;-| 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 = 1
;-| A.I. Command |---------------------------------------------------------
[Command]
name = "AI00"
command = a, a, a, a
time = 0
[Command]
name = "AI01"
command = b, b, b, b
time = 0
[Command]
name = "AI02"
command = x, x, x, x
time = 0
[Command]
name = "AI03"
command = y, y, y, y
time = 0
[Command]
name = "AI04"
command = s, s, s, s
time = 0
[Command]
name = "AI05"
command = a, b, x, y,
time = 0
[Command]
name = "AI06"
command = b, x, y, a
time = 0
[Command]
name = "AI07"
command = x, y, a, b
time = 0
[Command]
name = "AI08"
command = x, y, a, b,
time = 0
[Command]
name = "AI09"
command = y, a, b, x
time = 0
[Command]
name = "AI10"
command = a, b, x, y
time = 0
[Command]
name = "AI11"
command = F, F, F, F
time = 0
[Command]
name = "AI12"
command = B, B, B, B
time = 0
[Command]
name = "AI13"
command = U, U, U, U
time = 0
[Command]
name = "AI14"
command = D, D, D, D
time = 0
[Command]
name = "AI15"
command = F, B, U, D, F, B
time = 0
[Command]
name = "AI16"
command = B, U, D, F, B, U
time = 0
[Command]
name = "AI17"
command = U, D, F, B, U, D
time = 0
[Command]
name = "AI18"
command = D, F, B, U, D, F
time = 0
[Command]
name = "AI19"
command = a, a, b, b, a, a
time = 0
[Command]
name = "AI20"
command = x, x, y, y, x, x
time = 0
[Command]
name = "AI21"
command = s, s, a, a, s, s
time = 0
[Command]
name = "AI22"
command = F, F, B, B, F, F
time = 0
[Command]
name = "AI23"
command = B, B, U, U, B, B
time = 0
[Command]
name = "AI24"
command = U, U, D, D, U, U
time = 0
[Command]
name = "AI25"
command = D, D, F, F, D, D
time = 0
[Command]
name = "AI26"
command = D, U, B, F, D, U
time = 0
[Command]
name = "AI27"
command = U, B, F, D, U, D
time = 0
[Command]
name = "AI28"
command = B, F, D, U, D, U
time = 0
[Command]
name = "AI29"
command = F, D, U, D, U, B
time = 0
[Command]
name = "AI30"
command = F, B, U, D, a, b
time = 0
[Command]
name = "AI31"
command = B, U, D, a, b
time = 0
[Command]
name = "AI32"
command = U, D, a, b, s
time = 0
[Command]
name = "AI33"
command = D, a, b, s, F
time = 0
[Command]
name = "AI34"
command = a, b, s, F, B
time = 0
[Command]
name = "AI35"
command = b, s, F, B, U
time = 0
[Command]
name = "AI36"
command = s, F, B, U, D
time = 0
[Command]
name = "AI37"
command = s, F, B, U, D, a
time = 0
[Command]
name = "AI38"
command = F, B, s, s, U, D
time = 0
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
[Command]
name = "Gundam"
command = ~D, B, D, B, x+y
time = 20
[Command]
name = "RKOSuper"
command = ~D, B, D, B, a
time = 20
[Command]
name = "RKOSuper"
command = ~D, B, D, B, b
time = 20
[Command]
name = "OCSuper"
command = ~D, F, D, F, x
time = 20
[Command]
name = "OCSuper"
command = ~D, F, D, F, y
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "Charge"
command = /$z
[Command]
name = "LoF"
command = ~D, D
time = 10
[Command]
name = "StompWeak"
command = ~D, B, a
time = 10
[Command]
name = "StompHeavy"
command = ~D, B, b
time = 10
[Command]
name = "SlashMed"
command = ~D, F, x
time = 20
[Command]
name = "SlashMed"
command = ~D, F, y
time = 20
[Command]
name = "SlashLow"
command = ~D, B, x
time = 20
[Command]
name = "SlashLow"
command = ~D, B, y
time = 20
[Command]
name = "ShootHigh"
command = ~x, x, y
time = 20
[Command]
name = "ShootLow"
command = ~a, a, b
time = 20
[Command]
name = "Stomp Weak"
command = ~D, B, a
time = 20
[Command]
name = "Stomp Hard"
command = ~D, B, b
time = 20
[Command]
name = "FF_ab"
command = F, F, a+b
[Command]
name = "FF_a"
command = F, F, a
[Command]
name = "FF_b"
command = F, F, b
[Command]
name = "counter"
command = a+b
time = 1
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
[Command]
name = "DD" ;Required (do not remove)
command = D, D
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "jcancel"
command = U
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
;---------------------------------------------------------------------------
; 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, Activate AI]
type = Varset
triggerall = var(59) != 1
trigger1 = command = "AI01"
trigger2 = command = "AI02"
trigger3 = command = "AI03"
trigger4 = command = "AI04"
trigger5 = command = "AI05"
trigger6 = command = "AI06"
trigger7 = command = "AI07"
trigger8 = command = "AI08"
trigger9 = command = "AI09"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
trigger27 = command = "AI27"
trigger28 = command = "AI28"
trigger29 = command = "AI29"
trigger30 = command = "AI30"
trigger31 = command = "AI31"
trigger32 = command = "AI32"
trigger33 = command = "AI33"
trigger34 = command = "AI34"
trigger35 = command = "AI35"
trigger36 = command = "AI36"
trigger37 = command = "AI37"
trigger38 = command = "AI38"
v = 59
value = 1
;===========================================================================
;--------------------[AI]-------------------------------------------------------
;--------------------[Controls]-------------------------------------------------------
;Gundam
;
[State -1, AI Supers]
type = ChangeState
value = 3200
triggerall = var(59) = 1
triggerall = (statetype != A) && (P2statetype != A)
TriggerAll = Alive
TriggerAll = RoundState = 2
triggerall = power >= 2000
trigger1 = Ctrl
;--------------------------------------------
;Call Jones
;
[State -1]
type = ChangeState
value = 3000
triggerall = var(59) = 1
triggerall = numhelper(3003) = 0
;triggerall = ctrl && (stateno != 120)
triggerall = (statetype != A) && (P2statetype != A)
TriggerAll = Alive
TriggerAll = RoundState = 2
triggerall = power >= 1000
trigger1 = ProjHitTime(1020) = 1
;Trigger1 = P2Dist X >= 40;[-5,33]
trigger2 = stateno = 1000 && animelemtime(7) > 0 && animelemtime(9) <= 0
trigger2 = movehit
trigger3 = stateno = 1001 && animelemtime(7) > 0 && animelemtime(9) <= 0
trigger3 = movehit
trigger4 = stateno = 195 && animelemtime(11) > 0 && animelemtime(14) <= 0
trigger4 = movehit
;trigger5 = stateno = 1020 && animelemtime(7) > 0 && animelemtime(9) <= 4
;trigger5 = movehit
;--------------------------------------------
;RKO Ground
;
[State -1]
type = ChangeState
value = 3010
triggerall = var(59) = 1
triggerall = ctrl && (stateno != 120)
triggerall = (statetype != A) && P2Statetype = A
TriggerAll = Alive && RoundState = 2
triggerall = power >= 1000
;Trigger1 = P2stateno = [120,130]
Trigger1 = Ctrl && Random <= Var(59) * 45;&& P2Dist Y = [0,-200]
Trigger1 = P2Dist X = [-5,140]
;Trigger1 = P2statetype != C
;Trigger1 = Random > 199;<= Var(59) * 45
Trigger2 = StateNo = 410 && movehit
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,30]
;trigger2 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) <= 0
;--------------------------------------------
;RKO Air
;
[State -1]
type = null
value = 3011
triggerall = var(59) = 1
triggerall = ctrl && (stateno != 120)
triggerall = (statetype = A)
TriggerAll = Alive && RoundState = 2
triggerall = power >= 1000
;Trigger1 = P2stateno = [120,130]
Trigger1 = Ctrl ;Time > 5
Trigger1 = P2statetype = A
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,30]
;Trigger1 = Random <= Var(59) * 45
;trigger2 = stateno = 410 && animelemtime(3) > 0 && animelemtime(5) <= 0
;---------------------------------------------------------------------------
;Front Throw
;
[State -1, AI Throws]
type = ChangeState
value = 800
TriggerAll = Var(59) = 1
triggerall = statetype != A && StateType != L
triggerall = P2statetype != A && P2StateType != L
triggerall = P2bodydist x <= 5
triggerall = P2stateno != 5110
trigger1 = Random <= 99
trigger1 = ctrl = 1
;trigger1 = Random <= Var(59) * 25
;---------------------------------------------------------------------------
;Back Throw
;
[State -1]
type = ChangeState
value = 820
TriggerAll = Var(59) = 1
triggerall = statetype != A && StateType != L
triggerall = P2statetype != A && P2StateType != L
triggerall = P2bodydist x <= 5
triggerall = P2stateno != 5110
trigger1 = Random <= 99
trigger1 = ctrl = 1
;trigger1 = Random <= Var(59) * 25
;--------------------------------------------
;
[State -1, AI Blocking]
type = ChangeState
value = 120
triggerall = var(59) = 1
triggerall = var(2) != 0
triggerall = ctrl && (stateno != 120)
triggerall = (statetype != A) && (P2movetype = A) && (P2statetype != C)
TriggerAll = Alive
TriggerAll = RoundState = 2
trigger1 = inguarddist
trigger1 = !enemy, MoveGuarded
trigger2 = (enemy, NumProj >= 1)
trigger3 = (stateno = 130) && (P2movetype = A) && (P2statetype != C)
trigger4 = Enemy,NumProj > 0 && time < 50
;--------------------------------------------
;
[State -1]
type = ChangeState
value = 130
triggerall = var(59) = 1
triggerall = ctrl && (stateno != 130)
triggerall = (statetype != A) && (P2movetype = A) && (P2statetype = C)
TriggerAll = Alive
TriggerAll = RoundState = 2
trigger1 = inguarddist
trigger1 = !enemy, MoveGuarded
trigger2 = (enemy, NumProj >= 1)
trigger3 = (stateno = 120) && (P2movetype = A) && (P2statetype = C)
trigger4 = Enemy,NumProj > 0 && time < 50
;---------------------------------------------------------------------------
;
[State -1]
type = ChangeState
value = 1200
triggerall = var(59) = 1
triggerall = statetype != A
TriggerAll = Alive
TriggerAll = RoundState = 2
trigger1 = inguarddist
Trigger1 = stateno = [150,153]
Trigger1 = Random <= Var(59) * 25
;---------------------------------------------------------------------------
;Stomp Weak
;
[State -1, AI Specials]
type = ChangeState
value = 1030
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2Dist X = [-5,15]
TriggerAll = stateno != 1030
Trigger1 = P2stateno = [120,130]
Trigger1 = Ctrl ;|| StateNo = 100 && Time > 5
Trigger1 = Random <= Var(59) * 45
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
;trigger2 = (P2movetype = A) && (P2statetype != C)
;---------------------------------------------------------------------------
;Stomp Hard
;
[State -1]
type = ChangeState
value = 1035
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = stateno != 1035
;TriggerAll = !IsHelper
TriggerAll = P2Dist X = [-5,30]
Trigger1 = P2stateno = [120,130]
Trigger1 = Ctrl ;|| StateNo = 100 && Time > 5
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,30]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
Trigger2 = MoveContact
trigger2 = stateno = 1001
;trigger3 = AnimElemTime(6) > 0 && AnimElemTime(7) <= 0
trigger3 = Ctrl
trigger3 = (P2stateno = 5120) && (P2statetype != A) ;&& (P2movetype = H) && (P2statetype != C)
trigger4 = Ctrl
trigger4 = (Prevstateno = 240) && movehit
;trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;---------------------------------------------------------------------------
;Shoot High
;
[State -1]
type = ChangeState
value = 1025
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = stateno != 1025
Trigger1 = Ctrl
;TriggerAll = !IsHelper
;TriggerAll = P2BodyDist X = [-5,30]
;Trigger1 = Ctrl ;|| StateNo = 100 && Time > 5
;Trigger1 = Random <= Var(59) * 45
Trigger1 = (P2statetype = A) && (P2movetype != H)
Trigger1 = Random <= Var(59) * 25
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X < 200
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
;Trigger2 = (P2movetype = H) && (P2statetype != C)
;trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;---------------------------------------------------------------------------
;Shoot Low
;
[State -1]
type = ChangeState
value = 1020
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = stateno != 1020
;TriggerAll = !IsHelper
;TriggerAll = P2BodyDist X = [-5,30]
;Trigger1 = Ctrl || StateNo = 100 && Time > 5
Trigger1 = Ctrl
Trigger1 = P2statetype != A && P2Dist X > 150
Trigger1 = Random <= Var(59) * 45
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X < 200
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
;Trigger2 = (P2movetype = H) && (P2statetype != C)
Trigger2 = MoveContact && Random <= Var(59) * 45
trigger2 = stateno = 1000
trigger2 = AnimElemTime(12) > 0 && AnimElemTime(13) <= 2
Trigger3 = MoveContact && Random <= Var(59) * 45
trigger3 = stateno = 1001
trigger3 = AnimElemTime(6) > 0 && AnimElemTime(7) <= 0
;Trigger3 = Random <= Var(59) * 45
;trigger4 = (P2stateno = 5120) && (P2statetype != A)
;---------------------------------------------------------------------------
;Slash - Overhead
;
[State -1]
type = ChangeState
value = 1001
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = stateno != 1001
;TriggerAll = !IsHelper
TriggerAll = P2Dist X = [-5,100]
TriggerAll = P2StateType != L
;Trigger1 = Ctrl || StateNo = 100 && Time > 5
Trigger1 = Ctrl
Trigger1 = Random <= Var(59) * 45
Trigger1 = P2statetype != A ;&& P2BodyDist X > 150
Trigger2 = Ctrl
Trigger2 = Random <= Var(59) * 45
Trigger2 = P2statetype = C ;&& P2BodyDist X > 150
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X < 200
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
;Trigger2 = (P2movetype = H) && (P2statetype != C)
trigger3 = stateno = 210
Trigger3 = MoveContact
trigger3 = AnimElemTime(5) > 0 && AnimElemTime(7) <= 0
;---------------------------------------------------------------------------
;Slash - Medium
;
[State -1]
type = ChangeState
value = 1000
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = stateno != 1000
;TriggerAll = !IsHelper
TriggerAll = P2Dist X = [-5,70]
TriggerAll = P2StateType != L
;Trigger1 = Ctrl || StateNo = 100 && Time > 5
Trigger1 = Ctrl
Trigger1 = P2statetype != A ;&& P2BodyDist X > 150
;Trigger1 = Random <= Var(59) * 45
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X < 200
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
;Trigger2 = (P2movetype = H) && (P2statetype != C)
Trigger2 = MoveContact
trigger2 = stateno = 210
trigger2 = AnimElemTime(5) > 0 && AnimElemTime(7) <= 0
Trigger3 = MoveContact
trigger3 = stateno = 410
trigger3 = AnimElemTime(4) > 0 && AnimElemTime(7) <= 0
;---------------------------------------------------------------------------
;Shortcut - Get Wrecked
;
[State -1]
type = ChangeState
value = 1031
triggerall = var(59) = 1
triggerall = statetype = S
trigger1 = stateno = 1001 && movehit
;---------------------------------------------------------------------------
;Shortcut - Super Kick
;
[State -1]
type = ChangeState
value = 1036
triggerall = var(59) = 1
triggerall = statetype = S
trigger1 = stateno = 1001 && movehit
;---------------------------------------------------------------------------
;Charge Start
;
[State -1]
type = ChangeState
value = 1070
triggerall = var(59) = 1
triggerall = stateno = 1070 && time > 10
TriggerAll = StateType != A && P2StateNo = [5070,5110]
triggerall = power < 1000
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Charge Stop
;
[State -1]
type = ChangeState
value = 1071
triggerall = var(59) = 1
triggerall = stateno = 1070
triggerall = ctrl
trigger1 = P2Stateno = 5120
trigger2 = P2Movetype = A
trigger3 = power >= 1000
;---------------------------------------
; Taunt
;
[State -1, AI Taunt]
type = ChangeState
value = 195
triggerall = var(59) = 1
TriggerAll = RoundState = 3
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Weak Punch
;
[State -1, AI Normals]
type = ChangeState
value = 200
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2Dist X = [-5,38]
TriggerAll = P2StateType != L
Trigger1 = Ctrl || StateNo = 100 && Time > 5
Trigger2 = Ctrl && P2StateType != A
Trigger2 = Random <= Var(59) * 25
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
;---------------------------------------------------------------------------
;Stand Heavy Punch
;
[State -1]
type = ChangeState
value = 210
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2Dist X = [-5,100]
TriggerAll = P2StateType != L
;Trigger1 = Ctrl || StateNo = 100 && Time > 5
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
Trigger1 = MoveContact
Trigger1 = StateNo = 200
Trigger1 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0
Trigger2 = Ctrl
Trigger2 = Random <= Var(59) * 90
;---------------------------------------------------------------------------
;Stand Weak Kick (far)
;
[State -1]
type = ChangeState
value = 230
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2Dist X = [30,50];> 30
TriggerAll = P2StateType != L
Trigger1 = Ctrl || StateNo = 100 && Time > 5
Trigger1 = P2StateType != A
Trigger1 = Random <= Var(59) * 35
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0
;Trigger2 = Random <= Var(59) * 90
Trigger2 = MoveContact
trigger2 = stateno = 200
Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0
Trigger3 = MoveContact
trigger3 = stateno = 1001
Trigger3 = AnimElemTime(6) > 0 && AnimElemTime(7) <= 0
trigger4 = (stateno = 130) && (P2movetype = A); && (P2statetype != C)
;---------------------------------------------------------------------------
;Stand Weak Kick (near)
;
[State -1]
type = ChangeState
value = 235
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2Dist X = [-5,29]
TriggerAll = P2StateType != L
Trigger1 = Ctrl || StateNo = 100 && Time > 5
Trigger1 = P2StateType != A
Trigger1 = Random <= Var(59) * 35
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0
;Trigger2 = Random <= Var(59) * 90
Trigger2 = MoveContact
trigger2 = stateno = 200
Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0
Trigger3 = MoveContact
trigger3 = stateno = 1001
Trigger3 = AnimElemTime(6) > 0 && AnimElemTime(7) <= 0
trigger4 = (stateno = 130) && (P2movetype = A); && (P2statetype != C)
;---------------------------------------------------------------------------
;Standing Heavy Kick
;
[State -1]
type = ChangeState
value = 240
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2Dist X = [-5,60]
TriggerAll = P2StateType != L
Trigger1 = Ctrl || StateNo = 100 && Time > 5
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
Trigger2 = MoveContact
trigger2 = stateno = 230
trigger2 = AnimElemTime(3) > 0 && AnimElemTime(5) <= 0
Trigger3 = MoveContact
trigger3 = stateno = 440
trigger3 = AnimElemTime(4) > 0 && AnimElemTime(5) <= 0
;---------------------------------------------------------------------------
;Crouching Light Punch
;
[State -1]
type = ChangeState
value = 400
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2Dist X = [-5,42]
TriggerAll = P2StateType != L
Trigger1 = Ctrl || StateNo = 100 && Time > 5
Trigger1 = P2StateType = S
;Trigger1 = Random <= Var(59) * 35
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
Trigger2 = MoveContact
trigger2 = stateno = 400
trigger2 = AnimElemTime(4) > 0 && AnimElemTime(7) <= 0
trigger3 = (stateno = 130) && (P2movetype = A) && (P2statetype != A)
;---------------------------------------------------------------------------
;Crouching Strong Punch
;
[State -1]
type = ChangeState
value = 410
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2StateType != L
Trigger1 = Ctrl ; StateNo = 100 && Time > 5
Trigger1 = P2StateType = A
Trigger1 = P2Dist X = [-5,45] ;&& P2BodyDist Y = [-5, 130]
;Trigger1 = Random <= Var(59) * 35
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger2 = P2BodyDist X = [-5,15]
;Trigger2 = P2movetype = A
;Trigger1 = Random <= Var(59) * 45
Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
Trigger2 = stateno = 400
Trigger2 = AnimElemTime(4) > 0 && AnimElemTime(7) <= 0
;---------------------------------------------------------------------------
;Crouching Light Kick
;
[State -1]
type = ChangeState
value = 430
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2StateType != L
Trigger1 = P2Dist X = [-5,80]
Trigger1 = Ctrl || StateNo = 100 && Time < 5
Trigger1 = P2StateType = S
;Trigger1 = Random <= Var(59) * 35
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
Trigger2 = MoveContact
trigger2 = stateno = 400
Trigger2 = AnimElemTime(4) > 0 && AnimElemTime(7) <= 0
Trigger3 = MoveContact
trigger3 = stateno = 430 && (P2dist X < 79)
Trigger3 = AnimElemTime(2) > 0 && AnimElemTime(4) <= 0
trigger4 = (stateno = 130) && (P2movetype = A) && (P2statetype != A)
;---------------------------------------------------------------------------
;Crouching Strong Kick
;
[State -1]
type = ChangeState
value = 440
TriggerAll = Var(59) = 1
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2Dist X = [-5,100]
TriggerAll = P2StateType != L
Trigger1 = Ctrl && P2Statetype = A; || StateNo = 100 && Time > 5
Trigger1 = Random <= Var(59) * 35
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
Trigger2 = MoveContact
trigger2 = stateno = 400 && (P2dist X >= 80)
Trigger2 = AnimElemTime(4) > 0 && AnimElemTime(7) <= 0
Trigger3 = MoveContact
trigger3 = stateno = 430
Trigger3 = AnimElemTime(2) > 0 && AnimElemTime(4) <= 0
;---------------------------------------------------------------------------
;Jump Light Punch
;
[State -1]
type = ChangeState
value = 600
TriggerAll = Var(59) = 1
TriggerAll = StateType = A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2BodyDist X = [-5,15]
TriggerAll = P2StateType != L
Trigger1 = Ctrl && P2Statetype = A ; && Time > 5
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
trigger2 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Heavy Punch
;
[State -1]
type = ChangeState
value = 610
TriggerAll = Var(59) = 1
TriggerAll = StateType = A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2BodyDist X = [-5,15]
TriggerAll = P2StateType != L
Trigger1 = Ctrl || StateNo = 100 && Time > 5
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = StateNo = 200
;Trigger2 = Random <= Var(59) * 90
Trigger2 = MoveContact
Trigger2 = AnimElemTime(2) > 0 && AnimElemTime(4) <= 0
trigger2 = stateno = 600
trigger3 = movecontact
Trigger3 = AnimElemTime(2) <= 0
trigger3 = stateno = 630
trigger4 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Light Kick
;
[State -1]
type = ChangeState
value = 630
TriggerAll = Var(59) = 1
TriggerAll = StateType = A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2BodyDist X = [-5,15]
TriggerAll = P2StateType != L
Trigger1 = Ctrl && (Vel Y > 0);|| StateNo = 100 && Time > 5
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
trigger2 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Heavy Kick
;
[State -1]
type = ChangeState
value = 640
TriggerAll = Var(59) = 1
TriggerAll = StateType = A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = P2BodyDist X = [-5,25]
TriggerAll = P2StateType != L
Trigger1 = Ctrl ;|| StateNo = 100 && Time > 5
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
Trigger1 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90)
Trigger2 = MoveContact
Trigger2 = AnimElemTime(2) > 0 && AnimElemTime(4) <= 0
trigger2 = stateno = 600
trigger3 = movecontact
Trigger3 = AnimElemTime(2) <= 0
trigger3 = stateno = 630
trigger4 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Dash Forward
;
[State -1, AI Movement]
type = ChangeState
value = 100
TriggerAll = Var(59) = 1
TriggerAll = Anim != 100
TriggerAll = StateType != A && StateType != L
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !IsHelper
TriggerAll = Ctrl
TriggerAll = P2StateType != L
Trigger1 = P2BodyDist X > 130
Trigger1 = P2movetype != A
;|| StateNo = 100 && Time > 5
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
trigger2 = Enemy,NumProj > 0
;Trigger2 = Random <= Var(59) * 45
;Trigger2 = MoveContact
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90)
;---------------------------------------------------------------------------
;Dash Back
;
[State -1]
type = ChangeState
value = 105
triggerall = var(59) = 1
triggerall = command = "BB"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Dash Down - Land on Feet
;
[State -1]
type = ChangeState
value = 1050
TriggerAll = Var(59) = 1
TriggerAll = (StateType = A) && (StateType != L)
TriggerAll = movetype != H
triggerall = (P2statetype = L)
TriggerAll = Alive
TriggerAll = RoundState = 2
;TriggerAll = !IsHelper
Trigger1 = P2BodyDist X = [-15,15]
Trigger1 = Ctrl && (Vel Y > 0);|| StateNo = 100 && Time > 5
;Trigger1 = EnemyNear(Var(58)),MoveType = H
;Trigger1 = P2BodyDist X = [-5,15]
;Trigger1 = Random <= Var(59) * 45
Trigger2 = MoveContact
Trigger2 = Stateno = 630
Trigger2 = AnimElemTime(2) > 0 && AnimElemTime(4) <= 0
;Trigger2 = StateNo = 200
;Trigger2 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
;Trigger2 = Random <= Var(59) * 90
;---------------------------------------------------------------------------
;Back Jump
;
[State -1]
type = ChangeState
triggerall = var(59) = 1
triggerall = Prevstateno != 105
triggerall = P2stateno = 5120
triggerall = P2Life != 0
triggerall = statetype != A
triggerall = P2stateno != 5110
triggerAll = Random <= IfElse(PrevStateNo = 300, Var(59) * 3, Var(59) * 15)
trigger1 = P2bodydist x > 10
trigger1 = ctrl
trigger1 = Random <= 199
value = 105
[State -1]
type = ChangeState
triggerall = var(59) = 1
triggerall = ctrl && stateno != 100
triggerall = P2stateno != 5110
triggerAll = Random <= IfElse(PrevStateNo = 300, Var(59) * 3, Var(59) * 15)
trigger1 = p2movetype != A
trigger1 = inguarddist
trigger1 = !enemy, MoveGuarded
value = 100
[State -1] ;Jump
type = ChangeState
triggerall = var(59) = 1
triggerall = P2Life != 0
triggerall = statetype != A
triggerall = ctrl
triggerAll = Random <= IfElse(PrevStateNo = 300, Var(59) * 3, Var(59) * 15)
trigger1 = Random <= 9
trigger2 = Random <= 199 && (P2bodydist x < 50) && (stateno = 100)
trigger3 = (StateNo != 40)
trigger3 = (P2MoveType = A) && (P2StateType != A) && (enemy, NumProj >= 1)
value = 40
;===========================================================================
;--------------------[Controls]-------------------------------------------------------
;Gundam
;投げ
[State -1, Super - Gundam]
type = ChangeState
value = 3200
triggerall = var(59) = 0
triggerall = command = "Gundam"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Overpowered Clash
;投げ
[State -1, Super - Call Jones]
type = ChangeState
value = 3000
triggerall = var(59) = 0
triggerall = command = "OCSuper"
triggerall = numhelper(3003) = 0
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 240 && movehit
trigger3 = stateno = 440 && movehit
trigger4 = stateno = 1000 && movehit
trigger5 = stateno = 1001 && movehit
trigger6 = stateno = 195 && movehit
;--------------------[Controls]-------------------------------------------------------
;RKO
;投げ
[State -1, Super - RKO Ground]
type = ChangeState
value = 3010
triggerall = var(59) = 0
triggerall = command = "RKOSuper"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 410 && movehit
;---------------------------------------------------------------------------
;RKO
;投げ
[State -1, Super - RKO Air]
type = null
value = 3011
triggerall = var(59) = 0
triggerall = command = "RKOSuper"
triggerall = power >= 1000
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Charge
;投げ
[State -1, Charge]
type = ChangeState
value = 1070
triggerall = var(59) = 0
triggerall = command = "Charge"
triggerall = command != "holddown"
triggerall = power < 2000
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Shoot High
;投げ
[State -1, Stomp Weak - Get Wrecked]
type = ChangeState
value = 1030
triggerall = var(59) = 0
triggerall = command = "StompWeak"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Shoot High
;投げ
[State -1, Shortcut - Get Wrecked]
type = ChangeState
value = 1031
triggerall = var(59) = 0
triggerall = statetype = S
triggerall = command = "a"
trigger1 = stateno = 1001 && movehit
;---------------------------------------------------------------------------
;Shoot High
;投げ
[State -1, Stomp Heavy - Super Kick]
type = ChangeState
value = 1035
triggerall = var(59) = 0
triggerall = command = "StompHeavy"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 240 && movehit
trigger2 = (animelemtime(11) > 0) && (animelemtime(13) <= 2)
;---------------------------------------------------------------------------
;Shoot High
;投げ
[State -1, Shortcut - Super Kick]
type = ChangeState
value = 1036
triggerall = var(59) = 0
triggerall = statetype = S
triggerall = command = "b"
trigger1 = stateno = 1001 && movehit
;---------------------------------------------------------------------------
;Shoot High
;投げ
[State -1, Shoot High]
type = ChangeState
value = 1025
triggerall = var(59) = 0
triggerall = command = "ShootHigh"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 1001 && movehit
;---------------------------------------------------------------------------
;Shoot Low
;投げ
[State -1, Shoot Low]
type = ChangeState
value = 1020
triggerall = var(59) = 0
triggerall = command = "ShootLow"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 1001 && movehit
;---------------------------------------------------------------------------
;Slash - Overhead
;投げ
[State -1, Slash - Overhead]
type = ChangeState
value = 1001
triggerall = var(59) = 0
triggerall = command = "SlashLow"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210 && movehit
;---------------------------------------------------------------------------
;Slash - Medium
;投げ
[State -1, Slash - Medium]
type = ChangeState
value = 1000
triggerall = var(59) = 0
triggerall = command = "SlashMed"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210 && movehit
trigger3 = stateno = 410 && movehit
;---------------------------------------------------------------------------
;Front Throw
;投げ
[State -1, Front Throw - Stunner]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holdfwd" ;|| command = "holdback"
triggerall = statetype != A
triggerall = P2movetype != H
triggerall = P2statetype != A
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
;---------------------------------------------------------------------------
;Back Throw
;投げ
[State -1, Back Throw - Code Breaker]
type = ChangeState
value = 820
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holdfwd" ;|| command = "holdback"
triggerall = statetype != A
triggerall = P2movetype != H
triggerall = P2statetype != A
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 3
;---------------------------------------
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Weak Punch
;立ち弱パンチ
[State -1, Stand Weak Punch]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 9 && movehit
trigger3 = stateno = 230 && movehit
;trigger4 = stateno = 1001 && movehit && time > 22
;---------------------------------------------------------------------------
;Stand Heavy Punch
;立ち強パンチ
[State -1, Stand Heavy Punch]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movehit
;---------------------------------------------------------------------------
;Stand Weak Kick far
;立ち弱キック
[State -1, Stand Weak Kick (far)]
type = ChangeState
value = 230
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
TriggerAll = P2Dist X > 30
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 230 && movehit
trigger3 = stateno = 1001 && movehit && time > 22
trigger4 = stateno = 235 && movehit
;---------------------------------------------------------------------------
;Stand Weak Kick close
;立ち弱キック
[State -1, Stand Weak Kick (close)]
type = ChangeState
value = 235
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
TriggerAll = P2Dist X = [-5,29]
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 230 && movehit
trigger3 = stateno = 1001 && movehit && time > 22
;---------------------------------------------------------------------------
;Standing Heavy Kick (Sweep)
;立ち強キック
[State -1, Standing Heavy Kick]
type = ChangeState
value = 240
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 230 && movehit
trigger3 = stateno = 235 && movehit
trigger4 = stateno = 440 && movehit
;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Weak Punch]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movehit
;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Heavy Punch]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movehit
;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Weak Kick]
type = ChangeState
value = 430
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movehit
trigger3 = stateno = 430 && movehit
;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Heavy Kick]
type = ChangeState
value = 440
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && movehit
trigger3 = stateno = 430 && movehit
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 15
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Heavy Punch
[State -1, Jump Heavy Punch]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Heavy Kick
;空中強キック
[State -1, Jump Heavy Kick]
type = ChangeState
value = 640
triggerall = var(59) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Dash Forward
[State -1, Dash Forward]
type = ChangeState
value = 100
triggerall = var(59) = 0
triggerall = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Dash Back
[State -1, Dash Back]
type = ChangeState
value = 105
triggerall = var(59) = 0
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Dash Down
[State -1, Land on Feet]
type = ChangeState
value = 1050
triggerall = var(59) = 0
triggerall = command = "LoF"
triggerall = (P2statetype = L)
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Block Counter
[State -1, Counter]
type = ChangeState
value = 1200
triggerall = var(59) = 0
triggerall = command = "recovery" || command = "counter"
trigger1 = statetype != A
Trigger1 = stateno = [150,153]