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DJB MUGEN & IKEMEN Community

Command List — Dante_AI.zip ← Back to Overview

;-| Button Remapping |----------------------------------------------------- [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- [Command] name = "dansemacabre" command = ~D, DB, B, DB, F, x time = 25 [Command] name = "dansemacabre" command = ~D, DB, B, DB, F, ~x time = 25 ; [Command] name = "TripleKFPalm" command = ~D, DF, F, D, DF, F, y time = 20 [Command] name = "million" command = ~D, DF, F, D, DF, F, x time = 20 [Command] name = "Crystel" command = ~D, DF, F, D, DF, F, a time = 20 [Command] name = "SmashKFUpper" command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x time = 20 [Command] name = "SmashKFUpper" ;Same name as above command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_z" command = ~F, D, DF, z [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b [Command] name = "DDF_y" command = D, D, y [Command] name = "DD_z" command = D, D, z ;-| Double Tap |----------------------------------------------------------- [Command] name = "longjump" command = D, $U time = 18 [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 [Command] name = "yyyy" ;Required (do not remove) command = y, y, y, y time = 25 [Command] name = "xxxx" ;Required (do not remove) command = x, x, x, x time = 25 [Command] name = "aaaa" ;Required (do not remove) command = a, a, a, a time = 25 [Command] name = "yy" ;Required (do not remove) command = y, y time = 20 [Command] name = "xx" ;Required (do not remove) command = x, x time = 20 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "timelag" command = z+c time = 1 [Command] name = "afterimage" command = b+y time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "front_c" command = /$F,c time = 1 [Command] name = "front_a" command = /$F,a time = 1 [Command] name = "front_b" command = /$F,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "fd_y" command = /$DF,y 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 = "holdx";Required (do not remove) command = /x time = 1 [Command] name = "holdy";Required (do not remove) command = /y time = 1 ;--------------------------------------------------------------------------- ; 2. State entry [Statedef -1] ;--------------------------------------------------------------------------- [State -1, ダンスマカブル] type = ChangeState value = 3100 triggerall = var(59) = 0 triggerall = command = "dansemacabre" triggerall = power >= 2000 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [200,201] trigger2 = movecontact trigger3 = stateno = 203 trigger3 = movecontact trigger4 = stateno = 213 trigger4 = movecontact ;--------------------------------------------------------------------------- ;リアルインパクト [State -1, Triple Kung Fu Palm] type = ChangeState value = 3500 triggerall = var(59) = 0 triggerall = command = "TripleKFPalm" triggerall = power >= 3000 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [200,202] trigger2 = movecontact trigger3 = stateno = 203 || stateno = 213 trigger3 = movecontact ;--------------------------------------------------------------------------- ;ミリオンダラー [State -1, Triple Kung Fu Palm] type = ChangeState value = 3400 triggerall = var(59) = 0 triggerall = command = "million" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [200,202] trigger2 = movecontact trigger3 = stateno = 203 || stateno = 213 trigger3 = movecontact ;--------------------------------------------------------------------------- ;クリスタル [State -1, Triple Kung Fu Palm] type = ChangeState value = 3300 triggerall = var(59) = 0 triggerall = command = "Crystel" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [300,302] trigger2 = movecontact ;--------------------------------------------------------------------------- ;タイムラグ [State -1, Smash Kung Fu Upper] type = ChangeState value = 3600 triggerall = command = "timelag" triggerall = statetype != A triggerall = power >= 2000 triggerall = !var(19) && !var(22) trigger1 = ctrl trigger2 = stateno = [200,202] trigger2 = movecontact trigger3 = stateno = 203 || stateno = 213 || stateno = 400 trigger3 = movecontact ;--------------------------------------------------------------------------- ;アフターイメージ [State -1, Smash Kung Fu Upper] type = ChangeState value = 3700 triggerall = command = "afterimage" triggerall = statetype != A triggerall = power >= 2000 triggerall = !var(19) && !var(22) trigger1 = ctrl trigger2 = stateno = [200,202] trigger2 = movecontact trigger3 = stateno = 203 || stateno = 213 || stateno = 400 trigger3 = movecontact ;--------------------------------------------------------------------------- ;ライジングドラゴン [State -1, Light Kung Fu Upper] type = ChangeState value = 2600 triggerall = command = "upper_y" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [200,202] trigger2 = movecontact trigger3 = stateno = 203 || stateno = 205 || stateno = 213 || stateno = 250 || stateno = 400 trigger3 = movecontact ;--------------------------------------------------------------------------- ;ディバインドラゴン [State -1, Light Kung Fu Upper] type = ChangeState value = 2610 triggerall = command = "upper_z" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [200,202] trigger2 = movecontact trigger3 = stateno = 203 || stateno = 205 || stateno = 213 || stateno = 250 || stateno = 400 trigger3 = movecontact ;--------------------------------------------------------------------------- ;ボルケイノ [State -1, Fast Kung Fu Upper] type = ChangeState value = 2700 triggerall = command = "DDF_y" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [200,202] trigger2 = movecontact trigger3 = stateno = 203 || stateno = 213 || stateno = 400 trigger3 = movecontact ;--------------------------------------------------------------------------- ;ハイタイムジャンプ [State -1, Strong Kung Fu Upper] type = ChangeState value = 1000 triggerall = command = "upper_x" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 213 trigger2 = Time > 43 trigger2 = movecontact trigger3 = stateno = [200,202] trigger3 = movecontact trigger4 = stateno = 203 || stateno = 213 || stateno = 400 trigger4 = movecontact trigger5 = stateno = 1500 trigger5 = ProjContactTime(1502) != -1 && ProjContactTime(1502) < 15 ;------------------------------------------------------------------------------ [State -1, スティンガー] type = ChangeState value = 1100 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "QCB_x" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [200,202] trigger2 = movecontact trigger3 = stateno = 203 || stateno = 213 || stateno = 410 || stateno = 430 trigger3 = movecontact ;--------------------------------------------------------------------------- ;ストレイト [State -1, Light Kung Fu Blow] type = ChangeState value = 2500 triggerall = var(59) = 0 triggerall = command = "QCB_y" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = [200,202] trigger2 = movecontact trigger3 = stateno = 203 || stateno = 213 || stateno = 410 trigger3 = movecontact ;--------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 triggerall = statetype = S trigger1 = command = "FF" || command ="front_c" trigger1 = ctrl trigger2 = stateno = 100 && animelemtime(6) > 3 trigger2 = var(8) < 3 && var(7) = 1 ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" || command ="back_c" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, 4] ;Recover near ground type = ChangeState value = 5200 triggerall = var(59) = 0 triggerall = StateNo = 5050 || StateNo = 5071 || StateNo = 5101 triggerall = Vel Y >= 0 triggerall = Pos Y >= -15 trigger1 = CanRecover trigger1 = command = "recovery" persistent = 0 ;Kung Fu Throw ;投げ [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = var(59) = 0 triggerall = command = "y" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;--------------------------------------------------------------------------- ;リリース [State -1, Standing Strong Kick] type = ChangeState value = 910 triggerall = command = "front_b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;ブロック [State -1, Standing Strong Kick] type = ChangeState value = 900 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 905 ;--------------------------------------------------------------------------- ;空中リリース [State -1, Standing Strong Kick] type = ChangeState value = 940 triggerall = command = "front_b" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;空中ブロック [State -1, Standing Strong Kick] type = ChangeState value = 930 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 935 ;--------------------------------------------------------------------------- ;Stand Light Punch ;スライディング [State -1, Stand Light Punch] type = ChangeState value = 250 triggerall = var(59) = 0 triggerall = command = "fd_y" triggerall = statetype != A trigger1 = ctrl ;エボアボ斜め打ち [State -1, Stand Light Punch] type = ChangeState value = 1500 triggerall = var(59) = 0 triggerall = command = "front_a" triggerall = statetype != A trigger1 = ctrl trigger2 = stateno = 400 trigger2 = movecontact ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 210 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 100 && animelemtime(6) > 3 ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 200 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 100 && animelemtime(6) > 3 ;--------------------------------------------------------------------------- ;Stand Light Kick ;ケルベロスコンボ1 [State -1, Stand Light Kick] type = ChangeState value = 300 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 100 && animelemtime(6) > 3 trigger3 = stateno = 430 trigger3 = time > 3 || movecontact ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = var(59) = 0 triggerall = command = "start" triggerall = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Strong Punch ;しゃがみ弱パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 213 trigger2 = animelemtime(18) > 0 ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ強パンチ [State -1, Crouching Light Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 430 trigger2 = time > 3 || movecontact ;--------------------------------------------------------------------------- ;Crouching Light Kick ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 430 trigger2 = time > 3 || movecontact ;--------------------------------------------------------------------------- ;Crouching Strong Kick ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 900 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;スカイスター [State -1, Run Fwd] type = ChangeState value = 102 triggerall = statetype = A triggerall = command = "FF" || command ="front_c" triggerall = !(stateno = 102 || stateno = 108) trigger1 = ctrl trigger2 = stateno = 2600 && (animelemtime(10) > 1 || anim = 3502) trigger2 = movehit trigger3 = stateno = 2610 && (animelemtime(14) > 0 || anim = 3502) trigger3 = movehit trigger4 = stateno = 1000 || stateno = [600,605] trigger4 = movehit trigger5 = stateno = 610 trigger5 = movehit ;--------------------------------------------------------------------------- ;スカイスター後ろ [State -1, Run Fwd] type = ChangeState value = 108 triggerall = statetype = A triggerall = command = "BB" || command ="back_c" triggerall = !(stateno = 102 || stateno = 108) trigger1 = ctrl trigger2 = stateno = 2600 && (animelemtime(10) > 1 || anim = 3502) trigger2 = movehit trigger3 = stateno = 2610 && (animelemtime(14) > 0 || anim = 3502) trigger3 = movehit trigger4 = stateno = 1000 trigger4 = movehit trigger5 = stateno = 610 trigger5 = movehit ;--------------------------------------------------------------------------- ;エアハイク [State -1, Run Fwd] type = ChangeState value = 45 triggerall = statetype = A triggerall = command = "holdup" trigger1 = stateno = 2600 && (animelemtime(10) > 1 || anim = 3502) trigger1 = movehit trigger2 = stateno = 2610 && (animelemtime(14) > 0 || anim = 3502) trigger2 = movehit trigger3 = stateno = 1000 trigger3 = movehit trigger4 = stateno = 610 trigger4 = movehit ;--------------------------------------------------------------------------- [State -1, ヘルムブレイカー] type = ChangeState value = 1200 triggerall = command = "down_x" triggerall = var(59) = 0 triggerall = pos Y < -30 triggerall = roundstate = 2 triggerall = statetype = A trigger1 = ctrl trigger2 = anim = 3501 && animelemtime(6) > 15 trigger2 = movecontact trigger3 = stateno = 3550 trigger3 = anim = 3502 trigger3 = movecontact trigger4 = stateno = [600,603] trigger4 = movehit trigger5 = stateno = 2600 && (animelemtime(10) > 1 || anim = 3502) trigger5 = movehit trigger6 = stateno = 2610 && (animelemtime(14) > 0 || anim = 3502) trigger6 = movehit trigger7 = stateno = 610 || stateno = 1000 trigger7 = movehit trigger8 = stateno = 1600 && (animelemtime(4) > 0 || anim = 1601) trigger8 = ProjHit = 1, < 15 ;--------------------------------------------------------------------------- ;ボルケイノ空中 [State -1, Fast Kung Fu Upper] type = ChangeState value = 2720 triggerall = command = "down_y" trigger1 = statetype = A && ctrl trigger2 = stateno = 610 trigger2 = movehit trigger3 = stateno = 1600 trigger3 = ProjHit = 1, < 15 trigger4 = stateno = 2600 && (animelemtime(10) > 1 || anim = 3502) trigger4 = movehit trigger5 = stateno = 2610 && (animelemtime(14) > 0 || anim = 3502) trigger5 = movehit ;--------------------------------------------------------------------------- ;Jump Light Punch ;ンウェー [State -1, Jump Light Punch] type = ChangeState value = 610 triggerall = command = "y" ;triggerall = pos Y < -25 trigger1 = statetype = A trigger1 = ctrl trigger2 = anim = 3501 && animelemtime(6) > 15 trigger2 = movecontact trigger3 = stateno = 3550 trigger3 = anim = 3502 trigger3 = movecontact trigger4 = stateno = [600,603] trigger4 = movehit trigger5 = stateno = 2600 && (animelemtime(10) > 1 || anim = 3502) trigger5 = movehit trigger6 = stateno = 2610 && (animelemtime(14) > 0 || anim = 3502) trigger6 = movehit trigger7 = stateno = 610 trigger7 = movehit trigger8 = stateno = 1600 && (animelemtime(4) > 0 || anim = 1601) trigger8 = ProjHit = 1, < 15 ;レインストーム [State -1, レインストーム] type = ChangeState value = 1600 triggerall = command = "down_a" ||command = "a" triggerall = command = "holddown" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 600 triggerall = command = "x" triggerall = pos Y < -25 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1000 ||stateno = 2600 || stateno = 2610 trigger2 = movehit ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Strong Kick ;空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking
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