; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional)
; buffer.time = time (optional)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas. Each of these
; buttons or directions is referred to as a "symbol".
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| CPU Commands |----------------------------------------------------------
[command]
name = "CPU1"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU11"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU12"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU2"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU13"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU14"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU3"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU15"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU16"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU4"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU17"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU18"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU5"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU19"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU20"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU6"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU21"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU22"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU7"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU23"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU24"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU8"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU25"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU26"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU9"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU27"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU28"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU10"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU29"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
[command]
name = "CPU30"
command = U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U, U
time = 1
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "GotYourFace"
command = ~D, DF, F, D, DF, F, x
time = 20
[Command]
name = "GotYourFace" ;Same name as above
command = ~D, DF, F, D, DF, F, y
time = 20
[Command]
name = "Shoot 'Em"
command = ~D, DF, F, D, DF, F, a
time = 20
[Command]
name = "Shoot 'Em"
command = ~D, DF, F, D, DF, F, b
time = 20
[Command]
name = "Shoot 'Em"
command = ~D, DF, F, D, DF, F, a+b
time = 20
[Command]
name = "KAISAH_WAVE"
command = ~D, DB, B, D, DB, B, a;~F, D, DF, F, D, DF, x
time = 20
[Command]
name = "KAISAH_WAVE" ;Same name as above
command = ~D, DB, B, D, DB, B, b;~F, D, DF, F, D, DF, y
time = 20
[Command]
name = "Missile" ;Same name as above
command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, y
time = 20
;[Command]
name = "Missile" ;Please try to make this work how x does maybe "hold_y"?
command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y
time = 20
[Command]
name = "MissileAir"
command = ~D, DF, F, D, DF, F, y
time = 20
[Command]
name = "MissileAir"
command = ~D, DF, F, D, DF, F, x
time = 20
[Command]
name = "FINAL_FORM"
command = ~D, DF, F, D, DF, F, a+b
time = 20
[Command]
name = "supah"
command = s
;-| Special Motions |------------------------------------------------------
[Command]
name = "Super_Jump"
command = ~D,U
time = 20
[Command]
name = "QCB_x"
command = ~D, DB, B, x
[Command]
name = "QCB_y"
command = ~D, DB, B, y
[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "NotUpInHere"
command = ~D, DF, F, y
[Command]
name = "NotUpInHereEX"
command = ~D, DF, F, x+y
[Command]
name = "HeadSmash"
command = ~D, D, x
[Command]
name = "HeadSmash2"
command = ~D, D, y
[Command]
name = "spin"
command = ~D, DB, B, a
[Command]
name = "spin2"
command = ~D, DB, B, b
[Command]
name = "spin_EX"
command = ~D, DB, B, a+b
[Command]
name = "Smooth_Criminal"
command = ~F,B,F, y
[Command]
name = "Smooth_Criminal"
command = ~F,B,F, x
[Command]
name = "UppaCut"
command = ~B,D, x
[Command]
name = "UppaCutLv2"
command = ~B,D, y
[Command]
name = "RoundHouse"
command = ~D, DF, F, b
[Command]
name = "RoundHouse2"
command = ~D, DF, F, a
[Command]
name = "RoundHouseEX"
command = ~D, DF, F, a+b
[Command]
name = "Dragon_Dive"
command = ~D, DF, F, a
[Command]
name = "Dragon_Dive"
command = ~D, DF, F, b
[Command]
name = "FF_a"
command = F, F, a
[Command]
name = "FF_b"
command = F, F, b
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "counter"
command = a+x
time = 1
[Command]
name = "SPunch"
command = a+b
[Command]
name = "warudo"
command = c+z
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /x
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1
[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1
[Command]
name = "FF_ab"
command = /$F, a+b
[Command]
name = "FF_a"
command = /$F, a
[Command]
name = "FF_b"
command = /$F, b
;-| Hold Button |----------------------------------------------------------
; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these
; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir
; commands at the very top of your CMD list, as demonstrated here.
; In this version of the AI code, these commands are only used by the XOR
; method, and thus are optional. But there remains a possibility that a
; future version of the helper method might be helped by having these
; commands placed here, and Anim 74140108 would then be used to indicate
; that a partner character has a compatible CMD.
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holdstart"
command = /s
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
; AI switch -> ON
[State -1, Activate AI]
type = Varset
triggerall = var(59) != 1
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = command = "CPU6"
trigger7 = command = "CPU7"
trigger8 = command = "CPU8"
trigger9 = command = "CPU9"
trigger10 = command = "CPU10"
trigger1 = command = "CPU11"
trigger2 = command = "CPU12"
trigger3 = command = "CPU13"
trigger4 = command = "CPU14"
trigger5 = command = "CPU15"
trigger6 = command = "CPU16"
trigger7 = command = "CPU17"
trigger8 = command = "CPU18"
trigger9 = command = "CPU19"
trigger10 = command = "CPU20"
trigger11 = command = "GotYourFace"
trigger12 = command = "Shoot 'Em"
trigger13 = command = "KAISAH_WAVE"
trigger14 = command = "Missile"
trigger15 = command = "MissileAir"
trigger16 = command = "FINAL_FORM"
trigger17 = command = "supah"
trigger18 = command = "warudo"
trigger19 = command = "SPunch"
trigger20 = command = "QCF_y"
trigger21 = command = "counter"
v = 59
value = 1
;---------------------------------------------------------------------------
[State -1, FINAL FORM]
type = ChangeState
value = 3100
triggerall = var(59) = 1
triggerall = command = "FINAL_FORM"
triggerall = power >= 1000
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,640])
trigger2 = movecontact
;---------------------------------------------------------------------------)
;スマッシュ・カンフー・ウッパー(ゲージレベル1)
[State -1, KAISAH W A V E]
type = ChangeState
value = 3050
triggerall = var(59) = 1
triggerall = command = "KAISAH_WAVE"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Missile
[State -1, Missile]
type = ChangeState
value = 3020
triggerall = var(59) = 1
triggerall = command = "Missile" && var(7)=0 && statetype!=A && Power >= 1000
trigger1 = P2statetype!= L && ctrl
;---------------------------------------------------------------------------
[State -1, Missile (Air)]
type = ChangeState
value = 3023
triggerall = var(59) = 1
triggerall = command = "MissileAir"
triggerall = power >= 1000
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,640])
trigger2 = movecontact
;---------------------------------------------------------------------------
;三烈カンフー突き手(ゲージレベル1)
[State -1, Got Your Face!]
type = ChangeState
value = 3000
triggerall = var(59) = 1
triggerall = command = "GotYourFace"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
;---------------------------------------------------------------------------
;三烈カンフー突き手(ゲージレベル1)
[State -1, Shoot 'Em]
type = ChangeState
value = 3200
triggerall = var(59) = 1
triggerall = command = "Shoot 'Em"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3200,3201)
trigger2 = movecontact
;---------------------------------------------------------------------------
;ZA WARUDO
[State -1, Za Warudo]
type = changestate
value = 2000
triggerall = command ="warudo"
triggerall = var(59)=1 && !ishelper(1) && roundstate=2 && var(20)<=0 && pos y>=0 && power>=3000
trigger1 = ctrl
;---------------------------------------------------------------------------
;ZA WARUDO (AIR)
[State -1, Za Warudo2]
type = changestate
value = 2005
triggerall = command ="warudo"
triggerall = statetype = A
triggerall = var(59)=1 && !ishelper(1) && statetype =A && roundstate=2 && var(20)<=0 && power>=3000
trigger1 = ctrl
trigger2 = (stateno = [600,640])
trigger2 = movecontact
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Light Kung Fu Palm
;カンフー突き手(弱)
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = command = "QCF_y"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;TAUNT SUPER
;カンフー突き手(弱)
[State -1, SUPAH]
type = ChangeState
value = 8008
triggerall = command = "supah"
triggerall = var(10) = 0
triggerall = power >= 1000
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 52 || stateno = 101
trigger2 = animelem = 1, >= 1
trigger3 = stateno = 200 && movecontact = 1
trigger4 = stateno = 210 && movecontact = 1
trigger5 = stateno = 220 && movecontact = 1
trigger6 = stateno = 230 && movecontact = 1
trigger7 = stateno = 240 && movecontact = 1
trigger8 = stateno = 250 && movecontact = 1
trigger9 = stateno = 400 && movecontact = 1
trigger10 = stateno = 410 && movecontact = 1
trigger11 = stateno = 420 && movecontact = 1
trigger12 = stateno = 430 && movecontact = 1
trigger13 = stateno = 440 && movecontact = 1
trigger14 = stateno = 450 && movecontact = 1
trigger15 = stateno = 600 && movecontact = 1
trigger16 = stateno = 610 && movecontact = 1
trigger17 = stateno = 630 && movecontact = 1
trigger18 = stateno = 640 && movecontact = 1
;---------------------------------------------------------------------------
;Bruce Lee Kick
;カンフー蹴り(弱)
[State -1, Bruce Lee Kick]
type = ChangeState
value = 1310
triggerall = stateno = 100
trigger1 = command = "FF_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Bruce Lee Kick
;カンフー蹴り(弱)
[State -1, Bruce Lee Kick]
type = ChangeState
value = 1313
triggerall = stateno = 100
trigger1 = command = "FF_b"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Head Smasher
[State -1, HeadSmash]
type = ChangeState
value = 1230
triggerall = command = "HeadSmash"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Head Smasher2
[State -1, HeadSmash2]
type = ChangeState
value = 1240
triggerall = command = "HeadSmash2"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
[State -1, UppaCut]
type = ChangeState
value = 1300
triggerall = command = "UppaCut"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
[State -1, UppaCutLv2]
type = ChangeState
value = 1305
triggerall = command = "UppaCutLv2"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
[State -1, Smooth Criminal]
type = ChangeState
value = 1500
triggerall = command = "Smooth_Criminal"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;dragon_dive
[State -1, Dragon Dive]
type = ChangeState
value = 1550
triggerall = command = "Dragon_Dive"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,640])
trigger2 = movecontact
;---------------------------------------------------------------------------
;EX air hadouken
[State -1, NOT UP IN HERE!2]
type = ChangeState
value = 1106
triggerall = command = "NotUpInHereEX"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,640])
trigger2 = movecontact
;---------------------------------------------------------------------------
;air hadouken
[State -1, NOT UP IN HERE!]
type = ChangeState
value = 1105
triggerall = command = "NotUpInHere"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,640])
trigger2 = movecontact
;---------------------------------------------------------------------------
;カンフー・ウッパー(弱)
[State -1, RoundHouseEX]
type = ChangeState
value = 1130
triggerall = command = "RoundHouseEX"
triggerall = var(1)
trigger1 = power >= 300
;---------------------------------------------------------------------------
[State -1, RoundHouse]
type = ChangeState
value = 1110
triggerall = command = "RoundHouse"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
[State -1, RoundHouse2]
type = ChangeState
value = 1120
triggerall = command = "RoundHouse2"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
[State -1, Pound Kick EX]
type = ChangeState
value = 1415
triggerall = command = "spin_EX"
triggerall = var(1)
trigger1 = power >= 300
;---------------------------------------------------------------------------
[State -1, Tatsumaki A]
type = ChangeState
value = 1400
triggerall = command = "spin"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno > 200 && stateno < 500
trigger2 = MoveContact
;---------------------------------------------------------------------------
[State -1, Tatsumaki Air]
type = ChangeState
value = 1401
triggerall = command = "spin"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno > 200 && stateno < 500
trigger2 = MoveContact
;---------------------------------------------------------------------------
[State -1, Pound Kick B]
type = ChangeState
value = 1410
triggerall = command = "spin2"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno > 200 && stateno < 500
trigger2 = MoveContact
;---------------------------------------------------------------------------
[State -1, Pound Kick Air2]
type = ChangeState
value = 1411
triggerall = command = "spin2"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Fast Kung Fu Blow (1/3 super bar)
[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = command = "QCB_xy"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Light Kung Fu Blow
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = command = "QCB_x"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Strong Kung Fu Blow
[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = command = "QCB_y"
trigger1 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;DON'T TOUCH ME BRO
[State -1, Power Burst]
type = ChangeState
Triggerall = command = "SPunch"
Triggerall = statetype = S
triggerall = power >= 500
Trigger1 = ctrl
value = 300
;---------------------------------------------------------------------------
;DON'T TOUCH ME BRO (Crouch)
[State -1, PowerBurst Crouch]
type = ChangeState
Triggerall = command = "SPunch"
Triggerall = statetype = C
triggerall = power >= 500
Trigger1 = ctrl
value = 300
;---------------------------------------------------------------------------
;DON'T TOUCH ME BRO (Air)
[State -1, PowerBurst Air]
type = ChangeState
value = 302
triggerall = command = "SPunch"
trigger1 = statetype = A
trigger1 = power >= 500
trigger1 = ctrl
trigger2 = stateno > 47 && stateno < 52
trigger2 = MoveContact
;---------------------------------------------------------------------------
;Za Warudo Counter
[State -1, Za Warudo Counter]
type = ChangeState
value = 1600
trigger1 = statetype = S
triggerall = command = "counter"
triggerall = power >= 250
trigger1 = ctrl
;===========================================================================
;Super Jump
[State -1, super Jump]
type = ChangeState
value = 99998
triggerall = command = "Super_Jump"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Kung Fu Throw
;投げ
[State -1, This Is The SLAM]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;---------------------------------------------------------------------------
;Kung Fu Throw
;投げ
[State -1, REVERSE!]
type = ChangeState
value = 850
triggerall = command = "a"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9
;---------------------------------------------------------------------------
;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
;---------------------------------------------------------------------------
;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Teleport
[State -1, Teleport]
type = ChangeState
value = 361
triggerall = command = "recovery" ^^ command = "z"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Teleport Air
[State -1, Teleport Air]
type = ChangeState
value = 362
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno > 40 && stateno < 52
trigger2 = MoveContact
;---------------------------------------------------------------------------
;Teleport Crouch
[State -1, Teleport Crouch]
type = ChangeState
value = 363
triggerall = command = "z"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno > 10 && stateno < 12
trigger2 = MoveContact
;---------------------------------------------------------------------------
;Teleport
[State -1, Teleport]
type = ChangeState
value = 361
triggerall = stateno = 100
triggerall = ctrl = 0
trigger1 = command = "holdfwd" && command = "holdback"
;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 ;Air blocking
;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking