;-| AvX Motions |--------------------------------------------------------
[Command]
name = "Pause"
command = s
time = 5
[Command]
name = "Taunt"
command = s;~D, DF, F, s
time = 17
[Command]
name = "Taunt"
command = s;~D, DB, B, s
time = 17
[Command]
name = "Down"
command = D
time = 5
[Command]
name = "Up"
command = U
time = 5
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
[Command]
name = "DU"
command = D,$U
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = y+z
time = 1
[Command]
name = "recovery";Required (do not remove)
command = x+z
time = 1
[Command]
name = "3P"
command = x+y+z
time = 1
[Command]
name = "3K"
command = a+b+c
time = 1
[Command]
name = "recovery roll"
command = a+b
time = 1
[Command]
name = "recovery roll"
command = b+c
time = 1
[Command]
name = "recovery roll"
command = a+c
time = 1
[Command]
name = "pushblock"
command = x+y
time = 5
[Command]
name = "pushblock"
command = x+z
time = 5
[Command]
name = "pushblock"
command = y+z
time = 5
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "holdk" ;Required (do not remove)
command = /$a
time = 1
[Command]
name = "holdk" ;Required (do not remove)
command = /$b
time = 1
[Command]
name = "holdk" ;Required (do not remove)
command = /$c
time = 1
;-| Hypers |-----------------------------------------------------------
[Command] ; Amalgam (Quarter circle forward + hard punch & hard kick)
name = "Amalgam"
command = ~D, DF, F, z+c
time = 40
[Command]
name = "qcf_2p"
command = ~D, DF, F, x+y
[Command]
name = "qcf_2p"
command = ~D, DF, F, x+z
[Command]
name = "qcf_2p"
command = ~D, DF, F, y+z
[Command]
name = "qcb_2p"
command = ~D, DB, B, x+y
[Command]
name = "qcb_2p"
command = ~D, DB, B, x+z
[Command]
name = "qcb_2p"
command = ~D, DB, B, y+z
[Command]
name = "qcf_2k"
command = ~D, DF, F, a+b
[Command]
name = "qcf_2k"
command = ~D, DF, F, a+c
[Command]
name = "qcf_2k"
command = ~D, DF, F, b+c
[Command]
name = "qcb_2k"
command = ~D, DB, B, a+b
[Command]
name = "qcb_2k"
command = ~D, DB, B, a+c
[Command]
name = "qcb_2k"
command = ~D, DB, B, b+c
[Command] ; QCB + punch & kick of equal strength
name = "chain"
command = ~D, DB, B, a+x
[Command] ; QCB + punch & kick of equal strength
name = "chain"
command = ~D, DB, B, b+y
[Command] ; QCB + punch & kick of equal strength
name = "chain"
command = ~D, DB, B, c+z
;-| Specials |-----------------------------------------------------------
[Command]
name = "hcb_x"
command = ~F, D, B, x
[Command]
name = "hcb_x"
command = ~F, DF, D, DB, B, x
[Command]
name = "hcb_y"
command = ~F, D, B, y
[Command]
name = "hcb_y"
command = ~F, DF, D, DB, B, y
[Command]
name = "hcb_z"
command = ~F, D, B, z
[Command]
name = "hcb_z"
command = ~F, DF, D, DB, B, z
[Command]
name = "qcf_x"
command = ~D, DF, F, x
[Command]
name = "qcf_y"
command = ~D, DF, F, y
[Command]
name = "qcf_z"
command = ~D, DF, F, z
[Command]
name = "anti_x"
command = ~F, D, F, x
[Command]
name = "anti_y"
command = ~F, D, F, y
[Command]
name = "anti_z"
command = ~F, D, F, z
[Command]
name = "qcf_a"
command = ~D, DF, F, a
[Command]
name = "qcf_b"
command = ~D, DF, F, b
[Command]
name = "qcf_c"
command = ~D, DF, F, c
[Command]
name = "qcb_a"
command = ~D, DB, B, a
[Command]
name = "qcb_b"
command = ~D, DB, B, b
[Command]
name = "qcb_c"
command = ~D, DB, B, c
[Command]
name = "qcb_x"
command = ~D, DB, B, x
[Command]
name = "qcb_y"
command = ~D, DB, B, y
[Command]
name = "qcb_z"
command = ~D, DB, B, z
[Command] ;Charge back, then forward + kick (a/b/c)
name = "charge_B_F_K"
command = ~30$B, F, a
time = 10
[Command] ;Charge back, then forward + kick (a/b/c)
name = "charge_B_F_K"
command = ~30$B, F, b
time = 10
[Command] ;Charge back, then forward + kick (a/b/c)
name = "charge_B_F_K"
command = ~30$B, F, c
time = 10
;---------------------------------------------------------------------------
; 2. State entry
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
[State -1, AI Activation]
type = varset
triggerall = AILevel > 2
triggerall = (roundstate = 2) && (var(59) = 0)
trigger1 = Random <= ((AILevel-2)*100)
v = 59
value = 1
[State -1, AI Deactivation]
type = varset
triggerall = AIlevel < 7
triggerall = var(59) = 1
trigger1 = Random > ((AILevel-2)*100)
trigger2 = roundstate != 2
v = 59
value = 0
;====================================================================
;GUARD/BLOCK CODE
;====================================================================
[State -1, standGuard]
type = ChangeState
triggerall = var(59) && random <= 555
triggerall =(StateType != A) && (Ctrl)&& (enemynear, Facing != Facing)
trigger1 = (P2StateType != C) && (P2MoveType = A)
;trigger2 = inguarddist
value = 130
[State -1, airGuardHitBack]
type = ChangeState
triggerall = var(59) && random <= 555
triggerall =(StateType != A) && (enemynear, Facing != Facing)
triggerall = (P2StateType = C) && (P2MoveType = A)
trigger1 = StateNo = 150
;trigger2 = inguarddist
value = 152
[State -1, crouchGuard]
type = ChangeState
triggerall = var(59) && random <= 555
triggerall = (StateType != A) && (Ctrl) && (enemynear, Facing != Facing)
trigger1 = (P2StateType = C) && (P2MoveType = A)
;trigger2 = inguarddist
value = 131
[State -1, standGuardHitBack]
type = ChangeState
triggerall = var(59) && random <= 555
triggerall =(StateType != A) && (enemynear, Facing != Facing)
triggerall = (P2StateType != C) && (P2MoveType = A)
trigger1 = StateNo = 152
;trigger2 = inguarddist
value = 150
[State -1, airGuard]
type = ChangeState
triggerall = var(59) && random <= 555
triggerall = (StateType = A) && (Ctrl) && (enemynear, Facing != Facing)
trigger1 = P2MoveType = A
;trigger2 = inguarddist
value = 132
;====================================================================
; Main Hyper - Long Range
;====================================================================
; mega beam
[State -1, megaBeam]
type = ChangeState
value = 3000
triggerall = power >= 1000 && var(59) && ctrl && P2BodyDist X < 100
triggerall = StateType != A && MoveType != H && RoundState = 2
trigger1 = enemynear, numproj = 0 && enemynear, movetype != A && random < 150
;---------------------------------------------------------------------------
[State -1, Hyper1]
type = ChangeState
value = 3100
triggerall = power >= 1000 && var(59) && ctrl && P2BodyDist X > 80 && P2BodyDist X < 170
triggerall = StateType != A && MoveType != H && RoundState = 2
trigger1 = enemynear, numproj = 0 && enemynear, movetype != A && random < 150
[State -1, Hyper1]
type = ChangeState
value = 3500
triggerall = power >= 1000 && var(59) && ctrl && P2BodyDist X > 150
triggerall = StateType != A && MoveType != H && RoundState = 2
trigger1 = enemynear, numproj = 0 && enemynear, movetype != A && random < 150
[State -1, Hyper1]
type = ChangeState
value = 3600
triggerall = power >= 1000 && var(59) && ctrl && P2BodyDist X > 80
triggerall = StateType != A && MoveType != H && RoundState = 2
trigger1 = enemynear, numproj = 0 && enemynear, movetype != A && random < 150
;---------------------------------------------------------------------------
; Special1
[State -1, Special1]
type = ChangeState
value = 1000
triggerall = var(59) && ctrl && prevstateno != 1000
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X > 70 && Random < 130
trigger1 = P2BodyDist Y = [-50,50]
[State -1, Special1]
type = ChangeState
value = 1010
triggerall = var(59) && ctrl && prevstateno != 1010
triggerall = StateType = A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X > 70 && Random < 150
trigger1 = P2BodyDist Y = [-50,50]
; Special1
;[State -1, Special1]
;type = ChangeState
;value = 1100
;triggerall = var(59) && ctrl && prevstateno != 1100 && numhelper(21360) = 0
;triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
;trigger1 = P2BodyDist X > 70 && Random < 100
; Special1
[State -1, Special1]
type = ChangeState
value = 1200
triggerall = var(59) && ctrl && prevstateno != 1200
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X < 100 && Random < 200 && enemynear,statetype= A
trigger2 = P2BodyDist X < 100 && Random < 70 && enemynear,statetype!= A
[State -1, Special1]
type = ChangeState
value = 1900
triggerall = var(59) && ctrl && prevstateno != 1900
triggerall = StateType = A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X > 70 && Random < 200
trigger1 = enemynear,statetype != A
[State -1, Special1]
type = ChangeState
value = 1600
triggerall = var(59) && ctrl && prevstateno != 1600
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X > 180 && Random < 200 && numhelper(1610)=0
;;---------------------------------------------------------------------------
[State -1, Special1]
type = ChangeState
value = 1500;1100
triggerall = var(59) && ctrl && prevstateno != 1500
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X > 100 && Random < 150
;trigger1 = P2BodyDist X > 10 && Random < 500
[State -1, Stand Hard Punch]
type = ChangeState
value = 800
triggerall = enemynear, name != "Prime Sentinels"
triggerall = var(59) && ctrl && prevstateno != 800
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X < 25 && Random < 100 && enemynear,statetype != A
;---------------------------------------------------------------------------
;====================================================================
; Main Standing Special
;====================================================================
;Super Jump
[State -1, Super Jump]
type = ChangeState
value = 700
triggerall = (StateType != A) && Var(59)
trigger1 = (StateNo = 420) && (MoveHit = 1)
trigger2 = (enemynear, Vel X >= 4) && ctrl
;---------------------------------------------------------------------------
; Fwd Dash
[State -1, FwdDash]
type = ChangeState
value = 100
triggerall = var(59) && RoundState = 2 && ctrl && prevstateno != 100 && random < 200
triggerall = (statetype = S) && enemynear, p2dist X >= 75
triggerall = Var(20) != 3 && NumHelper(25) = 0 && p2bodydist x > 75
trigger1 = enemynear, movetype != A && enemynear, numproj = 0 && enemynear, statetype != L
trigger2 = enemynear, statetype = L && random <= 300 && enemy, numproj = 0
;====================================================================
; Stand, Crouch, Jump / Punch, Kick - NORMAL (only 3 punches/kicks)
;====================================================================
;---------------------------------------------------------------------------
; Standing basics
;
; Punches: 200, 210, 220
; Kicks: 230, 240, 250
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = ctrl = 1
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && Random <= 200)
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2
; (chain combos)
trigger1 = (stateno = 200) && (movecontact = 1)
;---------------------------------------------------------------------------
; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = var(59) && p2statetype != L && RoundState = 2
triggerall = statetype = S
; (chain combos)
trigger1 = ((stateno = 200) || (stateno = 210)) && (movecontact = 1)
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 400&& random >200)) && ctrl
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) && p2statetype != L && RoundState = 2
triggerall = statetype = S
; (chain combos)
trigger1= (stateno = 230) && (movecontact = 1)
;---------------------------------------------------------------------------
; Stand Hard Kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = var(59) && enemynear, statetype != L && RoundState = 2
; (chain combos)
trigger1 = ((stateno = 230) || (stateno = 240)) && (movecontact = 1)
;---------------------------------------------------------------------------
; Throws
;
; Standing : 800
; Air : 810
;---------------------------------------------------------------------------
;; Standing throw
;[State -1, Throw1]
;type = ChangeState
;value = ifelse(statetype=A,850,801)
;triggerall = var(59) && RoundState = 2 && ctrl
;triggerall = statetype = S && enemynear, statetype != L && random < 200
;trigger1 = (P2BodyDist X <= 25) && enemynear, statetype != C
;
;; Air throw
;;[State -1, AirThrow1]
;;type = ChangeState
;;value = 810
;;triggerall = var(59) && RoundState = 2 && ctrl
;;triggerall = statetype = A && enemynear, statetype != L && random < 200
;;trigger1 = (P2BodyDist X <= 25) && enemynear, p2dist Y > -3
;---------------------------------------------------------------------------
; Crouching basics
; Punches: 400, 410, 420
; Kicks: 430, 440, 450
;---------------------------------------------------------------------------
; Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 600&& random >400))
;---------------------------------------------------------------------------
; Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
; (chain combos)
trigger1 = (stateno = 400) && movecontact
;---------------------------------------------------------------------------
; Crouch Hard Punch
[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = var(59) && statetype != A && RoundState = 2
; (chain combos)
trigger1 = (stateno = 410) && movecontact
;---------------------------------------------------------------------------
; Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (enemynear, p2dist x <= 65 && enemynear, movetype != A && (Random <= 900&& random >600))
;---------------------------------------------------------------------------
; Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
; (chain combos)
trigger1 = (stateno = 430) && movecontact
;---------------------------------------------------------------------------
; Crouch Hard Kick
[State -1, Crouch Hard Kick]
type = ChangeState
value = 450
triggerall = var(59) && statetype != A && RoundState = 2
; (chain combos)
trigger1 = (stateno = 440) && movecontact
;---------------------------------------------------------------------------
; Air basics
; Punches: 600, 610, 620
; Kicks: 630, 640, 650
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A && ctrl
trigger1 = p2dist X < 60 && (p2dist Y > -3 && p2dist Y < 3)
;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = (stateno = 630) && movecontact
trigger2 = (stateno = 600) && movecontact
;---------------------------------------------------------------------------
; Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = stateno = 600 && movecontact
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 630 && movecontact
trigger4 = stateno = 640 && movecontact
;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = (stateno = 600) && (movecontact = 1)
;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
; (chain combos)
trigger1 = (stateno = 610) && movecontact
trigger2 = (stateno = 600) && movecontact
;---------------------------------------------------------------------------
; Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = var(59) && RoundState = 2 && stateno != 100
triggerall = statetype = A && ctrl
; (chain combos)
trigger1 = stateno = 600 && movecontact
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 630 && movecontact
trigger4 = stateno = 640 && movecontact
;----------------------------------------------------------------------
; Air combo
[State -1, ChangeState]
type = ChangeState
triggerall = Var(59) && StateType = A
trigger1 = (StateNo = [600,620]) && (MoveContact)
value = IfElse(StateNo = 600,630,IfElse(StateNo = 610,640,650))
persistent = 0
[State -1, ChangeState]
type = ChangeState
triggerall = Var(59) && StateType = A
trigger1 = (StateNo = [630,640]) && (MoveContact)
value = IfElse(StateNo = 630,610,620)
;======================================================================
;User Input Attacks
;----------------------------------------------------------------------
;---------------------------------------------------------------------------
; Hyper1
[State -1, Hyper1]
type = ChangeState
value = 3000
triggerall = power >= 1000
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = !IsHelper
triggerall = command = "qcf_2p"
trigger1 = ctrl
trigger2 = (Hitdefattr = SC, NA,SA,SP) && movecontact
[State -1, Hyper1]
type = ChangeState
value = 3100
triggerall = power >= 1000
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = !IsHelper
triggerall = command = "qcb_2p"
trigger1 = ctrl
trigger2 = (Hitdefattr = SC, NA,SA,SP) && movecontact
[State -1, Hyper1]
type = ChangeState
value = 3500
triggerall = power >= 1000
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = !IsHelper
triggerall = command = "qcf_2k"
trigger1 = ctrl
trigger2 = (Hitdefattr = SC, NA,SA,SP) && movecontact
[State -1, Hyper1]
type = ChangeState
value = 3600
triggerall = power >= 1000
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = !IsHelper
triggerall = command = "qcb_2k"
trigger1 = ctrl
trigger2 = (Hitdefattr = SC, NA,SA,SP) && movecontact
;---------------------------------------------------------------------------
; Special1
[State -1, Special1]
type = ChangeState
value = 1000
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = !IsHelper
triggerall = (command = "qcf_x") || (command = "qcf_y") || (command = "qcf_z")
trigger1 = ctrl
trigger2 = (Hitdefattr = SC, NA) && movecontact
[State -1, Special1]
type = ChangeState
value = 1010
triggerall = (StateType = A) && (MoveType != H) && !Var(59)
triggerall = !IsHelper
triggerall = (command = "qcf_x") || (command = "qcf_y") || (command = "qcf_z")
trigger1 = ctrl
trigger2 = (Hitdefattr = A, NA) && movecontact
; Special1
[State -1, Special1]
type = ChangeState
value = 1500;1100
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = !IsHelper ;&& numhelper(21360) = 0
triggerall = (command = "qcf_a") || (command = "qcf_b") || (command = "qcf_c")
trigger1 = ctrl
trigger2 = (Hitdefattr = SC, NA) && movecontact
; Special1
[State -1, Special1]
type = ChangeState
value = 1200
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = !IsHelper
triggerall = (command = "qcb_x") || (command = "qcb_y") || (command = "qcb_z")
trigger1 = ctrl
trigger2 = (Hitdefattr = SC, NA) && movecontact
[State -1, Special1]
type = ChangeState
value = 1900
triggerall = (StateType = A) && (MoveType != H) && !Var(59)
triggerall = !IsHelper
triggerall = (command = "qcb_x") || (command = "qcb_y") || (command = "qcb_z")
trigger1 = ctrl
trigger2 = (Hitdefattr = A, NA) && movecontact
[State -1, Special1]
type = ChangeState
value = 1600
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = !IsHelper && numhelper(1610)=0
triggerall = (command = "qcb_a") || (command = "qcb_b") || (command = "qcb_c")
trigger1 = ctrl
trigger2 = (Hitdefattr = SC, NA) && movecontact
;---------------------------------------------------------------------------
; Standing Push Block (AKA advancing guard)
;[State -1, SPushBlock]
;type = ChangeState
;value = 750
;triggerall = command = "pushblock" && StateType = S && !Var(59)
;trigger1 = StateNo = 130
;trigger2 = StateNo = [150, 151]
;
;;---------------------------------------------------------------------------
;; Crouching Push Block
;[State -1, CPushBlock]
;type = ChangeState
;value = 752
;triggerall = command = "pushblock" && StateType = C && !Var(59)
;trigger1 = StateNo = 131
;trigger2 = StateNo = [152, 153]
[State -1, Stand Hard Punch]
type = ChangeState
value = 800
triggerall = enemynear, name != "Prime Sentinels"
triggerall = (p2bodydist x <= 25) && (p2bodydist y <= 10)
triggerall = ctrl = 1 && (statetype = S) && !Var(59)
triggerall = (command = "z")
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
;;---------------------------------------------------------------------------
;; Air Push Block
;[State -1, APushBlock]
;type = ChangeState
;value = 754
;triggerall = command = "pushblock" && StateType = A && !Var(59)
;trigger1 = StateNo = 132
;trigger2 = StateNo = [154, 155]
;---------------------------------------------------------------------------
;Fwd Dash
[State -1, FwdDash]
type = ChangeState
value = 100
triggerall = command != "holdback" && !Var(59)
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "FF"
[State -1, FwdDash]
type = ChangeState
value = 101
triggerall = command != "holdback" && !Var(59)
triggerall = statetype = A
triggerall = command = "FF"
trigger1 = ctrl = 1
trigger2 = stateno = [600,690]
;---------------------------------------------------------------------------
;Back Dash
[State -1, BackDash]
type = ChangeState
value = 105
triggerall = statetype = S && !Var(59)
triggerall = ctrl = 1
trigger1 = command = "BB"
;---------------------------------------------------------------------------
; Superjump
[State -1, Superjump]
type = ChangeState
value = 700
triggerall = (StateType != A) && (Var(0) = 0) && !Var(59)
trigger1 = (command = "DU") && (Ctrl)
trigger2 = stateno = 420 && movehit && command="holdup"
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = statetype = S && !Var(59)
triggerall = ctrl = 1
trigger1 = command = "Taunt"
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact && stateno=200
trigger3 = movecontact && stateno=230;&& time > 5
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact && stateno=200 ;&& time > 5
trigger3 = movecontact && stateno=210 ;&& time > 5
trigger4 = movecontact && stateno=230 ;&& time > 5
trigger5 = movecontact && stateno=240
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact && stateno=200 ;&& time > 5
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact && stateno=230
trigger3 = movecontact && stateno=200 ;&& time > 5
trigger4 = movecontact && stateno=210;&& time > 5
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact && stateno=230 ;&& time > 5
trigger3 = movecontact && stateno=240 ;&& time > 5
trigger4 = movecontact && stateno=200 ;&& time > 5
trigger5 = movecontact && stateno=210
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact && stateno=400
trigger3 = movecontact && stateno=430 ;&& time > 5
trigger4 = movecontact && stateno=200
trigger5 = movecontact && stateno=230 ;&& time > 5
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact && stateno=400 ;&& time > 5
trigger3 = movecontact && stateno=410 ;&& time > 5
trigger4 = movecontact && stateno=430 ;&& time > 5
trigger5 = movecontact && stateno=440
trigger6 = movecontact && stateno=200 ;&& time > 5
trigger7 = movecontact && stateno=210 ;&& time > 5
trigger8 = movecontact && stateno=230 ;&& time > 5
trigger9 = movecontact && stateno=240
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact && stateno=400 ;&& time > 5
trigger3 = movecontact && stateno=200 ;&& time > 5
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact && stateno=430
trigger3 = movecontact && stateno=400 ;&& time > 5
trigger4 = movecontact && stateno=410;&& time > 5
trigger5 = movecontact && stateno=230
trigger6 = movecontact && stateno=200 ;&& time > 5
trigger7 = movecontact && stateno=210;&& time > 5
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact && stateno=430 ;&& time > 5
trigger3 = movecontact && stateno=440 ;&& time > 5
trigger4 = movecontact && stateno=400 ;&& time > 5
trigger5 = movecontact && stateno=410
trigger6 = movecontact && stateno=200 ;&& time > 5
trigger7 = movecontact && stateno=210
;---------------------------------------------------------------------------
; Air basics
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = (command = "x") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
trigger2 = stateno = 101
;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = (command = "y") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = 600) || (stateno = 630)) && (movecontact >= 1)
trigger3 = stateno = 101
;---------------------------------------------------------------------------
; Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = (command = "z") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = 600) || (stateno = 610) || (stateno = 630) || (stateno = 640)) && (movecontact >= 1)
trigger3 = stateno = 101
;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = (command = "a") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = (stateno = 600) && (movecontact >= 1)
trigger3 = stateno = 101
;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = (command = "b") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = 600) || (stateno = 610) || (stateno = 630)) && (movecontact >= 1)
trigger3 = stateno = 101
;---------------------------------------------------------------------------
; Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = (command = "c") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = 600) || (stateno = 610) || (stateno = 620) || (stateno = 630) || (stateno = 640)) && (movecontact >= 1)
trigger3 = stateno = 101
;------------------------------------
;AI Guard Push (Standing)
[State -1, AI Guard Push]
type = ChangeState
value = 7610
triggerall = Var(59)
triggerall = AILevel >=2
triggerall = p2bodydist x =[0,40]
triggerall = StateType = S
triggerall = enemynear, name != "helibonus"
triggerall = enemynear, name != "Prime Sentinels"
triggerall = enemynear, name != "Trainingroom"
triggerall = enemynear, HitDefAttr = SCA,NA,NT,NP,SA,ST,SP
trigger1 = stateno = [150,153]
trigger1 = Time >= 5
trigger1 = random < 500+300*(BackEdgeDist < 30)
;---------------------------------------------------------------------------
;Guard Push (Standing)
[State -1, Guard Push]
type = ChangeState
value = 7610
triggerall = !var(59)
triggerall = command = "recovery"
triggerall = statetype != A
triggerall = enemynear, name != "helibonus"
triggerall = enemynear, name != "Prime Sentinels"
triggerall = enemynear, name != "Trainingroom"
triggerall = enemynear, HitDefAttr = SCA,NA,NT,NP,SA,ST,SP
trigger1 = stateno = [150,153]