; 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 -- defaults to 15 if omitted)
;
; - 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.
; 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 = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "Cold Stare"
command = x, x, F, a, z
time=45
[Command]
name = "Cold Stare"
command = x, x, F, a, ~z
time=45
[Command]
name = "Cold Stare"
command = x, x, /F, a, ~z
time=45
[Command]
name = "Weegee Laser"
command = ~D, DF, F, a+b
time=13
[Command]
name = "Weegee Laser"
command = ~D, DF, F, ~a+b
time=13
[Command]
name = "Weegee Laser"
command = ~D, DF, F, b+c
time=13
[Command]
name = "Weegee Laser"
command = ~D, DF, F, ~b+c
time=13
[Command]
name = "Weegee Laser"
command = ~D, DF, F, ~a+c
time=13
[Command]
name = "Weegee Laser"
command = ~D, DF, F, a+c
time=13
[Command]
name = "Vulture Smash"
command = ~F, D, DF, x+y
time=15
[Command]
name = "Vulture Smash"
command = ~F, D, DF, ~x+y
time=15
[Command]
name = "Vulture Smash"
command = ~F, D, DF, z+y
time=15
[Command]
name = "Vulture Smash"
command = ~F, D, DF, ~z+y
time=15
[Command]
name = "Vulture Smash"
command = ~F, D, DF, x+z
time=15
[Command]
name = "Vulture Smash"
command = ~F, D, DF, ~x+z
time=15
[Command]
name = "King's Dinner"
command = ~D, DB, B, x+y
time = 16
[Command]
name = "King's Dinner"
command = ~D, DB, B, ~x+y
time = 16
[Command]
name = "King's Dinner"
command = ~D, DB, B, y+z
time = 16
[Command]
name = "King's Dinner"
command = ~D, DB, B, ~y+z
time = 16
[Command]
name = "King's Dinner"
command = ~D, DB, B, x+z
time = 16
[Command]
name = "King's Dinner"
command = ~D, DB, B, ~x+z
time = 16
[Command]
name = "Mama Luigi's Tale"
command = ~B, D, DB, a+b
time = 16
[Command]
name = "Mama Luigi's Tale"
command = ~B, D, DB, ~a+b
time = 16
[Command]
name = "Mama Luigi's Tale"
command = ~B, D, DB, c+b
time = 16
[Command]
name = "Mama Luigi's Tale"
command = ~B, D, DB, ~c+b
time = 16
[Command]
name = "Mama Luigi's Tale"
command = ~B, D, DB, a+c
time = 16
[Command]
name = "Mama Luigi's Tale"
command = ~B, D, DB, ~a+c
time = 16
;-| Special Motions |------------------------------------------------------
[Command]
name = "Weegee Flop"
command = ~D, DF, F, x
time=12
[Command]
name = "Weegee Flop"
command = ~D, DF, F, y
time=12
[Command]
name = "Weegee Flop"
command = ~D, DF, F, z
time=12
[Command]
name = "Weegee Flop"
command = ~D, DF, F, ~x
time=12
[Command]
name = "Weegee Flop"
command = ~D, DF, F, ~y
time=12
[Command]
name = "Weegee Flop"
command = ~D, DF, F, ~z
time=12
[Command]
name = "Weegee Counter"
command = ~D, DF, F, a
time=17
[Command]
name = "Weegee Counter"
command = ~D, DF, F, ~a
time=17
[Command]
name = "Weegee Counter"
command = ~D, DF, F, b
time=17
[Command]
name = "Weegee Counter"
command = ~D, DF, F, ~b
time=17
[Command]
name = "Weegee Counter"
command = ~D, DF, F, c
time=17
[Command]
name = "Weegee Counter"
command = ~D, DF, F, ~c
time=17
[Command]
name = "DP_x"
command = ~F, D, DF, x
time=17
[Command]
name = "DP_y"
command = ~F, D, DF, y
time=17
[Command]
name = "DP_z"
command = ~F, D, DF, z
time=17
[Command]
name = "DP_x"
command = ~F, D, DF, ~x
time=17
[Command]
name = "DP_y"
command = ~F, D, DF, ~y
time=17
[Command]
name = "DP_z"
command = ~F, D, DF, ~z
time=17
[command]
name = "Spaghetti_x"
command = ~D, DB, B, x
time = 15
[command]
name = "Spaghetti_x"
command = ~D, DB, B, ~x
time = 15
[command]
name = "Spaghetti_y"
command = ~D, DB, B, y
time = 15
[command]
name = "Spaghetti_y"
command = ~D, DB, B, ~y
time = 15
[command]
name = "Spaghetti_z"
command = ~D, DB, B, z
time = 15
[command]
name = "Spaghetti_z"
command = ~D, DB, B, ~z
time = 15
[Command]
name = "RDP_a"
command = ~B, D, DB, a
time=17
[Command]
name = "RDP_a"
command = ~B, D, DB, ~a
time=17
[Command]
name = "RDP_b"
command = ~B, D, DB, b
time=17
[Command]
name = "RDP_b"
command = ~B, D, DB, ~b
time=17
[Command]
name = "RDP_c"
command = ~B, D, DB, c
time=17
[Command]
name = "RDP_c"
command = ~B, D, DB, ~c
time=17
[Command]
name = "Jump"
command = D, $U
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "Throw" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
time = 1
;-| 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 = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
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]
;This state executes only after performing the air launcher
[State -1, Jump Launcher]
type = ChangeState
value = 7000
trigger1 = command = "holdup"
trigger1 = stateno = 410 && animelemtime(2) > 3 && movecontact
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Cold Stare]
type = ChangeState
value = 3000
triggerall = Statetype != A
triggerall = command = "Cold Stare"
triggerall = power >=3000
trigger1 = ctrl
trigger2=(stateno=[200,450])
trigger3=(stateno=[1000,1900])
;---------------------------------------------------------------------------
[State -1, Weegee Laser]
type = ChangeState
value = 2900
triggerall = Statetype != A
triggerall = command = "Weegee Laser"
triggerall = power >=3000
trigger1 = ctrl
trigger2=(stateno=[200,450])
trigger3=(stateno=[1000,1900])
;---------------------------------------------------------------------------
[State -1, King's Dinner]
type = ChangeState
value = 2200
triggerall = command = "King's Dinner"
triggerall = Statetype != A
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = (stateno=[200,450]) && movecontact
trigger3 = (stateno = [1000,1004])
;---------------------------------------------------------------------------
[State -1, Mama Luigi's Tale]
type = ChangeState
value = 2300
triggerall = command = "Mama Luigi's Tale"
triggerall = Statetype != A
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = (stateno=[200,450]) && movecontact
trigger3 = (stateno = [1000,1004])
;---------------------------------------------------------------------------
[State -1, Vulture Smash]
type = ChangeState
value = 2000
triggerall = command = "Vulture Smash"
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = stateno = [200,650]
trigger2 = movecontact
trigger3 = stateno = [1100,1410]
trigger4 = stateno = [1000,1004]
trigger5 = stateno = 1250
;===========================================================================
[State -1, Spaghetti_x]
type = ChangeState
triggerall = command = "Spaghetti_x"
triggerall = StateType != A
triggerall = !numhelper(1001)
trigger1 = ctrl
trigger2 = (stateno = [200,450]) && movecontact
value = 1000
ignorehitpause=1
;===========================================================================
[State -1, Spaghetti_y]
type = ChangeState
triggerall = command = "Spaghetti_y"
triggerall = StateType != A
triggerall = !numhelper(1001)
trigger1 = ctrl
trigger2 = (stateno = [200,450]) && movecontact
value = 1003
ignorehitpause=1
;===========================================================================
[State -1, Spaghetti_z]
type = ChangeState
triggerall = command = "Spaghetti_z"
triggerall = StateType != A
triggerall = !numhelper(1001)
trigger1 = ctrl
trigger2 = (stateno = [200,450]) && movecontact
value = 1004
ignorehitpause=1
;===========================================================================
[State -1, Vulture Flip]
type = ChangeState
triggerall = command = "DP_x" || command = "DP_y"
triggerall = StateType != A
trigger1 = ctrl
trigger2 = (stateno = [200,450]) && movecontact
value = 1200
ignorehitpause=1
;===========================================================================
[State -1, Vulture Flip Air]
type = ChangeState
triggerall = command = "DP_x" || command = "DP_y"
triggerall = StateType = A
trigger1 = ctrl
trigger2 = (stateno = [600,650]) && (movecontact)
value = 1200
ignorehitpause=1
;===========================================================================
[State -1, Ryuujin Zenpou]
type = ChangeState
triggerall = command = "RDP_a"
triggerall = StateType != A
trigger1 = ctrl
trigger2 = (stateno = [200,450]) && movecontact
value = 1402
ignorehitpause=1
;===========================================================================
[State -1, Ryuujin Zenpou Air]
type = ChangeState
triggerall = command = "RDP_a"
triggerall = StateType = A
trigger1 = ctrl
trigger2 = (stateno = [600,650]) && (movecontact)
value = 1402
ignorehitpause=1
;===========================================================================
[State -1, Ryuujin Kyaku]
type = ChangeState
triggerall = command = "RDP_b"
triggerall = StateType != A
trigger1 = ctrl
trigger2 = (stateno = [200,450]) && movecontact
value = 1400
ignorehitpause=1
;===========================================================================
[State -1, Ryuujin Kyaku Air]
type = ChangeState
triggerall = command = "RDP_b"
triggerall = StateType = A
trigger1 = ctrl
trigger2 = (stateno = [600,650]) && (movecontact)
value = 1401
ignorehitpause=1
;===========================================================================
[State -1, Hirensou]
type = ChangeState
triggerall = command = "RDP_c"
triggerall = StateType != A
trigger1 = ctrl
trigger2 = (stateno = [200,450]) && movecontact
value = 1400
ignorehitpause=1
;===========================================================================
[State -1, Hirensou Air]
type = ChangeState
triggerall = command = "RDP_c"
triggerall = StateType = A
trigger1 = ctrl
trigger2 = (stateno = [600,650]) && (movecontact)
value = 1401
ignorehitpause=1
;===========================================================================
[State -1, Vulture Flip]
type = ChangeState
triggerall = command = "DP_z"
triggerall = StateType != A
trigger1 = ctrl
trigger2 = (stateno = [200,450]) && movecontact
value = 1202
ignorehitpause=1
;===========================================================================
[State -1, Vulture Flip Air]
type = ChangeState
triggerall = command = "DP_z"
triggerall = StateType = A
trigger1 = ctrl
trigger2 = (stateno = [600,650]) && (movecontact)
value = 1202
ignorehitpause=1
;===========================================================================
[State -1, Weegee Flop]
type = ChangeState
triggerall = command = "Weegee Flop"
triggerall = StateType != A
trigger1 = ctrl
trigger2 = (stateno = [200,460]) && movecontact
value = 1100
ignorehitpause=1
;===========================================================================
[State -1, Hell Pyre]
type = ChangeState
triggerall = command = "Weegee Flop"
triggerall = StateType = A
trigger1 = ctrl
trigger2 = stateno = 1200 && AnimElem = 7,>= 2
trigger3 = stateno = 1202 && AnimElem = 7,>= 2
trigger4 = (stateno = [600,650]) && (movecontact)
value = 1250
ignorehitpause=1
;===========================================================================
[State -1, Weegee Counter]
type = ChangeState
value = 1300
triggerall = command = "Weegee Counter"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,460]) && movecontact
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [150,155])
trigger2= command= "BB"
;---------------------------------------------------------------------------
; Super Jump
[State -1, Jump]
type = ChangeState
value = 7000
triggerall = StateType = S
trigger1 = command = "Jump"
trigger1 = ctrl
trigger2 = StateNo = 100
trigger2 = command = "holdupfwd"
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "Throw"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = (p2statetype = S) || (p2statetype = C)
;---------------------------------------------------------------------------
;Guard Push codes
[State -1, Guard Push]
type = ChangeState
triggerall = statetype = S
triggerall = command = "recovery"
trigger1 = stateno = [150,153]
ignorehitpause = 1
value = 8011
;---------------------------------------------------------------------------
;Crouching Guard Push codes
[State -1, Crouching Guard Push]
type = ChangeState
triggerall = statetype = C
triggerall = command = "recovery"
trigger1 = stateno = [150,153]
ignorehitpause = 1
value = 8012
;---------------------------------------------------------------------------
;Air Guard Push codes
[State -1, Air Guard Push]
type = ChangeState
triggerall = statetype = A
triggerall = command = "recovery"
trigger1 = stateno = [154,155]
ignorehitpause = 1
value = 8013
;--------------------------------------------------------------------------
;recovery Roll
[State -1, Recovery Roll Front]
type = ChangeState
value = 7700
triggerall = command = "holdfwd"
triggerall = life > 0
triggerall = (hitfall)
trigger1 = stateno = 5110
trigger2 = stateno = 5120
trigger2 = time < 25
;---------------------------------------------------------------------------
;recovery Roll
[State -1, Recovery Roll Back]
type = ChangeState
value = 7705
triggerall = command = "holdback"
triggerall = life > 0
triggerall = (hitfall)
trigger1 = stateno = 5110
trigger2 = stateno = 5120
trigger2 = time < 25
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; 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 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430) && movecontact
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 400 || stateno = 430 || stateno = 440) && movecontact
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 400) && movecontact
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230 || stateno = 210 || stateno = 400 || stateno = 430 || stateno = 410) && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 210 || stateno = 240 || stateno = 440|| stateno = 200|| stateno = 400||stateno = 230|| stateno = 430 || stateno = 410) && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; 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 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430) && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 210 || stateno = 240 || stateno = 440|| stateno = 200|| stateno = 400||stateno = 230|| stateno = 430 || stateno = 410 ) && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 400) && movecontact
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 210 || stateno = 410) && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440|| stateno = 200|| stateno = 400||stateno = 230|| stateno = 430) && movecontact; && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 630
trigger3 = movecontact
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600 || stateno = 610 ||stateno = 630 || stateno = 640) && movecontact
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 630
trigger3 = movecontact
trigger4 = stateno = 610
trigger4 = movecontact
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 610 || stateno = 640 ||stateno = 600 || stateno = 630) && movecontact
;---------------------------------------------------------------------------
;Guilty Gear styled jump
[State -1, Jump after attacks]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = stateno = 100 || stateno = 101
trigger2 = stateno = 220 && movecontact >1
trigger3 = stateno = 210 && movecontact >1
trigger4 = stateno = 250 && movecontact >1
trigger5 = stateno = 420 && movecontact >1
;---------------------------------------------------------------------------
; TvC Extended Double Jump thing
[State -1, TvC Extended Combos]
type = ChangeState
value = 45
triggerall = command = "holdup" && movecontact > 1
triggerall = var(45) = 0
trigger1 = stateno = 600 && movecontact >1
trigger2 = stateno = 610 && movecontact >1
trigger3 = stateno = 630 && movecontact >1
trigger4 = stateno = 640 && movecontact >1