; 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 = "upper_x"
command = ~D, DB, B, a
[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCB_x"
command = ~D, DB, B, x
[Command]
name = "QCF_a"
command = ~D, DF, F, a
;-| 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
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
[State 0, 1.0/1.1 AI Set]
type = VarSet
trigger1 = AILevel <= 0
v = 59
value = -1
[State 0, 1.0/1.1 AI Set]
type = VarSet
trigger1 = AILevel >= 1
v = 59
value = AIlevel
[State -1, AI WideOpen]
type = null
trigger1 = var(59) >= 1
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoAirGuard
;Guard
[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) >= 1 && roundstate=2
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || helper(33000),var(18) >= 0 || random%6=0 || (prevstateno != [120,155]) || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
[State -1, Rec] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = var(59) >= 1 && RoundState <= 2 && (stateno = [5050,5060])
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
trigger1 = CanRecover
value = 5200 ;HITFALL_RECOVER
[State -1, Rec] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = var(59) >= 1 && RoundState <= 2 && (stateno = [5050,5060])
triggerall = Vel Y > 0
triggerall = alive
trigger1 = CanRecover
value = 5210 ;HITFALL_AIRRECOVER
;Move and other
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = var(59) >= 1 && roundstate = 2 && random <= 13*AILevel && stateno != [100,102]
trigger1 = 1
trigger1 = Statetype != A
trigger1 = ctrl
[State AI: Something]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = p2movetype != A
triggerall = Statetype != A
triggerall = p2bodydist X = [0,45]
triggerall = p2statetype != L
;----------
trigger1 = random <= 100*(Var(59) ** 2 / 64.0)
trigger1 = ctrl
value = 200
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype != A
trigger1 = Stateno = 200
trigger1 = Movecontact
value = 230
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype != A
trigger1 = Stateno = 230
trigger1 = Movecontact
value = 240
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype != A
trigger1 = Stateno = 240
trigger1 = Movecontact
value = 1400
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype != A
trigger1 = Stateno = 1400
trigger1 = Movecontact
value = 1100
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype = A
trigger1 = Stateno = 1100
trigger1 = Movecontact
value = 1200
[State AI: Something]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = p2movetype != A
triggerall = Statetype != A
triggerall = p2bodydist X = [0,45]
triggerall = p2statetype != L
;----------
trigger1 = random <= 100*(Var(59) ** 2 / 64.0)
trigger1 = ctrl
value = 400
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype != A
trigger1 = Stateno = 400
trigger1 = Movecontact
value = 430
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype != A
triggerall = p2statetype != L
trigger1 = Stateno = 430
trigger1 = Movecontact
value = 440
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype != A
triggerall = p2statetype != L
trigger1 = Stateno = 440
trigger1 = Movecontact
value = 410
[State AI: Something]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = p2movetype != A
triggerall = Statetype != A
triggerall = p2bodydist X = [0,45]
triggerall = p2statetype = L
;----------
trigger1 = random <= 100*(Var(59) ** 2 / 64.0)
trigger1 = ctrl
value = 430
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype != A
triggerall = p2statetype = L
trigger1 = Stateno = 430
trigger1 = Movecontact
value = 440
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype != A
triggerall = p2statetype = L
trigger1 = Stateno = 440
trigger1 = Movecontact
value = 1400
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype != A
trigger1 = Stateno = 410
trigger1 = Movecontact
value = 1100
[State AI: Something]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = p2movetype != A
triggerall = Statetype = A
triggerall = p2bodydist X = [0,45]
triggerall = p2statetype != L
;----------
trigger1 = random <= 100*(Var(59) ** 2 / 64.0)
trigger1 = ctrl
trigger2 = stateno = 1200 && movecontact
value = 600
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype = A
trigger1 = Stateno = 600
trigger1 = Movecontact
value = 630
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype = A
trigger1 = Stateno = 630
trigger1 = Movecontact
value = 610
[State AI: Combo]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = Statetype = A
trigger1 = Stateno = 610
trigger1 = Movecontact
value = 640
[State AI MISC: Taunt]
type = changestate
value = 195
triggerall=var(59) >= 0
triggerall=roundstate=3
triggerall = alive
triggerall = win
triggerall=statetype!=A
triggerall=prevstateno!=[195,197]
triggerall = stateno !=195
Trigger1=Ctrl||(stateno=[19,21])||(stateno=[100,101])
[State AI: Something]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = p2movetype != A
triggerall = Statetype != A
triggerall = p2bodydist X != [0,45]
;----------
trigger1 = random <= 100*(Var(59) ** 2 / 64.0)
trigger1 = ctrl
value = 1000
[State AI: Something]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = p2movetype != A
triggerall = Statetype != A
triggerall = p2bodydist X = [0,35]
;----------
trigger1 = random <= 100*(Var(59) ** 2 / 64.0)
trigger1 = ctrl
value = 1100
[State AI: Something]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = p2movetype != A
triggerall = Statetype != A
triggerall = p2bodydist X = [0,220]
;----------
trigger1 = random <= 100*(Var(59) ** 2 / 64.0)
trigger1 = ctrl
value = 1200
[State AI: Something]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = p2movetype != A
triggerall = Statetype != A
triggerall = p2bodydist X = [0,120]
;----------
trigger1 = random <= 100*(Var(59) ** 2 / 64.0)
trigger1 = ctrl
value = 1400
[State AI: Something]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = p2movetype != A
triggerall = Statetype != A
triggerall = p2bodydist X = [0,40]
triggerall = p2statetype = S
;----------
trigger1 = ctrl
value = 800
[State AI: Something]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = p2movetype != A
triggerall = Statetype != A
triggerall = power >= 1000
triggerall = p2bodydist X != [0,45]
;----------
trigger1 = random <= 100*(Var(59) ** 2 / 64.0)
trigger1 = ctrl
value = 3000
[State AI: Something]
type = ChangeState
triggerall = Var(59)>=1 && Roundstate <=2
triggerall = p2movetype != A
triggerall = Statetype != A
triggerall = p2bodydist X = [0,60]
triggerall = power >= 1000
;----------
trigger1 = random <= 100*(Var(59) ** 2 / 64.0)
trigger1 = ctrl
value = 3050
;===========================================================================
;---------------------------------------------------------------------------
;Smash Kung Fu Upper (uses one super bar)
[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3050
triggerall = !ailevel
triggerall = command = "SmashKFUpper"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact
trigger3 = movecontact && stateno = 1400
;---------------------------------------------------------------------------
;Triple Kung Fu Palm (uses one super bar)
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = !ailevel
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 = movecontact && stateno = 1400
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0
[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 ;From blocking
var(1) = 1
;---------------------------------------------------------------------------
;Light Kung Fu Palm
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = !ailevel
triggerall = command = "QCF_x"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = movecontact && stateno = 1400
;---------------------------------------------------------------------------
;Light Kung Fu Upper
[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = !ailevel
triggerall = command = "upper_x"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = movecontact && stateno = 1400
;---------------------------------------------------------------------------
;Light Kung Fu Blow
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = !ailevel
triggerall = command = "QCB_x"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = movecontact && stateno = 1400
trigger3 = movecontact && stateno = 1100
;---------------------------------------------------------------------------
;Light Kung Fu Zankou
[State -1, Light Kung Fu Zankou]
type = ChangeState
value = 1400
triggerall = !ailevel
triggerall = command = "QCF_a"
trigger1 = var(1) ;Use combo condition (above)
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !ailevel
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !ailevel
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Kung Fu Throw
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = !ailevel
triggerall = command = "z"
triggerall = statetype = S
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !ailevel
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = !ailevel
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !ailevel
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9
;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = !ailevel
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !ailevel
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !ailevel
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = !ailevel
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger3 = (stateno = 440)
trigger3 = (movecontact)
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !ailevel
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = !ailevel
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !ailevel
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = time >= 7
trigger3 = stateno = 1200 && movecontact
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = !ailevel
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1200 && movecontact
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !ailevel
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = time >= 7
trigger3 = stateno = 1200 && movecontact
;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = !ailevel
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 || stateno = 610 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1200 && movecontact