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Command List — Swankys_full_character_edits_111.zip ← Back to Overview

;-| 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 ;-| 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_p" command = ~F, D, F, x [Command] name = "anti_p" command = ~F, D, F, y [Command] name = "anti_p" 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] name = "counter" command = ~B, DB, D, x [Command] name = "counter" command = ~B, DB, D, y [Command] name = "counter" command = ~B, DB, D, 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) trigger1 = life = 0 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 ;------------------------------------ ;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, HitDefAttr = SCA,NA,NT,NP,SA,ST,SP trigger1 = stateno = [150,153] trigger1 = Time >= 5 trigger1 = random < 500+300*(BackEdgeDist < 30) [State -1, AI Guard Push (Crouching)] type = ChangeState triggerall = Var(59) triggerall = p2bodydist x =[0,40] triggerall = StateType = C triggerall = enemynear, HitDefAttr = SCA,NA,NT,NP,SA,ST,SP trigger1 = stateno = [150,153] trigger1 = Time >= 5 trigger1 = random < 100+300*(BackEdgeDist < 30) value = 7612 [State -1, AI Guard Push (Airguard)] type = ChangeState triggerall = Var(59) triggerall = p2bodydist x =[0,40] triggerall = StateType = A triggerall = enemynear, HitDefAttr = SCA,NA,NT,NP,SA,ST,SP trigger1 = stateno = [154,155] trigger1 = Time >= 5 trigger1 = random < 100+300*(BackEdgeDist < 30) value = 7614 ;------------------------------------ ;AI Alpha Counter ;------------------------------------ [State -1, AI Alpha Counter] type = ChangeState value = 7650 triggerall = Var(59) = 1 triggerall = (StateType != A) && (StateType != L) triggerall = P2StateType != C && P2Statetype != A triggerall = P2life != 0 triggerall = power >= 1000 trigger1 = P2BodyDist x <= 50 trigger1 = StateNo = [150,153] trigger1 = Random <= 25 [State -1, AI Ground Throw P] type = ChangeState value = ifelse((backedgebodydist = [50,100]),850,800) triggerall = Var(59) = 1 triggerall = (StateType != A) && (StateType != L) && (MoveType != H) triggerall = (P2life != 0) && (Random >= 450) triggerall = (P2MoveType != A) && (P2MoveType != H) triggerall = (P2BodyDist X = [0,10]) && (P2BodyDist Y >= 0) triggerall = Ctrl = 1 trigger1 = P2StateType = S trigger2 = P2StateType = C ;------------ [State -1, Hyper1] type = ChangeState value = 3000 triggerall = power >= 1000 triggerall = StateType != A && MoveType != H && RoundState = 2 triggerall = (ctrl = 1) && (!IsHelper) && var(59) && p2bodydist X > 80 trigger1 = enemynear, numproj = 0 && enemynear, movetype != A && random <= 150 Trigger2=(P2Stateno = 7204) && P2BodyDist X > 80 [State -1, Hyper2] type = ChangeState value = 3100 triggerall = power >= 1000 triggerall = StateType != A && MoveType != H && RoundState = 2 triggerall = (ctrl = 1) && (!IsHelper) && var(59) && p2bodydist X < 150 trigger1 = enemynear, numproj = 0 && enemynear, movetype != A && random <= 150 [State -1, Hyper4] type = ChangeState value = 3300 triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L) triggerall = life < 650 trigger1 = (power >= 1000) && (numproj = 0) && (random = [0,300]) && (statetype != A) [State -1, Special1a] type = ChangeState value = 1000 triggerall = var(59) && ctrl && prevstateno != 1004 triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper trigger1 = P2BodyDist X > 80 && Random < 50 trigger1 = P2BodyDist Y = [-50,50] Trigger2=(P2Stateno = 7204) && P2BodyDist X > 80 && Random < 100 [State -1, Special1b] type = ChangeState value = 1004 triggerall = var(59) && ctrl && prevstateno != 1000 triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper trigger1 = P2BodyDist X > 80 && Random < 50 trigger1 = P2BodyDist Y = [-50,50] Trigger2=(P2Stateno = 7204) && P2BodyDist X > 80 && Random < 100 [State -1, Special2a] type = ChangeState value = 1100 triggerall = var(21)=0 && RoundState = 2 && !IsHelper && prevstateno != 1100 && prevstateno != 1102 && prevstateno != 1104 triggerall = (StateType != A) && (MoveType != H) && Var(59) triggerall = (ctrl = 1) && (!IsHelper) && P2BodyDist X < 80 trigger1 = enemynear,pos y = 0 && Random < 30 trigger2 = enemynear,pos y != 0 && Random < 100 [State -1, Special2b] type = ChangeState value = 1102 triggerall = var(21)=0 && RoundState = 2 && !IsHelper && prevstateno != 1100 && prevstateno != 1102 && prevstateno != 1104 triggerall = (StateType != A) && (MoveType != H) && Var(59) triggerall = (ctrl = 1) && (!IsHelper) && P2BodyDist X < 80 trigger1 = enemynear,pos y = 0 && Random < 30 trigger2 = enemynear,pos y != 0 && Random < 100 [State -1, Special2c] type = ChangeState value = 1104 triggerall = var(21)=0 && RoundState = 2 && !IsHelper && prevstateno != 1100 && prevstateno != 1102 && prevstateno != 1104 triggerall = (StateType != A) && (MoveType != H) && Var(59) triggerall = (ctrl = 1) && (!IsHelper) && P2BodyDist X < 80 trigger1 = enemynear,pos y = 0 && Random < 30 trigger2 = enemynear,pos y != 0 && Random < 100 ;FORCE SLAM [State -1, Special3] type = ChangeState value = 1200 triggerall = var(59) > 0 Triggerall=Random < 300 Triggerall=StateType!=A Triggerall=P2StateType!=A Triggerall=P2StateType!=L trigger1 = (statetype != A) && ctrl && (random < 50) && (P2BodyDist X = [80,120]) trigger2 = stateno = 220 && movecontact && (P2BodyDist X = [80,120]) trigger3 = stateno = 200 && movecontact && (P2BodyDist X = [60,80]) ;FORCE SLAM [State -1, Special3] type = ChangeState value = 1208 triggerall = var(59) > 0 Triggerall=StateType!=A Triggerall=P2StateType!=A Triggerall=P2StateType!=L trigger1 = (statetype != A) && ctrl && Random < 100 Trigger1=(abs(P2Bodydist X)>=140) Trigger1=(abs(P2Bodydist X)<= 180) trigger2 = stateno = 250 && movecontact && Random < 600 ;FORCE SLAM [State -1, Special3] type = ChangeState value = 1209 triggerall = var(59) > 0 Triggerall=(abs(P2Bodydist X)>=200) Triggerall=(abs(P2Bodydist X)<= 240) Triggerall=Random < 100 Triggerall=StateType!=A Triggerall=P2StateType!=A Triggerall=P2StateType!=L trigger1 = (statetype != A) && ctrl [State -1, AI FORCE PUSH] type = ChangeState value = 1350 triggerall = var(59) > 0 Triggerall=Random < 130 ;Triggerall=P2StateType!=A Triggerall=StateType!=A Triggerall=P2StateType!=L Triggerall=(abs(P2Bodydist X)>=20) Triggerall=(abs(P2Bodydist X)<= 100) trigger1 = (statetype != A) && ctrl trigger2 = (P2Stateno =[200,455]) && ctrl Trigger2=(abs(P2Bodydist X)>=70) Trigger2=(abs(P2Bodydist X)<= 100) trigger3 = stateno = 450 && movehit ;trigger4 = (P2Stateno = 7204) ;--------------------------------------------------------------------------- ; Fwd Dash [State -1, FwdDash] type = ChangeState value = 100 triggerall = var(59) && RoundState = 2 && ctrl && random <= 30 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 && enemy, numproj = 0 ;==================================================================== ; Stand, Crouch, Jump / Punch, Kick - NORMAL (only 3 punches/kicks) ;==================================================================== ;crouch Strong punch (launcher) [State -1, Crouch launcher] type = ChangeState value = 420 triggerall = var(59) && ctrl triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper trigger1 = p2bodydist X <= 50 && (enemynear, anim = 5300) && (StateNo = 410) && movehit trigger2 = p2bodydist X <= 40 && (enemynear, statetype != A) && random <= 200 ;--------------------------------------------------------------------------- ;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 ;--------------------------------------------------------------------------- ; 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) trigger2 = (stateno = 1000) && (movecontact >= 1) && random <= 300 ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2 trigger1 = (stateno = 200) && (movecontact >= 1) && (P2BodyDist X < 60) ;--------------------------------------------------------------------------- ; Stand Hard Punch [State -1, Stand Hard Punch] type = ChangeState value = 220 triggerall = var(59) && p2statetype != L && RoundState = 2 triggerall = statetype = S trigger1 = (stateno = 210) && (movehit) ;--------------------------------------------------------------------------- ; 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) && (p2statetype != A) && (random = [301,600]) && ctrl ;trigger2 = (stateno = 1000) && (movecontact >= 1) && (random = [301,600]) ;--------------------------------------------------------------------------- ; Stand Medium Kick [State -1, Stand Medium Kick] type = ChangeState value = 240 triggerall = var(59) && p2statetype != L && RoundState = 2 triggerall = statetype = S trigger1= (stateno = 230) && MoveHit ;--------------------------------------------------------------------------- ; Stand Hard Kick [State -1, Stand Hard Kick] type = ChangeState value = 250 triggerall = var(59) && (enemynear, statetype != L) && (statetype != A) && (statetype != L) && RoundState = 2 trigger1 = Stateno = 240 && MoveHit trigger2 = ctrl && (P2StateType != A) && (P2MoveType != A) && (P2BodyDist X = [80,100]) && random < 100 trigger3 = ctrl && (P2StateType = C) && (P2MoveType != A) && (P2BodyDist X = [60,100]) && random < 100 ;--------------------------------------------------------------------------- ; 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 >=1 ;--------------------------------------------------------------------------- ; 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 >=1 ;--------------------------------------------------------------------------- ; 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 = [600,900]) ;--------------------------------------------------------------------------- ; 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 >=1 ;--------------------------------------------------------------------------- ; Crouch Hard Kick [State -1, Crouch Hard Kick] type = ChangeState value = 450 triggerall = var(59) && statetype != A && RoundState = 2 ; (chain combos) trigger1 = (stateno = 440) && movehit ;--------------------------------------------------------------------------- ; 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 > -10 && p2dist Y < 10) ;--------------------------------------------------------------------------- ; 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 >=1 ;--------------------------------------------------------------------------- ; 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 = 640 && movecontact >=1 ;--------------------------------------------------------------------------- ; 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 >=1 trigger2 = P2BodyDist X <= 80 && (p2dist Y > 0 && p2dist Y < 70) trigger2 = ctrl && random <= 250 ;--------------------------------------------------------------------------- ; 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 = 620 && movecontact >=1 ;---------------------------------------------------------------------- ; Air combo [State -1, ChangeState] type = ChangeState triggerall = Var(59) && StateType = A trigger1 = (StateNo = [600,620]) && (MoveContact >=1) 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 >=1) value = IfElse(StateNo = 630,610,620) ;====================================================================== ;User Input Attacks ;---------------------------------------------------------------------- [State -1, Hyper1] type = ChangeState value = 3000 triggerall = !Var(59) triggerall = power >= 1000 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = (!IsHelper) triggerall = command = "qcf_2p" trigger1 = ctrl trigger2 = (stateno = [200, 450]) && movecontact [State -1, Hyper2] type = ChangeState value = 3100 triggerall = !Var(59) triggerall = power >= 1000 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = (!IsHelper) triggerall = command = "qcf_2k" trigger1 = ctrl trigger2 = (stateno = [200, 450]) && movecontact [State -1, Hyper4] type = ChangeState value = 3300 triggerall = !Var(59) triggerall = power >= 1000 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = (!IsHelper) triggerall= command = "qcb_2k" trigger1 = ctrl trigger2 = (stateno = [200, 450]) && movecontact [State -1, Special1a] type = ChangeState value = 1000 triggerall = var(59) < 1 triggerall = command = "qcf_x" || command = "qcf_y" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,450]) && movecontact [State -1, Special1b] type = ChangeState value = 1004 triggerall = var(59) < 1 triggerall = command = "qcf_z" trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,450]) && movecontact [State -1, Special2a] type = ChangeState value = 1100 triggerall = var(21)=0 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = (!IsHelper) triggerall = command = "qcf_a" trigger1 = ctrl trigger2 = (stateno = [200,450]) && movecontact [State -1, Special2b] type = ChangeState value = 1102 triggerall = var(21)=0 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = (!IsHelper) triggerall = command = "qcf_b" trigger1 = ctrl trigger2 = (stateno = [200,450]) && movecontact [State -1, Special2c] type = ChangeState value = 1104 triggerall = var(21)=0 triggerall = (StateType != A) && (MoveType != H) && !Var(59) triggerall = (!IsHelper) triggerall = command = "qcf_c" trigger1 = ctrl trigger2 = (stateno = [200,450]) && movecontact [State -1, special3] type = ChangeState value = 1200 triggerall = command = "qcb_a" triggerall=p2statetype!=L triggerall=p2stateno!=7204 triggerall=p2stateno!=[7050,7065] triggerall = numexplod(1313)<1 triggerall = numhelper(1351) <1 trigger1 = (statetype != a) && ctrl trigger2 = (StateNo = [200,220]) && (Movecontact) trigger3 = (StateNo = [230,250]) && (Movecontact) trigger4 = (StateNo = [400,420]) && (Movecontact) trigger5 = (StateNo = [430,450]) && (Movecontact) trigger6 = (stateno=[100,101]) [State -1, special3] type = ChangeState value = 1208 triggerall = command = "qcb_b" triggerall=p2statetype!=L triggerall=p2stateno!=7204 triggerall=p2stateno!=[7050,7065] triggerall = numexplod(1313)<1 triggerall = numhelper(1351) <1 trigger1 = (statetype != a) && ctrl trigger2 = (StateNo = [200,220]) && (Movecontact) trigger3 = (StateNo = [230,250]) && (Movecontact) trigger4 = (StateNo = [400,420]) && (Movecontact) trigger5 = (StateNo = [430,450]) && (Movecontact) trigger6 = (stateno=[100,101]) [State -1, special3] type = ChangeState value = 1209 triggerall = command = "qcb_c" triggerall=p2statetype!=L triggerall=p2stateno!=7204 triggerall=p2stateno!=[7050,7065] triggerall = numexplod(1313)<1 triggerall = numhelper(1351) <1 trigger1 = (statetype != a) && ctrl trigger2 = (StateNo = [200,220]) && (Movecontact) trigger3 = (StateNo = [230,250]) && (Movecontact) trigger4 = (StateNo = [400,420]) && (Movecontact) trigger5 = (StateNo = [430,450]) && (Movecontact) trigger6 = (stateno=[100,101]) [State -1, FORCE PUSH] type = ChangeState value = 1350 triggerall = command = "qcb_x" || command = "qcb_y" || command = "qcb_z" triggerall = numhelper(1351) <1 triggerall = p2stateno != [7050,7065] trigger1 = (statetype != a) && ctrl trigger2 = (StateNo = [200,220]) && (Movecontact) trigger3 = (StateNo = [230,250]) && (Movecontact) trigger4 = (StateNo = [400,420]) && (Movecontact) trigger5 = (StateNo = [430,450]) && (Movecontact) trigger6 = (stateno=[100,101]) ;--------------------------------------------------------------------------- ;Guard Push (Standing) [State -1, Guard Push] type = ChangeState value = 7610 triggerall = !var(59) triggerall = command = "recovery" triggerall = statetype = S ;triggerall = enemynear, HitDefAttr = SCA,NA,NT,NP,SA,ST,SP trigger1 = stateno = [150,153] [State -1, Guard Push] type = ChangeState value = 7612 triggerall = !var(59) triggerall = command = "recovery" triggerall = statetype = C ;triggerall = enemynear, HitDefAttr = SCA,NA,NT,NP,SA,ST,SP trigger1 = stateno = [150,153] [State -1, Guard Push] type = ChangeState value = 7614 triggerall = !var(59) triggerall = command = "recovery" triggerall = statetype = A ;triggerall = enemynear, HitDefAttr = SCA,NA,NT,NP,SA,ST,SP trigger1 = stateno = [154,155] [State -1, Counter] type = ChangeState value = 7650 trigger1 = StateNo = [150,153] trigger1 = command = "counter" trigger1 = RoundState = 2 && StateType != A trigger1 = power >= 1000 [State -1, Throw] type = ChangeState value = 800 triggerall = (p2bodydist x <= 25) && (p2bodydist y <= 10) triggerall = ctrl = 1 && (statetype = S) && !Var(59) trigger1 = (command = "holdfwd")&&(command = "z") [State -1, Throw] type = ChangeState value = 850 triggerall = (p2bodydist x <= 25) && (p2bodydist y <= 10) triggerall = ctrl = 1 && (statetype = S) && !Var(59) trigger1 = (command = "holdback")&&(command = "z") ;--------------------------------------------------------------------------- ;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 = ctrl = 1 trigger1 = command = "FF" ;--------------------------------------------------------------------------- ;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" ;[State -1, Throw] ;type = ChangeState ;value = 800 ;triggerall = enemynear, name != "Prime Sentinels" ;triggerall = command = "z" && statetype = S && ctrl && stateno != 100 ;triggerall = p2statetype != A && p2movetype != H ;trigger1 = command = "holdfwd" && p2bodydist X < 15 ;trigger2 = command = "holdback" && p2bodydist X < 15 ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = statetype = S && !Var(59) triggerall = ctrl = 1 trigger1 = command = "Taunt" ;--------------------------------------------------------------------------- ; Throws ; ; (none yet) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Standing basics ; ; Punches: 200, 210, 220 ; Kicks: 230, 240, 250 ;--------------------------------------------------------------------------- ; Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = (command = "x") && (statetype = S) && !Var(59) && (command != "holddown") trigger1 = ctrl = 1 ;trigger2 = (StateNo = 1000) && movecontact ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = (command = "y") && (statetype = S) && !Var(59) && (command != "holddown") trigger1 = ctrl = 1 ; (chain combos) trigger2 = (StateNo = 200) && movecontact ;trigger3 = (StateNo = 1000) && movecontact ;--------------------------------------------------------------------------- ; Stand Hard Punch [State -1, Stand Hard Punch] type = ChangeState value = 220 triggerall = (command = "z") && (statetype = S) && !Var(59) && (command != "holddown") trigger1 = ctrl = 1 ; (chain combos) trigger2 = ((stateno = 200) || (stateno = 210)) && movecontact ;trigger3 = (StateNo = 1000) && movecontact ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = (command = "a") && (statetype = S) && !Var(59) && (command != "holddown") trigger1 = ctrl = 1 ;trigger2 = (StateNo = 1000) && movecontact ;--------------------------------------------------------------------------- ; Stand Medium Kick [State -1, Stand Medium Kick] type = ChangeState value = 240 triggerall = (command = "b") && (statetype = S) && !Var(59) && (command != "holddown") trigger1 = ctrl = 1 ; (chain combos) trigger2 = (stateno = 230) && movecontact ;trigger3 = (StateNo = 1000) && movecontact ;--------------------------------------------------------------------------- ; Stand Hard Kick [State -1, Stand Hard Kick] type = ChangeState value = 250 triggerall = (command = "c") && (statetype = S) && !Var(59) && (command != "holddown") trigger1 = ctrl = 1 ; (chain combos) trigger2 = ((stateno = 230) || (stateno = 240)) && movecontact ;trigger3 = (StateNo = 1000) && movecontact ;--------------------------------------------------------------------------- ; Crouching basics ;--------------------------------------------------------------------------- ; Crouch Light Punch [State -1, Crouch Light Punch] type = ChangeState value = 400 triggerall = (command = "x") && (command = "holddown") && !Var(59) && (statetype != A) trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ; Crouch Medium Punch [State -1, Crouch Medium Punch] type = ChangeState value = 410 triggerall = (command = "y") && (command = "holddown") && !Var(59) && (statetype != A) trigger1 = ctrl = 1 ; (chain combos) trigger2 = (stateno = 400) && movecontact trigger3 = (stateno = 200) && movecontact ;--------------------------------------------------------------------------- ; Crouch Hard Punch [State -1, Crouch Hard Punch] type = ChangeState value = 420 triggerall = (command = "z") && (command = "holddown") && !Var(59) && (statetype != A) trigger1 = ctrl = 1 ; (chain combos) trigger2 = ((stateno = 400) || (stateno = 410)) && movecontact trigger3 = ((stateno = 200) || (stateno = 210)) && movecontact ;--------------------------------------------------------------------------- ; Crouch Light Kick [State -1, Crouch Light Kick] type = ChangeState value = 430 triggerall = (command = "a") && (command = "holddown") && !Var(59) && (statetype != A) trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ; Crouch Medium Kick [State -1, Crouch Medium Kick] type = ChangeState value = 440 triggerall = (command = "b") && (command = "holddown") && !Var(59) && (statetype != A) trigger1 = ctrl = 1 ; (chain combos) trigger2 = (stateno = 430) && movecontact trigger3 = (stateno = 230) && movecontact ;--------------------------------------------------------------------------- ; Crouch Hard Kick [State -1, Crouch Hard Kick] type = ChangeState value = 450 triggerall = (command = "c") && (command = "holddown") && !Var(59) && (statetype != A) trigger1 = ctrl = 1 ; (chain combos) trigger2 = ((stateno = 430) || (stateno = 440)) && movecontact trigger3 = ((stateno = 230) || (stateno = 240)) && movecontact ;--------------------------------------------------------------------------- ; Air basics ;--------------------------------------------------------------------------- ; Air Light Punch [State -1, Air Light Punch] type = ChangeState value = 600 triggerall = (command = "x") && (statetype = A) && !Var(59) trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ; 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 ;--------------------------------------------------------------------------- ; 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 ;--------------------------------------------------------------------------- ; 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) ;--------------------------------------------------------------------------- ; 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 ;--------------------------------------------------------------------------- ; 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
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