[Command]
name = "CPU1"
command = U, D, F
time = 1
[Command]
name = "CPU2"
command = U, B, F
time = 1
[Command]
name = "CPU3"
command = U, D, D
time = 1
[Command]
name = "CPU4"
command = F, B, U
time = 1
[Command]
name = "CPU5"
command = U, F, U, B
time = 1
[Command]
name = "CPU6"
command = U, D, B
time = 1
[Command]
name = "CPU7"
command = F, F, B
time = 1
[Command]
name = "CPU8"
command = U, D, U
time = 1
[Command]
name = "CPU9"
command = F, B, B
time = 1
[Command]
name = "CPU10"
command = F, F, B, B
time = 1
[Command]
name = "CPU11"
command = U, U, F
time = 1
[Command]
name = "CPU12"
command = U, B, B
time = 1
[Command]
name = "CPU13"
command = U, B, F, F
time = 1
[Command]
name = "CPU14"
command = U, F, B, U
time = 1
[Command]
name = "CPU15"
command = U, B, F, U
time = 1
[Command]
name = "CPU16"
command = U, B, B, B
time = 1
[Command]
name = "CPU17"
command = U, D, B, F
time = 1
[Command]
name = "CPU18"
command = U, D, B, D
time = 1
[Command]
name = "CPU19"
command = U, D, F, U
time = 1
[Command]
name = "CPU20"
command = U, D, U, B
time = 1
[Command]
name = "CPU21"
command = U, D, F, F
time = 1
[Command]
name = "CPU22"
command = F, F, F, F
time = 1
[Command]
name = "CPU23"
command = U, U, U, D
time = 1
[Command]
name = "CPU24"
command = B, B, B
time = 1
[Command]
name = "CPU25"
command = D, D, D, D
time = 1
[Command]
name = "CPU26"
command = D, D, D
time = 1
[Command]
name = "CPU27"
command = F, F, F
time = 1
[Command]
name = "CPU28"
command = U, U, U
time = 1
[Command]
name = "CPU29"
command = U, U, B, B
time = 1
[Command]
name = "CPU30"
command = D, D, F, F
time = 1
[Command]
name = "qcf_2p"
command = ~D, DF, F, x+y
[Command]
name = "qcf_2p"
command = ~D, DF, F, y+z
[Command]
name = "qcf_2p"
command = ~D, DF, F, x+z
[Command]
name = "Natzi"
command = ~D, DF, F, a+b
[Command]
name = "Natzi"
command = ~D, DF, F, b+c
[Command]
name = "Natzi"
command = ~D, DF, F, a+c
[Command]
name = "qcf_2k"
command = ~D, DB, B, a+b
[Command]
name = "qcf_2k"
command = ~D, DB, B, b+c
[Command]
name = "qcf_2k"
command = ~D, DB, B, a+c
[Command]
name = "ww3"
command = ~D, DB, B, x+y
[Command]
name = "ww3"
command = ~D, DB, B, y+z
[Command]
name = "ww3"
command = ~D, DB, B, x+z
[Command]
name = "qcf_x"
command = ~D, DF, F, x
[Command]
name = "qcf_x"
command = ~D, DF, F, y
[Command]
name = "qcf_z"
command = ~D, DF, F, z
[Command]
name = "stand clap"
command = ~D, DF, F, a
[Command]
name = "stand clap"
command = ~D, DF, F, b
[Command]
name = "stand clap"
command = ~D, DF, F, c
[Command]
name = "lighting strike2"
command = ~D, DB, B, a
[Command]
name = "lighting strike"
command = ~D, DB, B, b
[Command]
name = "lighting strike1"
command = ~D, DB, B, c
[Command]
name = "qcb_x"
command = ~D, DB, B, x
[Command]
name = "qcb_y"
command = ~D, DB, B, y
[Command]
name = "qcb_z"
command = ~D, DB, B, z
[Command]
name = "Backup1"
command = F, z+c
time = 10
[Command]
name = "FF"
command = F, F
time = 10
[Command]
name = "BB"
command = B, B
time = 10
[Command]
name = "DU"
command = D, U
time = 10
[Command]
name = "DU"
command = D, UF
time = 10
[Command]
name = "DU"
command = D, UB
time = 10
[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "3P"
command = x+y+z
time = 1
[Command]
name = "3K"
command = a+b+c
time = 1
[Command]
name = "recovery roll"
command = a+b
time = 1
[Command]
name = "recovery roll"
command = b+c
time = 1
[Command]
name = "recovery roll"
command = a+c
time = 1
[Command]
name = "pushblock"
command = x+y
time = 5
[Command]
name = "pushblock"
command = x+z
time = 5
[Command]
name = "pushblock"
command = y+z
time = 5
[Command]
name = "rthrow"
command = z+c
time = 5
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[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
[Command]
name = "holdfwd"
command = /$F
time = 1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdup"
command = /$U
time = 1
[Command]
name = "holddown"
command = /$D
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Statedef -1]
; ;]
[State -1, AIActivate]
type = VarSet
triggerall = var(59) != 1
triggerall = RoundState != 3
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"
trigger11 = command = "CPU11"
trigger12 = command = "CPU12"
trigger13 = command = "CPU13"
trigger14 = command = "CPU14"
trigger15 = command = "CPU15"
trigger16 = command = "CPU16"
trigger17 = command = "CPU17"
trigger18 = command = "CPU18"
trigger19 = command = "CPU19"
trigger20 = command = "CPU20"
trigger21 = command = "CPU21"
trigger22 = command = "CPU22"
trigger23 = command = "CPU23"
trigger24 = command = "CPU24"
trigger25 = command = "CPU25"
trigger26 = command = "CPU26"
trigger27 = command = "CPU27"
trigger28 = command = "CPU28"
trigger29 = command = "CPU29"
trigger30 = command = "CPU30"
var(59) = 1
[State -1, Combo Chooser]
type = VarRandom
trigger1 = var(59) = 1 && stateno = [5000,5300]
trigger2 = movehit = 0
v = 55
range = 0,11
[State -1, Combo Limiter]
type = Varadd
trigger1 = movehit = 1
v = 18
value = 1
[State -1, Combo Reset]
type = Varset
trigger1 = var(18) = 7
trigger2 = movehit = 0
v = 18
value = 0
[State -1, Super Jump]
type = ChangeState
value = 700
triggerall = (StateType != A) && Var(59)
trigger1 = (StateNo = 220) && (MoveHit = 1)
trigger2 = (StateNo = 420) && (MoveHit = 1)
trigger3 = (enemynear, Vel X >= 4) && ctrl
[State -1, Guard (ChangeToCrouching)]
type = ChangeState
value = 152
triggerall = (var(59) = 1) || (var(59) = 4)
triggerall = stateno = 150
triggerall = p2statetype = C
trigger1 = p2movetype = A
trigger2 = enemy, NumProj != 0
[State -1, Guard (ChangeToStanding)]
type = ChangeState
value = 150
triggerall = (var(59) = 1) || (var(59) = 4)
triggerall = stateno = 152
triggerall = p2statetype = A
trigger1 = p2movetype = A
trigger2 = enemy, NumProj != 0
[State -1, Guard (Crouching)]
type = ChangeState
value = 131
triggerall = (var(59) = 1) || (var(59) = 4)
triggerall = statetype != A
triggerall = ctrl
triggerall = p2statetype = C
trigger1 = p2movetype = A
trigger1 = enemy, MoveGuarded = 0
trigger2 = enemy, NumProj != 0
[State -1, Guard (Standing)]
type = ChangeState
value = 130
triggerall = (var(59) = 1) || (var(59) = 4)
triggerall = statetype != A
triggerall = ctrl
triggerall = p2statetype != C
trigger1 = p2movetype = A
trigger1 = enemy, MoveGuarded = 0
trigger2 = enemy, NumProj != 0
[State -1, Guard (Air)]
type = ChangeState
value = 132
triggerall = (var(59) = 1) || (var(59) = 4)
triggerall = statetype = A
triggerall = ctrl
trigger1 = p2movetype = A
trigger1 = enemy, MoveGuarded = 0
trigger2 = enemy, NumProj != 0
[State -1, Call the Heavens ]
type = ChangeState
value = 3000
triggerall = var(59) && ctrl && prevstateno != 1000 && random > 700 && power >= 1000
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper && random < 500
trigger1 = P2BodyDist X > 10 && P2BodyDist X < 60 && Random < 250
trigger1 = P2BodyDist Y = [-50,50]
trigger2 = (hitdefattr = SC, NA,SA) && movecontact
[State -1, Lightning Storm]
type = ChangeState
value = 3200
triggerall = var(59) && ctrl && prevstateno != 3200
triggerall = StateType != A && MoveType != H && !winko && !IsHelper
triggerall = power >= 1000 && random = [800,1000]
trigger1 = P2BodyDist X > 120
trigger2 = (hitdefattr = SC, NA,SA) && movecontact
[State -1, The Rage of Adam]
type = ChangeState
value = 1131
triggerall = !Numpartner
triggerall = var(59) && ctrl && prevstateno != 1000 && random > 700 && power >= 1000
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper && random < 500
trigger1 = P2BodyDist X > 10 && P2BodyDist X < 60 && Random < 250
trigger1 = P2BodyDist Y = [-50,50]
[State -1, Shazam!!!]
type = ChangeState
value = 3500
triggerall = var(59) && ctrl && prevstateno != 1000 && random > 700 && power >= 3000
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper && random < 500
trigger1 = P2BodyDist X > 10 && P2BodyDist X < 60 && Random < 250
trigger1 = P2BodyDist Y = [-50,50]
trigger2 = (hitdefattr = SC, NA,SA) && movecontact
[State -1, Immortal]
type = ChangeState
value = 1000
triggerall = var(59) && ctrl && prevstateno != 1000 && random > 700
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper && random < 500
trigger1 = P2BodyDist X > 70 && P2BodyDist X < 140 && Random < 250
trigger1 = P2BodyDist Y = [-50,50]
trigger2 = (hitdefattr = SC, NA) && movecontact
[State -1, Mighty Charge]
type = ChangeState
value = 1001
triggerall = var(59) && ctrl && prevstateno != 1000 && random > 700
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper && random < 500
trigger1 = P2BodyDist X > 100 && Random < 250
trigger1 = P2BodyDist Y = [-50,50]
trigger2 = (hitdefattr = SC, NA) && movecontact
[State -1, Boot Stomp]
type = ChangeState
value = 1012
triggerall = var(59) && ctrl && Random > 600 && screenpos y = [40, 200]
triggerall = StateType = A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X > 5 && P2BodyDist X < 40
trigger1 = P2BodyDist Y = [5,80]
trigger2 = ((stateno = 630 || stateno = 650 || stateno = 600)) && (movecontact = 1) && random < 300
trigger3 = (hitdefattr = A, NA) && movecontact
[State -1, Amon Strike (aerial)]
type = ChangeState
value = 1122
triggerall = var(59) && ctrl && Random > 600 && screenpos y = [40, 200]
triggerall = StateType = A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X > 5 && P2BodyDist X < 40
trigger1 = P2BodyDist Y = [5,80]
trigger2 = ((stateno = 640 || stateno = 620 || stateno = 600)) && (movecontact = 1) && random > 700
trigger3 = (hitdefattr = A, NA) && movecontact
[State -1, Ground Breaker Punch]
type = ChangeState
value = 1013
triggerall = var(59) && ctrl && prevstateno != 1013 && prevstateno != 1014
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X > 20 && P2BodyDist X < 70 && Random < 250
trigger1 = (P2BodyDist Y = [-50,50]) && random < 150
[State -1, Ground Breaker Wave]
type = ChangeState
value = 1014
triggerall = var(59) && ctrl && prevstateno != 1014 && prevstateno != 1013 && numhelper(23392) < 1 && numhelper(23393) < 1
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper && random > 950
trigger1 = P2BodyDist X > 60 && P2BodyDist X < 180 && Random < 250
trigger1 = P2BodyDist Y = [-50,50]
[State -1, Lightning Strike (close)]
type = ChangeState
value = 1114
triggerall = var(59) && ctrl && prevstateno != 1000 && random > 750
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X > 10 && P2BodyDist X < 50 && Random < 250
trigger1 = P2BodyDist Y = [-50,50]
trigger2 = p2stateno = 100 && random > 850
trigger3 = (hitdefattr = SC, NA) && movecontact
[State -1, Lightning Strike (over the enemy)]
type = ChangeState
value = 1400
triggerall = var(59) && ctrl && prevstateno != 1000 && random > 750
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X > 10 && P2BodyDist X < 50 && Random < 250
trigger1 = P2BodyDist Y = [-50,50]
trigger2 = p2stateno = 100 && random > 850
trigger3 = (hitdefattr = SC, NA) && movecontact
[State -1, Amon Strike (standing)]
type = ChangeState
value = 1200
triggerall = var(59) && ctrl && prevstateno != 20005 && random > 750 && power >= 60
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = P2BodyDist X > 70 && P2BodyDist X < 180 && Random < 150
trigger1 = P2BodyDist Y = [-50,50]
[State -1,Isis Helper]
type=ChangeState
value=1300
triggerall=var(59)&& roundstate=2 && statetype!=A &&P2Life>2
triggerall= power >= 3000
triggerall=(p2stateno!=[120,155])&&(p2statetype!=L)
triggerall=(enemynear,vel y>-1)
triggerall=NumHelper=0 && P2Stateno!=1
triggerall = stateno != (1301)
triggerall = !numhelper(1301)
trigger1= ctrl&&p2dist x>150&&random<150
trigger2=(stateno=[200,240])&&movehit&&random<150
persistent=1
[State -1, AI_FwdDash]
type = ChangeState
value = 100
triggerall = var(59) && ctrl && RoundState = 2
triggerall = (statetype = S)
trigger1 = P2BodyDist X >= 150 && P2BodyDist Y = [-50,50]
trigger1 = stateno != 1340 && stateno != 100 && ctrl && Random >= 600
[State -1, AI_ AIR FwdDash]
type = ChangeState
value = 1340
triggerall = var(59) && ctrl && RoundState = 2
triggerall = (statetype = A)
trigger1 = P2BodyDist X >= 150 && P2BodyDist Y = [-50,50]
trigger1 = stateno != 1340 && stateno != 100 && ctrl && Random >= 600
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = (stateno!=420)
triggerall = (statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = ctrl = 1
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && Random <= 200)
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = (stateno!=420)
triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = (stateno = 200) && (movecontact = 1)
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = (stateno!=420)
triggerall = var(59) && p2statetype != L && RoundState = 2
triggerall = statetype = S
trigger1 = ((stateno = 200) || (stateno = 210)) && (movecontact = 1)
[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = var(59) && ctrl && random < 200
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = p2bodydist X <= 20 && (enemynear, statetype != A)
[State -1, Standing Light Kick]
type = ChangeState
value = 230
triggerall = var(59) && ctrl && random < 200
triggerall = (stateno!=420)
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = p2bodydist X <= 20 && (enemynear, statetype != A)
[State -1, Standing Med Kick]
type = ChangeState
value = 240
triggerall = var(59) && ctrl && random < 500
triggerall = (stateno!=420)
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = stateno=230 && movecontact>0
[State -1, Standing Hard Kick]
type = ChangeState
value = 250
triggerall = (stateno!=420)
triggerall = var(59) && ctrl && random < 500
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = stateno=240 && movecontact>0
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = (stateno!=420)
triggerall =(statetype = S) && var(59) && p2statetype != L && RoundState = 2
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 400&& random >200)) && ctrl
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = (stateno!=420)
triggerall = var(59) && p2statetype != L && RoundState = 2
triggerall = statetype = S
trigger1= (stateno = 230) && (movecontact = 1)
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (stateno!=420)
triggerall = var(59) && enemynear, statetype != L && RoundState = 2
trigger1 = ((stateno = 230) || (stateno = 240)) && (movecontact = 1)
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = (stateno!=420)
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 600&& random >400))
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = (stateno!=420)
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (stateno = 400) && movecontact
[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = var(59) && statetype != A && RoundState = 2
trigger1 = (stateno = 410) && movecontact
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = (stateno!=420)
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (enemynear, p2dist x <= 65 && enemynear, movetype != A && (Random <= 900&& random >600))
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = (stateno!=420)
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (stateno = 430) && movecontact
[State -1, Crouch Hard Kick]
type = ChangeState
value = 450
triggerall = (stateno!=420)
triggerall = var(59) && statetype != A && RoundState = 2
trigger1 = (stateno = 440) && movecontact
[State -1]
type = ChangeState
value = 1114
triggerall = var(59) && var(55) = 10 && RoundState = 2
triggerall = p2bodydist x < 20
trigger1 = (stateno = 430) && movecontact
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) && RoundState = 2 && ctrl
triggerall = statetype = S && enemynear, statetype != L && random < 200
trigger1 = (P2BodyDist X <= 10) && enemynear, statetype != C && random > 800
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A && ctrl
trigger1 = p2dist X < 60 && (p2dist Y > -30 && p2dist Y < -10)
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
trigger1 = (stateno = 630) && movecontact
[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
trigger1 = (stateno = 640) && movecontact
[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
trigger1 = (stateno = 600) && (movecontact = 1)
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A
trigger1 = (stateno = 610) && movecontact
[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = var(59) && RoundState = 2 && stateno != 100
triggerall = statetype = A && ctrl
trigger1 = stateno = 620 && movecontact
[State -1, cState]
type = ChangeState
triggerall = Var(59) && StateType = A
trigger1 = (StateNo = [600,620]) && (MoveContact)
value = IfElse(StateNo = 600,630,IfElse(StateNo = 610,640,650))
persistent = 0
[State -1, cState]
type = ChangeState
triggerall = Var(59) && StateType = A
trigger1 = (StateNo = [630,640]) && (MoveContact)
value = IfElse(StateNo = 630,610,620)
[State -1, Call the Heavens]
type = ChangeState
value = 3000
triggerall = power>=1000
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = command = "qcf_2p"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = (hitdefattr = SC, NA,SA) && movecontact
[State -1, Lightning Storm]
type = ChangeState
value = 3200
triggerall = power>=1000
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = command = "Natzi"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = (hitdefattr = SC, NA,SA) && movecontact
[State -1, Shazam!!!]
type = ChangeState
value = 3500
triggerall = power>=3000
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = numhelper(1137) = 0
triggerall = command = "qcf_2k"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = (hitdefattr = SC, NA,SA) && movecontact
[State -1, The Rage of Adam]
type = ChangeState
value = 1131
triggerall = !Numpartner
triggerall = power>=2000
triggerall = !Var(59)
triggerall = var(5) = 0
triggerall = command = "ww3"
triggerall = statetype = S
trigger1 = ctrl
[State -1, Isis Helper]
type = ChangeState
value = 1300
triggerall = StateType != A
triggerall = MoveType != H
triggerall = (ctrl = 1) && (!IsHelper)
triggerall = NumHelper(10) = 0
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = power >= 500
triggerall = stateno != 1300
triggerall = stateno != (1301)
triggerall = !numhelper(1301)
trigger1 = command = "Backup1"
[State -1, Immortal]
type = ChangeState
value = 1000
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = command = "qcf_x"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = (hitdefattr = SC, NA) && movecontact
[State -1, Mighty Charge]
type = ChangeState
value = 1001
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = command = "qcf_z"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = (hitdefattr = SC, NA) && movecontact
[State -1, Amon Strike (aerial)]
type = ChangeState
value = 1122
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = command = "qcf_x"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (hitdefattr = A, NA) && movecontact
[State -1, Amon Strike (aerial)]
type = ChangeState
value = 1122
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = command = "qcf_z"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (hitdefattr = A, NA) && movecontact
[State -1, Amon Strike (standing)]
type = ChangeState
value = 1200
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = command = "stand clap"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = (hitdefattr = SC, NA) && movecontact
[State -1, Boot Stomp]
type = ChangeState
value = 1012
triggerall = var(5) = 0
triggerall = command = "stand clap"
triggerall = RoundState = 2 && StateType = A && (MoveType != H) && !Var(59)
trigger1 = (ctrl = 1)
trigger2 = (hitdefattr = A, NA) && movecontact
[State -1, Ground Breaker Punch]
type = ChangeState
value = 1013
triggerall = numhelper (23392)< 1
triggerall = !Var(59)
triggerall = var(5) = 0
triggerall = command = "qcb_x"
triggerall = statetype = s
trigger1 = ctrl
[State -1, Ground Breaker Punch]
type = ChangeState
value = 1015
triggerall = numhelper (23392)< 1
triggerall = !Var(59)
triggerall = var(5) = 0
triggerall = command = "qcb_y"
triggerall = statetype = s
trigger1 = ctrl
[State -1, Ground Breaker Wave]
type = ChangeState
value = 1014
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = command = "qcb_z"
triggerall = statetype = S
trigger1 = ctrl
[State -1, Lightning Strike - close.]
type = ChangeState
value = 1114
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = command = "lighting strike"
triggerall = statetype = s
trigger1 = ctrl
trigger2 = (hitdefattr = SC, NA) && movecontact
[State -1, Lightining Strike - over the enemy.]
type = ChangeState
value = 1400
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = command = "lighting strike1"
triggerall = statetype = s
trigger1 = ctrl
trigger2 = (hitdefattr = SC, NA) && movecontact
[State -1, Air Dash Forward]
type = ChangeState
value = 1340
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = statetype = A
triggerall = command = "FF"
triggerall = Var(6) = 0
trigger1 = ctrl
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(5) = 0
triggerall = !Var(59)
triggerall = command = "lighting strike2"
triggerall = statetype = s
trigger1 = ctrl
[State -1, FwdDash]
type = ChangeState
value = 100
triggerall = command != "holdback" && !Var(59)
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "FF"
trigger2 = command = "3P"
[State -1, BackDash]
type = ChangeState
value = 105
triggerall = statetype = S && !Var(59)
triggerall = ctrl = 1
trigger1 = command = "BB"
trigger2 = command = "holdback"
trigger2 = command = "3P"
[State -1, Superjump]
type = ChangeState
value = 700
triggerall = (StateType != A) && (Var(0) = 0) && !Var(59)
trigger1 = (command = "DU") && (Ctrl)
trigger2 = (command = "3K") && (Ctrl)
trigger3 = stateno = 420 && movehit && command="holdup"
trigger4 = stateno = 220 && movehit && command="holdup"
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = statetype = S && !Var(59)
triggerall = ctrl = 1
trigger1 = command = "start"
[State -1, taunt]
type=ChangeState
value=195
triggerall= var(59)>=1 && numenemy
triggerall= !var(37)
triggerall= roundstate=2 && statetype!=A && prevstateno!=195
triggerall= life>=(lifemax/2)
trigger1= ctrl && numenemy
trigger1= (enemynear,life)<=(enemynear,lifemax/2)
trigger1= p2dist x>=160 && !(enemynear,ctrl) && (enemynear,movetype=H)
trigger1= (enemynear,statetype=A || enemynear,statetype=L) && random<500
[State -1, Roll Forward]
type = ChangeState
value = 8300
trigger1 = command = "holdfwd" && var(59) = 0 && (stateno = 5120) && life
trigger2 = var(59) = 1 && var(59) = 1 && (P2BodyDist X = [0, 20]) && random >= 990 && (stateno = 5120) && life
;Recovery Roll Bwd
[State -1, Roll Back]
type = ChangeState
value = 8305
trigger1 = command = "holdback" && var(59) = 0 && (stateno = 5120) && life
trigger2 = var(59) = 1 && var(59) = 1 &&(P2BodyDist X = [0, 20]) && random >= 990 && (stateno = 5120) && life
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !Var(59)
triggerall = (command = "x") && (command != "holddown") && (statetype != A)&& !Var(59)
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = !Var(59)
triggerall = (command = "y") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = (StateNo = 200) && (movecontact >= 1)
trigger3 = (StateNo = 230) && (movecontact >= 1)
trigger4 = (StateNo = 3100) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = !Var(59)
triggerall = (command = "z") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = 200) || (stateno = 210)) && (movecontact >= 1)
trigger3 = ((stateno = 230) || (stateno = 240)) && (movecontact >= 1)
trigger4 = ((stateno = 430) || (stateno = 440)) && (movecontact >= 1)
trigger5 = (StateNo = 250) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !Var(59)
triggerall = (command = "a") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl = 1
trigger2 = (StateNo = 200) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = !Var(59)
triggerall = (command = "b") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = (stateno = 230) && (movecontact >= 1)
trigger3 = (StateNo = 210) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Stand Hard Kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = (command = "c") && (command != "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = 230) || (stateno = 240)) && (movecontact >= 1)
trigger3 = ((stateno = 200) || (stateno = 210)) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Crouching basics
;---------------------------------------------------------------------------
; Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = !Var(59)
triggerall = (command = "x") && (command = "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = !Var(59)
triggerall = (command = "y") && (command = "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = 200) || (stateno = 400)) && (movecontact >= 1)
trigger3 = ((stateno = 230) || (stateno = 430)) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Crouch Hard Punch
[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = !Var(59)
triggerall= stateno != 420
triggerall = (command = "z") && (command = "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = [200,210]) || (stateno = [400,410])) && (movecontact >= 1)
trigger3 = ((stateno = [230,240]) || (stateno = [430,440])) && (movecontact >= 1)
;trigger4 = (stateno = 450) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = !Var(59)
triggerall = (command = "a") && (command = "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl = 1
trigger2 = ((stateno = 200) || (stateno = 400)) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = !Var(59)
triggerall = (command = "b") && (command = "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = [200,210]) || (stateno = [400,410])) && (movecontact >= 1)
trigger3 = ((stateno = 230) || (stateno = 430)) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Crouch Hard Kick
[State -1, Crouch Hard Kick]
type = ChangeState
value = 450
triggerall = !Var(59)
triggerall = (command = "c") && (command = "holddown") && (statetype != A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = [200,210]) || (stateno = [400,410])) && (movecontact >= 1)
trigger3 = ((stateno = [230,240]) || (stateno = [430,440])) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Air basics
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = !Var(59)
triggerall = (command = "x") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = !Var(59)
triggerall = (command = "y") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = 600) || (stateno = 630)) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = !Var(59)
triggerall = (command = "z") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = 600) || (stateno = 610) || (stateno = 630) || (stateno = 640)) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = !Var(59)
triggerall = (command = "a") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = (stateno = 600) && (movecontact = 1)
;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = !Var(59)
triggerall = (command = "b") && (statetype = A) && !Var(59)
trigger1 = ctrl = 1
; (chain combos)
trigger2 = ((stateno = 600) || (stateno = 610) || (stateno = 630)) && (movecontact >= 1)
;---------------------------------------------------------------------------
; Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = !Var(59)
triggerall = command != "holddown"
triggerall = (command = "c") && (statetype = A)
trigger1 = ctrl = 1
trigger2 = ((stateno = 600) || (stateno = 610) || (stateno = 620) || (stateno = 630) || (stateno = 640)) && (movecontact >= 1)