;-| 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.