;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "Swordwoman's Grudge";Swordwoman's Grudge
command = ~D, DF, F, D, DF, F, a
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "blocking"
command = $F,x
time = 3
[Command]
name = "blocking" ;Same name as above (buttons in opposite order)
command = x,$F
time = 3
[Command]
name = "Forward Sword Shot";Forward Sword Shot
command = ~30$B, F, a
[Command]
name = "Silver Rainbow";Silver Rainbow
command = ~F, DF, D, DB, B, a
[Command]
name = "Upwards Charge";Upwards Charge
command = ~30$D, U, a
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = 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
;---------------------------------------------------------------------------
; 2. State entry
[Statedef -1]
;===========================================================================
;Swordwoman's Grudge
[State -1, Swordwoman's Grudge]
type = ChangeState
value = 3000
triggerall = command = "Swordwoman's Grudge"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 ;From blocking
;===========================================================================
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 ;From blocking
var(1) = 1
;---------------------------------------------------------------------------
;Forward Sword Shot
[State -1, Forward Sword Shot]
type = ChangeState
value = 1000
triggerall = command = "Forward Sword Shot"
triggerall = NumProj = 0
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Silver Rainbow
[State -1, Silver Rainbow]
type = ChangeState
value = 1010
triggerall = command = "Silver Rainbow"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Upwards Charge
[State -1, Upwards Charge]
type = ChangeState
value = 1020
triggerall = command = "Upwards Charge"
trigger1 = movetype != H
trigger1 = var(1)
trigger2 = stateno = 40
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Throw
;[State -1,Throw]
;type = ChangeState
;value = 800
;triggerall = command = "a"
;triggerall = statetype = S
;triggerall = ctrl
;triggerall = stateno != 100
;trigger1 = command = "holdfwd"
;trigger1 = p2bodydist X < 3
;trigger1 = (p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
;trigger2 = command = "holdback"
;trigger2 = p2bodydist X < 5
;trigger2 = (p2statetype = S) || (p2statetype = C)
;trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9
;---------------------------------------------------------------------------
;Standing Strong Kick
;[State -1, Standing Strong Kick]
;type = ChangeState
;value = 240
;triggerall = command = "b"
;triggerall = command != "holddown"
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger2 = (stateno = 200) && time > 5
;trigger3 = (stateno = 230) && time > 6
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 ;Air blocking