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Command List — BeastMVC.zip ← Back to Overview

[Remap] x = x y = y z = z a = a b = b c = c s = s [Defaults] command.time = 30 command.buffer.time = 1 ;-| 2/3 Button Combination |----------------------------------------------- [command] name = "hold x" command = /x time = 1 [command] name = "hold y" command = /y time = 1 [command] name = "hold z" command = /z time = 1 [command] name = "recovery";required (do not remove) command = x+y time = 1 [Command] name = "undizzy" command = ~B, F, B, F, B, F, B, F time = 35 [Command] name = "undizzy" command = ~D, U, D, U, D, U, D, U time = 35 ;-| push back |----------------------------------------------------------- [command] name = "guardpush" command = x+y time = 10 [command] name = "guardpush" command = x+z time = 10 [command] name = "guardpush" command = z+y time = 10 ;-| super jump |----------------------------------------------------------- [command] name = "du" command = ~D, $U time = 8 [command] name = "abc" command = a+b+c time = 8 [command] name = "abc" command = a+b time = 8 [command] name = "abc" command = b+c time = 8 [command] name = "abc" command = a+c time = 8 [command] name = "xyz" command = x+y+z [command] name = "xyz" command = x+y [command] name = "xyz" command =y+z [command] name = "xyz" command = x+z ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$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 = /$D time = 1 ;-| Hold Button |-------------------------------------------------------- [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdstart" command = /s time = 1 [Command] name = "fwd_x" command = /F,x time = 1 [Command] name = "fwd_y" command = /F,y time = 1 [Command] name = "fwd_z" command = /F,z time = 1 ;-| CPU |---------------------------------------------------------------- [Command] name = "a2" command = a time = 1 [Command] name = "b2" command = b time = 1 [Command] name = "c2" command = c time = 1 [Command] name = "x2" command = x time = 1 [Command] name = "y2" command = y time = 1 [Command] name = "z2" command = z time = 1 [Command] name = "start2" command = s time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holdfwd2" command = /$F time = 1 [Command] name = "holdback2" command = /$B time = 1 [Command] name = "holdup2" command = /$U time = 1 [Command] name = "holddown2" command = /$D time = 1 [Command] name = "holda2" command = /a time = 1 [Command] name = "holdb2" command = /b time = 1 [Command] name = "holdc2" command = /c time = 1 [Command] name = "holdx2" command = /x time = 1 [Command] name = "holdy2" command = /y time = 1 [Command] name = "holdz2" command = /z time = 1 [Command] name = "holdstart2" command = /s time = 1 [Command] name = "recovery2" command = x+a time = 1 ;-| Hyper Motions |-------------------------------------------------------- [Command] name = "16" command = ~D, DB, B, a+b time = 32 [Command] name = "16" command = ~D, DB, B, b+c time = 32 [Command] name = "16" command =~D, DB, B, a+c time = 32 [Command] name = "15" command = ~D, DF, F, a+b time = 32 [Command] name = "15" command = ~D, DF, F, b+c time = 32 [Command] name = "15" command =~D, DF, F, a+c time = 32 [Command] name = "14" command = ~D, DF, F, x+y time = 32 [Command] name = "14" command = ~D, DF, F, y+z time = 32 [Command] name = "14" command =~D, DF, F, x+z time = 32 ;-| Super Motions |------------------------------------------------------ [Command] name = "01" command = ~D, DF, F, x [Command] name = "02" command = ~D, DF, F, y [Command] name = "03" command = ~D, DF, F, z [Command] name = "04" command = ~D, DF, F, a [Command] name = "05" command = ~D, DF, F, b [Command] name = "06" command = ~D, DF, F, c [Command] name = "07" command = ~D, DB, B, x [Command] name = "08" command = ~D, DB, B, y [Command] name = "09" command = ~D, DB, B,z [Command] name = "10" command = ~D, DB, B, a [Command] name = "11" command = ~D, DB, B, b [Command] name = "12" command = ~D, DB, B,c [Command] name = "13" command = ~B, D,DB, a time = 20 [Command] name = "13" command = ~B, D,DB,b time = 20 [Command] name = "13" command = ~B, D,DB,c time = 20 [Command] name = "bwdb" command = /B,b time = 1 [Command] name = "bwdz" command = /B,z time = 1 [Command] name = "fwdz" command = /F,z time = 1 [Command] name = "az" command =/D,z [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "down";Required (do not remove) command = $D time = 1 ;throw shouldersuplex [Command] name = "2k" command = a+b time = 5 [Command] name = "2k" command = b+c time = 5 [Command] name = "2k" command = c+a time = 5 ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+a time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; 2. State entry ; -------------------------------------------------------------------------- [Statedef -1] ;=========================================================================== ;Artificial Intelligence ;=========================================================================== ;var(59) = AI variable ;var(50) = Difficulty variable [State -1, AI ON] ; Turn the AI on when Type = VarSet TriggerAll = Var(59) < 1; it is not on yet and TriggerAll = RoundState=2 ; the fight has started and is not over yet and Trigger1 = AILevel>0 ; the computer is playing the character v = 59 value= 1 ; value of 1 will mean the AI is on Ignorehitpause=1 [State -1, AI OFF] ; Turn the AI off when Type=VarSet Trigger1=var(59)>0 ; it is on and Trigger1=RoundState!=2 ; the round is not started yet or is already over Trigger2=!IsHelper ; OR if we are a player, but Trigger2=AILevel=0 ; the computer is not in control v=59 value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one. Ignorehitpause=1 [State -1] Type=VarSet Trigger1=1 var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300 ;-------------------------------------------------------------------------------------------------------------------------------- ;You're boring him.....=========================================================================== [State -1, random taunt] type = changestate value = 195 triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A triggerall = ctrl triggerall = P2BodyDist X >= 50 triggerall = random <= 50 triggerall = life >= p2life+350 trigger1 = p2stateno = 5050 trigger2 = p2stateno = [5100,5101] trigger3 = p2stateno = 5120 || p2stateno = 5020 || p2stateno = 5030 [State -1, Super Jump] type = ChangeState value = 40 triggerall = var(59) != 0 && roundstate =2; Applied if AI is activated trigger1 = statetype != A ; AI level is based on level 1 - 8 - AIlevel is multipled by 10 meaning at AIlevel = 8 it has a 80% change of this move happening with 80% of the triggers that is activated. trigger1 = movehit >= 1 trigger1 = stateno = 250 [State -1, A.I jump] type = ChangeState value = 40 triggerall = var(59) != 0 && NumEnemy triggerall = (inguarddist) && (roundstate = 2) && (numenemy) triggerall = statetype!=A && ctrl trigger1 = enemynear,movetype=A && (p2bodydist x = [150,200]) && enemynear,hitdefattr=SC,AT && random<(39*(ailevel / 8.0)) trigger2 = enemynear, numproj >= 1 && random<(79*(ailevel / 8.0)) [State -1, AI Throw] type = ChangeState value = 800 triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A triggerall = P2movetype != H triggerall = P2statetype != A triggerall = P2statetype != L triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) ; Difficulty level trigger1 = ctrl trigger1 = p2bodydist X < 5 [State -1, AI Throw] type = ChangeState value = 810 triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A triggerall = P2movetype != H triggerall = P2statetype != A triggerall = P2statetype != L triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) ; Difficulty level trigger1 = ctrl trigger1 = p2bodydist X < 5 [State -1] Type=ChangeState Triggerall=Inguarddist Triggerall=var(59)>0 Triggerall=ctrl Trigger1 = random< (var(50)*2+(AiLevel>=3)*100) value=120 [State -1] Type=Assertspecial Triggerall=StateNo!=[120,160] Trigger1=var(59)>0 flag=noairguard flag2=nocrouchguard flag3=nostandguard [State -1, Guard Push (Stand)] type = ChangeState value = 171 triggerall = var(59) != 0 triggerall = roundstate =2 triggerall = stateno = 150 triggerall = numhelper(174) = 0 triggerall = (random < 500 * (AIlevel ** 2 / 64.0)) triggerall = AIlevel > 2 || ((random < 250) && Time <= 1); Difficulty level triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) ; Difficulty level triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) ; Difficulty level trigger1 = statetype = S ignorehitpause = 1 [State -1, 1] type = changestate triggerall = RoundState = 2 && (AiLevel>0) triggerall = StateType != A triggerall = StateType != C triggerall = p2StateType = S triggerall = (P2Movetype = A) || (Enemy, NumProj >= 1) triggerall = Random <= 800 triggerall = AILevel >= 6 trigger1 = Random <= 800 trigger1 = ctrl trigger1 = p2stateno= [1000,1999] trigger1 = Ctrl && P2BodyDist X >=90 trigger2 = ctrl trigger2 = p2stateno= [200,299] trigger2 = Ctrl && P2BodyDist X <=40 trigger3 = ctrl trigger3 = p2stateno= [600,699] trigger3 = Ctrl && P2BodyDist X <=40 value = 130 [State -1, Guard Push (Stand)] type = ChangeState value = 172 triggerall = var(59) != 0 triggerall = roundstate =2 triggerall = stateno = 152 triggerall = numhelper(174) = 0 triggerall = (random < 500 * (AIlevel ** 2 / 64.0)) triggerall = AIlevel > 2 || ((random < 250) && Time <= 1); Difficulty level triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) ; Difficulty level triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) ; Difficulty level trigger1 = statetype = C ignorehitpause = 1 [State -1, 1] type = changestate triggerall = RoundState = 2 && (AiLevel>0) triggerall = StateType != A triggerall = StateType != S triggerall = p2StateType = C triggerall = (P2Movetype = A) || (Enemy, NumProj >= 1) triggerall = Random <= 800 triggerall = AILevel >= 6 trigger1 = Random <= 800 trigger1 = ctrl trigger1 = p2stateno= [1000,1999] trigger1 = Ctrl && P2BodyDist X >=90 trigger2 = ctrl trigger2 = p2stateno= [400,499] trigger2 = Ctrl && P2BodyDist X <=40 value = 131 [State -1, Guard Push (Stand)] type = ChangeState value = 173 triggerall = var(59) != 0 triggerall = roundstate =2 triggerall = stateno = 154 triggerall = numhelper(174) = 0 triggerall = (random < 500 * (AIlevel ** 2 / 64.0)) triggerall = AIlevel > 2 || ((random < 250) && Time <= 1); Difficulty level triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) ; Difficulty level triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) ; Difficulty level trigger1 = statetype = A ignorehitpause = 1 [State -1, 1] type = changestate triggerall = RoundState = 2 && (AiLevel>0) triggerall = StateType != S triggerall = StateType != C triggerall = p2StateType = A triggerall = (P2Movetype = A) || (Enemy, NumProj >= 1) triggerall = Random <= 800 triggerall = AILevel >= 6 trigger1 = ctrl trigger1 = Ctrl && P2BodyDist X >=90 trigger1 = p2stateno= [1000,1999] trigger2 = Ctrl && P2BodyDist X <=40 trigger2 = ctrl trigger2 = p2stateno= [600,699] value = 132 [State -1] type = ChangeState value = 0 triggerall = var(59) != 0 triggerall = roundstate = 3 trigger1 = statetype != A trigger1 = ctrl [State -1,q] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) || var(54) = 1 triggerall = statetype != A triggerall = AILevel >= 7 ;character is standing trigger1 = p2bodydist X <= 25 ;P2 is less than or equal to 20 away on the x-axis, trigger1 = random <= 500 trigger1 = p2dist y = [0,10] ;perform this move 20% of the time value = 200 ;change to [Statedef 200] which is light punch** [State -1,w] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) || var(54) = 1 triggerall = AILevel >= 7 triggerall = statetype != A ;character is standing trigger1 = p2bodydist X <= 25 ;P2 is less than or equal to 20 away on the x-axis, trigger1 = random <= 600 trigger1 = p2dist y = [0,10] ;perform this move 20% of the time value = 430 [State -1, Followup jump attack with crouch hard kick] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) triggerall = AILevel >= 7 triggerall = statetype != A trigger1 = (p2bodydist X <= 25) trigger1 = random <= 350 trigger1 = p2dist y = [0,10] value = 230 [State -1,3] type = ChangeState value = 210 triggerall = AIlevel > 2 || ((random < 250) && Time <= 1) triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A trigger1 = stateno = 200 trigger1 = movecontact [State -1,3] type = ChangeState value = 240 triggerall = AIlevel > 2 || ((random < 250) && Time <= 1) triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A trigger1 = stateno = 210 trigger1 = movecontact trigger2 = stateno = 230 trigger2 = movecontact [State -1,3] type = ChangeState value = 220 triggerall = AIlevel > 2 || ((random < 250) && Time <= 1) triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A trigger1 = stateno = 240 trigger1 = movecontact [State -1,3] type = ChangeState value = 440 triggerall = AIlevel > 2 || ((random < 250) && Time <= 1) triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A trigger1 = stateno = 430 trigger1 = movecontact [State -1,3] type = ChangeState value = 450 triggerall = AIlevel > 2 || ((random < 250) && Time <= 1) triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) triggerall = var(59) != 0 && roundstate =2 triggerall = statetype != A trigger1 = stateno = 440 trigger1 = movecontact ;Start Air Chain [State -1,41] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = Ctrl ;character is standing triggerall = statetype = A trigger1 = p2bodydist X <= 40 trigger1 = random <= 900 trigger1 = p2dist y = [-30,0] value = 600 [State -1, p] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AILevel >= 4 triggerall = statetype = A trigger1 = stateno = 600 trigger1 = movecontact value = 630 [State -1, n] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AILevel >= 6 triggerall = statetype != A trigger1 = movehit trigger1 = stateno = 220 || stateno =240 || stateno = 410 || stateno = 420|| stateno = 440|| stateno = 450 trigger1 = random <= 800 trigger2 = (ctrl) || var(54) = 1 trigger2 = p2bodydist x = [50,70] trigger2 = random < 600 value = 250 [State -1, p] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AILevel >= 4 triggerall = statetype = A trigger1 = stateno = 630 trigger1 = movecontact value = 610 [State -1, p] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AILevel >= 4 triggerall = statetype = A trigger1 = stateno = 610 trigger1 = movecontact value = 640 [State -1, m] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AILevel >= 4 triggerall = statetype = A trigger1 = stateno = 640 trigger1 = movecontact trigger1 = random <= 200 value = 620 [State -1, m] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AILevel >= 4 triggerall = statetype = A trigger1 = stateno = 640 trigger1 = movecontact trigger1 = random <= 200 value = 650 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AILevel >= 3 triggerall = statetype != A trigger1 = movehit trigger1 = stateno = 220 trigger1 = random <= 500 trigger2 = ctrl || var(54) = 1 trigger2 = random = [0,10] trigger2 = p2bodydist x >= 200 value = 1020 [State -1, pa] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AIlevel > 2 || ((random < 250) && Time <= 1) triggerall = AIlevel > 4 || ((random = [401,700]) && Time <= 1) triggerall = AIlevel > 7 || ((random < 799) && Time <= 1) trigger1 = statetype != A trigger1 = ((ctrl) || (var(54) = 1)) || (stateno = [200,450]) trigger1 = p2bodydist x = [20,80] trigger1 = enemynear, statetype = C value = 1100 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AILevel >= 3 triggerall = statetype != A trigger1 = movehit trigger1 = stateno = 220 trigger1 = random <= 500 trigger2 = ctrl || var(54) = 1 trigger2 = random = [0,10] trigger2 = p2bodydist x >= 200 value = 1120 [State -1] type = ChangeState triggerall = AIlevel > 2 || ((random < 250) && Time <= 1) triggerall = AIlevel > 4 || ((random = [250,500]) && Time <= 1) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [0,499]) triggerall = P2bodydist x <= 20 triggerall = P2statetype != L trigger1 = (prevstateno != 5120) && (statetype != A) trigger2 = p2movetype = A value = 1200 ; [State -1] type = ChangeState triggerall = AIlevel > 2 || ((random < 250) && Time <= 1) triggerall = AIlevel > 4 || ((random = [250,500]) && Time <= 1) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [0,499]) triggerall = P2bodydist x <= 65 triggerall = P2statetype != L trigger1 = (prevstateno != 5120) && (p2movetype != H) && (statetype != A) value = 1210 ; [State -1] type = ChangeState triggerall = AIlevel > 2 || ((random < 250) && Time <= 1) triggerall = AIlevel > 4 || ((random = [250,500]) && Time <= 1) triggerall = (roundstate = 2) && (var(59) != 0) triggerall = (Ctrl) && (Statetype = S) && (random = [0,499]) triggerall = P2bodydist x <= 65 triggerall = P2statetype != L trigger1 = (prevstateno != 5120) &&(statetype != A) value = 1220 [State -1] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AILevel >= 3 triggerall = statetype != A trigger1 = movehit trigger1 = stateno = 220 || stateno =240 || stateno = 410 || stateno = 420|| stateno = 440|| stateno = 450 trigger1 = random <= 800 trigger2 = ctrl || var(54) = 1 trigger2 = random = [0,10] trigger2 = p2bodydist x <= 100 value = 1320 [State -1, n] type = ChangeState triggerall = (roundstate = 2) && (var(59) != 0) triggerall = AILevel >= 6 triggerall = statetype != A trigger1 = movecontact trigger1 = stateno = 250 trigger1 = random < 150 trigger2 = ctrl trigger2 = p2bodydist x = [50,70] trigger2 = random < 600 value = 1400 ; [State -1, ] type = ChangeState value = 3000 triggerall = statetype = S && var(59) != 0 && random <= 400 triggerall = stateno != [800,850] triggerall = power >= 1000 triggerall = p2statetype !=A||((p2bodydist y =[-55,-20])&&enemy,vel y >=0&& AILevel >7) triggerall = p2statetype !=L triggerall = enemynear,anim!=5120 triggerall = p2bodydist x = [0,100] trigger1= p2movetype=A && ctrl && p2bodydist x >90 trigger2 = stateno = [200,499] trigger2 = movecontact && p2movetype=H trigger3 = stateno = [1000,1199] trigger3 = movecontact && p2movetype=H trigger4= enemynear,anim=5300 && ctrl ; [State -1, ] type = ChangeState value = 3100 triggerall = statetype = S && var(59) != 0 && random <= 400 triggerall = stateno != [800,850] triggerall = power >= 1000 triggerall = p2statetype !=A||((p2bodydist y =[-55,-20])&&enemy,vel y >=0&& AILevel >5) triggerall = p2statetype !=L triggerall = enemynear,anim!=5120 triggerall = p2bodydist x = [0,100] trigger1= p2movetype=A && ctrl && p2bodydist x >90 trigger2 = stateno = [200,499] trigger2 = movecontact && p2movetype=H trigger3 = stateno = [1000,1199] trigger3 = movecontact && p2movetype=H trigger4= enemynear,anim=5300 && ctrl ; [State -1, ] type = ChangeState value = 3200 triggerall = power >= 3000 triggerall = random <= 31*AILevel triggerall = AILevel >7 triggerall = statetype != A triggerall = p2statetype !=A triggerall = p2statetype !=L triggerall = ctrl || stateno=20 triggerall = stateno != [200,9999] Triggerall = (RoundState = 2) triggerall = (p2MoveType != H)|| (p2stateno=120||p2stateno=140) triggerall = p2bodydist X < 80 triggerall = p2bodydist y = 0 triggerall = stateno != [800,899] triggerall = stateno!= [1100,1999] trigger1= ctrl trigger2 = (p2stateno =[120,150]) &&ctrl trigger3 = p2movetype=A && ctrl && (enemynear,hitdefattr!=SCA,AA,AP)&& AIlevel >5 ;======================================================================================= ;HYPER COMBOS [State -1, ] type = ChangeState value = 3200 triggerall = Command = "16" triggerall = var(59) = 0 triggerall = power >= 3000 triggerall = statetype != A trigger1 = ctrl trigger2=(stateno=[200,499]) trigger3 = stateno = [1000,1999] [State -1, ] type = ChangeState value = 3100 triggerall = Command = "15" triggerall = var(59) = 0 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2=(stateno=[200,499]) trigger3 = stateno = [1000,1999] [State -1, ] type = ChangeState value = 3000 triggerall = Command = "14" triggerall = var(59) = 0 triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2=(stateno=[200,499]) trigger3 = stateno = [1000,1999] ;======================================================================================= ;SUPER COMBOS ; [state -1, a2] type = ChangeState value = 1400 triggerall = statetype != A triggerall = command = "13" trigger1 = ctrl trigger2 = stateno = [200,499] [state -1, a2] type = ChangeState value = 1100 triggerall = statetype != A triggerall = command = "07" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1110 triggerall = statetype != A triggerall = command = "08" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1120 triggerall = statetype != A triggerall = command = "09" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1000 triggerall = statetype != A triggerall = command = "01" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1010 triggerall = statetype != A triggerall = command = "02" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1020 triggerall = statetype != A triggerall = command = "03" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1030 triggerall = statetype = A triggerall = command = "01" trigger1 = ctrl trigger2 = stateno = [600,699] ; [state -1, a2] type = ChangeState value = 1040 triggerall = statetype = A triggerall = command = "02" trigger1 = ctrl trigger2 = stateno = [600,699] ; [state -1, a2] type = ChangeState value = 1050 triggerall = statetype = A triggerall = command = "03" trigger1 = ctrl trigger2 = stateno = [600,699] ; [state -1, a2] type = ChangeState value = 1200 triggerall = statetype != A triggerall = command = "04" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1210 triggerall = statetype != A triggerall = command = "05" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1220 triggerall = statetype != A triggerall = command = "06" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1300 triggerall = statetype != A triggerall = command = "10" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1310 triggerall = statetype != A triggerall = command = "11" trigger1 = ctrl trigger2 = stateno = [200,499] ; [state -1, a2] type = ChangeState value = 1320 triggerall = statetype != A triggerall = command = "12" trigger1 = ctrl trigger2 = stateno = [200,499] ;Super Jump [state -1] type = changestate value = 40 triggerall = var(59) = 0 triggerall = command = "abc" trigger1 = statetype != a trigger1 = ctrl trigger3 = stateno = 250 ;Dash Foward [State -1] type = ChangeState value = 100 triggerall = var(59) = 0 triggerall = statetype != a trigger1 = (command = "FF") && (stateno !=[100,106]) trigger1 = ctrl trigger2 = (command = "xyz") && (command != "holdback")&& (stateno !=[100,106]) trigger2 = ctrl ;Hop back [State -1] type = ChangeState value = 102 triggerall = var(59) = 0 triggerall = numhelper(9998) = 0 triggerall = statetype != a trigger1 = (command = "BB") && (stateno !=[100,106]) trigger1 = ctrl trigger2 = (command = "xyz") && (command != "holdfwd")&& (stateno !=[100,106]) trigger2 = ctrl ;Taunt [State -1] type = ChangeState value = 195 triggerall = var(59) = 0 triggerall = roundstate = 2 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;Throw Foward [State ] type = changestate value = 800 triggerall = var(59) = 0 trigger1 = command = "z" trigger1 = command = "holdfwd" trigger1 = statetype = s trigger1 = ctrl trigger1 = p2bodydist x < 10 trigger1 = p2statetype = s || p2statetype = c trigger1 = p2movetype != h ;Throw Back [State ] type = changestate value = 810 triggerall = var(59) = 0 trigger1 = command = "z" trigger1 = command = "holdback" trigger1 = statetype = s trigger1 = ctrl trigger1 = p2bodydist x < 10 trigger1 = p2statetype = s || p2statetype = c trigger1 = p2movetype != h ;Stand Light Punch [state -1] type = changestate value = 200 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl ;Stand Medium Punch [state -1] type = changestate value = 210 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact trigger5 = stateno = 430 && movecontact ;Stand Strong Punch [state -1] type = changestate value = 220 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 410 && movecontact trigger8 = stateno = 430 && movecontact trigger9= stateno = 440 && movecontact ;Standing Light Kick [state -1] type = changestate value = 230 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = stateno = 200 && movecontact ;Standing Medium Punch [state -1] type = changestate value = 240 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = s trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 430 && movecontact ;Standing Strong Kick and Launcher [state -1] type = changestate value = 250 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 420 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact trigger12 = stateno = 450 && movecontact ;Crouching Light Punch [state ] type = changestate value = 400 triggerall = var(59) = 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = c trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact ;Crouching Medium Punch [state -1] type = changestate value = 410 triggerall = var(59) = 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype != a trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 230 && movecontact trigger5 = stateno = 240 && movecontact trigger6 = stateno = 400 && movecontact trigger7 = stateno = 430 && movecontact ;Crouching Strong Punch [state -1] type = changestate value = 420 triggerall = var(59) = 0 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 430 && movecontact trigger10 = stateno = 440 && movecontact ;Crouching Light Kick [state -1] type = changestate value = 430 triggerall = var(59) = 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = c trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 400 && movecontact ;Crouching Medium Kick [state -1] type = changestate value = 440 triggerall = var(59) = 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype != a trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 230 && movecontact trigger4 = stateno = 240 && movecontact trigger5 = stateno = 400 && movecontact trigger6 = stateno = 410 && movecontact trigger7 = stateno = 430 && movecontact ;Crouching Strong Kick [state -1] type = changestate value = 450 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 && movecontact trigger3 = stateno = 210 && movecontact trigger4 = stateno = 220 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 400 && movecontact trigger8 = stateno = 410 && movecontact trigger9 = stateno = 420 && movecontact trigger10 = stateno = 430 && movecontact trigger11 = stateno = 440 && movecontact ;Jump Light Punch [state -1] type = changestate value = 600 triggerall = var(59) = 0 triggerall = command = "x" trigger1 = statetype = a trigger1 = ctrl ;Jump Medium Punch [state -1] type = changestate value = 610 triggerall = var(59) = 0 triggerall = command = "y" trigger1 = statetype = a trigger1 = ctrl trigger2 = stateno = 600&& MoveContact trigger3 = StateNo = 630&& MoveContact ;Jump Strong Punch [state -1] type = changestate value = 620 triggerall = var(59) = 0 triggerall = command = "z" trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 610) && movecontact trigger4 = (stateno = 630) && movecontact trigger5 = (stateno = 640) && movecontact ;Jump Light Kick [state -1] type = changestate value = 630 triggerall = var(59) = 0 triggerall = command = "a" trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact ;Jump Medium Kick [state -1] type = changestate value = 640 triggerall = var(59) = 0 triggerall = command = "b" trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 630) && movecontact trigger4 = (stateno = 610) && movecontact ;Stomp [state -1] type = changestate value = 651 triggerall = var(59) = 0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 610) && movecontact trigger4 = (stateno = 620) && movecontact trigger5 = (stateno = 630) && movecontact trigger6 = (stateno = 640) && movecontact trigger7 = (stateno = 650) && movecontact ;Jump Strong Kick [state -1] type = changestate value = 650 triggerall = var(59) = 0 triggerall = command = "c" trigger1 = statetype = a trigger1 = ctrl trigger2 = (stateno = 600) && movecontact trigger3 = (stateno = 610) && movecontact trigger4 = (stateno = 630) && movecontact trigger5 = (stateno = 640) && movecontact ; Push Block (Stand) [State -1] type = ChangeState value = 171 triggerall = var(59) = 0 triggerall = numhelper(174) = 0 triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "z") trigger1 = stateno = [150,151] ;Push Block (crouching) [State -1] type = ChangeState value = 172 triggerall = var(59) = 0 triggerall = numhelper(174) = 0 triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "z") trigger1 = stateno = [152,153] ;Push Block (aerial) [State -1] type = ChangeState value = 173 triggerall = var(59) = 0 triggerall = numhelper(174) = 0 triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "z") trigger1 = stateno = 154 trigger2 = stateno = 155 trigger2 = Time <= 10 [State -1, Forward Recovery Roll] type = ChangeState value = 891 triggerall = !Var(59) triggerall = command = "holdfwd" triggerall = time = 1 triggerall = life > 0 trigger1 = stateno = 5120 trigger1 = alive = 1 [State -1, Backward Recovery Roll] type = ChangeState value = 895 triggerall = !Var(59) triggerall = command = "holdback" triggerall = time = 1 triggerall = life > 0 trigger1 = stateno = 5120 trigger1 = alive = 1
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