; 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
;-| Special Motions |------------------------------------------------------
;-| AI |--------------------------------------------------------
[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI51"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,x
time = 0
[Command]
name = "AI52"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,x
time = 0
[Command]
name = "AI53"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI54"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,x
time = 0
[Command]
name = "AI55"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,x
time = 0
[Command]
name = "AI56"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,x
time = 0
[Command]
name = "AI57"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,x
time = 0
[Command]
name = "AI58"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,x
time = 0
[Command]
name = "AI59"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,x
time = 0
[Command]
name = "AI60"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,x
time = 0
;------------------------------------------------------------------------------
[command]
name = "GRRRAAAAA!!!"
command = c+z
time = 20
[command]
name = "Nazi Scarlet Beam"
command = D,DB,B,c
time = 20
[command]
name = "Gree Guy"
command = D,DB,B,z
time = 20
[command]
name = "LickingGirls"
command = c
time = 20
[command]
name = "KillMatia"
command = z
time = 20
;-| Special Motions |------------------------------------------------------
[command]
name = "QCF_x"
command = ~D, DF, F, x
time = 20
[command]
name = "QCF_y"
command = ~D, DF, F, y
time = 20
[command]
name = "QCF_a"
command = ~D, DF, F, a
time = 20
[command]
name = "QCF_b"
command = ~D, DF, F, b
time = 20
;-| 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
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
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
;-| Hold Button |--------------------------------------------------------------
[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 = "hold_s"
command = /s
time = 1
[command]
name="fwd"
command=F
time=1
[command]
name="back"
command=B
time=1
[command]
name="up"
command=U
time=1
[command]
name="down"
command=D
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]
[State -1]
type = ChangeState
trigger1 = Var(59)
trigger1 = Ctrl
trigger1 = StateType = S
trigger1 = P2StateType = C
trigger1 = P2MoveType = A
trigger1 = P2BodyDist X <= 100
value = 10
[State -1]
type = ChangeState
trigger1 = Var(59)
trigger1 = Ctrl
trigger1 = StateType = C
trigger1 = P2StateType = A
trigger1 = P2MoveType = A
trigger1 = P2BodyDist X <= 100
value = 12
[State -1]
type = ChangeState
trigger1 = Var(59)
trigger1 = Ctrl
trigger1 = P2MoveType = A
trigger1 = P2BodyDist X <= 100
trigger1 = PrevStateNo != 151
trigger1 = PrevStateNo != 152
trigger1 = PrevStateNo != 153
trigger1 = PrevStateNo != 380
trigger1 = PrevStateNo != 390
value = 120
;===========================================================================
;Shoot
[State -1]
type = ChangeState
value = 1001
triggerall = RoundState=2
triggerall = Var(59) = 0
triggerall = numexplod(1001)=0
trigger1 = command = "QCF_x"
trigger1 = statetype = S
trigger1 = ctrl = 1
;===========================================================================
;Gas Attack
[State -1]
type = ChangeState
value = 600
triggerall = RoundState=2
triggerall = Var(59) = 0
triggerALL = command = "QCF_y"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = [200,299]
TRigger2 = movecontact&& time>1
trigger2 = statetype = s
;==========================================================================
;Apple Throw
[State -1]
type = ChangeState
value = 8800
triggerall = RoundState=2
triggerall = Var(59) = 0
trigger1 = numhelper(25000) = 0
trigger1 = command = "QCF_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
;===========================================================================
;Chemical Throw
[State -1]
type = ChangeState
value = 8801
triggerall = RoundState=2
triggerall = Var(59) = 0
trigger1 = numhelper(25100) = 0
trigger1 = command = "QCF_b"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;立
[State -1]
type = ChangeState
value = 3666
triggerall = RoundState=2
triggerall = command = "GRRRAAAAA!!!"
triggerall = Var(59) = 0
triggerall= power>=3000
triggerall= life<350
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = [200,299]
trigger2 = movecontact&& time>1
trigger2 = statetype = s
;===========================================================================
[State -1]
type = ChangeState
value = 3000
triggerall = RoundState=2
triggerall = Var(59) = 0
triggerall = command = "Gree Guy"
trigger1 = power>=1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 230
trigger2 = movecontact
;===========================================================================
[State -1]
type = ChangeState
value = 3100
triggerall = RoundState=2
triggerall = Var(59) = 0
triggerall = command = "Nazi Scarlet Beam"
trigger1 = power>=2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 230
trigger2 = movecontact
;===========================================================================
;Club Whacking Combo
[State -1]
type = ChangeState
value = 3001
triggerall = RoundState=2
triggerall = Var(59) = 0
trigger1 = command = "LickingGirls"
trigger1 = power>=2000
trigger1 = statetype = S
trigger1 = ctrl = 1
;===========================================================================
;Super Shooting
[State -1]
type = ChangeState
value = 3200
triggerall = RoundState=2
triggerall = Var(59) = 0
triggerall = power>=1000
triggerall = command = "KillMatia"
trigger1 = ctrl = 1
trigger2 = stateno=600&& time>33
trigger2 = movecontact
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = RoundState=2
triggerall = Var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = RoundState=2
triggerall = Var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;-----------------------------------------------------------------------------
;---------------------------------------------------------------------------
;===========================================================================
;立ち弱パンチ
[State -1]
type = ChangeState
value = 610
triggerall = RoundState=2
triggerall = Var(59) = 0
triggerALL = (statetype = A) && ctrl
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "y"
[State -1]
type = ChangeState
value = 610
triggerall = RoundState=2
triggerall = Var(59) = 0
triggerall = stateno=600&& time>33
triggerall = movecontact
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "y"
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1]
type = ChangeState
value = 200
triggerall = RoundState=2
triggerall = command = "a"
triggerall = Var(59) = 0
triggerall = stateno != 200
trigger1 = (statetype = s) && ctrl
trigger2 = stateno!=230
trigger2 = stateno = [200,299]
TRigger2 = movecontact&& time>1
trigger2 = statetype = s
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1]
type = ChangeState
value = 210
triggerall = RoundState=2
triggerall = command = "b"
triggerall = Var(59) = 0
triggerall = stateno != 210
trigger1 = (statetype = s) && ctrl
trigger2 = stateno!=230
trigger2 = stateno = [200,299]
trigger2 = movecontact&& time>1
trigger2 = statetype = s
;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1]
type = ChangeState
value = 230
triggerall = RoundState=2
triggerall = command = "y"
triggerall = Var(59) = 0
triggerall = stateno != 230
trigger1 = (statetype = s) && ctrl
trigger2 = stateno!=230
trigger2 = stateno = [200,299]
trigger2 = movecontact&& time>1
trigger2 = statetype = s
;---------------------------------------------------------------------------
;Standing Strong Kick
;立ち強キック
[State -1]
type = ChangeState
value = 240
triggerall = RoundState=2
triggerall = command = "x"
triggerall = Var(59) = 0
triggerall = stateno != 240
trigger1 = (statetype = s) && ctrl
trigger2 = stateno!=230
trigger2 = stateno = [200,299]
trigger2 = movecontact&& time>1
trigger2 = statetype = s
;----------------------------------------------------------------------------
; Power Charge
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = RoundState=2
triggerall = power < powermax
triggerall = command = "hold_s"
trigger1 = ctrl && statetype != A