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 — songoku.zip ← Back to Overview

[Command] name = "AI1" command = U, D, U, D, U, D, U, D time = 1 [Command] name = "AI2" command = U, D, U, D, U, D, U ,D,U time = 1 [Command] name = "AI3" command = U, D, U, D, U, D, U ,D ,U ,D time = 1 [Command] name = "AI4" command = U, D, U, D, U, D, U, D ,b time = 1 [Command] name = "AI5" command = U, D, D, D, U, D, U, D, U time = 1 [Command] name = "AI6" command = U, U, U, D, U, D, U ,D ,U ,D time = 1 [Command] name = "AI7" command = U, D, U, D, U, D, U, D ,x time = 1 [Command] name = "AI8" command = U, D, U, D, U, D, U ,D,U ,y time = 1 [Command] name = "AI9" command = U, D, U, D, U, D, U ,D ,U ,D ,z time = 1 [Command] name = "AI10" command = U, D, U, D, U, D, U, D ,U ,D ,a time = 1 [Command] name = "AI11" command = U, D, U, D, U, D, U ,D,U,D,U,b time = 1 [Command] name = "AI12" command = U, D, U, D, U, D, U ,D ,U ,D,c time = 1 [Command] name = "AI13" command = U, D, U, D, U, D, U, D ,U ,D ,F time = 1 [Command] name = "AI14" command = U, D, U, D, U, D, U ,D,U,D,U,B time = 1 [Command] name = "AI15" command = U, D, U, D, U, D, U ,D ,U ,D,D,D time = 1 [Command] name = "AI16" command = U, F, U, D, U, D, U ,D ,U ,D ,z time = 1 [Command] name = "AI17" command = U, F, U, D, U, D, U, D ,U ,D ,a time = 1 [Command] name = "AI18" command = U, F, U, D, U, D, U ,D,U,D,U,b time = 1 [Command] name = "AI19" command = U, F, U, D, U, D, U ,U ,U ,D ,z time = 1 [Command] name = "AI20" command = U, F, U, D, U, D, U, B ,U ,D ,a time = 1 [Command] name = "AI21" command = U, F, U, D, B, D, U ,D,U,D,U,b time = 1 [Command] name = "AI22" command = U, F, U, D, U, D, U ,U ,U ,D ,z,b time = 1 [Command] name = "AI23" command = U, F, U, D, U, D, U, B ,U ,D ,a,c time = 1 [Command] name = "AI24" command = U, F, U, D, B, D, U ,D,U,D,U,b,a time = 1 [Command] name = "AI25" command = U, F, U, D, U, D, U ,U ,U ,D ,z,b,U time = 1 [Command] name = "AI26" command = U, F, U, D, U, D, U, B ,U ,D ,a,c,D time = 1 [Command] name = "AI27" command = U, F, U, D, B, D, U ,D,U,D,U,b,a,F time = 1 [Command] name = "AI28" command = U, F, U, D, B, D, U ,D,U,D,U,b,a,a,a time = 1 [Command] name = "AI29" command = U, F, U, D, U, D, U ,U ,U ,D ,z,b,U,a,b time = 1 [Command] name = "AI30" command = U, F, U, D, U, D, U, B ,U ,D ,a,c,D,a,c time = 1 [Command] name = "AI31" command = U, F, U, D, B, D, U ,D,U,D,U,b,a,F,a,c time = 1 ; コマンド ; ;-| Super Motions |-------------------------------------------------------- [Command] name = "Ryuken" command = ~D, F, D, F, b time = 25 [Command] name = "dragonrush" command = ~D, B, F, b time = 30 [Command] name = "Kamehameha" command = ~D, F, D, F, y time = 25 [Command] name = "Kaiohken" command = ~D, B, F, y time = 30 [Command] name = "meteosmash" command = ~D, DB, B, y time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "shoryuken" command = ~F, D, DF, x time = 15 [Command] name = "shoryuken2" command = ~F, D, DF, y time = 15 [Command] name = "hadouken" command = ~D, DF, F, x time = 15 [Command] name = "hadouken2" command = ~D, DF, F, y time = 15 [Command] name = "tatsumaki" command = ~D, DB, B, a time = 20 [Command] name = "tatsumaki2" command = ~D, DB, B, b time = 20 [command] name = "slashdown" command = ~F, D, a time = 20 [command] name = "slashdown2" command = ~F, D, b time = 20 [Command] name = "dash_x" command = ~F, F, x [Command] name = "dash_y" command = ~F, F, y [Command] name = "dash_a" command = ~F, F, a [Command] name = "dash_b" command = ~F, F, b ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" command = x+a time = 1 [Command] name = "recovery" command = c time = 1 [Command] name = "charge" command = y+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 = "hold_a" command = /$a time = 1 [Command] name = "hold_b" command = /$b time = 1 [Command] name = "hold_c" command = /$c time = 1 [Command] name = "hold_x" command = /$x time = 1 [Command] name = "hold_y" command = /$y time = 1 [Command] name = "hold_z" command = /$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 [Command] name = "holddownfwd";Required (do not remove) command = /$DF time = 1 [Command] name = "longjump" command = ~D, $U time = 11 [Statedef -1] [State -1,2] type = Varset triggerall = var(51) != 1 trigger1 = command = "AI1" trigger2 = command = "AI2" trigger3 = command = "AI3" trigger4 = command = "AI4" trigger5 = command = "AI5" trigger6 = command = "AI6" trigger7 = command = "AI7" trigger8 = command = "AI8" trigger9 = command = "AI9" trigger10 = command = "AI10" trigger11 = command = "AI11" trigger12 = command = "AI12" trigger13 = command = "AI13" trigger14 = command = "AI14" trigger15 = command = "AI15" trigger16 = command = "AI16" trigger17 = command = "AI17" trigger18 = command = "AI18" trigger19 = command = "AI19" trigger20 = command = "AI20" trigger21 = command = "AI21" trigger22 = command = "AI22" trigger23 = command = "AI23" trigger24 = command = "AI24" trigger25 = command = "AI25" trigger26 = command = "AI26" trigger27 = command = "AI27" trigger28 = command = "AI28" trigger29 = command = "AI29" trigger30 = command = "AI30" trigger31 = command = "AI31" v = 51 value = 1 [state -1, AI] type = ChangeState value = Ifelse(EnemyNear,StateType = C,131,130) triggerall = Var(51) = 1 triggerall = Random <= ifelse (StateType = A, 100, 500) && Ctrl trigger1 = StateType != A && (Enemy, HitDefAttr = SCA, AA, SA ,HA ,AP, SP, HP) trigger1 = MoveType = I && ((EnemyNear, MoveType = A && P2BodyDist X <= 50) || (Enemy, NumProj >= 1)) && Ctrl [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = p2statetype != A triggerall = var(10) != 0 triggerall = power >= 3000 triggerall = P2Life > 0 trigger1 = stateno = 250 trigger1 = movehit trigger1 = time >= 10 trigger2 = stateno = 450 trigger2 = movehit value = 3150 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = p2statetype != A triggerall = var(10) = 0 triggerall = power >= 3000 triggerall = P2Life > 0 trigger1 = stateno = 250 trigger1 = movehit trigger1 = time >= 10 trigger2 = stateno = 450 trigger2 = movehit value = 3100 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = p2statetype != A triggerall = power >= 2222 triggerall = P2Life > 0 trigger1 = stateno = 200 trigger1 = movehit trigger2 = stateno = 202 trigger2 = movehit trigger3 = stateno = 400 trigger3 = movehit value = 3000 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = P2Life > 0 trigger1 = stateno = 201 trigger1 = moveguarded value = 420 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = P2Life > 0 trigger1 = stateno = 420 trigger1 = movecontact trigger2 = stateno = 410 trigger2 = movehit value = 400 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = P2Life > 0 trigger1 = stateno = 400 trigger1 = movecontact trigger2 = stateno = 420 trigger2 = movehit value = 450 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = P2Life > 0 trigger1 = stateno = 201 trigger1 = movehit value = 253 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = P2Life > 0 trigger1 = stateno = 253 trigger1 = movecontact value = 251 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = P2Life > 0 trigger1 = stateno = 203 trigger1 = movecontact value = 200 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = P2Life > 0 trigger1 = stateno = 251 trigger1 = movehit value = 250 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = P2Life > 0 trigger1 = stateno = 251 trigger1 = moveguarded value = 450 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = P2Life > 0 trigger1 = stateno = 202 trigger1 = movehit value = 252 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = P2Life > 0 trigger1 = stateno = 250 trigger1 = movehit trigger1 = time >= 10 trigger2 = stateno = 450 trigger2 = movehit value = 1050 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = p2movetype != A triggerall = power >= 2000 triggerall = random <= 333 triggerall = P2Life > 0 triggerall = var(10) = 0 triggerall = ctrl = 1 trigger1 = stateno != 191 value = ifelse(StateType != A,2000,2001) [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2movetype != I triggerall = var(10) != 0 triggerall = power >= 3000 triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X > 90 value = 3150 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2statetype != A triggerall = power >= 2345 triggerall = life > 500 triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X = [50,120] value = 3000 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2statetype != A triggerall = p2statetype != L triggerall = p2movetype != I triggerall = var(10) = 0 triggerall = power >= 3000 triggerall = life > 300 triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X > 90 value = 3100 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype = A triggerall = p2statetype != A triggerall = var(10) != 0 triggerall = power >= 1567 triggerall = life > 300 triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X > 180 value = 2300 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype = A triggerall = p2statetype != A triggerall = var(10) = 0 triggerall = power >= 1567 triggerall = life > 500 triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X > 180 value = 2200 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype != A triggerall = p2movetype != H triggerall = p2statetype != A triggerall = p2statetype != L triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X < 7 value = 1300 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype = A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X = [35,45] trigger2 = p2bodydist X = [95,110] value = 361 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype = A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X = [31,40] trigger2 = p2bodydist X = [75,85] value = 360 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2statetype = L triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X > 100 trigger2 = p2bodydist X < 50 value = 361 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2statetype = L triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X > 50 trigger2 = p2bodydist X < 10 value = 360 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2statetype = L trigger1 = p2bodydist X > 1 trigger2 = p2movetype != A trigger2 = p2bodydist X > 100 trigger2 = power < 1000 trigger2 = life > 300 trigger3 = p2movetype != A trigger3 = p2bodydist X > 175 trigger3 = power < 1500 trigger3 = life > 500 value = 1900 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X < 20 trigger1 = p2statetype = L trigger2 = p2bodydist X = [43,54] trigger2 = p2movetype = A value = 105 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = random <= 333 triggerall = p2movetype = A triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno = 1900 value = 1901 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype = A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X <= 25 value = 1600 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype = A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X <= 35 value = 1650 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2statetype = A triggerall = p2movetype != H triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X = [30,60] value = 1650 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = p2statetype = A trigger1 = p2movetype != H trigger1 = stateno != 191 trigger1 = p2bodydist X > 1 value = 40 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = P2Life > 0 trigger1 = stateno = 252 trigger1 = movehit value = 40 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType = A triggerall = p2statetype != A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X = [55,105] value = 1800 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType = A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X <= 35 value = 620 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype != H triggerall = p2statetype = S triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X <= 10 value = 201 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype != H triggerall = p2statetype = S triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X < 15 value = 253 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype != A triggerall = p2statetype != C triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X < 15 value = 202 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype = I triggerall = p2statetype != L triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X < 15 value = 252 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype != H triggerall = p2statetype = S triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X = [20,40] value = 203 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype != A triggerall = p2statetype = S triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X = [30,50] value = 251 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype != A triggerall = p2statetype = S triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X = [25,55] value = 200 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2statetype != C triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X = [50,90] value = 250 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype != H triggerall = p2statetype != A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X <= 40 value = 410 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype != H triggerall = p2statetype != A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X <= 50 value = 420 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2statetype != A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X = [35,60] value = 400 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2statetype != A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 trigger1 = stateno != 191 trigger1 = p2bodydist X = [55,80] value = 450 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2statetype != L triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X = [85,95] trigger2 = p2bodydist X = [105,115] value = 1000 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2statetype != C triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X = [135,155] value = 1050 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2movetype != A triggerall = var(10) != 0 triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X = [120,165] trigger2 = p2bodydist X > 210 value = 1700 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = power >= 1234 triggerall = random <= (life+power)/2 triggerall = numproj = 0 || numproj = 1 && var(10) != 0 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X = [111,123] trigger2 = p2bodydist X = [134,156] trigger3 = p2bodydist X = [167,189] value = 1200 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = power >= 1234 triggerall = random <= (life+power)/2 triggerall = numproj = 0 || numproj = 1 && var(10) != 0 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X = [131,140] trigger2 = p2bodydist X = [161,170] trigger3 = p2bodydist X > 200 value = 1205 [State -1 , AI] type = ChangeState triggerall = var(51) = 1 triggerall = StateType != A triggerall = p2moveType != A triggerall = random <= 333 triggerall = P2Life > 0 triggerall = ctrl = 1 triggerall = stateno != 191 trigger1 = p2bodydist X = [101,150] trigger2 = p2bodydist X > 190 value = 100 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;=============================必殺技======================================== ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; 界王拳 [State -1,] type = ChangeState value = 2000 triggerall = command = "Kaiohken" triggerall = var(10) = 0 triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 410 && movecontact = 1 trigger14 = stateno = 420 && movecontact = 1 trigger15 = stateno = 450 && movecontact = 1 trigger16 = stateno = 500 && movecontact ; 界王拳(空中) [State -1,] type = ChangeState value = 2001 triggerall = command = "Kaiohken" triggerall = var(10) = 0 triggerall = power >= 1000 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; 4倍超かめはめ波 [State -1,] type = ChangeState value = 2300 triggerall = command = "Kamehameha" triggerall = power >= 1000 triggerall = var(10) != 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact trigger4 = stateno = 201 && movecontact trigger5 = stateno = 202 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 251 && movecontact trigger9 = stateno = 253 && movecontact trigger10 = stateno = 250 && movecontact trigger11 = stateno = 252 && movecontact trigger12 = stateno = 400 && movecontact trigger13 = stateno = 410 && movecontact trigger14 = stateno = 420 && movecontact trigger15 = stateno = 450 && movecontact trigger16 = stateno = 500 && movecontact ; 超かめはめ波 [State -1,] type = ChangeState value = 2200 triggerall = command = "Kamehameha" triggerall = power >= 1000 triggerall = var(10) = 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact trigger4 = stateno = 201 && movecontact trigger5 = stateno = 202 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 251 && movecontact trigger9 = stateno = 253 && movecontact trigger10 = stateno = 250 && movecontact trigger11 = stateno = 252 && movecontact trigger12 = stateno = 400 && movecontact trigger13 = stateno = 410 && movecontact trigger14 = stateno = 420 && movecontact trigger15 = stateno = 450 && movecontact trigger16 = stateno = 500 && movecontact ; 4倍超かめはめ波(空中) [State -1,] type = ChangeState value = 2350 triggerall = command = "Kamehameha" triggerall = power >= 1000 triggerall = var(10) != 0 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; 超かめはめ波(空中) [State -1,] type = ChangeState value = 2250 triggerall = command = "Kamehameha" triggerall = power >= 1000 triggerall = var(10) = 0 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; ドラゴンラッシュ [State -1,] type = ChangeState value = 3000 triggerall = command = "dragonrush" triggerall = power >= 2000 trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact trigger4 = stateno = 201 && movecontact trigger5 = stateno = 202 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 251 && movecontact trigger9 = stateno = 253 && movecontact trigger10 = stateno = 250 && movecontact trigger11 = stateno = 252 && movecontact trigger12 = stateno = 400 && movecontact trigger13 = stateno = 410 && movecontact trigger14 = stateno = 420 && movecontact trigger15 = stateno = 450 && movecontact trigger16 = stateno = 500 && movecontact trigger17 = stateno = 550 && movecontact ; 龍拳 [State -1,] type = ChangeState value = 3100 triggerall = var(10) = 0 triggerall = command = "Ryuken" triggerall = power >= 3000 trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact trigger4 = stateno = 201 && movecontact trigger5 = stateno = 202 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 251 && movecontact trigger9 = stateno = 253 && movecontact trigger10 = stateno = 250 && movecontact trigger11 = stateno = 252 && movecontact trigger12 = stateno = 400 && movecontact trigger13 = stateno = 410 && movecontact trigger14 = stateno = 420 && movecontact trigger15 = stateno = 450 && movecontact trigger16 = stateno = 500 && movecontact trigger17 = stateno = 550 && movecontact ; 超・龍拳 [State -1,] type = ChangeState value = 3150 triggerall = var(10) != 0 triggerall = command = "Ryuken" triggerall = power >= 3000 trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact trigger4 = stateno = 201 && movecontact trigger5 = stateno = 202 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 204 && movecontact trigger8 = stateno = 251 && movecontact trigger9 = stateno = 253 && movecontact trigger10 = stateno = 250 && movecontact trigger11 = stateno = 252 && movecontact trigger12 = stateno = 400 && movecontact trigger13 = stateno = 410 && movecontact trigger14 = stateno = 420 && movecontact trigger15 = stateno = 450 && movecontact trigger16 = stateno = 500 && movecontact trigger17 = stateno = 550 && movecontact ; メテオスマッシュ [State -1,] type = ChangeState value = 1700 triggerall = command = "meteosmash" triggerall = var(10) != 0 trigger1 = ctrl trigger1 = statetype != A trigger2 = stateno = 200 && movecontact = 1 trigger3 = stateno = 201 && movecontact = 1 trigger4 = stateno = 202 && movecontact = 1 trigger5 = stateno = 203 && movecontact = 1 trigger6 = stateno = 204 && movecontact = 1 trigger7 = stateno = 251 && movecontact = 1 trigger8 = stateno = 253 && movecontact = 1 trigger9 = stateno = 250 && movecontact = 1 trigger10 = stateno = 252 && movecontact = 1 trigger11 = stateno = 400 && movecontact = 1 trigger12 = stateno = 410 && movecontact = 1 trigger13 = stateno = 420 && movecontact = 1 trigger14 = stateno = 450 && movecontact = 1 trigger15 = stateno = 500 && movecontact ; メテオスマッシュ(空中) [State -1,] type = ChangeState value = 1701 triggerall = command = "meteosmash" triggerall = var(10) != 0 trigger1 = ctrl trigger1 = statetype = A trigger2 = stateno = 52 || stateno = 100 trigger2 = animelem = 1, >= 1 trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; 龍激拳(弱) [State -1,] type = ChangeState value = 1600 triggerall = command = "shoryuken" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact; = 1 trigger13 = stateno = 410 && movecontact; = 1 trigger14 = stateno = 420 && movecontact; = 1 trigger15 = stateno = 450 && movecontact; = 1 trigger16 = stateno = 500 && movecontact; = 1 trigger17 = stateno = 550 && movecontact trigger18 = stateno = 5120 ; 龍激拳(強) [State -1,] type = ChangeState value = 1650 triggerall = command = "shoryuken2" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact; = 1 trigger13 = stateno = 410 && movecontact; = 1 trigger14 = stateno = 420 && movecontact; = 1 trigger15 = stateno = 450 && movecontact; = 1 trigger16 = stateno = 500 && movecontact; = 1 trigger17 = stateno = 550 && movecontact trigger18 = stateno = 5120 ; かめはめ波(弱) [State -1] type = ChangeState value = 1200 triggerall = command = "hadouken" triggerall = power >= 100 triggerall = numproj = 0 || numproj = 1 && var(10) != 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 410 && movecontact = 1 trigger14 = stateno = 420 && movecontact = 1 trigger15 = stateno = 450 && movecontact = 1 trigger16 = stateno = 500 && movecontact = 1 ; かめはめ波(強) [State -1] type = ChangeState value = 1205 triggerall = command = "hadouken2" triggerall = power >= 100 triggerall = numproj = 0 || numproj = 1 && var(10) != 0 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 410 && movecontact = 1 trigger14 = stateno = 420 && movecontact = 1 trigger15 = stateno = 450 && movecontact = 1 trigger16 = stateno = 500 && movecontact = 1 ; 空中かめはめ波(弱) [State -1,] type = ChangeState value = 1400 triggerall = command = "hadouken" triggerall = power >= 100 triggerall = numproj = 0 || numproj = 1 && var(10) != 0 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; 空中かめはめ波(強) [State -1,] type = ChangeState value = 1450 triggerall = command = "hadouken2" triggerall = power >= 100 triggerall = numproj = 0 || numproj = 1 && var(10) != 0 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; 浴びせ蹴り(弱) [State -1,] type = ChangeState value = 1000 triggerall = command = "tatsumaki" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 410 && movecontact = 1 trigger14 = stateno = 420 && movecontact = 1 trigger15 = stateno = 450 && movecontact = 1 trigger16 = stateno = 500 && movecontact = 1 ; 浴びせ蹴り(強) [State -1,] type = ChangeState value = 1050 triggerall = command = "tatsumaki2" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 410 && movecontact = 1 trigger14 = stateno = 420 && movecontact = 1 trigger15 = stateno = 450 && movecontact = 1 trigger16 = stateno = 500 && movecontact = 1 ; スラッシュダウンキック(弱) [State -1,] type = ChangeState value = 1800 triggerall = command = "slashdown" || command = "tatsumaki" trigger1 = ctrl trigger1 = statetype = A trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; スラッシュダウンキック(強) [State -1,] type = ChangeState value = 1850 triggerall = command = "slashdown2" || command = "tatsumaki2" trigger1 = ctrl trigger1 = statetype = A trigger2 = stateno = 600 && movecontact trigger3 = stateno = 610 && movecontact trigger4 = stateno = 620 && movecontact trigger5 = stateno = 630 && movecontact trigger6 = stateno = 635 && movecontact trigger7 = stateno = 640 && movecontact trigger8 = stateno = 650 && movecontact ; ダッシュ強パンチ (ニュートラル) [State -1,] type = ChangeState value = 1100 triggerall = command = "dash_y" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 100 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 200 && movecontact = 1 trigger4 = stateno = 201 && movecontact = 1 trigger5 = stateno = 202 && movecontact = 1 trigger6 = stateno = 203 && movecontact = 1 trigger7 = stateno = 204 && movecontact = 1 trigger8 = stateno = 251 && movecontact = 1 trigger9 = stateno = 253 && movecontact = 1 trigger10 = stateno = 250 && movecontact = 1 trigger11 = stateno = 252 && movecontact = 1 trigger12 = stateno = 400 && movecontact = 1 trigger13 = stateno = 410 && movecontact = 1 trigger14 = stateno = 420 && movecontact = 1 trigger15 = stateno = 450 && movecontact = 1 trigger16 = stateno = 500 && movecontact ;--------------------------------------------------------------------------- ;============================特殊技========================================= ;--------------------------------------------------------------------------- ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(22) = 0 triggerall = command = "FF" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 1801 ;空中ダッシュ [State -1, Run Fwd] type = ChangeState value = 110 triggerall = var(22) = 0 trigger1 = command = "FF" trigger1 = statetype = A trigger1 = ctrl ; バックステップ [State -1, Run Back] type = ChangeState value = 105 triggerall = var(22) = 0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ; 空中バックダッシュ [State -1, Run Back] type = ChangeState value = 112 triggerall = var(22) = 0 triggerall = vel x <= 0;-1 trigger1 = command = "BB" trigger1 = statetype = A trigger1 = ctrl ; 投げ [State -1,] type = ChangeState value = 1300 triggerall = (command = "holdfwd" || command = "holdback") && (command = "y") triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 7 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H ; 残像拳(カウンター) [State -1] type = ChangeState value = 305 triggerall = command = "recovery" ^^ command = "z" trigger1 = (stateno = 150 || stateno = 151) && power >= 1000 trigger2 = (stateno = 152 || stateno = 153) && power >= 1000 ; 気力溜め [State -1] type = ChangeState value = 1900 triggerall = statetype = S triggerall = Power < 3000 triggerall = ctrl = 1 trigger1 = command = "hold_b" && command = "hold_y" trigger2 = command = "hold_c" ; 挑発 [State -1] type = ChangeState value = 195 triggerall = var(22) = 0 trigger1 = command = "start" trigger1 = Vel X = 0 trigger1 = stateno != 195 trigger1 = statetype = S trigger1 = ctrl = 1 ; 高速移動 (後方) [State -1] type = ChangeState value = 360 triggerall = var(22) = 0 triggerall = command = "recovery" ^^ command = "z" triggerall = command = "holdback" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 100 trigger3 = stateno = 101 trigger4 = stateno = 102 ; 高速移動 (前方) [State -1] type = ChangeState value = 361 triggerall = var(22) = 0 triggerall = command = "recovery" ^^ command = "z" trigger1 = statetype = S trigger1 = ctrl ダッシュ高速移動 (前方) [State -1] type = ChangeState value = 361 triggerall = stateno = 100 || stateno = 101 || stateno = 102 triggerall = ctrl = 0 trigger1 = command = "hold_x" && command = "hold_a" trigger2 = command = "hold_z" trigger3 = command = "hold_c" ;--------------------------------------------------------------------------- ;=======================ダッシュ攻撃======================================== ;--------------------------------------------------------------------------- ; ダッシュ強パンチ (ダッシュ中) [State -1,] type = ChangeState value = 1101 triggerall = stateno = 101 trigger1 = command = "hold_y" ; ダッシュ弱パンチ (ダッシュ中) [State -1,] type = ChangeState value = 500 triggerall = stateno = 101 trigger1 = command = "hold_x" ダッシュ弱キック (スライディングキック) [State -1,] type = ChangeState value = 550 triggerall = stateno = 101 trigger1 = command = "hold_a" ダッシュ強キック (ダッシュ中) [State -1,] type = ChangeState value = 525 triggerall = stateno = 101 trigger1 = command = "hold_b" ;--------------------------------------------------------------------------- ;============================通常技========================================= ;--------------------------------------------------------------------------- ;-------------パンチ ; 弱パンチ (近距離) [State -1,] type = ChangeState value = 201 triggerall = command = "x" triggerall = command != "holddown" triggerall = p2bodydist x < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 201 && movecontact trigger4 = stateno = 500 && movecontact trigger5 = stateno = 1801 trigger5 = time > 4 ; 弱パンチ [State -1,] type = ChangeState value = 203 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 52 || stateno = 101 trigger2 = animelem = 1, >= 1 trigger3 = stateno = 203 trigger3 = time > 9 trigger4 = stateno = 201 && movecontact trigger5 = stateno = 253 && movecontact trigger6 = stateno = 500 && movecontact ; 強パンチ (近距離) [State -1,] type = ChangeState value = 202 triggerall = command = "y" triggerall = command != "holddown" triggerall = p2bodydist x < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 201 && movecontact trigger3 = stateno = 203 && movecontact trigger4 = stateno = 500 && movecontact ; 強パンチ [State -1,] type = ChangeState value = 200 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 202 && movecontact trigger3 = stateno = 203 && movecontact trigger4 = stateno = 201 && movecontact trigger5 = stateno = 251 && movecontact trigger6 = stateno = 253 && movecontact trigger7 = stateno = 500 && movecontact ;-------------------------------------------キック ; 弱キック (近距離) [State -1,] type = ChangeState value = 253 triggerall = command = "a" triggerall = command != "holddown" triggerall = p2bodydist x < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 235 trigger2 = time > 3 trigger3 = stateno = 201 && movecontact trigger4 = stateno = 203 && movecontact trigger5 = stateno = 500 && movecontact ; 弱キック [State -1,] type = ChangeState value = 251 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 251 trigger2 = time > 14 trigger3 = stateno = 253 trigger3 = time > 3 trigger4 = stateno = 201 && movecontact trigger5 = stateno = 203 && movecontact trigger6 = stateno = 500 && movecontact trigger7 = stateno = 251 && movecontact ; 強キック (近距離) [State -1,] type = ChangeState value = 252 triggerall = command = "b" triggerall = command != "holddown" triggerall = p2bodydist x < 15 trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 202 && movecontact trigger3 = stateno = 203 && movecontact trigger4 = stateno = 251 && movecontact trigger5 = stateno = 253 && movecontact trigger6 = stateno = 500 && movecontact ; 強キック [State -1] type = ChangeState value = 250 ;triggerall = var(22) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 && movecontact trigger3 = stateno = 201 && movecontact trigger4 = stateno = 202 && movecontact trigger5 = stateno = 203 && movecontact trigger6 = stateno = 251 && movecontact trigger7 = stateno = 253 && movecontact trigger8 = stateno = 500 && movecontact ;--------------------------------------------------------------------------- ;============================しゃがみ========================================= ;--------------------------------------------------------------------------- ; しゃがみ弱パンチ [State -1] type = ChangeState value = 410 triggerall = var(22) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 101 trigger3 = stateno = 410 trigger3 = time > 6 trigger4 = stateno = 500 && movecontact ; しゃがみ強パンチ [State -1] type = ChangeState value = 400 triggerall = var(22) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 101 trigger3 = stateno = 420 && movecontact trigger4 = stateno = 410 && movecontact trigger5 = stateno = 201 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 251 && movecontact trigger8 = stateno = 253 && movecontact trigger9 = stateno = 500 && movecontact ; しゃがみ弱キック [State -1] type = ChangeState value = 420 triggerall = var(22) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 101 trigger3 = stateno = 420 && movecontact trigger3 = time > 4 trigger4 = stateno = 410 && movecontact trigger5 = stateno = 201 && movecontact trigger6 = stateno = 203 && movecontact trigger7 = stateno = 500 && movecontact ; しゃがみ強キック [State -1] type = ChangeState value = 450 triggerall = var(22) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 101 trigger3 = stateno = 420 && movecontact trigger4 = stateno = 410 && movecontact trigger5 = stateno = 203 && movecontact trigger6 = stateno = 201 && movecontact trigger7 = stateno = 251 && movecontact ;trigger8 = stateno = 252 && movecontact trigger8 = stateno = 200 && movecontact trigger9 = stateno = 202 && movecontact trigger10 = stateno = 400 && movecontact trigger11 = stateno = 500 && movecontact ;--------------------------------------------------------------------------- ;============================空中技========================================= ;--------------------------------------------------------------------------- ; ジャンプ弱パンチ [State -1] type = ChangeState value = 610 triggerall = var(22) = 0 triggerall = command = "x" trigger1 = statetype = A && vel x != 0 trigger1 = ctrl = 1 ;trigger2 = stateno = 610 && movecontact = 1 ; ジャンプ弱パンチ (垂直) [State -1] type = ChangeState value = 600 triggerall = var(22) = 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact = 1 ; ジャンプ強パンチ [State -1] type = ChangeState value = 620 triggerall = var(22) = 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact = 1 trigger3 = stateno = 610 && movecontact = 1 trigger4 = stateno = 630 && movecontact = 1 trigger5 = stateno = 635 && movecontact = 1 ; ジャンプ弱キック [State -1] type = ChangeState value = 630 triggerall = var(22) = 0 triggerall = command = "a" trigger1 = statetype = A && vel x != 0 trigger1 = ctrl = 1 trigger2 = stateno = 610 && movecontact = 1 ;trigger3 = stateno = 630 && movecontact = 1 ; ジャンプ弱キック (垂直) [State -1] type = ChangeState value = 635 triggerall = var(22) = 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact = 1 trigger3 = stateno = 635 && movecontact = 1 ; ジャンプ強キック [State -1] type = ChangeState value = 650 triggerall = var(22) = 0 triggerall = command = "b" trigger1 = statetype = A && vel x != 0 trigger1 = ctrl = 1 trigger2 = stateno = 610 && movecontact = 1 trigger3 = stateno = 630 && movecontact = 1 trigger4 = stateno = 620 && movecontact = 1 ; ジャンプ強キック (垂直) [State -1] type = ChangeState value = 640 triggerall = var(22) = 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl = 1 trigger2 = stateno = 600 && movecontact = 1 trigger3 = stateno = 635 && movecontact = 1 trigger4 = stateno = 620 && movecontact = 1
Back
Top