;-| Supers |------------------------------------------------------
[Command]
name = "temblor_x"
command = ~D, F, D, F, x
time = 40
[Command]
name = "temblor_y"
command = ~D, F, D, F, y
time = 40
[Command]
name = "bunker_a"
command = ~D, F, D, F, a
time = 40
[Command]
name = "bunker_b"
command = ~D, F, D, F, b
time = 40
;-| Specials |------------------------------------------------------
[Command]
name = "golpe_xx"
command = ~D, F, x
time = 15
[Command]
name = "golpe_yy"
command = ~D, F, y
time = 15
[Command]
name = "golpe_x"
command = ~D, B, x
time = 15
[Command]
name = "golpe_y"
command = ~D, B, y
time = 15
[Command]
name = "bgolpe_x"
command = ~D, F, x
time = 15
[Command]
name = "bgolpe_y"
command = ~D, F, y
time = 15
[Command]
name = "giro_a"
command = ~D, F, a
time = 15
[Command]
name = "giro_b"
command = ~D, F, b
time = 15
[Command]
name = "tiembla_a"
command = ~D, B, a
time = 15
[Command]
name = "tiembla_b"
command = ~D, B, b
time = 15
[Command]
name = "upper_x"
command = ~F, D, DF, x
time = 15
[Command]
name = "upper_y"
command = ~F, D, DF, y
time = 15
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10
[Command]
name = "BB"
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery"
command = a+x
time = 1
[Command]
name = "ab"
command = a+x
time = 1
;-| Dir + Button |----------------------------------------------------
[Command]
name = "fwd_x+y"
command = /F,x+y
time = 1
[Command]
name = "fwd_x+z"
command = /F,x+z
time = 1
[Command]
name = "fwd_y+z"
command = /F,y+z
time = 1
[Command]
name = "back_x+y"
command = /B,x+y
time = 1
[Command]
name = "back_x+z"
command = /B,x+z
time = 1
[Command]
name = "back_y+z"
command = /B,y+z
time = 1
[Command]
name = "fwd_a+b"
command = /F,a+b
time = 1
[Command]
name = "fwd_b+c"
command = /F,b+c
time = 1
[Command]
name = "fwd_a+c"
command = /F,a+c
time = 1
[Command]
name = "back_a+b"
command = /B,a+b
time = 1
[Command]
name = "back_b+c"
command = /B,b+c
time = 1
[Command]
name = "back_a+c"
command = /B,a+c
time = 1
[Command]
name = "fwd_b"
command = /F,b
time = 1
[Command]
name = "back_b"
command = /B,b
time = 1
[Command]
name = "fwd_c"
command = /F,c
time = 1
[Command]
name = "back_c"
command = /B,c
time = 1
[Command]
name = "fwd_s"
command = /F,s
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 = "s"
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_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
;---------------------------------------------------------------------------;
; [ Parrying Commands ] ;
;---------------------------------------------------------------------------;
[Command]
name = "block_c"
command = D;,~D
time = 8
[Command]
name = "block_sa"
command = F;,~F
time = 8
[Command]
name = "superjump"
command = ~$D, $U
;---------------------------------------------------------------------------;
[Statedef -1]
;---------------------------------------------------------------------------;
; [ Optimizacion de cmd ] ;
;---------------------------------------------------------------------------;
[State -1: Borrar variable]
type = VarSet
trigger1 = 1
var(20) = 0
;prendemos un bit si esta en groove cvs, si el bit vale 0 esta en modo omega
[State -1: CvS Groove]
type = VarSet
trigger1 = Var(7) = 0
var(20) = Var(20)|1
;prendemos un bit si tiene control la AI
[State -1: Shadow Groove]
type = VarSet
trigger1 = Var(4) =1
var(20) = Var(20)|2
;prendemos un bit si tiene control
[State -1: 1]
type = VarSet
trigger1 = ctrl
var(20) = Var(20)|4
;prendemos un bit si estas de pie
[State -1: 2]
type = VarSet
trigger1 = StateType = S
var(20) = Var(20)|8
;prendemos un bit si estas agachado
[State -1: 3]
type = VarSet
trigger1 = StateType = C
var(20) = Var(20)|16
;prendemos un bit si estas en el aire
[State -1: 4]
type = VarSet
trigger1 = StateType = A
var(20) = Var(20)|32
;prendemos un bit si tiene mas de 1000 de poder
[State -1: 5]
type = VarSet
trigger1 = power >=1000
var(20) = Var(20)|64
;prendemos un bit si tiene mas de 2000 de poder
[State -1: 6]
type = VarSet
trigger1 = power >=2000
var(20) = Var(20)|128
;prendemos un bit si tiene mas de 3000 de poder
[State -1: 7]
type = VarSet
trigger1 = power >=3000
var(20) = Var(20)|256
;prendemos un bit si no hay projectiles
[State -1: 8]
type = VarSet
trigger1 = !numprojid(1000)&&!numprojid(1002)&&!numhelper(1000)&&!numhelper(1001)
var(20) = Var(20)|512
[State -1: Sommer soult]
type = VarSet
trigger1 = stateno = 1100||stateno = 1120
var(20) = Var(20)|600
[State -1: Stand Moves]
type = VarSet
trigger1 = stateno = 200 && AnimElemNo(0) = 3 && movecontact
trigger2 = stateno = 210 && AnimElemNo(0) = 3 && movecontact
trigger3 = stateno = 220 && AnimElemNo(0) = 3 && movecontact
trigger4 = stateno = 230 && AnimElemNo(0) = 4 && movecontact
trigger5 = stateno = 240 && AnimElemNo(0) = 3 && movecontact
trigger6 = stateno = 250 && AnimElemNo(0) = 3 && movecontact
trigger7 = stateno = 260 && AnimElemNo(0) = 3 && movecontact
IgnoreHitPause = 1
var(20) = Var(20)|1000
[State -1: Crunch Moves]
type = VarSet
trigger1 = stateno = 400 && AnimElemNo(0) = 3 && movecontact
trigger3 = stateno = 410 && AnimElemNo(0) = 3 && movecontact
trigger5 = stateno = 420 && AnimElemNo(0) = 3 && movecontact
trigger7 = stateno = 430 && AnimElemNo(0) = 3 && movecontact
IgnoreHitPause = 1
var(20) = Var(20)|1001
[State -1: Crunch Moves]
type = VarSet
trigger1 = stateno = 600 && AnimElemNo(0) = 3 && movecontact
trigger3 = stateno = 610 && AnimElemNo(0) = 3 && movecontact
trigger5 = stateno = 620 && AnimElemNo(0) = 3 && movecontact
trigger7 = stateno = 630 && AnimElemNo(0) = 3 && movecontact
IgnoreHitPause = 1
var(20) = Var(20)|1002
;---------------------------------------------------------------------------;
;---------------------------------------------------------------------------;
[State -1]
type = ChangeState
triggerall = ((command = "temblor_x"||command = "temblor_y")&&power>=1000) && ((Var(20)&2)=0)
trigger1 = (Var(20)&8) && (Var(20)&4)
trigger2 = (stateno = [200,299])&&AnimElemNo(3)>0&&movehit
value = 2100
[State -1]
type = ChangeState
triggerall = ((command = "bunker_a"||command = "bunker_b")&&power>=2000) && ((Var(20)&2)=0)
trigger1 = (Var(20)&8) && (Var(20)&4)
trigger2 = (stateno = [200,299])&&AnimElemNo(3)>0&&movehit
value = 2000
[State -1]
type = ChangeState
triggerall = (command = "upper_x"||command = "upper_y") && ((Var(20)&2)=0)
trigger1 = (Var(20)&8) && (Var(20)&4)
value = 1040
;[State -1]
;type = ChangeState
;triggerall = (command = "tiembla_a"||command="tiembla_b")&&((Var(20)&2)=0)
;trigger1 = (Var(20)&32) && (Var(20)&4)
;value = 1050
[State -1]
type = ChangeState
triggerall = (command = "giro_a")&&((Var(20)&2)=0)
trigger1 = (Var(20)&8) && (Var(20)&4)
value = 1030
[State -1]
type = ChangeState
triggerall = (command="giro_b")&&((Var(20)&2)=0)
trigger1 = (Var(20)&8) && (Var(20)&4)
value = 1033
[State -1]
type = ChangeState
triggerall = (command = "bgolpe_y")&&((Var(20)&2)=0);||command = "sonicboom_y"||command = "sonicboom_z") &&
trigger1 = (Var(20)&8) && (Var(20)&4)
value = 1020
[State -1]
type = ChangeState
triggerall = (command="bgolpe_x")&&((Var(20)&2)=0);||command = "sonicboom_y"||command = "sonicboom_z") &&
trigger1 = (Var(20)&8) && (Var(20)&4)
value = 1023
[State -1]
type = ChangeState
triggerall = (command = "golpe_x")&&((Var(20)&2)=0);||command = "sonicboom_y"||command = "sonicboom_z") &&
trigger1 = (Var(20)&8) && (Var(20)&4)
value = 1000
[State -1]
type = ChangeState
triggerall = (command="golpe_y")&&((Var(20)&2)=0);||command = "sonicboom_y"||command = "sonicboom_z") &&
trigger1 = (Var(20)&8) && (Var(20)&4)
value = 1100
;---------------------------------------------------------------------------;
;---------------------------------------------------------------------------;
[State -1]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1
[State -1]
type = ChangeState
triggerall = (command = "FF")&&(statetype = A)&&(var(18) = 0)
trigger1 = ctrl
trigger2 = (stateno=[600,699])&&animelemtime(3)>0&&movehit
value = 103
[State -1]
type = ChangeState
triggerall = (command = "BB")&&(statetype = A)&&(var(18) = 0)
trigger1 = ctrl
trigger2 = (stateno=[600,699])&&animelemtime(3)>0&&movehit
value = 102
;---------------------------------------------------------------------------;
;---------------------------------------------------------------------------;
[State -1]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------;
;---------------------------------------------------------------------------;
; [ Stand Moves ] ;
;---------------------------------------------------------------------------;
[State -1: Light Punch]
type = ChangeState
triggerall = (command != "holddown") && (command = "x")
trigger1 = (Var(20)&8) && (Var(20)&4)
trigger2 = stateno=200&&animelemtime(3)>0
value = 200
[State -1, Batter Up!]
type = ChangeState
value = 800
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 < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
[State -1: strong Punch Large]
type = ChangeState
triggerall = (command != "holddown") && (command = "y")
trigger1 = (Var(20)&8) && (Var(20)&4)
value = 201
[State -1: hard Punch Small]
type = ChangeState
triggerall = command = "y"&&command = "b"
trigger1 = (Var(20)&8) && (Var(20)&4)
value = 202
[State -1: Light Kick Large]
type = ChangeState
triggerall = (command != "holddown") && (command = "a")
trigger1 = (Var(20)&8) && (Var(20)&4)
value = 203
[State -1: strong Kick Small]
type = ChangeState
triggerall = (command != "holddown") && (command = "b")
trigger1 = (Var(20)&8) && (Var(20)&4)
value = 204
;---------------------------------------------------------------------------;
;---------------------------------------------------------------------------;
; [ Crunch Moves ] ;
;---------------------------------------------------------------------------;
[State -1: Light Punch]
type = ChangeState
triggerall = (command = "holddown") && (command = "x")
trigger1 = (Var(20)&16) && (Var(20)&4)
value = 400
[State -1: strong Punch]
type = ChangeState
triggerall = (command = "holddown") && (command = "y")
trigger1 = (Var(20)&16) && (Var(20)&4)
value = 401
[State -1: Light Kick]
type = ChangeState
triggerall = (command = "holddown") && (command = "a")
trigger1 = (Var(20)&16) && (Var(20)&4)
value = 402
[State -1: Strong kick]
type = ChangeState
triggerall = (command = "holddown") && (command = "b")
trigger1 = (Var(20)&16) && (Var(20)&4)
value = 403
;---------------------------------------------------------------------------;
;---------------------------------------------------------------------------;
; [ Air Moves ] ;
;---------------------------------------------------------------------------;
[State -1: Light Punch]
type = ChangeState
triggerall = (command = "x")
trigger1 = (Var(20)&32) && (Var(20)&4)
value = 600
[State -1: strong Punch]
type = ChangeState
triggerall = (command = "y")
trigger1 = (Var(20)&32) && (Var(20)&4)
value = 601
[State -1: Light Kick]
type = ChangeState
triggerall = (command = "a")
trigger1 = (Var(20)&32) && (Var(20)&4)
value = 602
[State -1: strong Kick]
type = ChangeState
triggerall = (command = "b")
trigger1 = (Var(20)&32) && (Var(20)&4)
value = 603
;---------------------------------------------------------------------------;
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------