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Command List — Juggernaut.zip ← Back to Overview

;=========================================================================== ;Super Marvel vs. Capcom - Eternity of Heroes - Commands Template V.5 ;by Acey ;=========================================================================== ;--------------------------------------------------------------------------- ;Hyper1 [Command] name = "Hyper2" command = ~D, DF, F, x+y [Command] name = "Hyper2" command = ~D, DF, F, x+z [Command] name = "Hyper2" command = ~D, DF, F, y+z [Command] name = "Hyper1" command = ~D, DF, F, a+b [Command] name = "Hyper1" command = ~D, DF, F, b+c [Command] name = "Hyper1" command = ~D, DF, F, c+a [Command] name = "Hypercyt" command = ~D, DB, B, x+y [Command] name = "Hypercyt" command = ~D, DB, B, y+z [Command] name = "Hypercyt" command = ~D, DB, B, z+x [Command] name = "Hyper4" command = ~D, DB, B, a+b [Command] name = "Hyper4" command = ~D, DB, B, b+c [Command] name = "Hyper4" command = ~D, DB, B, c+a ;--------------------------------------------------------------------------- ;Hyper2 [Command] name = "Hyper3" command = ~D, DB, B, a+b [Command] name = "Hyper3" command = ~D, DB, B, a+c [Command] name = "Hyper3" command = ~D, DB, B, b+c ;--------------------------------------------------------------------------- ;Specail1 - Juggernaut Punch [Command] name = "SpecialX" command = ~D,DF,F, x [Command] name = "SpecialY" command = ~D,DF,F, y [Command] name = "SpecialZ" command = ~D,DF,F, z ;special throw [Command] name = "sthrow" command = ~D,DB,B, x [Command] name = "sthrow" command = ~D,DB,B, y [Command] name = "sthrow" command = ~D,DB,B, z ;------------------------------------------------------------------------- ;Special2 - Earth Quake [Command] name = "SpecialA" command = ~D,DF,F, a [Command] name = "SpecialB" command = ~D,DF,F,b [Command] name = "SpecialC" command = ~D,DF,F,c ;------------------------------------------------------------------------- ;Special3 - Body Slam [Command] name = "BodySlamA" command = ~D,DB,B, a [Command] name = "BodySlamB" command = ~D,DB,B, b [Command] name = "BodySlamC" command = ~D,DB,B, c ;------------------------------------------------------------------------- ;Counter [Command] name = "Counter" command = ~F, x+a [Command] name = "Counter" command = ~F, y+b [Command] name = "Counter" command = ~F, z+c [Command] name = "236Z" command = z+y+x ;--------------------------------------------------------------------------- ; Roll ; ;[Command] ;name = "roll_n" ;command = ~B, D, DB, x ; ;[Command] ;name = "roll_m" ;command = ~B, D, DB, y ; ;[Command] ;name = "roll_f" ;command = ~B, D, DB, z ;--------------------------------------------------------------------------- ; Forward Recovery Roll or Alpha Counter1 ;[Command] ;name = "ac_f_roll_n" ;command = ~B, DB, D, x ; ;[Command] ;name = "ac_f_roll_m" ;command = ~B, DB, D, y ; ;[Command] ;name = "ac_f_roll_f" ;command = ~B, DB, D, z ;--------------------------------------------------------------------------- ; Forward Recovery Roll or Alpha Counter1 ;[Command] ;name = "ac_sonic_f_roll_n" ;command = ~B, DB, D, x ; ;[Command] ;name = "ac_sonic_f_roll_m" ;command = ~B, DB, D, y ; ;[Command] ;name = "ac_sonic_f_roll_f" ;command = ~B, DB, D, z ; ;;--------------------------------------------------------------------------- ;; Backward Recovery Roll or Alpha Counter2 ; ;[Command] ;name = "ac_sweep_b_roll_n" ;command = ~B, DB, D, a ; ;[Command] ;name = "ac_sweep_b_roll_m" ;command = ~B, DB, D, b ; ;[Command] ;name = "ac_sweep_b_roll_f" ;command = ~B, DB, D, c ;--------------------------------------------------------------------------------------------- ;Super Jump [Command] name = "Super_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 = "guardpush" command = x+y time = 5 [Command] name = "guardpush" command = x+z time = 5 [Command] name = "guardpush" command = y+z time = 5 [Command] name = "throw_p" command = x+y time = 5 [Command] name = "throw_p" command = y+z time = 5 [Command] name = "throw_p" command = x+z time = 5 [Command] name = "throw_k" command = a+b time = 5 [Command] name = "throw_k" command = b+c time = 5 [Command] name = "throw_k" command = a+c time = 5 ;--------------------------------------------------------------------------------------------- ;Dir + button [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "fwd_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "back_b" ;Alternative button command command = /$B,b time = 1 [Command] name = "back_c" ;Alternative button command command = /$B,c time = 1 ;--------------------------------------------------------------------------------------------- ;One 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 ;--------------------------------------------------------------------------------------------- ;Hold button [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holda" command = /a time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "pc1" command = b+y [Command] name = "ki" command = /b+y ;--------------------------------------------------------------------------------------------- ;Hold dir [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 [Command] name = "SJ" command = $D, $U ;--------------------------------------------------------------------------- ;Artificial Intelligence ;--------------------------------------------------------------------------- [Statedef -1] ;-|-AI-|-------------------------------------------------------------------- [State -1, AI Activation] type = varset triggerall = AILevel > 2 triggerall = (roundstate = 2) && (var(59) = 0) trigger1 = Random <= ((AILevel-2)*100) v = 59 value = 1 [State -1, AI Deactivation] type = varset triggerall = AIlevel < 7 triggerall = var(59) = 1 trigger1 = Random > ((AILevel-2)*100) trigger2 = roundstate != 2 v = 59 value = 0 ;--------------------------------------------------------------------------- ;----------------------------- ; AI ;--|-AI Defense-|----------------------------------------------------------- [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = S) trigger1 = (p2bodydist X <= 250) && (random <= 799) value = 130 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = C) trigger1 = (p2bodydist X <= 250) && (random <= 799) value = 131 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = A) trigger1 = (p2bodydist X <= 250) && (random <= 799) value = 132 ;-|-AI Combo Attempt-|---------------------------------------------- [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = S) trigger1 = (p2bodydist X <= 70) && (random <= 300) value = 220 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = S) trigger1 = (p2bodydist X <= 70) && (random <= 300) value = 250 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = S) trigger1 = (p2bodydist X <= 70) && (random <= 150) value = 200 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = S) trigger1 = (p2bodydist X <= 70) && (random <= 250) value = 210 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = S) trigger1 = (p2bodydist X <= 75) && (random <= 150) value = 230 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = S) trigger1 = (p2bodydist X <= 75) && (random <= 250) value = 240 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = C) trigger1 = (p2bodydist X <= 75) && (random <= 450) value = 400 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = C) trigger1 = (p2bodydist X <= 75) && (random <= 450) value = 410 [State -1] ;Launcher type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (statetype != A) triggerall = stateno != 420 && (p2movetype != A) trigger1 = (p2bodydist X <= 45) && (random <= 450) trigger1 = prevstateno != 420 value = 420 [State -1] ;Superjump from launcher type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) trigger1 = (stateno = 420) && (movehit = 1) && (random <= 450) value = 7000 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = C) trigger1 = (p2bodydist X <= 75) && (random <= 450) value = 430 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = C) trigger1 = (p2bodydist X <= 75) && (random <= 450) value = 440 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = A) trigger1 = (p2bodydist X <= 75) && (random <= 450) value = 600 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = A) trigger1 = (p2bodydist X <= 75) && (random <= 450) value = 610 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = A) trigger1 = (p2bodydist X <= 75) && (random <= 450) value = 630 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (p2movetype != A) && (statetype = A) trigger1 = (p2bodydist X <= 75) && (random <= 450) value = 640 ;-|-AI Special Attempt-|---------------------------------------------- [State -1];Ground Punch type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [140,151]) trigger1 = (p2bodydist x >= 80) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) value = 1020 [State -1];Eye Beam type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [70,95]) && (numhelper(1121) = 0) trigger1 = (p2bodydist x >= 80) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A) value = 1100 [State -1];Air Beam type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [100,153]) trigger1 = (p2bodydist x >= 155) && (prevstateno != 5120) && (p2movetype != H) value = 1220 [State -1];Shoryuken when the opponent is jumping close type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [100,154]) trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (statetype != A) value = 1300 ;-|-AI Hyper Attempt-|--------------------------------------------- [State -1];Beam type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl=1) && (Statetype = S) && (p2statetype != L) triggerall = stateno < 3000 ;Add to avoid chaining hypes trigger1 = (p2bodydist x >= 150) && (statetype != A) ;&& (p2bodydist x >= 150) ;Remove this portion to make this hyper happen more often instead of only when far away from opponent trigger1 = (power >= 1000) && (random <= 150) value = 3000 [State -1];Purple type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl=1) && (Statetype = S) && (p2statetype != L) triggerall = stateno < 3000 ;Add to avoid chaining hypes trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (statetype != A) trigger1 = (power >= 1000) && (random <= 200) value = 3100 [State -1];Purple comet type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl=1) && (Statetype = S) && (p2statetype != L) triggerall = stateno < 3000 ;Add to avoid chaining hypes trigger1 = (p2bodydist x >= 150) && (prevstateno != 5120) && (statetype != A) trigger1 = (power >= 1000) && (random <= 200) value = 3300 [State -1];Purple comet type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl=1) && (Statetype = S) && (p2statetype != L) triggerall = stateno < 3000 ;Add to avoid chaining hypes trigger1 = (p2bodydist x >= 200) && (prevstateno != 5120) && (statetype != A) trigger1 = (power >= 2000) && (random <= 200) value = 3900 ; comandos do char [State -1, Dash Forward] type = ChangeState value = 100 triggerall = StateType = S && (var(59) = 0) triggerall = (Ctrl) && (StateNo != 100) trigger1 = Command = "FF" ;----------------------------- [State -1, Jump Back] type = ChangeState value = 105 triggerall = StateType = S && (var(59) = 0) triggerall = (Ctrl) && (StateNo != 100) trigger1 = Command = "BB" ;----------------------------- [State -1, Hyper2] type = ChangeState value = 3100 triggerall = command = "Hyper2" && (var(59) = 0) triggerall = power >= 1000 triggerall = stateno != [3000,3999] trigger1 = Statetype != A && ctrl trigger2 = StateNo = [200,450] trigger3 = StateNo = [1000,1100] trigger4 = StateNo = 1340 [State -1, Hyper2] type = ChangeState value = 3900 triggerall = command = "Hypercyt" && (var(59) = 0) triggerall = power >= 2000 && var(14) != 1 triggerall = stateno != [3000,3999] trigger1 = Statetype != A && ctrl trigger2 = StateNo = [200,450] trigger3 = StateNo = [1000,1100] trigger4 = StateNo = 1340 [State -1, Hyper2] type = ChangeState value = 3300 triggerall = enemynear, name != "helibonus" triggerall = command = "Hyper4" && (var(59) = 0) triggerall = power >= 1000 triggerall = stateno != [3000,3999] trigger1 = Statetype != A && ctrl trigger2 = StateNo = [200,450] trigger3 = StateNo = [1000,1100] trigger4 = StateNo = 1340 ;[State -1, Hyper2] ;type = ChangeState ;value = 3300 ;triggerall = command = "Hyper3" ;triggerall = power >= 1000 ;triggerall = stateno != [3000,3999] ;trigger1 = Statetype != A && ctrl ;trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Hyper1] type = ChangeState value = 3000 triggerall = enemynear, name != "helibonus" triggerall = command = "Hyper1" && (var(59) = 0) triggerall = power >= 1000 triggerall = stateno != [3000,3999] trigger1 = Statetype != A && ctrl trigger2 = StateNo = [200,450] trigger3 = StateNo = [1000,1100] trigger4 = StateNo = 1340 ;----------------------------- [State -1, Special1] type = ChangeState value = 1000 triggerall = enemynear, name != "helibonus" triggerall = command = "SpecialX" && (var(59) = 0) triggerall = stateno != [1000,3999] trigger1 = Statetype != A && ctrl trigger2 = StateNo = [200,450] ;----------------------------- [State -1, Special1] type = ChangeState value = 1010 triggerall = enemynear, name != "helibonus" triggerall = command = "SpecialY" && (var(59) = 0) triggerall = stateno != [1000,3999] trigger1 = Statetype != A && ctrl trigger2 = StateNo = [200,450] ;----------------------------- [State -1, Special1] type = ChangeState value = 1020 triggerall = enemynear, name != "helibonus" triggerall = command = "SpecialZ" && (var(59) = 0) triggerall = stateno != [1000,3999] trigger1 = Statetype != A && ctrl trigger2 = StateNo = [200,450] ;----------------------------- [State -1, Special2] type = ChangeState value = 1100 triggerall = enemynear, name != "helibonus" triggerall = stateno < 3000 && numhelper(1121) = 0 && (var(59) = 0) triggerall = (command = "SpecialA") || (command = "SpecialB") || (command = "SpecialC") triggerall = stateno != [1000,3999] triggerall = numproj = 0 trigger1 = Statetype != A && ctrl trigger2 = StateNo = [200,450] ;----------------------------- [State -1, Special3] type = ChangeState value = 1200 triggerall = stateno < 3000 && (var(59) = 0) triggerall = command = "BodySlamA" triggerall = stateno != [1000,3999] trigger1 = Statetype != A && ctrl trigger2 = StateNo = [200,450] ;----------------------------- [State -1, Special3] type = ChangeState value = 1210 triggerall = stateno < 3000 && (var(59) = 0) triggerall = command = "BodySlamB" triggerall = stateno != [1000,3999] trigger1 = Statetype != A && ctrl trigger2 = StateNo = [200,450] ;----------------------------- [State -1, Special3] type = ChangeState value = 1220 triggerall = stateno < 3000 && (var(59) = 0) triggerall = command = "BodySlamC" triggerall = stateno != [1000,3999] trigger1 = Statetype != A && ctrl trigger2 = StateNo = [200,450] [State -1, Special3] type = ChangeState value = 1300 triggerall = stateno < 3000 && (var(59) = 0) triggerall = command = "sthrow" triggerall = stateno != [1000,3999] trigger1 = Statetype != A && ctrl trigger2 = StateNo = [200,450] ;--------------------------------------------------------------------------- ; Throw 1 [State -1, Throw 1] type = ChangeState value = 800 triggerall = enemynear, name != "Prime Sentinels" trigger1 = command = "z" && (var(59) = 0) trigger1 = command = "holdfwd" || command = "holdback" trigger1 = statetype != A trigger1 = ctrl trigger1 = p2bodydist x < 10 trigger1 = p2statetype != A trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ; Throw 2 [State -1, Throw 2] type = ChangeState value = 830 triggerall = enemynear, name != "Prime Sentinels" trigger1 = command = "c" && (var(59) = 0) trigger1 = command = "holdfwd" || command = "holdback" trigger1 = statetype != A trigger1 = ctrl trigger1 = p2bodydist x < 10 trigger1 = p2statetype != A trigger1 = p2movetype != H ;--------------------------------------------------------------------------- ; Air Throw [State -1, Air Throw] type = ChangeState value = 860 triggerall = enemynear, name != "Prime Sentinels" trigger1 = command = "z" || command = "c" && (var(59) = 0) trigger1 = command = "holdfwd" || command = "holdback" trigger1 = StateType = A trigger1 = ctrl trigger1 = p2BodyDist x < 7 trigger1 = p2StateType = A trigger1 = p2MoveType != H ;----------------------------- [State -1, X] type = ChangeState value = 600 triggerall = command = "x" && (var(59) = 0) trigger1 = Statetype = A && ctrl trigger2 = stateno = 105 && time > 4 ;----------------------------- [State -1, Y] type = ChangeState value = 610 triggerall = command = "y" && (var(59) = 0) trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && (Movecontact) trigger3 = stateno = 105 && time > 4 trigger4 = (StateNo = 630) && (Movecontact) ;----------------------------- [State -1, Z] type = ChangeState value = 620 triggerall = command = "z" && (var(59) = 0) trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 610) && (Movecontact) trigger3 = stateno = 105 && time > 4 trigger4 = (StateNo = 600) && (Movecontact) trigger5 = (StateNo = 630) && (Movecontact) trigger6 = (StateNo = 640) && (Movecontact) ;----------------------------- [State -1, B] type = ChangeState value = 640 triggerall = command = "b" && (var(59) = 0) trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 630) && (Movecontact) trigger3 = stateno = 105 && time > 4 trigger4 = (StateNo = 600) && (Movecontact) ;----------------------------- [State -1, C] type = ChangeState value = 650 triggerall = command = "c" && (var(59) = 0) trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 640) && (Movecontact) && (prevstateno!=200) trigger3 = stateno = 105 && time > 4 trigger4 = (StateNo = 600) && (Movecontact) trigger5 = (StateNo = 630) && (Movecontact) trigger6 = (StateNo = 610) && (Movecontact) ;----------------------------- [State -1, A] type = ChangeState value = 630 triggerall = command = "a" && (var(59) = 0) trigger1 = Statetype = A && ctrl trigger2 = stateno = 105 && time > 4 ;----------------------------- [State -1, X agachado] type = ChangeState value = 400 triggerall = Command = "x" && (var(59) = 0) triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) trigger3 = (StateNo = 230) && (Movecontact) ;----------------------------- [State -1, X] type = ChangeState value = 200 triggerall = Command = "x" && (var(59) = 0) triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) ;----------------------------- [State -1, Y agachado] type = ChangeState value = 410 triggerall = Command = "y" && (var(59) = 0) triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 400) && (Movecontact) ;----------------------------- [State -1, Y] type = ChangeState value = IfElse(P2BodyDist X > 70,210,211) triggerall = Command = "y" && (var(59) = 0) triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) && time > 3 ;----------------------------- [State -1, Z] type = ChangeState value = IfElse(P2BodyDist X > 60,220,221) triggerall = Command = "z" && (var(59) = 0) triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) trigger2 = (StateNo = 210) && (Movecontact) && time > 3 && (prevstateno!=200) trigger3 = (StateNo = 211) && (Movecontact) && time > 3 && (prevstateno!=200) trigger4 = stateno = 200 && movecontact ;----------------------------- [State -1, C] type = ChangeState value = 250 triggerall = Command = "c" && (var(59) = 0) triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) trigger2 = (StateNo = 240) && (Movecontact) && (prevstateno!=230) trigger3 = stateno = 230 && movecontact ;----------------------------- [State -1, Z agachado] type = ChangeState value = 420 triggerall = Command = "z" && (var(59) = 0) triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 410) && (Movecontact) && (prevstateno!=400) trigger3 = stateno = 400 && movecontact ;----------------------------- [State -1, A agachado] type = ChangeState value = 430 triggerall = Command = "a" && (var(59) = 0) triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) ;----------------------------- [State -1, s] type = ChangeState value = 195 triggerall = Command = "s" && (var(59) = 0) triggerall = Command != "holddown" triggerall = stateno != 100 trigger1 = (StateType = S) && (Ctrl) ;----------------------------- [State -1, A] type = ChangeState value = 230 triggerall = Command = "a" && (var(59) = 0) triggerall = Command != "holddown" triggerall = stateno != 100 trigger1 = (StateType = S) && (Ctrl) ;----------------------------- [State -1, B] type = ChangeState value = 240 triggerall = Command = "b" && (var(59) = 0) triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) trigger2 = (StateNo = 230) && (Movecontact) ;----------------------------- [State -1, B agachado] type = ChangeState value = 440 triggerall = Command = "b" && (var(59) = 0) triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 430) && (Movecontact) ;----------------------------- [State -1, C agachado] type = ChangeState value = 450 triggerall = Command = "c" && (var(59) = 0) triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 440) && (Movecontact) && (prevstateno!=430) trigger3 = stateno = 430 && movecontact ;----------------------------- [State -1, Super Jump] type = ChangeState value = 7000 triggerall = Command = "SJ" && (var(59) = 0) trigger1 = StateType != A trigger1 = ctrl ;----------------------------- [State -1, Super Jump] type = ChangeState value = 7000 triggerall = Command = "holdup" && (var(59) = 0) trigger1 = stateno = 420 && movehit [State -1, Guard Push stand] type = ChangeState value = 6300 triggerall = command = "guardpush" && statetype = S trigger1 = stateno = [150,153] ; [State -1, Guard Push crouch] type = ChangeState value = 6310 triggerall = command = "guardpush" && statetype = C trigger1 = stateno = [150,153] ; [State -1, Guard Push aerial] type = ChangeState value = 6320 triggerall = command = "guardpush" && statetype = A trigger1 = stateno = [154,155] ;------------------------------------ ;AI Guard Push (Standing) ;------------------------------------ [State -1, AI Guard Push] type = ChangeState value = 6300 triggerall = Var(59) = 1 triggerall = (StateType = S) && (StateType != L) triggerall = P2life != 0 trigger1 = StateNo = [150,153] trigger1 = P2BodyDist X >= 71 trigger1 = Time >= 5 ;--------------------------------------------------------------------------- ;------------------------ Lie Down Recovery Roll --------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Lie Down Forward Recovery Roll ;[State -1] ;type = ChangeState ;value = 832 ;triggerall = Var(59) != 2 ;triggerall = command = "holdfwd" ;triggerall = time = 1 ;triggerall = life > 0 ;trigger1 = stateno = 5120 ;trigger1 = alive = 1 ; ;;--------------------------------------------------------------------------- ;; Lie Down Backward Recovery Roll ; ;[State -1] ;type = ChangeState ;value = 855 ;triggerall = Var(59) != 2 ;triggerall = command = "holdback" ;triggerall = time = 1 ;triggerall = life > 0 ;trigger1 = stateno = 5120 ;trigger1 = alive = 1
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