; 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
;-| 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 = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, x
time = 20
[Command]
name = "TripleKFPalm" ;Same name as above
command = ~D, DF, F, D, DF, F, y
time = 20
[Command]
name = "SmashKFUpper"
command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x
time = 20
[Command]
name = "SmashKFUpper" ;Same name as above
command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "blocking"
command = $F,x
time = 3
[Command]
name = "blocking" ;Same name as above (buttons in opposite order)
command = x,$F
time = 3
[Command]
name = "upper_x"
command = ~F, D, DF, x
[Command]
name = "upper_y"
command = ~F, D, DF, y
[Command]
name = "upper_xy"
command = ~F, D, DF, x+y
[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "QCF_z"
command = ~D, DF, F, z
[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y
[Command]
name = "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_a"
command = ~D, DF, F, a
[Command]
name = "QCF_b"
command = ~D, DF, F, b
[Command]
name = "QCF_ab"
command = ~D, DF, F, a+b
[Command]
name = "FF_ab"
command = F, F, a+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
;-| 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
[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"
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
[Command]
name = "dfwd"
command = DF
time = 1
[Command]
name = "dback"
command = DB
time = 1
[Command]
name = "ufwd"
command = UF
time = 1
[Command]
name = "uback"
command = UB
time = 1
[Command]
name = "SuperJump"
command = $D, $U
;---------------------------------------------------------------------------
; 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]
;==============================================================================================
;==============================================================================================
;================================<EXPLODsive Buffering System>=================================
;====================================<by JustMorphPointman>====================================
;==============================================================================================
;==============================================================================================
;This is an explod-based buffering system, designed to overcome several different errors and bugs
;related to MUGEN's default method of processing commands, as well as offering creators more control
;over how the commands of their character should work. It is designed to be easy to use, understand,
;and install. For more information, including instructions on how to add this to a character, as
;well as how to customize it and add new commands, please visit http://mugenguild.com/forum/msg.2366951
;==============================================================================================
;========================<QUICK REFERENCE GUIDE TO THE EXPLOD ID #'s>==========================
;==============================================================================================
;BASIC DIRECTIONAL INPUTS (these are primarily used to detect directional releases, but also can
;be used outside of the Buffering system code block to detect when a specific direction is currently
;being input or held down)
;Down: 90000002
;Down-right: 90000003
;Right: 90000006
;Up-right: 90000009
;Up: 90000008
;Up-left: 90000007
;Left: 90000004
;Down-left: 90000001
;BUTTON PRESS
;x: 90000200
;y: 90000210
;z: 90000220
;a: 90000230
;b: 90000240
;c: 90000250
;start: 90000195
;BUTTON RELEASE
;x: 90000205
;y: 90000215
;z: 90000225
;a: 90000235
;b: 90000245
;c: 90000255
;start: 90000196
;SYSTEM MOTIONS
;Down (3 ticks): (D with a 3 tick buffer) 90000012
;Down-right (3 ticks): (DR with a 3 tick buffer) 90000013
;Right (3 ticks): (R with a 3 tick buffer) 90000016
;Up-right (3 ticks): (UR with a 3 tick buffer) 90000019
;Up (3 ticks): (U with a 3 tick buffer) 90000018
;Up-left (3 ticks): (UL with a 3 tick buffer) 90000017
;Left (3 ticks): (L with a 3 tick buffer) 90000014
;Down-left (3 ticks): (DL with a 3 tick buffer) 90000011
;Down (3 ticks + HitPause): (D w/ 3 tick buffer + HitPause) 90000022
;Down-right (3 ticks + HitPause): (DR w/ 3 tick buffer + HitPause)90000023
;Right (3 ticks + HitPause): (R w/ 3 tick buffer + HitPause) 90000026
;Up-right (3 ticks + HitPause): (UR w/ 3 tick buffer + HitPause)90000029
;Up (3 ticks + HitPause): (U w/ 3 tick buffer + HitPause) 90000028
;Up-left (3 ticks + HitPause): (UL w/ 3 tick buffer + HitPause)90000027
;Left (3 ticks + HitPause): (L w/ 3 tick buffer + HitPause) 90000024
;Down-left (3 ticks + HitPause): (DL w/ 3 tick buffer + HitPause)90000021
;R, R: (F, F) 90001016
;L, L: (B, B) 90001064
;D, U: (D, U) 90000408
;U, U: (U, U) 90000518
;D, D: (D, D) 90000562
;R, DR, D (F, DF, D) 90007502
;L, DL, D (B, DB, D) 90007552
;SPECIAL MOTIONS
;D, DR, R: (QCF) 90010006
;D, DL, L: (QCB) 90010104
;R, D, DR: (F, D, DF) 90010203
;L, D, DL: (B, D, DB) 90010301
;L, DL, D, DR, R: (HCF) 90010406
;R, DR, D, DL, L: (HCB) 90010504
;(charge) L, R: ([charge] B, F) 90010606
;(charge) R, L: ([charge] F, B) 90010704
;(charge) D, U: ([charge] D, U) 90010808
;L, D, R, U: (360) 90011008
;L, U, R, D: (360) 90011102
;D, R, U, L: (360) 90011204
;D, L, U, R: (360) 90011306
;R, D, L, U: (360) 90011408
;R, U, L, D: (360) 90011502
;U, R, D, L: (360) 90011604
;U, L, D, R: (360) 90011706
;R, D, L, R: (HCB, F) 90012016
;L, D, R, L: (HCF, B) 90012114
;R, L, R: (F, B, F) 90012216
;L, R, L: (B, F, B) 90012314
;D, DR, R, UR: (QCF, UF) 90012409
;D, DL, L, UL: (QCB, UB) 90012507
;D, D: ([special] D, D) 90012602
;SUPER MOTIONS
;D, DR, R, D, DR, R: (QCFx2) 90030016
;D, DL, L, D, DL, L: (QCBx2) 90030114
;L, DL, D, DR, R, L, DL, D, DR, R: (HCFx2) 90030416
;R, DR, D, DL, L, R, DR, D, DL, L: (HCBx2) 90030514
;(charge) L, R, L, R: ([charge] B, F, B, F) 90030616
;(charge) R, L, R, L: ([charge] F, B, F, B) 90030714
;(charge) DL, DR, DL, UR: ([charge] DB, DF, DB, UF) 90030809
;(charge) DR, DL, DR, UL: ([charge] DF, DB, DF, UB) 90030907
;L, D, R, U, L, D, R, U: (720) 90031018
;L, U, R, D, L, U, R, D: (720) 90031112
;D, R, U, L, D, R, U, L: (720) 90031214
;D, L, U, R, D, L, U, R: (720) 90031316
;R, D, L, U, R, D, L, U: (720) 90031418
;R, U, L, D, R, U, L, D: (720) 90031512
;U, R, D, L, U, R, D, L: (720) 90031614
;U, L, D, R, U, L, D, R: (720) 90031716
;R, L, D, R: (F, HCF) 90032016
;L, R, D, L: (B, HCB) 90032114
;D, DR, R, D, L: (QCF, HCB) 90032204
;D, DL, L, D, R: (QCB, HCF) 90032306
;D, DR, R, DR, L: (QCF, DF, B) 90032404
;D, DL, L, DL, R: (QCB, DB, F) 90032506
;D, D, D: (D, D, D) 90032602
;SUPER MOTIONS (button inputs)
;x, x, F, a, z: (Shun Goku Satsu) 94000220
;==============================================================================================
;===================================<DIRECTIONAL COMMANDS>=====================================
;==============================================================================================
;==============================================================================================
;These are required for the system to function; they are active whenever the specified direction
;is currently being input, and disappear as soon as they are released (via a series of RemoveExplods
;at the bottom of the Buffering system code block). They are used by the system to detect directional
;releases, but can also be used outside of the Buffering system code block to detect when a specific
;direction is being input or held down.
;==============================================================================================
[State -1, Release Down Detector]
type = Explod
;make sure explod doesn't already exist
triggerAll = !NumExplod(90000002)
;check to make sure Helper exists, and that the entity running this code isn't the helper, and that
;the AI isn't active. Only a human player should be making explods!
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;If either of these explods exist, then down/up inputs have been reversed (this is usually caused
;by an attack of some sort, such as Thanos's Mind Gem super). We can easily flip left/right commands,
;but for down/up inputs, we must have two sets of triggers. This is the first set, which only activate
;if the explods don't exist, so we can just check the inputs normally.
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;explod will be created if down is input
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
;no other directions may be input, otherwise it wouldn't be a down input!
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
;These sets of triggers, however, only are used if one of the direction input reversal explods exist.
;We treat "down" inputs as "up", and vice-versa; "down-right" is treated as "up-right", and so on.
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
anim = 9741
ID = 90000002
;these explods are only removed via a RemoveExplod, so their RemoveTime is set to -1 (aka infinite)
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Down-Right Detector]
type = Explod
triggerAll = !NumExplod(90000003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
anim = 9741
ID = 90000003
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Right Detector]
type = Explod
triggerAll = !NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 9741
ID = 90000006
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Up-Right Detector]
type = Explod
triggerAll = !NumExplod(90000009)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 9741
ID = 90000009
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Up Detector]
type = Explod
triggerAll = !NumExplod(90000008)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 9741
ID = 90000008
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Up-Left Detector]
type = Explod
triggerAll = !NumExplod(90000007)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 9741
ID = 90000007
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Left Detector]
type = Explod
triggerAll = !NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 9741
ID = 90000004
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release Down-Left Detector]
type = Explod
triggerAll = !NumExplod(90000001)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
anim = 9741
ID = 90000001
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
;==============================================================================================
;==========================================<BUTTONS>===========================================
;==============================================================================================
[State -1, Press x]
type = Explod
;if there already exists a "press x" explod, and the player is in HitPauseTime, then we don't need another!
trigger1 = !HitPauseTime || !NumExplod(90000200)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "x"
anim = 9741
ID = 90000200
;the removeTime, pauseMoveTime, and superMoveTime all must be the same value. This represents the
;amount of time (in ticks) that this individual input is "active"; in other words, it's the window
;of time the player has to input the next input in sequence (or if it's the final input of a command,
;the amount of time that command will last, if the character cannot currently perform the move in
;question). We use "10" as the default value for most directional inputs, because it's generally the
;standard amount of time for most games
;We use "3" for button inputs, which is what many modern games use, but there's a lot of variance
;there.
;We also include " + ifElse(HitPauseTime, HitPauseTime - 1, 0)" to the RemoveTime/PauseMoveTime/SuperMoveTime
;in order to keep the command alive during hit pause. This goes on all button press commands, as well as
;the final directional input of any system, special, or super command.
;For more information on what the removeTime (and pauseMoveTime, et. al.) represents, see the comments for
;the "Right, Right" command
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
[State -1, Press y]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000210)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "y"
anim = 9741
ID = 90000210
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
[State -1, Press z]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000220)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "z"
anim = 9741
ID = 90000220
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
[State -1, Press a]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000230)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "a"
anim = 9741
ID = 90000230
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
[State -1, Press b]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000240)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "b"
anim = 9741
ID = 90000240
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
[State -1, Press c]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000250)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "c"
anim = 9741
ID = 90000250
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
[State -1, Press start]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000195)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "start"
anim = 9741
ID = 90000195
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;These explods are used to detect button releases, much in the same way that the directional
;detectors work. These are required for the system, but it's easier to use MUGEN's standard
;"holda" / "holdx" / etc. for situations where you need to detect a held button input, rather than
;making use of these like you would the release direction detectors.
;==============================================================================================
[State -1, Release x Detector]
type = Explod
triggerAll = !NumExplod(90000201)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "x" || Helper(90000005), command = "holdx"
anim = 9741
ID = 90000201
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release y Detector]
type = Explod
triggerAll = !NumExplod(90000211)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "y" || Helper(90000005), command = "holdy"
anim = 9741
ID = 90000211
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release z Detector]
type = Explod
triggerAll = !NumExplod(90000221)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "z" || Helper(90000005), command = "holdz"
anim = 9741
ID = 90000221
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release a Detector]
type = Explod
triggerAll = !NumExplod(90000231)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "a" || Helper(90000005), command = "holda"
anim = 9741
ID = 90000231
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release b Detector]
type = Explod
triggerAll = !NumExplod(90000241)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "b" || Helper(90000005), command = "holdb"
anim = 9741
ID = 90000241
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release c Detector]
type = Explod
triggerAll = !NumExplod(90000251)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "c" || Helper(90000005), command = "holdc"
anim = 9741
ID = 90000251
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
[State -1, Release start Detector]
type = Explod
triggerAll = !NumExplod(90000194)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "start"
anim = 9741
ID = 90000194
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1
;==============================================================================================
;Take note of the RemoveTimes on these: release button inputs don't persist through hitpause!
;==============================================================================================
[State -1, Release x]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000205)
triggerAll = NumExplod(90000201)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "x" && Helper(90000005), command != "holdx"
anim = 9741
ID = 90000205
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
[State -1, Release y]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000215)
triggerAll = NumExplod(90000211)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "y" && Helper(90000005), command != "holdy"
anim = 9741
ID = 90000215
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
[State -1, Release z]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000225)
triggerAll = NumExplod(90000221)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "z" && Helper(90000005), command != "holdz"
anim = 9741
ID = 90000225
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
[State -1, Release a]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000235)
triggerAll = NumExplod(90000231)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "a" && Helper(90000005), command != "holda"
anim = 9741
ID = 90000235
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
[State -1, Release b]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000245)
triggerAll = NumExplod(90000241)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "b" && Helper(90000005), command != "holdb"
anim = 9741
ID = 90000245
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
[State -1, Release c]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000255)
triggerAll = NumExplod(90000251)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "c" && Helper(90000005), command != "holdc"
anim = 9741
ID = 90000255
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
[State -1, Release start]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000196)
triggerAll = NumExplod(90000194)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "start" && Helper(90000005), command != "holdstart"
anim = 9741
ID = 90000196
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;==============================================================================================
;=============================<DIRECTIONAL INPUTS (3 TICK BUFFER)>=============================
;==============================================================================================
;==============================================================================================
;These activate whenever the direction in question is input, and persist for three ticks. Useful
;if you need to use only a single directional input, but also want it to last longer than one tick.
;==============================================================================================
;======================================<DOWN (3 TICKS)>========================================
[State -1, Down (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90000012
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;===================================<DOWN-RIGHT (3 TICKS)>=====================================
[State -1, Down-Right (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90000013
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;======================================<RIGHT (3 TICKS)>=======================================
[State -1, Right (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90000016
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;=====================================<UP-RIGHT (3 TICKS)>=====================================
[State -1, Up-Right (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
anim = 9741
ID = 90000019
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;========================================<UP (3 TICKS)>========================================
[State -1, Up (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "back"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "back"
anim = 9741
ID = 90000018
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;=====================================<UP-LEFT (3 TICKS)>======================================
[State -1, Up-Left (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
anim = 9741
ID = 90000017
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;=======================================<LEFT 3 TICKS>=========================================
[State -1, Left (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90000014
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;====================================<DOWN-LEFT 3 TICKS>=======================================
[State -1, Down-Left (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90000011
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1
;==============================================================================================
;=====================<DIRECTIONAL INPUTS (3 TICK BUFFER + HITPAUSE TIME)>=====================
;==============================================================================================
;==============================================================================================
;These are almost identical to the explods directly above this, except these will persist through
;a HitPause, and will only activate if the direction in question is being either held or input on
;the same tick that any button is input. These can be used to replicate the command behavior of Capcom
;games for crouching and command normal moves. For more information, please see [INSERT LINK].
;==============================================================================================
;==============================<DOWN (3 TICKS + HITPAUSE TIME)>================================
[State -1, Down (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command = "down" || Helper(90000005), command = "holddown") && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holdfwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = (Helper(90000005), command = "up" || Helper(90000005), command = "holdup") && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown" && Helper(90000005), command != "holdfwd"
anim = 9741
ID = 90000022
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;===========================<DOWN-RIGHT (3 TICKS + HITPAUSE TIME)>=============================
[State -1, Down-Right (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command = "dfwd" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = (Helper(90000005), command = "ufwd" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown"
anim = 9741
ID = 90000023
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================<RIGHT (3 TICKS + HITPAUSE TIME)>===============================
[State -1, Right (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = (Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd") && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holddown"
anim = 9741
ID = 90000026
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;=============================<UP-RIGHT (3 TICKS + HITPAUSE TIME)>=============================
[State -1, Up-Right (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command = "ufwd" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = (Helper(90000005), command = "dfwd" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup"
anim = 9741
ID = 90000029
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;================================<UP (3 TICKS + HITPAUSE TIME)>================================
[State -1, Up (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command = "up" || Helper(90000005), command = "holdup") && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "back" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown" && Helper(90000005), command != "holdback"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = (Helper(90000005), command = "down" || Helper(90000005), command = "holddown") && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "back" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holdback"
anim = 9741
ID = 90000028
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;=============================<UP-LEFT (3 TICKS + HITPAUSE TIME)>==============================
[State -1, Up-Left (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command = "uback" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = (Helper(90000005), command = "dback" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup"
anim = 9741
ID = 90000027
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;===============================<LEFT 3 TICKS + HITPAUSE TIME>=================================
[State -1, Left (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = (Helper(90000005), command = "back" || Helper(90000005), command = "holdback") && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holddown"
anim = 9741
ID = 90000024
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;============================<DOWN-LEFT 3 TICKS + HITPAUSE TIME>===============================
[State -1, Down-Left (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a" || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command = "dback" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = (Helper(90000005), command = "uback" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown"
anim = 9741
ID = 900000021
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;Reminder: because this system is based on absolute directions (left/right) instead of relative
;directions (forward/backward), all commands must have a mirrored command as well (unless they are
;performed solely with up and/or down!) In other words, two different versions of each individual
;command must be defined in this system: one assuming the character is facing the right, and one
;for the left.
;==============================================================================================
;==============================================================================================
;================================<FORWARD, FORWARD/BACK, BACK>=================================
;==============================================================================================
;==============================================================================================
;Dash/run commands in SNK typically have release directions as their first inputs. In other words,
;in most SNK games, you can dash/run by holding forward or back for however long you like, and then
;quickly releasing the stick and returning to neutral, then quickly inputting forward/back again.
;In most Capcom games, this will not work. We have the dash/run commands in this system set up to
;follow Capcom's example.
;Different games have different input windows for dash commands. KOF gives you a 7 tick window between
;each the first and second forward/back commands, and the final input has a buffer time of 3 ticks.
;CPS2 Capcom games (under the normal speed setting) have an input window of 7 ticks for the consecutive
;forward/back commands, and the final input has a buffer time of 2 ticks. In SFIII, both the input
;window and the buffer time is 7 ticks. The default values in this system are 10 for the input window
;and 3 for the buffer time, to match up with the other commands (but feel free to change those values
;to suit your personal preference!)
;==============================================================================================
;=======================================<RIGHT, RIGHT>=========================================
[State -1, R, R: 1st Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90001006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, R: Neutral]
type = Explod
triggerAll = NumExplod(90000006) && NumExplod(90001006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;make sure no directional input is being performed
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 9741
ID = 90001005
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
;We remove the neutral explod if any non-right input is detected, or if the 1st right explod does not exist
;in most Capcom games, a dash command will be cancelled mid-input if any direction other than forward/back
;and neutral are input. But SNK games give you more leeway: as long as you have inputting forward/back, and
;have returned the stick to neutral, you can input any other directional command and still get a dash as long
;as you input another forward/back command. If you want to replicate this behavior, simply delete the first trigger
;of this RemoveExplod sctrl (you will still need the second trigger, though).
[State -1, Remove R, R: Neutral]
type = RemoveExplod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007) || NumExplod(90000004) || NumExplod(90000001)
trigger2 = !NumExplod(90001006)
ID = 90001005
ignoreHitPause = 1
[State -1, R, R: 2nd Right]
type = Explod
;we check to see if the user has input right recently, and has returned the stick to neutral
triggerAll = NumExplod(90001005) && NumExplod(90001006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90001016
;see the button explods above for an explanation of this ifElse statement. This statement only goes on the final
;input of any command, and should not go anywhere else in the command!
;We also are using a non-standard removeTime for this input, as dash commands in most games are only active
;for a short period of time (around 1-3 ticks).
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
[State -1, R, R: 2nd Right (10 ticks)]
type = Explod
;this one is used for Kung Fu Knee
triggerAll = NumExplod(90001005) && NumExplod(90001006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90001026
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;Now for the reversed command:
;==============================================================================================
;=======================================<LEFT, LEFT>=========================================
[State -1, L, L: 1st Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90001054
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, L: Neutral]
type = Explod
triggerAll = NumExplod(90000004) && NumExplod(90001054)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 9741
ID = 90001055
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, Remove L, L: Neutral]
type = RemoveExplod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000006) || NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007) || NumExplod(90000001)
trigger2 = !NumExplod(90001054)
ID = 90001055
ignoreHitPause = 1
[State -1, L, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90001055) && NumExplod(90001054)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90001064
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
[State -1, L, L: 2nd Left (10 ticks)]
type = Explod
triggerAll = NumExplod(90001055) && NumExplod(90001054)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90001074
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;===================================<DOWN, UP (SUPER JUMP)>====================================
;==============================================================================================
;==============================================================================================
;Super jump commands can be done with any down directional input, followed by any up directional
;==============================================================================================
;=======================================<DOWN, UP>=========================================
[State -1, D, U: Down]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger1 = Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger2 = Helper(90000005), command != "down"
anim = 9741
ID = 90000402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, U: Up]
type = Explod
triggerAll = NumExplod(90000402)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger1 = Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger2 = Helper(90000005), command != "up"
anim = 9741
ID = 90000408
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;=====================================<UP, UP/DOWN, DOWN>======================================
;==============================================================================================
;==============================================================================================
;Pretty similar to the Forward, Forward/Back, Back commands, only we don't need to worry about
;the player's facing or anything, since all the inputs are either down or up!
;Also of note is that any up/down direction may be used to activate this command (i.e., a UF, UF
;will still be considered a U, U command).
;==============================================================================================
;=======================================<UP, UP>=========================================
[State -1, U, U: 1st Up]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger1 = Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger2 = Helper(90000005), command != "up"
anim = 9741
ID = 90000508
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, U, U: Neutral]
type = Explod
triggerAll = (NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009)) && NumExplod(90000508)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
anim = 9741
ID = 90000505
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, Remove U, U: Neutral]
type = RemoveExplod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000004) || NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000006)
trigger2 = !NumExplod(90000508)
ID = 90000505
ignoreHitPause = 1
[State -1, U, U: 2nd Up]
type = Explod
triggerAll = NumExplod(90000505) && NumExplod(90000508)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger1 = Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger2 = Helper(90000005), command != "up"
anim = 9741
ID = 90000518
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;=========================================<DOWN,DOWN>==========================================
[State -1, D, D: 1st Down]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger1 = Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger2 = Helper(90000005), command != "down"
anim = 9741
ID = 90000552
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, D: Neutral]
type = Explod
triggerAll = (NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) && NumExplod(90000552)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 9741
ID = 90000555
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, Remove D, D: Neutral]
type = RemoveExplod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000004) || NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009) || NumExplod(90000006)
trigger2 = !NumExplod(90000552)
ID = 90000555
ignoreHitPause = 1
[State -1, D, D: 2nd Down]
type = Explod
triggerAll = NumExplod(90000555) && NumExplod(90000552)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger1 = Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger2 = Helper(90000005), command != "down"
anim = 9741
ID = 90000562
removeTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;===================================<QUARTER CIRCLE DOWN>======================================
;==============================================================================================
;==============================================================================================
;This is the SFA2 style Zero Counter command. This is the first command in the system that uses
;a release directional input. However, this command works somewhat differently from the way pretty
;much every other command in this system works, so we're gonna avoid getting deep into discussion
;about anything here. Please see the following command (quarter-circle forward/back) for a basic
;look at how most release inputs work in this system.
;==============================================================================================
;================================<RIGHT, DOWN-RIGHT, DOWN>=====================================
[State -1, R, DR, D: Release Right]
type = Explod
;check to see if the Release Right Detector explod exists. If it exists and down is no longer being
;input, that means it was released!
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;if right isn't currently being input by the user, then right was released!
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
;... but if right is currently being input by the user, AND there's another direction being input,
;then right is still considered to have been released.
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 9741
ID = 90007506
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, R, DR, D: Down-Right]
type = Explod
;the "Right" explod needs to exist before the next command in sequence is allowed
triggerAll = NumExplod(90007506)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90007503
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D: Down]
type = Explod
triggerAll = NumExplod(90007503)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90007502
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;=================================<LEFT, DOWN-LEFT, DOWN>======================================
[State -1, L, DL, D: Release Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 9741
ID = 90007554
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, L, DL, D: Down-Left]
type = Explod
triggerAll = NumExplod(90007554)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90007551
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D: Down]
type = Explod
triggerAll = NumExplod(90007551)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90007552
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;===============================<QUARTER CIRCLE FORWARD/BACK>==================================
;==============================================================================================
;==============================================================================================
;The vast majority of all commands in fighting games allow the first input of any command to be
;a release input, so that you're allowed to hold the direction that the command starts with for
;however long you want, then input the rest of the command, and still get the move. This is why
;in MUGEN, people typically write all their character's commands as starting with a release input;
;however, things are a bit more complicated outside of MUGEN (and thus, more complicated in this
;buffer too). In most games, the window of time a player has to input the next command in sequence
;after performing a release input is shorter than the window of time they have to input the next
;command after a press input. For example, in Street Fighter III, if you want to perform a quarter-
;circle forward motion, and you press (or hold) the "down" direction, you will have 10 ticks to
;input "down-forward" and continue the command. But if instead you were to hold the "down" direction
;down for a few seconds before releasing it, you will have only 5 ticks to input "down-forward" to
;continue entering the command.
;The way this is translated to the EXPLODsive Buffering system is this: we have two separate explods
;for the first input of every command that uses a release directional input. One explod is created
;whenever the first input is entered, and has a RemoveTime of 10 (which is the same amount of time
;that most other directional explods use in this system); one other explod is also created whenever
;the direction of the first input is released: this has a RemoveTime of 5, which is generally what
;commercial fighting games use.
;Do note that not every game gives players the same input windows for every single command: for
;example, in Street Fighter Alpha 3 (on normal speed), press directional inputs all have a 10 tick
;input window, but the input window for the release directional input in a quarter-circle motion is
;6, while the input window for the release directional input in a forward, down, down-forward motion
;is only 4! There's a whole bunch of variance here, sometimes in the same game, and so it's best to check
;the source game of the character you're making (if applicable) to try and get an idea of what RemoveTime
;will be best for each of your commands.
;==============================================================================================
;================================<DOWN, DOWN-RIGHT, RIGHT>=====================================
;Since this is the press directional input for the first input, it has a RemoveTime of 10
[State -1, D, DR, R: Press Down]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90010002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
;And since this is the release directional input for the first input, it has a RemoveTime of only 5!
[State -1, D, DR, R: Release Down]
type = Explod
triggerAll = NumExplod(90000002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
anim = 9741
ID = 90010052
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, D, DR, R: Down-Right]
type = Explod
;Remember, we have to check to see if either the "press down" or "release down" explods exist!
triggerAll = NumExplod(90010002) || NumExplod(90010052)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90010003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R: Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90010006
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;=================================<DOWN, DOWN-LEFT, LEFT>======================================
[State -1, D, DL, L: Press Down]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90010102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L: Release Down]
type = Explod
triggerAll = NumExplod(90000002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
anim = 9741
ID = 90010152
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, D, DL, L: Down-Left]
type = Explod
triggerAll = NumExplod(90010102) || NumExplod(90010152)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90010101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L: Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90010104
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;===========================<DOUBLE QUARTER CIRCLE FORWARD/BACK>===============================
;==============================================================================================
;==============================================================================================
;This command is mostly identical to the QCF/QCB commands, but with different ID's; there are some
;important differences, however. Instead of repeating the entire first QCF/QCB command, we just
;(mostly) use the ones we already defined above!
;We do repeat the forward/backward input from the first QCF/QCB, though. This is because the final
;explod of the QCF/QCB command will persist through hitpause, which is not true for the QCFx2
;command: otherwise, you'd be able to input a QCF during a long hitpause, wait for the hitpause to
;end, and then input another QCF and still get a QCFx2 motion, and that's not how things are supposed
;to work!
;Also, do note that Capcom games use a command shortcut for QCFx2/QCBx2 motions; a D, DF, F, D, DF
;will work just as well as a D, DF, F, D, DF, F motion; if you want to replicate this behavior, all
;you have to do is check to see if either the repsective "DF/DB" or the "F/B" explods exist in the
;triggers for that move's ChangeState.
;==============================================================================================
;===========================<DOUBLE DOWN, DOWN-RIGHT, RIGHT>===============================
;this is almost identical to the D, DR, R: Right explod; the only difference is that it has a
;RemoveTime of 10 (with no additional ifElse statements), because it shouldn't persist through hitpause!
[State -1, D, DR, R, D, DR, R: 1st Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90030006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R, D, DR, R: 2nd Down]
type = Explod
triggerAll = NumExplod(90030006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90030002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R, D, DR, R: 2nd Down-Right]
type = Explod
triggerAll = NumExplod(90030002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90030003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R, D, DR, R: 2nd Right]
type = Explod
triggerAll = NumExplod(90030003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90030016
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;===========================<DOUBLE DOWN, DOWN-LEFT, LEFT>===============================
[State -1, D, DL, L, D, DL, L: 1st Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90030104
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L, D, DL, L: 2nd Down]
type = Explod
triggerAll = NumExplod(90030104)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90030102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L, D, DL, L: 2nd Down-Left]
type = Explod
triggerAll = NumExplod(90030102)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90030101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L, D, DL, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90030101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90030114
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;=====<QUARTER CIRCLE FORWARD, HALF CIRCLE BACK/QUARTER CIRCLE BACK, HALF CIRCLE FORWARD>======
;==============================================================================================
;==============================================================================================
;This is a command used mostly by SNK, and it has a few quirks compared to how Capcom approaches
;commands. For half-circle motions, SNK only checks for the cardinal inputs (i.e., the non-diagonal
;directions) to see if the user has successfully complated the move, and gives those cardinal inputs
;an extra-long input window (in KOF '98, for example, it's 16, compared to the 10 tick input window for
;normal commands) to compensate for the loss of the diagonal inputs.
;For the default EXPLODsive Buffering system, however, we have opted to allow diagonal inputs in
;these SNK-style half-circle commands, but to make them optional (because, to be quite honest, ignoring
;diagonal inputs entirely is pretty dumb!). What this ends up looking like is that the command can be
;completed only using cardinal inputs, but any diagonal inputs will still be cheked: any diagonal
;input will keep the command "alive" even if the cardinal input preceeding it has exhausted its input
;window.
;The way that translates to this explod system is that (for half-circle motions) we allow the user
;to skip the diagonal inputs: the "down" explod in a HCF command could be created if the "back"
;explod exists, e.g., instead of requiring the "down-back" explod to exist. However, we must also
;allow the "back" explod to be created if the "down-back" explod exists: this makes it so the diagonal
;inputs aren't just a waste of time; they will keep the command alive even if the previous cardinal
;direction explod has expired, which is exactly the same behavior that KOF has.
;To replicate the same behavior that SNK games use, simply delete the diagonal input explods, and increase
;the RemoveTime on each of the cardinal input explods.
;A final note: as with the QCFx2/QCBx2 commands, we use the parts of the earlier QCF/QCB command block
;instead of just repeating that code.
;==============================================================================================
;===============<DOWN, DOWN-RIGHT, RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>===================
[State -1, D, DR, R, DR, D, DL, L: Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R, DR, D, DL, L: Down-Right]
type = Explod
triggerAll = NumExplod(90032206)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90032203
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R, DR, D, DL, L: Down]
type = Explod
triggerAll = NumExplod(90032203) || NumExplod(90032206)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90032202
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R, DR, D, DL, L: Down-Left]
type = Explod
triggerAll = NumExplod(90032202)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90032201
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R, DR, D, DL, L: Left]
type = Explod
triggerAll = NumExplod(90032201) || NumExplod(90032202)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032204
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;================<DOWN, DOWN-LEFT, LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>===================
[State -1, D, DL, L, DL, D, DR, R: Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L, DL, D, DR, R: Down-Left]
type = Explod
triggerAll = NumExplod(90032304)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90032301
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L, DL, D, DR, R: Down]
type = Explod
triggerAll = NumExplod(90032301) || NumExplod(90032304)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90032302
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L, DL, D, DR, R: Down-Right]
type = Explod
triggerAll = NumExplod(90032302)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90032303
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L, DL, D, DR, R: Right]
type = Explod
triggerAll = NumExplod(90032303) || NumExplod(90032302)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032306
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;=====<QUARTER CIRCLE FORWARD, DOWN-FORWARD, BACK/QUARTER CIRCLE BACK, DOWN-BACK, FORWARD>=====
;==============================================================================================
;==============================================================================================
;This is very, very similar to the preceding command, but it is a distinct command with its own
;quirks! This is typically used for Terry's Power Geyser super, among a few other moves. What
;makes this different from the QCF, HCB/QCB, HCF command is that although this command is officially
;referred to in move lists as "QCF, DF, B/QCB, DB, F", in KOF games, this command can (usually) skip
;straight from the starting QCF/QCB and proceed directly to the final input of the command (the
;command would here be rendered as "QCF, B"/"QCB, F"). But this can sometimes be weird: in KOF 2002
;this can only be done if that final input in the QCF/QCB part of the command is held for at least
;two ticks (KOF 2002 is the first game in the series where the player only needs to enter an individual
;input for only one frame and still complete a command; previous games required the inputs to be held
;for at least two). In the Fatal Fury series, however, generally this either uses a motion that is
;actually "QCF, DF, B / QCB, DB, F" motion, or sometimes even a QCF, HCB/QCB, HCF motion. Point is,
;there's a ton of variance here!
;As with the previous command, we have opted to modify this for the default EXPLODsive Buffering system,
;in order to keep it relatively simple and tried to change the manner in which the command worked into
;something that made more sense (to us, at least). We have it set up so that this command can skip straight
;from the starting QCF/QCB and proceed directly to the final input of the command (the command would here
;be rendered as "QCF, B"/"QCB, F"). It also can be performed using a QCF, HCB/QCB, HCF motion, with
;the additional quirk that the user can proceed immediately to the final input of the command no matter
;where they are in the half circle motion. So, for example, the user could perform QCB, DB, D, F, and
;still get the move. What this ends up looking like translated to MUGEN code is that, for instance, the
;explod representing QCF, DF, B: DB is allowed to be created if an explod exists representing "D", or "DF",
;or even "F".
;As with the the QCF, HCB / QCB, HCF command, this can be made to accurate to the source game(s)
;by removing some or all of the non-diagonal (and also the "down") explods.
;==============================================================================================
;========================<DOWN, DOWN-RIGHT, RIGHT, DOWN-RIGHT, LEFT>===========================
[State -1, D, DR, R, DR, L: Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032406
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R, DR, L: Down-Right]
type = Explod
triggerAll = NumExplod(90032406)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90032403
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R, DR, L: Down]
type = Explod
;the Down explod will be created if either (or both) the Right or Down-Right explods exist
triggerAll = NumExplod(90032406) || NumExplod(90032403)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90032402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R, DR, L: Down-Left]
type = Explod
;the Down-Left explod will be created if the Right, Down-Right, or Down explods exist
triggerAll = NumExplod(90032406) || NumExplod(90032403) || NumExplod(90032402)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90032401
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R, DR, L: Left]
type = Explod
;the Left explod will be created if the Right, Down-Right, Down, or Down-Left explods exist
triggerAll = NumExplod(90032406) || NumExplod(90032403) || NumExplod(90032402) || NumExplod(90032401)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032404
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;=========================<DOWN, DOWN-LEFT, LEFT, DOWN-LEFT, RIGHT>============================
[State -1, D, DL, L, DL, R: Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032504
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L, DL, R: Down-Left]
type = Explod
triggerAll = NumExplod(90032504)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90032501
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L, DL, R: Down]
type = Explod
triggerAll = NumExplod(90032504) || NumExplod(90032501)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90032502
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L, DL, R: Down-Right]
type = Explod
triggerAll = NumExplod(90032504) || NumExplod(90032501) || NumExplod(90032502)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90032503
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L, DL, R: Right]
type = Explod
triggerAll = NumExplod(90032504) || NumExplod(90032501) || NumExplod(90032502) || NumExplod(90032503)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032506
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;============<QUARTER CIRCLE FORWARD, UP-FORWARD/QUARTER CIRCLE BACK, UP-BACK>=================
;==============================================================================================
;==============================================================================================
;Also known as a "Tiger Knee" motion. Works much the same way the double quarter circle motions
;work.
;==============================================================================================
;===========================<DOWN, DOWN-RIGHT, RIGHT, UP-RIGHT>================================
[State -1, D, DR, R, UR: Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012406
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DR, R, UR: Up-Right]
type = Explod
triggerAll = NumExplod(90012406)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
anim = 9741
ID = 90012409
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;=============================<DOWN, DOWN-LEFT, LEFT, UP-LEFT>=================================
[State -1, D, DL, L, UL: Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012504
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, D, DL, L, UL: Up-Left]
type = Explod
triggerAll = NumExplod(90012504)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
anim = 9741
ID = 90012507
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;====================<FORWARD, DOWN, DOWN-FORWARD/BACK, DOWN, DOWN-BACK>=======================
;==============================================================================================
;==============================================================================================
;Nothing special here, just the standard dragon punch motion!
;==============================================================================================
;================================<RIGHT, DOWN, DOWN-RIGHT>=====================================
[State -1, R, D, DR: Press Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90010206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, D, DR: Release Right]
type = Explod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 9741
ID = 90010256
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, R, D, DR: Down]
type = Explod
triggerAll = NumExplod(90010206) || NumExplod(90010256)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90010202
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, D, DR: Down-Right]
type = Explod
triggerAll = NumExplod(90010202)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90010203
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;=================================<LEFT, DOWN, DOWN-LEFT>======================================
[State -1, L, D, DL: Press Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90010304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, D, DL: Release Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 9741
ID = 90010354
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, L, D, DL: Down]
type = Explod
triggerAll = NumExplod(90010304) || NumExplod(90010354)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90010302
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, D, DL: Down-Left]
type = Explod
triggerAll = NumExplod(90010302)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90010301
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;=================================<HALF CIRCLE FORWARD/BACK>===================================
;==============================================================================================
;==============================================================================================
;As mentioned earlier, SNK games have command shortcuts for half-circle moves, allowing the user
;to only input cardinal directions and still complete the command. We have opted to use Capcom's
;method for the standard half circle comands here, but these can very easily be modified to use
;the SNK method!
;==============================================================================================
;========================<LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>============================
[State -1, L, DL, D, DR, R: Press Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90010404
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R: Release Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 9741
ID = 90010454
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, L, DL, D, DR, R: Down-Left]
type = Explod
triggerAll = NumExplod(90010404) || NumExplod(90010454)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90010401
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R: Down]
type = Explod
triggerAll = NumExplod(90010401)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90010402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R: Down-Right]
type = Explod
triggerAll = NumExplod(90010402)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90010403
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R: Right]
type = Explod
triggerAll = NumExplod(90010403)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90010406
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;========================<RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>============================
[State -1, R, DR, D, DL, L: Press Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90010506
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L: Release Right]
type = Explod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 9741
ID = 90010556
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, R, DR, D, DL, L: Down-Right]
type = Explod
triggerAll = NumExplod(90010506) || NumExplod(90010556)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90010503
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L: Down]
type = Explod
triggerAll = NumExplod(90010503)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90010502
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L: Down-Left]
type = Explod
triggerAll = NumExplod(90010502)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90010501
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L: Left]
type = Explod
triggerAll = NumExplod(90010501)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90010504
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;==============================<DOUBLE HALF CIRCLE FORWARD/BACK>===============================
;==============================================================================================
;==============================================================================================
;The double half circle motions use the exact same principles that the double quarter circle motions
;used: they're dependent on the standard half circle motions to reduce clutter and unnecessary
;duplication of code.
;==============================================================================================
;=====================<DOUBLE LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>========================
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 1st Right]
type = Explod
triggerAll = NumExplod(90010403)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90030406
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Left]
type = Explod
triggerAll = NumExplod(90030406)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90030404
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Down-Left]
type = Explod
triggerAll = NumExplod(90030404)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90030401
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Down]
type = Explod
triggerAll = NumExplod(90030401)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90030402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Down-Right]
type = Explod
triggerAll = NumExplod(90030402)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90030403
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Right]
type = Explod
triggerAll = NumExplod(90030403)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90030416
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;========================<DOUBLE RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>============================
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: Left]
type = Explod
triggerAll = NumExplod(90010501)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90030504
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Right]
type = Explod
triggerAll = NumExplod(90030504)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90030506
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Down-Right]
type = Explod
triggerAll = NumExplod(90030506)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90030503
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Down]
type = Explod
triggerAll = NumExplod(90030503)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90030502
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Down-Left]
type = Explod
triggerAll = NumExplod(90030502)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90030501
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90030501)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90030514
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;===================<HALF CIRCLE FORWARD, BACK/HALF CIRCLE BACK, FORWARD>======================
;==============================================================================================
;==============================================================================================
;This command is used generally by SNK for characters with command throws; much like SNK half-circle
;commands, a player can skip the diagonal inputs and still complete the move.
;==============================================================================================
;====================<RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT, RIGHT>=========================
[State -1, R, DR, D, DL, L, R: Press 1st Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R: Release 1st Right]
type = Explod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 9741
ID = 90012056
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R: Down-Right]
type = Explod
triggerAll = NumExplod(90012006) || NumExplod(90012056)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90012003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R: Down]
type = Explod
triggerAll = NumExplod(90012003) || NumExplod(90012006) || NumExplod(90012056)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90012002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R: Down-Left]
type = Explod
triggerAll = NumExplod(90012002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90012001
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R: Left]
type = Explod
triggerAll = NumExplod(90012001) || NumExplod(90012002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012004
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, DR, D, DL, L, R: 2nd Right]
type = Explod
triggerAll = NumExplod(90012004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012016
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;=====================<LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT, LEFT>=========================
[State -1, L, DL, D, DR, R, L: Press 1st Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012104
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L: Release 1st Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 9741
ID = 90012154
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L: Down-Left]
type = Explod
triggerAll = NumExplod(90012104) || NumExplod(90012154)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90012101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L: Down]
type = Explod
triggerAll = NumExplod(90012101) || NumExplod(90012104) || NumExplod(90012154)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90012102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L: Down-Right]
type = Explod
triggerAll = NumExplod(90012102)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90012103
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L: Right]
type = Explod
triggerAll = NumExplod(90012103) || NumExplod(90012102)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012106
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, DL, D, DR, R, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90012106)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012114
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;========================<FORWARD, BACK, FORWARD/BACK, FORWARD, BACK>==========================
;==============================================================================================
;==============================================================================================
;The Zanretsuken motion, used mostly in Art of Fighting characters. Despite looking somewhat similar
;to a dash command, the first forward/back input can be a release motion, and there's no need to return
;the stick to neutral.
;==============================================================================================
;====================================<RIGHT, LEFT, RIGHT>======================================
[State -1, R, L, R: Press 1st Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, R: Release 1st Right]
type = Explod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 9741
ID = 90012256
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, R, L, R: Left]
type = Explod
triggerAll = NumExplod(90012206) || NumExplod(90012256)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012204
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, R: 2nd Right]
type = Explod
triggerAll = NumExplod(90012204)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012216
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;====================================<LEFT, RIGHT, LEFT>=======================================
[State -1, L, R, L: Press 1st Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, L: Release 1st Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 9741
ID = 90012354
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, L, R, L: Right]
type = Explod
triggerAll = NumExplod(90012304) || NumExplod(90012354)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012306
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90012306)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90012314
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;==================================<(SPECIAL) DOWN, DOWN >=====================================
;==============================================================================================
;==============================================================================================
;This explod is for the special move variant of the D, D motion; the only difference between this
;and the one above is that this has a RemoveTime of 10, like every other special move, since it's
;designed to be used for special moves (as opposed to the earlier D, D command, which was for air
;dashing).
;==============================================================================================
[State -1, (special) D, D: 2nd Down]
type = Explod
triggerAll = NumExplod(90000555) && NumExplod(90000552)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger1 = Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger2 = Helper(90000005), command != "down"
anim = 9741
ID = 90012602
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;====================================<DOWN, DOWN, DOWN>========================================
;==============================================================================================
;==============================================================================================
;And this is just extending the principle futher, to a third down input! This is typically used
;as a super command.
;==============================================================================================
[State -1, D, D, D: 2nd Neutral]
type = Explod
triggerAll = (NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) && NumExplod(90012602)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 9741
ID = 90032605
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, Remove D, D, D: 2nd Neutral]
type = RemoveExplod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000004) || NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009) || NumExplod(90000006)
trigger2 = !NumExplod(90012602)
ID = 90032605
ignoreHitPause = 1
[State -1, D, D, D: 3rd Down]
type = Explod
triggerAll = NumExplod(90032605) && NumExplod(90012602)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger1 = Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger2 = Helper(90000005), command != "down"
anim = 9741
ID = 90032602
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;===================<FORWARD, HALF CIRCLE FORWARD/BACK, HALF CIRCLE BACK>======================
;==============================================================================================
;==============================================================================================
;A super motion used mostly by SNK; uses the modified SNK half-circle rules defined earlier.
;==============================================================================================
;=====================<RIGHT, LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>========================
[State -1, R, L, DL, D, DR, R: Press 1st Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, DL, D, DR, R: Release 1st Right]
type = Explod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 9741
ID = 90032056
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, R, L, DL, D, DR, R: Left]
type = Explod
triggerAll = NumExplod(90032006) || NumExplod(90032056)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032004
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, DL, D, DR, R: Down-Left]
type = Explod
triggerAll = NumExplod(90032004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90032001
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, DL, D, DR, R: Down]
type = Explod
triggerAll = NumExplod(90032001) || NumExplod(90032004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90032002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, DL, D, DR, R: Down-Right]
type = Explod
triggerAll = NumExplod(90032002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90032003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, R, L, DL, D, DR, R: 2nd Right]
type = Explod
triggerAll = NumExplod(90032003) || NumExplod(90032002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032016
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==================<LEFT, RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>======================
[State -1, L, R, DR, D, DL, L: Press 1st Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032104
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, DR, D, DL, L: 1st Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 9741
ID = 90032154
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1
[State -1, L, R, DR, D, DL, L: Right]
type = Explod
triggerAll = NumExplod(90032104) || NumExplod(90032154)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032106
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, DR, D, DL, L: Down-Right]
type = Explod
triggerAll = NumExplod(90032106)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 9741
ID = 90032103
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, DR, D, DL, L: Down]
type = Explod
triggerAll = NumExplod(90032103) || NumExplod(90032106)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 9741
ID = 90032102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, DR, D, DL, L: Down-Left]
type = Explod
triggerAll = NumExplod(90032102)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 9741
ID = 90032101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, L, R, DR, D, DL, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90032101) || NumExplod(90032102)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 9741
ID = 90032114
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
;==============================================================================================
;===========================<SHUN GOKU SATSU/x, x, FORWARD, a, z>==============================
;==============================================================================================
;==============================================================================================
;This move to demonstrates how button press commands work: note that we use unique button press explods
;here because we need to keep track of what order the buttons have been pressed in, and because
;unlike the regular button inputs, which only stay active for a fairly brief period of time, the
;button inputs for the Shun Goku Satsu motion stay active for the same period of time that all other
;directional commands do.
;==============================================================================================
;This is the 2nd x input for this move, but it goes above the 1st x input because otherwise, a single
;press of x would activate both explods! Placing it above the 1st means that x must be input twice, each
;on separate ticks.
[State -1, x, x, F, a, z: 2nd x]
type = Explod
triggerAll = NumExplod(94000200)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "x"
anim = 9741
ID = 94000201
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, x, x, F, a, z: 1st x]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "x"
anim = 9741
ID = 94000200
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
;This forward input is a little bit tricky and weird. We have it patterned after SFA and other CPS2 games
;here, where it behaves a little differently compared to how most games (including SFA itself) operate
;for moves done in or inputted while in the air (see http://mugenguild.com/forum/msg.2366955 for a discussion
;about how most games operate). In CPS2 games, if you jump over an opponent while inputting this command,
;"forward" won't have flipped directions until you land. This is in contrast to how the move behaves in SFIII
;and elsewhere. Remove the "StateType != A" in the triggers below to have it work like SFIII/most other games.
;An additional item of interest here is that directional inputs in (most) games's command supers accept diagonals
;in place of cardinal directional inputs; i.e., "LP, LP, DF, LK, HP" would still activate an SGS in SFA2. Weirdly
;enough, though diagonals are allowed in SFA2, SFIII, and the Darkstalkers series, SFA3 only allows a cardinal input!
;SNK games also only allow cardinal inputs. We however have opted to follow Capcom's (usual) method and allow diagonals.
[State -1, x, x, F, a, z: Forward]
type = Explod
triggerAll = NumExplod(94000201)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = ifElse(P2dist x < 0 && StateType != A, Facing = -1, Facing = 1)
trigger1 = (Helper(90000005), command = "fwd" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "ufwd") && Helper(90000005), command != "back"
trigger2 = ifElse(P2dist x < 0 && StateType != A, Facing = 1, Facing = -1)
trigger2 = (Helper(90000005), command = "back" || Helper(90000005), command = "dback" || Helper(90000005), command = "uback") && Helper(90000005), command != "fwd"
anim = 9741
ID = 94000006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, x, x, F, a, z: a]
type = Explod
triggerAll = NumExplod(94000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "a"
anim = 9741
ID = 94000230
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
[State -1, x, x, F, a, z: z]
type = Explod
triggerAll = NumExplod(94000230)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "z"
anim = 9741
ID = 94000220
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1
;==============================================================================================
;===============================<REMOVE DIRECTIONAL DETECTORS>=================================
;==============================================================================================
;==============================================================================================
;This block of RemoveExplods gets rid of any active release detector explods; if the direction in
;question isn't currently being input, or if the direction is being input but other directions are
;also being input, then the detector explod is removed, having served its purpose as a detector.
;This must go at the very bottom of the entire EXPLODsive Buffering system code!
;==============================================================================================
[State -1, Remove Down Detector]
type = RemoveExplod
triggerAll = NumExplod(90000002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
id = 90000002
ignoreHitPause = 1
[State -1, Remove Down-Right Detector]
type = RemoveExplod
triggerAll = NumExplod(90000003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd")
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd")
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
id = 90000003
ignoreHitPause = 1
[State -1, Remove Right Detector]
type = RemoveExplod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000006
ignoreHitPause = 1
[State -1, Remove Up-Right Detector]
type = RemoveExplod
triggerAll = NumExplod(90000009)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd")
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd")
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000009
ignoreHitPause = 1
[State -1, Remove Up Detector]
type = RemoveExplod
triggerAll = NumExplod(90000008)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000008
ignoreHitPause = 1
[State -1, Remove Up-Left Detector]
type = RemoveExplod
triggerAll = NumExplod(90000007)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback")
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback")
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000007
ignoreHitPause = 1
[State -1, Remove Left Detector]
type = RemoveExplod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000004
ignoreHitPause = 1
[State -1, Remove Down-Left Detector]
type = RemoveExplod
triggerAll = NumExplod(90000001)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback")
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback")
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
id = 90000001
ignoreHitPause = 1
;==============================================================================================
;==============================<REMOVE RELEASE BUTTON DETECTORS>===============================
;==============================================================================================
;==============================================================================================
;Same principle here as with the directional release detector explods.
;==============================================================================================
[State -1, Remove x Detector]
type = RemoveExplod
triggerAll = NumExplod(90000201)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "x" && Helper(90000005), command != "holdx"
ID = 90000201
ignoreHitPause = 1
[State -1, Remove y Detector]
type = RemoveExplod
triggerAll = NumExplod(90000211)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "y" && Helper(90000005), command != "holdy"
ID = 90000211
ignoreHitPause = 1
[State -1, Remove z Detector]
type = RemoveExplod
triggerAll = NumExplod(90000221)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "z" && Helper(90000005), command != "holdz"
ID = 90000221
ignoreHitPause = 1
[State -1, Remove a Detector]
type = RemoveExplod
triggerAll = NumExplod(90000231)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "a" && Helper(90000005), command != "holda"
ID = 90000231
ignoreHitPause = 1
[State -1, Remove b Detector]
type = RemoveExplod
triggerAll = NumExplod(90000241)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "b" && Helper(90000005), command != "holdb"
ID = 90000241
ignoreHitPause = 1
[State -1, Remove c Detector]
type = RemoveExplod
triggerAll = NumExplod(90000251)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "c" && Helper(90000005), command != "holdc"
ID = 90000251
ignoreHitPause = 1
[State -1, Remove start Detector]
type = RemoveExplod
triggerAll = NumExplod(90000194)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "start" && Helper(90000005), command != "holdstart"
ID = 90000194
ignoreHitPause = 1
;===========================================================================
;---------------------------------------------------------------------------
;Smash Kung Fu Upper (uses one super bar)
[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3050
triggerall = command = "SmashKFUpper"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 ;From blocking
;---------------------------------------------------------------------------
;Triple Kung Fu Palm (uses one super bar)
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = command = "TripleKFPalm"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 ;From blocking
;--------------------------------------------------------------------------
; Super Jump
[State -1, Super Jump]
type = ChangeState
value = 4000
triggerall = !AILevel
triggerall = command = "SuperJump"
trigger1 = statetype != A
trigger1 = ctrl
;===========================================================================
; Air Dashes
[State -1, Air Dash Forward]
type = ChangeState
value = 110
triggerall = !AILevel
triggerall = command = "FF"
trigger1 = statetype = A
trigger1 = (ctrl && stateno != 105) || (stateno = 105 && time > 2)
[State -1, Air Dash Back]
type = ChangeState
value = 111
triggerall = !AILevel
triggerall = command = "BB"
trigger1 = statetype = A
trigger1 = (ctrl && stateno != 105) || (stateno = 105 && time > 2)
;---------------------------------------------------------------------------
; Ground Dashes
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !AILevel
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90001016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90001064))
trigger1 = statetype != A
trigger1 = ctrl
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !AILevel
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90001064)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90001016))
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; EX Moves
[State -1, EX Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = !AILevel
triggerall = ifElse(Facing = 1, NumExplod(90010006),NumExplod(90010104))
triggerAll = (ifElse(NumExplod(90000200), 1, 0) + ifElse(NumExplod(90000210), 1, 0) + ifElse(NumExplod(90000220), 1, 0) >= 2) || (ifElse(NumExplod(90000205), 1, 0) + ifElse(NumExplod(90000215), 1, 0) + ifElse(NumExplod(90000225), 1, 0) >= 2)
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || (stateno = [110,115])
trigger2 = (stateno = 200 && movecontact) || (stateno = 400 && movecontact)
trigger3 = (stateno = 210 && movecontact) || (stateno = 410 && movecontact)
trigger4 = (stateno = 220 && movecontact) || (stateno = 420 && movecontact)
trigger5 = (stateno = 500 && movecontact)
;---------------------------------------------------------------------------
; Kung Fu Palm
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1002
triggerall = !AILevel
triggerall = ifElse(Facing = 1, NumExplod(90010006),NumExplod(90010104))
triggerall = (numexplod(90000220) || numexplod(90000225))
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || (stateno = [110,115])
trigger2 = (stateno = 200 && movecontact) || (stateno = 400 && movecontact)
trigger3 = (stateno = 210 && movecontact) || (stateno = 410 && movecontact)
trigger4 = (stateno = 220 && movecontact) || (stateno = 420 && movecontact)
trigger5 = (stateno = 500 && movecontact)
[State -1, Medium Kung Fu Palm]
type = ChangeState
value = 1001
triggerall = !AILevel
triggerall = ifElse(Facing = 1, NumExplod(90010006),NumExplod(90010104))
triggerall = (numexplod(90000210) || numexplod(90000215))
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || (stateno = [110,115])
trigger2 = (stateno = 200 && movecontact) || (stateno = 400 && movecontact)
trigger3 = (stateno = 210 && movecontact) || (stateno = 410 && movecontact)
trigger4 = (stateno = 220 && movecontact) || (stateno = 420 && movecontact)
trigger5 = (stateno = 500 && movecontact)
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = !AILevel
triggerall = ifElse(Facing = 1, NumExplod(90010006),NumExplod(90010104))
triggerall = (numexplod(90000200) || numexplod(90000205))
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101]) || (stateno = [110,115])
trigger2 = (stateno = 200 && movecontact) || (stateno = 400 && movecontact)
trigger3 = (stateno = 210 && movecontact) || (stateno = 410 && movecontact)
trigger4 = (stateno = 220 && movecontact) || (stateno = 420 && movecontact)
trigger5 = (stateno = 500 && movecontact)
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;--------------------------------------------------------------------------
[State -1, Power Charge]
type = ChangeState
value = 950
triggerall = !AILevel
triggerall = (numexplod(90000230) || command = "a") && (numexplod(90000240) || command = "b")
triggerall = power < powermax
triggerall = !numhelper(3000)
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101])
[State -1, Roll Fwd]
type = ChangeState
value = 900
triggerall = !AILevel
triggerall = (numexplod(90000230) || command = "a") && command = "holdfwd"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101])
[State -1, Roll Back]
type = ChangeState
value = 901
triggerall = !AILevel
triggerall = (numexplod(90000230) || command = "a") && command = "holdback"
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101])
[State -1, Dodge]
type = ChangeState
value = 902
triggerall = !AILevel
triggerall = (numexplod(90000230) || command = "a")
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101])
;---------------------------------------------------------------------------
;Kung Fu Throw
[State -1, Throw Attempt]
type = ChangeState
value = 800
triggerall = !AILevel
triggerall = (numexplod(90000240) || command = "b")
triggerall = statetype != A
trigger1 = ctrl || (stateno = [100,101])
;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !AILevel
triggerall = (numexplod(90000200) || command = "x")
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (stateno = [100,101])
trigger2 = stateno = 200
trigger2 = movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = !AILevel
triggerall = (numexplod(90000210) || command = "y")
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (stateno = [100,101])
trigger2 = (stateno = 200 && movecontact) || (stateno = 400 && movecontact)
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Strong Attack]
type = ChangeState
value = 220
triggerall = !AILevel
triggerall = (numexplod(90000220) || command = "z")
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (stateno = [100,101])
trigger2 = (stateno = 200 && movecontact) || (stateno = 400 && movecontact)
trigger3 = (stateno = 210 && movecontact) || (stateno = 410 && movecontact)
;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !AILevel
triggerall = (numexplod(90000200) || command = "x")
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (stateno = [100,101])
trigger2 = (stateno = 400 && movecontact)
;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = !AILevel
triggerall = (numexplod(90000210) || command = "y")
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (stateno = [100,101])
trigger2 = (stateno = 200 && movecontact) || (stateno = 400 && movecontact)
;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = !AILevel
triggerall = (numexplod(90000220) || command = "z")
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (stateno = [100,101])
trigger2 = (stateno = 200 && movecontact) || (stateno = 400 && movecontact)
trigger3 = (stateno = 210 && movecontact) || (stateno = 410 && movecontact)
;---------------------------------------------------------------------------
; Launcher
[State -1, Launcher]
type = ChangeState
value = 500
triggerall = !AILevel
triggerall = (numexplod(90000250) || command = "c")
trigger1 = statetype != A
trigger1 = ctrl || (stateno = [100,101])
trigger2 = (stateno = 200 && movecontact) || (stateno = 400 && movecontact)
trigger3 = (stateno = 210 && movecontact) || (stateno = 410 && movecontact)
trigger4 = (stateno = 220 && movecontact) || (stateno = 420 && movecontact)
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !AILevel
triggerall = (numexplod(90000200) || command = "x")
trigger1 = (statetype = A && ctrl) || (stateno = [110,115])
trigger2 = stateno = 600 && movecontact
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = !AILevel
triggerall = (numexplod(90000210) || command = "y")
trigger1 = (statetype = A && ctrl) || (stateno = [110,115])
trigger2 = stateno = 600 && movecontact
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = !AILevel
triggerall = (numexplod(90000220) || command = "z")
trigger1 = (statetype = A && ctrl) || (stateno = [110,115])
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
;---------------------------------------------------------------------------
;Jump Special Punch
[State -1, Jump Special Punch]
type = ChangeState
value = 700
triggerall = !AILevel
triggerall = (numexplod(90000250) || command = "c")
trigger1 = (statetype = A && ctrl) || (stateno = [110,115])
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact