; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional)
; buffer.time = time (optional)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas. Each of these
; buttons or directions is referred to as a "symbol".
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
; These 11 Single Button and Hold Dir commands must be placed here at the top
; of the CMD, above all other commands, and in the standard order shown here,
; in order for the "Compatibly Partnered" version (9742) of the helper AI
; activation method to work with different partners in simul team mode.
; (When the partner is not compatible, then it's best to just use the regular
; version (9741) and rely on the XOR method for backup in case a human
; partner's input turns off the CPU partner's AI.)
; (Now, even if you do not intend to give your character any custom AI, it
; would still be nice if you would place the commands at the top of your CMD,
; for the sake of other characters which do use this AI activation method.
; And then, define Anim 9741 in your AIR file to indicate to other characters
; that your character is compatible.
; It may slightly increase the chances of faulty AI activation if the user is
; using characters with a poor implementation of the old humanly-impossible
; commands AI activation method when fighting against your character, but
; other than that, there's really no particular reason not to. And you can
; change the names of the commands if you want. For compatibility, all that
; really matters is the "command" and "time" parameters.)
;
;-| 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
;-| Hold Button |----------------------------------------------------------
; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these
; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir
; commands at the very top of your CMD list, as demonstrated here.
; In this version of the AI code, these commands are only used by the XOR
; method, and thus are optional. But there remains a possibility that a
; future version of the helper method might be helped by having these
; commands placed here, and Anim 74140108 would then be used to indicate
; that a partner character has a compatible CMD.
[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 = "holdstart"
command = /s
time = 1
[Command]
name = "recovery"
command = x+y
time = 1
;-| CPU |--------------------------------------------------------------
; Note that if you make any changes to the basic one-button or recovery
; commands, you'll need to make the same changes to their matching commands here
; and/or in the XOR VarSet controller. That includes things like, for example:
; * changing the recovery command to use a different combination of buttons.
; * renaming the b button command as "d", or the start button command as "s".
; * switching the button names around, e.g. so button y triggers "a" and button a triggers "y".
; * having more than one way to trigger the same command name.
; If you understand how the XOR method works, the proper changes should be obvious.
; If you don't understand it, then simply disable the lines in the XOR VarSet
; controller that correspond to the commands you've altered.
[Command]
name = "a2"
command = a
time = 1
[Command]
name = "b2"
command = b
time = 1
[Command]
name = "c2"
command = c
time = 1
[Command]
name = "x2"
command = x
time = 1
[Command]
name = "y2"
command = y
time = 1
[Command]
name = "z2"
command = z
time = 1
[Command]
name = "start2"
command = s
time = 1
[Command]
name = "holdfwd2"
command = /$F
time = 1
[Command]
name = "holdback2"
command = /$B
time = 1
[Command]
name = "holdup2"
command = /$U
time = 1
[Command]
name = "holddown2"
command = /$D
time = 1
[Command]
name = "holda2"
command = /a
time = 1
[Command]
name = "holdb2"
command = /b
time = 1
[Command]
name = "holdc2"
command = /c
time = 1
[Command]
name = "holdx2"
command = /x
time = 1
[Command]
name = "holdy2"
command = /y
time = 1
[Command]
name = "holdz2"
command = /z
time = 1
[Command]
name = "holdstart2"
command = /s
time = 1
[Command]
name = "recovery2"
command = x+y
time = 1
; Here add matching commands for any moves that must never be used randomly
; by the computer, such as suicide moves and super moves, and add the pairs
; to the XOR VarSet controller in State -3.
; If you're desperate to make sure that the AI always gets turned on as soon
; as possible, you can add more equivalents for your own commands here too,
; and add to the XOR VarSet controller's triggers accordingly. You should
; use button-only commands before using any commands with directional
; components, since the latter apparently doesn't work in 2002.04.14.
; And of course, if you've run out of unique command labels (Mugen allows
; 128), you can remove as many of these as you want. You'll of course need
; to modify the XOR VarSet controller's triggers accordingly, but Mugen
; will let you know if you forget to do so. :)
;-| 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 = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, x
time = 20
[Command]
name = "TripleKFPalm" ;Same name as above
command = ~D, DF, F, D, DF, F, y
time = 20
[Command]
name = "SmashKFUpper"
command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x
time = 20
[Command]
name = "SmashKFUpper" ;Same name as above
command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y
time = 20
[Command]
name = "Gun"
command = ~D, DB, B, DB, D, DF, F, x
time = 60
[Command]
name = "Gun"
command = ~D, DB, B, DB, D, DF, F, y
time = 60
[Command]
name = "Gun"
command = ~D, B, D, F, x
time = 60
[Command]
name = "Gun"
command = ~D, B, D, F, y
time = 60
[Command]
name = "Fire"
command = ~D, DF, F, D, DF, F, a
time = 20
[Command]
name = "Fire" ;Same name as above
command = ~D, DF, F, D, DF, F, b
time = 20
[Command]
name = "SpecialWeapon" ;Same name as above
command = ~D, DF, F, D, DF, F, c
time = 30
[Command]
name = "Ambush" ;Same name as above
command = ~D, DF, F, D, DF, F, z
time = 30
[Command]
name = "Napalm"
command = ~D, F, B, a
time = 14
[Command]
name = "Napalm"
command = ~D, F, B, b
time = 14
[Command]
name = "Crap"
command = ~F,DF,D,DB,B,F,DF,D,DB,B,z
time = 60
[Command]
name = "Crap"
command = ~F,D,B,F,D,B,z
time = 60
[Command]
name = "ShunGoku"
command = ~x, x, F, a, b
time = 70
;-| Special Motions |------------------------------------------------------
[Command]
name = "upper_x"
command = ~F, D, DF, x
[Command]
name = "upper_y"
command = ~F, D, DF, y
[Command]
name = "upper_xy"
command = ~F, D, DF, x+y
[Command]
name = "rocketpunch_x"
command = ~B, D, F, x
[Command]
name = "rocketpunch_y"
command = ~B, D, F, y
[Command]
name = "rocketpunch_xy"
command = ~B, D, F, x+y
[Command]
name = "rocketpunch_x"
command = ~B, DB, D, DF, F, x
[Command]
name = "rocketpunch_y"
command = ~B, DB, D, DF, F, y
[Command]
name = "rocketpunch_xy"
command = ~B, DB, D, DF, F, x+y
[Command]
name = "excusion"
command = ~F, D, B, a
[Command]
name = "excusion"
command = ~F, D, B, b
[Command]
name = "excusion"
command = ~F, DF, D, DB, B, a
[Command]
name = "excusion"
command = ~F, DF, D, DB, B, b
[Command]
name = "revers_x"
command = ~B, D, DB, x
[Command]
name = "revers_y"
command = ~B, D, DB, y
[Command]
name = "revers_xy"
command = ~B, D, DB, x+y
[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y
[Command]
name = "QCB_x"
command = ~D, DB, B, x
[Command]
name = "QCB_y"
command = ~D, DB, B, y
[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y
[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 = "DD_a"
command = D, D, a
time = 20
[Command]
name = "DD_b"
command = D, D, b
time = 20
[Command]
name = "DD_ab"
command = D, D, a+b
time = 20
[Command]
name = "CBF_x"
command = ~20$B, F, x
time = 10
[Command]
name = "CBF_y"
command = ~20$B, F, y
time = 10
[Command]
name = "CBF_xy"
command = ~20$B, F, x+y
time = 10
[Command]
name = "CBF_a"
command = ~20$B, F, a
time = 10
[Command]
name = "CBF_b"
command = ~20$B, F, b
time = 10
[Command]
name = "CBF_ab"
command = ~20$B, F, a+b
time = 10
[Command]
name = "anybutton"
command = a
time = 1
[Command]
name = "anybutton"
command = b
time = 1
[Command]
name = "anybutton"
command = c
time = 1
[Command]
name = "anybutton"
command = x
time = 1
[Command]
name = "anybutton"
command = y
time = 1
[Command]
name = "anybutton"
command = z
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
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "instakill";Required (do not remove)
command = c+z
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
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]
; The main purpose of having these next two controllers here at the top of
; StateDef -1 is to make sure the AI helper never changes to a different state,
; but they also improve efficiency by preventing Mugen from wasting time
; processing the entire State -1 for the helper.
[State -1, AI Helper Check]
type = ChangeState
trigger1 = IsHelper(9741)
value = 9741
[State -1, AI Helper Check 2]
type = ChangeState
trigger1 = IsHelper(9742)
value = 9742
;===========================================================================
;---------------------------------------------------------------------------
;Smash Kung Fu Upper (uses one super bar)
;スマッシュ・カンフー・ウッパー(ゲージレベル1)
[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 4000
triggerall = command = "Ambush"
triggerall = statetype != A
triggerall = var(30) = 1
triggerall = var(31) = 0
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Smash Kung Fu Upper (uses one super bar)
;スマッシュ・カンフー・ウッパー(ゲージレベル1)
[State -1, Shun Goku Satsu]
type = ChangeState
value = 3900
triggerall = command = "ShunGoku"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3700,6999)
trigger2 = movecontact
trigger3 = stateno = [200,499]
;===========================================================================
;---------------------------------------------------------------------------
;Smash Kung Fu Upper (uses one super bar)
;スマッシュ・カンフー・ウッパー(ゲージレベル1)
[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3250
triggerall = command = "Crap"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3700,6999)
trigger2 = movecontact
;===========================================================================
;---------------------------------------------------------------------------
;Smash Kung Fu Upper (uses one super bar)
;スマッシュ・カンフー・ウッパー(ゲージレベル1)
[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3200
triggerall = numhelper(3200) = 0
triggerall = command = "Napalm"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3700,6999)
trigger2 = movecontact
;===========================================================================
;---------------------------------------------------------------------------
;Special Weapon
[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 6000 + (100 * (var(40) - 1))
triggerall = command = "SpecialWeapon"
triggerall = statetype != A
triggerall = var(40) != 0
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Smash Kung Fu Upper (uses one super bar)
;スマッシュ・カンフー・ウッパー(ゲージレベル1)
[State -1, Smash Kung Fu Upper]
type = ChangeState
value = ifelse(command="y"&&power>=2000,3110,3100)
triggerall = command = "Gun"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,6999)
trigger2 = movecontact
;===========================================================================
;---------------------------------------------------------------------------
;Smash Kung Fu Upper (uses one super bar)
;スマッシュ・カンフー・ウッパー(ゲージレベル1)
[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3150
triggerall = command = "Fire"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3100,6999)
trigger2 = movecontact
;===========================================================================
;---------------------------------------------------------------------------
;Smash Kung Fu Upper (uses one super bar)
;スマッシュ・カンフー・ウッパー(ゲージレベル1)
[State -1, Smash Kung Fu Upper]
type = ChangeState
value = ifelse(command="y"&&power>=2000,3060,3050)
triggerall = command = "SmashKFUpper"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,6999)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Triple Kung Fu Palm (uses one super bar)
;三烈カンフー突き手(ゲージレベル1)
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = ifelse(command="y"&&power>=2000,3010,3000)
triggerall = command = "TripleKFPalm"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,6999)
trigger2 = movecontact
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1
;---------------------------------------------------------------------------
;Light Kung Fu Blow
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1450
triggerall = command = "excusion"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Fast Rocket-Punch (1/3 super bar)
;速いカンフー蹴り(ゲージレベル1/3)
[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1420
triggerall = command = "rocketpunch_xy"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1200,1220]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Light Rocket-Punch
;カンフー蹴り(弱)
[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1400
triggerall = command = "rocketpunch_x"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1200,1220]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Strong Rocket-Punch
;カンフー蹴り(弱)
[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1410
triggerall = command = "rocketpunch_y"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1200,1220]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Fast Kung Fu Knee (1/3 super bar)
;速いカンフー蹴り(ゲージレベル1/3)
[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1320
triggerall = command = "DD_ab"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1200,1220]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Light Kung Fu Knee
;カンフー蹴り(弱)
[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1300
triggerall = command = "DD_a"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1200,1220]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Strong Kung Fu Knee
;カンフー蹴り(弱)
[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1310
triggerall = command = "DD_b"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1200,1220]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Fast Kung Fu Knee (1/3 super bar)
;速いカンフー蹴り(ゲージレベル1/3)
[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = command = "FF_ab"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1200,1220]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Light Kung Fu Knee
;カンフー蹴り(弱)
[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = command = "FF_a"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1200,1220]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Strong Kung Fu Knee
;カンフー蹴り(弱)
[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = command = "FF_b"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1200,1220]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Fast Kung Fu Upper (1/3 super bar)
;速いカンフー・ウッパー
[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = command = "upper_xy"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1000,1020]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Light Kung Fu Upper
;カンフー・ウッパー(弱)
[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = command = "upper_x"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1000,1020]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Strong Kung Fu Upper
;カンフー・ウッパー(強)
[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = command = "upper_y"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1000,1020]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Fast Kung Fu Palm (1/3 super bar)
;速いカンフー突き手(ゲージレベル1/3)
[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = command = "QCF_xy"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1300,1320]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Light Kung Fu Palm
;カンフー突き手(弱)
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1300,1320]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Strong Kung Fu Palm
;カンフー突き手(強)
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = command = "QCF_y"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1300,1320]
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Light Kung Fu Blow
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1350
triggerall = command = "revers_x" || command = "revers_y" || command = "revers_xy"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Fast Kung Fu Blow (1/3 super bar)
[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = command = "QCB_xy"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Light Kung Fu Blow
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = command = "QCB_x"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Strong Kung Fu Blow
[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = command = "QCB_y"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Fast Kung Fu Blow (1/3 super bar)
[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1270
triggerall = command = "CBF_xy"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Fast Kung Fu Blow (1/3 super bar)
[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1250
triggerall = command = "CBF_x"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Fast Kung Fu Blow (1/3 super bar)
[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1260
triggerall = command = "CBF_y"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Light Kung Fu Blow
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1500
triggerall = command = "CBF_a" || command = "CBF_b" || command = "CBF_ab"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = [1000,1020]
trigger2 = movecontact = 1
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 19666
trigger1 = var(31) = 0
trigger1 = command = "instakill"
trigger1 = statetype = S
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Kung Fu Throw
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
;Stand CD
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 229
trigger2 = screenpos x = [0,320]
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = [120,169]
trigger4 = power >= 500
trigger4 = statetype != A
;---------------------------------------------------------------------------
; Back Evasion
[State -1, Stand Strong Punch]
type = ChangeState
value = 255
triggerall = command = "c"
triggerall = command = "holdback"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 229
trigger2 = screenpos x = [0,320]
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = [120,169]
trigger4 = power >= 500
trigger4 = statetype != A
;---------------------------------------------------------------------------
;Evasion
[State -1, Stand Strong Punch]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 229
trigger2 = screenpos x = [0,320]
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = [120,169]
trigger4 = power >= 500
trigger4 = statetype != A
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
;---------------------------------------------------------------------------
;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 230) && movecontact
trigger4 = (stateno = 21) && movecontact
;---------------------------------------------------------------------------
;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
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 = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact
;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact