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Command List — Superskrull.zip ← Back to Overview

;=========================================================================== ;Marvel vs. Capcom - Eternity of Heroes - Animations Template V.8 ;by Acey, FX ripped by Kong, Based on MvC2 Guile by RedHot, updated by Scar ;=========================================================================== ;--------------------------------------------------------------------------- ;Artificial Intelligence ;--------------------------------------------------------------------------- ;-|-AI-|-------------------------------------------------------------------- [Command] name = "AI_1" command = a, x, F, D, a, a, D time = 1 [Command] name = "AI_2" command = a, a, a, a, a, a, b time = 1 [Command] name = "AI_3" command = a, a, b, D, F, b, x time = 1 [Command] name = "AI_4" command = y, a, F, b, B, y, a time = 1 [Command] name = "AI_5" command = a, b, x, y, y, b, b time = 1 [Command] name = "AI_6" command = b, y, y, F, b, B, B time = 1 [Command] name = "AI_7" command = a, y, F, a, x, a, F, b time = 1 [Command] name = "AI_8" command = a, a, b, y, x, B, x time = 1 [Command] name = "AI_9" command = x, x, a, F, F, b, D time = 1 [Command] name = "AI_10" command = x, x, a, F, y, a, a, F time = 1 [Command] name = "AI_11" command = a, b, a, x, a, y, a time = 1 [Command] name = "AI_12" command = b, y, a, F, y, a, x time = 1 [Command] name = "AI_13" command = x, a, y, y, x, B, B time = 1 [Command] name = "AI_14" command = a, F, F, x, B, F, x time = 1 [Command] name = "AI_15" command = y, x, b, b, a, x, y time = 1 [Command] name = "AI_16" command = a, b, a, x, a, y, a, x time = 1 [Command] name = "AI_17" command = b, y, a, F, y, a, x, x time = 1 [Command] name = "AI_18" command = x, a, y, y, x, B, B, x time = 1 [Command] name = "AI_19" command = a, F, F, x, B, F, x, x time = 1 [Command] name = "AI_20" command = y, x, b, b, a, x, y, x time = 1 [Command] name = "AI_21" command = a, b, a, x, a, y, a, a, b time = 1 [Command] name = "AI_22" command = b, y, a, F, y, a, x, a, b time = 1 [Command] name = "AI_23" command = x, a, y, y, x, B, B, a, b time = 1 [Command] name = "AI_24" command = a, F, F, x, B, F, x, a, b time = 1 [Command] name = "AI_25" command = y, x, b, b, a, x, y, a, b time = 1 [Command] name = "AI_26" command = a, b, a, x, a, y, a, x, a, b time = 1 [Command] name = "AI_27" command = b, y, a, F, y, a, x, x, a, b time = 1 [Command] name = "AI_28" command = x, a, y, y, x, B, B, x, a, b time = 1 [Command] name = "AI_29" command = a, F, F, x, B, F, x, x, a, b time = 1 [Command] name = "AI_30" command = y, x, b, b, a, x, y, x, a, b time = 1 ;--------------------------------------------------------------------------- ;Commands ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- [Command] name = "SHyper1" command = ~D, DF, F, a+x [Command] name = "SHyper2" command = ~D, DF, F, b+y [Command] name = "SHyper3" command = ~D, DF, F, c+z ;Hyper1 [Command] name = "Hyper1" command = ~D, DF, F, x+y [Command] name = "Hyper1" command = ~D, DF, F, x+z [Command] name = "Hyper1" command = ~D, DF, F, y+z [Command] name = "Hyper2" command = ~D, DF, F, a+b [Command] name = "Hyper2" command = ~D, DF, F, a+c [Command] name = "Hyper2" command = ~D, DF, F, b+c ;--------------------------------------------------------------------------- ;Hyper2 [Command] name = "Hyper4" command = ~D, DB, B, x+y [Command] name = "Hyper4" command = ~D, DB, B, x+z [Command] name = "Hyper4" command = ~D, DB, B, y+z [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 ;--------------------------------------------------------------------------- [Command] name = "Special8X" command = ~B,D,DB, x [Command] name = "Special8Y" command = ~B,D,DB,y [Command] name = "Special8Z" command = ~B,D,DB,z [Command] name = "Special7" command = ~B,D,DB, a [Command] name = "Special7" command = ~B,D,DB,b [Command] name = "Special7" command = ~B,D,DB,c [Command] name = "Special6" command = ~F,D,DF, a [Command] name = "Special6" command = ~F,D,DF, b [Command] name = "Special6" command = ~F,D,DF, c [Command] name = "Special5" command = ~F,D,DF, x [Command] name = "Special5" command = ~F,D,DF,y [Command] name = "Special5" command = ~F,D,DF,z ;Specail1 [Command] name = "Special1X" command = ~D,DF,F, x [Command] name = "Special1Y" command = ~D,DF,F, y [Command] name = "Special1Z" command = ~D,DF,F, z [Command] name = "Special2c" command = ~D,DF,F, a [Command] name = "Special2c" command = ~D,DF,F, b [Command] name = "Special2c" command = ~D,DF,F, c ;------------------------------------------------------------------------- ;Special2 [Command] name = "Special3a" command = ~D,DB,B, a [Command] name = "Special3b" command = ~D,DB,B,b [Command] name = "Special3c" command = ~D,DB,B,c [Command] name = "Special4" command = ~D,DB,B, x [Command] name = "Special4" command = ~D,DB,B,y [Command] name = "Special4" command = ~D,DB,B,z ;------------------------------------------------------------------------- ;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 ;--------------------------------------------------------------------------- ; 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,$U [command] name = "super_jump" command = a+b+c ;--------------------------------------------------------------------------------------------- ;Double_Tap [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;--------------------------------------------------------------------------------------------- ;2/3 button combination [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "guardpush" command = x+y time = 5 [Command] name = "guardpush" command = x+z time = 5 [Command] name = "guardpush" command = y+z time = 5 [Command] name = "throw_p" command = x+y time = 5 [Command] name = "throw_p" command = y+z time = 5 [Command] name = "throw_p" command = x+z time = 5 [Command] name = "throw_k" command = a+b time = 5 [Command] name = "throw_k" command = b+c time = 5 [Command] name = "throw_k" command = a+c time = 5 ;--------------------------------------------------------------------------------------------- ;Dir + button [Command] name = "down_a" command = /$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 [Command] name = "SJ" command = a+b+c ;--------------------------------------------------------------------------- ;Artificial Intelligence ;--------------------------------------------------------------------------- [Statedef -1] ;-|-AI-|-------------------------------------------------------------------- [State -1, AI] type = VarSet trigger1 = command = "AI_1" trigger2 = command = "AI_2" trigger3 = command = "AI_3" trigger4 = command = "AI_4" trigger5 = command = "AI_5" trigger6 = command = "AI_6" trigger7 = command = "AI_7" trigger8 = command = "AI_8" trigger9 = command = "AI_9" trigger10 = command = "AI_10" trigger11 = command = "AI_11" trigger12 = command = "AI_12" trigger13 = command = "AI_13" trigger14 = command = "AI_14" trigger15 = command = "AI_15" v = 0 value = 1 [State -1, AI] type = VarSet trigger1 = command = "AI_16" trigger2 = command = "AI_17" trigger3 = command = "AI_18" trigger4 = command = "AI_19" trigger5 = command = "AI_20" trigger6 = command = "AI_21" trigger7 = command = "AI_22" trigger8 = command = "AI_23" trigger9 = command = "AI_24" trigger10 = command = "AI_25" trigger11 = command = "AI_26" trigger12 = command = "AI_27" trigger13 = command = "AI_28" trigger14 = command = "AI_29" trigger15 = command = "AI_30" v = 0 value = 1 ;--|-AI Defense-|----------------------------------------------------------- [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = S) triggerall = var(26) < 1 trigger1 = (p2bodydist X <= 250) && (random <= 899) value =130 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = C) triggerall = var(26) < 1 trigger1 = (p2bodydist X <= 250) && (random <= 899) value = 131 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = A) triggerall = var(26) < 1 trigger1 = (p2bodydist X <= 250) && (random <= 899) value = 132 ;-|-AI Combo Attempt-|---------------------------------------------- [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (Statetype = S) && (p2movetype != A) && (random = [0,100]) trigger1 = (p2bodydist x >= 10) && (prevstateno != 5120) && (numproj = 0) && (statetype != A) value = 100 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [0,100]) trigger1 = (p2bodydist x <= 10) && (prevstateno != 5120) && (numproj = 0) && (statetype != A) value = 105 [State -1] type = ChangeState value = 210 triggerall = Var(0) triggerall = movehit triggerall = p2moveType = H triggerall = (random <= 900) trigger1 = (stateno = 200) [State -1] type = ChangeState value = 220 triggerall = Var(0) triggerall = p2moveType = H triggerall = movehit triggerall = p2bodydist x < 40 triggerall = (random <= 900) trigger1 = (stateno = 210) [State -1] type = ChangeState value = 240 triggerall = Var(0) triggerall = movehit triggerall = p2moveType = H triggerall = (random <= 900) trigger1 = (stateno = 230) [State -1] type = ChangeState value = 250 triggerall = Var(0) triggerall = p2moveType = H triggerall = movehit triggerall = p2bodydist x < 45 triggerall = (random <= 900) trigger1 = (stateno = 240) [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (statetype != A) triggerall = p2stateno != 130 triggerall = p2stateno != 131 triggerall = p2stateno != 132 trigger1 = (p2bodydist X <= 30) && (random <= 350) value = 420 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = movehit trigger1 = stateno = 420 value = 700 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (statetype = A) triggerall = p2bodydist y < 45 && p2bodydist y > -45 triggerall = movehit triggerall =(ctrl) trigger1 = (random <= 990) value = 630 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (statetype = A) triggerall = movehit triggerall = stateno = 630 trigger1 = (random <= 850) value = 640 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (statetype = A) triggerall = movehit triggerall = stateno = 640 trigger1 = (random <= 850) value = 650 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (statetype = S) trigger1 = (p2bodydist X <= 35) && (random <= 650) value = 200 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (statetype = S) trigger1 = (p2bodydist X <= 50) && (random <= 650) value = 210 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (statetype = S) trigger1 = (p2bodydist X <= 25) && (random <= 650) value = 230 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (statetype = S) trigger1 = (p2bodydist X <= 25) && (random <= 650) value = 240 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (statetype = C) trigger1 = (p2bodydist X <= 25) && (random <= 550) value = 400 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (statetype = C) trigger1 = (p2bodydist X <= 25) && (random <= 550) value = 410 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (statetype = C) trigger1 = (p2bodydist X <= 25) && (random <= 550) value = 430 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (statetype = C) trigger1 = (p2bodydist X <= 25) && (random <= 550) value = 440 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2movetype != H) && (statetype = A) trigger1 = (p2bodydist X <= 25) && (random <= 750) trigger1 = p2bodydist Y <25 && p2bodydist Y >-25 value = 600 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2movetype != H) && (statetype = A) trigger1 = (p2bodydist X <= 5) && (random <= 750) trigger1 = p2bodydist Y <25 && p2bodydist Y >-25 value = 610 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2movetype != H) && (statetype = A) trigger1 = (p2bodydist X <= 35) && (random <= 750) trigger1 = p2bodydist Y <25 && p2bodydist Y >-25 value = 630 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2movetype != H) && (statetype = A) trigger1 = (p2bodydist X <= 45) && (random <= 750) trigger1 = p2bodydist Y <50 && p2bodydist Y >0 value = 640 [State -1, X] type = ChangeState value = 800 triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2statetype = S) && (statetype = S) trigger1 = (p2bodydist X <= 45) && (random <= 500) [State -1, X] type = ChangeState value = 801 triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2statetype = S) && (statetype = S) trigger1 = (p2bodydist X <= 45) && (random <= 500) [State -1, X] type = ChangeState value = 900 triggerall = (roundstate = 2) && (var(0) != 0) triggerall = p2bodydist x<=80 triggerall = (Ctrl) && (p2statetype = S) && (statetype = S) trigger1 = random<=500 ;-|-AI Attempt Hyper-|--------------------------------------------- [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2statetype != L) triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = (p2bodydist x <= 60) && (prevstateno != 5120) && (numproj = 0) && (statetype != A) trigger1 = (power >= 1000) && (random = [0,999]) value = 3000 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2statetype != L) triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = p2bodydist y < 20 && p2bodydist y > -20 trigger1 = (p2bodydist x >= 100) && (prevstateno != 5120) && (numproj = 0) trigger1 = (power >= 1000) && (random = [0,200]) value = 3050 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2statetype != L) triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 =(prevstateno != 5120) && (statetype = S) trigger1 = (power >= 1000) && (random = [0,100]) value = 3100 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2statetype != L) triggerall = numhelper(3210) = 0 triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = statetype = S trigger1 = (prevstateno != 5120) && (numproj = 0) trigger1 = (power >= 1000) && (random = [0,100]) value = 3200 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2statetype != L) triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = statetype = S trigger1 = (p2bodydist x <= 65) && (prevstateno != 5120) && (numproj = 0) trigger1 = (power >= 1000) && (random = [0,999]) value = 3150 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (p2statetype != L) triggerall = numhelper(4001) = 0 triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = p2bodydist y < 20 && p2bodydist y > -20 trigger1 = (p2bodydist x >= 80) && (prevstateno != 5120) && (numproj = 0) trigger1 = (power >= 2000) && (random = [0,400]) value = 4000 ;-|-AI Super Attempt-|---------------------------------------------- [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [0,100]) triggerall = var(25) = 0 TRIGGERALL = P2BODYDIST Y > -25 && P2BODYDIST Y < 25 triggerall = var(26) < 1 trigger1 = (p2bodydist x >= 100) && (prevstateno != 5120) value = ifelse(random <500, 1000,1010) [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (Ctrl) && (random = [0,250]) triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = (p2bodydist x <= 200) && (prevstateno != 5120) && (statetype = S) value = 1050 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (random = [0,100]) && (statetype = S) triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = p2bodydist X < 100 trigger1 = (Ctrl) value = 1100 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (random = [0,150]) && (statetype != A) triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = p2bodydist X < 150 trigger1 = (Ctrl) value = 1110 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (random = [0,150]) && (statetype != A) triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = p2bodydist X < 220 trigger1 = (Ctrl) value = 1120 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (random = [0,150]) && (statetype != A) triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = p2bodydist X > 150 trigger1 = (Ctrl) value = 1150 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (random = [0,999]) && (statetype != A) triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = p2bodydist X < 60 trigger1 = (Ctrl) value = 1200 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (random = [0,100]) && (statetype != A) triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = p2bodydist X > 120||p2bodydist Y > 60 trigger1 = (Ctrl) value = 1250 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (random = [0,999]) && (statetype != A) triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = p2bodydist X < 30 trigger1 = (Ctrl) value = 1300 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (random = [0,250]) && (statetype != A) triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = p2bodydist X > 120 triggerall = p2statetype != A trigger1 = (Ctrl) value = 1350 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (random = [0,250]) && (statetype != A) triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = p2bodydist X > 70 triggerall = p2statetype != A trigger1 = (Ctrl) value = 1351 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(0) != 0) triggerall = (random = [0,250]) && (statetype != A) triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = p2bodydist X > 70 triggerall = p2statetype = A trigger1 = (Ctrl) value = 1352 ;--------------------------------------------------------------------------- ;Commands ;--------------------------------------------------------------------------- [State -1, Hyper2] type = ChangeState value = 3050 triggerall = !Var(0) triggerall = command = "SHyper1" triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = power >= 1000 ;triggerall = (StateType = A) trigger1 = ctrl trigger2 = (HitdefAttr = SC, NA) && (movehit) [State -1, Hyper2] type = ChangeState value = 4000 triggerall = !Var(0) triggerall = numhelper(4001) = 0 triggerall = command = "SHyper2" triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = power >= 2000 trigger1 = ctrl trigger2 = (HitdefAttr = SC, NA) && (movehit) [State -1, Hyper4] type = ChangeState value = 3150 triggerall = !Var(0) triggerall = command = "Hyper4" triggerall = power >= 1000 triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Hyper3] type = ChangeState value = 3100 triggerall = !Var(0) triggerall = command = "Hyper3" triggerall = var(25) = 0 triggerall = power >= 1000 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Hyper1] type = ChangeState value = 3000 triggerall = !Var(0) triggerall = command = "Hyper1" triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = power >= 1000 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Hyper1] type = ChangeState value = 3200 triggerall = !Var(0) triggerall = command = "Hyper2" triggerall = numhelper(3210) = 0 triggerall = var(25) = 0 triggerall = var(26) < 1 triggerall = power >= 1000 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Special1] type = ChangeState value = 1350 triggerall = !Var(0) triggerall = command = "Special8X" triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Special1] type = ChangeState value = 1351 triggerall = !Var(0) triggerall = command = "Special8Y" triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Special1] type = ChangeState value = 1352 triggerall = !Var(0) triggerall = command = "Special8Z" triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Special1] type = ChangeState value = 1300 triggerall = !Var(0) triggerall = command = "Special7" triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Special1] type = ChangeState value = 1250 triggerall = !Var(0) triggerall = command = "Special6" triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Special1] type = ChangeState value = 1200 triggerall = !Var(0) triggerall = command = "Special5" triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Special1] type = ChangeState value = 1000 triggerall = !Var(0) triggerall = command = "Special1X" triggerall = numprojid(1000) = 0 triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Special1] type = ChangeState value = 1010 triggerall = !Var(0) triggerall = command = "Special1Y" triggerall = numprojid(1000) = 0 triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Special1] type = ChangeState value = 1020 triggerall = !Var(0) triggerall = command = "Special1Z" triggerall = numprojid(1000) = 0 triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Special1] type = ChangeState value = 1000 triggerall = !Var(0) triggerall = command = "Special1X" triggerall = numprojid(1000) = 0 triggerall = numprojid(1000) = 0 triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype = A & ctrl trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Special1] type = ChangeState value = 1010 triggerall = !Var(0) triggerall = command = "Special1Y" triggerall = numprojid(1000) = 0 triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype = A & ctrl trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Special1] type = ChangeState value = 1020 triggerall = !Var(0) triggerall = command = "Special1Z" triggerall = numprojid(1000) = 0 triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype = A & ctrl trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Special2] type = ChangeState value = 1050 triggerall = !Var(0) triggerall = command = "Special2c" triggerall = var(26) < 1 triggerall = var(25) = 0 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Special2] type = ChangeState value = 1150 triggerall = !Var(0) triggerall = command = "Special4" triggerall = var(26) < 1 triggerall = var(25) = 0 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Special2] type = ChangeState value = 1151 triggerall = !Var(0) triggerall = command = "Special4" triggerall = var(26) < 1 triggerall = var(25) = 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Special2] type = ChangeState value = 1100 triggerall = !Var(0) triggerall = command = "Special3a" triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Special2] type = ChangeState value = 1110 triggerall = !Var(0) triggerall = command = "Special3b" triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, Special2] type = ChangeState value = 1120 triggerall = !Var(0) triggerall = command = "Special3c" triggerall = var(25) = 0 triggerall = var(26) < 1 trigger1 = Statetype != A & ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) [State -1, X] type = ChangeState value = 800 triggerall = !Var(0) triggerall = p2bodydist x<50 triggerall = (Ctrl) && (p2statetype = S) && (statetype = S) trigger1 = command="holdback" trigger1 = command = "z" [State -1, X] type = ChangeState value = 900 triggerall = !Var(0) triggerall = p2bodydist x<=80 triggerall = (Ctrl) && (p2statetype = S) && (statetype = S) triggerall = command = "c" trigger1 = command="holdfwd" trigger2 = command="holdback" [State -1, X] type = ChangeState value = 801 triggerall = !Var(0) triggerall = p2bodydist x<50 triggerall = (Ctrl) && (p2statetype = S) && (statetype = S) trigger1 = command="holdfwd" trigger1 = command = "z" [State -1, Dash FWD] type = ChangeState value = 100 triggerall = !Var(0) triggerall = StateType = S triggerall = (Ctrl) triggerall = (StateNo != 100) triggerall = (StateNo != 105) trigger1 = Command = "FF" [State -1, Dash Back] type = ChangeState value = 105 triggerall = !Var(0) triggerall = (roundstate = 2) triggerall = StateType = S triggerall = (Ctrl) triggerall = (StateNo != 100) triggerall = (StateNo != 105) trigger1 = Command = "BB" [State -1, s] type = ChangeState value = 195 triggerall = !Var(0) triggerall = Command = "s" triggerall = Command != "holddown" triggerall = stateno != 100 trigger1 = (StateType = S) && (Ctrl) [state -1, super_jump] type = changestate triggerall = !Var(0) triggerall = statetype = S || statetype = C trigger1 = command = "super_jump" trigger1 = ctrl trigger2 = command = "super_jump" || command = "holdup" trigger2 = MoveHit trigger2 = Stateno = 420 value = 700 ;--------------------------------------------------------------------------- ; 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") && (command != "holddown") && (statetype != A) && !Var(0) trigger1 = ctrl ;--------------------------------------------------------------------------- ; Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = (command = "y") && (command != "holddown") && (statetype != A) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 200) trigger3 = movecontact trigger3 = (stateno = 230) trigger4 = movecontact trigger4 = (stateno = 400) trigger5 = movecontact trigger5 = (stateno = 430) ;--------------------------------------------------------------------------- ; Stand Hard Punch [State -1, Stand Hard Punch] type = ChangeState value = 220 triggerall = (command = "z") && (command != "holddown") && (statetype != A) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 200) || (stateno = 210) trigger3 = movecontact trigger3 = (stateno = 230) || (stateno = 240) trigger4 = movecontact trigger4 = (stateno = 400) || (stateno = 410) trigger5 = movecontact trigger5 = (stateno = 430) || (stateno = 440) ;--------------------------------------------------------------------------- ; Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = (command = "a") && (command != "holddown") && (statetype != A) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 200) trigger3 = movecontact trigger3 = (stateno = 400) ;--------------------------------------------------------------------------- ; Stand Medium Kick [State -1, Stand Medium Kick] type = ChangeState value = 240 triggerall = (command = "b") && (command != "holddown") && (statetype != A) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 200) || (stateno = 210) trigger3 = movecontact trigger3 = (stateno = 230) trigger4 = movecontact trigger4 = (stateno = 400) || (stateno = 410) trigger5 = movecontact trigger5 = (stateno = 430) ;--------------------------------------------------------------------------- ; Stand Hard Kick [State -1, Stand Hard Kick] type = ChangeState value = 250 triggerall = (command = "c") && (command != "holddown") && (statetype != A) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 200) || (stateno = 210) trigger3 = movecontact trigger3 = (stateno = 230) || (stateno = 240) trigger4 = movecontact trigger4 = (stateno = 400) || (stateno = 410) trigger5 = movecontact trigger5 = (stateno = 430) || (stateno = 440) ;--------------------------------------------------------------------------- ; Crouching basics ;--------------------------------------------------------------------------- ; Crouch Light Punch [State -1, Crouch Light Punch] type = ChangeState value = 400 triggerall = (command = "x") && (command = "holddown") && (statetype = C) && !Var(0) trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ; Crouch Medium Punch [State -1, Crouch Medium Punch] type = ChangeState value = 410 triggerall = (command = "y") && (command = "holddown") && (statetype = C) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 200) trigger3 = movecontact trigger3 = (stateno = 230) trigger4 = movecontact trigger4 = (stateno = 400) trigger5 = movecontact trigger5 = (stateno = 430) ;--------------------------------------------------------------------------- ; Crouch Hard Punch [State -1, Crouch Hard Punch] type = ChangeState value = 420 triggerall = (command = "z") && (command = "holddown") && (statetype = C) && !Var(0) trigger1 = ctrl = 1 ; (chain combos) trigger2 = ((stateno = [200, 440])) && movecontact = 1 && stateno != 420 && stateno !=220 && stateno !=250 && var(18) < 7 ;--------------------------------------------------------------------------- ; Crouch Light Kick [State -1, Crouch Light Kick] type = ChangeState value = 430 triggerall = (command = "a") && (command = "holddown") && (statetype = C) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 200) trigger3 = movecontact trigger3 = (stateno = 400) ;--------------------------------------------------------------------------- ; Crouch Medium Kick [State -1, Crouch Medium Kick] type = ChangeState value = 440 triggerall = (command = "b") && (command = "holddown") && (statetype = C) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 200) || (stateno = 210) trigger3 = movecontact trigger3 = (stateno = 230) trigger4 = movecontact trigger4 = (stateno = 400) || (stateno = 410) trigger5 = movecontact trigger5 = (stateno = 430) ;--------------------------------------------------------------------------- ; Crouch Hard Kick [State -1, Crouch Hard Kick] type = ChangeState value = 450 triggerall = (command = "c") && (command = "holddown") && (statetype = C) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = (stateno = 200) || (stateno = 210) trigger3 = movecontact trigger3 = (stateno = 230) || (stateno = 240) trigger4 = movecontact trigger4 = (stateno = 400) || (stateno = 410) trigger5 = movecontact trigger5 = (stateno = 430) || (stateno = 440) ;--------------------------------------------------------------------------- ; Air basics ;--------------------------------------------------------------------------- ; Air Light Punch [State -1, Air Light Punch] type = ChangeState value = 600 triggerall = (command = "x") && (statetype = A) && !Var(0) trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ; Air Medium Punch [State -1, Air Medium Punch] type = ChangeState value = 610 triggerall = (command = "y") && (statetype = A) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 600 trigger3 = movecontact trigger3 = stateno = 630 ;--------------------------------------------------------------------------- ; Air Hard Punch [State -1, Air Hard Punch] type = ChangeState value = 620 triggerall = (command = "z") && (statetype = A) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 600 || stateno = 610 trigger3 = movecontact trigger3 = stateno = 630 || stateno = 640 ;--------------------------------------------------------------------------- ; Air Light Kick [State -1, Air Light Kick] type = ChangeState value = 630 triggerall = (command = "a") && (statetype = A) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 600 ;--------------------------------------------------------------------------- ; Air Medium Kick [State -1, Air Medium Kick] type = ChangeState value = 640 triggerall = (command = "b") && (statetype = A) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 600 || stateno = 610 trigger3 = movecontact trigger3 = stateno = 630 ;--------------------------------------------------------------------------- ; Air Hard Kick [State -1, Air Hard Kick] type = ChangeState value = 650 triggerall = (command = "c") && (statetype = A) && !Var(0) trigger1 = ctrl trigger2 = movecontact trigger2 = stateno = 600 || stateno = 610 trigger3 = movecontact trigger3 = stateno = 630 || stateno = 640 ;Roll Forward [State -1, Roll Forward] type = ChangeState value = 8300 triggerall = !Var(0) triggerall = command = "holdfwd" triggerall = time = 1 trigger1 = (stateno = 5120) && (alive = 1) ;Roll Back [State -1, Roll Back] type = ChangeState value = 8305 triggerall = !Var(0) triggerall = command = "holdback" triggerall = time = 1 trigger1 = (stateno = 5120) && (alive = 1)
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