; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 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
;-| 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
;-| CPU |--------------------------------------------------------------
[Command]
name = "CPU1"
command = D, D, U, U, D, U
time = 1
[Command]
name = "CPU2"
command = D, U, U, D, D, U
time = 1
[Command]
name = "CPU3"
command = D, D, D, U, U, U
time = 1
[Command]
name = "CPU4"
command = U, D, D, U, U, U
time = 1
[Command]
name = "CPU5"
command = D, D, U, U, D, D
time = 1
[Command]
name = "CPU6"
command = U, D, D, D, D, U
time = 1
[Command]
name = "CPU7"
command = U, U, U, U, U, D
time = 1
[Command]
name = "CPU8"
command = U, U, U, U, D, U
time = 1
[Command]
name = "CPU9"
command = U, U, U, D, U, U
time = 1
[Command]
name = "CPU10"
command = U, U, D, U, U, U
time = 1
[Command]
name = "CPU11"
command = U, D, U, U, U, U
time = 1
[Command]
name = "CPU12"
command = D, U, D, U, D, U
time = 1
[Command]
name = "CPU13"
command = U, U, D, U, U, U, U
time = 1
[Command]
name = "CPU14"
command = U, D, D, U, U, U, U
time = 1
[Command]
name = "CPU15"
command = D, U, D, U, U, U, D
time = 1
[Command]
name = "CPU16"
command = D, D, D, U, U, U, U
time = 1
[Command]
name = "CPU17"
command = U, U, D, U, U, D, D
time = 1
[Command]
name = "CPU18"
command = D, D, D, U, D, D, D
time = 1
[Command]
name = "CPU19"
command = U, D, D, U, D, U, D
time = 1
[Command]
name = "CPU20"
command = D, D, D, U, U, U, D
time = 1
[Command]
name = "CPU21"
command = U, D, U, D, U, U, U
time = 1
[Command]
name = "CPU22"
command = U, U, U, U, U, U, U
time = 1
[Command]
name = "CPU23"
command = D, D, D, D, D, D, D
time = 1
[Command]
name = "CPU24"
command = D, D, D, D, D, D, U
time = 1
[Command]
name = "CPU25"
command = D, D, D, D, D, U, D
time = 1
[Command]
name = "CPU26"
command = D, D, U, U, D, U
time = 1
[Command]
name = "CPU27"
command = D, U, U, D, D, U
time = 1
[Command]
name = "CPU28"
command = D, D, D, U, U, U
time = 1
[Command]
name = "CPU29"
command = U, D, D, U, U, U
time = 1
[Command]
name = "CPU30"
command = D, D, U, U, D, D
time = 1
[Command]
name = "CPU31"
command = U, D, D, D, D, U
time = 1
[Command]
name = "CPU32"
command = U, U, U, U, U, D
time = 1
[Command]
name = "CPU33"
command = U, U, U, U, D, U
time = 1
[Command]
name = "CPU34"
command = U, U, U, D, U, U
time = 1
[Command]
name = "CPU35"
command = U, U, D, U, U, U
time = 1
[Command]
name = "CPU36"
command = U, D, U, U, U, U
time = 1
[Command]
name = "CPU37"
command = D, U, D, U, D, U
time = 1
[Command]
name = "CPU38"
command = U, U, D, U, U, U, U
time = 1
[Command]
name = "CPU39"
command = U, D, D, U, U, U, U
time = 1
[Command]
name = "CPU40"
command = D, U, D, U, U, U, D
time = 1
[Command]
name = "CPU41"
command = D, D, D, U, U, U, U
time = 1
[Command]
name = "CPU42"
command = U, U, D, U, U, D, D
time = 1
[Command]
name = "CPU43"
command = D, D, D, U, D, D, D
time = 1
[Command]
name = "CPU44"
command = U, D, D, U, D, U, D
time = 1
[Command]
name = "CPU45"
command = D, D, D, U, U, U, D
time = 1
[Command]
name = "CPU46"
command = U, D, U, D, U, U, U
time = 1
[Command]
name = "CPU47"
command = U, U, U, U, U, U, U
time = 1
[Command]
name = "CPU48"
command = D, D, D, D, D, D, D
time = 1
[Command]
name = "CPU49"
command = D, D, D, D, D, D, U
time = 1
[Command]
name = "CPU50"
command = D, D, D, D, D, U, D
time = 1
[Command]
name = "cpu51"
command = x, x, y
time = 0
[Command]
name = "cpu52"
command = x, y, y
time = 0
[Command]
name = "cpu53"
command = x, z, z
time = 0
[Command]
name = "cpu54"
command = x, a, a
time = 0
[Command]
name = "cpu55"
command = x, b, c
time = 0
[Command]
name = "cpu56"
command = x, c, x, y
time = 0
[Command]
name = "cpu57"
command = y, x, x, y
time = 0
[Command]
name = "cpu58"
command = y, y, x, y
time = 0
[Command]
name = "cpu59"
command = y, z, x, y
time = 0
[Command]
name = "cpu60"
command = y, a, x, y
time = 0
;-| 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 = "TripleKFPalm2"
command = ~D, DF, F, D, DF, F, x+y+z
time = 25
[Command]
name = "TripleKFPalm2"
command = ~D, DF, F, D, DF, F, a
time = 25
[Command]
name = "TripleKFPalm2"
command = ~D, DF, F, D, DF, F, b
time = 25
[Command]
name = "TripleKFPalm2"
command = ~D, DF, F, D, DF, F, c
time = 25
[Command]
name = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, x
time = 25
[Command]
name = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, ~x
time = 25
[Command]
name = "TripleKFPalm" ;Same name as above
command = ~D, DF, F, D, DF, F, y
time = 25
[Command]
name = "TripleKFPalm" ;Same name as above
command = ~D, DF, F, D, DF, F, ~y
time = 25
[Command]
name = "TripleKFPalm" ;Same name as above
command = ~D, DF, F, D, DF, F, z
time = 25
[Command]
name = "TripleKFPalm" ;Same name as above
command = ~D, DF, F, D, DF, F, ~z
time = 25
;-| Special Motions |------------------------------------------------------
[Command]
name = "teleport1"
command = ~F, D, FD, x+y+z
time = 20
[Command]
name = "teleport1"
command = ~F, D, FD, ~x+y+z
time = 20
[Command]
name = "teleport2"
command = ~B, D, BD, x+y+z
time = 20
[Command]
name = "teleport2"
command = ~B, D, BD, ~x+y+z
time = 20
[Command]
name = "teleport3"
command = ~F, D, FD, a+b+c
time = 20
[Command]
name = "teleport3"
command = ~F, D, FD, ~a+b+c
time = 20
[Command]
name = "teleport4"
command = ~B, D, BD, a+b+c
time = 20
[Command]
name = "teleport4"
command = ~B, D, BD, ~a+b+c
time = 20
[Command]
name = "upper_x"
command = ~F, D, DF, x
time = 17
[Command]
name = "upper_x"
command = ~F, D, DF, ~x
time = 17
[Command]
name = "upper_y"
command = ~F, D, DF, y
time = 17
[Command]
name = "upper_y"
command = ~F, D, DF, ~y
time = 17
[Command]
name = "upper_z"
command = ~F, D, DF, z
time = 17
[Command]
name = "upper_z"
command = ~F, D, DF, ~z
time = 17
[Command]
name = "upper_xy"
command = ~F, D, DF, x+y
time = 17
[Command]
name = "upper_xy"
command = ~F, D, DF, ~x+y
time = 17
[Command]
name = "upper_xy"
command = ~F, D, DF, x+z
time = 17
[Command]
name = "upper_xy"
command = ~F, D, DF, ~x+z
time = 17
[Command]
name = "upper_xy"
command = ~F, D, DF, y+z
time = 17
[Command]
name = "upper_xy"
command = ~F, D, DF, ~y+z
time = 17
[Command]
name = "FDBU_x"
command = ~U, B, D, F, x
time = 40
[Command]
name = "FDBU_x"
command = ~B, D, F, U, x
time = 40
[Command]
name = "FDBU_x"
command = ~D, F, U, B, x
time = 40
[Command]
name = "FDBU_x"
command = ~F, U, B, D, x
time = 40
[Command]
name = "FDBU_x"
command = ~U, F, D, B, x
time = 40
[Command]
name = "FDBU_x"
command = ~F, D, B, U, x
time = 40
[Command]
name = "FDBU_x"
command = ~D, B, U, F, x
time = 40
[Command]
name = "FDBU_x"
command = ~B, U, F, D, x
time = 40
[Command]
name = "FDBU_x"
command = ~U, UB, B, DB, D, DF, F, x
time = 40
[Command]
name = "FDBU_x"
command = ~B, DB, D, DF, F, UF, U, x
time = 40
[Command]
name = "FDBU_x"
command = ~D, DF, F, UF, U, UB, B, x
time = 40
[Command]
name = "FDBU_x"
command = ~F, UF, U, UB, B, DB, D, x
time = 40
[Command]
name = "FDBU_x"
command = ~U, UF, F, DF, D, DB, B, x
time = 40
[Command]
name = "FDBU_x"
command = ~F, DF, D, DB, B, UB, U, x
time = 40
[Command]
name = "FDBU_x"
command = ~D, DB, B, UB, U, UF, F, x
time = 40
[Command]
name = "FDBU_x"
command = ~B, UB, U, UF, F, DF, D, x
time = 40
[Command]
name = "FDBU_x"
command = ~UF, U, UB, B, DB, D, DF, x
time = 40
[Command]
name = "FDBU_x"
command = ~UB, B, DB, D, DF, F, UF, x
time = 40
[Command]
name = "FDBU_x"
command = ~DB, D, DF, F, UF, U, UB, x
time = 40
[Command]
name = "FDBU_x"
command = ~DF, F, UF, U, UB, B, DB, x
time = 40
[Command]
name = "FDBU_x"
command = ~UB, U, UF, F, DF, D, DB, x
time = 40
[Command]
name = "FDBU_x"
command = ~UF, F, DF, D, DB, B, UB, x
time = 40
[Command]
name = "FDBU_x"
command = ~DF, D, DB, B, UB, U, UF, x
time = 40
[Command]
name = "FDBU_x"
command = ~DB, B, UB, U, UF, F, DF, x
time = 40
[Command]
name = "FDBU_x"
command = ~UB, B, DB, D, DF, F, UF, x
time = 40
[Command]
name = "FDBU_x"
command = ~DB, D, DF, F, UF, U, DF, x
time = 40
[Command]
name = "FDBU_x"
command = ~DF, F, UF, U, UB, B, DB, x
time = 40
[Command]
name = "FDBU_x"
command = ~UF, U, UB, B, DB, D, DF, x
time = 40
[Command]
name = "FDBU_x"
command = ~UF, F, DF, D, DB, B, UB, x
time = 40
[Command]
name = "FDBU_x"
command = ~DF, D, DB, B, UB, U, UF, x
time = 40
[Command]
name = "FDBU_x"
command = ~DB, B, UB, U, UF, F, DF, x
time = 40
[Command]
name = "FDBU_x"
command = ~UB, U, UF, F, DF, D, DB, x
time = 40
[Command]
name = "FDBU_x"
command = ~U, B, D, F, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~B, D, F, U, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~D, F, U, B, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~F, U, B, D, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~U, F, D, B, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~F, D, B, U, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~D, B, U, F, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~B, U, F, D, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~U, UB, B, DB, D, DF, F, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~B, DB, D, DF, F, UF, U, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~D, DF, F, UF, U, UB, B, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~F, UF, U, UB, B, DB, D, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~U, UF, F, DF, D, DB, B, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~F, DF, D, DB, B, UB, U, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~D, DB, B, UB, U, UF, F, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~B, UB, U, UF, F, DF, D, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~UF, U, UB, B, DB, D, DF, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~UB, B, DB, D, DF, F, UF, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~DB, D, DF, F, UF, U, UB, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~DF, F, UF, U, UB, B, DB, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~UB, U, UF, F, DF, D, DB, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~UF, F, DF, D, DB, B, UB, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~DF, D, DB, B, UB, U, UF, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~DB, B, UB, U, UF, F, DF, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~UB, B, DB, D, DF, F, UF, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~DB, D, DF, F, UF, U, DF, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~DF, F, UF, U, UB, B, DB, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~UF, U, UB, B, DB, D, DF, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~UF, F, DF, D, DB, B, UB, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~DF, D, DB, B, UB, U, UF, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~DB, B, UB, U, UF, F, DF, ~x
time = 40
[Command]
name = "FDBU_x"
command = ~UB, U, UF, F, DF, D, DB, ~x
time = 40
[Command]
name = "FDBU_y"
command = ~U, B, D, F, y
time = 40
[Command]
name = "FDBU_y"
command = ~B, D, F, U, y
time = 40
[Command]
name = "FDBU_y"
command = ~D, F, U, B, y
time = 40
[Command]
name = "FDBU_y"
command = ~F, U, B, D, y
time = 40
[Command]
name = "FDBU_y"
command = ~U, F, D, B, y
time = 40
[Command]
name = "FDBU_y"
command = ~F, D, B, U, y
time = 40
[Command]
name = "FDBU_y"
command = ~D, B, U, F, y
time = 40
[Command]
name = "FDBU_y"
command = ~B, U, F, D, y
time = 40
[Command]
name = "FDBU_y"
command = ~U, UB, B, DB, D, DF, F, y
time = 40
[Command]
name = "FDBU_y"
command = ~B, DB, D, DF, F, UF, U, y
time = 40
[Command]
name = "FDBU_y"
command = ~D, DF, F, UF, U, UB, B, y
time = 40
[Command]
name = "FDBU_y"
command = ~F, UF, U, UB, B, DB, D, y
time = 40
[Command]
name = "FDBU_y"
command = ~U, UF, F, DF, D, DB, B, y
time = 40
[Command]
name = "FDBU_y"
command = ~F, DF, D, DB, B, UB, U, y
time = 40
[Command]
name = "FDBU_y"
command = ~D, DB, B, UB, U, UF, F, y
time = 40
[Command]
name = "FDBU_y"
command = ~B, UB, U, UF, F, DF, D, y
time = 40
[Command]
name = "FDBU_y"
command = ~UF, U, UB, B, DB, D, DF, y
time = 40
[Command]
name = "FDBU_y"
command = ~UB, B, DB, D, DF, F, UF, y
time = 40
[Command]
name = "FDBU_y"
command = ~DB, D, DF, F, UF, U, UB, y
time = 40
[Command]
name = "FDBU_y"
command = ~DF, F, UF, U, UB, B, DB, y
time = 40
[Command]
name = "FDBU_y"
command = ~UB, U, UF, F, DF, D, DB, y
time = 40
[Command]
name = "FDBU_y"
command = ~UF, F, DF, D, DB, B, UB, y
time = 40
[Command]
name = "FDBU_y"
command = ~DF, D, DB, B, UB, U, UF, y
time = 40
[Command]
name = "FDBU_y"
command = ~DB, B, UB, U, UF, F, DF, y
time = 40
[Command]
name = "FDBU_y"
command = ~UB, B, DB, D, DF, F, UF, y
time = 40
[Command]
name = "FDBU_y"
command = ~DB, D, DF, F, UF, U, DF, y
time = 40
[Command]
name = "FDBU_y"
command = ~DF, F, UF, U, UB, B, DB, y
time = 40
[Command]
name = "FDBU_y"
command = ~UF, U, UB, B, DB, D, DF, y
time = 40
[Command]
name = "FDBU_y"
command = ~UF, F, DF, D, DB, B, UB, y
time = 40
[Command]
name = "FDBU_y"
command = ~DF, D, DB, B, UB, U, UF, y
time = 40
[Command]
name = "FDBU_y"
command = ~DB, B, UB, U, UF, F, DF, y
time = 40
[Command]
name = "FDBU_y"
command = ~UB, U, UF, F, DF, D, DB, y
time = 40
[Command]
name = "FDBU_y"
command = ~U, B, D, F, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~B, D, F, U, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~D, F, U, B, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~F, U, B, D, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~U, F, D, B, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~F, D, B, U, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~D, B, U, F, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~B, U, F, D, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~U, UB, B, DB, D, DF, F, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~B, DB, D, DF, F, UF, U, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~D, DF, F, UF, U, UB, B, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~F, UF, U, UB, B, DB, D, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~U, UF, F, DF, D, DB, B, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~F, DF, D, DB, B, UB, U, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~D, DB, B, UB, U, UF, F, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~B, UB, U, UF, F, DF, D, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~UF, U, UB, B, DB, D, DF, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~UB, B, DB, D, DF, F, UF, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~DB, D, DF, F, UF, U, UB, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~DF, F, UF, U, UB, B, DB, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~UB, U, UF, F, DF, D, DB, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~UF, F, DF, D, DB, B, UB, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~DF, D, DB, B, UB, U, UF, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~DB, B, UB, U, UF, F, DF, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~UB, B, DB, D, DF, F, UF, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~DB, D, DF, F, UF, U, DF, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~DF, F, UF, U, UB, B, DB, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~UF, U, UB, B, DB, D, DF, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~UF, F, DF, D, DB, B, UB, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~DF, D, DB, B, UB, U, UF, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~DB, B, UB, U, UF, F, DF, ~y
time = 40
[Command]
name = "FDBU_y"
command = ~UB, U, UF, F, DF, D, DB, ~y
time = 40
[Command]
name = "FDBU_z"
command = ~U, B, D, F, z
time = 40
[Command]
name = "FDBU_z"
command = ~B, D, F, U, z
time = 40
[Command]
name = "FDBU_z"
command = ~D, F, U, B, z
time = 40
[Command]
name = "FDBU_z"
command = ~F, U, B, D, z
time = 40
[Command]
name = "FDBU_z"
command = ~U, F, D, B, z
time = 40
[Command]
name = "FDBU_z"
command = ~F, D, B, U, z
time = 40
[Command]
name = "FDBU_z"
command = ~D, B, U, F, z
time = 40
[Command]
name = "FDBU_z"
command = ~B, U, F, D, z
time = 40
[Command]
name = "FDBU_z"
command = ~U, UB, B, DB, D, DF, F, z
time = 40
[Command]
name = "FDBU_z"
command = ~B, DB, D, DF, F, UF, U, z
time = 40
[Command]
name = "FDBU_z"
command = ~D, DF, F, UF, U, UB, B, z
time = 40
[Command]
name = "FDBU_z"
command = ~F, UF, U, UB, B, DB, D, z
time = 40
[Command]
name = "FDBU_z"
command = ~U, UF, F, DF, D, DB, B, z
time = 40
[Command]
name = "FDBU_z"
command = ~F, DF, D, DB, B, UB, U, z
time = 40
[Command]
name = "FDBU_z"
command = ~D, DB, B, UB, U, UF, F, z
time = 40
[Command]
name = "FDBU_z"
command = ~B, UB, U, UF, F, DF, D, z
time = 40
[Command]
name = "FDBU_z"
command = ~UF, U, UB, B, DB, D, DF, z
time = 40
[Command]
name = "FDBU_z"
command = ~UB, B, DB, D, DF, F, UF, z
time = 40
[Command]
name = "FDBU_z"
command = ~DB, D, DF, F, UF, U, UB, z
time = 40
[Command]
name = "FDBU_z"
command = ~DF, F, UF, U, UB, B, DB, z
time = 40
[Command]
name = "FDBU_z"
command = ~UB, U, UF, F, DF, D, DB, z
time = 40
[Command]
name = "FDBU_z"
command = ~UF, F, DF, D, DB, B, UB, z
time = 40
[Command]
name = "FDBU_z"
command = ~DF, D, DB, B, UB, U, UF, z
time = 40
[Command]
name = "FDBU_z"
command = ~DB, B, UB, U, UF, F, DF, z
time = 40
[Command]
name = "FDBU_z"
command = ~UB, B, DB, D, DF, F, UF, z
time = 40
[Command]
name = "FDBU_z"
command = ~DB, D, DF, F, UF, U, DF, z
time = 40
[Command]
name = "FDBU_z"
command = ~DF, F, UF, U, UB, B, DB, z
time = 40
[Command]
name = "FDBU_z"
command = ~UF, U, UB, B, DB, D, DF, z
time = 40
[Command]
name = "FDBU_z"
command = ~UF, F, DF, D, DB, B, UB, z
time = 40
[Command]
name = "FDBU_z"
command = ~DF, D, DB, B, UB, U, UF, z
time = 40
[Command]
name = "FDBU_z"
command = ~DB, B, UB, U, UF, F, DF, z
time = 40
[Command]
name = "FDBU_z"
command = ~UB, U, UF, F, DF, D, DB, z
time = 40
[Command]
name = "FDBU_z"
command = ~U, B, D, F, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~B, D, F, U, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~D, F, U, B, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~F, U, B, D, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~U, F, D, B, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~F, D, B, U, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~D, B, U, F, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~B, U, F, D, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~U, UB, B, DB, D, DF, F, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~B, DB, D, DF, F, UF, U, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~D, DF, F, UF, U, UB, B, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~F, UF, U, UB, B, DB, D, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~U, UF, F, DF, D, DB, B, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~F, DF, D, DB, B, UB, U, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~D, DB, B, UB, U, UF, F, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~B, UB, U, UF, F, DF, D, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~UF, U, UB, B, DB, D, DF, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~UB, B, DB, D, DF, F, UF, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~DB, D, DF, F, UF, U, UB, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~DF, F, UF, U, UB, B, DB, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~UB, U, UF, F, DF, D, DB, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~UF, F, DF, D, DB, B, UB, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~DF, D, DB, B, UB, U, UF, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~DB, B, UB, U, UF, F, DF, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~UB, B, DB, D, DF, F, UF, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~DB, D, DF, F, UF, U, DF, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~DF, F, UF, U, UB, B, DB, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~UF, U, UB, B, DB, D, DF, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~UF, F, DF, D, DB, B, UB, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~DF, D, DB, B, UB, U, UF, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~DB, B, UB, U, UF, F, DF, ~z
time = 40
[Command]
name = "FDBU_z"
command = ~UB, U, UF, F, DF, D, DB, ~z
time = 40
;----------------
[Command]
name = "FDBU_xy"
command = ~U, B, D, F, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~B, D, F, U, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~D, F, U, B, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~F, U, B, D, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~U, F, D, B, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~F, D, B, U, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~D, B, U, F, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~B, U, F, D, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~U, UB, B, DB, D, DF, F, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~B, DB, D, DF, F, UF, U, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~D, DF, F, UF, U, UB, B, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~F, UF, U, UB, B, DB, D, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~U, UF, F, DF, D, DB, B, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~F, DF, D, DB, B, UB, U, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~D, DB, B, UB, U, UF, F, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~B, UB, U, UF, F, DF, D, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, U, UB, B, DB, D, DF, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, B, DB, D, DF, F, UF, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, D, DF, F, UF, U, UB, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, F, UF, U, UB, B, DB, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, U, UF, F, DF, D, DB, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, F, DF, D, DB, B, UB, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, D, DB, B, UB, U, UF, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, B, UB, U, UF, F, DF, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, B, DB, D, DF, F, UF, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, D, DF, F, UF, U, DF, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, F, UF, U, UB, B, DB, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, U, UB, B, DB, D, DF, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, F, DF, D, DB, B, UB, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, D, DB, B, UB, U, UF, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, B, UB, U, UF, F, DF, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, U, UF, F, DF, D, DB, x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~U, B, D, F, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~B, D, F, U, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~D, F, U, B, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~F, U, B, D, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~U, F, D, B, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~F, D, B, U, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~D, B, U, F, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~B, U, F, D, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~U, UB, B, DB, D, DF, F, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~B, DB, D, DF, F, UF, U, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~D, DF, F, UF, U, UB, B, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~F, UF, U, UB, B, DB, D, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~U, UF, F, DF, D, DB, B, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~F, DF, D, DB, B, UB, U, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~D, DB, B, UB, U, UF, F, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~B, UB, U, UF, F, DF, D, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, U, UB, B, DB, D, DF, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, B, DB, D, DF, F, UF, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, D, DF, F, UF, U, UB, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, F, UF, U, UB, B, DB, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, U, UF, F, DF, D, DB, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, F, DF, D, DB, B, UB, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, D, DB, B, UB, U, UF, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, B, UB, U, UF, F, DF, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, B, DB, D, DF, F, UF, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, D, DF, F, UF, U, DF, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, F, UF, U, UB, B, DB, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, U, UB, B, DB, D, DF, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, F, DF, D, DB, B, UB, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, D, DB, B, UB, U, UF, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, B, UB, U, UF, F, DF, ~x+y
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, U, UF, F, DF, D, DB, ~x+y
time = 40
;----------------
[Command]
name = "FDBU_xy"
command = ~U, B, D, F, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, D, F, U, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, F, U, B, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, U, B, D, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, F, D, B, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, D, B, U, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, B, U, F, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, U, F, D, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, UB, B, DB, D, DF, F, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, DB, D, DF, F, UF, U, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, DF, F, UF, U, UB, B, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, UF, U, UB, B, DB, D, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, UF, F, DF, D, DB, B, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, DF, D, DB, B, UB, U, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, DB, B, UB, U, UF, F, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, UB, U, UF, F, DF, D, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, U, UB, B, DB, D, DF, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, B, DB, D, DF, F, UF, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, D, DF, F, UF, U, UB, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, F, UF, U, UB, B, DB, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, U, UF, F, DF, D, DB, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, F, DF, D, DB, B, UB, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, D, DB, B, UB, U, UF, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, B, UB, U, UF, F, DF, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, B, DB, D, DF, F, UF, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, D, DF, F, UF, U, DF, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, F, UF, U, UB, B, DB, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, U, UB, B, DB, D, DF, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, F, DF, D, DB, B, UB, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, D, DB, B, UB, U, UF, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, B, UB, U, UF, F, DF, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, U, UF, F, DF, D, DB, y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, B, D, F, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, D, F, U, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, F, U, B, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, U, B, D, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, F, D, B, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, D, B, U, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, B, U, F, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, U, F, D, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, UB, B, DB, D, DF, F, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, DB, D, DF, F, UF, U, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, DF, F, UF, U, UB, B, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, UF, U, UB, B, DB, D, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, UF, F, DF, D, DB, B, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, DF, D, DB, B, UB, U, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, DB, B, UB, U, UF, F, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, UB, U, UF, F, DF, D, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, U, UB, B, DB, D, DF, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, B, DB, D, DF, F, UF, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, D, DF, F, UF, U, UB, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, F, UF, U, UB, B, DB, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, U, UF, F, DF, D, DB, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, F, DF, D, DB, B, UB, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, D, DB, B, UB, U, UF, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, B, UB, U, UF, F, DF, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, B, DB, D, DF, F, UF, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, D, DF, F, UF, U, DF, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, F, UF, U, UB, B, DB, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, U, UB, B, DB, D, DF, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, F, DF, D, DB, B, UB, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, D, DB, B, UB, U, UF, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, B, UB, U, UF, F, DF, ~y+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, U, UF, F, DF, D, DB, ~y+z
time = 40
;------------------------------
;----------------
[Command]
name = "FDBU_xy"
command = ~U, B, D, F, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, D, F, U, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, F, U, B, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, U, B, D, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, F, D, B, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, D, B, U, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, B, U, F, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, U, F, D, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, UB, B, DB, D, DF, F, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, DB, D, DF, F, UF, U, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, DF, F, UF, U, UB, B, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, UF, U, UB, B, DB, D, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, UF, F, DF, D, DB, B, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, DF, D, DB, B, UB, U, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, DB, B, UB, U, UF, F, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, UB, U, UF, F, DF, D, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, U, UB, B, DB, D, DF, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, B, DB, D, DF, F, UF, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, D, DF, F, UF, U, UB, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, F, UF, U, UB, B, DB, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, U, UF, F, DF, D, DB, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, F, DF, D, DB, B, UB, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, D, DB, B, UB, U, UF, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, B, UB, U, UF, F, DF, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, B, DB, D, DF, F, UF, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, D, DF, F, UF, U, DF, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, F, UF, U, UB, B, DB, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, U, UB, B, DB, D, DF, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, F, DF, D, DB, B, UB, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, D, DB, B, UB, U, UF, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, B, UB, U, UF, F, DF, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, U, UF, F, DF, D, DB, x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, B, D, F, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, D, F, U, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, F, U, B, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, U, B, D, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, F, D, B, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, D, B, U, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, B, U, F, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, U, F, D, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, UB, B, DB, D, DF, F, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, DB, D, DF, F, UF, U, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, DF, F, UF, U, UB, B, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, UF, U, UB, B, DB, D, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~U, UF, F, DF, D, DB, B, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~F, DF, D, DB, B, UB, U, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~D, DB, B, UB, U, UF, F, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~B, UB, U, UF, F, DF, D, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, U, UB, B, DB, D, DF, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, B, DB, D, DF, F, UF, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, D, DF, F, UF, U, UB, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, F, UF, U, UB, B, DB, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, U, UF, F, DF, D, DB, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, F, DF, D, DB, B, UB, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, D, DB, B, UB, U, UF, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, B, UB, U, UF, F, DF, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, B, DB, D, DF, F, UF, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, D, DF, F, UF, U, DF, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, F, UF, U, UB, B, DB, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, U, UB, B, DB, D, DF, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UF, F, DF, D, DB, B, UB, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DF, D, DB, B, UB, U, UF, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~DB, B, UB, U, UF, F, DF, ~x+z
time = 40
[Command]
name = "fdbu_xy"
command = ~UB, U, UF, F, DF, D, DB, ~x+z
time = 40
[Command]
name = "FDBU_x2"
command = ~B, F, D, B, x
time = 25
[Command]
name = "FDBU_x2"
command = ~B, F, D, B, ~x
time = 25
[Command]
name = "FDBU_y2"
command = ~B, F, D, B, y
time = 25
[Command]
name = "FDBU_y2"
command = ~B, F, D, B, ~y
time = 25
[Command]
name = "FDBU_z2"
command = ~B, F, D, B, z
time = 25
[Command]
name = "FDBU_z2"
command = ~B, F, D, B, ~z
time = 25
[Command]
name = "BDFU_x2"
command = ~F, B, D, F, x
time = 25
[Command]
name = "BDFU_x2"
command = ~F, B, D, F, ~x
time = 25
[Command]
name = "BDFU_y2"
command = ~F, B, D, F, y
time = 25
[Command]
name = "BDFU_y2"
command = ~F, B, D, F, ~y
time = 25
[Command]
name = "BDFU_z2"
command = ~F, B, D, F, z
time = 25
[Command]
name = "BDFU_z2"
command = ~F, B, D, F, ~z
time = 25
[Command]
name = "FDBU_xy2"
command = ~B, F, D, B, x+y
time = 25
[Command]
name = "FDBU_xy2"
command = ~B, F, D, B, ~x+y
time = 25
[Command]
name = "FDBU_xy2"
command = ~B, F, D, B, x+z
time = 25
[Command]
name = "FDBU_xy2"
command = ~B, F, D, B, ~x+z
time = 25
[Command]
name = "FDBU_xy2"
command = ~B, F, D, B, y+z
time = 25
[Command]
name = "FDBU_xy2"
command = ~B, F, D, B, ~y+z
time = 25
[Command]
name = "BDFU_xy2"
command = ~F, B, D, F, x+y
time = 25
[Command]
name = "BDFU_xy2"
command = ~F, B, D, F, ~x+y
time = 25
[Command]
name = "BDFU_xy2"
command = ~F, B, D, F, x+z
time = 25
[Command]
name = "BDFU_xy2"
command = ~F, B, D, F, ~x+z
time = 25
[Command]
name = "BDFU_xy2"
command = ~F, B, D, F, y+z
time = 25
[Command]
name = "BDFU_xy2"
command = ~F, B, D, F, ~y+z
time = 25
;;;;;;;;;;;;;;;;;;;;;;;;;
[Command]
name = "QCF_x"
command = ~D, DF, F, x
time = 15
[Command]
name = "QCF_x"
command = ~D, DF, F, ~x
time = 15
[Command]
name = "QCF_y"
command = ~D, DF, F, y
time = 15
[Command]
name = "QCF_y"
command = ~D, DF, F, ~y
time = 15
[Command]
name = "QCF_z"
command = ~D, DF, F, z
time = 15
[Command]
name = "QCF_z"
command = ~D, DF, F, ~z
time = 15
[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y
time = 15
[Command]
name = "QCF_xy"
command = ~D, DF, F, ~x+y
time = 15
[Command]
name = "QCF_xy"
command = ~D, DF, F, x+z
time = 15
[Command]
name = "QCF_xy"
command = ~D, DF, F, ~x+z
time = 15
[Command]
name = "QCF_xy"
command = ~D, DF, F, y+z
time = 15
[Command]
name = "QCF_xy"
command = ~D, DF, F, ~y+z
time = 15
[Command]
name = "QCB_x"
command = ~D, DB, B, x
time = 15
[Command]
name = "QCB_x"
command = ~D, DB, B, ~x
time = 15
[Command]
name = "QCB_y"
command = ~D, DB, B, y
time = 15
[Command]
name = "QCB_y"
command = ~D, DB, B, ~y
time = 15
[Command]
name = "QCB_z"
command = ~D, DB, B, z
time = 15
[Command]
name = "QCB_z"
command = ~D, DB, B, ~z
time = 15
[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y
time = 15
[Command]
name = "QCB_xy"
command = ~D, DB, B, ~x+y
time = 15
[Command]
name = "QCB_xy"
command = ~D, DB, B, x+z
time = 15
[Command]
name = "QCB_xy"
command = ~D, DB, B, ~x+z
time = 15
[Command]
name = "QCB_xy"
command = ~D, DB, B, y+z
time = 15
[Command]
name = "QCB_xy"
command = ~D, DB, B, ~y+z
time = 15
[Command]
name = "QCB_a"
command = ~D, DB, B, a
time = 15
[Command]
name = "QCB_a"
command = ~D, DB, B, ~a
time = 15
[Command]
name = "QCB_b"
command = ~D, DB, B, b
time = 15
[Command]
name = "QCB_b"
command = ~D, DB, B, ~b
time = 15
[Command]
name = "QCB_c"
command = ~D, DB, B, c
time = 15
[Command]
name = "QCB_c"
command = ~D, DB, B, ~c
time = 15
[Command]
name = "QCB_ab"
command = ~D, DB, B, a+b
time = 15
[Command]
name = "QCB_ab"
command = ~D, DB, B, ~a+b
time = 15
[Command]
name = "QCB_ab"
command = ~D, DB, B, a+c
time = 15
[Command]
name = "QCB_ab"
command = ~D, DB, B, ~a+c
time = 15
[Command]
name = "QCB_ab"
command = ~D, DB, B, b+c
time = 15
[Command]
name = "QCB_ab"
command = ~D, DB, B, ~b+c
time = 15
[Command]
name = "FF_ab"
command = F, F, a+b
[Command]
name = "FF_ab"
command = F, F, a+c
[Command]
name = "FF_ab"
command = F, F, b+c
[Command]
name = "FF_a"
command = F, F, a
[Command]
name = "FF_b"
command = F, F, b
[Command]
name = "FF_c"
command = F, F, c
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "FF2" ;Required (do not remove)
command = ~F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
[Command]
name = "BB2" ;Required (do not remove)
command = ~B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
;-| 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
[Command]
name = "hold-b"
command = /$b
time = 1
[Command]
name = "hold-y"
command = /$y
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 ACIVATION CODE
; It is very important that this controller NOT be moved to State -2.
[State -1, AITurnOn]
type = VarSet
triggerall = var(59) != 1
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = command = "CPU6"
trigger7 = command = "CPU7"
trigger8 = command = "CPU8"
trigger9 = command = "CPU9"
trigger10 = command = "CPU10"
trigger11 = command = "CPU11"
trigger12 = command = "CPU12"
trigger13 = command = "CPU13"
trigger14 = command = "CPU14"
trigger15 = command = "CPU15"
trigger16 = command = "CPU16"
trigger17 = command = "CPU17"
trigger18 = command = "CPU18"
trigger19 = command = "CPU19"
trigger20 = command = "CPU20"
trigger21 = command = "CPU21"
trigger22 = command = "CPU22"
trigger23 = command = "CPU23"
trigger24 = command = "CPU24"
trigger25 = command = "CPU25"
trigger26 = Alive && !IsHelper
trigger26 = IsHomeTeam
trigger26 = TeamSide = 2 || MatchNo > 1
trigger27 = command = "CPU26"
trigger28 = command = "CPU27"
trigger29 = command = "CPU28"
trigger30 = command = "CPU29"
trigger31 = command = "CPU30"
trigger32 = command = "CPU31"
trigger33 = command = "CPU32"
trigger34 = command = "CPU33"
trigger35 = command = "CPU34"
trigger36 = command = "CPU35"
trigger37 = command = "CPU36"
trigger38 = command = "CPU37"
trigger39 = command = "CPU38"
trigger40 = command = "CPU39"
trigger41 = command = "CPU40"
trigger42 = command = "CPU41"
trigger43 = command = "CPU42"
trigger44 = command = "CPU43"
trigger45 = command = "CPU44"
trigger46 = command = "CPU45"
trigger47 = command = "CPU46"
trigger48 = command = "CPU47"
trigger49 = command = "CPU48"
trigger50 = command = "CPU49"
trigger51 = command = "CPU50"
trigger52 = command = "cpu51"
trigger53 = command = "cpu52"
trigger54 = command = "cpu53"
trigger55 = command = "cpu54"
trigger56 = command = "cpu55"
trigger57 = command = "cpu56"
trigger58 = command = "cpu57"
trigger59 = command = "cpu58"
trigger60 = command = "cpu59"
trigger61 = command = "cpu60"
v = 59
value = 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 = [200,201]) && movecontact = 1
trigger3 = stateno = 211 && movecontact = 1
trigger4 = stateno = 221 && movecontact = 1
trigger5 = stateno = 241 && movecontact = 1
trigger6 = stateno = 400 && movecontact = 1
trigger7 = stateno = 410 && movecontact = 1
trigger8 = stateno = 430 && movecontact = 1
trigger9 = stateno = 440 && movecontact = 1
trigger10 = stateno = 420 && movecontact = 1
var(1) = 1
;---------------------------------------------------------------------------
;Tanden Stream Ultra (Runs off Ultra bar)
[State -1, Tanden Stream]
type = ChangeState
value = 3001
triggerall = var(59) != 1
triggerall = pos y = 0
triggerall = movetype != H
triggerall = stateno != 220
triggerall = stateno != [1400,1430]
triggerall = stateno != [1500,1502]
triggerall = command = "TripleKFPalm2"
triggerall = var(3) >= 36
trigger1 = stateno != 251
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno != 251
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3001]
trigger2 = movecontact = 1
trigger3 = stateno != 251
trigger3 = stateno = 100;[1500,1502]
trigger4 = stateno != 251
trigger4 = stateno = [1000, 1030]
trigger5 = stateno != 251
trigger5 = stateno = [1100, 1130]
trigger5 = pos y = 0
trigger5 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
trigger6 = stateno = 251
trigger6 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
trigger6 = p2bodydist x <= 20
trigger7 = stateno != 251
trigger7 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Tanden Storm (uses one super bar)
[State -1, Tanden Storm]
type = ChangeState
value = 3000
triggerall = var(59) != 1
triggerall = pos y = 0
triggerall = movetype != H
triggerall = stateno != 220
triggerall = stateno != [1400,1430]
triggerall = command = "TripleKFPalm"
triggerall = power >= 1000
trigger1 = stateno != 251
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno != 251
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3001]
trigger2 = movecontact = 1
trigger3 = stateno != 251
trigger3 = stateno = 100;[1500,1502]
trigger4 = stateno != 251
trigger4 = stateno = [1000, 1030]
trigger5 = stateno != 251
trigger5 = stateno = [1100, 1130]
trigger5 = pos y = 0
trigger5 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
trigger6 = stateno = 251
trigger6 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
trigger6 = p2bodydist x <= 20
trigger7 = stateno != 251
trigger7 = var(1) ;Use combo condition (above)
[State -1, Yoga Teleport]
type = ChangeState
value = 1800
triggerall = var(59) != 1
triggerall = command = "teleport1" || command = "teleport2" || command = "teleport3" || command = "teleport4"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;EX Piledriver (1/4 super bar)
[State -1, EX Piledriver]
type = ChangeState
value = 1080
triggerall = var(59) != 1
;triggerall = command = "FDBU_xy" || command = "BDFU_xy" || command = "DBUF_xy" || command = "UFDB_xy"
triggerall = command = "FDBU_xy" || command = "fdbu_xy" || command = "FDBU_xy2" || command = "BDFU_xy2" || command = "BDFU_xy2"
triggerall = power >= 250
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 1)
trigger1 = p2bodydist X < 35
trigger1 = p2movetype != A ;(p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
trigger1 = var(1) ;Use combo condition (above)
ignorehitpause = 0
;---------------------------------------------------------------------------
;Empty EX Piledriver (1/4 super bar)
[State -1, EX Piledriver]
type = ChangeState
value = 1088
triggerall = var(59) != 1
;triggerall = command = "FDBU_xy" || command = "BDFU_xy" || command = "DBUF_xy" || command = "UFDB_xy"
triggerall = command = "FDBU_xy" || command = "fdbu_xy" || command = "FDBU_xy2" || command = "BDFU_xy2" || command = "BDFU_xy2"
triggerall = power >= 250
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 1)
;trigger1 = p2bodydist X < 35
trigger1 = p2movetype != A ;(p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
trigger1 = var(1) ;Use combo condition (above)
ignorehitpause = 0
;---------------------------------------------------------------------------
;Light Piledriver
[State -1, Light Piledriver]
type = ChangeState
value = 1050
triggerall = var(59) != 1
;triggerall = command = "FDBU_x" || command = "BDFU_x" || command = "DBUF_x" || command = "UFDB_x"
triggerall = command = "FDBU_x" || command = "FDBU_x2" || command = "BDFU_x2"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 1)
trigger1 = p2bodydist X < 35
trigger1 = p2movetype != A ;(p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
trigger1 = var(1) ;Use combo condition (above)
ignorehitpause = 0
;Medium Piledriver
[State -1, Medium Piledriver]
type = ChangeState
value = 1050
triggerall = var(59) != 1
;triggerall = command = "FDBU_y" || command = "BDFU_y" || command = "DBUF_y" || command = "UFDB_y"
triggerall = command = "FDBU_y" || command = "FDBU_y2" || command = "BDFU_y2"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 1)
trigger1 = p2bodydist X < 35
trigger1 = p2movetype != A ;(p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
trigger1 = var(1) ;Use combo condition (above)
ignorehitpause = 0
;Strong Piledriver
[State -1, Strong Piledriver]
type = ChangeState
value = 1050
triggerall = var(59) != 1
;triggerall = command = "FDBU_z" || command = "BDFU_z" || command = "DBUF_z" || command = "UFDB_z"
triggerall = command = "FDBU_z" || command = "FDBU_z2" || command = "BDFU_z2"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 1)
trigger1 = p2bodydist X < 35
trigger1 = p2movetype != A ;(p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
trigger1 = var(1) ;Use combo condition (above)
ignorehitpause = 0
;Empty Piledriver
[State -1, Strong Piledriver]
type = ChangeState
value = 1089
triggerall = var(59) != 1
triggerall = command = "FDBU_x" || command = "FDBU_y" || command = "FDBU_z" || command = "FDBU_x2" || command = "BDFU_x2" || command = "FDBU_y2" || command = "BDFU_y2" || command = "FDBU_z2" || command = "BDFU_z2"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 1)
;trigger1 = p2bodydist X < 35
trigger1 = p2movetype != A ;(p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
trigger1 = var(1) ;Use combo condition (above)
ignorehitpause = 0
;---------------------------------------------------------------------------
;EX Shoryuken (1/4 super bar)
[State -1, EX Shoryuken]
type = ChangeState
value = 1130
triggerall = var(59) != 1
triggerall = stateno != [3000,3001]
triggerall = command != "TripleKFPalm" && command != "TripleKFPalm2"
triggerall = command = "upper_xy"
triggerall = power >= 250
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Light Shoryuken
[State -1, Light Shoryuken]
type = ChangeState
value = 1100
triggerall = var(59) != 1
triggerall = stateno != [3000,3001]
triggerall = command != "TripleKFPalm" && command != "TripleKFPalm2"
triggerall = command = "upper_x"
trigger1 = var(1) ;Use combo condition (above)
;Medium Shoryuken
[State -1, Medium Shoryuken]
type = ChangeState
value = 1110
triggerall = var(59) != 1
triggerall = stateno != [3000,3001]
triggerall = command != "TripleKFPalm" && command != "TripleKFPalm2"
triggerall = command = "upper_y"
trigger1 = var(1) ;Use combo condition (above)
;Strong Shoryuken
[State -1, Shoryuken]
type = ChangeState
value = 1120
triggerall = var(59) != 1
triggerall = stateno != [3000,3001]
triggerall = command != "TripleKFPalm" && command != "TripleKFPalm2"
triggerall = command = "upper_z"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;EX Sonic Boom (1/4 super bar)
[State -1, EX Sonic Boom]
type = ChangeState
value = 1030
triggerall = var(59) != 1
triggerall = !NumProjID(1000) && !NumProjID(1010) && !NumProjID(1020)
triggerall = !NumProjID(1030) && !NumProjID(1031)
triggerall = command = "QCF_xy"
triggerall = power >= 250
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Light Sonic Boom
[State -1, Light Sonic Boom]
type = ChangeState
value = 1000
triggerall = var(59) != 1
triggerall = !NumProjID(1000) && !NumProjID(1010) && !NumProjID(1020)
triggerall = command = "QCF_x"
trigger1 = var(1) ;Use combo condition (above)
;Medium Sonic Boom
[State -1, Strong Sonic Boom]
type = ChangeState
value = 1010
triggerall = var(59) != 1
triggerall = !NumProjID(1000) && !NumProjID(1010) && !NumProjID(1020)
triggerall = command = "QCF_y"
trigger1 = var(1) ;Use combo condition (above)
;Strong Sonic Boom
[State -1, Strong Sonic Boom]
type = ChangeState
value = 1020
triggerall = var(59) != 1
triggerall = !NumProjID(1000) && !NumProjID(1010) && !NumProjID(1020)
triggerall = command = "QCF_z"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;EX Tanden Engine(1/4 super bar)
[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 12300
triggerall = var(59) != 1
triggerall = command = "QCB_xy"
triggerall = power >= 250
trigger1 = stateno != 420 ;var(13) != 1
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Light Tanden Engine
[State -1, Light Tanden Engine]
type = ChangeState
value = 12000
triggerall = var(59) != 1
triggerall = command = "QCB_x"
trigger1 = var(13) != 1
trigger1 = var(1) ;Use combo condition (above)
;Medium Tanden Engine
[State -1, Medium Tanden Engine]
type = ChangeState
value = 12100
triggerall = var(59) != 1
triggerall = command = "QCB_y"
trigger1 = var(13) != 1
trigger1 = var(1) ;Use combo condition (above)
;Strong Tanden Engine
[State -1, Tanden Engine]
type = ChangeState
value = 12200
triggerall = var(59) != 1
triggerall = command = "QCB_z"
trigger1 = var(13) != 1
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;EX Hyakuretsukyaku
[State -1, EX Hyakuretsukyaku]
type = ChangeState
value = 1430
triggerall = var(59) != 1
triggerall = command = "QCB_ab"
triggerall = power >= 250
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Light Hyakuretsukyaku
[State -1, Light Hyakuretsukyaku]
type = ChangeState
value = 1400
triggerall = var(59) != 1
triggerall = command = "QCB_a"
trigger1 = var(1) ;Use combo condition (above)
;Medium Hyakuretsukyaku
[State -1, Medium Hyakuretsukyaku]
type = ChangeState
value = 1410
triggerall = var(59) != 1
triggerall = command = "QCB_b"
trigger1 = var(1) ;Use combo condition (above)
;Strong Hyakuretsukyaku
[State -1, Strong Hyakuretsukyaku]
type = ChangeState
value = 1420
triggerall = var(59) != 1
triggerall = command = "QCB_c"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) != 1
trigger1 = command = "z" && command = "c" && statetype != A && ctrl
;===========================================================================
;Focus attack
[State -1, focus]
type = ChangeState
value = 1500
triggerall = var(59) != 1
trigger1 = command = "y" && command = "b" && statetype != A && ctrl
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) != 1
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Genocide Shot - Throw - muteki sf3 chunli
[State -1, Genocide Shot]
type = ChangeState
value = 800
triggerall = var(59) != 1
triggerall = command = "x" && command = "a"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdback" || (p2dist x < 0 && command = "holdback")
trigger1 = p2bodydist X < 20
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;---------------------------------------------------------------------------
;Death Throw - Throw - muteki sf3 chunli
[State -1, Death Throw]
type = ChangeState
value = 805
triggerall = var(59) != 1
triggerall = command = "x" && command = "a"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 105
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command = "holdback"
trigger1 = p2bodydist X < 20
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;---------------------------------------------------------------------------
;Empty Throw
[State -1, Death Throw]
type = ChangeState
value = 899
triggerall = var(59) != 1
triggerall = command = "x" && command = "a"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = stateno != 105
triggerall = command != "holdup"
triggerall = command != "holddown"
trigger1 = p2bodydist X >= 20
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;---------------------------------------------------------------------------
;Wall Jump - muteki sf3 chunli
[State -1]
type = ChangeState
value = 60
triggerall = var(59) != 1
triggerall = command = "holdfwd"
triggerall = vel x < 0 && vel y < 0
trigger1 = BackEdgeBodyDist <= 7
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = Anim != 5040 && Anim != 5210
[State -1]
type = ChangeState
value = 65
triggerall = var(59) != 1
triggerall = command = "holdback"
triggerall = vel x > 0 && vel y < 0
trigger1 = FrontEdgeBodyDist <= 7
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = Anim != 5040 && Anim != 5210
;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) != 1
triggerall = p2bodydist x > 20
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;Stand Light Punch Close
[State -1, Stand Light Punch Close]
type = ChangeState
value = 201
triggerall = var(59) != 1
triggerall = p2bodydist x <= 20
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) != 1
triggerall = p2bodydist x > 20
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;Stand Medium Punch Close
[State -1, Stand Medium Punch Close]
type = ChangeState
value = 211
triggerall = var(59) != 1
triggerall = p2bodydist x <= 20
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 201 || stateno = 231 || stateno = 400 || stateno = 430
trigger2 = movecontact = 1
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) != 1
triggerall = p2bodydist x > 27
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;Stand Strong Punch Close
[State -1, Stand Strong Punch Close]
type = ChangeState
value = 221
triggerall = var(59) != 1
triggerall = p2bodydist x <= 27
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 201 || stateno = 231
trigger2 = movecontact = 1
trigger3 = stateno = 400; && Time >= 5
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) != 1
triggerall = p2bodydist x > 20
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;Stand Light Kick Close
[State -1, Stand Light Kick Close]
type = ChangeState
value = 231
triggerall = var(59) != 1
triggerall = p2bodydist x <= 20
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) != 1
triggerall = p2bodydist x > 20
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;Stand Medium Kick Close
[State -1, Stand Medium Kick Close]
type = ChangeState
value = 241
triggerall = var(59) != 1
triggerall = p2bodydist x <= 20
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 201 || stateno = 231 || stateno = 400 || stateno = 430
trigger2 = movecontact = 1
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) != 1
triggerall = p2bodydist x > 20
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;Standing Strong Kick Close
[State -1, Standing Strong Kick Close]
type = ChangeState
value = 251
triggerall = var(59) != 1
triggerall = p2bodydist x <= 20
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) != 1
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = var(41) < 4
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact = 1
trigger2 = timemod = 3,0
trigger3 = stateno = 430
trigger3 = movecontact = 1
trigger3 = timemod = 3,0
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) != 1
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = var(41) >= 4
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact = 1
trigger2 = timemod = 11,0
trigger3 = stateno = 430
trigger3 = movecontact = 1
trigger3 = timemod = 11,0
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 410
triggerall = var(59) != 1
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 201 || stateno = 231 || stateno = 400
trigger2 = movecontact = 1
trigger3 = stateno = 251 && Time >= 15
trigger3 = movecontact = 1
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) != 1
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) != 1
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = var(41) < 4
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430
trigger2 = movecontact = 1
trigger2 = timemod = 3,0
trigger3 = stateno = 400
trigger3 = movecontact = 1
trigger3 = timemod = 3,0
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) != 1
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = var(41) >= 4
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430
trigger2 = movecontact = 1
trigger2 = timemod = 11,0
trigger3 = stateno = 400
trigger3 = movecontact = 1
trigger3 = timemod = 11,0
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 440
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) != 1
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) != 1
triggerall = vel x = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 601
triggerall = var(59) != 1
triggerall = vel x != 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) != 1
triggerall = vel x = 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 611
triggerall = var(59) != 1
triggerall = vel x != 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) != 1
triggerall = vel x <= 0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 621
triggerall = var(59) != 1
triggerall = vel x > 0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) != 1
triggerall = vel x = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 631
triggerall = var(59) != 1
triggerall = vel x != 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) != 1
triggerall = command != "holddown"
triggerall = vel x = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 641
triggerall = var(59) != 1
triggerall = command != "holddown"
triggerall = vel x != 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
;Yosokyaku
[State -1, Yosokyaku1]
type = ChangeState
value = 645
triggerall = var(59) != 1
triggerall = stateno != 645
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(12) < 1
trigger1 = Anim != 5040 && Anim != 5210
;Yosokyaku
[State -1, Yosokyaku2]
type = ChangeState
value = 646
triggerall = var(59) != 1
triggerall = stateno != 646
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(12) = 1
trigger1 = Anim != 5040 && Anim != 5210
;Yosokyaku
[State -1, Yosokyaku3]
type = ChangeState
value = 647
triggerall = var(59) != 1
triggerall = stateno != 647
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = var(12) = 2
trigger1 = Anim != 5040 && Anim != 5210
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) != 1
triggerall = command != "holddown"
triggerall = vel x = 0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 651
triggerall = var(59) != 1
triggerall = command != "holddown"
triggerall = vel x != 0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Tenmakujinkyaku]
type = ChangeState
value = ifelse(anim = 42 || anim = 60 || anim = 65, 655, ifelse(anim = 41, 650, 651))
triggerall = var(59) != 1
triggerall = stateno != 655
triggerall = stateno != 645
triggerall = stateno != 646
triggerall = stateno != 647
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = Anim != 5040 && Anim != 5210
[State -1, Tenmakujinkyaku]
type = ChangeState
value = 655
triggerall = var(59) != 1
triggerall = stateno != 655
triggerall = stateno = [645,647]
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = animelemtime(3) >= 0