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Command List — X-23_beta.zip ← Back to Overview

; {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
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