Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🔧 Login & Sign-Up Fixed!
    The recent login and sign-up issues have been successfully resolved by @DoomJoshuaBoy. Fresh logins are now working normally, so feel free to log in without any trouble! if you do run into trouble please let us know!

DJB MUGEN & IKEMEN Community

Command List — HammerBro.zip ← Back to Overview

[Command] name = "AI" command = B,B,B,B,a+b+s time = 0 [Command] name = "AI1" command = B,B,B,B,a+b+c+s time = 0 [Command] name = "AI2" command = B,B,B,B,a+b+c time = 0 [Command] name = "AI3" command = B,B,B,B,a+c time = 0 [Command] name = "AI4" command = B,B,B,a+b+c time = 0 [Command] name = "AI5" command = B,B,B,F,a+b+c time = 0 [Command] name = "AI6" command = B,B,B,U,a+b+c time = 0 [Command] name = "AI7" command = B,B,B,D,a+b+c time = 0 [Command] name = "AI8" command = B,B,D,B,a+b+c time = 0 [Command] name = "AI9" command = B,U,B,B,a+b+c time = 0 [Command] name = "AI10" command = B,D,B,B,a+b+c time = 0 [Command] name = "AI11" command = F,B,B,B,a+b+c time = 0 [Command] name = "AI12" command = B,B,F,B,a+b+c time = 0 [Command] name = "AI13" command = B,F,B,F,a+b+c time = 0 [Command] name = "AI14" command = B,B,D,B,a+b+s time = 0 [Command] name = "AI15" command = F,B,B,B,a+b+c time = 0 [Command] name = "AI16" command = B,B,D,F,a+b+c+s time = 0 [Command] name = "AI17" command = B,B,D,F,x+y+b+s time = 0 [Command] name = "AI18" command = B,B,D,F,x+y+b+s time = 0 [Command] name = "AI19" command = B,B,D,F,x+a+b+s time = 0 [Command] name = "AI20" command = B,B,D,F,x+y+s time = 0 [Command] name = "AI21" command = B,B,D,F,x+y+c+s time = 0 [Command] name = "AI22" command = U,F,B,B,B,a+b+c+s time = 0 [Command] name = "AI23" command = U,B,B,D,F,a+b+c+s time = 0 [Command] name = "AI24" command = U,B,B,D,F,x+y+b+s time = 0 [Command] name = "AI25" command = U,B,B,D,F,x+y+b time = 0 [Command] name = "AI26" command = U,B,B,D,F,x+a+b+s time = 0 [Command] name = "AI27" command = U,B,B,D,F,x+y+s time = 0 [Command] name = "AI28" command = U,B,B,D,F,x+y+c+s time = 0 ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [command] name = "7-4Bowser" command = F, DF, D, DB, B, a+b time = 20 [Command] name = "TripleHammer" command = ~D, DF, F, D, DF, F, a time = 20 [command] name = "HUGE KOOPA" command = D, DB, B, D, DB, B, b time = 20 [command] name = "SwingingDoom" command = D, DF, F, D, DF, F, b time = 20 [Command] name = "UltraHammer" command = ~D, DB, B, D, DB, B, a time = 20 ;-| Special Motions |------------------------------------------------------ [command] name = "Mush" command = ~F, DF, D, DB, B, s [command] name = "Call" command = ~B, DB, D, DF, F, a+b [command] name = "Shell" command = ~35$B,F,b time = 15 [Command] name = "QCF_s" command = D, DF, F, s [Command] name = "Bullet" command = B, D, DB, b [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [command] name = "HammerThrow" command = D,DF,F,a [command] name = "DualHammer" command = D,DF,F,b [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = a+b time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;=========================================================================== ;AI VarSet [State -1, AI] type = VarSet triggerall = var(55) != 1 trigger1 = command = "AI" trigger2 = command = "AI1" trigger3 = command = "AI2" trigger4 = command = "AI3" trigger5 = command = "AI4" trigger6 = command = "AI5" trigger7 = command = "AI6" trigger8 = command = "AI7" trigger9 = command = "AI8" trigger10 = command = "AI9" trigger11 = command = "AI10" trigger12 = command = "AI11" trigger13 = command = "AI12" trigger14 = command = "AI13" trigger15 = command = "AI14" trigger16 = command = "AI15" trigger17 = command = "AI16" trigger18 = command = "AI17" trigger19 = command = "AI18" trigger20 = command = "AI19" trigger21 = command = "AI20" trigger22 = command = "AI21" trigger23 = command = "AI22" trigger24 = command = "AI23" trigger25 = command = "AI24" trigger26 = command = "AI25" trigger27 = command = "AI26" trigger28 = command = "AI27" trigger29 = command = "AI28" v = 55 value = 1 ;--------------------------------------------------------------------------- ;Bowser Transform [State -1, Bowser Transform] type = ChangeState value = 4000 triggerall = var(55) = 0 triggerall = command = "Mush" triggerall = numHelper(4000) = 0 triggerall = power >= 3000 triggerall = life <= 100 trigger1 = (statetype = s) && ctrl ;--------------------------------------------------------------------------- ;Bowser Transform [State -1, Bowser Transform] type = ChangeState value = 7000 triggerall = var(55) = 0 triggerall = command = "7-4Bowser" trigger1 = (statetype = s) && ctrl triggerall = power >= 3000 ;--------------------------------------------------------------------------- ;UltraHammer (uses one super bar) ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Ultra Hammer] type = ChangeState value = 3050 triggerall = var(55) = 0 triggerall = command = "UltraHammer" triggerall = power >= 2000 triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;TripleHammer (uses one super bar) ;三烈カンフー突き手(ゲージレベル1) [State -1, TripleHammer] type = ChangeState value = 3300 triggerall = var(55) = 0 triggerall = command = "HUGE KOOPA" triggerall = power >= 1000 triggerall = NumHelper(3301) = 0 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;TripleHammer (uses one super bar) ;三烈カンフー突き手(ゲージレベル1) [State -1, TripleHammer] type = ChangeState value = 3000 triggerall = var(55) = 0 triggerall = command = "TripleHammer" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = movecontact trigger3 = stateno = 1051 trigger3 = movecontact trigger3 = animelem = 1 ;---------------------------------------------------------------------------- ;Swinging Doom [State -1, Swinging Doom] type = ChangeState value = 3100 triggerall = var(55) = 0 triggerall = command = "SwingingDoom" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = movecontact trigger3 = stateno = 1051 trigger3 = movecontact trigger3 = animelem = 1 ;=========================================================================== ;This is not a move, but it sets up var(1) to be 1 if conditions are right ;for a combo into a special move (used below). ;Since a lot of special moves rely on the same conditions, this reduces ;redundant logic. [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(1) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 ;Except for sweep kick trigger2 = movecontact var(1) = 1 ;---------------------------------------------------------------------------- ;Light Kung Fu Palm [State -1, Shell] type = ChangeState value = 1200 triggerall = var(55) = 0 triggerall = command = "Call" triggerall = numHelper(1200) = 0 triggerall = power >= 100 trigger1 = statetype != A trigger1 = ctrl ;---------------------------------------------------------------------------- ;Light Kung Fu Palm [State -1, Shell] type = ChangeState value = 1150 triggerall = var(55) = 0 triggerall = command = "Shell" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Bullet Bill Stomp [State -1, Bullet Bill Stomp] type = ChangeState value = 1100 triggerall = var(55) = 0 triggerall = command = "Bullet" triggerall = numHelper(1105) = 0 trigger1 = var(1) ;--------------------------------------------------------------------------- ;Dual Hammer [State -1, Dual Hammer] type = ChangeState value = 1053 triggerall = var(55) = 0 triggerall = command = "DualHammer" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [600,699] trigger2 = movecontact ;--------------------------------------------------------------------------- ;Dual Hammer [State -1, Dual Hammer] type = ChangeState value = 1050 triggerall = var(55) = 0 triggerall = command = "DualHammer" trigger1 = var(1) ;--------------------------------------------------------------------------- ;Light Kung Fu Palm ;カンフー突き手(弱) [State -1, HammerThrow] type = ChangeState value = 1000 triggerall = var(55) = 0 triggerall = command = "HammerThrow" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light Kung Fu Palm ;カンフー突き手(弱) [State -1, HammerThrow] type = ChangeState value = 1001 triggerall = var(55) = 0 triggerall = command = "HammerThrow" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = [600,699] trigger2 = movecontact ;---------------------------------------------------------------------------- ;Light Kung Fu Palm [State -1, Light Kung Fu Palm] type = ChangeState value = 196 triggerall = var(55) = 0 triggerall = command = "QCF_s" triggerall = numHelper(196) = 0 trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(55) = 0 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 triggerall = var(55) = 0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Kung Fu Throw ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = var(55) = 0 triggerall = command = "a" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(55) = 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = var(55) = 0 triggerall = command = "b" triggerall = command = "holdfwd" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger3 = stateno = 230 trigger4 = stateno = 400 trigger4 = movecontact ;--------------------------------------------------------------------------- ;Stand Light Kick ;立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(55) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = movecontact ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = var(55) = 0 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(55) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 trigger2 = movecontact trigger2 = time > 6 trigger3 = stateno = 200 trigger3 = movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = var(55) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 trigger2 = (time > 9) || (movecontact && time > 3) ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(55) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = time >= 7 trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(55) = 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking trigger3 = stateno = 600 trigger3 = movecontact ;=========================================================================== ;=========================================================================== ;--------------------------------------------------------------------------- ;Bowser Transform [State -1, Bowser Transform] type = ChangeState value = 4000 triggerall = var(55) = 1 triggerall = numHelper(4000) = 0 triggerall = power >= 3000 triggerall = life <= 100 trigger1 = (statetype = s) && ctrl ;--------------------------------------------------------------------------- ;Bowser Transform [State -1, Bowser Transform] type = ChangeState value = 7000 triggerall = var(55) = 1 triggerall = power >= 3000 trigger1 = (statetype = s) && ctrl ;--------------------------------------------------------------------------- ;TripleHammer (uses one super bar) ;三烈カンフー突き手(ゲージレベル1) [State -1, TripleHammer] type = ChangeState value = 3300 triggerall = var(55) = 1 triggerall = random > 985 triggerall = power >= 1000 triggerall = NumHelper(3301) = 0 trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;TripleHammer (uses one super bar) ;三烈カンフー突き手(ゲージレベル1) [State -1, TripleHammer] type = ChangeState value = 3000 triggerall = var(55) = 1 triggerall = power >= 1000 triggerall = random > 965 triggerall = P2BodyDist X = [55, 70] trigger1 = statetype = S trigger1 = ctrl ;---------------------------------------------------------------------------- ;Swinging Doom [State -1, Swinging Doom] type = ChangeState value = 3100 triggerall = var(55) = 1 triggerall = power >= 1000 trigger1 = stateno = 1051 trigger1 = movehit ;--------------------------------------------------------------------------- ;Light Kung Fu Palm [State -1, Shell] type = ChangeState value = 1200 triggerall = var(55) = 1 triggerall = random > 900 triggerall = numHelper(1200) = 0 triggerall = P2BodyDist X >= 150 triggerall = power >= 100 trigger1 = statetype = S trigger1 = ctrl ;----------------------------------------------------------------------------- ;Bullet Bill Stomp [State -1, Bullet Bill Stomp] type = ChangeState value = 1100 triggerall = var(55) =1 triggerall = numHelper(1105) = 0 trigger1 = random > 500 trigger1 = P2BodyDist X <= 30 trigger1 = stateno = 230 || stateno = 400 || stateno = 210 trigger1 = movecontact trigger2 = statetype = S trigger2 = ctrl trigger2 = random > 950 trigger2 = P2BodyDist X >= 150 ;---------------------------------------------------------------------------- ;Light Kung Fu Palm [State -1, Light Kung Fu Palm] type = ChangeState value = 196 triggerall = var(55) = 1 triggerall = random = 999 triggerall = numHelper(196) = 0 triggerall = P2BodyDist X = [55, 70] trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Dual Hammer [State -1, Dual Hammer] type = ChangeState value = 1053 triggerall = var(55) = 1 triggerall = random >= 800 triggerall = P2BodyDist X >= 35 trigger1 = stateno = [600,699] trigger1 = movecontact ;--------------------------------------------------------------------------- ;Dual Hammer [State -1, Dual Hammer] type = ChangeState value = 1050 triggerall = var(55) = 1 triggerall = random < 500 triggerall = P2BodyDist X >= 35 trigger1 = stateno = 210 trigger1 = movecontact ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(55) = 1 triggerall = random > 500 triggerall = P2BodyDist X <= 35 trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = var(55) = 1 triggerall = random >= 0 triggerall = P2BodyDist X <= 35 trigger1 = stateno = 230 trigger1 = movecontact trigger2 = stateno = 400 trigger2 = movecontact trigger2 = P2Statetype = C ;--------------------------------------------------------------------------- ;Stand Light Kick ;立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(55) = 1 triggerall = random >= 0 triggerall = P2BodyDist X <= 35 trigger1 = stateno = 200 trigger1 = movecontact ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(55) = 1 triggerall = P2BodyDist X <= 35 triggerall = random < 500 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 400 trigger2 = movecontact trigger2 = time > 6 trigger3 = stateno = 200 trigger3 = movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = var(55) = 1 triggerall = P2BodyDist X <= 35 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 400 trigger2 = (time > 9) || (movecontact && time > 3) trigger2 = P2Statetype = S ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(55) = 1 triggerall = P2BodyDist X <= 35 triggerall = vel Y > 1.5 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = time >= 7 trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(55) = 1 triggerall = P2BodyDist X <= 35 trigger1 = stateno = 1350 ;Air blocking trigger1 = stateno = 600 trigger1 = movecontact ;--------------------------------------------------------------------------- ;Light Kung Fu Palm ;カンフー突き手(弱) [State -1, HammerThrow] type = ChangeState value = 1000 triggerall = var(55) = 1 triggerall = random > 950 triggerall = P2BodyDist X = [55, 70] trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Light Kung Fu Palm ;カンフー突き手(弱) [State -1, HammerThrow] type = ChangeState value = 1001 triggerall = var(55) = 1 triggerall = random > 750 triggerall = P2BodyDist X = [55, 70] trigger1 = statetype = A trigger1 = ctrl
Back
Top