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Command List — Battle Dudes Beta v1 31.zip ← Back to Overview

; Bill Command ;=[ BUTTOM REMAPPING ]================================================ [Remap] x = x y = y z = z a = a b = b c = c s = s ;=[ COMMAND DEFAULT ]================================================= [Defaults] command.time = 15 command.buffer.time = 1 ;=====[ MOTION INPUTS ]====================== [Command] name = "FF" command = F, F time = 20 buffer.time = 5 [Command] name = "BB" command = B, B time = 20 buffer.time = 5 [Command] name = "DD" command = D, D time = 20 buffer.time = 5 [Command] name = "UU" command = U, U time = 20 buffer.time = 5 [Command] name = "DDD" command = D, D, D time = 20 buffer.time = 10 [Command] name = "DP" command = ~F, D, DF time = 15 buffer.time = 10 [Command] name = "RDP" command = ~B, D, DB time = 15 buffer.time = 10 [Command] name = "HCF" command = ~B, $D, F time = 20 buffer.time = 10 [Command] name = "HCB" command = ~F, $D, B time = 20 buffer.time = 10 [Command] name = "HCFB" command = ~B, $D, F, B time = 25 buffer.time = 10 [Command] name = "HCBF" command = ~F, $D, B, F time = 25 buffer.time = 10 [Command] name = "QCF" command = ~D, DF, F time = 15 buffer.time = 10 [Command] name = "QCB" command = ~D, DB, B time = 15 buffer.time = 10 [Command] name = "QCFQCF" command = ~D, DF, F, D, DF, F time = 20 buffer.time = 10 [Command] name = "QCBQCB" command = ~D, DB, B, D, DB, B time = 20 buffer.time = 10 [Command] name = "QCFHCB" command = ~D, DF, F, $D, B time = 30 buffer.time = 10 [Command] name = "QCBHCF" command = ~D, DB, B, $D, F time = 30 buffer.time = 10 [Command] name = "HCFHCF" command = ~B, $D, F, B, $D, F time = 35 buffer.time = 10 [Command] name = "HCBHCB" command = ~F, $D, B, F, $D, B time = 35 buffer.time = 10 [Command] name = "Pretzel" command = ~DB, F, $D, B, DF time = 35 buffer.time = 10 [Command] name = "ChargeBF" command = ~40$B, F time = 20 buffer.time = 10 [Command] name = "ChargeDU" command = ~40$D, U time = 20 buffer.time = 10 [Command] name = "ChargeBFBF" command = ~60$B, $F, B, F time = 25 buffer.time = 10 [Command] name = "Super Jump" command = $D,$U time = 10 buffer.time = 5 ;=====[ PRESS 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 = "d" command = d time = 1 [Command] name = "w" command = w time = 1 [Command] name = "dw" command = d+w time = 1 [Command] name = "start" command = s time = 1 ;=====[ HOLD DIRECTION ]======================= [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 = "brokeholdfwd" command = /F time = 1 [Command] name = "brokeholdback" command = /B time = 1 [Command] name = "brokeholdupback" command = /UB time = 1 [Command] name = "brokeholdup" command = /U time = 1 [Command] name = "brokeholdupfwd" command = /UF time = 1 [Command] name = "brokeholddownback" command = /DB time = 1 [Command] name = "brokeholddown" command = /D time = 1 [Command] name = "brokeholddownfwd" command = /DF time = 1 ;=====[ HOLD BUTTON ]======================= [Command] name = "holda" command = /a time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holdd" command = /d time = 1 [Command] name = "holdw" command = /w time = 1 [Command] name = "holdstart" command = /s time = 1 ;=====[ DIRECTION ]======================= [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 ;=====[ RELEASE DIRECTION ]======================= [Command] name = "rlsfwd" command = ~$F time = 1 [Command] name = "rlsback" command = ~$B time = 1 [Command] name = "rlsup" command = ~$U time = 1 [Command] name = "rlsdown" command = ~$D time = 1 ;=====[ RELEASE BUTTON ]======================= [Command] name = "rlsx" command = ~x time = 1 [Command] name = "rlsy" command = ~y time = 1 [Command] name = "rlsz" command = ~z time = 1 [Command] name = "rlsa" command = ~a time = 1 [Command] name = "rlsb" command = ~b time = 1 [Command] name = "rlsc" command = ~c time = 1 ;=[ STATEDEF -1 ]====================================================== [Statedef -1] ;=[ COMBO CONDITION ]================================================== [State -1, Reset] type = Null trigger1 = 1 || Var(1) := 0 trigger1 = 1 || Var(2) := 0 [State -1, Cancel Check] ; Specials type = VarSet trigger1 = StateNo = 200 trigger2 = StateNo = 210 && Anim = 211 || StateNo = 220 trigger2 = MoveContact trigger3 = StateNo = 230 trigger3 = MoveContact trigger4 = StateNo = 240 trigger4 = MoveContact trigger5 = StateNo = 400 trigger6 = StateNo = 430 trigger6 = MoveContact trigger7 = StateNo = 440 || StateNo = 310 trigger7 = MoveContact trigger8 = StateNo = 715 trigger8 = Var(9) = 2 trigger9 = StateNo = 52 trigger10 = (Map(BD.Specialx2_Cancel) && Var(9) = 3) || (Map(BD.SuperSpecial_Cancel) && Var(9) = 2) trigger11 = StateNo = 720 && MoveContact trigger11 = Var(9) != 1 trigger12 = (StateNo = [200,499]) && Time <= 3 + (4 * (Var(9) = 2)) var(1) = 1 ignorehitpause = 1 [State -1, Cancel Check] ; Supers type = VarSet trigger1 = StateNo = 200 trigger2 = StateNo = 210 || StateNo = 220 trigger2 = MoveContact trigger3 = StateNo = 230 trigger3 = MoveContact trigger4 = StateNo = 240 || StateNo = 250 trigger4 = MoveContact trigger5 = StateNo = 400 || StateNo = 410 && MoveContact trigger6 = StateNo = 430 trigger7 = StateNo = 440 || (StateNo = [310,320]) trigger7 = MoveContact trigger8 = StateNo = 715 trigger8 = Var(9) = 2 trigger9 = StateNo = 52 trigger10 = Map(BD.Superx2_Cancel) && Var(9) = 1 trigger11 = StateNo = 720 && MoveContact trigger11 = Var(9) != 3 trigger12 = (StateNo = [200,499]) && Time <= 3 + (4 * (Var(9) = 2)) var(2) = 1 ignorehitpause = 1 ;=[ SUPER MOVES ]===================================================== ;-| Hack n' Slash |- [State -1, Hack n' Slash] ;SC I type = ChangeState value = 3000 triggerall = !AILevel && RoundState = 2 triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch) triggerall = Map(InputBuffer_ChargeBFBF.2X) || Map(InputBuffer_ChargeBFBF) || Command = "ChargeBFBF" triggerall = Power >= 1000 triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) trigger2 = Var(2) && (PrevStateNo != [3000, 3099]) ignorehitpause = 1 ;-| Mind Reader |- [State -1, Mind Reader] ;SC III type = ChangeState value = 3200 triggerall = !AILevel && RoundState = 2 triggerall = Map(InputBuffer_QCFQCF) || Command = "QCFQCF" triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch) triggerall = Power >= 1000 triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) trigger2 = Var(2) && (PrevStateNo != [3200, 3209]) ignorehitpause = 1 ;-| Grand Execution |- [State -1, Grand Execution] ;SC II type = ChangeState value = 3100 triggerall = !AILevel && RoundState = 2 triggerall = Map(InputBuffer_QCBQCB) || Command = "QCBQCB" triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch) triggerall = Power >= 1000 triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) trigger2 = Var(2) && (PrevStateNo != [3100, 3199]) ignorehitpause = 1 ;=[ SPECIAL MOVES ]=================================================== ;-| Diablo Ambush |- [State -1, ES Diablo Ambush] type = ChangeState value = 1330 triggerall = StateNo != [1330, 1399] triggerall = !AILevel && Power >= 500 && RoundState = 2 triggerall = Map(InputBuffer_QCF) || Command = "QCF" triggerall = Map(InputBuffer_2P) || Map(InputBuffer_Release2P) triggerall = StateType = A && Pos Y <= -10 && Map(SmallJump) = 0 trigger1 = Ctrl || ((StateNo = [600,620]) || (StateNo = [630, 640])) && (MoveContact || Time <= 3 + (4 * (Var(9) = 2))) || Var(1) ignorehitpause = 1 [State -1, Diablo Ambush] type = ChangeState value = 1300 triggerall = StateNo != [1300, 1399] triggerall = PrevStateNo != [1300, 1399] triggerall = !AILevel triggerall = Map(InputBuffer_QCF) || Command = "QCF" triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch) triggerall = StateType = A && Pos Y <= -10 && Map(SmallJump) = 0 trigger1 = Ctrl || ((StateNo = [600,620]) || (StateNo = [630, 640])) && (MoveContact || Time <= 3 + (4 * (Var(9) = 2))) || Var(1) ignorehitpause = 1 ;-| Diablo Air Raid |- [State -1, ES Diablo Air Raid] type = ChangeState value = 1230 triggerall = StateNo != [1230, 1299] triggerall = !AILevel && Power >= 500 && RoundState = 2 triggerall = Map(InputBuffer_QCB) || Command = "QCB" triggerall = Map(InputBuffer_2P) || Map(InputBuffer_Release2P) triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) trigger2 = Var(1) ignorehitpause = 1 [State -1, Diablo Air Raid] type = ChangeState value = 1200 triggerall = StateNo != [1200, 1299] triggerall = PrevStateNo != [1200, 1299] triggerall = !AILevel triggerall = Map(InputBuffer_QCB) || Command = "QCB" triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch) triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) trigger2 = Var(1) ignorehitpause = 1 ;-| Built Uppercut |- [State -1, ES Built Uppercut] type = ChangeState value = 1130 triggerall = StateNo != [1130, 1199] triggerall = !AILevel && Power >= 500 && RoundState = 2 triggerall = Map(InputBuffer_DP) || Command = "DP" triggerall = Map(InputBuffer_2P) || Map(InputBuffer_Release2P) triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) trigger2 = Var(1) ignorehitpause = 1 [State -1, Built Uppercut] type = ChangeState value = 1100 triggerall = StateNo != [1100, 1199] triggerall = PrevStateNo != [1100, 1199] triggerall = !AILevel triggerall = Map(InputBuffer_DP) || Command = "DP" triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch) triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) trigger2 = Var(1) ignorehitpause = 1 ;-| Diablo Charge |- [State -1, ES Diablo Charge] type = ChangeState value = 1030 triggerall = StateNo != [1030, 1099] triggerall = !AILevel && Power >= 500 && RoundState = 2 triggerall = Map(InputBuffer_ChargeBF) && Map(InputBuffer_ChargeBack) >= 30 || Command = "ChargeBF" triggerall = Map(InputBuffer_2P) || Map(InputBuffer_Release2P) triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) trigger2 = Var(1) ignorehitpause = 1 [State -1, Diablo Charge] type = ChangeState value = 1000 triggerall = StateNo != [1000, 1099] triggerall = PrevStateNo != [1000, 1099] triggerall = !AILevel triggerall = Map(InputBuffer_ChargeBF) && Map(InputBuffer_ChargeBack) >= 30 || Command = "ChargeBF" triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch) triggerall = StateType != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) trigger2 = Var(1) ignorehitpause = 1 ;=[ SYSTEM ]========================================================== ;-| Dash |- [State -1, Dash] type = ChangeState value = Cond(Var(9) = 3, 110, 100 + (Const(Movement.Dash.Type) * 2)) triggerall = !AILevel triggerall = statetype = S triggerall = ctrl trigger1 = Map(InputBuffer_FF) || Command = "FF" ;-| Backdash |- [State -1, Back Dash] type = ChangeState value = 105 triggerall = !AILevel triggerall = statetype = S triggerall = ctrl trigger1 = Map(InputBuffer_BB) || Command = "BB" ;-| Dash Attack |- [State -1, Dash] type = ChangeState value = 660 + (Map(InputBuffer_AnyKick) * 5) triggerall = !AILevel triggerall = StateNo = 102 && Pos Y != 0 && Time < 10 trigger1 = Map(InputBuffer_AnyPunch) || Map(InputBuffer_AnyKick) ;-| Taunt |- [State -1, Taunt] type = ChangeState value = 195 triggerall = !AILevel triggerall = Map(InputBuffer_Start) && Cond(GameMode = "training" || GameMode = "trials", Map(InputBuffer_LK), 1) triggerall = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (stateno = [200,490]) && Time <= 2 ignorehitpause = 1 ;-| Dodge |- [State -1, Dodge] type = ChangeState value = 700 trigger1 = !AILevel trigger1 = Map(InputBuffer_MP) && Map(InputBuffer_MK) trigger1 = StateType != A trigger1 = StateNo != 715 trigger1 = Ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || Var(1) && Var(9) = 2 ignorehitpause = 1 ;-| Guard Cancel |- [State -1, Guard Cancel] type = ChangeState value = 720 trigger1 = !AILevel trigger1 = Map(InputBuffer_QCF) || Command = "QCF" trigger1 = Map(InputBuffer_MP) && Map(InputBuffer_MK) trigger1 = StateNo = [150,153] ignorehitpause = 1 ;-| Mind Reader GC |- [State -1, Mind Reader GC] type = ChangeState value = 3210 triggerall = !AILevel && RoundState = 2 triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_AnyKick) triggerall = Map(Super.Install) triggerall = StateType != A trigger1 = StateNo = [150,153] ignorehitpause = 1 ;-| Tactical Cancel |- [State -1, Tactical Cancel] type = ChangeState value = 730 + (7 * StateType = A) triggerall = !AILevel && Var(9) = 2 && Power >= 500 triggerall = ((StateNo = [200,699]) || (StateNo = [1000,2999])) && ((MoveContact = [1, 32]) || Time >= 5) triggerall = StateNo != [1300,1399] trigger1 = Map(InputBuffer_LP) && Map(InputBuffer_LK) trigger1 = Cond(StateType != A, (Command = "holdfwd" || Command = "holdback"), 1) trigger1 = !Var(15) && Cond(MoveGuarded, (StateNo != [1000,2999]), 1) ignorehitpause = 1 ;-| Decisive Strike |- [State -1, Decisive Strike] type = ChangeState value = 740 triggerall = !AILevel triggerall = FVar(1) > 0 trigger1 = Map(InputBuffer_HP) && Map(InputBuffer_HK) trigger1 = StateType != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) ignorehitpause = 1 ;-| Tech Roll |- [State -1, Tech Roll] type = ChangeState value = 5200 triggerall = !AILevel triggerall = Alive triggerall = Enemy,Map(UntechableHit) = 0 triggerall = StateNo = 5050 || StateNo = 5071 triggerall = Vel Y > 0 triggerall = Pos Y >= -20 trigger1 = Map(InputBuffer_2P) || Map(InputBuffer_2K) trigger2 = Var(9) = 2 && Map(InputBuffer_AnyKick) && Map(InputBuffer_AnyPunch) ignorehitpause = 1 ;=[ COMMAND NORMALS ]================================================= ;-| Throw |- [State -1, Throw] type = ChangeState value = 900 trigger1 = !AILevel trigger1 = Map(InputBuffer_LP) && Map(InputBuffer_LK) trigger1 = PrevStateNo != [100,110] trigger1 = (Ctrl || (StateNo = [200, 599]) && Time < 2) && Cond(Command = "holdback", StateType = S, StateType != A) ignorehitpause = 1 ;-| Cranial Bust |- [State -1, Cranial Bust] type = ChangeState value = 300 triggerall = !AILevel triggerall = Command = "holdfwd" && Command != "holddown" triggerall = Map(InputBuffer_MP) trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) ignorehitpause = 1 ;-| Sedentary |- [State -1, Sedentary] type = ChangeState value = 310 triggerall = !AILevel triggerall = Command = "holdfwd" && Command = "holddown" triggerall = Map(InputBuffer_MK) trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) ignorehitpause = 1 ;-| King's Low |- [State -1, King's Low] type = ChangeState value = 320 triggerall = !AILevel triggerall = Command = "holddown" triggerall = StateNo = [100,111] triggerall = Map(InputBuffer_LK) trigger1 = statetype != A trigger1 = (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) ignorehitpause = 1 ;=[ NORMALS ]========================================================= ;-| st.LP |- [State -1, st.LP] type = ChangeState value = 200 triggerall = !AILevel triggerall = Map(InputBuffer_LP) triggerall = Command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8) trigger2 = StateNo = 400 && MoveContact && AnimElemTime(2) > 0 ignorehitpause = 1 ;-| st.MP |- [State -1, st.MP] type = ChangeState value = 210 triggerall = !AILevel triggerall = Map(InputBuffer_MP) triggerall = Command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8) ignorehitpause = 1 ;-| st.HP |- [State -1, st.HP] type = ChangeState value = 220 triggerall = !AILevel triggerall = Map(InputBuffer_HP) triggerall = Command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8) ignorehitpause = 1 ;-| st.LK |- [State -1, st.LK] type = ChangeState value = 230 triggerall = !AILevel triggerall = Map(InputBuffer_LK) triggerall = Command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8) trigger2 = StateNo = 430 && MoveContact && AnimElemTime(3) > 0 ignorehitpause = 1 ;-| st.MK |- [State -1, st.MK] type = ChangeState value = 240 triggerall = !AILevel triggerall = Map(InputBuffer_MK) triggerall = Command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8) ignorehitpause = 1 ;-| st.HK |- [State -1, st.HK] type = ChangeState value = 250 triggerall = !AILevel triggerall = Map(InputBuffer_HK) triggerall = Command != "holddown" trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8) ignorehitpause = 1 ;-| cr.LP |- [State -1, cr.LP] type = ChangeState value = 400 triggerall = !AILevel triggerall = Map(InputBuffer_LP) triggerall = Command = "holddown" trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8) trigger2 = StateNo = 430 && MoveContact ignorehitpause = 1 ;-| cr.MP |- [State -1, cr.MP] type = ChangeState value = 410 triggerall = !AILevel triggerall = Map(InputBuffer_MP) triggerall = Command = "holddown" trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8) trigger2 = StateNo = 440 && MoveContact ignorehitpause = 1 ;-| cr.HP |- [State -1, cr.HP] type = ChangeState value = 420 triggerall = !AILevel triggerall = Map(InputBuffer_HP) triggerall = Command = "holddown" trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8) ignorehitpause = 1 ;-| cr.LK |- [State -1, cr.LK] type = ChangeState value = 430 triggerall = !AILevel triggerall = Map(InputBuffer_LK) triggerall = Command = "holddown" trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8) trigger2 = StateNo = 430 && (MoveContact && AnimElemTime(2) > 0 || AnimElemTime(3) > 0) ignorehitpause = 1 ;-| cr.MK |- [State -1, cr.MK] type = ChangeState value = 440 triggerall = !AILevel triggerall = Map(InputBuffer_MK) triggerall = Command = "holddown" trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8) ignorehitpause = 1 ;-| cr.HK |- [State -1, cr.HK] type = ChangeState value = 450 triggerall = !AILevel triggerall = Map(InputBuffer_HK) triggerall = Command = "holddown" trigger1 = statetype != A trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8) ignorehitpause = 1 ;-| j.LP |- [State -1, j.LP] type = ChangeState value = 600 triggerall = !AILevel triggerall = Map(InputBuffer_LP) trigger1 = statetype = A trigger1 = ctrl ;-| j.MP |- [State -1, j.MP] type = ChangeState value = 610 triggerall = !AILevel triggerall = Map(InputBuffer_MP) trigger1 = statetype = A trigger1 = ctrl ;-| j.HP |- [State -1, j.HP] type = ChangeState value = 620 triggerall = !AILevel triggerall = Map(InputBuffer_HP) trigger1 = statetype = A trigger1 = ctrl ;-| j.LK |- [State -1, j.LK] type = ChangeState value = 630 triggerall = !AILevel triggerall = Map(InputBuffer_LK) trigger1 = statetype = A trigger1 = ctrl ;-| j.MK |- [State -1, j.MK] type = ChangeState value = 640 triggerall = !AILevel triggerall = Map(InputBuffer_MK) trigger1 = statetype = A trigger1 = ctrl ;-| j.HK |- [State -1, j.HK] type = ChangeState value = 650 triggerall = !AILevel triggerall = Map(InputBuffer_HK) triggerall = statetype = A trigger1 = ctrl
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