; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional)
; buffer.time = time (optional)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas. Each of these
; buttons or directions is referred to as a "symbol".
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 9
;------------------
;-| Tag Commands
;------------------
[Command]
name = "COMBINATION"
command = ~D, DF, F, z+c
time = 9
buffer.time = 1
[Command]
name = "COMBINATION"
command = ~D, DF, F, ~z+c
time = 9
buffer.time = 1
[Command]
name = "SB1$"
command = ~D, DF, F, ~x+a
time = 9
buffer.time = 1
[Command]
name = "SB1$"
command = ~D, DF, F, x+a
time = 9
buffer.time = 1
[Command]
name = "SB2$"
command = ~D, DB, B, ~x+a
time = 9
buffer.time = 1
[Command]
name = "SB2$"
command = ~D, DB, B, x+a
time = 9
buffer.time = 1
[Command]
name = "SB1"
command = ~D, DF, F, z
time = 9
buffer.time = 1
[Command]
name = "SB1"
command = ~D, DF, F, ~z
time = 9
buffer.time = 1
[Command]
name = "SB2"
command = ~D, DF, F, c
time = 9
buffer.time = 1
[Command]
name = "SB2"
command = ~D, DF, F, ~c
time = 9
buffer.time = 1
[Command]
name = "TAG3"
command = z+c
time = 3
buffer.time = 1
[Command]
name = "TAG2"
command = y+b
time = 3
buffer.time = 1
[Command]
name = "TAG1"
command = x+a
time = 3
buffer.time = 1
[Command]
name = "A1" ;6 button SG
command = z+b
time = 3
buffer.time = 1
[Command] ;6 button SG
name = "A2"
command = y+c
time = 3
buffer.time = 1
[Command] ;6 button alt
name = "sA1"
command = s
time = 3
buffer.time = 1
[Command] ;6 button alt
name = "sA2"
command = D, s
time = 3
buffer.time = 1
[Command]
name = "CROSSOVERCOUNTER1"
command = ~B, DB, D, z
time = 9
buffer.time = 1
[Command]
name = "CROSSOVERCOUNTER1"
command = ~B, DB, D, ~z
time = 9
buffer.time = 1
[Command]
name = "CROSSOVERCOUNTER2"
command = ~B, DB, D, c
time = 9
buffer.time = 1
[Command]
name = "CROSSOVERCOUNTER2"
command = ~B, DB, D, ~c
time = 9
buffer.time = 1
;-| Counter/Recovery Roll |-----------------------------------------------------------
[Command]
name = "recoverf1"
command = ~B, DB, D, x
time = 20
[Command]
name = "recoverf2"
command = ~B, DB, D, y
time = 20
[Command]
name = "recoverf3"
command = ~B, DB, D, z
time = 20
[Command]
name = "recoverb1"
command = ~B, DB, D, a
time = 20
[Command]
name = "recoverb2"
command = ~B, DB, D, b
time = 20
[Command]
name = "recoverb3"
command = ~B, DB, D, c
time = 20
;---------------------------------------------------------------------------------------------
;Super Jump
[Command]
name = "Super_Jump"
command = $D, $U
Time=9
buffer.time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y
[Command]
name = "QCF_xz"
command = ~D, DF, F, x+z
[Command]
name = "QCF_yz"
command = ~D, DF, F, z+y
[Command]
name = "QCF_xy"
command = ~D, DF, F, ~x+y
[Command]
name = "QCF_xz"
command = ~D, DF, F, ~x+z
[Command]
name = "QCF_yz"
command = ~D, DF, F, ~z+y
[Command]
name = "HCB_xy"
command = ~$F,D,B,x+y
[Command]
name = "HCB_yz"
command = ~$F,D,B,y+z
[Command]
name = "HCB_xz"
command = ~$F,D,B,x+z
[Command]
name = "HCB_xy"
command = ~$F,D,B,~x+y
[Command]
name = "HCB_yz"
command = ~$F,D,B,~y+z
[Command]
name = "HCB_xz"
command = ~$F,D,B,~x+z
[Command]
name = "HCB_xy"
command = ~$F,DF,D,DB,B,x+y
[Command]
name = "HCB_yz"
command = ~$F,DF,D,DB,B,y+z
[Command]
name = "HCB_xz"
command = ~$F,DF,D,DB,B,x+z
[Command]
name = "HCB_xy"
command = ~$F,DF,D,DB,B,~x+y
[Command]
name = "HCB_yz"
command = ~$F,DF,D,DB,B,~y+z
[Command]
name = "HCB_xz"
command = ~$F,DF,D,DB,B,~x+z
[Command]
name = "QCF_ab"
command = ~D, DF, F, a+b
[Command]
name = "QCF_bc"
command = ~D, DF, F, b+c
[Command]
name = "QCF_ac"
command = ~D, DF, F, a+c
[Command]
name = "QCF_ab"
command = ~D, DF, F, ~a+b
[Command]
name = "QCF_bc"
command = ~D, DF, F, ~b+c
[Command]
name = "QCF_ac"
command = ~D, DF, F, ~a+c
[Command]
name = "QCB_ab"
command = ~D, DB, B, a+b
[Command]
name = "QCB_bc"
command = ~D, DB, B, b+c
[Command]
name = "QCB_ac"
command = ~D, DB, B, a+c
[Command]
name = "QCB_ab"
command = ~D, DB, B, ~a+b
[Command]
name = "QCB_bc"
command = ~D, DB, B, ~b+c
[Command]
name = "QCB_ac"
command = ~D, DB, B, ~a+c
;-| Special Motions |------------------------------------------------------
[Command]
name = "DP_x"
command = ~F, D, DF, x
[Command]
name = "DP_y"
command = ~F, D, DF, y
[Command]
name = "DP_z"
command = ~F, D, DF, z
[Command]
name = "DP_x"
command = ~F, D, DF, ~x
[Command]
name = "DP_y"
command = ~F, D, DF, ~y
[Command]
name = "DP_z"
command = ~F, D, DF, ~z
[Command]
name = "RDP_x"
command = ~B, D, DB, x
[Command]
name = "RDP_y"
command = ~B, D, DB, y
[Command]
name = "RDP_z"
command = ~B, D, DB, z
[Command]
name = "RDP_x"
command = ~B, D, DB, ~x
[Command]
name = "RDP_y"
command = ~B, D, DB, ~y
[Command]
name = "RDP_z"
command = ~B, D, DB, ~z
;--------------------------
[Command]
name = "DP_a"
command = ~F, D, DF, a
[Command]
name = "DP_b"
command = ~F, D, DF, b
[Command]
name = "DP_c"
command = ~F, D, DF, c
[Command]
name = "DP_a"
command = ~F, D, DF, ~a
[Command]
name = "DP_b"
command = ~F, D, DF, ~b
[Command]
name = "DP_c"
command = ~F, D, DF, ~c
;-----------------------
[Command]
name = "HCB_x"
command = ~F, $D, B, x
[Command]
name = "HCB_y"
command = ~F, $D, B, y
[Command]
name = "HCB_z"
command = ~F, $D, B, z
[Command]
name = "HCB_x"
command = ~F, $D, B, ~x
[Command]
name = "HCB_y"
command = ~F, $D, B, ~y
[Command]
name = "HCB_z"
command = ~F, $D, 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 = "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 = "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 = "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_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]
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]
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_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 = "DD_a"
command = ~D, D, a
[Command]
name = "DD_b"
command = ~D, D, b
[Command]
name = "DD_c"
command = ~D, D, c
[Command]
name = "DD_a"
command = ~D, D, ~a
[Command]
name = "DD_b"
command = ~D, D, ~b
[Command]
name = "DD_c"
command = ~D, D, ~c
;--------------------------------------
[Command]
name = "counter1"
command = ~B, DB, D, x
time = 20
[Command]
name = "counter1"
command = ~B, DB, D, ~x
time = 20
[Command]
name = "counter1"
command = ~B, DB, D, y
time = 20
[Command]
name = "counter1"
command = ~B, DB, D, ~y
time = 20
[Command]
name = "counter1"
command = ~B, DB, D, z
time = 20
[Command]
name = "counter1"
command = ~B, DB, D, ~z
time = 20
[Command]
name = "counter2"
command = ~B, DB, D, a
time = 20
[Command]
name = "counter2"
command = ~B, DB, D, b
time = 20
[Command]
name = "counter2"
command = ~B, DB, D, c
time = 20
[Command]
name = "counter2"
command = ~B, DB, D, ~a
time = 20
[Command]
name = "counter2"
command = ~B, DB, D, ~b
time = 20
[Command]
name = "counter2"
command = ~B, DB, D, ~c
time = 20
[Command]
name = "x4"
command = ~x, x, x, ~x
time = 15
buffer.time = 1
[Command]
name = "x4"
command = ~x, x, x, x
time = 18
buffer.time = 1
[Command]
name = "x4"
command = ~x, x, x, /x
time = 18
buffer.time = 1
[Command]
name = "x4+"
command = ~x, x, x, ~x
time = 18
[Command]
name = "x4+"
command = ~x, x, x, x
time = 18
[Command]
name = "x4+"
command = ~x, x, x, /x
time = 18
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 9
buffer.time = 1
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 9
buffer.time = 1
[Command]
name = "FF+" ;Required (do not remove)
command = F, F
time = 9
buffer.time = 9
[Command]
name = "BB+" ;Required (do not remove)
command = B, B
time = 9
buffer.time = 9
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
;-------------------------
[command]
name = "xy"
command = x+y
time = 1
buffer.time = 1
[command]
name = "ab"
command = a+b
time = 1
buffer.time = 1
[command]
name = "xy+"
command = x+y
time = 1
buffer.time = 6
[command]
name = "ab+"
command = a+b
time = 1
buffer.time = 6
;-------------------------
[command]
name = "ay"
command = a+y
time = 1
buffer.time = 1
[command]
name = "xb"
command = y+b
time = 1
buffer.time = 1
[command]
name = "ay+"
command = a+y
time = 1
buffer.time = 6
[command]
name = "xb+"
command = x+b
time = 1
buffer.time = 6
;---------------------------
[command]
name = "2p+"
command = x+y
time = 1
buffer.time = 6
[command]
name = "2p+"
command = y+z
time = 1
buffer.time = 6
[command]
name = "2p+"
command = x+z
time = 1
buffer.time = 6
[command]
name = "2k+"
command = a+b
time = 1
buffer.time = 6
[command]
name = "2k+"
command = b+c
time = 1
buffer.time = 6
[command]
name = "2k+"
command = a+c
time = 1
buffer.time = 6
[command]
name = "2p"
command = x+y
time = 1
buffer.time = 1
[command]
name = "2p"
command = y+z
time = 1
buffer.time = 1
[command]
name = "2p"
command = x+z
time = 1
buffer.time = 1
[command]
name = "2k"
command = a+b
time = 1
buffer.time = 1
[command]
name = "2k"
command = b+c
time = 1
buffer.time = 1
[command]
name = "2k"
command = a+c
time = 1
buffer.time = 1
;-| Dir + Button |---------------------------------------------------------
;-| Single Button |---------------------------------------------------------
;-------------
[Command]
name = "a"
command = a
time = 1
buffer.time = 1
[Command]
name = "b"
command = b
time = 1
buffer.time = 1
[Command]
name = "c"
command = c
time = 1
buffer.time = 1
[Command]
name = "x"
command = x
time = 1
buffer.time = 1
[Command]
name = "y"
command = y
time = 1
buffer.time = 1
[Command]
name = "z"
command = z
time = 1
buffer.time = 1
[Command]
name = "start"
command = s
time = 1
buffer.time = 1
[Command]
name = "a+"
command = a
time = 1
buffer.time = 6
[Command]
name = "b+"
command = b
time = 1
buffer.time = 6
[Command]
name = "c+"
command = c
time = 1
buffer.time = 6
[Command]
name = "x+"
command = x
time = 1
buffer.time = 6
[Command]
name = "y+"
command = y
time = 1
buffer.time = 6
[Command]
name = "z+"
command = z
time = 1
buffer.time = 6
[Command]
name = "start+"
command = s
time = 1
buffer.time = 6
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
buffer.time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
buffer.time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
buffer.time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
buffer.time = 1
[Command]
name = "holda"
command = /a
time = 1
buffer.time = 1
[Command]
name = "holdb"
command = /b
time = 1
buffer.time = 1
[Command]
name = "holdc"
command = /c
time = 1
buffer.time = 1
[Command]
name = "holdx"
command = /x
time = 1
buffer.time = 1
[Command]
name = "holdy"
command = /y
time = 1
buffer.time = 1
[Command]
name = "holdz"
command = /z
time = 1
buffer.time = 1
[Command]
name = "holdstart"
command = /s
time = 1
buffer.time = 1
;-| Tap Dir |--------------------------------------------------------------
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
buffer.time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
buffer.time = 1
[Command]
name = "fwd" ;Required (do not remove)
command = F
time = 1
buffer.time = 1
[Command]
name = "back" ;Required (do not remove)
command = B
time = 1
buffer.time = 1
[Command]
name = "up+" ;Required (do not remove)
command = $U
time = 1
buffer.time = 3
[Command]
name = "down+" ;Required (do not remove)
command = $D
time = 1
buffer.time = 3
[Command]
name = "fwd+" ;Required (do not remove)
command = F
time = 1
buffer.time = 3
[Command]
name = "back+";Required (do not remove)
command = B
time = 1
buffer.time = 3
[Statedef -1]
;-----------------------
; TAG COMMANDS STATES
;These will be Command States
; Tag Code by DarkCipherLucius
;-------------------------------------------
;DEFINE ASSISTS/COMBINATION/COUNTER MOVES HERE
[State ALPHA COMBINATION]
type = VarSet
triggerall = StateNo = 87500 || StateNo = 87550 || (command = "TAG3" && var(54) = 1) || (command = "COMBINATION" && var(54) = 0)
triggerall = playeridexist(sysvar(4))
trigger1 = var(56) = 0
sysvar(1) = 3000
ignorehitpause = 1
[State BETA COMBINATION]
type = VarSet
triggerall = StateNo = 87500 || StateNo = 87550 || (command = "TAG3" && var(54) = 1) || (command = "COMBINATION" && var(54) = 0)
triggerall = playeridexist(sysvar(4))
trigger1 = var(56) = 1
sysvar(1) = 3000
ignorehitpause = 1
[State GAMMA COMBINATION]
type = VarSet
triggerall = StateNo = 87500 || StateNo = 87550 || (command = "TAG3" && var(54) = 1) || (command = "COMBINATION" && var(54) = 0)
triggerall = playeridexist(sysvar(4))
trigger1 = var(56) = 2
sysvar(1) = 3000
ignorehitpause = 1
[State ALPHA ASSIST]
type = VarSet
triggerall = StateNo = 87300
trigger1 = var(56) = 0
sysvar(1) = 1000
ignorehitpause = 1
[State BETA ASSIST]
type = VarSet
triggerall = StateNo = 87300
trigger1 = var(56) = 1
sysvar(1) = 1100
ignorehitpause = 1
[State GAMMA ASSIST]
type = VarSet
triggerall = StateNo = 87300
trigger1 = var(56) = 2
sysvar(1) = 1200
ignorehitpause = 1
[State ALPHA COUNTER]
type = VarSet
triggerall = StateNo = 87012 || StateNo = 85900 ;Counter States
trigger1 = var(56) = 0
sysvar(1) = 1000
ignorehitpause = 1
[State BETA COUNTER]
type = VarSet
triggerall = StateNo = 87012 || StateNo = 85900 ;Counter States
trigger1 = var(56) = 1
sysvar(1) = 1100
ignorehitpause = 1
[State GAMMA COUNTER]
type = VarSet
triggerall = StateNo = 87012 || StateNo = 85900 ;Counter States
trigger1 = var(56) = 2
sysvar(1) = 1200
ignorehitpause = 1
;---------------------------------------
[State -1, (TAG) CROSS OVER COUNTER]
type = ChangeState
triggerall = !NumHelper(90050)
triggerall = roundstate = 2
trigger1 = command = "CROSSOVERCOUNTER1" || command = "CROSSOVERCOUNTER2"
trigger1 = power >= 1000
trigger1 = p2dist x > 0
trigger1 = statetype != A
trigger1 = stateno = 150 || stateno = 152
value = 85900
[State -1, CROSS OVER COMBINATION]
type = ChangeState
triggerall = !NumHelper(90050)
triggerall = roundstate = 2
triggerall = movetype != H
triggerall = (stateno != [87000,87999])
triggerall = power >= 1000
triggerall = (command = "TAG3" && var(54) = 1) || (command = "COMBINATION" && var(54) = 0)
triggerall = sysfvar(1) = 0 ;Currently Tagged In
triggerall = playeridexist(sysvar(4))
trigger1 = ctrl || HitDefAttr = SCA, NA
trigger1 = statetype != A || (stateno = [100,109])
value = 87500 ;Go to this tag state to include team hyper attack
ctrl = 0
[State -1, (TAG) TEAM AERIAL COMBO]
type = ChangeState
triggerall = !NumHelper(90050)
triggerall = roundstate = 2
triggerall = playeridexist(sysvar(4)) ;Partner exists
triggerall = sysfvar(1) = 0
triggerall = stateno != [87104,87105]
triggerall = command = "TAG1" && (command = "holdup" || command = "holdfwd" || command = "holddown")
triggerall = statetype = A && pos y <= -50
triggerall = ctrl || ((hitdefattr = SCA, NA) && MoveContact) ;(stateno = [600,699])
triggerall = var(12) = 1 ;Aerial Rave on (EOHR)
trigger1 = playerid(sysvar(4)), sysfvar(1) = 1 ;is 1st partner available and next in line?
trigger1 = playerid(sysvar(4)), stateno = 87000
trigger2 = playeridexist(floor(sysfvar(0)))
trigger2 = playerid(floor(sysfvar(0))), sysfvar(1) = 1 ;2nd partner available and next in line?
trigger2 = playerid(floor(sysfvar(0))), stateno = 87000
trigger3 = playerid(sysvar(4)), sysfvar(1) = 1 ;is 1st partner not available but next in line?
trigger3 = playerid(sysvar(4)), stateno != 87000
trigger3 = playeridexist(floor(sysfvar(0)))
trigger3 = playerid(floor(sysfvar(0))), sysfvar(1) = 2 ;call 2nd partner instead
trigger3 = playerid(floor(sysfvar(0))),stateno = 87000
trigger4 = playeridexist(floor(sysfvar(0)))
trigger4 = playerid(floor(sysfvar(0))), sysfvar(1) = 1 ;is 2nd partner not available but next in line?
trigger4 = playerid(floor(sysfvar(0))), stateno != 87000
trigger4 = playerid(sysvar(4)), sysfvar(1) = 2 ;call first aprtner instead
trigger4 = playerid(sysvar(4)),stateno = 87000
value = 87104
[State -1, SNAPBACK1]
type = ChangeState
triggerall = !NumHelper(90050)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
triggerall = numenemy >= 2
triggerall = sysfvar(1) = 0
triggerall = ctrl || (stateno = [200,499])
trigger1 = ((command = "SB1" || (command = "SB2" && numenemy > 2)) && var(54) = 1)
trigger2 = ((command = "SB1$" || (command = "SB2$" && numenemy > 2)) && var(54) = 0)
value = 85950
ctrl = 0
;----------------------------------------------
;Assist Call Parse
;----------------------------------------------
[State -1, (TAG) Assist2 Call Buffer 2]
type = Explod
triggerall = !NumHelper(90050)
triggerall = PlayerIDExist(sysvar(4))
triggerall = roundstate = 2 && sysfvar(1) = 0 && Alive && MoveType != H && statetype != L
triggerall = (stateno != [87000,199999]) && (STATENO != [3000,4999]) && stateno != 30 && (stateno != [190,194]) && prevstateno != 87005
triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0
triggerall = !NumExplod(87301) && !NumExplod(87300)
triggerall = Ctrl || (hitdefattr != SCA,HA,HT,HP && !Ctrl)
triggerall = ((command = "c" && command != "z") && var(54) = 1) || (command = "sA2" && var(54) = 0)
trigger1 = playerID(sysvar(4)), sysfvar(1) = 2
trigger1 = playerID(sysvar(4)), stateno = 87000
trigger1 = cond(playeridexist(floor(sysfvar(0))), (playerID(floor(sysfvar(0))), stateno = [87000,87001]) || (playerID(floor(sysfvar(0))), sysvar(3) = 4) || (!playerID(floor(sysfvar(0))), alive), 1)
trigger2 = playeridexist(floor(sysfvar(0)))
trigger2 = playerID(floor(sysfvar(0))), sysfvar(1) = 2
trigger2 = playerID(floor(sysfvar(0))), stateno = 87000
trigger2 = (playerID(sysvar(4)), stateno = [87000,87001]) || playerID(sysvar(4)), sysvar(3) = 4 || !playerID(sysvar(4)), alive
anim = 9741 ;MAKE BLANK ANIM EXIST
ID = 87301
pos = 0,0
postype = p1
removetime = 3
removeongethit = 0
[State -1, (TAG) Assist1 Call Buffer]
type = Explod
triggerall = !NumHelper(90050)
triggerall = PlayerIDExist(sysvar(4))
triggerall = roundstate = 2 && sysfvar(1) = 0 && Alive && MoveType != H && statetype != L
triggerall = (stateno != [87000,199999]) && (STATENO != [3000,4999]) && stateno != 30 && (stateno != [190,194]) && prevstateno != 87005
triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0
triggerall = !NumExplod(87301) && !NumExplod(87300)
triggerall = Ctrl || (hitdefattr != SCA,HA,HT,HP && !Ctrl)
triggerall = ((command = "z" && command != "c") && var(54) = 1) || (command = "sA1" && var(54) = 0)
trigger1 = playerID(sysvar(4)), sysfvar(1) = 1
trigger1 = playerID(sysvar(4)), stateno = 87000
trigger1 = cond(playeridexist(floor(sysfvar(0))), (playerID(floor(sysfvar(0))), stateno = [87000,87001]) || (playerID(floor(sysfvar(0))), sysvar(3) = 4) || (!playerID(floor(sysfvar(0))), alive), 1)
trigger2 = playeridexist(floor(sysfvar(0)))
trigger2 = playerID(floor(sysfvar(0))), sysfvar(1) = 1
trigger2 = playerID(floor(sysfvar(0))), stateno = 87000
trigger2 = (playerID(sysvar(4)), stateno = [87000,87001]) || playerID(sysvar(4)), sysvar(3) = 4 || !playerID(sysvar(4)), alive
anim = 9741 ;MAKE BLANK ANIM EXIST
ID = 87300
pos = 0,0
postype = p1
removetime = 3
removeongethit = 0
[State -1, Assist Call 2]
type = ChangeState
triggerall = !NumHelper(90050)
triggerall = PlayerIDExist(sysvar(4))
triggerall = roundstate = 2 && sysfvar(1) = 0 && Alive && MoveType != H && statetype != L
triggerall = (stateno != [87000,199999]) && (stateno != [85950,85951]) && (STATENO != [3000,4999]) && stateno != 30 && (stateno != [190,194]) && prevstateno != 87005
triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0
triggerall = statetype != A
triggerall = (ctrl && (stateno != [120,159]) && ifelse(var(54) = 1, (stateno != [1,39]), var(54) = 0)) || ((stateno = [200,499]) && !Ctrl && var(54) = 0) || ((stateno = [100,109]) && var(54) = 0)
triggerall = ((command = "c" && command != "z") && var(54) = 1) || (command = "A2" && var(54) = 0)
trigger1 = playerID(sysvar(4)), sysfvar(1) = 2
trigger1 = playerID(sysvar(4)), stateno = 87000
trigger1 = cond(playeridexist(floor(sysfvar(0))), (playerID(floor(sysfvar(0))), stateno = [87000,87001]) || (playerID(floor(sysfvar(0))), sysvar(3) = 4) || (!playerID(floor(sysfvar(0))), alive), 1)
trigger2 = playeridexist(floor(sysfvar(0)))
trigger2 = playerID(floor(sysfvar(0))), sysfvar(1) = 2
trigger2 = playerID(floor(sysfvar(0))), stateno = 87000
trigger2 = (playerID(sysvar(4)), stateno = [87000,87001]) || playerID(sysvar(4)), sysvar(3) = 4 || !playerID(sysvar(4)), alive
value = 87201
ctrl = 0
[State -1, Assist Call 1]
type = ChangeState
triggerall = !NumHelper(90050)
triggerall = PlayerIDExist(sysvar(4))
triggerall = roundstate = 2 && sysfvar(1) = 0 && Alive && MoveType != H && statetype != L
triggerall = (stateno != [87000,199999]) && (stateno != [85950,85951]) && (STATENO != [3000,4999]) && stateno != 30 && (stateno != [190,194]) && prevstateno != 87005
triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0
triggerall = statetype != A
triggerall = (ctrl && (stateno != [120,159]) && ifelse(var(54) = 1, (stateno != [1,39]), var(54) = 0)) || ((stateno = [200,499]) && !Ctrl && var(54) = 0) || ((stateno = [100,109]) && var(54) = 0)
triggerall = ((command = "z" && command != "c") && var(54) = 1) || (command = "A1" && var(54) = 0)
trigger1 = playerID(sysvar(4)), sysfvar(1) = 1
trigger1 = playerID(sysvar(4)), stateno = 87000
trigger1 = cond(playeridexist(floor(sysfvar(0))), (playerID(floor(sysfvar(0))), stateno = [87000,87001]) || (playerID(floor(sysfvar(0))), sysvar(3) = 4) || (!playerID(floor(sysfvar(0))), alive), 1)
trigger2 = playeridexist(floor(sysfvar(0)))
trigger2 = playerID(floor(sysfvar(0))), sysfvar(1) = 1
trigger2 = playerID(floor(sysfvar(0))), stateno = 87000
trigger2 = (playerID(sysvar(4)), stateno = [87000,87001]) || playerID(sysvar(4)), sysvar(3) = 4 || !playerID(sysvar(4)), alive
value = 87200
ctrl = 0
;----------------------------------------
;Tag Out
;----------------------------------------
[State -1, TAG OUT to Position 1 (2v2)]
type = ChangeState
triggerall = !NumHelper(90050)
triggerall = roundstate = 2
triggerall = (stateno != [87000,87999])
triggerall = playeridexist(sysvar(4)) ;Partner exists
triggerall = !playeridexist(floor(sysfvar(0)))
triggerall = sysfvar(1) = 0 ;Tag Position = 0
triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0
triggerall = (var(54) = 0 && command = "TAG3") || (var(54) = 1 && command = "TAG2")
triggerall = statetype != A
triggerall = ctrl || (movetype = A && hitdefattr = SCA, NA) || (stateno = [100,109])
trigger1 = playerid(sysvar(4)), sysfvar(1) = 1
trigger1 = playerid(sysvar(4)), stateno = 87000
trigger2 = playeridexist(floor(sysfvar(0)))
trigger2 = playerid(floor(sysfvar(0))), sysfvar(1) = 1
trigger2 = playerid(floor(sysfvar(0))), stateno = 87000
value = 87100
[State -1, TAG OUT to Position 1 (3v3)]
type = ChangeState
triggerall = !NumHelper(90050)
triggerall = roundstate = 2
triggerall = (stateno != [87000,87999])
triggerall = playeridexist(sysvar(4)) ;Partner exists
triggerall = playeridexist(floor(sysfvar(0))) ;Partner exists
triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0
triggerall = sysfvar(1) = 0 ;Tag Position = 0
triggerall = cond((!playerid(sysvar(4)), alive || !playerid(floor(sysfvar(0))), alive) , (command = "TAG2" && var(54) = 1) || (command = "TAG3" && var(54) = 0), (command = "TAG1" && var(54) = 1) || (command = "TAG2" && var(54) = 0))
;triggerall = cond((!playerid(sysvar(4)), alive || !playerid(floor(sysfvar(0))), alive) , (command = "TAG2" && var(54) = 1) || (command = "holdc" && command = "holdz" && var(54) = 0 && Helper(82320), sysvar(2) >= 15) , (command = "TAG1" && var(54) = 1) || (command = "holdy" && command = "holdb" && var(54) = 0 && Helper(82320), sysvar(2) >= 15))
triggerall = statetype != A
triggerall = ctrl || (movetype = A && hitdefattr = SCA, NA) || (stateno = [100,109])
trigger1 = playerid(sysvar(4)), sysfvar(1) = 1
trigger1 = playerid(sysvar(4)), stateno = 87000
trigger2 = playeridexist(floor(sysfvar(0)))
trigger2 = playerid(floor(sysfvar(0))), sysfvar(1) = 1
trigger2 = playerid(floor(sysfvar(0))), stateno = 87000
value = 87100
[State -1, TAG OUT to Position 2 (3v3)]
type = ChangeState
triggerall = !NumHelper(90050)
triggerall = roundstate = 2
triggerall = (stateno != [87000,87999])
triggerall = playeridexist(sysvar(4)) ;Partner exists
triggerall = playeridexist(floor(sysfvar(0)))
triggerall = sysvar(3) = 0 ;tag status
triggerall = floor(sysfvar(1)) = 0 ;tagged in
triggerall = backedgebodydist >= 0 && frontedgebodydist >= 0
triggerall = (command = "TAG2" && var(54) = 1) || (command = "TAG3" && var(54) = 0)
;triggerall = (command = "TAG2" && var(54) = 1) || (command = "holdc" && command = "holdz" && var(54) = 0 && Helper(82320), sysvar(2) >= 15)
triggerall = statetype != A
triggerall = ctrl || (movetype = A && hitdefattr = SCA, NA) || (stateno = [100,109])
trigger1 = playerid(sysvar(4)), sysfvar(1) = 2
trigger1 = playerid(sysvar(4)), stateno = 87000
trigger2 = playeridexist(floor(sysfvar(0)))
trigger2 = playerid(floor(sysfvar(0))), sysfvar(1) = 2
trigger2 = playerid(floor(sysfvar(0))), stateno = 87000
value = 87101
[State -1, Super Jump FX]
type = Helper
triggerall = var(11) = 3
triggerall = stateno = 40
trigger1 = AnimTime = 0
trigger2 = command = "holdback"
trigger2 = inguarddist
helpertype = normal ;player
name = "Super Jump FX"
ID = 8105
stateno = 8105
pos = 0,0
postype = p1
ownpal = 1
;---------------------------------------------------------------------------
[State -1, Hyper Viper Beam]
type = ChangeState
value = 3000
triggerall = !NumHelper(90050)
triggerall = command = "QCF_xy" || ((command = "QCF_yz" || command = "QCF_xz") && var(54) = 0)
triggerall = power >= 1000
triggerall = var(31) = 0 || cond(!NumHelper(3050), 1, Helper(3050), StateNo = 3057 || Helper(3050), StateNo = 3061)
;triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,699]
trigger3 = (stateno = [1000,1999])
trigger3 = var(5) != 10
;-------Delayed Hyper Combo-----------------------------------------------
triggerall = ifelse(sysfvar(1) > 0, stateno = 87000 && sysvar(3) = 1, sysfvar(1) = 0)
trigger4 = playeridexist(sysvar(4)) && !playeridexist(floor(sysfvar(0))) ;2v2
trigger4 = sysfvar(1) = 1 && playerid(sysvar(4)), sysvar(3) = [15,16]
trigger5 = playeridexist(sysvar(4)) && playeridexist(floor(sysfvar(0))) ;3v3, partner 1
trigger5 = sysfvar(1) = 1 || (playerid(floor(sysfvar(0))), stateno != [87000,87001]) && sysfvar(1) > 0
trigger5 = playerid(sysvar(4)), sysvar(3) = [15,16]
trigger5 = playerid(floor(sysfvar(0))), sysvar(3) != [15,17]
trigger6 = playeridexist(sysvar(4)) && playeridexist(floor(sysfvar(0))) ;3v3, partner 2
trigger6 = sysfvar(1) = 1 || (playerid(sysvar(4)), stateno != [87000,87001]) && sysfvar(1) > 0
trigger6 = playerid(floor(sysfvar(0))), sysvar(3) = [15,16]
trigger6 = playerid(sysvar(4)), sysvar(3) != [15,17]
;---------------------------------------------------------------------------
[State -1, Time Flip]
type = ChangeState
value = 3050
triggerall = !NumHelper(90050)
triggerall = command = "QCF_ab" || ((command = "QCF_bc" || command = "QCF_ac") && var(54) = 0)
triggerall = power >= 1000
triggerall = statetype != A
triggerall = var(31) = 0
trigger1 = ctrl
trigger2 = stateno = [200,699]
trigger3 = (stateno = [1000,1999])
trigger3 = var(5) != 10
;-------Delayed Hyper Combo-----------------------------------------------
triggerall = ifelse(sysfvar(1) > 0, stateno = 87000 && sysvar(3) = 1, sysfvar(1) = 0)
trigger4 = playeridexist(sysvar(4)) && !playeridexist(floor(sysfvar(0))) ;2v2
trigger4 = sysfvar(1) = 1 && playerid(sysvar(4)), sysvar(3) = [15,16]
trigger5 = playeridexist(sysvar(4)) && playeridexist(floor(sysfvar(0))) ;3v3, partner 1
trigger5 = sysfvar(1) = 1 || (playerid(floor(sysfvar(0))), stateno != [87000,87001]) && sysfvar(1) > 0
trigger5 = playerid(sysvar(4)), sysvar(3) = [15,16]
trigger5 = playerid(floor(sysfvar(0))), sysvar(3) != [15,17]
trigger6 = playeridexist(sysvar(4)) && playeridexist(floor(sysfvar(0))) ;3v3, partner 2
trigger6 = sysfvar(1) = 1 || (playerid(sysvar(4)), stateno != [87000,87001]) && sysfvar(1) > 0
trigger6 = playerid(floor(sysfvar(0))), sysvar(3) = [15,16]
trigger6 = playerid(sysvar(4)), sysvar(3) != [15,17]
;---------------------------------------------------------------------------
[State -1, Time Crush]
type = ChangeState
value = 3200
triggerall = !NumHelper(90050)
triggerall = command = "QCB_ab" || ((command = "QCB_bc" || command = "QCB_ac") && var(54) = 0)
triggerall = power >= 3000
triggerall = var(31) = 0 && var(32) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,699]
trigger3 = (stateno = [1000,1999])
trigger3 = var(5) != 10
;-------Delayed Hyper Combo-----------------------------------------------
triggerall = ifelse(sysfvar(1) > 0, stateno = 87000 && sysvar(3) = 1, sysfvar(1) = 0)
trigger4 = playeridexist(sysvar(4)) && !playeridexist(floor(sysfvar(0))) ;2v2
trigger4 = sysfvar(1) = 1 && playerid(sysvar(4)), sysvar(3) = [15,16]
trigger5 = playeridexist(sysvar(4)) && playeridexist(floor(sysfvar(0))) ;3v3, partner 1
trigger5 = sysfvar(1) = 1 || (playerid(floor(sysfvar(0))), stateno != [87000,87001]) && sysfvar(1) > 0
trigger5 = playerid(sysvar(4)), sysvar(3) = [15,16]
trigger5 = playerid(floor(sysfvar(0))), sysvar(3) != [15,17]
trigger6 = playeridexist(sysvar(4)) && playeridexist(floor(sysfvar(0))) ;3v3, partner 2
trigger6 = sysfvar(1) = 1 || (playerid(sysvar(4)), stateno != [87000,87001]) && sysfvar(1) > 0
trigger6 = playerid(floor(sysfvar(0))), sysvar(3) = [15,16]
trigger6 = playerid(sysvar(4)), sysvar(3) != [15,17]
;===========================================================================
;---------------------------------------------------------------------------
;Run Back
[State -1, Dash Back]
type = ChangeState
value = 105
triggerall = sysfvar(1) = 0
triggerall = (var(54) = 0 && command = "holdback" && ifelse(var(39), command = "2p+", command = "2p")) || (var(54) = 1 && command = "holdback" && ifelse(var(39), command = "xy+", command = "xy")) || ifelse(var(39), command = "BB+", command = "BB")
triggerall = command != "holddown"
trigger1 = (statetype != C && Ctrl) && StateType != A
trigger2 = ((stateno = [100,107]) && Var(5) != 10) && StateNo != 105 && animelemtime(2) >= 0
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Dash Fwd]
type = ChangeState
value = 100
triggerall = sysfvar(1) = 0
triggerall =(var(54) = 0 && ifelse(var(39), command = "2p+", command = "2p")) || (var(54) = 1 && ifelse(var(39), command = "xy+", command = "xy")) || ifelse(var(39), command = "FF+", command = "FF")
triggerall = command != "holddown"
trigger1 = (statetype != C && Ctrl) && StateType != A
trigger2 = ((stateno = [101,107]) && Var(5) != 10) && animelemtime(2) >= 0
;---------------------------------------------------------------------------
[State -1, Psimitar]
type = ChangeState
value = 1100
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0
triggerall = command = "DP_x" || command = "DP_y" || (command = "DP_z" && var(54) = 0)
triggerall = statetype != A
trigger1 = ctrl || ((stateno = [110,117]) && time > 0)
trigger2 = (stateno = [200,699])
trigger2 = var(5) != 10
;---------------------------------------------------------------------------
[State -1, Psy-charge]
type = ChangeState
value = 1050
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0
triggerall = command = "HCB_x" || command = "HCB_y" || (command = "HCB_z" && var(54) = 0)
triggerall = statetype != A
trigger1 = ctrl || ((stateno = [110,117]) && time > 0)
trigger2 = (stateno = [200,699])
trigger2 = var(5) != 10
;---------------------------------------------------------------------------
[State -1, Viper Beam]
type = ChangeState
value = 1000
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0
triggerall = command = "QCF_x" || command = "QCF_y" || (command = "QCF_z" && var(54) = 0)
;triggerall = statetype != A
trigger1 = ctrl || ((stateno = [110,117]) && time > 0)
trigger2 = (stateno = [200,699])
trigger2 = var(5) != 10
;---------------------------------------------------------------------------
[State -1, Crackdown]
type = null;ChangeState
value = 1300 + ((numhelper(1305) > 0) * 5)
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0
triggerall = command = "DP_a" || command = "DP_b" || (command = "DP_c" && var(54) = 0)
triggerall = statetype != A
trigger1 = ctrl || ((stateno = [110,117]) && time > 0)
trigger2 = (stateno = [200,699])
trigger2 = var(5) != 10
;---------------------------------------------------------------------------
[State -1, Crackdown]
type = ChangeState
value = 1150
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0
triggerall = command = "QCF_a" || command = "QCF_b" || (command = "QCF_c" && var(54) = 0)
triggerall = statetype != A
trigger1 = ctrl || ((stateno = [110,117]) && time > 0)
trigger2 = (stateno = [200,699])
trigger2 = var(5) != 10
;---------------------------------------------------------------------------
[State -1, Electrap]
type = ChangeState
value = 1200
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0
triggerall = command = "QCB_a" || command = "QCB_b" || (command = "QCB_c" && var(54) = 0)
triggerall = var(30) = 0 ;statetype != A
trigger1 = ctrl || ((stateno = [110,117]) && time > 0)
trigger2 = (stateno = [200,699])
trigger2 = var(5) != 10
;---------------------------------------------------------------------------
;Throw
[State -1, Throw Ground]
type = ChangeState
value = 800
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0
triggerall = command = "b" || (command = "c" && var(54) = 0)
triggerall = ctrl
triggerall = (stateno != [100,105])
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = (fvar(31) <= 25 || p2bodydist X <= 25) && statetype = S
trigger1 = (p2movetype != H || playerid(var(0)), movetype != H)
trigger1 = ((p2stateno != [150,152]) || (playerid(var(0)), stateno != [150,159]))
trigger1 = (p2statetype != A || playerid(var(0)), statetype != A)
;---------------------------------------------------------------------------
;Throw
[State -1, Throw Air]
type = ChangeState
value = 800
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0
triggerall = command = "b" || (command = "c" && var(54) = 0)
triggerall = ctrl && statetype = A
triggerall = (stateno != [100,105])
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = (fvar(31) <= 25 || p2bodydist X <= 25) && statetype = A
trigger1 = (p2movetype != H || playerid(var(0)), movetype != H)
trigger1 = ((p2stateno != [150,152]) || (playerid(var(0)), stateno != [150,159]))
trigger1 = (p2statetype = A || playerid(var(0)), statetype = A)
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "start" && var(54) = 1
trigger2 = (command = "a" && command = "z") && var(54) = 0
;---------------------------------------------------------------------------
[State -1, St. MP LAUNCH]
type = ChangeState
value = 210
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0
triggerall = (ifelse(var(39), command = "y+", command = "y") && var(54) = 1)
triggerall = command = "holddown" && command = "holdfwd"
trigger1 = (statetype != A && Ctrl) || ((stateno = [100,107]) && Var(5) != 10)
;---------------------------------------------------------------------------
[State -1, St. LP]
type = ChangeState
value = 200
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = ifelse(var(39), command = "x+", command = "x")
triggerall = command != "holddown"
trigger1 = (statetype != A && Ctrl) || ((stateno = [100,107]) && Var(5) != 10)
;trigger2 = (StateNo = 200 || Stateno = 400) && AnimElemTime(4) > 0
;trigger2 = command = "x"
;---------------------------------------------------------------------------
[State -1, St. MP]
type = ChangeState
value = 210
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "y+", command = "y") && var(54) = 0) || (command = "x" && var(54) = 1)
triggerall = command != "holddown"
trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10)
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
;---------------------------------------------------------------------------
[State -1, St. HP]
type = ChangeState
value = 220
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "z+", command = "z") && var(54) = 0) || (ifelse(var(39), command = "y+", command = "y") && var(54) = 1)
triggerall = command != "holddown"
trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10)
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440
trigger2 = movecontact
;---------------------------------------------------------------------------
[State -1, St. LK]
type = ChangeState
value = 230
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = ifelse(var(39), command = "a+", command = "a")
triggerall = command != "holddown"
trigger1 = (statetype != A && Ctrl) || ((stateno = [100,107]) && Var(5) != 10)
;---------------------------------------------------------------------------
[State -1, St. MK]
type = ChangeState
value = 240
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "b+", command = "b") && var(54) = 0) || (command = "a" && var(54) = 1)
triggerall = command != "holddown"
trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10)
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
;---------------------------------------------------------------------------
[State -1, Fwd St. HK]
type = ChangeState
value = 300
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "c+", command = "c") && var(54) = 0) || (ifelse(var(39), command = "b+", command = "b") && var(54) = 1)
triggerall = command != "holddown" && command = "holdfwd"
trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10)
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440 || stateno = 220
trigger2 = movecontact
;---------------------------------------------------------------------------
[State -1, St. HK]
type = ChangeState
value = 250
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "c+", command = "c") && var(54) = 0) || (ifelse(var(39), command = "b+", command = "b") && var(54) = 1)
triggerall = command != "holddown"
trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10)
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440 || stateno = 220
trigger2 = movecontact
;---------------------------------------------------------------------------
[State -1, Cr. LP]
type = ChangeState
value = 400
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = ifelse(var(39), command = "x+", command = "x")
triggerall = command = "holddown"
trigger1 = (statetype != A && Ctrl) || ((stateno = [100,107]) && Var(5) != 10)
;trigger2 = (StateNo = 200 || Stateno = 400) && AnimElemTime(4) > 0
;trigger2 = command = "x"
;---------------------------------------------------------------------------
[State -1, Cr. MP]
type = ChangeState
value = 410
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "y+", command = "y") && var(54) = 0) || (command = "x" && var(54) = 1)
triggerall = command = "holddown"
trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10)
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
;---------------------------------------------------------------------------
[State -1, Cr. HP]
type = ChangeState
value = 420
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "z+", command = "z") && var(54) = 0) || (ifelse(var(39), command = "y+", command = "y") && var(54) = 1)
triggerall = command = "holddown"
trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10)
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440
trigger2 = movecontact
;---------------------------------------------------------------------------
[State -1, Cr. LK]
type = ChangeState
value = 430
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = ifelse(var(39), command = "a+", command = "a")
triggerall = command = "holddown"
trigger1 = (statetype != A && Ctrl) || ((stateno = [100,107]) && Var(5) != 10)
;trigger2 = StateNo = 430 && AnimElemTime(4) > 0
;---------------------------------------------------------------------------
[State -1, Cr. MK]
type = ChangeState
value = 440
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "b+", command = "b") && var(54) = 0) || (command = "a" && var(54) = 1)
triggerall = command = "holddown"
trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10)
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430
trigger2 = movecontact
;---------------------------------------------------------------------------
[State -1, Cr. HK]
type = ChangeState
value = 450
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "c+", command = "c") && var(54) = 0) || (ifelse(var(39), command = "b+", command = "b") && var(54) = 1)
triggerall = command = "holddown"
trigger1 = (statetype != A && (Ctrl || stateno = 800 && Time > 0)) || ((stateno = [100,107]) && Var(5) != 10)
trigger2 = stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440
trigger2 = movecontact
;---------------------------------------------------------------------------
[State -1, Air LP]
type = ChangeState
value = 600
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = ifelse(var(39), command = "x+", command = "x")
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = 40 && (Anim = [40,43]) && (AnimTime = 0 || Time >= 3)
;---------------------------------------------------------------------------
[State -1, Air MP]
type = ChangeState
value = 610
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "y+", command = "y") && var(54) = 0) || (command = "x" && var(54) = 1)
trigger1 = statetype = A && var(54) = 0
trigger1 = ctrl || stateno = 800 && Time > 0
trigger2 = Stateno = 40 && (Anim = [40,43]) && (AnimTime = 0 || Time >= 3) && var(54) = 0
trigger3 = stateno = 600 || stateno = 630
trigger3 = movecontact
;---------------------------------------------------------------------------
[State -1, Air HP]
type = ChangeState
value = 620
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "z+", command = "z") && var(54) = 0) || (ifelse(var(39), command = "y+", command = "y") && var(54) = 1)
trigger1 = statetype = A
trigger1 = ctrl || stateno = 800 && Time > 0
trigger2 = Stateno = 40 && (Anim = [40,43]) && (AnimTime = 0 || Time >= 3)
trigger3 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640
trigger3 = movecontact
;---------------------------------------------------------------------------
[State -1, Air LK]
type = ChangeState
value = 630
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = ifelse(var(39), command = "a+", command = "a")
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = 40 && (Anim = [40,43]) && (AnimTime = 0 || Time >= 3)
trigger3 = stateno = 600 && var(11) > 1
trigger3 = movecontact
;---------------------------------------------------------------------------
[State -1, Air MK]
type = ChangeState
value = 640
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "b+", command = "b") && var(54) = 0) || (command = "a" && var(54) = 1)
trigger1 = statetype = A && var(54) = 0
trigger1 = ctrl || stateno = 800 && Time > 0
trigger2 = Stateno = 40 && (Anim = [40,43]) && (AnimTime = 0 || Time >= 3) && var(54) = 0
trigger3 = stateno = 600 || stateno = 630 || (stateno = 610 && var(11) > 1)
trigger3 = movecontact
;---------------------------------------------------------------------------
[State -1, Air HK]
type = ChangeState
value = 650
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0 ;not while tagged out
triggerall = (ifelse(var(39), command = "c+", command = "c") && var(54) = 0) || (ifelse(var(39), command = "b+", command = "b") && var(54) = 1)
trigger1 = statetype = A
trigger1 = ctrl || stateno = 800 && Time > 0
trigger2 = Stateno = 40 && (Anim = [40,43]) && (AnimTime = 0 || Time >= 3)
trigger3 = stateno = 600 || stateno = 610 || stateno = 630 || stateno = 640 || (stateno = 620 && var(11) > 1)
trigger3 = movecontact
;----------------------------------------------------------------------------
;Full Game Commands Below, Do Not Change change only what is necessary
;----------------------------------------------------------------------------
[State -1, Super Jump Activation]
type=VarSet
triggerall = !NumHelper(90050) ;No Round Announcer
triggerall = sysfvar(1) = 0
triggerall = StateType != A
trigger1 = command="Super_Jump"
trigger2 = movehit && Var(12) <= 1 && (stateno = 210);<-- Launcher State Here!!
trigger2 = command = "holdup"
var(11) = 3
ignorehitpause=1
[State -1, Launcher Super Jump/Jump Cancel]
type = ChangeState
triggerall = sysfvar(1) = 0
triggerall = roundstate = 2
trigger1 = stateno = 210 ;<-- Add your LAUNCHER moves here
trigger1 = movehit && Var(12) <= 1
trigger1 = command = "holdup"
;trigger2 optional lines for manual super jump cancel
trigger2 = stateno = 220 || stateno = 250 || stateno = 410 || stateno = 420 || stateno = 440 || stateno = 450
trigger2 = command = "Super_Jump" ;Manual Input if the states included hit
trigger2 = movehit = [1,9]
trigger3 = stateno = 220 && movehit
trigger3 = command = "Super_Jump" ;Manual Input if the states included hit
trigger3 = numhelper(220)
trigger3 = helper(220), movehit = [1,9]
value = 40
;-----------------------------------------
;Advancing Guard
;-----------------------------------------
[State -1, Advance Guard Standing]
type = ChangeAnim
triggerall = sysfvar(1) = 0
triggerall = stateno = 150 || stateno = 152
triggerall = selfanimexist(160) && selfanimexist(161)
triggerall = (anim != [160,161])
trigger1 = (var(54) = 0 && command = "2p") || (var(54) && command = "xy")
value = 160 + statetype = C
[State -1, Advance Crouching]
type = ChangeAnim
triggerall = sysfvar(1) = 0
triggerall = stateno = 150 || stateno = 152
triggerall = selfanimexist(160) && selfanimexist(161)
triggerall = (anim != [160,161])
trigger1 = (var(54) = 0 && command = "2p") || (var(54) && command = "xy")
value = 160 + statetype = C
[State -1, Advance Guard Air]
type = ChangeAnim
triggerall = sysfvar(1) = 0
triggerall = stateno = 154
triggerall = selfanimexist(162)
triggerall = (anim != 162)
trigger1 = (var(54) = 0 && command = "2p") || (var(54) && command = "xy")
value = 162
[State -1, PosFreeze] ;Freeze position during advancing guard
type = PosFreeze
triggerall = sysfvar(1) = 0
trigger1 = (anim = [160,162])&&(stateno=[150,155])
value = 1
ignorehitpause = 1
[State -1, Advance Guard];Advancing Guard Push Helper
type = Helper
triggerall = sysfvar(1) = 0
triggerall = (stateno = [150,159])
trigger1 = (anim = [160,162])
trigger1 = animelem=2
helpertype = Normal
name = "Advance Guard"
postype = P1
pos = 0,0
stateno = 8310
ownpal = 0
size.height = 240
;----------------------------------------------------------------
;Tech Hit Recovery Roll
[State -1, Tech Recovery Forward Trigger]
type = VarSet
triggerall = sysfvar(1) = 0
triggerall = var(7) != -1
triggerall = (command = "counter1" && var(54) = 0) || ((command = "recoverf1" || command = "recoverf2") && var(54));command = "recoverf1" || command = "recoverf2" || command = "recoverf3"
triggerall = (GetHitVar(chainID) != [5115,5159]) && (GetHitVar(chainID) != [5063,5064])
triggerall = alive && hitfall
trigger1 = (movetype = H) && statetype = A
trigger1 = vel y >= 0 && pos y >= floor(-vel y) - 30
trigger2 = (statetype = L && time <= 2)
var(7) = 1
[State -1, Tech Recovery Back Trigger]
type = VarSet
triggerall = sysfvar(1) = 0
triggerall = var(7) != -1
triggerall = (command = "counter2" && var(54) = 0)|| ((command = "recoverb1" || command = "recoverb2") && var(54));command = "recoverb1" || command = "recoverb2" || command = "recoverb3"
triggerall = (GetHitVar(chainID) != [5115,5159]) && (GetHitVar(chainID) != [5063,5064])
triggerall = alive && hitfall
trigger1 = (movetype = H) && statetype = A
trigger1 = vel y >= 0 && pos y >= floor(-vel y) - 30
trigger2 = (statetype = L && time <= 2)
var(7) = 2
[State -1, Locked Out by Missed Tech]
type = VarSet
triggerall = sysfvar(1) = 0
triggerall = (command = "counter1" && var(54) = 0) || ((command = "recoverf1" || command = "recoverf2") && var(54)) || (command = "counter2" && var(54) = 0)|| ((command = "recoverb1" || command = "recoverb2") && var(54))
;triggerall = command = "recoverf1" || command = "recoverf2" || command = "recoverf3" || command = "recoverb1" || command = "recoverb2" || command = "recoverb3"
triggerall = alive && hitfall
triggerall = (GetHitVar(chainID) != [5115,5159]) && (GetHitVar(chainID) != [5063,5064])
trigger1 = movetype = H && statetype = A && (vel y < 0 || pos y < floor(-vel y) - 30)
trigger2 = (statetype = L && time > 2)
var(7) = -1
[State -1, Tech Recovery Var Normal Reset]
type = VarSet
triggerall = sysfvar(1) = 0
triggerall = var(7) > 0
trigger1 = (stateno = [5220,5221])
trigger2 = movetype = H && !hitshakeover && (stateno != [120,159])
trigger3 = movetype != H && (stateno != [120,159])
var(7) = 0
[State -1, Tech Recovery Var Lock Out Reset]
type = VarSet
triggerall = sysfvar(1) = 0
triggerall = var(7) < 0
trigger1 = movetype != H && (stateno != [120,159])
var(7) = 0
[State -1, Tech Recovery ChangeState]
type = ChangeState
triggerall = sysfvar(1) = 0
triggerall = (var(7) = [1,2])
triggerall = alive
trigger1 = (stateno = 5100 || stateno = 5102 || stateno = 5110 || stateno = 5115 || stateno = 5107 || (stateno = [5106,5108]) && vel y > 0 && Pos Y >= Const(movement.down.bounce.groundlevel)) && time > 0
value = 5220