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Command List — EvilDanX_IkemenGO.zip ← Back to Overview

;-| Super Motions |--------------------------------------------------- ; SHUNGOKUSATSU [Command] name = "shungoku" command = x, x, F, a, z time = 35 [Command] name = "shungokualt" command = x, x, ~F, a, z time = 35 [Command] name = "MHGadouken" command = ~F, B, DB, D, DF, F, x+y ;command = ~F, DF, D, DB, B, F, x+y+z time = 35 [Command] name = "MHGadouken2" command = ~F, B, DB, D, DF, F, x+z time = 35 [Command] name = "MHGadouken3" command = ~F, B, DB, D, DF, F, y+z time = 35 [Command] name = "SaikyoPower" command = D, D, D, s time = 25 [Command] name = "qcfqcf_x" command = ~D, DF, F, D, DF, x time = 25 [Command] name = "qcfqcf_y" command = ~D, DF, F, D, DF, y time = 25 [Command] name = "qcfqcf_z" command = ~D, DF, F, D, DF, z time = 25 [Command] name = "qcbqcb_x" command = ~D, DB, B, D, DB, x time = 25 [Command] name = "qcbqcb_y" command = ~D, DB, B, D, DB, y time = 25 [Command] name = "qcbqcb_z" command = ~D, DB, B, D, DB, z time = 25 [Command] name = "qcbqcb_a" command = ~D, DB, B, D, DB, a time = 25 [Command] name = "qcbqcb_b" command = ~D, DB, B, D, DB, b time = 25 [Command] name = "qcbqcb_c" command = ~D, DB, B, D, DB, c time = 25 [Command] name = "qcfqcf_a" command = ~D, DF, F, D, DF, a time = 25 [Command] name = "qcfqcf_b" command = ~D, DF, F, D, DF, b time = 25 [Command] name = "qcfqcf_c" command = ~D, DF, F, D, DF, c time = 25 [Command] name = "qcfqcf_s" command = ~D, DF, F, D, DF, s time = 25 ;-| Special Motions |------------------------------------------------- ;---| QCF Motions |------------------------------- [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCF_xz" command = ~D, DF, F, x+z [Command] name = "QCF_yz" command = ~D, DF, F, y+z [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_c" command = ~D, DF, F, c ;---| QCB Motions |------------------------------- [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "QCB_xz" command = ~D, DB, B, x+z [Command] name = "QCB_yz" command = ~D, DB, B, y+z [Command] name = "qcb_ab" command = ~D, DB, B, a+b [Command] name = "qcb_ac" command = ~D, DB, B, a+c [Command] name = "qcb_bc" command = ~D, DB, B, b+c [Command] name = "qcb_a" command = ~D, DB, B, a [Command] name = "qcb_b" command = ~D, DB, B, b [Command] name = "qcb_c" command = ~D, DB, B, c [Command] name = "qcb_x" command = ~D, DB, B, x [Command] name = "qcb_y" command = ~D, DB, B, y [Command] name = "qcb_z" command = ~D, DB, B, z ;Asura Forward [Command] name = "asuraf_k" command = ~F, D, DF, a+b+c [Command] name = "asuraf_p" command = ~F, D, DF, x+y+z ;Asura Backward [Command] name = "asurab_k" command = ~B, D, DB, a+b+c [Command] name = "asurab_p" command = ~B, D, DB, x+y+z ;EX Dragon Punch Motions [Command] name = "ex_dp_k1" command = ~F, D, DF, a+b [Command] name = "ex_dp_k2" command = ~F, D, DF, b+c [Command] name = "ex_dp_k3" command = ~F, D, DF, a+c [Command] name = "ex_dp_p1" command = ~F, D, DF, x+y [Command] name = "ex_dp_p2" command = ~F, D, DF, y+z [Command] name = "ex_dp_p3" command = ~F, D, DF, x+z ;EX Dragon Punch Reverse Motions [Command] name = "ex_dp_k1_r" command = ~B, D, DB, a+b [Command] name = "ex_dp_k2_r" command = ~B, D, DB, b+c [Command] name = "ex_dp_k3_r" command = ~B, D, DB, a+c [Command] name = "ex_dp_p1_r" command = ~B, D, DB, x+y [Command] name = "ex_dp_p2_r" command = ~B, D, DB, y+z [Command] name = "ex_dp_p3_r" command = ~B, D, DB, x+z ;-------------------- [Command] name = "dragon_x" command = ~F, D, DF, x [Command] name = "dragon_y" command = ~F, D, DF, y [Command] name = "dragon_z" command = ~F, D, DF, z [Command] name = "dragonr_x" command = ~F, D, DF, ~x [Command] name = "dragonr_y" command = ~F, D, DF, ~y [Command] name = "dragonr_z" command = ~F, D, DF, ~z ;-| 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 ;------------------- ;-| Super Jump Command |---------------------------------------------- [Command] name = "DU";Required (do not remove) command = D, U time = 12 [Command] name = "DU";Required (do not remove) command = D, UF time = 12 [Command] name = "DU";Required (do not remove) command = D, UB time = 12 ;-| 2/3 Button Combination |------------------------------------------ [Command] name = "recovery";Required (do not remove) command = x+y time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = z+x time = 1 [Command] name = "recovery_b" command = a+b time = 1 [Command] name = "recovery_b" command = b+c time = 1 [Command] name = "recovery_b" command = c+a time = 1 [Command] name = "ab" command = a+b time = 1 [Command] name = "ax" command = a+x time = 1 [Command] name = "by" command = b+y time = 1 [Command] name = "cz" command = c+z time = 1 [Command] name = "xy" command = x+y time = 1 [Command] name = "xyz" command = x+y+z time = 1 [Command] name = "abc" command = a+b+c time = 1 [Command] name = "holds" command = /s time = 1 ;-| Dir + Button |---------------------------------------------------- [Command] name = "fwd_a" command = /F,a time = 1 [Command] name = "fwd_b" command = /F,b time = 1 [Command] name = "fwd_c" command = /F,c time = 1 [Command] name = "fwd_x" command = /F,x time = 1 [Command] name = "fwd_y" command = /F,y time = 1 [Command] name = "fwd_z" command = /F,z time = 1 [Command] name = "back_a" command = /B,a time = 1 [Command] name = "back_b" command = /B,b time = 1 [Command] name = "back_c" command = /B,c time = 1 [Command] name = "back_x" command = /B,x time = 1 [Command] name = "back_y" command = /B,y time = 1 [Command] name = "back_z" command = /B,z time = 1 [Command] name = "down_b" command = /$D, b time = 1 ;------------------- Street Fighter Zero 3 [Command] name = "throw_p" command = x+y time = 1 [Command] name = "throw_p" command = y+z time = 1 [Command] name = "throw_p" command = z+x time = 1 [Command] name = "throw_p" command = /F,x+y time = 1 [Command] name = "throw_p" command = /F,y+z time = 1 [Command] name = "throw_p" command = /F,z+x time = 1 [Command] name = "throw_p_b" command = /B,x+y time = 1 [Command] name = "throw_p_b" command = /B,y+z time = 1 [Command] name = "throw_p" command = /B,z+x time = 1 [Command] name = "throw_k" command = a+b time = 1 [Command] name = "throw_k" command = b+c time = 1 [Command] name = "throw_k" command = c+a time = 1 [Command] name = "throw_k" command = /F,a+b time = 1 [Command] name = "throw_k" command = /F,b+c time = 1 [Command] name = "throw_k" command = /F,c+a time = 1 [Command] name = "throw_k_b" command = /B,a+b time = 1 [Command] name = "throw_k_b" command = /B,b+c time = 1 [Command] name = "throw_k_b" command = /B,c+a time = 1 ;-| Hold Dir |-------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$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 = /$D time = 1 [Command] name = "holdupsj";Required (do not remove) command = /$U time = 10 ;-| 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 ;===================================================================== ; State Entry for Commands ;===================================================================== ;=========================================================================== ;=========================================================================== [Statedef -1] ;-|AI Routine|---------------------------------------------------------------------------- ;-|Signal AI Routines|-------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; AI Behaviors Here ; AI - Jump Disable [State -1, AssertSpecial] type = AssertSpecial trigger1=AILevel!=0 flag=nojump ; AI - Chōki Ryūha Scroll Activation [State -1] type = AssertCommand triggerall = AiLevel != 0 && RoundState = 2 trigger1 = Var(6)=0 trigger1 = StateNo = 195 && Time >25 || StateNo = 9195 && Time >25 name = "x" persistent = 1 ; AI - Shōkōsen Scroll Activation [State -1] type = AssertCommand triggerall = AiLevel != 0 && RoundState = 2 trigger1 = Var(5)<3 trigger1 = StateNo = 195 && Time >25 || StateNo = 9195 && Time >25 name = "a" persistent = 1 ; AI - Safe Taunt [State -1] type = ChangeState triggerall = AiLevel != 0 && RoundState = 2 trigger1 = StateType = S && random < 500 trigger1 = P2BodyDist x > 100 && P2StateType=L ;P2StateNo=5110 trigger1 = Ctrl value = ifelse(random>500,9195,195) persistent = 1 ; AI - Distance Taunt [State -1] type = ChangeState triggerall = AiLevel != 0 && stateno != [196,198] && RoundState = 2 trigger1 = StateType = S && random > 500 trigger1 = P2BodyDist x > 100 && P2StateType=L trigger1 = Ctrl value = ifelse(random>500,196,199) persistent = 0 ; AI - Charge Part 1 [State -1] type = AssertCommand triggerall = stateno !=0 && RoundState = 2 trigger1 = AiLevel != 0 && stateno = 196 && time=20 name="s" persistent = 0 ; AI - Charge Part 2 [State -1] type = AssertCommand triggerall = stateno !=0 && RoundState = 2 trigger1 = AiLevel != 0 && stateno = 196 && time=20 name="holds" persistent = 0 buffer.time = 360 ; AI - Dash In [State -1] type = ChangeState triggerall = AiLevel != 0 && Random < 100 && RoundState = 2 triggerall = StateType = S && Ctrl trigger1 = P2MoveType!=A && P2StateType!=L && P2BodyDist x > 100 value = 100 ; AI - Warp In - NOTE: This is fucking CHEAP. Might need to change that. [State -1] type = ChangeState triggerall = AiLevel != 0 && Random < 500 && RoundState = 2 triggerall = StateType = S && Ctrl trigger1 = P2MoveType = A && P2BodyDist x < 40 && FrontEdgeDist > 70;Need to figure out avoiding tping self into corner value = 970 ;AI - Throw 'em [State -1] type = ChangeState triggerall = AiLevel != 0 && Random < 200 && RoundState = 2;0-50 triggerall = StateType = S && Ctrl && StateNo != 815 trigger1 = P2StateType = S && P2MoveType != A && P2BodyDist x < 20 value = 914 ;Throw attempt ; ----- Combo Starter ----- [State -1] type = ChangeState triggerall = AiLevel != 0 && Random < 500 && RoundState = 2;0-50 triggerall = StateType = S && Ctrl && StateNo != 815 trigger1 = P2StateType = S && P2MoveType != A && P2BodyDist x < 15 value = 230 ;LP [State -1];Dash Version type = ChangeState triggerall = AiLevel != 0 && Random < 500 && RoundState = 2 ;0-50 triggerall = StateNo = [100,102] triggerall = StateNo != 815 trigger1 = P2StateType != A && P2MoveType != A && P2BodyDist x < 18 value = 230 ;LP [State -1] type = ChangeState triggerall = AiLevel != 0 && Random > 500 && RoundState = 2 ;50-100 triggerall = StateType = S && Ctrl trigger1 = P2StateType = S && P2MoveType != A && P2BodyDist x < 15 && Power <500 trigger2 = P2BodyDist x < 20 && (stateno = [100,102]) && Time>=4 value = 200 ;LK [State -1];Dash Version type = ChangeState triggerall = AiLevel != 0 && Random < 500 && RoundState = 2 ;0-50 triggerall = StateNo = [100,102] trigger1 = P2StateType != A && P2MoveType != A && P2BodyDist x < 18 value = 200 ;LK [State -1];Dash Version type = ChangeState triggerall = AiLevel != 0 && Random < 500 && RoundState = 2 ;0-50 triggerall = StateNo = [100,102] trigger1 = P2StateType != A && P2MoveType = A && P2BodyDist x < 50 value = 410 ;C.MK [State -1] type = ChangeState triggerall = AiLevel != 0 && RoundState = 2 && Random > 500 triggerall = StateType = C && Ctrl trigger1 = P2StateType != A && P2StateType != L && P2MoveType != A && P2BodyDist x < 12 value = 400 ;C.LK [State -1] type = ChangeState triggerall = AiLevel != 0 && RoundState = 2 && Random < 500 triggerall = StateType = C && Ctrl trigger1 = P2StateType != A && P2StateType != L && P2MoveType != A && (P2BodyDist x = [12,19]) value = 410 ;C.MK ; ----- Light Hit Followers ----- [State -1] type = ChangeState triggerall = AiLevel != 0 && Random < 500 && RoundState = 2 ;0-50 trigger1 = StateNo = 230 && MoveHit && P2BodyDist x < 15 ;LP hit trigger2 = StateNo = 400 && MoveHit && P2BodyDist x < 15 ;C.LK hit value = 240 ;MP [State -1] type = ChangeState triggerall = AiLevel != 0 && Random > 500 && RoundState = 2 ;50-100 trigger1 = StateNo = 200 && MoveHit && P2BodyDist x < 15 ;LK hit value = 210 ;MK [State -1] type = ChangeState triggerall = AiLevel != 0 && Random > 500 && RoundState = 2 && Var(5)!=0 ;50-100 trigger1 = StateNo = 410 && MoveHit ;C.MK hit trigger2 = StateNo = 220 && MoveHit ;HK hit value = 803 ;Shōkōsen Rakudanhiji ; ----- Medium Hit Followers ----- [State -1] type = ChangeState triggerall = AiLevel != 0 && RoundState = 2; && Random < 500 ;0-50 trigger1 = StateNo = 240 && MoveHit && P2BodyDist x < 25 ;MP hit value = 220 ;HK [State -1] ;MK to Gadouken Link type = ChangeState triggerall = AiLevel != 0 && FrontEdgeBodyDist >30 && power<990 && RoundState = 2 ;50-100 trigger1 = StateNo = 210 && MoveHit && Time >9 && P2BodyDist x < 35 ;MK hit value = 1050 ;H Gadouken [State -1] type = ChangeState triggerall = AiLevel != 0 && RoundState = 2 trigger1 = stateno = 240 && MoveHit && P2BodyDist x > 35 ;MP value = 420 ;C.HK [State -1] type = ChangeState triggerall = AiLevel != 0 && RoundState = 2 trigger1 = stateno = 210 && MoveHit && Time >9 && P2BodyDist x > 36 ;MK value = 420 ;C.HK ; ----- Hard Hit Followers ----- [State -1] type = ChangeState triggerall = AiLevel != 0 && Random < 500 && RoundState = 2 ;0-50 trigger1 = StateNo = 220 && MoveHit ;HK hit value = 815 ;Onigiri Roll ;QCF_c [State -1] type = ChangeState triggerall = AiLevel != 0 && Random < 500 && RoundState = 2 ;0-50 trigger1 = StateNo = 815 && time >10 && P2BodyDist x <= 30 value = 816 ;Koro Koryuken [State -1] type = ChangeState triggerall = AiLevel != 0 && Random > 500 && RoundState = 2 ;50-100 trigger1 = StateNo = 815 && time >10 && P2BodyDist x <= 30 && P2StateType!=A value = 819 ;Takoku [State -1] ;H Koryuken type = ChangeState triggerall = AiLevel != 0 && power<=1999 && ctrl && RoundState = 2;50-100 trigger1 = P2StateNo != 802 && P2MoveType = H && P2StateType = A && P2BodyDist X <50 && P2BodyDist y <= -10 value = 1080 ;Koryuken [State -1] ;H Dankuu Kyaku type = ChangeState triggerall = AiLevel != 0 && ctrl && RoundState = 2;50-100 trigger1 = P2MoveType = H && P2StateType = A && P2BodyDist X <80 && P2BodyDist y <= -30 trigger2 = P2StateNo = 802 && P2BodyDist y <= -12 value = 1020 ;Dankuu Kyaku [State -1] ;H Koryuken type = ChangeState triggerall = AiLevel != 0 && ctrl && RoundState = 2;50-100 trigger1 = P2StateType = A && P2BodyDist X <50 && P2BodyDist y <= -20 value = 1060 ;Koryuken ; ----- Super Hit Followers ----- [State -1] ;Mess. Gadouken type = ChangeState triggerall = AiLevel != 0 && power>=1000 && RoundState = 2 ;50-100 trigger1 = StateNo = 1050 && Time >26; && ProjHit>=1 ;Gadouken has hit value = 3070 ;Mess. Gadouken [State -1] ;Mess. Koryurekka type = ChangeState triggerall = AiLevel != 0 && power>=2000 && ctrl && RoundState = 2 ;50-100 trigger1 = P2MoveType = H && P2StateType = A && P2BodyDist X <50 && P2BodyDist y <= -10 value = 3030 ;Mess. Koryurekka ; AI - Hard Dan Kuu Kyaku Gap ;[State -1] type = ChangeState triggerall = AiLevel != 0 && RoundState = 2 triggerall = P2StateType!=L && StateType = S && Ctrl && Random > 800 trigger1 = P2MoveType!=A trigger1 = P2BodyDist x > 120 value = 1020 ;------------------- Moar Guardy ----------- ; AI - Guard Block - This is old. Needs update. [State -1] type = ChangeState triggerall = (roundstate = 2) && (ailevel != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = S) ;P2 is attacking, character is standing trigger1 = p2bodydist X <= 20 ;P2 is less than or equal to 250 away on the x-axis, trigger1 = random <= 900 ;perform this move 90% of the time* value = 130 ;change to [Statedef 130] which is standing block trigger1 = stateno != (196,198) [State -1] type = ChangeState triggerall = (roundstate = 2) && (ailevel != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = C) ;P2 is attacking, character is standing trigger1 = p2bodydist X <= 20 ;P2 is less than or equal to 250 away on the x-axis, trigger1 = random <= 900 ;perform this move 90% of the time* value = 131 ;change to [Statedef 131] which is jumping block trigger1 = stateno != (196,198) [State -1] type = ChangeState triggerall = (roundstate = 2) && (ailevel != 0) triggerall = (Ctrl) && (p2movetype = A) && (statetype = A) ;P2 is attacking, character is standing trigger1 = p2bodydist X <= 20 ;P2 is less than or equal to 250 away on the x-axis, trigger1 = random <= 900 ;perform this move 90% of the time* value = 132 ;change to [Statedef 132] which is crouching block trigger1 = stateno != (196,198) ;=========================================================================== ; Messatsu Haoh Gadouken [State -1, MessatsuHaohGadouken] type = ChangeState value = 3999;8010 ctrl = 0 triggerall = AiLevel = 0 triggerall = var(9) = 0 triggerall = var(7) != 1 triggerall = command = "MHGadouken" || command = "MHGadouken2" || command = "MHGadouken3" ; "hcbf_xyz" triggerall = power >=3000 trigger1 = statetype != A trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger1 = stateno != (960,991) trigger1 = stateno != (196,198) trigger1 = ctrl ; Shun Goku Satsu [State -1, Shun Goku Satsu] type = ChangeState value = 3998;4900 triggerall = AiLevel = 0 triggerall = var(9) = 0 triggerall = var(7) != 1 triggerall = command = "shungoku" || command = "shungokualt" triggerall = power >= 3000 triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250]) ;Standing trigger3 = (stateno = [400,440]) && stateno != 420 ;Crouching ;trigger2 = stateno = 200 ;Dumbest fluffin' thing ever. ;Messatsu Buraiken [State -1, Buraiken] type = ChangeState value = 3060 ctrl = 0 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcbqcb_x" || command = "qcbqcb_y" || command = "qcbqcb_z" triggerall = power >=2000 trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450] && stateno != 420) && movecontact ;Crouching trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji trigger5 = (stateno = [1030,1050]) && projcontact = 0 && time>15 || stateno = 1055 && time>15 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges. [State -1, Gō Dankūhō] type = ChangeState value = 3080 ctrl = 0 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcbqcb_a" || command = "qcbqcb_b" || command = "qcbqcb_c" triggerall = power >=2000 trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450] && stateno != 420) && movecontact ;Crouching trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji trigger5 = (stateno = [1030,1050]) && projcontact = 0 && time>15 || stateno = 1055 && time>15 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges. ; Messatsu Gadouken [State -1, MessatsuGadouken] type = ChangeState value = 3070 ctrl = 0 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcfqcf_x" || command = "qcfqcf_y" || command = "qcfqcf_z" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching, launcher & sweep excluded trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji trigger5 = (stateno = [1030,1050]) && time>15 || stateno = 1055 && time>15 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges. ;------------------- ;Messatsu Kouryuu Rekka [State -1, KoryuuRekka] type = ChangeState value = 3030 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcfqcf_a" || command = "qcfqcf_b" || command = "qcfqcf_c" triggerall = power >= 1000 trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching trigger4 = (stateno = [800,810]) && movecontact ;Koryuhiji trigger5 = (stateno = [1030,1050]) && time>15 || stateno = 1055 && time>15 ;Gadouken is a projectile, cannot depend on a movecontact hit that isn't there trigger6 = (stateno = [1060,1080]) && movecontact && (stateno != [1061,1063]) & stateno != 1071 && pos y = 0 ;Koryuken cancel ranges. ;------------- ; Legendary Taunt [State -1, 4919] type = ChangeState value = 4920 triggerall = AiLevel = 0 triggerall = var(5) >= 3 && var(6) >= 1 triggerall = var(7) != 1 triggerall = command = "qcfqcf_s" triggerall = power >= 3000 trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward ;--------------------------------------------------------------------------- ;--------------------------------------------------- ; Asura Senkuu Forward A [State -1] type = ChangeState value = 970 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "ex_dp_k1" || command = "ex_dp_k2" || command = "ex_dp_k3";command = "asuraf_k" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger1 = stateno != [960,991] ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Asura Senkuu Backward A [State -1] type = ChangeState value = 990 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "ex_dp_k1_r" || command = "ex_dp_k2_r" || command = "ex_dp_k3_r";command = "asurab_k" trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger1 = stateno != [960,991] ;trigger1 = stateno != 971 && stateno != 991 ;--------------------------------------------------------------------------- ; Shōkōsen Rakudanhiji [State -1, Shōkōsen Rakudanhiji] type = ChangeState value = 803 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = var(5)!=0 triggerall = command = "QCB_xy" ||command = "QCB_xz" ||command = "QCB_yz" triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250]) && movecontact ;Standing trigger3 = (stateno = [400,450]) && movecontact ;Crouching ;Rakudanhiji X [State -1, Rakudanhiji x] type = ChangeState value = 800 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcb_x" trigger1 = statetype = S trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250]) && movecontact ;Cancel from Stand trigger3 = (stateno = [400,450]) && movecontact ;Cancel from Crouch ;Rakudanhiji Y [State -1, Rakudanhiji y] type = ChangeState value = 805 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcb_y" trigger1 = statetype = S trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250]) && movecontact ;Cancel from Stand trigger3 = (stateno = [400,450]) && movecontact ;Cancel from Crouch ;Rakudanhiji Z [State -1, Rakudanhiji z] type = ChangeState value = 810 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcb_z" trigger1 = statetype = S trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250]) && movecontact ;Cancel from Stand trigger3 = (stateno = [400,450]) && movecontact ;Cancel from Crouch ;Roll Special Cancel [State -1, RollSPCa] type = ChangeState value = 815 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "QCF_a" || command = "QCF_b" || command = "QCF_c" trigger1 = statetype != A trigger1 = stateno != (196,198) trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching ;--------------------------------------------------------------------------- ;Tenma Kuujin Kyaku A (Diving Kick) [State -1, Diving Kick A] type = ChangeState value = 750 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "QCF_a" trigger1 = statetype = A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [600,650]) && movecontact ;;First stateno includes number range. Second excludes. ;--------------------------------------------------------------------------- ;Tenma Kuujin Kyaku B (Diving Kick) [State -1, Diving Kick B] type = ChangeState value = 752 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "QCF_b" trigger1 = statetype = A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [600,650]) && movecontact ;;First stateno includes number range. Second excludes. ;--------------------------------------------------------------------------- ;Tenma Kuujin Kyaku C (Diving Kick) [State -1, Diving Kick C] type = ChangeState value = 753 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "QCF_c" trigger1 = statetype = A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [600,650]) && movecontact ;;First stateno includes number range. Second excludes. ;---------------------------------------------------------------- ;Alpha Counter [State -1,Alpha Counter A] type = ChangeState value = 700 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = statetype != A && (stateno = [150,153]) && power >= 500 triggerall = vel x =0 triggerall = time <12 trigger1 = command = "holdfwd" && command = "cz" || command = "holdfwd" && command = "by" ;Alpha Counter B [State -1, Alpha Counter B] type = ChangeState value = 705 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = statetype != A && (stateno = [150,153]) && power >= 500 triggerall = vel x =0 triggerall = time <12 trigger1 = command = "holdfwd" && command = "ax" ;---------------------------------------------------------------- ; Shōkōsen Kouryuuken [State -1, Shōkōsen DP] type = ChangeState value = 1082 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = var(5)!=0 triggerall = command = "ex_dp_p1" || command = "ex_dp_p2" ||command = "ex_dp_p3" triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching ; Light Kouryuuken [State -1] type = ChangeState value = 1060 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "dragon_x" triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching trigger4 = stateno = 971 && var(6)>0 || stateno = 991 && var(6)>0 ; TEST - this allows Cancel from Asura Warp while Kanji Active ; Medium Kouryuuken [State -1] type = ChangeState value = 1070 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "dragon_y" triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching trigger4 = stateno = 971 && var(6)>0 || stateno = 991 && var(6)>0 ; TEST - this allows Cancel from Asura Warp while Kanji Active ; Heavy Kouryuuken [State -1, Heavy Kouryuuken] type = ChangeState value = 1080 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "dragon_z" triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching trigger4 = stateno = 971 && var(6)>0 || stateno = 991 && var(6)>0 ; TEST - this allows Cancel from Asura Warp while Kanji Active ; Shōkōsen Gadouken [State -1, Shōkōsen Gadouken] type = ChangeState value = 1055 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = var(5)!=0 triggerall = command = "QCF_xy" ||command = "QCF_xz" ||command = "QCF_yz" triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching ; Shōkōsen Air Gadouken [State -1, Shōkōsen Gadouken] type = ChangeState value = 1056 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = var(5)!=0 triggerall = command = "QCF_xy" ||command = "QCF_xz" ||command = "QCF_yz" triggerall = statetype = A && var(14)=0 trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [600,650]) && movecontact ; Light Gadouken [State -1] type = ChangeState value = 1030 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "QCF_x" triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching ; Medium Gadouken [State -1] type = ChangeState value = 1040 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "QCF_y" triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching ; Heavy Gadouken [State -1, Hvy Gadouken] type = ChangeState value = 1050 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "QCF_z" triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;Crouching ; Air Light Gadouken [State -1, Air L Gadouken] type = ChangeState value = 1052 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "QCF_x" triggerall = statetype = A && var(14)=0 trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [600,650]) && movecontact ;All Air Normals ; Air Med Gadouken [State -1, Air M Gadouken] type = ChangeState value = 1053 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "QCF_y" triggerall = statetype = A && var(14)=0 trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [600,650]) && movecontact ;All Air Normals ; Air Hvy Gadouken [State -1, Air H Gadouken] type = ChangeState value = 1054 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "QCF_z" triggerall = statetype = A && var(14)=0 trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [600,650]) && movecontact ;All Air Normals ;Shōkōsen Dan Kuu Rekka [State -1, Shōkōsen DKRekka] type = ChangeState value = 1100 ctrl = 0 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcb_ab" || command = "qcb_ac" || command = "qcb_bc" triggerall = var(5) !=0 trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 ;Crouching - Rare exception for sweep combo. ;trigger4 = (stateno = [1000,1028]) && movecontact ; Dankuus yaaay UPDATE: 2025 - Okay this is really really cool and fun - but kind of nonsensical. ; It would make it the only Shokosen cancel from a special. It's a bit op as it is. [State -1, Shōkōsen DKRekkaAir] type = ChangeState value = 1104 ctrl = 0 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcb_ab" || command = "qcb_ac" || command = "qcb_bc" triggerall = var(5) !=0 trigger1 = statetype != S trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [600,650]) && movecontact; Jump Normals ;trigger4 = (stateno = [1000,1028]) && movecontact ; Dankuus yaaay ;------------ ; light Dan Kuu Kyaku [State -1] type = ChangeState value = 1000 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcb_a" triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;;First stateno includes number range. Second excludes. trigger4 = stateno = 971 && var(6)>0 || stateno = 991 && var(6)>0 ; TEST - this allows Cancel from Asura Warp while Kanji Active ;---------- ; light Dan Kuu Kyaku (air, forward/backward/neutral) [State -1] type = ChangeState value = 1005 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcb_a" triggerall = statetype = A trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger1 = stateno = 50 || (stateno = [1052,1056]) && stateno != 1055 || stateno = 1400 trigger1 = ctrl ;trigger1 = (anim != 43) || (time > 3) ; prevent this from triggering when someone wanted 1007 but messed up. trigger2 = (stateno = [600,650]) && movecontact ;All Air Normals ; medium Dan Kuu Kyaku [State -1] type = ChangeState value = 1010 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcb_b" triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && movecontact && stateno != 420 ;;First stateno includes number range. Second excludes. trigger4 = stateno = 971 && var(6)>0 || stateno = 991 && var(6)>0 ; TEST - this allows Cancel from Asura Warp while Kanji Active ; medium Dan Kuu Kyaku (air, forward/backward/neutral) [State -1] type = ChangeState value = 1015+(anim%3 = 2) triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcb_b" triggerall = statetype = A trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger1 = stateno = 50 || (stateno = [1052,1055]) && stateno != 1055 || stateno = 1400 trigger1 = ctrl trigger2 = (stateno = [600,650]) && movecontact ;All Air Normals ; hard Dan Kuu Kyaku [State -1] type = ChangeState value = 1020 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcb_c" triggerall = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger2 = (stateno = [200,250])&& movecontact ;Standing trigger3 = (stateno = [400,450]) && stateno != 420 && movecontact ;;First stateno includes number range. Second excludes. trigger4 = stateno = 971 && var(6)>0 || stateno = 991 && var(6)>0 ; TEST - this allows Cancel from Asura Warp while Kanji Active ; hard Dan Kuu Kyaku (air, forward/backward/neutral) [State -1] type = ChangeState value = 1025+(anim%3 = 2) triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "qcb_c" triggerall = statetype = A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger1 = stateno = 50 || (stateno = [1052,1055]) && stateno != 1055 || stateno = 1400 trigger2 = (stateno = [600,650]) && movecontact ;All Air Normals ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Dash Forward [State -1, Dash Fwd] type = ChangeState value = 100 triggerall = AiLevel = 0 triggerall = var(7) != 1 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward ;--------------------------------------------------------------------------- ; Hop Back - Maybe disable crouch [State -1, Hop Back] type = ChangeState value = 105 triggerall = AiLevel = 0 triggerall = var(7) != 1 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward ;---------------------------------- ;Throws [State -1, Throw - Back] type = ChangeState value = 901+2*(statetype = A) triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = statetype != C triggerall = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back trigger1 = command = "throw_p_b" [State -1, ThrowK - Back] type = ChangeState value = 915 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = statetype != A triggerall = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back trigger1 = command = "throw_k_b" [State -1, Throw - Neutral, Forward] type = ChangeState value = 900+2*(statetype = A) triggerall = AiLevel = 0 triggerall = var(7) != 1 ;triggerall = statetype != A triggerall = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back trigger1 = command = "throw_p" [State -1, ThrowK - Neutral, Forward] type = ChangeState value = 914 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = statetype != A triggerall = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back trigger1 = command = "throw_k" ;--------------------------------------------------------------------------- ; Standard Attacks ;--------------------------------------------------------------------------- ;Jump_A [State -1] type = ChangeState value = 600 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "a" trigger1 = statetype = A trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger1 = ctrl trigger2 = map(sjump)!=0 trigger2 = stateno = 630 && MoveContact ;Jump_B ; Fix MK MP alternating - Hitonce? [State -1] type = ChangeState value = 610 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "b" trigger1 = statetype = A trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger1 = ctrl trigger2 = stateno = 600 && movecontact ;;First stateno includes number range. Second excludes. trigger3 = map(sjump)!=0 trigger3 = (stateno = [600,640]) && stateno != 610 && stateno != 620 && movecontact ;Jump_C [State -1] type = ChangeState value = 620 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "c" trigger1 = statetype = A trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger1 = ctrl trigger2 = (stateno = [600,640]) && stateno != 620 && movecontact ;;First stateno includes number range. Second excludes. trigger3 = map(sjump)!=0 trigger3 = (stateno = [600,650]) && stateno != 620 && movecontact ;Jump_X [State -1, Jump LP] type = ChangeState value = 630 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "x" trigger1 = statetype = A trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger1 = ctrl trigger2 = map(sjump)!=0 trigger2 = stateno = 600 && MoveContact ;trigger2 = (stateno = 600) && movecontact; && (stateno != [610,620]) && movecontact ;Jump_Y [State -1, Jump MP] type = ChangeState value = 640 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "y" trigger1 = statetype = A trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger1 = ctrl trigger2 = stateno = 600 && stateno = 630 && movecontact trigger3 = map(sjump)!=0 trigger3 = (stateno = [600,630]) && stateno != 620 && movecontact ;;First stateno includes number range. Second excludes. ;Jump_Z [State -1] type = ChangeState value = 650 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "z" trigger1 = statetype = A trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward trigger1 = ctrl trigger2 = (stateno = [600,640]) && stateno != 620 && movecontact ;;First stateno includes number range. Second excludes. trigger3 = map(sjump)!=0 trigger3 = (stateno = [600,640]) && movecontact ;--------------------------------------------------------------------------- ;Crouch_A - Really lengthy looking. Looks awkward in lk spam. [State -1, Crouch LK] type = ChangeState value = 400 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = [400,420])&&(stateno!=[410,420]) && movecontact ;trigger3 = (stateno = [210,230]) && (stateno != [210,220]) && movecontact ; Standing Lights trigger3 = (stateno = [100,102]) && Time>=9; Enable from Dash Forward ;--------------------------------------------------------------------------- ;Crouch_B [State -1, Crouch MK] type = ChangeState value = 410 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = [400,430]) && stateno != [410,420] &&movecontact ;;Crouching Normals trigger3 = (stateno = [200,230]) && stateno != [210,220] && stateno != 250 && movecontact ;;First stateno includes number range. Second excludes. trigger4 = (stateno = [100,102]) && Time>=9; Enable from Dash Forward ;--------------------------------------------------------------------------- ;Crouch_C [State -1, Crouch HK] type = ChangeState value = 420 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = [400,440]) && stateno != 420 && movecontact trigger3 = (stateno = [200,240]) && stateno != 220 && movecontact trigger4 = (stateno = [100,102]) && Time>=9; Enable from Dash Forward ;--------------------------------------------------------------------------- ;Crouch_X [State -1, Crouch LP] type = ChangeState value = 430 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl = 1 trigger2 =(stateno = [410,430])&&(stateno!=[410,420])&&movecontact ;REALLY need to tweak animation time or something. It's a gatling punch right now. frame speeds formerly 2, 3 ;trigger3 = (stateno = [200,230]) && (stateno != [210,220]) && movecontact ; Standing Lights trigger3 = (stateno = [100,102]) && Time>=9; Enable from Dash Forward ;--------------------------------------------------------------------------- ;Crouch_Y [State -1, Crouch MP] type = ChangeState value = 440 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = [400,430]) && stateno != [410,420] && movecontact ; Crouching Normals trigger3 = (stateno = [200,230]) && stateno != [210,220] && stateno != 250 ;Standing Normals trigger4 = (stateno = [100,102]) && Time>=9; Enable from Dash Forward ;--------------------------------------------------------------------------- ;Crouch_Z Launcher - Still behaving strangely [State -1, Crouch HP Launcher] type = ChangeState value = 450 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "z" && command = "holddown" trigger1 = statetype = C trigger1 = ctrl ; Triggers below are cleaner version of previous code. trigger2 = (stateno = [200,240]) && stateno != 220 && movecontact ;Standing Normals trigger3 = (stateno = [400,440])&& stateno != 420 && movecontact ;Crouching Normals trigger4 = (stateno = [100,102]) && Time>=9; Enable from Dash Forward ;---------------------------- ;Stand_A [State -1, Stand LK] type = ChangeState value = 200 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno = 200 && movecontact = 1 trigger3 = (stateno = [100,102]) && Time>=9; Enable from Dash Forward ;Stand_B [State -1, Stand MK] type = ChangeState value = 210 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = movecontact = 1 trigger2 = (stateno = [200,230]) && (stateno != [210,220]) trigger3 = (stateno = [100,102]) && Time>=9 ; Enable from Dash Forward trigger4 = (stateno = [400,430])&& stateno != [410,420] && movecontact ;Crouching Normals ;Stand_C [State -1, Stand HK] type = ChangeState value = 220 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = (stateno = [200,240]) && stateno != 220 && movecontact trigger3 = (stateno = [400,440]) && stateno != 420 && movecontact ;Crouching Normals trigger4 = (stateno = [100,102]) && Time>=9 ; Enable from Dash Forward ;Stand_X [State -1, Stand LP] type = ChangeState value = 230 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno=230 && movecontact = 1 trigger3 = (stateno = [100,102]) && Time>=9 ; Enable from Dash Forward ;Stand_Y [State -1, Stand MP] type = ChangeState value = 240 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = (stateno = [200,230]) && stateno != [210,220] && movecontact ;Standing Normals trigger3 = stateno = 400;[400,410]) && stateno != 420 && movecontact ;Crouching Normals trigger4 = (stateno = [100,102]) && Time>=9 ; Enable from Dash Forward ;Stand_Z [State -1, Stand HP] type = ChangeState value = 250 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = (stateno = [200,240]) && stateno != 220 && movecontact ;Standing Normals trigger3 = (stateno = [400,440])&& stateno != 420 && movecontact ;Crouching Normals trigger4 = (stateno = [100,102]) && Time>=9; Enable from Dash Forward ;--------------------------------------------------------------------------- ;Shout Taunt [State -1, Shout Taunt] type = ChangeState value = 9195 triggerall = AiLevel = 0 triggerall = command = "s" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward ;Power Taunt [State -1, Power Taunt] type = ChangeState value = 196 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "s" triggerall = command = "holdfwd" trigger1 = statetype = S trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward ;Backturn Taunt [State -1, Backturn Taunt] type = ChangeState value = 199 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "s" triggerall = command = "holdback" trigger1 = statetype = S trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward ; Taunt [State -1, Standard Taunt] type = ChangeState value = 195 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "s" ;|| command = "s" && command = "holddown" ;Temp holddown option until I come up with a crouch taunt idea. trigger1 = statetype != A trigger1 = ctrl trigger1 = stateno != [100,107] ; Cannot be done from Dash Back/Forward ;------------------------------------| Super Jump |-------------------------------------- ; Cheater Helper Launcher Activator [State -1, Super Jump] type = ChangeState value = 1400 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = p2stateno != [5020,5030];cannot perform from juggle extension triggerall = command = "holdupsj" trigger1 = movecontact = 1 trigger1 = stateno = 450 trigger1 = stateno != 4900 && stateno != 8010 ; Launcher Activator [State -1, Super Jump Manual] type = ChangeState value = 1400 triggerall = AiLevel = 0 triggerall = var(7) != 1 triggerall = command = "DU" trigger1 = statetype = S trigger1 = stateno != 4900 && stateno != 8010 trigger1 = ctrl ;-- Copy Paste Section ;; include range exclude range ; trigger# = (stateno = [#,#]) && (stateno != [#,#]) && movecontact ;;First stateno includes number range. Second excludes.
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