = [-3,3])
triggerall = (p2bodydist y <= (10-((enemynear,Vel y)*3))) && (p2bodydist y >= (-30-((enemynear,Vel y)*3)))
triggerall = P2statetype != C
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = (p2stateno != var(49)) && (p2stateno != var(52))
;triggerall = FrontEdgeDist > 65 || (P2dist Y <= 0)
trigger1 = (enemynear,HitDefAttr = SCA, AT,AP,AA)
trigger1 = (StateNo = [1000,1040])
trigger1 = MoveContact
trigger1 = StateNo != 1020
trigger2 = StateNo = 1020
trigger2 = MoveContact
trigger2 = Time > 8
trigger2 = (enemynear,HitDefAttr = SCA, AT,AP,AA)
trigger3 = (InGuardDist)
trigger3 = ctrl
trigger3 = (enemynear,Ctrl = 0)
trigger4 = (StateNo = [600,650]) || (StateNo = [2040,2042])
trigger4 = (InGuardDist) && Time <= 4
;===========================================================================
;---------------------------------------------------------------------------
[State -1, DeathEnergy]
type = ChangeState
value = 2020
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = Var(2) <= 0
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = (p2bodydist X = [-90,90]) && (enemynear,Vel x > -3)
triggerall = (P2bodydist Y = [-100,0])
triggerall = enemynear,Ctrl = 0
triggerall = InGuardDist
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || (stateno = 21)
trigger1 = InGuardDist
trigger1 = enemynear,life < 150
[State -1, DeathGovernment]
type = ChangeState
value = 2010
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = Var(2) <= 0
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = NumHelper(2013) = 0
;triggerall = (p2dist X = [-1,70])
triggerall = (p2bodydist X <= (70+((enemynear,Vel X)*3))) && (p2dist X >= -1)
triggerall = (P2bodydist Y = [-50,0]) && (enemynear,Vel Y >= 0)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || (stateno = 21)
trigger1 = (enemynear,HitDefAttr = SCA, AT,AP,AA)
;trigger1 = enemynear,life < 280
trigger1 = P2statetype != A
trigger2 = StateNo = [200,450]
trigger2 = MoveContact || Time <= 4
trigger2 = (enemynear,HitDefAttr = SCA, AT,AP,AA)
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070)
trigger3 = (StateNo = [1000,1001]) || (enemynear,HitDefAttr = SCA, AT,AP,AA)
trigger3 = MoveContact
trigger3 = (StateNo != 1000) || (Time = [27,29]) || (enemynear,HitDefAttr = SCA, AT,AP,AA)
trigger3 = (MoveHit && enemynear,MoveType = H) || (enemynear,HitDefAttr = SCA, AT,AP,AA)
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
trigger4 = (enemynear,HitDefAttr = SCA, AT,AP,AA) && ((Time > 3) ||(StateNo = 1012))
trigger5 = StateNo = 2002
trigger5 = MoveContact
trigger5 = enemynear,HitDefAttr = SCA, AT,AP,AA || ((P2bodydist Y = [-50,-20]) && (enemynear,HitFall = 1))
trigger6 = StateNo = 2020
trigger6 = Time > 75
trigger6 = NumProjID(2023) = 0
trigger6 = enemynear,HitDefAttr = SCA, AT,AP,AA
[state -1, Jump]
type = ChangeState
value = 40
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = ctrl || stateno = 21 || (stateno = [120,140])
triggerall = statetype != A
triggerall = P2statetype != L && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = P2statetype != C
triggerall = (!enemynear,HitDefAttr = SCA, AT,AP,AA)
;trigger1 = (p2Movetype = H) || MoveContact
trigger1 = ((!enemynear,HitDefAttr = SCA, AT,AP,AA) && (!InGuardDist)) || (p2Movetype = H) || MoveContact
trigger1 = p2bodydist X = [-80,80]
trigger1 = (enemynear,Vel x >= 0) || (p2Movetype = H) || MoveContact || (P2stateno = [141,155])
trigger1 = enemynear,Hitfall = 0 || (enemynear,Vel Y < 0) || (p2bodydist Y <= -50)
trigger1 = (enemynear,Ctrl = 0)
trigger1 = (P2StateNo > 119) && (P2StateNo != [200,399])
trigger2 = NumHelper(2013) > 0
trigger2 = p2bodydist X = [-80,80]
trigger2 = helper(2013),var(1) > 0
[State -1, DeathCrusher]
type = ChangeState
value = 1000
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = statetype != A
triggerall = (p2bodydist X = [-50,50])
triggerall = (P2bodydist Y = [-80,20]) && (enemynear,Vel Y = [-3,3])
triggerall = P2statetype != L && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = (p2stateno != var(49)) && (p2stateno != var(52))
triggerall = Random < 500
trigger1 = (StateNo = [200,450]) && (StateNo != [215,220]) && (StateNo != [245,250])
trigger1 = MoveContact
trigger1 = !InGuardDist
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = (StateNo = [1000,1040]) || (StateNo = 52)
trigger3 = Var(2) > 0
trigger3 = (Time = [4,22]) || (StateNo = 1012)
trigger3 = StateNo = [1011,1012]
trigger3 = NumProjID(1015) = 0
ignorehitpause= ifelse(NumHelper(2051)>=1,1,0)
[State -1, DeathBreak]
type = ChangeState
value = 1010
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = statetype != A
triggerall = (P2bodydist Y = [-150,20]) && (enemynear,Vel Y >= 0)
triggerall = (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = enemynear,Ctrl = 0
triggerall = InGuardDist || (MoveContact)
triggerall = Random < 200
trigger1 = (ctrl) || ((StateNo=52) && (time > 7) && InGuardDist) || (stateno = [120,140]) || (stateno = 21)
trigger1 = (p2bodydist X <= (55+((enemynear,Vel X)*5))) && (p2bodydist X >= (-55-((enemynear,Vel X)*5)))
trigger2 = (StateNo = [200,450]) && (StateNo != [215,220]) && (StateNo != [245,250])
trigger2 = (MoveHit && enemynear,MoveType = H) || (Time <= 4) || (InGuardDist && MoveContact)
trigger2 = (p2bodydist X <= (50+((enemynear,Vel X)*5))) && (p2bodydist X >= (-50-((enemynear,Vel X)*5)))
trigger3 = Var(2) > 0
trigger3 = MoveContact
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52)
trigger3 = (p2bodydist X <= (50+((enemynear,Vel X)*5))) && (p2bodydist X >= (-50-((enemynear,Vel X)*5)))
trigger4 = (p2bodydist X <= (50+((enemynear,Vel X)*5))) && (p2bodydist X >= (-50-((enemynear,Vel X)*5)))
trigger4 = Var(2) > 0
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
ignorehitpause= ifelse(NumHelper(2051)>=1,1,0)
[State -1, DeathEnergy]
type = ChangeState
value = 2020
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = Var(2) <= 0
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = (p2bodydist X = [-90,90]) && (enemynear,Vel x > -3)
triggerall = (P2bodydist Y = [-100,0])
triggerall = enemynear,Ctrl = 0
triggerall = InGuardDist
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || (stateno = 21)
trigger1 = InGuardDist
trigger1 = enemynear,life < 150
trigger2 = StateNo = [200,450]
trigger2 = MoveContact || Time <= 4
trigger2 = InGuardDist
trigger3 = (StateNo = [1000,1040]) || (StateNo = 52) || (StateNo = 2070)
trigger3 = InGuardDist
trigger3 = MoveContact
trigger3 = (StateNo != 1000) || (Time >= 28) || (InGuardDist)
trigger4 = (Time = [4,22]) || (StateNo = 1012)
trigger4 = StateNo = [1011,1012]
trigger4 = NumProjID(1015) = 0
trigger4 = (InGuardDist) && ((Time > 3) ||(StateNo = 1012))
trigger5 = StateNo = 2002
trigger5 = MoveContact
trigger5 = InGuardDist
trigger6 = NumHelper(2013) > 0
trigger6 = helper(2013),var(1) > 0
trigger6 = StateNo = [2010,2012]
trigger6 = InGuardDist
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) >= 1
triggerall = roundstate <= 2
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
ignorehitpause=1
;===========================================================================
;---------------------------------------------------------------------------
;; Taunt
;[State -1, Taunt]
;type = ChangeState
;value = 195
;triggerall = command = "s"
;trigger1 = statetype != A
;trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
;trigger2 = Var(2) > 0
;trigger2 = MoveContact
;trigger2 = StateNo = [200,450]
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = (p2bodydist X = [-40,40])
triggerall = (P2bodydist Y = [-30,0]) && (enemynear,Vel Y >= 0)
triggerall = (P2statetype = S) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = statetype != A
triggerall = (enemynear,Hitfall = 0)
triggerall = enemynear,ctrl || (p2stateno = [120,155])
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || stateno = 21
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = (p2bodydist X = [-40,40])
triggerall = (P2bodydist Y = [-70,0]) && (enemynear,Vel Y >= -1)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = (P2Movetype != H)
triggerall = statetype != A
triggerall = (P2bodydist Y = [-70,-20]) ||(enemynear,Hitfall = 0)
trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
;; Stand Medium Punch S
;[State -1, Stand Medium Punch]
;type = ChangeState
;value = 215
;triggerall = var(59) >= 1
;triggerall = roundstate <= 2
;triggerall = (p2bodydist X = [0,65])
;triggerall = (P2bodydist Y = [-80,0]) && (enemynear,Vel Y >= -1)
;triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
;triggerall = Random = [550,600]
;triggerall = statetype != A
;triggerall = (P2bodydist Y = [-80,-30]) ||(enemynear,Hitfall = 0)
;triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
;trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
;trigger2 = Var(2) > 0
;trigger2 = MoveContact
;trigger2 = StateNo = [200,450]
;ignorehitpause=1
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = (p2bodydist X = [0,45])
triggerall = (P2bodydist Y = [-70,0]) && (enemynear,Vel Y >= -1)
triggerall = (P2statetype != C)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = statetype != A
triggerall = (P2bodydist Y = [-70,-40]) ||(enemynear,Hitfall = 0)
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
triggerall = P2statetype = A
triggerall = enemynear,HitFall = 1
trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = (p2bodydist X = [-50,50])
triggerall = (P2bodydist Y = [-60,0]) && (enemynear,Vel Y >= -1)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = statetype != A
triggerall = (P2bodydist Y = [-70,-20]) ||(enemynear,Hitfall = 0)
triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA)
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
trigger1 = statetype = S
trigger1 = ctrl || ((StateNo=52) && (time > 7)) || (stateno = [120,140]) || stateno = 21
trigger2 = statetype != A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Standing Medium Kick S
[State -1, Standing Medium Kick]
type = ChangeState
value = 245
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = p2bodydist X = [0,60]
triggerall = (P2bodydist Y = [-70,0]) && (enemynear,Vel Y >= -1)
triggerall = P2statetype = C
triggerall = P2stateNo = [120,155]
triggerall = Random = [500,600]
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = statetype != A
triggerall = (P2bodydist Y = [-70,-30]) ||(enemynear,Hitfall = 0)
triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA)
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = (p2bodydist X = [0,50])
triggerall = (P2bodydist Y = [-70,0]) && (enemynear,Vel Y >= -1)
triggerall = (P2statetype != C)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = statetype != A
triggerall = (P2bodydist Y = [-70,-20]) ||(enemynear,Hitfall = 0)
triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA)
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
;; Crouching Light Punch
;[State -1, Crouching Light Punch]
;type = ChangeState
;value = 400
;triggerall = var(59) >= 1
;triggerall = roundstate <= 2
;triggerall = (p2bodydist X = [0,40])
;triggerall = (P2bodydist Y = [-50,0]) && (enemynear,Vel Y >= -1)
;triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
;triggerall = statetype != A
;trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
;trigger2 = Var(2) > 0
;trigger2 = MoveContact
;trigger2 = StateNo = [200,450]
;ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = (p2bodydist X = [0,35])
triggerall = (P2bodydist Y = [-70,0]) && (enemynear,Vel Y >= -1)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = statetype != A
triggerall = (P2bodydist Y = [-70,-10]) ||(enemynear,Hitfall = 0)
triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA)
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = (p2bodydist X = [0,45])
triggerall = (P2bodydist Y = [-50,0]) && (enemynear,Vel Y >= -1)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = statetype != A
triggerall = (P2bodydist Y = [-70,-10]) ||(enemynear,Hitfall = 0)
triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA)
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = ((p2bodydist X = [0,75]) && (P2statetype != L)) || (p2bodydist X = [0,45])
triggerall = (P2bodydist Y = [-30,10]) && (enemynear,Vel Y >= -2)
triggerall = (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = statetype != A
triggerall = (enemynear,Ctrl = 0) || (p2bodydist X = [0,45])
triggerall = (P2stateNo != [40,42])
triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA)
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = ((p2bodydist X = [-5,75]) && (P2statetype != L)) || (p2bodydist X = [-5,45])
triggerall = (P2bodydist Y = [-30,20]) && (enemynear,Vel Y >= -2)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = statetype != A
triggerall = (enemynear,Ctrl = 0) || (p2bodydist X = [-5,45])
triggerall = (P2stateNo != [40,42])
triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA)
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [200,450]
ignorehitpause=1
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = (p2bodydist X = [-1,45])
triggerall = (P2bodydist Y = [-20,40]) ;&& (enemynear,Vel Y >= -3)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = (Vel Y > 1) || Pos Y < -5
triggerall = NumHelper(2014) = 0
triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA)
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
trigger2 = statetype = A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [600,650]
ignorehitpause=1
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = (p2bodydist X = [-10,30])
triggerall = (P2bodydist Y = [-20,100]) ;&& (enemynear,Vel Y >= -3)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = Vel Y > 2 || (p2statetype = A && NumHelper(2014) = 0 && (P2bodydist Y = [-20,30]))
triggerall = (Vel Y > 1) || Pos Y < -5
triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA)
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [600,650]
ignorehitpause=1
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = (p2bodydist X = [-10,50])
triggerall = (P2bodydist Y = [-10,100]) ;&& (enemynear,Vel Y >= -3)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = Vel Y > 2 || (p2statetype = A && NumHelper(2014) = 0 && (P2bodydist Y = [-10,30]))
triggerall = (Vel Y > 1) || Pos Y < -5
triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA)
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [600,650]
ignorehitpause=1
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = (p2bodydist X = [-1,45])
triggerall = (P2bodydist Y = [-20,40]) ;&& (enemynear,Vel Y >= -3)
triggerall = (P2statetype != L) && (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = (Vel Y > 1) || Pos Y < -5
triggerall = NumHelper(2014) = 0
triggerall = (p2stateno != var(49)) && (p2stateno != var(52)) && (!enemynear,HitDefAttr = SCA, AT,AP,AA)
triggerall = ((!InGuardDist) && (p2Movetype != A)) || (p2Movetype = H) || MoveContact
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [120,140]) || stateno = 21
trigger1 = P2statetype != A
trigger2 = statetype = A
trigger2 = Var(2) > 0
trigger2 = MoveContact
trigger2 = StateNo = [600,650]
ignorehitpause=1
;---------------------------------------------------------------------------
[State -1, DeathPress]
type = ChangeState
value = 1040
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = statetype != A
triggerall = (ctrl && !moveContact) || (stateno = [120,140]) || (stateno = 21)
triggerall = enemynear,Ctrl = 0
triggerall = p2StateNo >= 450
triggerall = (P2bodydist Y = [-180,20])
triggerall = (P2StateNo != [5200,5210]) && (P2StateNo != 5120)
triggerall = (p2stateno != var(48))
triggerall = (p2stateno != var(49)) && (p2stateno != var(52))
trigger1 = (!InGuardDist)
trigger1 = (p2bodydist X <= (40+((enemynear,Vel X)*5))) && (p2bodydist X >= (0-((enemynear,Vel X)*5)))
trigger2 = (p2bodydist X <= (130+((enemynear,Vel X)*5))) && (p2bodydist X >= (100-((enemynear,Vel X)*5)))
trigger3 = (p2bodydist X <= (240+((enemynear,Vel X)*5))) && (p2bodydist X >= (210-((enemynear,Vel X)*5)))
ignorehitpause= ifelse(NumHelper(2051)>=1,1,0)
;---------------------------------------------------------------------------
[state -1, Jump]
type = ChangeState
value = 40
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = ctrl || (stateno = [120,140]) || stateno = 21
triggerall = statetype != A
triggerall = enemynear,HitDefAttr = SC, NT,ST,HT
trigger1 = InGuardDist
trigger2 = (p2bodydist X = [-1,50])
ignorehitpause=1
[state -1, Walk]
type = ChangeState
value = 21
triggerall = var(59) >= 1
triggerall = roundstate <= 2
triggerall = !InGuardDist
triggerall = statetype != A
triggerall = p2bodydist X >= 30
trigger1 = ctrl || (stateno = [120,140])
trigger1 = !enemynear,HitDefAttr = SC, NT,ST,HT
trigger1 = stateno = 0
Ctrl = 0
ignorehitpause=1
[state -1, Guard]
type = ChangeState
value = 120
triggerall = Var(59) >= 1
triggerall = statetype != A
triggerall = RoundState = 2
triggerall = (stateno != [141,155])
triggerall = (stateno != [120,139])
triggerall = !enemynear,hitdefattr=SCA,NT,ST,HT,AT
triggerall = ctrl || (stateno = 140) || stateno = 21
trigger1 = inguarddist
trigger1 = Var(2) = 0
ctrl = 0
ignorehitpause=1