; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional)
; buffer.time = time (optional)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas. Each of these
; buttons or directions is referred to as a "symbol".
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;---------------------------------------------------------------------------
; Remapping
;---------------------------------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;---------------------------------------------------------------------------
; Defaults
;---------------------------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1
;---------------------------------------------------------------------------
; Hypers
;---------------------------------------------------------------------------
[Command]
name = "DisappearBeating"
command = x, x, F, a, z
time = 40
[Command]
name = "Combustion";Fire
command = ~D, DF, F, a+b
[Command]
name = "Charging Star"
command = ~D, DB, B, x+y
[Command]
name = "Charging Star Air"
command = ~D, DF, F, a+b
[Command]
name = "Charging Star Air"
command = ~D, DF, F, b+c
[Command]
name = "Charging Star Air"
command = ~D, DF, F, a+c
[Command]
name = "Pile-Driver"
command = ~D, DF, F, x+y
[Command]
name = "Shake It"
command = ~D, DB, B, a+b
[Command]
name = "Shake It"
command = ~D, DB, B, b+c
[Command]
name = "Shake It"
command = ~D, DB, B, a+c
[Command]
name = "test"
command = ~D, D, a+b
[Command]
name = "test"
command = ~D, D, b+c
[Command]
name = "test"
command = ~D, D, a+c
;---------------------------------------------------------------------------
; Specials
;---------------------------------------------------------------------------
[command]
name = "Fireball 1"
command = ~D, DF, F, x
[command]
name = "Fireball 2"
command = ~D, DF, F, y
[command]
name = "Fireball 3"
command = ~D, DF, F, z
[Command]
name = "Sonic Knuckles"
command = ~F, D , DF, x
[Command]
name = "Sonic Knuckles"
command = ~F, D , DF, y
[Command]
name = "Sonic Knuckles"
command = ~F, D , DF, z
[Command]
name = "Motorcycle"
command = ~20$B, F, x
[Command]
name = "Motorcycle"
command = ~20$B, F, y
[Command]
name = "Motorcycle"
command = ~20$B, F, z
[Command]
name = "Cannonball"
command = ~20$B, F, a
[Command]
name = "Cannonball"
command = ~20$B, F, b
[Command]
name = "Cannonball"
command = ~20$B, F, c
[Command]
name = "DashAttackQ"
command = ~F, F, a
[Command]
name = "DashAttackM"
command = ~F, F, b
[Command]
name = "DashAttackS"
command = ~F, F, c
[command]
name = "Twister 1"
command = ~D, DF, F, a
[Command]
name = "Twister 2"
command = ~D, DF, F, b
[Command]
name = "Twister 3"
command = ~D, DF, F, c
[command]
name = "100-Hand Wimp Slap"
command = ~D, DB, B, x
[Command]
name = "100-Hand Wimp Slap"
command = ~D, DB, B, y
[Command]
name = "100-Hand Wimp Slap"
command = ~D, DB, B, z
;---------------------------------------------------------------------------
; Tech Basics
;---------------------------------------------------------------------------
[Command]
name = "InGameMovesList"
command = s, s
[Command]
name = "Throw 1"
command = x+y
[Command]
name = "Throw 2"
command = y+z
[Command]
name = "Throw 3"
command = a+b
[Command]
name = "Throw 4"
command = b+c
[Command]
name = "Alpha Counter High"
command = ~B, DB, D, x
[Command]
name = "Alpha Counter High"
command = ~B, DB, D, y
[Command]
name = "Alpha Counter High"
command = ~B, DB, D, z
[Command]
name = "Alpha Counter Low"
command = ~B, DB, D, a
[Command]
name = "Alpha Counter Low"
command = ~B, DB, D, b
[Command]
name = "Alpha Counter Low"
command = ~B, DB, D, c
[Command]
name = "Air Recovery"
command = a+x
time = 10
[command]
name = "Super Jump"
command = ~$D, $U
time = 8
[Command]
name = "FF"
command = F, F
time = 10
[Command]
name = "BB"
command = B, B
time = 10
;---------------------------------------------------------------------------
; Button Press
;---------------------------------------------------------------------------
[Command]
name = "U"
command = $U
time = 1
[Command]
name = "D"
command = $D
time = 1
[Command]
name = "F"
command = $F
time = 1
[Command]
name = "B"
command = $B
time = 1
[Command]
name = "UF"
command = $UF
time = 1
[Command]
name = "UB"
command = $UB
time = 1
[Command]
name = "DF"
command = $DF
time = 1
[Command]
name = "DB"
command = $DB
time = 1
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
[Command]
name = "punch"
command = a
time = 1
[Command]
name = "punch"
command = b
time = 1
[Command]
name = "punch"
command = c
time = 1
[Command]
name = "kick"
command = x
time = 1
[Command]
name = "kick"
command = y
time = 1
[Command]
name = "kick"
command = z
time = 1
;---------------------------------------------------------------------------
; Button Hold
;---------------------------------------------------------------------------
[Command]
name = "holdup"
command = /$U
time = 1
[Command]
name = "holddown"
command = /$D
time = 1
[Command]
name = "holdfwd"
command = /$F
time = 1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holds"
command = /s
time = 1
[Command]
name = "holdpunch"
command = /a
time = 1
[Command]
name = "holdpunch"
command = /b
time = 1
[Command]
name = "holdpunch"
command = /c
time = 1
[Command]
name = "holdkick"
command = /x
time = 1
[Command]
name = "holdkick"
command = /y
time = 1
[Command]
name = "holdkick"
command = /z
time = 1
;---------------------------------------------------------------------------
; Button Release
;---------------------------------------------------------------------------
[Command]
name = "relup"
command = ~$U
time = 1
[Command]
name = "reldown"
command = ~$D
time = 1
[Command]
name = "relfwd"
command = ~$F
time = 1
[Command]
name = "relback"
command = ~$B
time = 1
[Command]
name = "relupfwd"
command = ~$UF
time = 1
[Command]
name = "relupback"
command = ~$UB
time = 1
[Command]
name = "reldownfwd"
command = ~$DF
time = 1
[Command]
name = "reldownback"
command = ~$DB
time = 1
[Command]
name = "rela"
command = ~a
time = 1
[Command]
name = "relb"
command = ~b
time = 1
[Command]
name = "relc"
command = ~c
time = 1
[Command]
name = "relx"
command = ~x
time = 1
[Command]
name = "rely"
command = ~y
time = 1
[Command]
name = "relz"
command = ~z
time = 1
[Command]
name = "rels"
command = ~s
time = 1
[Command]
name = "relpunch"
command = ~a
[Command]
name = "relpunch"
command = ~b
[Command]
name = "relpunch"
command = ~c
[Command]
name = "relkick"
command = ~x
[Command]
name = "relkick"
command = ~y
[Command]
name = "relkick"
command = ~z
[Statedef -1]
;--------------------------------------------
;---------------------------------------------------------------------------
; __/ HYPERS
;---------------------------------------------------------------------------
[State -1]
type=Null
trigger1=0
;---------------------------------------------
[State -1, Disappearing beating];consider merging this with the weid shake it thing
type = ChangeState
value = 3800
triggerall = Command = "DisappearBeating" && Var(45)
triggerall = (Power = 3000) && (RoundState = 2)
trigger1 = (StateType != A) && (Hitdefattr = SC, SA) && (movecontact)
trigger2 = (StateNo = 200) || (StateNo = 220) || (StateNo = 230)
;---------------------------------------------
[State -1, Hyper - Combustion]
type = ChangeState
value = 4400
triggerall = command = "Combustion" && power>=1000
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = (stateno = [200,499])
trigger3 = (stateno = [1000,1999])
;---------------------------------------------
[State -1, Hyper - Charging Star]
type = ChangeState
value = 3900
triggerall = command = "Charging Star"
triggerall = power >= 1001
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SA, NA) && MoveContact
trigger3 = (stateno = [1400,1420]) && MoveContact
;---------------------------------------------
[State -1, Hyper - Air Charging Star]
type = ChangeState
value = 3879
triggerall = (var(0)<=0)
triggerall = command = "Charging Star Air"
triggerall = power >= 1000
trigger1 = Statetype = A & ctrl
trigger2 = (StateType = A) && (HitdefAttr = SC, NA) && (MoveContact)
;---------------------------------------------
[State -1, Hyper - Pile-Driver]
type = ChangeState
value = 3050
triggerall = command = "Pile-Driver"
Triggerall = stateno !=1002
triggerall = statetype != A
triggerall = power >=1000
triggerall = stateno !=9000
trigger1 = ctrl
;---------------------------------------------
[State -1, Hyper - Weird Shake-It Thing]
type = ChangeState
value = 3400
triggerall = command = "Shake It"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = statetype != A
;trigger2 = hitdefattr = SC, NA
;trigger2 = movecontact
;---------------------------------------------------------------------------
; __/ SPECIALS
;---------------------------------------------------------------------------
[State -1]
type=Null
trigger1=0
;---------------------------------------------
[State -1, Special - Fireball]
type = ChangeState
value = 1700
triggerall = (Command = "Fireball 1") || (Command = "Fireball 2")|| (Command = "Fireball 3")
triggerall = command != "Pile-Driver"
trigger1 = (statetype = s) && ctrl
[State -1, Special - Air Fireball]
type = ChangeState
value = 1701
triggerall = (Command = "Fireball 1") || (Command = "Fireball 2")|| (Command = "Fireball 3")
triggerall = command != "Pile-Driver"
trigger1 = (statetype = a) && ctrl
;---------------------------------------------
[State -1, Special - Sonic Knuckles]
type = ChangeState
value = 2200
triggerall = command = "Sonic Knuckles"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 245 && MoveContact
;---------------------------------------------
[State -1, Special - Motorcycle]
Type = Changestate
value = 1800
triggerall = command = "Motorcycle"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210 && MoveContact
trigger3 = stateno = 220 && MoveContact
trigger4 = stateno = 240 && MoveContact
trigger5 = stateno = 250 && MoveContact
;---------------------------------------------
[State -1, Special - Cannonball]
type = ChangeState
value = 1404 + ifelse(command = "b" ,1 , ifelse(command="c", 2, 0))
triggerall = Var(5) != 1
triggerall = (StateType = S) || (Statetype = A)
triggerall = (ctrl = 1) && (!IsHelper)
trigger1 = command = "Cannonball"
trigger1 = ctrl
trigger2 = command = "Cannonball"
trigger2 = ctrl
;---------------------------------------------
[State -1, Special - Dash Attack, Quick]
type = ChangeState
value = 1200
triggerall = Var(5) != 1
triggerall = command = "DashAttackQ"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = (stateno = 250) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = (stateno = 701) && (movecontact)
trigger16 = (stateno = 702) && (movecontact)
trigger17 = (Var(5) = 0) && (stateno = [100,102])
trigger18 = (Var(5) = 0) && (stateno = 105)
trigger19 = (Var(5) = 2) && (stateno = [108,109])
[State -1, Special - Dash Attack, Medium]
type = ChangeState
value = 1201
triggerall = Var(5) != 1
triggerall = command = "DashAttackM"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = (stateno = 250) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = (stateno = 701) && (movecontact)
trigger16 = (stateno = 702) && (movecontact)
trigger17 = (Var(5) = 0) && (stateno = [100,102])
trigger18 = (Var(5) = 0) && (stateno = 105)
trigger19 = (Var(5) = 2) && (stateno = [108,109])
[State -1, Special - Dash Attack, Strong]
type = ChangeState
value = 1202
triggerall = Var(5) != 1
triggerall = command = "DashAttackS"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = (stateno = 250) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = (stateno = 701) && (movecontact)
trigger16 = (stateno = 702) && (movecontact)
trigger17 = (Var(5) = 0) && (stateno = [100,102])
trigger18 = (Var(5) = 0) && (stateno = 105)
trigger19 = (Var(5) = 2) && (stateno = [108,109])
;---------------------------------------------
[State -1, Special - Twister, Quick]
type = ChangeState
value = 1221
triggerall = Var(5) != 1
triggerall = (StateType = S) || (Statetype = A)
trigger1 = command = "Twister 1"
trigger1 = ctrl
trigger2 = (command = "a") ;&& (movecontact)
trigger2 = (stateno = 1227) || (stateno = 1226)
[State -1, Special - Twister, Medium]
type = ChangeState
value = 1222
triggerall = Var(5) != 1
triggerall = (StateType = S) || (Statetype = A)
trigger1 = command = "Twister 2"
trigger1 = ctrl
trigger2 = command = "b" ;&& (movecontact)
trigger2 = stateno = 1227
[State -1, Special - Twister, Strong]
type = ChangeState
value = 1223
triggerall = Var(5) != 1
triggerall = (StateType = S) || (Statetype = A)
triggerall = command = "Twister 3"
trigger1 = ctrl
;---------------------------------------------
[State -1, Special - 100-Hand Wimp Slap]
type = ChangeState
value = 1100
triggerall = command = "100-Hand Wimp Slap"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = (stateno = 250) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = (stateno = 701) && (movecontact)
trigger16 = (stateno = 702) && (movecontact)
trigger17 = stateno = [100,102]
trigger18 = stateno = 105
[State -1, Special - 100-Hand]
type = ChangeState
value = 1100
triggerall = command = "100-Hand Wimp Slap"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = (stateno = 250) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = (stateno = 701) && (movecontact)
trigger16 = (stateno = 702) && (movecontact)
trigger17 = stateno = [100,102]
trigger18 = stateno = 105
[State -1, Special - 100-Hand]
type = ChangeState
value = 1100
triggerall = command = "100-Hand Wimp Slap"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = (stateno = 250) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = (stateno = 701) && (movecontact)
trigger16 = (stateno = 702) && (movecontact)
trigger17 = stateno = [100,102]
trigger18 = stateno = 105
;---------------------------------------------------------------------------
; __/ TECH
;---------------------------------------------------------------------------
[State -1]
type=Null
trigger1=0
;---------------------------------------------
[State -1, Tester]
type = ChangeState
value = 3000
trigger1 = command = "test"; d, d, a + b
trigger1 = Var(45)
;---------------------------------------------
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = (StateType != A) && (Ctrl)
;---------------------------------------------
[State -1, Parry - High]
type = HitOverride
trigger1 = ctrl
trigger1 = statetype = S && command = "F"
trigger1 = command != "B" && command != "U" && command != "D"
attr = SA,AA,AP
stateno = 700
time = 7
[State -1, Parry - Low]
type = HitOverride
triggerall = ctrl
trigger1 = statetype = C && command = "F"
trigger1 = command != "B" && command != "U"
trigger2 = statetype = S && command = "D"
trigger2 = command != "U" && command != "F" && command != "B"
attr = C,AA,AP
stateno = 701
time = 7
[State -1, Parry - Air]
type = HitOverride
trigger1 = ctrl
trigger1 = command = "F" && command != "B" && command != "U" && command != "D"
trigger1 = StateType = A
attr = SA,AA,AP
forceair = 1
stateno = 702
time = 7
;--------------------------------------------
[State -1, Alpha Counter - High]
type = ChangeState
value = 705
triggerall = command = "Alpha Counter High"
triggerall = statetype = S || statetype = A
trigger1 = enemynear, moveguarded
[State -1, Alpha Counter - Low]
type = ChangeState
value = 706
triggerall = command = "Alpha Counter Low"
triggerall = statetype = C
trigger1 = enemynear, moveguarded
;--------------------------------------------
[State -1, Focus Attack - Windup Punch]
type = ChangeState
value = 710
trigger1 = command = "holdb" && command = "holdy"
trigger1 = stateno < 100 || stateno > 107
trigger1 = ctrl && statetype !=A
[State -1, Focus Attack - Focus Canceling]
type = ChangeState
value = 709
triggerall = command = "holdb" && command = "holdy"
triggerall = statetype !=A
trigger1 = stateno = 215 ; focus cancel out of standing MP2
trigger2 = stateno = 220 ; focus cancel out of standing SP
trigger3 = stateno = 240 ; focus cancel out of standing MK
trigger4 = stateno = 250 ; focus cancel out of standing SK
trigger5 = stateno = 420 ; focus cancel out of crouching SP
trigger6 = stateno = 440 ; focus cancel out of crouching MK
trigger7 = stateno = 450 ; focus cancel out of crouching SK
trigger8 = stateno = 1700 ; focus cancel out of fireball
trigger9 = stateno = 2200 ; focus cancel out of soundwaves
trigger10 = stateno = 1800 ; focus cancel out of motorcycle
trigger11 = stateno = [1200,1203] ; focus cancel out of dash attack
trigger12 = stateno = 1100 ; focus cancel out of 100 hand wimp slap
;--------------------------------------------
[State -1, Throw 1 - Spin]
type = ChangeState
value = 800
trigger1 = command = "Throw 1"; x+y
trigger1 = statetype = S && ctrl
trigger1 = stateno < 100 || stateno > 102
[State -1, Throw 2 - Roll]
type = ChangeState
value = 810
trigger1 = command = "Throw 2"; y+z
trigger1 = statetype = S && ctrl
trigger1 = stateno < 100 || stateno > 102
[State -1, Throw 3 - Toss]
type = ChangeState
value = 820
trigger1 = command = "Throw 3"; a+b
trigger1 = statetype = S && ctrl
trigger1 = stateno < 100 || stateno > 102
[State -1, Throw 4 - Slam]
type = ChangeState
value = 830
trigger1 = command = "Throw 4"; b+c
trigger1 = statetype = S && ctrl
trigger1 = stateno < 100 || stateno > 102
;--------------------------------------------
[State -1, Throws - Link Spin to Roll]
type = Varset
var(43) = ifelse(animelemtime(8) >= 0,1,2); hits on elem 13
trigger1 = command = "Throw 2" ; y+z
trigger1 = stateno = 802 && var(43) < 2
[State -1, Throws - Link Roll to Slam]
type = Varset
var(43) = ifelse(animelemtime(7) >= 0,1,2); hits on elem 12
trigger1 = command = "Throw 4" ; y+z
trigger1 = stateno = 812 && var(43) < 2
[State -1, Throws - Link Slam to Toss]
type = Varset
var(43) = ifelse(animelemtime(1) >= 0,1,2); hits on elem 6
trigger1 = command = "Throw 3" ; y+z
trigger1 = stateno = 832 && var(43) < 2
;--------------------------------------------
[State -1, Air Throw 2 - uh]
type = ChangeState
value = 900; roll 2
trigger1 = command = "Throw 2"
trigger1 = statetype = A && ctrl
[State -1, Air Throw 3 - uh]
type = ChangeState
value = 855; toss 3
trigger1 = command = "Throw 3"
trigger1 = statetype = A && ctrl
[State -1, Air Throw 4 - uh]
type = ChangeState
value = 845; slam 4
trigger1 = command = "Throw 4" ;x+
trigger1 = statetype = A && ctrl
;--------------------------------------------
[State -1, Roll Recover Foward]
type = ChangeState
value = 7700
triggerall = command = "holdfwd"
triggerall = time = 1
trigger1 = (stateno = 5120) && (alive = 1)
[State -1, Roll Recover Back]
type = ChangeState
value = 7705
triggerall = command = "holdback"
triggerall = time = 1
trigger1 = (stateno = 5120) && (alive = 1)
;--------------------------------------------
[State -1, Dash Foward]
type = ChangeState
value = 100
triggerall = command = "FF"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [710,713]
[State -1, Dash Back]
type = ChangeState
value = 105
triggerall = command = "BB"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [710,713]
;--------------------------------------------
[State -1, SuperJump]
type = ChangeState
value = 7200
trigger1 = Command = "Super Jump"
trigger1 = (statetype = S) && (ctrl)
trigger2 = (stateno = 420) && (movehit) && (command = "holdup")
;---------------------------------------------------------------------------
; __/ BASICS
;---------------------------------------------------------------------------
[State -1]
type=Null
trigger1=0
;--------------------------------------------
[State -1, Jumping Quick Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 1701) && (movecontact)
[State -1, Jumping Medium Punch]
type = ChangeState
value = 610
triggerall = Var(5) = 0
triggerall = command = "y"
triggerall = stateno != 610
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && (movecontact)
trigger3 = (stateno = 630) && (movecontact)
trigger4 = (stateno = 645) && (movecontact)
[State -1, Jumping Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && (movecontact)
trigger3 = Var(5) = 0
trigger3 = (stateno = 610) && (movecontact)
trigger4 = (stateno = 630) && (movecontact)
trigger5 = Var(5) != 1
trigger5 = (stateno = 640) && (movecontact)
trigger6 = Var(5) = 1
trigger6 = (stateno = 646) && (movecontact)
trigger7 = (stateno = 645) && (movecontact)
[State -1, Jumping Quick Kick]
type = ChangeState
value = 630
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && (movecontact)
trigger3 = (stateno = 1701) && (movecontact)
[State -1, Jumping Medium Kick]
type = ChangeState
value = 640
triggerall = Var(5) != 1
triggerall = command = "b"
triggerall = stateno != 640
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && (movecontact)
trigger3 = (stateno = 610) && (movecontact)
trigger4 = (stateno = 630) && (movecontact)
trigger5 = (stateno = 645) && (movecontact)
[State -1, Jumping Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && (movecontact)
trigger3 = (stateno = 610) && (movecontact)
trigger4 = (stateno = 630) && (movecontact)
trigger5 = Var(5) != 1
trigger5 = (stateno = 640) && (movecontact)
trigger6 = Var(5) = 1
trigger6 = (stateno = 646) && (movecontact)
trigger7 =(stateno = 645) && (movecontact)
trigger8=(stateno = 620) && (movecontact)
;---------------------------------------------
[State -1, Crouching Quick Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (Var(5) = 0) && (stateno = [100,102])
trigger3 = (Var(5) = 0) && (stateno = 105)
trigger4 = (Var(5) = 1) && (stateno = 7888)
trigger5 = (Var(5) = 1) && (stateno = 7889)
trigger6 = (Var(5) = 2) && (stateno = 108)
trigger7 = (Var(5) = 2) && (stateno = 109)
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 230) && (movecontact)
trigger4 = (stateno = 400) && (movecontact)
trigger5 = (stateno = 430) && (movecontact)
trigger6 = (Var(5) = 0) && (stateno = [100,102])
trigger7 = (Var(5) = 0) && (stateno = 105)
trigger8 = (Var(5) = 1) && (stateno = 7888)
trigger9 = (Var(5) = 1) && (stateno = 7889)
trigger10 = (Var(5) = 2) && (stateno = 108)
trigger11 = (Var(5) = 2) && (stateno = 109)
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 230) && (movecontact)
trigger5 = (stateno = 240) && (movecontact)
trigger6 = (stateno = 400) && (movecontact)
trigger7 = (stateno = 410) && (movecontact)
trigger8 = (stateno = 430) && (movecontact)
trigger9 = Var(5) != 1
trigger9 = (stateno = 440) && (movecontact)
trigger10 = Var(5) = 1
trigger10 = (stateno = 445) && (movecontact)
trigger11 = (Var(5) = 0) && (stateno = [100,102])
trigger12 = (Var(5) = 0) && (stateno = 105)
trigger13 = (Var(5) = 1) && (stateno = 7888)
trigger14 = (Var(5) = 1) && (stateno = 7889)
trigger15 = (Var(5) = 2) && (stateno = 108)
trigger16 = (Var(5) = 2) && (stateno = 109)
trigger17 = (stateno = 215) && (movecontact)
[State -1, Crouching Quick Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 400) && (movecontact)
trigger4 = (Var(5) = 0) && (stateno = [100,102])
trigger5 = (Var(5) = 0) && (stateno = 105)
trigger6 = (Var(5) = 1) && (stateno = 7888)
trigger7 = (Var(5) = 1) && (stateno = 7889)
trigger8 = (Var(5) = 2) && (stateno = 108)
trigger9 = (Var(5) = 2) && (stateno = 109)
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 230) && (movecontact)
trigger5 = (stateno = 400) && (movecontact)
trigger6 = (stateno = 410) && (movecontact)
trigger7 = (stateno = 430) && (movecontact)
trigger8 = (Var(5) = 0) && (stateno = [100,102])
trigger9 = (Var(5) = 0) && (stateno = 105)
trigger10 = (Var(5) = 1) && (stateno = 7888)
trigger11 = (Var(5) = 1) && (stateno = 7889)
trigger12 = (Var(5) = 2) && (stateno = 108)
trigger13 = (Var(5) = 2) && (stateno = 109)
trigger14 = (stateno = 215) && (movecontact)
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 230) && (movecontact)
trigger5 = Var(5) != 1
trigger5 = (stateno = 240) && (movecontact)
trigger6 = Var(5) = 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = (stateno = 400) && (movecontact)
trigger8 = (stateno = 410) && (movecontact)
trigger9 = (stateno = 430) && (movecontact)
trigger10 = (stateno = 440) && (movecontact)
trigger11 = (Var(5) = 0) && (stateno = [100,102])
trigger12 = (Var(5) = 0) && (stateno = 105)
trigger13 = (Var(5) = 1) && (stateno = 7888)
trigger14 = (Var(5) = 1) && (stateno = 7889)
trigger15 = (Var(5) = 2) && (stateno = 108)
trigger16 = (Var(5) = 2) && (stateno = 109)
trigger17 = (stateno = 215) && (movecontact)
trigger18 = (stateno = 420) && (movecontact)
trigger19 = (stateno = 220) && (movecontact)
;---------------------------------------------
[State -1, Standing Quick Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (Var(5) = 0) && (stateno = [100,102])
trigger3 = (Var(5) = 0) && (stateno = 105)
trigger4 = (Var(5) = 1) && (stateno = 7888)
trigger5 = (Var(5) = 1) && (stateno = 7889)
trigger6 = (Var(5) = 2) && (stateno = 108)
trigger7 = (Var(5) = 2) && (stateno = 109)
trigger8 = (stateno = 400) && (movecontact)
[State -1, Standing Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 230) && (movecontact)
trigger4 = (stateno = 400) && (movecontact)
trigger5 = (stateno = 430) && (movecontact)
trigger6 = (stateno = 410) && (movecontact)
trigger7 = (Var(5) = 0) && (stateno = [100,102])
trigger8 = (Var(5) = 0) && (stateno = 105)
[State -1, Standing Medium Punch 2]
type = ChangeState
value = 215
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210
trigger2 = Time > 9
trigger3 = stateno = 210
trigger3 = movecontact
;[State -1, Standing Medium Punch 2]
;type = ChangeState
;value = 215
;triggerall = command = "y"
;triggerall = command != "holddown"
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger2 = prevstateno = 210
;trigger2 = Time < 75
;trigger2 = stateno != 215
;trigger3 = prevstateno = 210
;trigger3 = movecontact
;trigger3 = stateno != 215
[State -1, Standing Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 230) && (movecontact)
trigger5 = Var(5) != 1
trigger5 = (stateno = 240) && (movecontact)
trigger6 = Var(5) = 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = (stateno = 400) && (movecontact)
trigger8 = (stateno = 410) && (movecontact)
trigger9 = (stateno = 430) && (movecontact)
trigger10 = (stateno = 440) && (movecontact)
trigger11 = (stateno = 215) && (movecontact)
trigger14 = (stateno = 420) && (movecontact)
trigger15 = (Var(5) = 0) && (stateno = [100,102])
trigger16 = (Var(5) = 0) && (stateno = 105)
trigger17 = Var(5) = 1
trigger17 = (stateno = 700) && (movecontact)
trigger17 = Var(5) != 1
trigger18 = (stateno = 701) && (movecontact)
trigger19 = Var(5) != 1
trigger19 = (stateno = 702) && (movecontact)
trigger20 = (Var(5) = 1) && (stateno = 7888)
trigger21 = (Var(5) = 1) && (stateno = 7889)
trigger22 = (Var(5) = 2) && (stateno = 108)
trigger23 = (Var(5) = 2) && (stateno = 109)
trigger24 = (stateno = 420) && (movecontact)
[State -1, Standing Quick Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 400) && (movecontact)
trigger4 = (Var(5) = 0) && (stateno = [100,102])
trigger5 = (Var(5) = 0) && (stateno = 105)
trigger6 = (Var(5) = 1) && (stateno = 7888)
trigger7 = (Var(5) = 1) && (stateno = 7889)
trigger8 = (Var(5) = 2) && (stateno = 108)
trigger9 = (Var(5) = 2) && (stateno = 109)
trigger10 = (stateno = 430) && (movecontact)
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 400) && (movecontact)
trigger4 = (Var(5) = 0) && (stateno = [100,102])
trigger5 = (Var(5) = 0) && (stateno = 105)
trigger6 = (Var(5) = 1) && (stateno = 7888)
trigger7 = (Var(5) = 1) && (stateno = 7889)
trigger8 = (Var(5) = 2) && (stateno = 108)
trigger9 = (Var(5) = 2) && (stateno = 109)
trigger10 = (stateno = 210) && (movecontact)
trigger11 = (stateno = 215) && (movecontact)
trigger12 = (stateno = 230) && (movecontact)
trigger13 = (stateno = 410) && (movecontact)
trigger14 = (stateno = 430) && (movecontact)
trigger15 = (stateno = 440) && (movecontact)
[State -1, Standing Strong Kick] ;triggerall = command != "holdpunch"
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 230) && (movecontact)
trigger5 = Var(5) != 1
trigger5 = (stateno = 240) && (movecontact)
trigger6 = Var(5) = 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = (stateno = 400) && (movecontact)
trigger8 = (stateno = 410) && (movecontact)
trigger9 = (stateno = 430) && (movecontact)
trigger10 = (stateno = 440) && (movecontact)
trigger11 = (stateno = 220) && (movecontact)
trigger12 = (stateno = 420) && (movecontact)
trigger13 = (Var(5) = 0) && (stateno = [100,102])
trigger14 = (Var(5) = 0) && (stateno = 105)
trigger15 = Var(5) = 1
trigger15 = (stateno = 700) && (movecontact)
trigger16 = Var(5) != 1
trigger16 = (stateno = 701) && (movecontact)
trigger17 = Var(5) != 1
trigger17 = (stateno = 702) && (movecontact)
trigger18 = (Var(5) = 1) && (stateno = 7888)
trigger19 = (Var(5) = 1) && (stateno = 7889)
trigger20 = (Var(5) = 2) && (stateno = 108)
trigger21 = (Var(5) = 2) && (stateno = 109)
trigger22 = (stateno = 215) && (movecontact)
trigger23 = (stateno = 450) && (movecontact)
;---------------------------------------------------------------------------
[State -1, In Game Moves List]
type = ChangeState
value = 98765432101
trigger1 = command = "InGameMovesList"
;---------------------------------------------------------------------------
; END
;---------------------------------------------------------------------------