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Command List — DragonClaw.zip ← Back to Overview

[Remap] x = x y = y z = z a = a b = b c = c s = s [Defaults] command.time=15 command.buffer.time=1 [Command] name = "QCFX2_x" command = ~D, DF, F, D, DF, F, x time = 30 [Command] name = "QCFX2_y" command = ~D, DF, F, D, DF, F, y time = 30 [Command] name = "QCFX2_z" command = ~D, DF, F, D, DF, F, z time = 30 [Command] name = "QCFX2_a" command = ~D, DF, F, D, DF, F, a time = 30 [Command] name = "QCFX2_b" command = ~D, DF, F, D, DF, F, b time = 30 [Command] name = "QCFX2_c" command = ~D, DF, F, D, DF, F, c time = 30 [Command] name = "QCBX2_x" command = ~D, DB, B, D, DB, B, x time = 30 [Command] name = "QCBX2_y" command = ~D, DB, B, D, DB, B, y time = 30 [Command] name = "QCBX2_z" command = ~D, DB, B, D, DB, B, z time = 30 [Command] name = "QCBX2_a" command = ~D, DB, B, D, DB, B, a time = 30 [Command] name = "QCBX2_b" command = ~D, DB, B, D, DB, B, b time = 30 [Command] name = "QCBX2_c" command = ~D, DB, B, D, DB, B, c time = 30 [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_z" command = ~F, D, DF, z [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 = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_c" command = ~D, DF, F, c [Command] name = "QCB_a" command = ~D, DB, B, a [Command] name = "QCB_b" command = ~D, DB, B, b [Command] name = "QCB_c" command = ~D, DB, B, c [Command] name = "QCB_ab" command = ~D, DB, B, a+b [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_z" command = ~D, DB, B, z [Command] name = "QCB_xy" command = ~D, DB, B, x+y [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 [Command] name = "FF_c" command = F, F, c [Command] name = "FF" command = F, F time = 10 [Command] name = "BB" command = B, B time = 10 [Command] name = "recovery" command = x+y time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 [Command] name="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 = "holdfwd" command = /$F time = 1 [Command] name = "holdback" command = /$B time = 1 [Command] name = "holdup" command = /$U time = 1 [Command] name = "holddown" command = /$D time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "holdfwd2" command = ~D,$F time = 5 [Command] name = "holdback2" command = ~D,$B time = 5 [Command] name = "holdup2" command=$D,$U time=15 [Statedef -1] [State -1, AI] type = changestate trigger1 = ishelper(9998) value = 9998 [State -1, CHARGE] type = ChangeState value = 1400 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = S triggerall = ctrl = 1 && var(40) > 30 && stateno != 1400 triggerall = P2movetype != A && power < 3000 triggerall = var(23) <= 0 trigger1 = P2BodyDist X = [100,500] [State -1, rest] type = ChangeState value = 9996 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl = 1 trigger1 = power >= 3000 && life >= 600 && p2life <= 300 [State -1, rest move] type = ChangeState value = 61 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = stateno = 9996 && p2dist X < 0 trigger1 = power >= 3000 && life >= 600 && p2life <= 300 [State -1, flashstep from far] type = changestate value = 2315 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = var(41) >= 3 triggerall = statetype != A triggerall = ctrl && p2movetype = A trigger1 = p2dist X = [200,250] [State -1, jump back sunblast evade cornertrap] type = changestate value = 40 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = var(41) >= 3 triggerall = statetype != A triggerall = ctrl && p2movetype = A trigger1 = p2dist X = [200,450] [State -1, jump back sunblast evade cornertrap] type = changestate value = 1210 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = var(41) >= 3 triggerall = statetype = A triggerall = ctrl && p2movetype = A trigger1 = pos Y < -70 && vel X = 0 trigger1 = p2dist X = [250,450] [State -1, Stand Kick Throw] type = ChangeState value = 800 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = S triggerall = ctrl = 1 triggerall = p2statetype = S triggerall = P2movetype != H trigger1 = P2BodyDist X = [0,20] trigger1 = P2BodyDist Y = [-10, 10] trigger1 = (random <= 100) || (life <= 300 && random <= 800) [State -1, Stand Kick Throw] type = ChangeState value = 900 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = S triggerall = ctrl = 1 triggerall = p2statetype = S triggerall = P2movetype != H trigger1 = P2BodyDist X = [0,20] trigger1 = P2BodyDist Y = [-10, 10] trigger1 = (random <= 100) || (life <= 300 && random <= 800) [State -1, roll] type = changestate value = 60 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A trigger1 = stateno = 800 && animtime = 0 trigger2 = stateno = 900 && animtime = 0 [State -1] type = ChangeState value = 3100 triggerall = Var(30) >= 1 triggerall = roundstate = 2 triggerall = random <= 500 trigger1 = stateno = 2315 && movehit && time = 23 && power >= 3000 && p2bodydist X < 100 && time > 27 trigger2 = stateno = 2315 && movehit && time = 23 && power >= 1000 && p2bodydist X < 100 && p2life < 250 && time > 27 [State -1] type = ChangeState value = 3400 triggerall = Var(30) >= 1 triggerall = roundstate = 2 trigger1 = stateno = 2315 && movehit && time = 23 && power >= 3000 trigger2 = stateno = 2315 && movehit && time = 23 && power >= 1000 && p2life < 250 [State -1] type = ChangeState value = 3300 triggerall = Var(30) >= 1 triggerall = roundstate = 2 trigger1 = stateno = 1221 && movehit && time = 25 && power >= 3000 trigger2 = stateno = 1221 && movehit && time = 25 && power >= 1000 && p2life < 250 trigger3 = stateno = 646 && (p2dist X = [0,80]) && (p2dist Y = [-110,70]) && time = 9 && p2life < 100 [State -1, jump null] type = ChangeState value = 0 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) = 1 triggerall = statetype != A trigger1 = stateno = 40 [State -1, run in] type = changestate value = 100 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = stateno = 0 && ctrl trigger1 = p2dist X = [100,550] [State -1, roll] type = changestate value = 60 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = random <= 300 triggerall = facing != enemynear, facing trigger1 = stateno = 230 && animtime = 0 && movehit = 0 && backedgedist >= 30 && random <= 500 trigger2 = stateno = 200 && animtime = 0 && movehit = 0 && backedgedist >= 30 && random <= 500 [State -1, roll] type = changestate value = 61 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = random <= 300 triggerall = facing != enemynear, facing trigger1 = stateno = 100 && random <= 200 trigger1 = p2dist X = [0,100] trigger2 = ctrl && random <= 200 trigger2 = p2dist X = [0,80] trigger3 = p2movetype = A && ctrl && random <= 800 trigger3 = p2dist X = [0,100] trigger4 = stateno = 230 && animtime = 0 && movehit = 0 trigger5 = stateno = 200 && animtime = 0 && movehit = 0 [State -1, kicku] type = changestate value = 230 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = (random <= 100) || (life < 200 && random <= 800) trigger1 = stateno = 100 trigger1 = p2dist X = [-100,100] trigger2 = ctrl trigger2 = p2dist X = [-80,80] [State -1, punchu] type = changestate value = 200 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = random <= 400 trigger1 = stateno = 100 trigger1 = p2dist X = [-100,100] trigger2 = ctrl trigger2 = p2dist X = [-80,80] [State -1, Stand Light Punch] type = ChangeState value = 205 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype != A trigger1 = stateno = 200 && time > 9 && movehit > 0 ignorehitpause = 1 [State -1, Stand Light Punch] type = ChangeState value = 207 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype != A trigger1 = stateno = 206 && time > 26 && movehit > 0 ignorehitpause = 1 [State -1, Stand Light Punch] type = ChangeState value = 206 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype != A trigger1 = stateno = 205 && time > 15 && movehit > 0 ignorehitpause = 1 [State -1, Stand Strong Punch] type = ChangeState value = 211 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype != A trigger1 = stateno = 210 && time > 24 && movehit > 0 ignorehitpause = 1 [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype != A trigger1 = stateno = 207 && time > 19 && movehit > 0 ignorehitpause = 1 [State -1, HEAVY FLASH STEP] type = ChangeState value = 2315 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype != A trigger1 = stateno = 211 && time = 20 && movehit > 0 [State -1, Stand Light Kick] type = ChangeState value = 235 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) trigger1 = stateno = 230 && movehit > 0 && animelemno(0) = 5 && var(13) = 1 ignorehitpause = 1 [State -1, Stand Light Kick] type = ChangeState value = 237 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) trigger1 = stateno = 236 && movehit > 0 && animelemno(0) = 7 && var(13) = 3 ignorehitpause = 1 [State -1, Stand Light Kick] type = ChangeState value = 236 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) trigger1 = stateno = 235 && movehit > 0 && animelemno(0) = 5&& var(13) = 2 ignorehitpause = 1 [State -1, Stand Light Kick] type = ChangeState value = 241 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) trigger1 = stateno = 240 && movehit > 0 && animelemno(0) = 10 && var(13) = 5 ignorehitpause = 1 [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) trigger1 = stateno = 237 && movehit > 0 && animelemno(0) = 13 && var(13) = 4 ignorehitpause = 1 [State -1, Stand Light Kick] type = ChangeState value = 250 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) trigger1 = stateno = 241 && movehit > 0 && animelemno(0) = 16 && var(13) = 6 [State -1, Stand Light Kick] type = ChangeState value = 251 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) trigger1 = stateno = 250 && movehit> 0 && animelemno(0) = 8 [State -1, Stand Light Kick] type = ChangeState value = 252 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) trigger1 = stateno = 251 && movehit > 0 && animelemno(0) = 8 && p2life < 60 [State -1, jump!] type = changestate value = 9997 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype != A trigger1 = stateno = 1004 && animtime = 0 && (p2bodydist X = [0,70]) && (p2bodydist Y = [-250,-200]) [State -1, Attack chain after counter] type = changestate value = 600 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype = A && p2statetype = A && p2movetype = H trigger1 = stateno = 50 && ctrl && (p2dist X = [0,80]) && (p2dist Y = [-110,20]) && time = 8 trigger2 = stateno = 646 && (p2dist X = [-10,80]) && (p2dist Y = [-110,70]) && time = 9 [State -1, Attack chain after counter] type = changestate value = 630 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype = A trigger1 = stateno = 600 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 605 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype = A trigger1 = stateno = 630 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 610 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype = A trigger1 = stateno = 605 && movecontact > 0 && var(10)= 1 [State -1, Attack chain after counter] type = changestate value = 635 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype = A trigger1 = stateno = 605 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 645 triggerall = Var(30) >= 1 triggerall = var(32) = 1 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = statetype = A trigger1 = stateno = 635 && movecontact > 0 && var(10)= 0 [State -1, Crouching lk] type = changestate value = 430 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && stateno != 100 triggerall = ctrl || stateno = 52 triggerall = p2stateno != 5120 trigger1 = p2dist X = [-70,75] trigger1 = p2dist Y = 0 [State -1, Crouching hk] type = changestate value = 450 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && stateno != 100 && p2movetype != H triggerall = ctrl || stateno = 52 triggerall = var(44) = 0 trigger1 = p2dist X = [75,170] trigger1 = p2dist Y = 0 [State -1, Crouching hk] type = changestate value = 415 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A trigger1 = stateno = 430 && movehit = 1 [State -1, homing flight] type = changestate value = 1020 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A trigger1 = stateno = 415 && movehit = 1 [State -1, sunblast] type = changestate value = 1220 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 646 && time = 8 && var(10) = 1 trigger1 = p2dist X <= 200 && p2statetype = A trigger1 = p2dist Y = [-50,50] trigger2 = stateno = 1221 && time = 26 && var(11) = 1 trigger2 = p2dist X > 70 && p2statetype = A trigger2 = p2dist Y = [-90,90] [State -1, sunblast] type = changestate value = 1200 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 1221 && time = 26 && var(11) = 1 trigger1 = p2dist X <= 70 && p2statetype = A trigger1 = p2dist Y = [-90,90] [State -1, hk] type = changestate value = 640 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 1201 && ctrl trigger1 = p2dist X <= 150 && p2statetype = A trigger1 = p2dist Y = [-70,70] [State -1, lp] type = changestate value = 600 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 1023 trigger1 = p2dist X <= 150 && p2statetype = A trigger1 = p2dist Y = [-60,60] trigger2 = stateno = 646 && time = 9 && var(10) = 1 trigger2 = p2dist X <= 100 && p2statetype = A trigger2 = p2dist Y = [-50,50] [State -1, lk] type = changestate value = 630 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 600 && movehit = 1 [State -1,mp] type = changestate value = 605 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 630 && movehit = 1 [State -1, mk] type = changestate value = 635 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 605 && movehit = 1 [State -1, stomp] type = changestate value = 645 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 635 && movehit = 1 [State -1, jump back sunblast evade cornertrap] type = changestate value = 1022 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A triggerall = ctrl && (stateno = 50 || stateno = 46) trigger1 = backedgedist < 5 trigger1 = p2dist X > 150 && pos Y < -70 trigger1 = random < 600 [State -1, jump back sunblast evade cornertrap] type = changestate value = 610 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A triggerall = stateno = 1023 trigger1 = p2dist X <= 180 && p2statetype != A && p2movetype != H [State -1, jump back sunblast evade cornertrap] type = changestate value = 645 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A triggerall = stateno = 1023 trigger1 = p2dist X <= 100 && p2statetype != A && p2movetype = H [State -1, jump back sunblast evade cornertrap] type = changestate value = 42 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl trigger1 = backedgedist < 5 trigger1 = p2dist X = [150,250] trigger1 = random < 600 [State -1, jump back sunblast evade cornertrap] type = changestate value = 1220 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A && p2movetype != A triggerall = stateno = 50 trigger1 = pos Y < -70 trigger1 = backedgedist < 5 trigger1 = p2dist X = [150,250] trigger1 = random < 600 [State -1, dashforward evade cornertrap] type = changestate value = 100 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl trigger1 = backedgedist < 5 trigger1 = p2dist X = [100,200] trigger1 = random < 600 [State -1, dashforward evade cornertrap] type = changestate value = 41 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A trigger1 = stateno = 100 [State -1, roll forward evade cornertrap] type = changestate value = 61 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl && stateno != 100 triggerall = facing != enemynear, facing trigger1 = backedgedist < 5 trigger1 = p2dist X = [0,100] trigger1 = random < 800 [State -1, rollback] type = changestate value = 61 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && stateno != 100 triggerall = backedgedist < 5 triggerall = facing != enemynear, facing trigger1 = stateno = 430 && movehit = 0 && animtime = 0 trigger2 = stateno = 450 && movehit = 0 && animtime = 0 [State -1, dashback1] type = changestate value = 42 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && p2movetype != A triggerall = ctrl && stateno != 100 trigger1 = p2dist X = [250,500] trigger1 = random < 500 && backedgedist < 5 trigger2 = p2dist X = [250,500] trigger2 = random <= 200 [State -1, dashback1] type = changestate value = 45 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && p2movetype != A trigger1 = ctrl && stateno != 100 trigger1 = p2dist X = [150,250] trigger1 = random < 500 && backedgedist < 5 trigger2 = ctrl && stateno != 100 trigger2 = p2dist X = [150,250] trigger2 = random <= 200 trigger3 = stateno= 60 && animtime = 0 [State -1, dashback2] type = changestate value = 105 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && p2movetype != A triggerall = ctrl && stateno != 100 trigger1 = p2dist X = [200,500] trigger1 = random < 200 [State -1, rollback] type = changestate value = 60 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && stateno != 100 triggerall = ctrl || stateno = 20 triggerall = facing != enemynear, facing trigger1 = p2dist X = [0,100] trigger1 = random < 100 trigger2 = p2dist X = [100,180] trigger2 = random < 50 trigger3 = p2movetype = A && random <= 400 [State -1, rollback] type = changestate value = 60 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && stateno != 100 triggerall = facing != enemynear, facing trigger1 = stateno = 450 && movehit = 0 && animtime = 0 [State -1, walk back] type = changestate value = 20 triggerall = var(32) = 2 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && stateno != 100 triggerall = ctrl trigger1 = p2dist X = [0,500] [State -1, jump back sunblast evade cornertrap] type = changestate value = 2315 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl trigger1 = p2dist X = [200,250] trigger1 = random < 200 [State -1, jump back sunblast evade cornertrap] type = changestate value = 2315 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl && p2movetype != A trigger1 = p2dist X = [150,200] trigger1 = random < 200 [State -1, Aaah dun hurt me >_< land] type = changestate value = 1320 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl && p2movetype = A triggerall = facing != enemynear, facing trigger1 = p2dist X = [-20,150] trigger1 = p2dist Y >= -20 [State -1, Aaah dun hurt me >_< air] type = changestate value = 1320 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl && p2movetype = A triggerall = facing != enemynear, facing trigger1 = p2dist X = [-20,150] trigger1 = p2dist Y = [-100,-20] trigger1 = enemynear, vel Y > 0 [State -1, Attack chain after counter] type = changestate value = 640 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A && p2statetype != A trigger1 = stateno = 1322 && ctrl [State -1, Attack chain after counter] type = changestate value = 1200 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 640 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 610 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 1201 && ctrl [State -1, Attack chain after counter] type = changestate value = 600 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A && p2statetype = A trigger1 = stateno = 1322 && ctrl [State -1, Attack chain after counter] type = changestate value = 630 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 600 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 605 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 630 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 1220 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A && random < 500 trigger1 = stateno = 605 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 635 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 605 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 610 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 635 && movecontact > 0 [State -1, jump back sunblast evade cornertrap] type = changestate value = 42 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl trigger1 = backedgedist < 5 trigger1 = p2dist X = [150,250] trigger1 = random < 600 [State -1, jump back sunblast evade cornertrap] type = changestate value = 1220 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A && p2movetype != A triggerall = stateno = 50 trigger1 = pos Y < -70 trigger1 = backedgedist < 5 trigger1 = p2dist X = [150,250] trigger1 = random < 600 [State -1, dashforward evade cornertrap] type = changestate value = 100 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl trigger1 = backedgedist < 5 trigger1 = p2dist X = [100,200] trigger1 = random < 600 [State -1, dashforward evade cornertrap] type = changestate value = 41 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A trigger1 = stateno = 100 [State -1, dashforward evade cornertrap] type = changestate value = 61 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl && stateno != 100 triggerall = facing != enemynear, facing trigger1 = backedgedist < 5 trigger1 = p2dist X = [0,100] trigger1 = random < 800 [State -1, dashback] type = changestate value = 105 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && p2movetype != A triggerall = ctrl && stateno != 100 triggerall = facing != enemynear, facing trigger1 = p2dist X = [0,100] trigger1 = random < 300 trigger2 = p2dist X = [100,180] trigger2 = random < 50 [State -1, rollback] type = changestate value = 60 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && stateno != 100 triggerall = ctrl || stateno = 20 triggerall = facing != enemynear, facing trigger1 = p2dist X = [0,100] trigger1 = random < 300 trigger2 = p2dist X = [100,180] trigger2 = random < 50 [State -1, walk back] type = changestate value = 20 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && stateno != 100 triggerall = ctrl trigger1 = p2dist X = [0,200] [State -1, walk forward] type = changestate value = 21 triggerall = var(32) = 3 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && stateno != 100 triggerall = ctrl && p2movetype != A triggerall = enemynear, numproj = 0 && enemynear, numhelper = 0 trigger1 = p2dist X = [230,500] [State -1, roll] type = changestate value = 60 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = random <= 300 triggerall = facing != enemynear, facing trigger1 = ctrl && random <= 10 [State -1, roll] type = changestate value = 61 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = random <= 300 triggerall = facing != enemynear, facing trigger1 = ctrl && random <= 100 trigger1 = p2dist X = [0,80] trigger2 = p2movetype = A && ctrl && random <= 800 trigger2 = p2dist X = [150,500] [State -1, Aaah dun hurt me >_< land] type = changestate value = 1320 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl && p2movetype = A triggerall = facing != enemynear, facing trigger1 = p2dist X = [-20,150] trigger1 = p2dist Y >= -20 [State -1, Aaah dun hurt me >_< air] type = changestate value = 1320 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A triggerall = ctrl && p2movetype = A triggerall = facing != enemynear, facing trigger1 = p2dist X = [-20,150] trigger1 = p2dist Y = [-100,-20] trigger1 = enemynear, vel Y > 0 [State -1, walk forward] type = changestate value = 21 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype != A && stateno != 100 triggerall = ctrl && p2movetype != A trigger1 = p2dist X = [150,500] [State -1, Attack chain after counter] type = changestate value = 640 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A && p2statetype != A trigger1 = stateno = 1322 && ctrl [State -1, Attack chain after counter] type = changestate value = 1200 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 640 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 610 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 1201 && ctrl [State -1, Attack chain after counter] type = changestate value = 600 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A && p2statetype = A trigger1 = stateno = 1322 && ctrl [State -1, Attack chain after counter] type = changestate value = 630 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 600 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 605 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 630 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 1220 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A && random < 500 trigger1 = stateno = 605 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 635 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 605 && movecontact > 0 [State -1, Attack chain after counter] type = changestate value = 610 triggerall = var(32) = 4 triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) triggerall = Var(30) >= 1 triggerall = statetype = A trigger1 = stateno = 635 && movecontact > 0 [State -1, Winfreeze] type = ChangeState value = 0 triggerall = Var(30) = 1 triggerall = Win = 1 trigger1 = statetype != A trigger1 = ctrl [State -1] type = ChangeState value = 5210 triggerall = canrecover = 1 triggerall = Var(30) = 1 triggerall = life > 0 trigger1 = time > 30 trigger1 = stateno = 5050 [State -1] type = ChangeState value = 5201 triggerall = canrecover = 1 triggerall = Var(30) = 1 triggerall = life > 0 trigger1 = stateno = 5100 trigger1 = Pos Y < -20 persistent = 0 [State -1, grounddefend] type=changestate value= 130 triggerall=var(30)>=1 && statetype!=A&&roundstate=2 triggerall=enemynear,hitdefattr=SA,AA,AP && inguarddist trigger1 = ctrl trigger2 = stateno = 52 persistent=0 [State -1, grounddefend] type=changestate value= 131 triggerall=var(30)>=1 && statetype!=A&&roundstate=2 triggerall=enemynear,hitdefattr=C,AA,AP && inguarddist trigger1 = ctrl trigger2 = stateno = 52 persistent=0 [state -1, AI crouch guard] type = ChangeState trigger1 = p2movetype = A trigger1 = var(30)>=1 trigger1 = inguarddist trigger1 = Statetype != A trigger1 = p2statetype = C trigger1 = ctrl || stateno =52 || stateno = 140 value = 131 [State -1, airdefend] type=changestate value=132 triggerall=var(30)>=1&&statetype=A&&roundstate=2&&ctrl trigger1=enemynear,hitdefattr=SCA,AA,AP&&inguarddist trigger2 = p2movetype = A && inguarddist persistent=0 :ACES CANCELS [State -1] type = ChangeState value = 3000 triggerall = Var(30) >= 1 triggerall = roundstate = 2 && power >= 1000 triggerall = random <= 500 trigger1 = stateno = 3430 && p2stateno = 3450 && time = 15 [State -1] type = ChangeState value = 3100 triggerall = Var(30) >= 1 triggerall = roundstate = 2 && power >= 1000 trigger1 = stateno = 3430 && p2stateno = 5030 && time = 57 [State -1] type = ChangeState value = 3300 triggerall = Var(30) >= 1 triggerall = roundstate = 2 && power >= 1000 triggerall = random <= 500 trigger1 = stateno = 3121 && time = 50 && movehit = 1 [State -1] type = ChangeState value = 3400 triggerall = Var(30) >= 1 triggerall = roundstate = 2 && power >= 1000 triggerall = numtarget > 0 trigger1 = stateno = 3004 && time > 5 && p2bodydist Y > -60 && target, vel y > 0 [State -1] type = ChangeState value = 3300 triggerall = Var(30) >= 1 triggerall = roundstate = 2 && power >= 1000 trigger1 = stateno = 3006 && time = 15 && movehit = 1 [State -1] type = ChangeState value = 3002 triggerall = Var(30) >= 1 triggerall = roundstate = 2 && power >= 1000 trigger1 = stateno = 3302 && frontedgedist < 3 && p2movetype = h && var(9) > 9 && time > 20 [State -1, Stand Light Punch] type = ChangeState value = 3000 triggerall = var(30) <= 0 triggerall = power >= 1000 && movecontact > 0 triggerall = command = "QCFX2_a" || command = "QCFX2_b" || command = "QCFX2_c" trigger1 = stateno = 2300 && AnimElemNo(0) >= 26 trigger2 = stateno = 2310 && AnimElemNo(0) >= 26 trigger3 = stateno = 2315 && AnimElemNo(0) >= 26 trigger4 = stateno = 2325 && AnimElemNo(0) >= 26 [State -1, Stand Light Punch] type = ChangeState value = 3002 triggerall = var(30) <= 0 triggerall = power >= 1000 triggerall = command = "QCFX2_a" || command = "QCFX2_b" || command = "QCFX2_c" trigger1 = stateno = 1201 && frontedgedist < 3 trigger2 = stateno = 1211 && frontedgedist < 3 trigger3 = stateno = 1221 && frontedgedist < 3 trigger4 = stateno = 3301 && frontedgedist < 3 trigger5 = stateno = 3302 && frontedgedist < 3 trigger6 = stateno = 3121 && frontedgedist < 3 [State -1, Stand Light Punch] type = ChangeState value = 3002 triggerall = var(30) <= 0 triggerall = power >= 1000 triggerall = command = "QCBX2_a" || command = "QCBX2_b" || command = "QCBX2_c" trigger1 = stateno = 50 && backedgedist+(8*vel x) < 3 trigger2 = stateno = 46 && backedgedist+(8*vel x) < 3 [State -1, Stand Light Punch] type = ChangeState value = 3000 triggerall = var(30) <= 0 triggerall = power >= 1000 triggerall = command = "QCBX2_a" || command = "QCBX2_b" || command = "QCBX2_c" trigger1 = ctrl && statetype = S trigger2 = stateno = 200 && AnimElemNo(0) >= 3 trigger3 = stateno = 205 && AnimElemNo(0) >= 9 trigger4 = stateno = 206 && AnimElemNo(0) >= 14 trigger5 = stateno = 207 && AnimElemNo(0) >= 11 trigger6 = stateno = 210 && AnimElemNo(0) >= 17 trigger7 = stateno = 211 && AnimElemNo(0) >= 10 trigger8 = numtarget > 0 trigger8 = stateno = 3004 && target, movetype = H trigger9 = stateno = 3430 && AnimElemNo(0) >= 2 trigger10 = stateno = 415 && AnimElemNo(0) >= 10 [State -1, Stand Light Punch] type = ChangeState value = 3100 triggerall = var(30) <= 0 triggerall = power >= 1000 && movecontact > 0 triggerall = command = "QCBX2_x" || command = "QCBX2_y" || command = "QCBX2_z" trigger1 = stateno = 2300 && AnimElemNo(0) >= 26 trigger2 = stateno = 2310 && AnimElemNo(0) >= 26 trigger3 = stateno = 2315 && AnimElemNo(0) >= 26 trigger4 = stateno = 2325 && AnimElemNo(0) >= 26 [State -1, Stand Light Punch] type = ChangeState value = 3100 triggerall = var(30) <= 0 triggerall = power >= 1000 triggerall = command = "QCFX2_x" || command = "QCFX2_y" || command = "QCFX2_z" trigger1 = ctrl && statetype = S trigger2 = stateno = 200 && AnimElemNo(0) >= 3 trigger3 = stateno = 205 && AnimElemNo(0) >= 9 trigger4 = stateno = 206 && AnimElemNo(0) >= 14 trigger5 = stateno = 207 && AnimElemNo(0) >= 11 trigger6 = stateno = 210 && AnimElemNo(0) >= 17 trigger7 = stateno = 211 && AnimElemNo(0) >= 10 trigger8 = stateno = 3430 && AnimElemNo(0) >= 2 [State -1, Stand Light Punch] type = ChangeState value = 3400 triggerall = var(30) <= 0 triggerall = power >= 1000 triggerall = command = "QCBX2_x" || command = "QCBX2_y" || command = "QCBX2_z" trigger1 = ctrl && statetype = S trigger2 = stateno = 200 && AnimElemNo(0) >= 3 trigger3 = stateno = 205 && AnimElemNo(0) >= 9 trigger4 = stateno = 206 && AnimElemNo(0) >= 14 trigger5 = stateno = 207 && AnimElemNo(0) >= 11 trigger6 = stateno = 210 && AnimElemNo(0) >= 17 trigger7 = stateno = 211 && AnimElemNo(0) >= 10 trigger8 = numtarget > 0 trigger8 = stateno = 3004 && target, movetype = H [State -1, Stand Light Punch] type = ChangeState value = 3400 triggerall = var(30) <= 0 triggerall = power >= 1000 && movecontact > 0 triggerall = command = "QCFX2_x" || command = "QCFX2_y" || command = "QCFX2_z" trigger1 = stateno = 2300 && AnimElemNo(0) >= 26 trigger2 = stateno = 2310 && AnimElemNo(0) >= 26 trigger3 = stateno = 2315 && AnimElemNo(0) >= 26 trigger4 = stateno = 2325 && AnimElemNo(0) >= 26 [State -1, Stand Light Punch] type = ChangeState value = 3300 triggerall = var(30) <= 0 triggerall = power >= 1000 triggerall = command = "QCFX2_x" || command = "QCFX2_y" || command = "QCFX2_z" trigger1 = ctrl && statetype = A trigger2 = hitdefattr = A, NA && movecontact = 1 trigger3 = stateno = 1007 || stateno = 1017 || stateno = 1027 || stateno = 1101 || stateno = 1111 || stateno = 1121 || stateno = 1201 || stateno = 1211 || stateno = 1221 trigger3 = movecontact > 0 trigger4 = stateno = 3006 && movecontact > 0 trigger5 = stateno = 3121 trigger5 = movecontact > 0 :Special moves [State -1] type = ChangeState value = 45 triggerall = var(30) <= 0 triggerall = command = "holdup2" trigger1 = StateType != A trigger1 = ctrl = 1 [State -1, Stand Light Punch] type = ChangeState value = 1200 triggerall = var(30) <= 0 triggerall = command = "QCF_x" && var(11) < 2 trigger1 = ctrl && statetype = A trigger2 = hitdefattr = A, NA && movecontact = 1 trigger3 = stateno = 1007 || stateno = 1017 || stateno = 1027 trigger3 = movecontact = 1 [State -1, Stand Light Punch] type = ChangeState value = 1210 triggerall = var(30) <= 0 triggerall = command = "QCF_y" && var(11) < 2 trigger1 = ctrl && statetype = A trigger2 = hitdefattr = A, NA && movecontact = 1 trigger3 = stateno = 1007 || stateno = 1017 || stateno = 1027 trigger3 = movecontact = 1 [State -1, Stand Light Punch] type = ChangeState value = 1220 triggerall = var(30) <= 0 triggerall = command = "QCF_z" && var(11) < 2 trigger1 = ctrl && statetype = A trigger2 = hitdefattr = A, NA && movecontact = 1 trigger3 = stateno = 1007 || stateno = 1017 || stateno = 1027 trigger3 = movecontact = 1 [State -1, Stand Light Punch] type = ChangeState value = 1000 triggerall = var(30) <= 0 triggerall = command = "QCB_a" triggerall = stateno != 252 trigger1 = ctrl && statetype = S trigger2 = hitdefattr = C, NA && movecontact > 0 trigger3 = hitdefattr = S, NA && movecontact > 0 [State -1, Stand Light Punch] type = ChangeState value = 1010 triggerall = var(30) <= 0 triggerall = command = "QCB_b" triggerall = stateno != 252 trigger1 = ctrl && statetype = S trigger2 = hitdefattr = C, NA && movecontact > 0 trigger3 = hitdefattr = S, NA && movecontact > 0 [State -1, Stand Light Punch] type = ChangeState value = 1020 triggerall = var(30) <= 0 triggerall = command = "QCB_c" triggerall = stateno != 252 trigger1 = ctrl && statetype = S trigger2 = hitdefattr = C, NA && movecontact > 0 trigger3 = hitdefattr = S, NA && movecontact > 0 [State -1, Stand Light Punch] type = ChangeState value = 1002 triggerall = var(30) <= 0 triggerall = command = "QCB_a" trigger1 = stateno = 50 && backedgedist+(8*vel x) < 3 trigger2 = stateno = 46 && backedgedist+(8*vel x) < 3 [State -1, Stand Light Punch] type = ChangeState value = 1012 triggerall = var(30) <= 0 triggerall = command = "QCB_b" trigger1 = stateno = 50 && backedgedist+(8*vel x) < 3 trigger2 = stateno = 46 && backedgedist+(8*vel x) < 3 [State -1, Stand Light Punch] type = ChangeState value = 1022 triggerall = var(30) <= 0 triggerall = command = "QCB_c" trigger1 = stateno = 50 && backedgedist+(8*vel x) < 3 trigger2 = stateno = 46 && backedgedist+(8*vel x) < 3 [State -1, Stand Light Punch] type = ChangeState value = 1300 triggerall = var(30) <= 0 triggerall = command = "QCF_a" triggerall = stateno != 252 trigger1 = ctrl && statetype = S trigger2 = hitdefattr = C, NA && movecontact > 0 trigger3 = hitdefattr = S, NA && movecontact > 0 [State -1, Stand Light Punch] type = ChangeState value = 1310 triggerall = var(30) <= 0 triggerall = command = "QCF_b" triggerall = stateno != 252 trigger1 = ctrl && statetype = S trigger2 = hitdefattr = C, NA && movecontact > 0 trigger3 = hitdefattr = S, NA && movecontact > 0 [State -1, Stand Light Punch] type = ChangeState value = 1320 triggerall = var(30) <= 0 triggerall = command = "QCF_c" triggerall = stateno != 252 trigger1 = ctrl && statetype = S trigger2 = hitdefattr = C, NA && movecontact > 0 trigger3 = hitdefattr = S, NA && movecontact > 0 [State -1, Stand Light Punch] type = ChangeState value = 2300 triggerall = var(30) <= 0 triggerall = command = "QCB_x" trigger1 = ctrl && statetype = S trigger2 = stateno = 200 && AnimElemNo(0) >= 3 trigger3 = stateno = 205 && AnimElemNo(0) >= 9 trigger4 = stateno = 206 && AnimElemNo(0) >= 14 trigger5 = stateno = 207 && AnimElemNo(0) >= 11 trigger6 = stateno = 210 && AnimElemNo(0) >= 17 trigger7 = stateno = 211 && AnimElemNo(0) >= 10 trigger8 = hitdefattr = C, NA && movecontact > 0 trigger9 = stateno= 400 && AnimElemNo(0) >= 5 trigger10 = stateno= 430 && AnimElemNo(0) >= 6 trigger11 = stateno= 410 && AnimElemNo(0) >= 11 trigger12 = stateno= 440 && AnimElemNo(0) >= 9 trigger13 = stateno= 415 && AnimElemNo(0) >= 12 trigger14 = stateno= 450 && AnimElemNo(0) >= 7 [State -1, Stand Light Punch] type = ChangeState value = 2310 triggerall = var(30) <= 0 triggerall = command = "QCB_y" trigger1 = ctrl && statetype = S trigger2 = stateno = 200 && AnimElemNo(0) >= 3 trigger3 = stateno = 205 && AnimElemNo(0) >= 9 trigger4 = stateno = 206 && AnimElemNo(0) >= 14 trigger5 = stateno = 207 && AnimElemNo(0) >= 11 trigger6 = stateno = 210 && AnimElemNo(0) >= 17 trigger7 = stateno = 211 && AnimElemNo(0) >= 10 trigger8 = hitdefattr = C, NA && movecontact > 0 trigger9 = stateno= 400 && AnimElemNo(0) >= 5 trigger10 = stateno= 430 && AnimElemNo(0) >= 6 trigger11 = stateno= 410 && AnimElemNo(0) >= 11 trigger12 = stateno= 440 && AnimElemNo(0) >= 9 trigger13 = stateno= 415 && AnimElemNo(0) >= 12 trigger14 = stateno= 450 && AnimElemNo(0) >= 7 [State -1, Stand Light Punch] type = ChangeState value = 2315 triggerall = var(30) <= 0 triggerall = command = "QCB_z" trigger1 = ctrl && statetype = S trigger2 = stateno = 200 && AnimElemNo(0) >= 3 trigger3 = stateno = 205 && AnimElemNo(0) >= 9 trigger4 = stateno = 206 && AnimElemNo(0) >= 14 trigger5 = stateno = 207 && AnimElemNo(0) >= 11 trigger6 = stateno = 210 && AnimElemNo(0) >= 17 trigger7 = stateno = 211 && AnimElemNo(0) >= 10 trigger8 = hitdefattr = C, NA && movecontact > 0 trigger9 = stateno= 400 && AnimElemNo(0) >= 5 trigger10 = stateno= 430 && AnimElemNo(0) >= 6 trigger11 = stateno= 410 && AnimElemNo(0) >= 11 trigger12 = stateno= 440 && AnimElemNo(0) >= 9 trigger13 = stateno= 415 && AnimElemNo(0) >= 12 trigger14 = stateno= 450 && AnimElemNo(0) >= 7 [State -1, Stand Light Punch] type = ChangeState value = 1120 triggerall = var(30) <= 0 triggerall = command = "upper_z" trigger1 = ctrl && statetype = S trigger2 = stateno = 200 && AnimElemNo(0) >= 3 trigger3 = stateno = 205 && AnimElemNo(0) >= 9 trigger4 = stateno = 206 && AnimElemNo(0) >= 14 trigger5 = stateno = 207 && AnimElemNo(0) >= 11 trigger6 = stateno = 210 && AnimElemNo(0) >= 17 trigger7 = stateno = 211 && AnimElemNo(0) >= 10 trigger8 = hitdefattr = C, NA && movecontact > 0 trigger9 = stateno= 400 && AnimElemNo(0) >= 5 trigger10 = stateno= 430 && AnimElemNo(0) >= 6 trigger11 = stateno= 410 && AnimElemNo(0) >= 11 trigger12 = stateno= 440 && AnimElemNo(0) >= 9 trigger13 = stateno= 415 && AnimElemNo(0) >= 12 trigger14 = stateno= 450 && AnimElemNo(0) >= 7 [State -1, Stand Light Punch] type = ChangeState value = 1100 triggerall = var(30) <= 0 triggerall = command = "upper_x" trigger1 = ctrl && statetype = S trigger2 = stateno = 200 && AnimElemNo(0) >= 3 trigger3 = stateno = 205 && AnimElemNo(0) >= 9 trigger4 = stateno = 206 && AnimElemNo(0) >= 14 trigger5 = stateno = 207 && AnimElemNo(0) >= 11 trigger6 = stateno = 210 && AnimElemNo(0) >= 17 trigger7 = stateno = 211 && AnimElemNo(0) >= 10 trigger8 = hitdefattr = C, NA && movecontact > 0 trigger9 = stateno= 400 && AnimElemNo(0) >= 5 trigger10 = stateno= 430 && AnimElemNo(0) >= 6 trigger11 = stateno= 410 && AnimElemNo(0) >= 11 trigger12 = stateno= 440 && AnimElemNo(0) >= 9 trigger13 = stateno= 415 && AnimElemNo(0) >= 12 trigger14 = stateno= 450 && AnimElemNo(0) >= 7 [State -1, Stand Light Punch] type = ChangeState value = 1110 triggerall = var(30) <= 0 triggerall = command = "upper_y" trigger1 = ctrl && statetype = S trigger2 = stateno = 200 && AnimElemNo(0) >= 3 trigger3 = stateno = 205 && AnimElemNo(0) >= 9 trigger4 = stateno = 206 && AnimElemNo(0) >= 14 trigger5 = stateno = 207 && AnimElemNo(0) >= 11 trigger6 = stateno = 210 && AnimElemNo(0) >= 17 trigger7 = stateno = 211 && AnimElemNo(0) >= 10 trigger8 = hitdefattr = C, NA && movecontact > 0 trigger9 = stateno= 400 && AnimElemNo(0) >= 5 trigger10 = stateno= 430 && AnimElemNo(0) >= 6 trigger11 = stateno= 410 && AnimElemNo(0) >= 11 trigger12 = stateno= 440 && AnimElemNo(0) >= 9 trigger13 = stateno= 415 && AnimElemNo(0) >= 12 trigger14 = stateno= 450 && AnimElemNo(0) >= 7 [State -1, Charge] type = ChangeState value = 1400 triggerall = var(30) <= 0 triggerall = command = "hold_y" triggerall = command = "hold_b" triggerall = var(23) <= 0 trigger1 = statetype = S trigger1 = ctrl [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(30) <= 0 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl [State -1, Run Back] type = ChangeState value = 105 triggerall = var(30) <= 0 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl [State -1, Back flip] type = ChangeState value = 60 triggerall = var(30) <= 0 triggerall = command = "a" triggerall = command = "x" triggerall = command = "holdback" trigger1 = statetype = S trigger1 = ctrl [State -1, Back flip] type = ChangeState value = 61 triggerall = var(30) <= 0 triggerall = command = "a" triggerall = command = "x" triggerall = command != "holdback" trigger1 = statetype = S trigger1 = ctrl [State -1, Kung Fu Throw] type = ChangeState value = 800 triggerall = var(30) <= 0 triggerall = command = "y" triggerall = command = "x" ^^ command = "z" triggerall = statetype = S triggerall = stateno != 100 trigger1 = ctrl [State -1, Kung Fu Throw] type = ChangeState value = 900 triggerall = var(30) <= 0 triggerall = command = "b" triggerall = command = "a" ^^ command = "c" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = ctrl [State -1, Stand Light Punch] type = ChangeState value = 205 triggerall = var(30) <= 0 triggerall = command = "x" triggerall = command = "holdfwd" triggerall = command != "holddown" trigger1 = stateno = 200 && time > 3 trigger2 = statetype = S trigger2 = ctrl ignorehitpause = 1 [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = var(30) <= 0 triggerall = command = "x" triggerall = command != "holdfwd" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 12 && movecontact = 0 trigger3 = stateno = 230 && movecontact = 1 && prevstateno != 200 [State -1, Stand Light Punch] type = ChangeState value = 207 triggerall = var(30) <= 0 triggerall = command = "y" triggerall = command = "holdfwd" triggerall = command != "holddown" trigger1 = stateno = 206 && time > 20 trigger2 = statetype = S trigger2 = ctrl ignorehitpause = 1 [State -1, Stand Light Punch] type = ChangeState value = 206 triggerall = var(30) <= 0 triggerall = command = "y" triggerall = command != "holdfwd" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 205 && time > 7 ignorehitpause = 1 [State -1, Stand Strong Punch] type = ChangeState value = 211 triggerall = var(30) <= 0 triggerall = command = "z" triggerall = command = "holdfwd" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 210 && time > 17 ignorehitpause = 1 [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = var(30) <= 0 triggerall = command = "z" triggerall = command != "holdfwd" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 207 && time > 12 ignorehitpause = 1 [State -1, Stand Light Kick] type = ChangeState value = 250 triggerall = var(30) <= 0 triggerall = command = "a" triggerall = command = "holdup" trigger1 = stateno = 241 && movecontact > 0 && animelemno(0) = 15 && var(13) = 6 [State -1, Stand Light Kick] type = ChangeState value = 251 triggerall = var(30) <= 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = stateno = 250 && movecontact > 0 && animelemno(0) = 8 [State -1, Stand Light Kick] type = ChangeState value = 252 triggerall = var(30) <= 0 triggerall = command = "c" triggerall = command = "holdup" trigger1 = stateno = 251 && movecontact > 0 && animelemno(0) = 8 [State -1, Stand Light Kick] type = ChangeState value = 235 triggerall = var(30) <= 0 triggerall = command = "a" triggerall = command = "holdfwd" triggerall = command != "holddown" trigger1 = ctrl && statetype = S trigger2 = stateno = 230 && movecontact > 0 && animelemno(0) = 5 && var(13) = 1 ignorehitpause = 1 [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = var(30) <= 0 triggerall = command = "a" triggerall = command != "holdfwd" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl [State -1, Stand Light Kick] type = ChangeState value = 237 triggerall = var(30) <= 0 triggerall = command = "b" triggerall = command = "holdfwd" triggerall = command != "holddown" trigger1 = ctrl && statetype = S trigger2 = stateno = 236 && movecontact > 0 && animelemno(0) = 7 && var(13) = 3 ignorehitpause = 1 [State -1, Stand Light Kick] type = ChangeState value = 236 triggerall = var(30) <= 0 triggerall = command = "b" triggerall = command != "holdfwd" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 235 && movecontact > 0 && animelemno(0) = 5&& var(13) = 2 ignorehitpause = 1 [State -1, Stand Light Kick] type = ChangeState value = 241 triggerall = var(30) <= 0 triggerall = command = "c" triggerall = command = "holdfwd" triggerall = command != "holddown" trigger1 = ctrl && statetype = S trigger2 = stateno = 240 && movecontact > 0 && animelemno(0) = 10 && var(13) = 5 ignorehitpause = 1 [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = var(30) <= 0 triggerall = command = "c" triggerall = command != "holdfwd" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 237 && movecontact > 0 && animelemno(0) = 13 && var(13) = 4 ignorehitpause = 1 [State -1, Taunt] type = ChangeState value = 195 triggerall = var(30) <= 0 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = var(30) <= 0 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 430 && movecontact = 1 && prevstateno != 430 [State -1, Crouching Strong Punch] type = ChangeState value = 415 triggerall = var(30) <= 0 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && AnimElemNo(0) >= 3 trigger3 = stateno = 410 && AnimElemNo(0) >= 10 trigger4 = stateno = 430 && AnimElemNo(0) >= 4 [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = var(30) <= 0 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && AnimElemNo(0) >= 3 trigger3 = stateno = 430 && AnimElemNo(0) >= 4 [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = var(30) <= 0 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && AnimElemNo(0) >= 3 [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = var(30) <= 0 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && AnimElemNo(0) >= 3 trigger3 = stateno = 430 && AnimElemNo(0) >= 4 trigger4 = stateno = 440 && AnimElemNo(0) >= 8 [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = var(30) <= 0 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 400 && AnimElemNo(0) >= 3 trigger3 = stateno = 430 && AnimElemNo(0) >= 4 [State -1, Jump Light Punch] type = ChangeState value = 605 triggerall = var(30) <= 0 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 630 trigger2 = movecontact > 0 [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = var(30) <= 0 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = var(30) <= 0 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 ||stateno = 605 || stateno = 630 || stateno = 635 trigger2 = movecontact > 0 [State -1, Jump Strong Kick] type = ChangeState value = 645 triggerall = var(30) <= 0 triggerall = command = "holddown" triggerall = command = "b" triggerall = var(10) < 3 trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 ||stateno = 605 || stateno = 630 || stateno = 635 trigger2 = movecontact > 0 [State -1, Jump Light Kick] type = ChangeState value = 635 triggerall = var(30) <= 0 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 605 trigger2 = movecontact > 0 [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = var(30) <= 0 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = movecontact > 0 [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = var(30) <= 0 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 ||stateno = 605 || stateno = 630 || stateno = 635 || stateno = 610 trigger2 = movecontact > 0
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