;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;AI command
[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "FinalS"
command = ~50$DB, $DF, $B, $F, y+z
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "Aura_x"
command = ~50$D, $U, x
[Command]
name = "Aura_y"
command = ~50$D, $U, y
[Command]
name = "Aura_z"
command = ~50$D, $U, z
[Command]
name = "Aura_Chou"
command = ~50$D, $U, x+y
[Command]
name = "Aura_Geki"
command = ~50$D, $U, y+z
[Command]
name = "Thunder_x"
command = ~50$B, $F, x
[Command]
name = "Thunder_y"
command = ~50$B, $F, y
[Command]
name = "Thunder_z"
command = ~50$B, $F, z
[Command]
name = "Thunder_Chou"
command = ~50$B, $F, x+y
[Command]
name = "Thunder_Geki"
command = ~50$B, $F, y+z
[Command]
name = "Moon_a"
command = ~50$D, $U, a
[Command]
name = "Moon_b"
command = ~50$D, $U, b
[Command]
name = "Moon_c"
command = ~50$D, $U, c
[Command]
name = "Moon_Chou"
command = ~50$D, $U, a+b
[Command]
name = "Moon_Geki"
command = ~50$D, $U, b+c
[Command]
name = "Rolling_a"
command = ~60$B, $F, a
[Command]
name = "Rolling_b"
command = ~60$B, $F, b
[Command]
name = "Rolling_c"
command = ~60$B, $F, c
[Command]
name = "Rolling_Chou"
command = ~60$B, $F, a+b
[Command]
name = "Rolling_Geki"
command = ~60$B, $F, b+c
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "feint"
command = a+b+c
time = 1
[Command]
name = "GekiP"
command = y+z
time = 1
[Command]
name = "GekiK"
command = b+c
time = 1
[Command]
name = "ChouP"
command = x+y
time = 1
[Command]
name = "ChouK"
command = a+b
time = 1
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "fwd"
command = F
time = 1
[Command]
name="back"
command = B
time = 1
[Command]
name="up"
command = U
time = 1
[Command]
name="down"
command = D
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
;---------------------------------------------------------------------------
;ファイナルスパーク
[State -1, Final Spark]
type = ChangeState
value = 3000
triggerall = var(59) <= 0
triggerall = (100*life/const(data.life)) <= 34
triggerall = command = "FinalS"
triggerall = !NumHelper(3001)
trigger1 = var(1) ;Use combo condition (above)
trigger2 = var(43) < 11
trigger2 = StateNo = 151 || StateNo = 153
trigger2 = Time >= 7
trigger3 = var(43) = [11,15]
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 9
trigger4 = var(43) > 15
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 11
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = StateType != A
trigger1 = ctrl
trigger2 = StateNo = 200
trigger2 = MoveContact
trigger3 = StateNo = 215
trigger3 = MoveContact
trigger4 = StateNo = 225
trigger4 = MoveContact && Time <= 7
trigger5 = StateNo = 245
trigger5 = MoveContact && Time <= 5
trigger6 = StateNo = 250
trigger6 = MoveContact
trigger7 = StateNo = 265
trigger7 = MoveContact
trigger8 = StateNo = 275
trigger8 = MoveContact && Time <= 5
trigger9 = StateNo = 400
trigger9 = MoveContact
trigger10 = StateNo = 410
trigger10 = MoveContact
trigger11 = StateNo = 450
trigger11 = MoveContact
var(1) = 1
[State -1, Aura Cannon Reset]
type = VarSet
trigger1 = 1
var(5) = 0
[State -1, Aura Cannon Check];消滅時以外は発動不可
type = VarSet
trigger1 = NumHelper(1001) = 1
trigger1 = helper(1001),StateNo = 1001
trigger2 = NumHelper(1011) = 1
trigger2 = helper(1011),StateNo = 1011
trigger3 = NumHelper(1021) = 1
trigger3 = helper(1021),StateNo = 1021
trigger4 = NumHelper(1031) = 1
trigger4 = helper(1031),StateNo = 1031
trigger5 = NumHelper(1041) = 1
trigger5 = helper(1041),StateNo = 1031
trigger6 = NumHelper(1042) = 1
trigger6 = helper(1042),StateNo = 1031
var(5) = 1
;---------------------------------------------------------------------------
;激オーラキャノン
[State -1, Aura Cannon]
type = ChangeState
value = 1040
triggerall = var(59) <= 0
triggerall = command = "Aura_Geki"
triggerall = var(5) = 0
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 40
trigger3 = var(43) < 11
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 7
trigger4 = var(43) = [11,15]
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 9
trigger5 = var(43) > 15
trigger5 = StateNo = 151 || StateNo = 153
trigger5 = Time >= 11
;---------------------------------------------------------------------------
;超オーラキャノン
[State -1, Aura Cannon]
type = ChangeState
value = 1030
triggerall = var(59) <= 0
triggerall = command = "Aura_Chou"
triggerall = var(5) = 0
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 40
trigger3 = var(43) < 11
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 7
trigger4 = var(43) = [11,15]
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 9
trigger5 = var(43) > 15
trigger5 = StateNo = 151 || StateNo = 153
trigger5 = Time >= 11
;---------------------------------------------------------------------------
;弱オーラキャノン
[State -1, Aura Cannon]
type = ChangeState
value = 1000
triggerall = var(59) <= 0
triggerall = command = "Aura_x"
triggerall = var(5) = 0
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 40
trigger3 = var(43) < 11
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 7
trigger4 = var(43) = [11,15]
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 9
trigger5 = var(43) > 15
trigger5 = StateNo = 151 || StateNo = 153
trigger5 = Time >= 11
;---------------------------------------------------------------------------
;中オーラキャノン
[State -1, Aura Cannon]
type = ChangeState
value = 1010
triggerall = var(59) <= 0
triggerall = command = "Aura_y"
triggerall = var(5) = 0
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 40
trigger3 = var(43) < 11
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 7
trigger4 = var(43) = [11,15]
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 9
trigger5 = var(43) > 15
trigger5 = StateNo = 151 || StateNo = 153
trigger5 = Time >= 11
;---------------------------------------------------------------------------
;強オーラキャノン
[State -1, Aura Cannon]
type = ChangeState
value = 1020
triggerall = var(59) <= 0
triggerall = command = "Aura_z"
triggerall = var(5) = 0
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 40
trigger3 = var(43) < 11
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 7
trigger4 = var(43) = [11,15]
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 9
trigger5 = var(43) > 15
trigger5 = StateNo = 151 || StateNo = 153
trigger5 = Time >= 11
;---------------------------------------------------------------------------
;激サンダーナックル
[State -1, Thunder Knuckle]
type = ChangeState
value = 1240
triggerall = var(59) <= 0
triggerall = command = "Thunder_Geki"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = var(43) < 11
trigger2 = StateNo = 151 || StateNo = 153
trigger2 = Time >= 7
trigger3 = var(43) = [11,15]
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 9
trigger4 = var(43) > 15
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 11
;---------------------------------------------------------------------------
;超サンダーナックル
[State -1, Thunder Knuckle]
type = ChangeState
value = 1230
triggerall = var(59) <= 0
triggerall = command = "Thunder_Chou"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = var(43) < 11
trigger2 = StateNo = 151 || StateNo = 153
trigger2 = Time >= 7
trigger3 = var(43) = [11,15]
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 9
trigger4 = var(43) > 15
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 11
;---------------------------------------------------------------------------
;弱サンダーナックル
[State -1, Thunder Knuckle]
type = ChangeState
value = 1200
triggerall = var(59) <= 0
triggerall = command = "Thunder_x"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = var(43) < 11
trigger2 = StateNo = 151 || StateNo = 153
trigger2 = Time >= 7
trigger3 = var(43) = [11,15]
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 9
trigger4 = var(43) > 15
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 11
;---------------------------------------------------------------------------
;中サンダーナックル
[State -1, Thunder Knuckle]
type = ChangeState
value = 1210
triggerall = var(59) <= 0
triggerall = command = "Thunder_y"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = var(43) < 11
trigger2 = StateNo = 151 || StateNo = 153
trigger2 = Time >= 7
trigger3 = var(43) = [11,15]
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 9
trigger4 = var(43) > 15
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 11
;---------------------------------------------------------------------------
;強サンダーナックル
[State -1, Thunder Knuckle]
type = ChangeState
value = 1220
triggerall = var(59) <= 0
triggerall = command = "Thunder_z"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = var(43) < 11
trigger2 = StateNo = 151 || StateNo = 153
trigger2 = Time >= 7
trigger3 = var(43) = [11,15]
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 9
trigger4 = var(43) > 15
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 11
;---------------------------------------------------------------------------
;激ムーンサルトスマッシュ
[State -1, Moonsault Smash]
type = ChangeState
value = 1140
triggerall = var(59) <= 0
triggerall = command = "Moon_Geki"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 40
trigger3 = var(43) < 11
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 7
trigger4 = var(43) = [11,15]
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 9
trigger5 = var(43) > 15
trigger5 = StateNo = 151 || StateNo = 153
trigger5 = Time >= 11
;---------------------------------------------------------------------------
;超ムーンサルトスマッシュ
[State -1, Moonsault Smash]
type = ChangeState
value = 1130
triggerall = var(59) <= 0
triggerall = command = "Moon_Chou"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 40
trigger3 = var(43) < 11
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 7
trigger4 = var(43) = [11,15]
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 9
trigger5 = var(43) > 15
trigger5 = StateNo = 151 || StateNo = 153
trigger5 = Time >= 11
;---------------------------------------------------------------------------
;弱ムーンサルトスマッシュ
[State -1, Moonsault Smash]
type = ChangeState
value = 1100
triggerall = var(59) <= 0
triggerall = command = "Moon_a"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 40
trigger3 = var(43) < 11
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 7
trigger4 = var(43) = [11,15]
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 9
trigger5 = var(43) > 15
trigger5 = StateNo = 151 || StateNo = 153
trigger5 = Time >= 11
;---------------------------------------------------------------------------
;中ムーンサルトスマッシュ
[State -1, Moonsault Smash]
type = ChangeState
value = 1110
triggerall = var(59) <= 0
triggerall = command = "Moon_b"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 40
trigger3 = var(43) < 11
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 7
trigger4 = var(43) = [11,15]
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 9
trigger5 = var(43) > 15
trigger5 = StateNo = 151 || StateNo = 153
trigger5 = Time >= 11
;---------------------------------------------------------------------------
;強ムーンサルトスマッシュ
[State -1, Moonsault Smash]
type = ChangeState
value = 1120
triggerall = var(59) <= 0
triggerall = command = "Moon_c"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 40
trigger3 = var(43) < 11
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 7
trigger4 = var(43) = [11,15]
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 9
trigger5 = var(43) > 15
trigger5 = StateNo = 151 || StateNo = 153
trigger5 = Time >= 11
;---------------------------------------------------------------------------
;激ローリングスマッシュ
[State -1, Rolling Smash]
type = ChangeState
value = 1340
triggerall = var(59) <= 0
triggerall = command = "Rolling_Geki"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = var(43) < 11
trigger2 = StateNo = 151 || StateNo = 153
trigger2 = Time >= 7
trigger3 = var(43) = [11,15]
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 9
trigger4 = var(43) > 15
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 11
;---------------------------------------------------------------------------
;超ローリングスマッシュ
[State -1, Rolling Smash]
type = ChangeState
value = 1330
triggerall = var(59) <= 0
triggerall = command = "Rolling_Chou"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = var(43) < 11
trigger2 = StateNo = 151 || StateNo = 153
trigger2 = Time >= 7
trigger3 = var(43) = [11,15]
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 9
trigger4 = var(43) > 15
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 11
;---------------------------------------------------------------------------
;弱ローリングスマッシュ
[State -1, Rolling Smash]
type = ChangeState
value = 1300
triggerall = var(59) <= 0
triggerall = command = "Rolling_a"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = var(43) < 11
trigger2 = StateNo = 151 || StateNo = 153
trigger2 = Time >= 7
trigger3 = var(43) = [11,15]
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 9
trigger4 = var(43) > 15
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 11
;---------------------------------------------------------------------------
;中ローリングスマッシュ
[State -1, Rolling Smash]
type = ChangeState
value = 1310
triggerall = var(59) <= 0
triggerall = command = "Rolling_b"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = var(43) < 11
trigger2 = StateNo = 151 || StateNo = 153
trigger2 = Time >= 7
trigger3 = var(43) = [11,15]
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 9
trigger4 = var(43) > 15
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 11
;---------------------------------------------------------------------------
;強ローリングスマッシュ
[State -1, Rolling Smash]
type = ChangeState
value = 1320
triggerall = var(59) <= 0
triggerall = command = "Rolling_c"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = var(43) < 11
trigger2 = StateNo = 151 || StateNo = 153
trigger2 = Time >= 7
trigger3 = var(43) = [11,15]
trigger3 = StateNo = 151 || StateNo = 153
trigger3 = Time >= 9
trigger4 = var(43) > 15
trigger4 = StateNo = 151 || StateNo = 153
trigger4 = Time >= 11
;===========================================================================
;---------------------------------------------------------------------------
;Run Back
;ダンクーガバックステップ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) <= 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Throw3
;投げ3
[State -1, Throw3]
type = ChangeState
value = 802
triggerall = var(59) <= 0
triggerall = command != "ChouK"
triggerall = command != "GekiK"
triggerall = command = "b" || command = "c"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2stateno != 40
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = p2bodydist X < 25
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;---------------------------------------------------------------------------
;Throw2
;投げ2
[State -1, Throw2]
type = ChangeState
value = 801
triggerall = var(59) <= 0
triggerall = command != "ChouP"
triggerall = command != "GekiP"
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2stateno != 40
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = p2bodydist X < 27
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;---------------------------------------------------------------------------
;Throw
;投げ
[State -1, Throw1]
type = ChangeState
value = 800
triggerall = var(59) <= 0
triggerall = command != "ChouP"
triggerall = command != "GekiP"
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2stateno != 40
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = p2bodydist X < 25
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;---------------------------------------------------------------------------
;空中投げ
[State -1, Air Throw]
type = ChangeState
value = 870
triggerall = var(59) = 0
triggerall = command != "ChouP"
triggerall = command != "GekiP"
triggerall = command = "y" || command = "z"
triggerall = statetype = A
triggerall = ctrl
triggerall = stateno != 105
trigger1 = p2bodydist X >= 0
trigger1 = p2bodydist X <= 27
trigger1 = p2bodydist Y >= -floor(const(size.yscale)*30)
trigger1 = p2bodydist Y <= floor(const(size.yscale)*40)
trigger1 = (p2statetype = A)
trigger1 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
;Stand Geki Punch
;近距離立ち激パンチ
[State -1, Stand Geki Punch]
type = ChangeState
value = 245
triggerall = var(59) <= 0
triggerall = command = "GekiP"
triggerall = command != "holddown"
triggerall = P2Bodydist X <= floor(const(size.xscale)*25)
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Geki Punch
;立ち激パンチ
[State -1, Stand Geki Punch]
type = ChangeState
value = 240
triggerall = var(59) <= 0
triggerall = command = "GekiP"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Chou Punch
;近距離立ち超パンチ
[State -1, Stand Chou Punch]
type = ChangeState
value = 235
triggerall = var(59) <= 0
triggerall = command = "ChouP"
triggerall = command != "holddown"
triggerall = P2Bodydist X <= floor(const(size.xscale)*25)
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Chou Punch
;立ち超パンチ
[State -1, Stand Chou Punch]
type = ChangeState
value = 230
triggerall = var(59) <= 0
triggerall = command = "ChouP"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) <= 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
;---------------------------------------------------------------------------
;Stand Middle Punch
;近距離立ち中パンチ
[State -1, Stand Middle Punch]
type = ChangeState
value = 215
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2Bodydist X <= floor(const(size.xscale)*25)
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Middle Punch
;立ち中パンチ
[State -1, Stand Middle Punch]
type = ChangeState
value = 210
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Strong Punch
;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 225
triggerall = var(59) <= 0
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = P2Bodydist X <= floor(const(size.xscale)*25)
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) <= 0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Standing Geki Kick
;近距離立ち激キック
[State -1, Standing Geki Kick]
type = ChangeState
value = 295
triggerall = var(59) <= 0
triggerall = command = "GekiK"
triggerall = command != "holddown"
triggerall = P2Bodydist X <= floor(const(size.xscale)*25)
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Standing Geki Kick
;立ち激キック
[State -1, Standing Geki Kick]
type = ChangeState
value = 290
triggerall = var(59) <= 0
triggerall = command = "GekiK"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Standing Chou Kick
;近距離立ち超キック
[State -1, Standing Chou Kick]
type = ChangeState
value = 285
triggerall = var(59) <= 0
triggerall = command = "ChouK"
triggerall = command != "holddown"
triggerall = P2Bodydist X <= floor(const(size.xscale)*25)
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Standing Chou Kick
;立ち超キック
[State -1, Standing Chou Kick]
type = ChangeState
value = 280
triggerall = var(59) <= 0
triggerall = command = "ChouK"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Light Kick
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 255
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2Bodydist X <= floor(const(size.xscale)*25)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 255) && time > 6
;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 250
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 250) && time > 7
trigger3 = (stateno = 255) && time > 6
;---------------------------------------------------------------------------
;Standing Middle Kick
;近距離立ち中キック
[State -1, Standing Middle Kick]
type = ChangeState
value = 265
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2Bodydist X <= floor(const(size.xscale)*25)
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Standing Middle Kick
;立ち中キック
[State -1, Standing Middle Kick]
type = ChangeState
value = 260
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Standing Strong Kick
;近距離立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 275
triggerall = var(59) <= 0
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = P2Bodydist X <= floor(const(size.xscale)*25)
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 270
triggerall = var(59) <= 0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) <= 0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Crouching Geki Punch
;しゃがみ激パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 440
triggerall = var(59) <= 0
triggerall = command = "GekiP"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Chou Punch
;しゃがみ超パンチ
[State -1, Crouching Chou Punch]
type = ChangeState
value = 430
triggerall = var(59) <= 0
triggerall = command = "ChouP"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[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 = (stateno = 400) && time > 7
;---------------------------------------------------------------------------
;Crouching Middle Punch
;しゃがみ中パンチ
[State -1, Crouching Middle Punch]
type = ChangeState
value = 410
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) <= 0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Crouching Geki Kick
;しゃがみ激キック
[State -1, Crouching Geki Kick]
type = ChangeState
value = 490
triggerall = var(59) <= 0
triggerall = command = "GekiK"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Chou Kick
;しゃがみ超キック
[State -1, Crouching Chou Kick]
type = ChangeState
value = 480
triggerall = var(59) <= 0
triggerall = command = "ChouK"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 450
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 450) && time > 8
;---------------------------------------------------------------------------
;Crouching Middle Kick
;しゃがみ強キック
[State -1, Crouching Middle Kick]
type = ChangeState
value = 460
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 470
triggerall = var(59) <= 0
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Feint Move
;フェイント技
[State -1, Feint Move]
type = ChangeState
value = 700
triggerall = var(59) <= 0
triggerall = command = "feint"
triggerall = command = "holddown"
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
trigger1 = (Pos Y) <= -85
;---------------------------------------------------------------------------
;Jump Geki Punch
;空中激パンチ
[State -1, Jump Geki Punch]
type = ChangeState
value = 640
triggerall = var(59) <= 0
triggerall = command = "GekiP"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Chou Punch
;空中超パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 630
triggerall = var(59) <= 0
triggerall = command = "ChouP"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) <= 0
triggerall = command = "x"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Middle Punch
;空中中パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 610
triggerall = var(59) <= 0
triggerall = command = "y"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Strong Punch
;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) <= 0
triggerall = command = "z"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Jump Geki Kick
;空中激キック(移動時)
[State -1, Jump Geki Kick]
type = ChangeState
value = 695
triggerall = var(59) <= 0
triggerall = command = "GekiK"
triggerall = stateno != 105
triggerall = (vel x) != 0
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Geki Kick
;空中激キック
[State -1, Jump Geki Kick]
type = ChangeState
value = 690
triggerall = var(59) <= 0
triggerall = command = "GekiK"
triggerall = stateno != 105
triggerall = (vel x) = 0
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Chou Kick
;空中超キック(移動時)
[State -1, Jump Strong Kick]
type = ChangeState
value = 685
triggerall = var(59) <= 0
triggerall = command = "ChouK"
triggerall = stateno != 105
triggerall = (vel x) != 0
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Chou Kick
;空中超キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 680
triggerall = var(59) <= 0
triggerall = command = "ChouK"
triggerall = stateno != 105
triggerall = (vel x) = 0
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Light Kick
;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 650
triggerall = var(59) <= 0
triggerall = command = "a"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Middle Kick
;空中中キック(移動時)
[State -1, Jump Light Kick]
type = ChangeState
value = 665
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = stateno != 105
triggerall = (vel x) != 0
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Middle Kick
;空中中キック
[State -1, Jump Light Kick]
type = ChangeState
value = 660
triggerall = var(59) <= 0
triggerall = command = "b"
triggerall = stateno != 105
triggerall = (vel x) = 0
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 670
triggerall = var(59) <= 0
triggerall = command = "c"
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl