; {character name}'s CMD file
;-| AI Commands |----------------------------------------------------------
;-| AI |-------------------------------------------------------------
[Command]
name = "CPU1"
command = U, D, F
time = 1
[Command]
name = "CPU2"
command = U, B, F
time = 1
[Command]
name = "CPU3"
command = U, D, D
time = 1
[Command]
name = "CPU4"
command = F, B, U
time = 1
[Command]
name = "CPU5"
command = U, F, U, B
time = 1
[Command]
name = "CPU6"
command = U, D, B
time = 1
[Command]
name = "CPU7"
command = F, F, B
time = 1
[Command]
name = "CPU8"
command = U, D, U
time = 1
[Command]
name = "CPU9"
command = F, B, B
time = 1
[Command]
name = "CPU10"
command = F, F, B, B
time = 1
[Command]
name = "CPU11"
command = U, U, F
time = 1
[Command]
name = "CPU12"
command = U, B, B
time = 1
[Command]
name = "CPU13"
command = U, B, F, F
time = 1
[Command]
name = "CPU14"
command = U, F, B, U
time = 1
[Command]
name = "CPU15"
command = U, B, F, U
time = 1
[Command]
name = "CPU16"
command = U, B, B, B
time = 1
[Command]
name = "CPU17"
command = U, D, B, F
time = 1
[Command]
name = "CPU18"
command = U, D, B, D
time = 1
[Command]
name = "CPU19"
command = U, D, F, U
time = 1
[Command]
name = "CPU20"
command = U, D, U, B
time = 1
[Command]
name = "CPU21"
command = U, D, F, F
time = 1
[Command]
name = "CPU22"
command = F, F, F, F
time = 1
[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
[Command]
name = "CPU27"
command = F, F, F
time = 1
[Command]
name = "CPU28"
command = U, U, U
time = 1
[Command]
name = "CPU29"
command = U, U, B, B
time = 1
[Command]
name = "CPU30"
command = D, D, F, F
time = 1
;-| Charge Specials |----------------------------------------------------------- ;@
[command]
name = "revenge"
command = ~B,D,DB, x+y
time = 15
[Command]
name = "revenge"
command = ~B,D,DB, y+z
time = 15
[Command]
name = "revenge"
command = ~B,D,DB, x+z
time = 15
[command]
name = "Flip"
command = ~F,D,DF,a
time = 15
;command = ~30$D, $U, x
[Command]
name = "Flip"
command = ~F,D,DF,b
time = 15
[Command]
name = "Flip"
command = ~F,D,DF,c
time = 15
[Command]
name = "qcf_2p"
command = ~D, DF, F, x+y
time = 15
[Command]
name = "qcf_2p"
command = ~D, DF, F, x+z
time = 15
[Command]
name = "qcf_2p"
command = ~D, DF, F, y+z
time = 15
[command]
name = "sls"
command = ~F,D,DF, x
time = 15
[Command]
name = "sls"
command = ~F,D,DF, y
time = 15
[Command]
name = "sls"
command = ~F,D,DF, z
time = 15
[command]
name = "Hfactor"
command = ~D,D, x
time = 15
[Command]
name = "Hfactor"
command = ~D,D, y
time = 15
[Command]
name = "Hfactor"
command = D,D, z
time = 15
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
[Command]
name = "DU"
command = D, U
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "3P"
command = x+y+z
time = 1
[Command]
name = "3K"
command = a+b+c
time = 1
[Command]
name = "recovery roll"
command = a+b
time = 1
[Command]
name = "recovery roll"
command = b+c
time = 1
[Command]
name = "recovery roll"
command = a+c
time = 1
[Command]
name = "pushblock"
command = x+y
time = 5
[Command]
name = "pushblock"
command = x+z
time = 5
[Command]
name = "pushblock"
command = y+z
time = 5
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$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
;-| Hypers |-----------------------------------------------------------
[Command] ; Amalgam (Quarter circle forward + hard punch & hard kick)
name = "Amalgam"
command = ~D, DF, F, z+c
time = 40
[Command]
name = "qcb_2p"
command = ~D, DB, B, x+y
[Command]
name = "qcb_2p"
command = ~D, DB, B, x+z
[Command]
name = "qcb_2p"
command = ~D, DB, B, y+z
[Command]
name = "qcf_2k"
command = ~D, DF, F, a+b
[Command]
name = "qcf_2k"
command = ~D, DF, F, a+c
[Command]
name = "qcf_2k"
command = ~D, DF, F, b+c
[Command]
name = "qcb_2k"
command = ~D, DB, B, a+b
[Command]
name = "qcb_2k"
command = ~D, DB, B, a+c
[Command]
name = "qcb_2k"
command = ~D, DB, B, b+c
[Command] ; QCB + punch & kick of equal strength
name = "chain"
command = ~D, DB, B, a+x
[Command] ; QCB + punch & kick of equal strength
name = "chain"
command = ~D, DB, B, b+y
[Command] ; QCB + punch & kick of equal strength
name = "chain"
command = ~D, DB, B, c+z
;-| Specials |-----------------------------------------------------------
[Command]
name = "hcb_x"
command = ~F, D, B, x
[Command]
name = "hcb_x"
command = ~F, DF, D, DB, B, x
[Command]
name = "hcb_y"
command = ~F, D, B, y
[Command]
name = "hcb_y"
command = ~F, DF, D, DB, B, y
[Command]
name = "hcb_z"
command = ~F, D, B, z
[Command]
name = "hcb_z"
command = ~F, DF, D, DB, B, z
[Command]
name = "qcf_x"
command = ~D, DF, F, x
[Command]
name = "qcf_y"
command = ~D, DF, F, y
[Command]
name = "qcf_z"
command = ~D, DF, F, z
[Command]
name = "anti_x"
command = ~F, D, F, x
[Command]
name = "anti_y"
command = ~F, D, F, y
[Command]
name = "anti_z"
command = ~F, D, F, z
[Command]
name = "qcf_a"
command = ~D, DF, F, a
[Command]
name = "qcf_b"
command = ~D, DF, F, b
[Command]
name = "qcf_c"
command = ~D, DF, F, c
[Command]
name = "qcb_a"
command = ~D, DB, B, a
[Command]
name = "qcb_b"
command = ~D, DB, B, b
[Command]
name = "qcb_c"
command = ~D, DB, B, c
[Command]
name = "qcb_x"
command = ~D, DB, B, x
[Command]
name = "qcb_y"
command = ~D, DB, B, y
[Command]
name = "qcb_z"
command = ~D, DB, B, z
[Command] ;Charge back, then forward + kick (a/b/c)
name = "charge_B_F_K"
command = ~30$B, F, a
time = 10
[Command] ;Charge back, then forward + kick (a/b/c)
name = "charge_B_F_K"
command = ~30$B, F, b
time = 10
[Command] ;Charge back, then forward + kick (a/b/c)
name = "charge_B_F_K"
command = ~30$B, F, c
time = 10
;throws
[Command]
name = "fwd_p"
command = /$F,y
time = 1
[Command]
name = "fwd_p"
command = /$F,z
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
[State -1, AIActivate]
type = VarSet
triggerall = var(59) != 1
triggerall = RoundState != 3
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 = command = "CPU27"
trigger28 = command = "CPU28"
trigger29 = command = "CPU29"
trigger30 = command = "CPU30"
var(59) = 1
;======================================================================
;===========================================================================
;======================================================================
; A.I Commands
;-----------------------------------------------------------------------
;====================================================================
;GUARD/BLOCK CODE
;====================================================================
[State -1, standGuard]
type = null;ChangeState
triggerall = var(59) && random <= 777
triggerall =(StateType != A) && (Ctrl)&& (enemynear, Facing != Facing)
trigger1 = (P2StateType != C) && (P2MoveType = A)
;trigger2 = inguarddist
value = 130
[State -1, airGuardHitBack]
type = null;ChangeState
triggerall = var(59) && random <= 777
triggerall =(StateType != A) && (enemynear, Facing != Facing)
triggerall = (P2StateType = C) && (P2MoveType = A)
trigger1 = StateNo = 150
;trigger2 = inguarddist
value = 152
[State -1, crouchGuard]
type = null;ChangeState
triggerall = var(59) && random <= 777
triggerall = (StateType != A) && (Ctrl) && (enemynear, Facing != Facing)
trigger1 = (P2StateType = C) && (P2MoveType = A)
;trigger2 = inguarddist
value = 131
[State -1, standGuardHitBack]
type = null;ChangeState
triggerall = var(59) && random <= 777
triggerall =(StateType != A) && (enemynear, Facing != Facing)
triggerall = (P2StateType != C) && (P2MoveType = A)
trigger1 = StateNo = 152
;trigger2 = inguarddist
value = 150
[State -1, airGuard]
type = null;ChangeState
triggerall = var(59) && random <= 777
triggerall = (StateType = A) && (Ctrl) && (enemynear, Facing != Facing)
trigger1 = P2MoveType = A
;trigger2 = inguarddist
value = 132
;====================================================================
; Main Hyper - Long Range
;====================================================================
;
[State -1, Hyper1 ]
type = Changestate
value = 3000
triggerall = power >= 2000 && var(59) && ctrl
triggerall = StateType != A && MoveType != H && RoundState = 2
trigger1 = enemynear, anim = 5300 && p2bodydist X > 120 && random < 200
trigger2 = enemynear, numproj = 0 && enemynear, movetype != A && random <= 300
;---------------------------------------------------------------------------
;crouch Strong punch (launcher)
[State -1, Crouch launcher]
type = null
value = 420
triggerall = var(59) && ctrl
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = p2bodydist X <= 20 && (enemynear, anim = 5300) && (StateNo = 420) && movehit
trigger2 = p2bodydist X <= 20 && (enemynear, statetype != A) && Random = [150,850] ;&& (StateNo = 420) && (MoveHit = 1)
;---------------------------------------------------------------------------
;Super Jump
[State -1, Super Jump]
type = null
value = 700
triggerall = (StateType != A) && Var(59)
trigger1 = (StateNo = 420) && (MoveHit = 1)
trigger2 = (enemynear, Vel X >= 4) && ctrl
;====================================================================
; Main Standing Special
;====================================================================
; beam
[State -1, Special1]
type = Changestate
value = 1000
triggerall = var(59) && ctrl && prevstateno != 1000 && stateno != 100
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X > 70 && P2BodyDist X < 170 && Random < 150
trigger1 = P2BodyDist Y = [-50,50]
trigger2= ((stateno = 250) || (stateno = 220)) && (movecontact = 1) && random > 200
;---------------------------------------------------------------------------
; Fwd Dash
[State -1, FwdDash]
type = ChangeState
value = 100
triggerall = var(59) && RoundState = 2 && ctrl && stateno != 100
triggerall = (statetype = S) && enemynear, p2dist X >= 75
triggerall = Var(20) != 3 && NumHelper(25) = 0 && p2bodydist x > 150
trigger1 = enemynear, movetype != A && enemynear, numproj = 0 && enemynear, statetype != L && random <= 200
trigger2 = enemynear, statetype = L && random <= 100 && enemy, numproj = 0
[State -1, BckDash]
type = ChangeState
value = 105
triggerall = var(59) && RoundState = 2 && ctrl
triggerall = (statetype = S) && enemynear, p2dist X <= 150
triggerall = Var(20) != 3 && NumHelper(25) = 0 && p2bodydist x < 100
trigger1 = FrontEdgeBodyDist < 100 && random <= 300
trigger2 = (stateno = 220) && (movecontact = 1)
trigger3 = (stateno = 250) && (movecontact = 1)
trigger4 = (stateno = 1100) && (movecontact = 1)
;====================================================================
; Stand, Crouch, Jump / Punch, Kick - NORMAL (only 3 punches/kicks)
;====================================================================
;---------------------------------------------------------------------------
; Standing basics
;
; Punches: 200, 210, 220
; Kicks: 230, 240, 250
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = ctrl = 1
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && Random <= 200)
trigger2= (stateno = 1000) && (movecontact = 1) && random = 500
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2
; (chain combos)
trigger1 = (stateno = 200) && (movecontact = 1) && random > 500
;---------------------------------------------------------------------------
; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = var(59) && p2statetype != L && RoundState = 2
triggerall = statetype = S
; (chain combos)
trigger1 = ((stateno = 200) || (stateno = 210)) && (movecontact = 1)
trigger2= (stateno = 1000) && (movecontact = 1) && random = 500
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 400&& random >200)) && ctrl
trigger2= (stateno = 1000) && (movecontact = 1) && random = 500
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) && p2statetype != L && RoundState = 2
triggerall = statetype = S
; (chain combos)
trigger1= (stateno = 230) && (movecontact = 1) && random > 500
;---------------------------------------------------------------------------
; Stand Hard Kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = var(59) && enemynear, statetype != L && RoundState = 2
; (chain combos)
trigger1 = ((stateno = 230) || (stateno = 240)) && (movecontact = 1)
trigger2= (stateno = 1000) && (movecontact = 1) && random = 500
;---------------------------------------------------------------------------
; Throws
;
; Standing : 800
; Air : 810
;---------------------------------------------------------------------------
;; Standing throw
;[State -1, Throw1]
;type = ChangeState
;value = ifelse(statetype=A,850,801)
;triggerall = var(59) && RoundState = 2 && ctrl
;triggerall = statetype = S && enemynear, statetype != L && random < 200
;trigger1 = (P2BodyDist X <= 25) && enemynear, statetype != C
;
;; Air throw
;;[State -1, AirThrow1]
;;type = ChangeState
;;value = 810
;;triggerall = var(59) && RoundState = 2 && ctrl
;;triggerall = statetype = A && enemynear, statetype != L && random < 200
;;trigger1 = (P2BodyDist X <= 25) && enemynear, p2dist Y > -3
;---------------------------------------------------------------------------
; Crouching basics
; Punches: 400, 410, 420
; Kicks: 430, 440, 450
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Air basics
; Punches: 600, 610, 620
; Kicks: 630, 640, 650
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = null;ChangeState
value = 600
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A && ctrl
trigger1 = p2dist X < 60 && (p2dist Y > -3 && p2dist Y < 3)
;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type =null; ChangeState
value = 610
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = (stateno = 630) && movecontact
;---------------------------------------------------------------------------
; Air Hard Punch
[State -1, Air Hard Punch]
type = null;ChangeState
value = 620
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = stateno = 640 && movecontact
;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = null;ChangeState
value = 630
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = (stateno = 600) && (movecontact = 1)
;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = null;ChangeState
value = 640
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = (stateno = 610) && movecontact
;---------------------------------------------------------------------------
; Air Hard Kick
[State -1, Air Hard Kick]
type = null;ChangeState
value = 650
triggerall = var(59) && RoundState = 2 && stateno != 100
triggerall = statetype = A && ctrl
; (chain combos)
trigger1 = stateno = 620 && movecontact
;----------------------------------------------------------------------
; Air combo
[State -1, ChangeState]
type = null;ChangeState
triggerall = Var(59) && StateType = A
trigger1 = (StateNo = [600,620]) && (MoveContact)
value = IfElse(StateNo = 600,630,IfElse(StateNo = 610,640,650))
persistent = 0
[State -1, ChangeState]
type = null;ChangeState
triggerall = Var(59) && StateType = A
trigger1 = (StateNo = [630,640]) && (MoveContact)
value = IfElse(StateNo = 630,610,620)
;======================================================================
;User Input Attacks
;---------------------------------------------------------------------------
; Fatal Counter
[State -1, Fatal Counter]
type = ChangeState
value = 3100
triggerall = power >= 1000
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = command = "revenge"
trigger1 = (ctrl = 1) && (!IsHelper)
trigger2 = stateno = [200,499]
trigger2 = movecontact
;---------------------------------------------------------------------------
; Hyper1
[State -1, Hyper1]
type = ChangeState
value = 3000
triggerall = power >= 1000
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = command = "qcf_2p"
trigger1 = (ctrl = 1) && (!IsHelper)
trigger2 = stateno = [200,1999]
trigger2 = movecontact
;---------------------------------------------------------------------------
; Flip Kick
[State -1, Flip Kick]
type = ChangeState
value = 1100
triggerall = (MoveType != H) && !Var(59) && (!IsHelper)
triggerall = (command = "Flip") ;|| (command = "qcf_y") || (command = "qcf_z")
triggerall = pos Y > -20
trigger1 = ctrl
trigger2 = stateno = 40
trigger3 = stateno = 41 && vel Y < 0
trigger4 = stateno = [10,12]
trigger5 = stateno = [200,450]
trigger5 = movecontact
;---------------------------------------------------------------------------
; Flash Thrust
[State -1, Flash Thrust]
type = ChangeState
value = 1200
triggerall = (MoveType != H) && !Var(59) && (!IsHelper)
triggerall = (command = "sls")
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,450]
trigger2 = movecontact
;---------------------------------------------------------------------------
; Special1
[State -1, Special1]
type = ChangeState
value = 1000
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = (command = "qcf_x") || (command = "qcf_y") || (command = "qcf_z")
trigger1 = (ctrl = 1) && (!IsHelper)
trigger2 = stateno = [200,450]
trigger2 = movecontact
;---------------------------------------------------------------------------
; Healing Factor
[State -1, Healing Factor]
type = null;ChangeState
value = 1300
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = command = "Hfactor"
trigger1 = ctrl && (!IsHelper)
trigger2 = stateno = [200,499]
trigger2 = movecontact
;---------------------------------------------------------------------------
; Dive Kick
[State -1, Dive Kick]
type = ChangeState
value = 1400
triggerall = (StateType = A) && (MoveType != H) && (!IsHelper) && !Var(59)
triggerall = (command = "qcf_x") || (command = "qcf_y") || (command = "qcf_z")
trigger1 = ctrl
trigger2 = (stateno = [600,650]) && movecontact
;---------------------------------------------------------------------------
;Guard Push_G
[State -1, Guard Push_G]
type = ChangeState
value = 464
triggerall = !var(59)
triggerall = statetype != A
triggerall = (stateno = [150,155])
trigger1 = command = "pushblock"
ignorehitpause = 1
;Guard Push_G
[State -1, Guard Push_G]
type = ChangeState
value = 474
triggerall = !var(59)
triggerall = statetype = A
triggerall = (stateno = [150,155])
trigger1 = command = "pushblock"
ignorehitpause = 1
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = (command = "z")
triggerall = (StateNo != [100,106])
trigger1 = (command = "holdfwd") || (command = "holdback")
trigger1 = (StateType != A)
trigger1 = (Ctrl)
trigger1 = (P2BodyDist X < 8)
trigger1 = (P2StateType != A)
trigger1 = (P2MoveType != H)
;---------------------------------------------------------------------------
;Fwd Dash
[State -1, FwdDash]
type = ChangeState
value = 100
triggerall = command != "holdback" && !Var(59)
triggerall = statetype = S ;|| statetype = A
triggerall = ctrl = 1
trigger1 = command = "FF"
trigger2 = command = "3P"
;---------------------------------------------------------------------------
;Back Dash
[State -1, BackDash]
type = ChangeState
value = 105
triggerall = statetype = S && !Var(59)
triggerall = ctrl = 1
trigger1 = command = "BB"
trigger2 = command = "holdback"
trigger2 = command = "3P"
;---------------------------------------------------------------------------
; Superjump
[State -1, Superjump]
type = ChangeState
value = 700
triggerall = (StateType != A) && (Var(0) = 0) && !Var(59)
trigger1 = (command = "DU") && (Ctrl)
trigger2 = (command = "3K") && (Ctrl)
trigger3 = stateno = 250 && movehit && command="holdup"
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = null;ChangeState
value = 195
triggerall = statetype = S && !Var(59)
triggerall = ctrl = 1
trigger1 = command = "start"
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Standing basics
;
; Punches: 200, 210, 220
; Kicks: 230, 240, 250
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (command = "x") && (statetype = S) && !Var(59)
triggerall = (command != "holddown")
trigger1 = ctrl = 1
trigger2 = stateno = 200 && movecontact && prevstateno != 200
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (command = "y") && !Var(59)
triggerall = command != "holddown"
trigger1 = ctrl = 1 && (statetype = S)
trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 400 || stateno = 230 || stateno = 430
;---------------------------------------------------------------------------
; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (command = "z") && !Var(59)
triggerall = command != "holddown"
trigger1 = ctrl = 1 && (statetype = S)
trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 400 || stateno = 410
trigger3 = movecontact
trigger3 = stateno = 230 || stateno = 240 || stateno = 430 || stateno = 440
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (command = "a") && (statetype = S) && !Var(59)
triggerall = command != "holddown"
trigger1 = ctrl = 1
trigger2 = stateno = 230 && movecontact && prevstateno != 230
trigger3 = movecontact
trigger3 = stateno = 200 || stateno = 400
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (command = "b") && (statetype != A) && !Var(59)
triggerall = command != "holddown"
trigger1 = ctrl = 1
trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 400 || stateno = 410
trigger3 = movecontact
trigger3 = stateno = 230 || stateno = 430
;---------------------------------------------------------------------------
; Stand Hard Kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (command = "c") && (statetype != A) && !Var(59)
triggerall = command != "holddown"
trigger1 = ctrl = 1
trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 240
trigger3 = movecontact
trigger3 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 440
;---------------------------------------------------------------------------
; Crouching basics
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; C Light ATK
[State -1, C Light ATK]
type = ChangeState
value = 400
triggerall = (command = "x") && !Var(59)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact && prevstateno != 400
;---------------------------------------------------------------------------
; C Med ATK
[State -1, C Med ATK]
type = ChangeState
value = 410
triggerall = (command = "y") && !Var(59)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 230
trigger3 = movecontact
trigger3 = stateno = 400 || stateno = 430
;---------------------------------------------------------------------------
; C Hard ATK
[State -1, C Med ATK]
type = ChangeState
value = 420
triggerall = (command = "z") && !Var(59)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 240
trigger3 = movecontact
trigger3 = stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440
;---------------------------------------------------------------------------
; C Light Kick
[State -1, C Light K]
type = ChangeState
value = 430
triggerall = (command = "a") && !Var(59)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact && prevstateno != 430
;---------------------------------------------------------------------------
; C Med K
[State -1, C Med K]
type = ChangeState
value = 440
triggerall = (command = "b") && !Var(59)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240
trigger3 = movecontact
trigger3 = stateno = 400 || stateno = 410 || stateno = 430
;---------------------------------------------------------------------------
; C Hard K
[State -1, C Hard K]
type = ChangeState
value = 450
triggerall = (command = "c") && !Var(59)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact
trigger2 = stateno = 200 || stateno = 210 || stateno = 220 || stateno = 230 || stateno = 240 || stateno = 250
trigger3 = movecontact
trigger3 = stateno = 400 || stateno = 410 || stateno = 420 || stateno = 430 || stateno = 440
;---------------------------------------------------------------------------
; Air basics
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = (command = "x") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
trigger2 = stateno = 600 && prevstateno != 600 && movecontact
; Air M Punch
[State -1, Air Light Punch]
type = ChangeState
value = 610
triggerall = (command = "y") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact
; Air H Punch
[State -1, Air Light Punch]
type = ChangeState
value = 620
triggerall = (command = "z") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
; Air L K
[State -1, Air Light K]
type = ChangeState
value = 630
triggerall = (command = "a") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
trigger2 = stateno = 600 && movecontact
; Air M K
[State -1, Air Med K]
type = ChangeState
value = 640
triggerall = (command = "b") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610 || stateno = 630
; Air H Kick
[State -1, Air H Kick]
type = ChangeState
value = 650
triggerall = (command = "c") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
trigger2 = movecontact
trigger2 = stateno = 600 || stateno = 610 || stateno = 620 || stateno = 630 || stateno = 640
;---------------------------------------------------------------------------
; RecoverRolls
[State -1, Roll_F]
type = ChangeState
value = 890
triggerall = (command = "holdfwd") && !Var(59)
trigger1 = stateno = 5120 && time <= 1
[State -1, Roll_B]
type = ChangeState
value = 895
triggerall = (command = "holdback") && !Var(59)
trigger1 = stateno = 5120 && time <= 1