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Command List — Asura.zip ← Back to Overview

; Asura by Buckus ; ;=============================================================================== ;Button Remaping ;=============================================================================== [Remap] x = x y = y z = z a = a b = b c = c s = s ;=============================================================================== ;Default Values ;=============================================================================== [Defaults] command.time = 15 command.buffer.time = 1 ;=============================================================================== ;A.I. ;=============================================================================== [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 ;=============================================================================== ;Super Motions ;=============================================================================== [Command] name="sgs" command=x,x,F,a,z time=48 [Command] name="sgs" command=x,x,F,a+z time=40 [Command] name="sgs" command=x,x,F+a+z time=32 [Command] name="misogi-end" command=~DF,D,DB,F,a+b time=40 [Command] name="misogi-end" command=~DF,D,DB,F,a+c time=40 [Command] name="misogi-end" command=~DF,D,DB,F,b+c time=40 [Command] name="2QCB+2k" command=~D,DB,B,D,DB,a+b time=30 [Command] name="2QCB+2k" command=~D,DB,B,D,DB,a+c time=30 [Command] name="2QCB+2k" command=~D,DB,B,D,DB,b+c time=30 [Command] name="2QCF+2k" command=~D,DF,F,D,DF,a+b time=30 [Command] name="2QCF+2k" command=~D,DF,F,D,DF,a+c time=30 [Command] name="2QCF+2k" command=~D,DF,F,D,DF,b+c time=30 [Command] name="2QCF+2p" command=~D,DF,F,D,DF,x+y time=30 [Command] name="2QCF+2p" command=~D,DF,F,D,DF,x+z time=30 [Command] name="2QCF+2p" command=~D,DF,F,D,DF,y+z time=30 [Command] name = "2QCF_k" command = ~D,DF,F,D,DF,F,a time = 30 [Command] name = "2QCF_k" command = ~D,DF,F,D,DF,F,b time = 30 [Command] name = "2QCF_k" command = ~D,DF,F,D,DF,F,c time = 30 [Command] name = "2QCF_k" command = ~D,DF,F,D,DF,F,~a time = 30 [Command] name = "2QCF_k" command = ~D,DF,F,D,DF,F,~b time = 30 [Command] name = "2QCF_k" command = ~D,DF,F,D,DF,F,~c time = 30 [Command] name = "2QCF_p" command = ~D,DF,F,D,DF,F,x time = 30 [Command] name = "2QCF_p" command = ~D,DF,F,D,DF,F,y time = 30 [Command] name = "2QCF_p" command = ~D,DF,F,D,DF,F,z time = 30 [Command] name = "2QCF_p" command = ~D,DF,F,D,DF,F,~x time = 30 [Command] name = "2QCF_p" command = ~D,DF,F,D,DF,F,~y time = 30 [Command] name = "2QCF_p" command = ~D,DF,F,D,DF,F,~z time = 30 [Command] name = "2QCB_p" command = ~D,DB,B,D,DB,B,x time = 30 [Command] name = "2QCB_p" command = ~D,DB,B,D,DB,B,y time = 30 [Command] name = "2QCB_p" command = ~D,DB,B,D,DB,B,z time = 30 [Command] name = "2QCB_p" command = ~D,DB,B,D,DB,B,~x time = 30 [Command] name = "2QCB_p" command = ~D,DB,B,D,DB,B,~y time = 30 [Command] name = "2QCB_p" command = ~D,DB,B,D,DB,B,~z time = 30 ;=============================================================================== ;Special Motions ;=============================================================================== [Command] name="df2p" command=~F,D,DF,x+y time=25 [Command] name="df2p" command=~F,D,DF,x+z time=25 [Command] name="df2p" command=~F,D,DF,y+z time=25 [Command] name="db2p" command=~B,D,DB,x+y time=25 [Command] name="db2p" command=~B,D,DB,x+z time=25 [Command] name="db2p" command=~B,D,DB,y+z time=25 [Command] name="df2k" command=~F,D,DF,a+b time=25 [Command] name="df2k" command=~F,D,DF,a+c time=25 [Command] name="df2k" command=~F,D,DF,b+c time=25 [Command] name="db2k" command=~B,D,DB,a+b time=25 [Command] name="db2k" command=~B,D,DB,a+c time=25 [Command] name="db2k" command=~B,D,DB,b+c time=25 [Command] name = "HCB_x" command = ~F,DF,D,DB,B,x time = 25 [Command] name = "HCB_y" command = ~F,DF,D,DB,B,y time = 25 [Command] name = "HCB_z" command = ~F,DF,D,DB,B,z time = 25 [Command] name = "HCB_x" command = ~F,DF,D,DB,B,~x time = 25 [Command] name = "HCB_y" command = ~F,DF,D,DB,B,~y time = 25 [Command] name = "HCB_z" command = ~F,DF,D,DB,B,~z time = 25 [Command] name = "upper_x" command = ~F,D,DF,x time = 20 [Command] name = "upper_y" command = ~F,D,DF,y time = 20 [Command] name = "upper_z" command = ~F,D,DF,z time = 20 [Command] name = "upper_x" command = ~F,D,DF,~x time = 20 [Command] name = "upper_y" command = ~F,D,DF,~y time = 20 [Command] name = "upper_z" command = ~F,D,DF,~z time = 20 [Command] name = "QCF_a" command = D,DF,F,a time = 20 [Command] name = "QCF_b" command = D,DF,F,b time = 20 [Command] name = "QCF_c" command = D,DF,F,c time = 20 [Command] name = "QCF_a" command = D,DF,F,~a time = 20 [Command] name = "QCF_b" command = D,DF,F,~b time = 20 [Command] name = "QCF_c" command = D,DF,F,~c time = 20 [Command] name = "QCF_x" command = ~D,DF,F,x time = 20 [Command] name = "QCF_y" command = ~D,DF,F,y time = 20 [Command] name = "QCF_z" command = ~D,DF,F,z time = 20 [Command] name = "QCF_x" command = ~D,DF,F,~x time = 20 [Command] name = "QCF_y" command = ~D,DF,F,~y time = 20 [Command] name = "QCF_z" command = ~D,DF,F,~z time = 20 [Command] name = "QCB_a" command = ~D,DB,B,a time = 20 [Command] name = "QCB_b" command = ~D,DB,B,b time = 20 [Command] name = "QCB_c" command = ~D,DB,B,c time = 20 [Command] name = "QCB_a" command = ~D,DB,B,~a time = 20 [Command] name = "QCB_b" command = ~D,DB,B,~b time = 20 [Command] name = "QCB_c" command = ~D,DB,B,~c time = 20 [Command] name = "dive" command = /DF, c ;=============================================================================== ;Double Tap ;=============================================================================== [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 [Command] name = "super jump" command = $D, $U ;=============================================================================== ;2/3 Button Combinations ;=============================================================================== [Command] name = "recovery" command = x+y time = 1 [Command] name = "counter" command = a+b time = 1 [Command] name = "throw1" command = x+y time = 1 [Command] name = "throw1" command = y+z time = 1 [Command] name = "throw1" command = x+z time = 1 [Command] name = "throw2" command = a+b time = 1 [Command] name = "throw2" command = b+c time = 1 [Command] name = "throw2" command = a+c time = 1 ;=============================================================================== ;Dir + Buttons ;=============================================================================== [Command] name = "forward_a" command = /$F,a time = 1 [Command] name = "forward_b" command = /$F,b time = 1 [Command] name = "forward_c" command = /$F,c time = 1 [Command] name = "forward_x" command = /$F,x time = 1 [Command] name = "forward_y" command = /$F,y time = 1 [Command] name = "forward_z" command = /$F,z time = 1 [Command] name = "back_a" command = /$B,a time = 1 [Command] name = "back_b" command = /$B,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "back_x" command = /$B,x time = 1 [Command] name = "back_y" command = /$B,y time = 1 [Command] name = "back_z" command = /$B,z time = 1 [Command] name = "up_a" command = /$U,a time = 1 [Command] name = "up_b" command = /$U,b time = 1 [Command] name = "up_c" command = /$U,c time = 1 [Command] name = "up_x" command = /$U,x time = 1 [Command] name = "up_y" command = /$U,y time = 1 [Command] name = "up_z" command = /$U,z time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z time = 1 ;=============================================================================== ;Single Buttons ;=============================================================================== [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;=============================================================================== ;Single Dir ;=============================================================================== [Command] name="fwd" command=F time=1 [Command] name="back" command=B time=1 [Command] name="up" command=U time=1 [Command] name="down" command=D time=1 ;=============================================================================== ;Hold Dir ;=============================================================================== [Command] name="holdfwd" command=/$F time=1 [Command] name="holdback" command=/$B time=1 [Command] name="holdup" command=/$U time=1 [Command] name="holddown" command=/$D time=1 [Command] name = "Launcher" command = $U time = 20 ;=============================================================================== ;Hold Buttons ;=============================================================================== [Command] name="holda" command=/a time=1 [Command] name="holdb" command=/b time=1 [Command] name="holdc" command=/c time=1 [Command] name="holdx" command=/x time=1 [Command] name="holdy" command=/y time=1 [Command] name="holdz" command=/z time=1 [Command] name="holdhadou" command=/x time=1 [Command] name="holdhadou" command=/y time=1 [Command] name="holdhadou" command=/z time=1 [Command] name="holdstart" command=/s time=1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] [State -1, AI TRIGGER] type = Varset triggerall = RoundState = 2 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" v = 7 value = 1 ;=========================================================================== ;--------------------------------------------------------------------------- [State -1, ShunGokuSatsu] type = ChangeState value = 4000 triggerall = var(7)!= 1 triggerall = command = "sgs" triggerall = stateno!= 4000 && power >= 3000 triggerall = statetype != A trigger1= ctrl || ((stateno=[200,450]) && time<=2) trigger2= (stateno=[200,450]) trigger3= (stateno=[1100,1120])||(stateno=[1250,1270]) && movecontact ;--------------------------------------------------------------------------- [State -1, Misogi-End] type = ChangeState value = 4100 triggerall = var(7)!= 1 triggerall = command = "misogi-end" triggerall = stateno!= 4100 && power >= 3000 triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) trigger3 = var(2) ;trigger4 = var(3) ;--------------------------------------------------------------------------- [State -1, DeadEndScreamer] type = ChangeState value = 3200 triggerall = command = "2QCF+2k" triggerall = stateno!= 3200 && power >= 2000 triggerall = statetype = A trigger1 = ctrl trigger2 = (stateno = [600,650]) && movecontact trigger3 = (stateno = [1000,2999]) && movecontact trigger4 = (stateno = [3070,3079]) && movecontact trigger5 = stateno = 3010 && animelemtime(8)>=0 && (enemynear,movetype=H) trigger6 = stateno = 3161 && movecontact ;--------------------------------------------------------------------------- [State -1, GenocideSlapper] type = ChangeState value = 3160 triggerall = var(7)!= 1 triggerall = command = "2QCB+2k" triggerall = stateno!= 3160 && power >= 2000 triggerall = statetype != A trigger1 = ctrl trigger2 = var(1) trigger3 = var(2) trigger4 = var(3) trigger5 = stateno = 3056 && animelemtime(3)>=1 trigger6 = stateno = 3000 && anim = 3001 && animelemtime(4)>=0 && (enemynear,movetype=H) ;--------------------------------------------------------------------------- [State -1, Lvl2SuperCombo] type = ChangeState value = 3150 triggerall = var(7)!= 1 triggerall = command = "2QCF+2k" triggerall = stateno!= 3150 && power >= 2000 triggerall = statetype != A triggerall = !numhelper(1005)&&!numhelper(1015)&&!numhelper(1025) trigger1 = ctrl trigger2 = var(1) trigger3 = var(2) trigger4 = var(3) trigger5 = stateno = 3056 && animelemtime(3)>=1 trigger6 = stateno = 3000 && anim = 3001 && animelemtime(4)>=0 && (enemynear,movetype=H) ;--------------------------------------------------------------------------- [State -1, Lvl2SuperAirHadouken] type = ChangeState value = 3100 triggerall = command = "2QCF+2p" triggerall = stateno!= 3100 && power >= 2000 triggerall = statetype = A triggerall = !numhelper(1005)&&!numhelper(1015)&&!numhelper(1025) trigger1 = ctrl trigger2 = (stateno = [600,650]) && movecontact trigger3 = (stateno = [1000,2999]) && movecontact trigger4 = (stateno = [3070,3079]) && movecontact trigger5 = stateno = 3010 && animelemtime(8)>=0 && (enemynear,movetype=H) trigger6 = stateno = 3161 && movecontact ;--------------------------------------------------------------------------- [State -1, SuperHadouken] type = ChangeState value = 3000 triggerall = var(7)!= 1 triggerall = command = "2QCF_p" triggerall = stateno!= 3000 && power >= 1000 triggerall = statetype != A triggerall = !numhelper(1005)&&!numhelper(1015)&&!numhelper(1025)&&!numhelper(3005)&&!numhelper(3006)&&!numhelper(3007) trigger1 = ctrl trigger2 = var(1) trigger3 = var(2) trigger4 = var(3) trigger5 = stateno = 3056 && animelemtime(3)>=1 ;--------------------------------------------------------------------------- [State -1, SuperAirHadouken] type = ChangeState value = 3010 triggerall = command = "2QCF_p" triggerall = stateno!= 3000 && power >= 1000 triggerall = statetype = A triggerall = !numhelper(1005)&&!numhelper(1015)&&!numhelper(1025) trigger1 = ctrl trigger2 = (stateno = [600,650]) && movecontact trigger3 = (stateno = [1000,2999]) && movecontact trigger4 = (stateno = [3070,3079]) && movecontact trigger5 = stateno = 3100 && animelemtime(8)>=0 && (enemynear,movetype=H) trigger6 = stateno = 3161 && movecontact ;--------------------------------------------------------------------------- [State -1, SuperCombo] type = ChangeState value = 3070 triggerall = var(7)!= 1 triggerall = command = "2QCF_k" triggerall = stateno!= 3070 && power >= 1000 triggerall = statetype != A triggerall = !numhelper(1005)&&!numhelper(1015)&&!numhelper(1025) trigger1 = ctrl trigger2 = var(1) trigger3 = var(2) trigger4 = var(3) trigger5 = stateno = 3056 && animelemtime(3)>=1 trigger6 = stateno = 3000 && anim = 3001 && animelemtime(4)>=0 && (enemynear,movetype=H) ;--------------------------------------------------------------------------- [State -1, SuperWallSmash] type = ChangeState value = 3050 triggerall = var(7)!= 1 triggerall = command = "2QCB_p" triggerall = stateno!= 3050 && power >= 1000 triggerall = statetype != A triggerall = stateno!=3000 trigger1 = ctrl trigger2 = var(1) trigger3 = var(2) trigger4 = var(3) ;=========================================================================== [State -1, Warp] type=changestate value=1300 triggerall = var(7) != 1 triggerall= command="df2p" || command="db2p" || command="df2k" || command="db2k" triggerall= roundstate=2 && statetype!=A trigger1= ctrl || ((stateno=[200,299]) && time<=2) trigger2 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) ;速いカンフー・ウッパー [State -1, Light Shoryuken] type = ChangeState value = 1050 triggerall = var(7) != 1 triggerall = command = "upper_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) ;速いカンフー・ウッパー [State -1, Strong Shoryuken] type = ChangeState value = 1060 triggerall = var(7) != 1 triggerall = command = "upper_y" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) ;速いカンフー・ウッパー [State -1, Fierce Shoryuken] type = ChangeState value = 1070 triggerall = var(7) != 1 triggerall = command = "upper_z" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) ;速いカンフー・ウッパー [State -1, Light WallSmash] type = ChangeState value = 1200 triggerall = var(7) != 1 triggerall = command = "HCB_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) ;速いカンフー・ウッパー [State -1, Strong WallSmash] type = ChangeState value = 1210 triggerall = var(7) != 1 triggerall = command = "HCB_y" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) ;速いカンフー・ウッパー [State -1, Fierce WallSmash] type = ChangeState value = 1220 triggerall = var(7) != 1 triggerall = command = "HCB_z" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) ;速いカンフー・ウッパー [State -1, Light HurricaneCutter] type = ChangeState value = 1100 triggerall = var(7) != 1 triggerall = command = "QCB_a" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) ;速いカンフー・ウッパー [State -1, Strong HurricaneCutter] type = ChangeState value = 1110 triggerall = var(7) != 1 triggerall = command = "QCB_b" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) ;速いカンフー・ウッパー [State -1, Fierce HurricaneCutter] type = ChangeState value = 1120 triggerall = var(7) != 1 triggerall = command = "QCB_c" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- [State -1, Light Hadouken] type = ChangeState value = 1000 triggerall = var(7)!= 1 triggerall = command = "QCF_x" triggerall = !numhelper(1005)&&!numhelper(1015)&&!numhelper(1025) trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- [State -1, Strong Hadouken] type = ChangeState value = 1010 triggerall = var(7)!= 1 triggerall = command = "QCF_y" triggerall = !numhelper(1005)&&!numhelper(1015)&&!numhelper(1025) trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- [State -1, Fierce Hadouken] type = ChangeState value = 1020 triggerall = var(7)!= 1 triggerall = command = "QCF_z" triggerall = !numhelper(1005)&&!numhelper(1015)&&!numhelper(1025) trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- [State -1, Light HadouSmash] type = ChangeState value = 1150 triggerall = var(7)!= 1 triggerall = command = "QCF_x" && statetype = A trigger1 = ctrl trigger2 = (stateno = [600,650]) && movecontact ;Use combo condition (above) ;--------------------------------------------------------------------------- [State -1, Strong HadouSmash] type = ChangeState value = 1160 triggerall = var(7)!= 1 triggerall = command = "QCF_y" && statetype = A trigger1 = ctrl trigger2 = (stateno = [600,650]) && movecontact ;Use combo condition (above) ;--------------------------------------------------------------------------- [State -1, Fierce HadouSmash] type = ChangeState value = 1170 triggerall = var(7)!= 1 triggerall = command = "QCF_z" && statetype = A trigger1 = ctrl trigger2 = (stateno = [600,650]) && movecontact ;Use combo condition (above) ;--------------------------------------------------------------------------- [State -1, Light DoubleKick] type = ChangeState value = 1250 triggerall = var(7) != 1 triggerall = command = "QCF_a" trigger1 = var(1) ;Use combo condition (above) ;Use combo condition (above) ;--------------------------------------------------------------------------- [State -1, Strong DoubleKick] type = ChangeState value = 1260 triggerall = var(7) != 1 triggerall = command = "QCF_b" trigger1 = var(1) ;Use combo condition (above) ;Use combo condition (above) ;--------------------------------------------------------------------------- [State -1, Fierce DoubleKick] type = ChangeState value = 1270 triggerall = var(7) != 1 triggerall = command = "QCF_c" trigger1 = var(1) ;Use combo condition (above) ;Use combo condition (above) ;--------------------------------------------------------------------------- [State -1, Counter- Away] type = ChangeState value = 700 triggerall = var(7) != 1 triggerall = command = "throw1" && statetype != A trigger1 = (stateno = 150 || stateno = 151||stateno = 152 || stateno = 153) && power >= 1500 trigger2 = command = "holdfwd" && (stateno = 150 || stateno = 151||stateno = 152 || stateno = 153) && power >= 1500 trigger3 = command = "holdback" && (stateno = 150 || stateno = 151||stateno = 152 || stateno = 153) && power >= 1500 ;--------------------------------------------------------------------------- [State -1, Counter- Stun] type = ChangeState value = 701 triggerall = var(7) != 1 triggerall = command = "throw2" && statetype != A trigger1 = (stateno = 150 || stateno = 151||stateno = 152 || stateno = 153) && power >= 1500 trigger2 = command = "holdfwd" && (stateno = 150 || stateno = 151||stateno = 152 || stateno = 153) && power >= 1500 trigger3 = command = "holdback" && (stateno = 150 || stateno = 151||stateno = 152 || stateno = 153) && power >= 1500 ;--------------------------------------------------------------------------- [State -1, Guard Breaker] type = ChangeState value = 710 triggerall = var(7)!= 1 && p2stateno != 720 && power >= 500 trigger1 = ctrl && (command = "y" && command = "b") && statetype != A ;--------------------------------------------------------------------------- [State -1, Back Side Step] type = ChangeState value = 718 triggerall = var(7)!= 1 trigger1 = ctrl && (command = "x" && command = "a" && command = "holdback") && statetype != A ;--------------------------------------------------------------------------- [State -1, Forward Side Step] type = ChangeState value = 719 triggerall = var(7)!= 1 trigger1 = ctrl && (command = "x" && command = "a" && command = "holdfwd") && statetype != A ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(7) != 1 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 triggerall = var(7) != 1 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;---------------------------------------------------- [State -1, Standing Parry] type=hitoverride trigger1= var(7) != 1 trigger1= roundstate=2 && (statetype=S || stateno=5120) trigger1= command="fwd" && command!="back" && command!="up" && command!="down" trigger1= ctrl || (stateno=[700,701]) || stateno=5120 trigger1= var(21):=1 attr=SA,AA,AP stateno=99 slot=0 time=8 ;---------------------------------------------------- [State -1, Crouching Parry] type=hitoverride trigger1= var(7) != 1 trigger1= roundstate=2 && statetype!=A trigger1= command="down" && command!="fwd" && command!="back" && command!="up" trigger1= ctrl || (stateno=[700,701]) || stateno=5120 trigger1= var(21):=2 attr=C,AA,AP stateno=98 slot=0 time=8 ;----------------------------------------------------- [State -1, Air Parry] type=hitoverride trigger1= var(7) != 1 trigger1= roundstate=2 && statetype=A trigger1= command="fwd" && command!="back" && command!="up" && command!="down" trigger1= ctrl || stateno=702 trigger1= var(21):=3 attr=SA,AA,AP stateno=97 forceair=1 slot=0 time=7 ;--------------------------------------------------------------------------- ;Kung Fu Throw ;投げ [State -1, Throw] type = ChangeState value = 800 triggerall = var(7) != 1 triggerall = command = "throw1" triggerall = statetype = S triggerall = (p2statetype = S) || (p2statetype = C) triggerall = p2movetype != H triggerall = ctrl trigger1 = command = "holdfwd" trigger2 = command = "holdback" trigger3 = ctrl ;--------------------------------------------------------------------------- ;Kung Fu Throw ;投げ [State -1, Throw] type = ChangeState value = 900 triggerall = var(7) != 1 triggerall = command = "throw2" triggerall = statetype = S triggerall = (p2statetype = S) || (p2statetype = C) triggerall = p2movetype != H triggerall = ctrl trigger1 = command = "holdfwd" trigger2 = command = "holdback" trigger3 = ctrl ;--------------------------------------------------------------------------- ;=============================================================================== ; Super Jump ;=============================================================================== [State -1, Super Jump] type = ChangeState value = 55 triggerall = var(7) != 1 trigger1 = command = "super jump" trigger1 = ctrl && statetype != A ;trigger2 = stateno = 420 ;trigger2 = (movecontact) && (command = "holdup") && time > 18 ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(7) != 1 triggerall = command = "x" triggerall = command != "holddown" triggerall = statetype!=A trigger1 = ctrl trigger2 = stateno=200 trigger2 = movecontact && time>10 ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = var(7) != 1 triggerall = command = "y" triggerall = command != "holddown" triggerall = statetype!=A trigger1 = ctrl trigger2 = (stateno = 200||stateno=400) && movecontact trigger3 = (stateno = 230||stateno=430) && movecontact ;--------------------------------------------------------------------------- ;Stand Fierce Punch ;立ち強パンチ [State -1, Stand Fierce Punch] type = ChangeState value = 220 triggerall = var(7) != 1 triggerall = command = "z" triggerall = command != "holddown" triggerall = statetype!=A trigger1 = ctrl trigger2 = (stateno = 200||stateno=400) && movecontact trigger3 = (stateno = 230||stateno=430) && movecontact trigger4 = (stateno = 210||stateno=410) && movecontact trigger5 = (stateno = 240||stateno=440) && movecontact ;--------------------------------------------------------------------------- ;Stand Light Kick ;立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(7) != 1 triggerall = command = "a" triggerall = command != "holddown" triggerall = statetype!=A trigger1 = ctrl ;trigger2 = (stateno = 200||stateno=400) && movecontact ;--------------------------------------------------------------------------- ;Standing Strong Kick ;立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = var(7) != 1 triggerall = command = "b" triggerall = command != "holddown" triggerall = statetype!=A trigger1 = ctrl trigger2 = (stateno = 200||stateno=400) && movecontact trigger3 = (stateno = 230||stateno=430) && movecontact ;trigger4 = (stateno = 210||stateno=410) && movecontact ;--------------------------------------------------------------------------- ;Standing Fierce Kick ;立ち強キック [State -1, Standing Fierce Kick] type = ChangeState value = 250 triggerall = var(7) != 1 triggerall = command = "c" triggerall = command != "holddown" triggerall = statetype!=A trigger1 = ctrl trigger2 = (stateno = 200||stateno=400) && movecontact trigger3 = (stateno = 230||stateno=430) && movecontact trigger4 = (stateno = 210||stateno=410) && movecontact trigger5 = (stateno = 240||stateno=440) && movecontact ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = var(7) != 1 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(7) != 1 triggerall = command = "x" triggerall = command = "holddown" triggerall = statetype!=A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Strong Punch ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = var(7) != 1 triggerall = command = "y" triggerall = command = "holddown" triggerall = statetype!=A trigger1 = ctrl trigger2 = (stateno = 200||stateno=400) && movecontact trigger3 = (stateno = 230||stateno=430) && movecontact ;--------------------------------------------------------------------------- ;Crouching Fierce Punch ;しゃがみ強パンチ [State -1, Crouching Fierce Punch] type = ChangeState value = 420 triggerall = var(7) != 1 triggerall = command = "z" triggerall = command = "holddown" triggerall = statetype!=A trigger1 = ctrl trigger2 = (stateno = 200||stateno=400) && movecontact trigger3 = (stateno = 230||stateno=430) && movecontact trigger4 = (stateno = 210||stateno=410) && movecontact trigger5 = (stateno = 240||stateno=440) && movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = var(7) != 1 triggerall = command = "a" triggerall = command = "holddown" triggerall = statetype!=A trigger1 = ctrl ;trigger2 = (stateno = 200||stateno=400) && movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Kick ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = var(7) != 1 triggerall = command = "b" triggerall = command = "holddown" triggerall = statetype!=A trigger1 = ctrl trigger2 = (stateno = 200||stateno=400) && movecontact trigger3 = (stateno = 230||stateno=430) && movecontact ;trigger4 = (stateno = 210||stateno=410) && movecontact ;--------------------------------------------------------------------------- ;Crouching Fierce Kick ;しゃがみ強キック [State -1, Crouching Fierce Kick] type = ChangeState value = 450 triggerall = var(7) != 1 triggerall = command = "c" triggerall = command = "holddown" triggerall = statetype!=A trigger1 = ctrl trigger2 = (stateno = 200||stateno=400) && movecontact trigger3 = (stateno = 230||stateno=430) && movecontact trigger4 = (stateno = 210||stateno=410) && movecontact trigger5 = (stateno = 240||stateno=440) && movecontact ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(7) != 1 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = var(7) != 1 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking trigger3 = (stateno = 600) && movecontact||(stateno = 630) && movecontact ;--------------------------------------------------------------------------- ;Jump Fierce Punch [State -1, Jump Fierce Punch] type = ChangeState value = 620 triggerall = var(7) != 1 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking trigger3 = (stateno = 600) && movecontact||(stateno = 630) && movecontact trigger4 = (stateno = 610) && movecontact||(stateno = 640) && movecontact ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(7) != 1 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking ;trigger3 = (stateno = 600) && movecontact ;--------------------------------------------------------------------------- ;Jump Strong Kick ;空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = var(7) != 1 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking trigger3 = (stateno = 600) && movecontact||(stateno = 630) && movecontact ;trigger4 = (stateno = 610) && movecontact ;--------------------------------------------------------------------------- ;Jump Fierce Kick ;空中強キック [State -1, Jump Fierce Kick] type = ChangeState value = 650 triggerall = var(7) != 1 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630||stateno=610||stateno=640 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;=========================================================================== ;===============Artifical Intelligence====================================== ;=========================================================================== ;--------------------------------------------------------------------------- ;Block [State -1, guard] type=changestate value=120 trigger1= var(7)>=1 && random<500 trigger1= roundstate=2 && (stateno!=[120,155]) && ctrl trigger1= inguarddist && (prevstateno!=[97,99]) trigger1=!(enemynear,hitdefattr=SCA,AT) ;Taunt [State -1, taunt] type=changestate value=195 triggerall= var(7)>=1 && roundstate=2 && statetype!=A trigger1= p2dist x>160 && (enemynear,vel y>0) && ctrl && random<100 trigger1= !(enemynear,ctrl) && (enemynear,movetype=H) ;--------------------------------------------------------------------------- ;A.I. Parry ;--------------------------------------------------------------------------- [State -1, Standing Parry] type=hitoverride triggerall= var(7)>=1 && numenemy triggerall= roundstate=2 && statetype!=A trigger1= (ctrl && random<200) || ((stateno=[98,99]) && random<333) trigger1= var(21):=1 attr=SA,AA,AP stateno=99 slot=0 time=8 [State -1, Crouching Parry] type=hitoverride triggerall= var(7)>=1 && numenemy triggerall= roundstate=2 && statetype!=A trigger1= (ctrl && random<200) || ((stateno=[98,99]) && random<333) trigger1= var(21):=2 attr=C,AA,AP stateno=98 slot=0 time=8 [State -1, Air Parry] type=hitoverride triggerall= var(7)>=1 && numenemy triggerall= roundstate=2 && statetype=A trigger1= (ctrl && random<200) || (stateno=97 && random<333) trigger1= var(21):=3 attr=SA,AA,AP stateno=97 forceair=1 slot=0 time=7 [State -1, Reset Parry] type=hitoverride trigger1= (!ctrl && (stateno!=[97,99]) && stateno!=5120) || var(20) trigger2= movetype!=I || (stateno=[100,106]) || (stateno=[120,132]) trigger3= var(7)<= 0 && (command="holdback" || command="holdup") trigger4= (statetype=S || statetype=C) && var(21)!=1 && var(21)!=2 trigger5= statetype=A && var(21)!=3 slot=0 time=0 ;--------------------------------------------------------------------------- [State -1, Counter] type=changestate value=ifelse(random<333,701,700) triggerall= var(7)>=1 && roundstate=2 && statetype!=A && power>=1500 triggerall= (stateno = 150 || stateno = 151||stateno = 152 || stateno = 153) trigger1= (p2bodydist x=[0,60]) && (life<.5*lifemax) && random<33 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Throw [State -1, throw] type=changestate value=ifelse(random<333,800,900) triggerall= var(7)>=1 && roundstate=2 && statetype=S && stateno!=100 && ctrl triggerall= p2statetype!=A && p2statetype!=A && p2statetype!=L && p2movetype!=H trigger1= (p2bodydist x=[0,21]) && (p2bodydist y=[-25,25]) && random<33 trigger2= (p2stateno!=[120,155]) && (p2bodydist x=[0,36]) && (p2bodydist y=[-25,25]) && random<500 ;-------------------------------------------------------------------------- [State -1, Guard Breaker] type=changestate value=710 triggerall= var(7)>=1 && roundstate=2 && statetype!=A && p2stateno!= 720 && power>=500 trigger1= ctrl && (p2bodydist x=[50,110]) trigger1= enemynear,movetype=A && (enemy,hitdefattr=SCA,AA) && power >=750 && random<75 trigger2= ctrl && p2statetype=L && (p2bodydist x=[50,110]) && power >=750 && random<75 ;-------------------------------------------------------------------------- [State -1, Side Step] type=changestate value=ifelse(random<600,718,719) triggerall= var(7)>=1 && roundstate=2 && statetype!=A && ctrl; && random<50 trigger1= enemynear,movetype=A && (enemy,hitdefattr=SCA,AA) && p2bodydist x<80 && random<150 ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd [State -1, run] type=changestate value=100 trigger1= var(7)>=1 && statetype=S && roundstate=2 && ctrl && random<200 trigger1= (stateno!=[100,105]) && enemynear,movetype!=A && p2bodydist x>120 ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, dash] type=changestate value=105 triggerall= var(7)>=1 triggerall= statetype=S && roundstate=2 && ctrl triggerall= (p2bodydist x=[0,80]) && backedgebodydist>80 && (stateno!=[100,105]) trigger1= enemynear,movetype=A && random<50 trigger2= enemynear,stateno=5120 && random<500 ;---------------------------------------------------------------------------- [State -1, Jump] type=changestate value=40 trigger1= var(7)>=1 trigger1= roundstate=2 && statetype!=A && ctrl trigger1= enemynear,movetype=A && p2bodydist x<160 && enemynear,hitdefattr=SC,AT ;--------------------------------------------------------------------------- ;============== ; Super Jump ;=============== [State -1, Super Jump] type = ChangeState value = 55 triggerall = var(7)>= 1 trigger1= var(7)>=1 trigger1= roundstate=2 && statetype!=A && ctrl trigger1= enemynear,movetype=A && p2bodydist x<160 && enemynear,hitdefattr=SC,AT trigger2= roundstate=2 && statetype!=A && ctrl trigger2= enemynear,statetype=A && p2bodydist x<190 && p2bodydist y>200 ;=========================================================================== ; Super ;=========================================================================== [State -1, MisogiEnd] type=changestate value=4100 triggerall= var(7)>=1 && roundstate=2 && statetype!=A && power>=3000 triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155]) && p2statetype!=L triggerall= (p2stateno!=[5030,5119]) && (enemynear,vel x=[-1,1]) && (enemynear,vel y<4) ;triggerall= movetype=A || !(enemynear,hitfall) trigger1= ctrl && (enemynear,statetype=S || enemynear,statetype=C) && (enemynear,animtime<=-30) && random<100 trigger2= ctrl && (enemynear,statetype=A) && (enemynear,pos y<=-60) && (enemynear,movetype=A) && random<500 trigger3= (stateno=[250,255]) && movehit && random<50 trigger4= (stateno=[220,225]) && movehit && random<50 trigger5= stateno=1050||stateno=1060||stateno=1070 trigger5= movehit && animelemtime(3)>=0 && random<50 trigger6= stateno=1250||stateno=1260||stateno=1270 trigger6= movehit && animelemtime(14)>=0 && random<200 ;=========================================================================== [State -1, ShunGokuSatsu] type=changestate value=4000 triggerall= var(7)>=1 triggerall= roundstate=2 && statetype!=A triggerall= power>=3000 triggerall= !(enemynear,ctrl) && (p2stateno!=40) && (p2stateno!=[5030,5119]) triggerall= (p2bodydist x=[-160,160]) && (p2dist y=[-120,0]) && p2statetype!=L triggerall= (enemynear,vel y=0) || (enemynear,vel y>0 && enemynear,vel x<0) trigger1= ctrl && (p2bodydist x=[0,60]) && (enemynear,statetype!=A) && random<150 trigger2= stateno=1300 && animelemtime(6)>=0 && (p2bodydist x=[0,50]) && p2statetype!=A && random<250 ;=========================================================================== [State -1, GenocideSlapper] type=changestate value=3160 triggerall= var(7)>=1 && statetype!=A && roundstate=2 && power>=2000 && stateno!=3160 triggerall= (p2bodydist x=[0,50]) && (p2bodydist y=[-30,50]) && p2statetype!=L trigger1= ctrl && random<15 trigger2= (stateno=[250,255]) && movehit && random<100 trigger3= (stateno=[220,225]) && movehit && random<100 trigger4= stateno=1050||stateno=1060||stateno=1070 trigger4= movehit && animelemtime(3)>=0 && random<100 trigger5= stateno = 3000 && anim = 3001 && animelemtime(5)>=0 && random<33 ;=========================================================================== [State -1, Lvl2SuperkickCombo] type=changestate value=3150 triggerall= var(7)>=1 triggerall= roundstate=2 && statetype!=A && power>=2000 triggerall= !(enemynear,ctrl) && ((p2stateno!=[120,155]) || p2statetype=A) && p2statetype!=L && !(enemynear,hitfall) triggerall= (p2bodydist x=[0,80]) && (p2dist y>=-180) && (enemynear,vel y>-2) && (enemynear,vel x>=0) triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A) trigger1= ctrl && random<33 trigger2= (stateno=[250,255]) && movehit && random<50 trigger3= (stateno=[220,225]) && movehit && random<50 trigger4= stateno=1050||stateno=1060||stateno=1070 trigger4= movehit && animelemtime(3)>=0 && random<50 trigger5= stateno=1250||stateno=1260||stateno=1270 trigger5= movehit && animelemtime(14)>=0 && random<50 ;====================================================================== [State -1, DeanEndScreamer] type=changestate value=3200 triggerall= var(7)>=1 triggerall= roundstate=2 && statetype=A && prevstateno!=3200 triggerall= power>=2000 triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155]) triggerall= (p2bodydist x=[-30,90]) && p2dist y>=-15 && (enemynear,vel y<6) trigger1= (stateno=620 || stateno=650) trigger1= movehit && (p2bodydist x=[0,30]) && random<100 trigger2= (stateno=1050||stateno=1060||stateno=1070) trigger2= movehit && random<250 trigger3= (stateno=[1150,1170]) && movehit && random<200 trigger4= stateno=1101 trigger4= movehit && animelemtime(19)>=0 && random<200 trigger5= stateno=1111 trigger5= movehit && animelemtime(25)>=0 && random<200 trigger6= stateno=1121 trigger6= movehit && animelemtime(35)>=0 && random<200 trigger7= stateno=1250||stateno=1260||stateno=1270 trigger7= movehit && animelemtime(14)>=0 && random<50 trigger8= stateno=3070 trigger8= movehit && animelemtime(54)>=0 && random<100 ;=========================================================================== [State -1, Lvl2SuperAirHadouken2] type=changestate value=3100 triggerall= var(7)>=1 triggerall= roundstate=2 && statetype=A && prevstateno!=3100 triggerall= !numhelper(3005)&&!numhelper(3006)&&!numhelper(3007) && !numhelper(3015) triggerall= power>=2000 triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155]) triggerall= (p2bodydist x=[0,120]) && p2dist y>=-20 && (enemynear,vel y<4) triggerall= (stateno!=[1200,1204]) && (stateno!=[3050,3054]) trigger1= (stateno=620 || stateno=650) trigger1= movehit && (p2bodydist x=[0,30]) && random<100 trigger2= (stateno=1050||stateno=1060||stateno=1070) trigger2= movehit && random<250 trigger3= (stateno=[1150,1170]) && movehit && random<200 trigger4= stateno=1101 trigger4= movehit && animelemtime(19)>=0 && random<200 trigger5= stateno=1111 trigger5= movehit && animelemtime(25)>=0 && random<200 trigger6= stateno=1121 trigger6= movehit && animelemtime(35)>=0 && random<200 trigger7= stateno=1250||stateno=1260||stateno=1270 trigger7= movehit && animelemtime(14)>=0 && random<50 trigger8= stateno=3070 trigger8= movehit && animelemtime(54)>=0 && random<100 ;=========================================================================== [State -1, SuperHadouken] type=changestate value=3000 triggerall= var(7)>=1 triggerall= roundstate=2 && statetype!=A && prevstateno!=3000 triggerall= !numhelper(3005)&&!numhelper(3006)&&!numhelper(3007) && !numhelper(3055) triggerall= power>=1000 triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155]) triggerall= (p2bodydist x=[-120,120]) && (p2dist y=[-60,0]) && (enemynear,vel y<8) && p2statetype!=L triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A) trigger1= (stateno=220 || stateno=250) trigger1= movehit && (p2bodydist x=[0,60]) && random<75 trigger2= stateno=1050||stateno=1060||stateno=1070 trigger2= movehit && animelemtime(3)>=0 && random<200 trigger3= stateno = 3056 && AnimElemTime(3)=0 && random<100 ;=========================================================================== [State -1, SuperAirHadouken] type=changestate value=3010 triggerall= var(7)>=1 triggerall= roundstate=2 && statetype=A && prevstateno!=3010 triggerall= !numhelper(3005)&&!numhelper(3006)&&!numhelper(3007) && !numhelper(3015) triggerall= power>=1000 triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155]) triggerall= (p2bodydist x=[0,120]) && p2dist y>=-20 && (enemynear,vel y<4) triggerall= (stateno!=[1200,1204]) && (stateno!=[3050,3054]) trigger1= (stateno=620 || stateno=650) trigger1= movehit && (p2bodydist x=[0,30]) && random<100 trigger2= (stateno=1050||stateno=1060||stateno=1070) trigger2= movehit && random<250 trigger3= (stateno=[1150,1170]) && movehit && random<200 trigger4= stateno=1101 trigger4= movehit && animelemtime(19)>=0 && random<200 trigger5= stateno=1111 trigger5= movehit && animelemtime(25)>=0 && random<200 trigger6= stateno=1121 trigger6= movehit && animelemtime(35)>=0 && random<200 trigger7= stateno=3070 trigger7= movehit && animelemtime(54)>=0 && random<100 trigger8= stateno=3100 trigger8= movehit && animelemtime(31)>=0 && random<100 ;=========================================================================== [State -1, SuperWallSmash] type=changestate value=3050 triggerall= var(7)>=1 && statetype!=A && roundstate=2 && power>=1000 triggerall= (p2bodydist x=[0,50]) && (p2bodydist y=[-50,50]) && p2statetype!=L trigger1= ctrl && random<15 trigger2= (stateno=[250,255]) && movehit && random<75 trigger3= (stateno=[220,225]) && movehit && random<75 trigger4= stateno=1050||stateno=1060||stateno=1070 trigger4= movehit && animelemtime(3)>=0 && random<200 ;=========================================================================== [State -1, SuperkickCombo] type=changestate value=3070 triggerall= var(7)>=1 triggerall= roundstate=2 && statetype!=A && power>=1000 triggerall= !(enemynear,ctrl) && ((p2stateno!=[120,155]) || p2statetype=A) && p2statetype!=L && !(enemynear,hitfall) triggerall= (p2bodydist x=[0,80]) && (p2dist y>=-180) && (enemynear,vel y>-2) && (enemynear,vel x>=0) triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A) trigger1= ctrl && random<50 trigger2= (stateno=[210,215]) && movehit && random<33 trigger3= (stateno=[240,245]) && movehit && random<33 trigger4= (stateno=[250,255]) && movehit && random<75 trigger5= (stateno=[220,225]) && movehit && random<75 trigger6= stateno=1050||stateno=1060||stateno=1070 trigger6= movehit && animelemtime(3)>=0 && random<50 trigger5= stateno = 3000 && anim = 3001 && animelemtime(5)>=0 && random<75 ;=========================================================================== ; Specials ;=========================================================================== [State -1, Hadouken] type=changestate value=ifelse(random<333,1020,1000) triggerall= var(7)>=1 triggerall= roundstate=2 && statetype!=A triggerall= !numhelper(1005) && !numhelper(3005)&&!numhelper(3006)&&!numhelper(3007) triggerall= (p2bodydist x>=0) && (p2dist y>=-25) && p2movetype!=A && (p2statetype!=L || p2stateno=5120) triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A) trigger1= ctrl && p2bodydist x>=100 && random<100 trigger2= stateno=210||stateno=220||stateno=240||stateno=250||stateno=410||stateno=420||stateno=440 trigger2= movehit && (p2bodydist x=[40,80]) && random<100 ;=========================================================================== [State -1, Hadouken2] type=changestate value=1010 triggerall= var(7)>=1 triggerall= roundstate=2 && statetype!=A triggerall= !numhelper(1005) && !numhelper(3005)&&!numhelper(3006)&&!numhelper(3007) triggerall= (p2bodydist x>=0) && (p2dist y>=-25) && p2movetype!=A && (p2statetype!=L || p2stateno=5120) triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A) trigger1= ctrl && p2bodydist x>=100 && random<100 trigger2= (stateno=[200,259]) trigger2= movehit && (p2bodydist x=[40,80]) && random<100 ;------------------------------------------------------------------------ [State -1, Shouryuken] type = ChangeState value = 1050 triggerall= var(7)>=1 && roundstate=2 && statetype!=A triggerall= (p2stateno!=[120,155]) && (p2statetype!=L) triggerall= (p2bodydist x>0) && (enemynear,vel y>-1) && (enemynear,vel x>-2) trigger1= ctrl && p2bodydist x<50 && random<200 trigger2= (stateno=[220,225]) && movehit && p2bodydist x<30 && random<200 trigger2= (stateno=[250,255]) && movehit && p2bodydist x<30 && random<200 trigger3= (stateno=[210,215]) && movehit && p2bodydist x<30 && random<75 trigger3= (stateno=[240,245]) && movehit && p2bodydist x<30 && random<75 trigger4= ctrl && p2bodydist x<100 && p2dist y<-120 && random<250 ;trigger4= ctrl && prevstateno=1200 && random<200 ;------------------------------------------------------------------------ [State -1, Shouryuken] type = ChangeState value = 1060 triggerall= var(7)>=1 && roundstate=2 && statetype!=A triggerall= (p2stateno!=[120,155]) && (p2statetype!=L) triggerall= (p2bodydist x>0) && (enemynear,vel y>-1) && (enemynear,vel x>-2) trigger1= ctrl && p2bodydist x<50 && random<200 trigger2= (stateno=[220,225]) && movehit && p2bodydist x<30 && random<200 trigger2= (stateno=[250,255]) && movehit && p2bodydist x<30 && random<200 trigger3= (stateno=[210,215]) && movehit && p2bodydist x<30 && random<75 trigger3= (stateno=[240,245]) && movehit && p2bodydist x<30 && random<75 trigger4= ctrl && p2bodydist x<100 && p2dist y<-120 && random<250 ;trigger4= ctrl && prevstateno=1200 && random<200 ;------------------------------------------------------------------------ [State -1, Shouryuken] type = ChangeState value = 1070 triggerall= var(7)>=1 && roundstate=2 && statetype!=A triggerall= (p2stateno!=[120,155]) && (p2statetype!=L) triggerall= (p2bodydist x>0) && (enemynear,vel y>-1) && (enemynear,vel x>-2) trigger1= ctrl && p2bodydist x<50 && random<200 trigger2= (stateno=[220,225]) && movehit && p2bodydist x<30 && random<200 trigger2= (stateno=[250,255]) && movehit && p2bodydist x<30 && random<200 trigger3= (stateno=[210,215]) && movehit && p2bodydist x<30 && random<75 trigger3= (stateno=[240,245]) && movehit && p2bodydist x<30 && random<75 trigger4= ctrl && p2bodydist x<100 && p2dist y<-120 && random<250 trigger4= ctrl && prevstateno=1200 && random<200 ;--------------------------------------------------------------------------- ;Light Tornado [State -1, LightTornado] type=changestate value=1100 triggerall= var(7)>=1 && roundstate=2 && statetype!=A triggerall= (p2stateno!=[120,155]) && (p2statetype!=L) triggerall= (p2bodydist x=[0,60]) && (enemynear,vel y>-1) && (enemynear,vel x>-2) trigger1= (stateno=[220,225]) && movehit && random<200 trigger2= (stateno=[250,255]) && movehit && random<200 trigger3= (stateno=[210,215]) && movehit && random<75 trigger4= (stateno=[240,245]) && movehit && random<75 trigger5= (stateno=[240,245]) && movehit && random<75 trigger6= (stateno=[420,425]) && movehit && random<200 trigger7= stateno=450 && p2bodydist x<20 && movehit && random<333 trigger8= ctrl && p2bodydist x<48 && p2dist y<-120 && random<50 ;--------------------------------------------------------------------------- ;Strong Kung Fu Blow [State -1, StrongTornado] type=changestate value=1110 triggerall= var(7)>=1 && roundstate=2 && statetype!=A triggerall= (p2stateno!=[120,155]) && (p2statetype!=L) triggerall= (p2bodydist x=[0,60]) && (enemynear,vel y>-1) && (enemynear,vel x>-2) trigger1= (stateno=[220,225]) && movehit && random<200 trigger2= (stateno=[250,255]) && movehit && random<200 trigger3= (stateno=[210,215]) && movehit && random<75 trigger4= (stateno=[240,245]) && movehit && random<75 trigger5= (stateno=[240,245]) && movehit && random<75 trigger6= (stateno=[420,425]) && movehit && random<200 trigger7= stateno=450 && p2bodydist x<20 && movehit && random<333 trigger8= ctrl && p2bodydist x<48 && p2dist y<-120 && random<50 ;--------------------------------------------------------------------------- ;Strong Kung Fu Blow [State -1, StrongTornado] type=changestate value=1120 triggerall= var(7)>=1 && roundstate=2 && statetype!=A triggerall= (p2stateno!=[120,155]) && (p2statetype!=L) triggerall= (p2bodydist x=[0,60]) && (enemynear,vel y>-1) && (enemynear,vel x>-2) trigger1= (stateno=[220,225]) && movehit && random<200 trigger2= (stateno=[250,255]) && movehit && random<200 trigger3= (stateno=[210,215]) && movehit && random<75 trigger4= (stateno=[240,245]) && movehit && random<75 trigger5= (stateno=[240,245]) && movehit && random<75 trigger6= (stateno=[420,425]) && movehit && random<200 trigger7= stateno=450 && p2bodydist x<20 && movehit && random<333 trigger8= ctrl && p2bodydist x<48 && p2dist y<-120 && random<50 ;=========================================================================== [State -1, HadouSmash] type = ChangeState value = ifelse(random<333,1170,1160) triggerall= var(7)>=1 && roundstate=2 && statetype=A triggerall= (p2stateno!=[120,155]) && (p2statetype!=L) triggerall = enemynear,movetype != A trigger1 = (abs(enemynear,Pos X - Pos X) >= 60 && abs(enemynear,Pos Y - Pos Y) >= 90) && Random <= 150 && Ctrl trigger2= ctrl && p2bodydist x<48 && p2dist y<-30 && random<50 ignorehitpause = 0 ;=========================================================================== [State -1, HadouSmash2] type = ChangeState value = 1150 triggerall= var(7)>=1 && roundstate=2 && statetype=A triggerall= (p2stateno!=[120,155]) && (p2statetype!=L) triggerall = enemynear,movetype != A trigger1 = (abs(enemynear,Pos X - Pos X) >= 60 && abs(enemynear,Pos Y - Pos Y) >= 90) && Random <= 150 && Ctrl trigger2 = (StateNo = 620 || StateNo = 650 ) && movehit && Random < 50 trigger3= ctrl && p2bodydist x<48 && p2dist y<-30 && random<50 ignorehitpause = 0 ;=========================================================================== [State -1, WallSmash] type=changestate value=ifelse(random<333,1220,1200) triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,50]) && (p2bodydist y=[-50,50]) && p2statetype!=L trigger1= ctrl && random<50 trigger2= (stateno=[200,205]) && movehit && random<15 trigger3= (stateno=[230,235]) && movehit && random<15 trigger4= (stateno=[210,215]) && movehit && random<50 trigger5= (stateno=[240,245]) && movehit && random<50 trigger6= (stateno=[250,255]) && movehit && random<75 trigger7= (stateno=[220,225]) && movehit && random<75 ;=========================================================================== [State -1, WallSmash2] type=changestate value=1210 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,50]) && (p2bodydist y=[-50,50]) && p2statetype!=L trigger1= ctrl && random<50 trigger2= (stateno=[200,205]) && movehit && random<15 trigger3= (stateno=[230,235]) && movehit && random<15 trigger4= (stateno=[210,215]) && movehit && random<50 trigger5= (stateno=[240,245]) && movehit && random<50 trigger6= (stateno=[250,255]) && movehit && random<75 trigger7= (stateno=[220,225]) && movehit && random<75 ;=========================================================================== [State -1, DoubleKick] type=changestate value=1250 triggerall= var(7)>=1 triggerall= roundstate=2 && statetype!=A triggerall= (p2bodydist x=[0,63]) && p2statetype!=A && p2statetype!=L trigger1= (ctrl || stateno=52 || (stateno=[100,101])) && random<100 trigger2= (stateno=[200,205]) && movehit && random<15 trigger3= (stateno=[230,235]) && movehit && random<15 trigger4= (stateno=[210,215]) && movehit && random<50 trigger5= (stateno=[240,245]) && movehit && random<50 trigger6= (stateno=[250,255]) && movehit && random<75 trigger7= (stateno=[220,225]) && movehit && random<75 ;=========================================================================== [State -1, Warp] type=changestate value=1300 trigger1= var(7)>=1; && numenemy trigger1= roundstate=2 && statetype!=A trigger1= ctrl && (p2bodydist x=[-60,60]) trigger1= enemynear,movetype=A && (enemy,hitdefattr=SCA,AA) && random<200 ;=========================================================================== ; Initiate Ground Combos ;=========================================================================== [State -1, SLP] type=changestate value=200 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= ctrl && (p2bodydist x=[0,46]) && (p2bodydist y=[-50,50]) && p2statetype!=L && p2statetype!=C triggerall= stateno!=[3000,4999] trigger1= ctrl && random<300 trigger2= p2stateno = 1305 && random<500 trigger2= stateno!=[1200,1224] ;--------------------------------------------------------------------------- [State -1, SMP] type=changestate value=210 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,53]) && (p2bodydist y=[-50,50]) && (p2statetype=S) && (p2statetype!=C) triggerall= stateno!=[3000,4999] trigger1= ctrl && random<75 trigger2= (stateno=[200,205]) && movehit && random<500 trigger3= (stateno=[230,235]) && movehit && random<500 ;--------------------------------------------------------------------------- [State -1, SHP] type=changestate value=220 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,70]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) && (p2statetype!=C) triggerall= stateno!=[3000,4999] trigger1= ctrl && random<50 trigger2= (stateno=[200,205]) && movehit && random<75 trigger3= (stateno=[230,235]) && movehit && random<75 trigger4= (stateno=[210,215]) && movehit && random<200 trigger5= (stateno=[240,241]) && movehit && random<500 ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, SLK] type=changestate value=230 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,59]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) && (p2statetype!=A) triggerall= stateno!=[3000,4999] trigger1= ctrl && random<300 ;trigger2= (stateno=[200,205]) && movehit && random<500 ;--------------------------------------------------------------------------- [State -1, SMK] type=changestate value=240 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,50]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) && (p2statetype!=C) triggerall= stateno!=[3000,4999] trigger1= ctrl && random<33 trigger2= (stateno=[200,205]) && movehit && random<500 trigger3= (stateno=[230,235]) && movehit && random<500 [State -1, SHK] type=changestate value=250 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,59]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) && (p2statetype!=C) triggerall= stateno!=[3000,4999] trigger1= ctrl && random<33 trigger2= (stateno=[200,205]) && movehit && random<75 trigger3= (stateno=[230,235]) && movehit && random<75 trigger4= (stateno=[210,215]) && movehit && random<500 trigger5= (stateno=[240,241]) && movehit && random<500 ;=========================================================================== ; Initiate Crouch Combos ;=========================================================================== [State -1, CLP] type=changestate value=400 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,46]) && (p2bodydist y=[-50,50]) && p2statetype!=L && (p2statetype!=A) triggerall= stateno!=[3000,4999] trigger1= ctrl && random<300 ;trigger2= ctrl && (p2statetype=S) && random<300 ;--------------------------------------------------------------------------- [State -1, CMP] type=changestate value=410 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,53]) && (p2bodydist y=[-50,50]) && (p2statetype=S) && (p2statetype!=A) triggerall= stateno!=[3000,4999] trigger1= ctrl && random<75 trigger2= (stateno=[400,405]) && movehit && random<500 trigger3= (stateno=[430,435]) && movehit && random<500 trigger4= ctrl && (p2statetype=S) && random<300 ;--------------------------------------------------------------------------- [State -1, CHP] type=changestate value=420 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,70]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) && (p2statetype!=A) triggerall= stateno!=[3000,4999] trigger1= ctrl && random<75 trigger2= (stateno=[400,405]) && movehit && random<75 trigger3= (stateno=[430,435]) && movehit && random<75 trigger4= (stateno=[410,415]) && movehit && random<200 trigger5= (stateno=[440,441]) && movehit && random<500 ;trigger6= ctrl && (p2statetype=S) && random<300 ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, CLK] type=changestate value=430 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,59]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) && (p2statetype!=A) triggerall= stateno!=[3000,4999] trigger1= ctrl && random<300 trigger2= ctrl && (p2statetype=S) && random<450 ;--------------------------------------------------------------------------- [State -1, CMK] type=changestate value=440 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,50]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) && (p2statetype!=A) triggerall= stateno!=[3000,4999] trigger1= ctrl && random<33 trigger2= (stateno=[400,405]) && movehit && random<500 trigger3= (stateno=[430,435]) && movehit && random<500 trigger4= ctrl && (p2statetype=S) && random<450 ;--------------------------------------------------------------------------- [State -1, CHK] type=changestate value=450 triggerall= var(7)>=1 && statetype!=A && roundstate=2 triggerall= (p2bodydist x=[0,59]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) && (p2statetype!=A) triggerall= stateno!=[3000,4999] trigger1= ctrl && random<100 trigger2= (stateno=[400,405]) && movehit && random<75 trigger3= (stateno=[430,435]) && movehit && random<75 trigger4= (stateno=[410,415]) && movehit && random<200 trigger5= (stateno=[440,441]) && movehit && random<500 trigger6= ctrl && (p2statetype=S) && random<450 ;--------------------------------------------------------------------------- ;Air Comboes ;=========================================================================== [State -1, ALP] type=changestate value=600 triggerall= var(7)>=1 && statetype=A && roundstate=2 triggerall= (p2bodydist x=[0,84]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) trigger1= ctrl && random<50 ;--------------------------------------------------------------------------- [State -1, AMP] type=changestate value=610 triggerall= var(7)>=1 && statetype=A && roundstate=2 triggerall= (p2bodydist x=[0,78]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) trigger1= ctrl && random<75 trigger2= (stateno=[600,605]) && movehit && random<500 trigger3= (stateno=[630,635]) && movehit && random<500 ;--------------------------------------------------------------------------- [State -1, AHP] type=changestate value=620 triggerall= var(7)>=1 && statetype=A && roundstate=2 triggerall= (p2bodydist x=[0,110]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) trigger1= ctrl && random<100 trigger2= (stateno=[600,605]) && movehit && random<75 trigger3= (stateno=[630,635]) && movehit && random<75 trigger4= (stateno=[610,615]) && movehit && random<500 trigger5= stateno=640 && movehit && random<500 ;--------------------------------------------------------------------------- [State -1, ALK] type=changestate value=630 triggerall= var(7)>=1 && statetype=A && roundstate=2 triggerall= (p2bodydist x=[0,70]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) trigger1= ctrl && random<50 ;trigger2= (stateno=[600,605]) && movehit && random<500 ;--------------------------------------------------------------------------- [State -1, AMK] type=changestate value=640 triggerall= var(7)>=1 && statetype=A && roundstate=2 triggerall= (p2bodydist x=[-50,130]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) trigger1= ctrl && random<75 trigger2= (stateno=[600,605]) && movehit && random<500 trigger4= (stateno=[630,635]) && movehit && random<500 ;--------------------------------------------------------------------------- [State -1, AHK] type=changestate value=650 triggerall= var(7)>=1 && statetype=A && roundstate=2 triggerall= (p2bodydist x=[0,130]) && (p2bodydist y=[-50,50]) && (p2statetype!=L) trigger1= ctrl && random<100 trigger2= (stateno=[600,605]) && movehit && random<75 trigger3= (stateno=[630,635]) && movehit && random<75 trigger4= (stateno=[610,615]) && movehit && random<500 trigger5= (stateno=[640,641]) && movehit && random<500
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