; 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 -- defaults to 15 if omitted) ; ; - 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. ; 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 = $B ;will detect if B, DB or UB is held ; plus (+) - Buttons only: simultaneous press ; egs. command = a+b ;press a and b at the same time ; command = x+y+z ;press x, y and z at the same time ; You can combine them: ; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release, ; ;then press a and b together ; It's recommended that for most "motion" commads, eg. quarter-circle-fwd, ; you start off with a "release direction". This matches the way most ; popular fighting games implement their command detection. ; ; - time (optional) ; Time allowed to do the command, given in game-ticks. Defaults to 15 ; if omitted ; ; 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 ; ;-| AI Activation Commands |----------------------------------------------- ; From BBH [Command] name = "CPU0" command = U,U,D,D,B,F,B,F,s,s time = 0 [Command] name = "CPU1" command = U,U,D,D,B,F,B,F,a,a time = 0 [Command] name = "CPU2" command = U,U,D,D,B,F,B,F,b,b time = 0 [Command] name = "CPU3" command = U,U,D,D,B,F,B,F,c,c time = 0 [Command] name = "CPU4" command = U,U,D,D,B,F,B,F,x,x time = 0 [Command] name = "CPU5" command = U,U,D,D,B,F,B,F,y,y time = 0 [Command] name = "CPU6" command = U,U,D,D,B,F,B,F,z,z time = 0 [Command] name = "CPU7" command = U,U,D,D,B,F,B,F,a,b time = 0 [Command] name = "CPU8" command = U,U,D,D,B,F,B,F,b,c time = 0 [Command] name = "CPU9" command = U,U,D,D,B,F,B,F,a,c time = 0 [Command] name = "CPU10" command = U,U,D,D,B,F,B,F,x,y time = 0 [Command] name = "CPU11" command = U,U,D,D,B,F,B,F,y,z time = 0 [Command] name = "CPU12" command = U,U,D,D,B,F,B,F,x,z time = 0 [Command] name = "CPU13" command = U,U,D,D,B,F,B,F,a,x time = 0 [Command] name = "CPU14" command = U,U,D,D,B,F,B,F,a,y time = 0 [Command] name = "CPU15" command = U,U,D,D,B,F,B,F,a,z time = 0 [Command] name = "CPU16" command = U,U,D,D,B,F,B,F,b,x time = 0 [Command] name = "CPU17" command = U,U,D,D,B,F,B,F,b,y time = 0 [Command] name = "CPU18" command = U,U,D,D,B,F,B,F,b,z time = 0 [Command] name = "CPU19" command = U,U,D,D,B,F,B,F,c,x time = 0 [Command] name = "CPU20" command = U,U,D,D,B,F,B,F,c,y time = 0 [Command] name = "CPU21" command = U,U,D,D,B,F,B,F,c,z time = 0 [Command] name = "CPU22" command = U,U,D,D,B,F,B,F,x,a time = 0 [Command] name = "CPU23" command = U,U,D,D,B,F,B,F,x,b time = 0 [Command] name = "CPU24" command = U,U,D,D,B,F,B,F,x,c time = 0 [Command] name = "CPU25" command = U,U,D,D,B,F,B,F,y,a time = 0 [Command] name = "CPU26" command = U,U,D,D,B,F,B,F,y,b time = 0 [Command] name = "CPU27" command = U,U,D,D,B,F,B,F,y,c time = 0 [Command] name = "CPU28" command = U,U,D,D,B,F,B,F,z,a time = 0 [Command] name = "CPU29" command = U,U,D,D,B,F,B,F,z,b time = 0 [Command] name = "CPU30" command = U,U,D,D,B,F,B,F,z,c time = 0 [Command] name = "CPU31" command = U,U,D,D,B,F,B,F,s,s,s time = 0 ;-| Super Motions |-------------------------------------------------------- [Command] name = "CaptainSword" command = ~D, DF, F, x+y [Command] name = "CaptainSword" command = ~D, DF, F, y+z [Command] name = "CaptainSword" command = ~D, DF, F, x+y+z [Command] name = "CaptainStorm" command = ~D, DF, F, a+b [Command] name = "CaptainStorm" command = ~D, DF, F, b+c [Command] name = "CaptainStorm" command = ~D, DF, F, a+b+c ;-| Special Motions |------------------------------------------------------ [Command] name = "CommandoStrikeSho" command = ~D, DF, F, a [Command] name = "CommandoStrikeJennety" command = ~D, DF, F, b [Command] name = "CommandoStrikeHoover" command = ~D, DF, F, c [Command] name = "CaptainKicka" command = ~D, DB, B, a [Command] name = "CaptainKickb" command = ~D, DB, B, b [Command] name = "CaptainKickc" command = ~D, DB, B, c [Command] name = "CaptainCorridorx" command = ~D, DB, B, x [Command] name = "CaptainCorridory" command = ~D, DB, B, y [Command] name = "CaptainCorridorz" command = ~D, DB, B, z [Command] name = "CaptainFire" command = ~D, DF, F, x [Command] name = "CaptainFire" command = ~D, DF, F, y [Command] name = "CaptainFire" command = ~D, DF, F, z [Command] name = "SuperJump" command = $D, $U [Command] name = "RecoveryRolla" command = ~B, DB, D, x [Command] name = "RecoveryRolla" command = ~B, DB, D, a [Command] name = "RecoveryRollb" command = ~B, DB, D, y [Command] name = "RecoveryRollb" command = ~B, DB, D, b [Command] name = "RecoveryRollc" command = ~B, DB, D, z [Command] name = "RecoveryRollc" command = ~B, DB, D, c ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$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] ;--------------------------------------------------------------------------- ;AI Activation [State -1] type = VarSet triggerall = roundstate = 2 trigger1 = command = "CPU0" trigger2 = command = "CPU1" trigger3 = command = "CPU2" trigger4 = command = "CPU3" trigger5 = command = "CPU4" trigger6 = command = "CPU5" trigger7 = command = "CPU6" trigger8 = command = "CPU7" v = 17 value = 1 [State -1] type = VarSet triggerall = roundstate = 2 trigger1 = command = "CPU8" trigger2 = command = "CPU9" trigger3 = command = "CPU10" trigger4 = command = "CPU11" trigger5 = command = "CPU12" trigger6 = command = "CPU13" trigger7 = command = "CPU14" trigger8 = command = "CPU15" v = 17 value = 1 [State -1] type = VarSet triggerall = roundstate = 2 trigger1 = command = "CPU16" trigger2 = command = "CPU17" trigger3 = command = "CPU18" trigger4 = command = "CPU19" trigger5 = command = "CPU20" trigger6 = command = "CPU21" trigger7 = command = "CPU22" trigger8 = command = "CPU23" v = 17 value = 1 [State -1] type = VarSet triggerall = roundstate = 2 trigger1 = command = "CPU24" trigger2 = command = "CPU25" trigger3 = command = "CPU26" trigger4 = command = "CPU27" trigger5 = command = "CPU28" trigger6 = command = "CPU29" trigger7 = command = "CPU30" trigger8 = command = "CPU31" v = 17 value = 1 ;=========================================================================== ; AI Routines ; Run Forward [State -1, Run Fwd] type = ChangeState value = 100 triggerall = var(17) triggerall = StateType = S triggerall = StateNo != 100 trigger1 = ctrl trigger1 = P2BodyDist X >= 100 trigger1 = Random <= 150 ; Throw [State -1, Throw When P2 Is Close] type = ChangeState value = ifelse(Random <= 499, 800, 980) triggerall = var(17) triggerall = StateType = S trigger1 = ctrl trigger1 = P2BodyDist X < 4 trigger1 = Random < 20 ; Air Throw [State -1, Air Throw When P2 Is Close] type = ChangeState value = 720 triggerall = var(17) triggerall = StateType = A trigger1 = ctrl trigger1 = P2BodyDist X < 4 trigger1 = Random < 50 ; Ground Combos ; Initiate Ground Combo [State -1, Jab] type = ChangeState value = 200 triggerall = var(17) triggerall = StateType = S trigger1 = ctrl trigger1 = P2BodyDist X <= 45 trigger1 = Random <= 30 [State -1, Second Hit of Ground Combo] type = ChangeState value = 230 triggerall = var(17) triggerall = StateType = S trigger1 = StateNo = 200 trigger1 = MoveHit trigger1 = var(18) = [1,800] [State -1, Low Punch after stand jab] type = ChangeState value = 420 triggerall = var(17) triggerall = StateType = S trigger1 = StateNo = 200 trigger1 = MoveHit trigger1 = var(18) = [801,1000] [State -1, Do Launcher after LK connects] type = ChangeState value = 250 triggerall = var(17) trigger1 = StateNo = 230 trigger1 = MoveHit trigger1 = var(18) = [1,400] [State -1, Continue Ground Combo] type = ChangeState value = 210 triggerall = var(17) trigger1 = StateNo = 230 trigger1 = MoveHit trigger1 = var(18) = [401,600] [State -1, Continue Ground Combo] type = ChangeState value = 240 triggerall = var(17) trigger1 = StateNo = 210 trigger1 = MoveHit trigger2 = StateNo = 230 trigger2 = Var(18) = [601,800] [State -1, Finish Ground Combo] type = ChangeState value = ifelse(Random <= 499, 450, 220) triggerall = var(17) trigger1 = StateNo = 240 trigger1 = MoveHit trigger1 = Var(18) = [1,400] [State -1, Combo Sho] type = ChangeState value = 1080 triggerall = var(17) triggerall = NumHelper(444) = 0 trigger1 = StateNo = 240 trigger1 = MoveContact trigger1 = Random <= 100 [State -1, Combo Corridor] type = ChangeState value = 1040 triggerall = var(17) trigger1 = StateNo = 450 trigger1 = MoveHit trigger1 = var(18) = [1,400] trigger2 = StateNo = 420 trigger2 = MoveHit trigger2 = var(18) = [1,600] trigger3 = P2StateType = A trigger3 = P2BodyDist X <= 120 trigger3 = EnemyNear, Vel X > 0 trigger3 = Random <= 20 trigger3 = Ctrl && (StateType = S || StateType = C) trigger4 = StateNo = 250 trigger4 = MoveHit trigger4 = var(18) = [1,200] [State -1, Combo Fire] type = ChangeState value = 1000 triggerall = var(17) trigger1 = StateNo = 210 trigger1 = MoveHit trigger1 = var(18) = [801,1000] trigger2 = StateNo = 240 trigger2 = MoveHit trigger2 = var(18) = [401,800] trigger3 = P2BodyDist X <= 70 trigger3 = Random <= 5 trigger3 = Ctrl && (StateType = S || StateType = C) [State -1, Low Punch] type = ChangeState value = 420 triggerall = var(17) trigger1 = StateType = S || StateType = C trigger1 = P2BodyDist X <= 45 trigger1 = P2StateType = S || P2StateType = C trigger1 = Random <= 15 trigger1 = Ctrl ; Combo Supers [State -1, Combo Sword] type = ChangeState value = 1500 triggerall = var(17) triggerall = Power >= 1000 trigger1 = StateNo = 250 trigger1 = MoveHit trigger1 = Var(18) = [201,400] trigger2 = P2StateType = A trigger2 = P2BodyDist X >= 85 trigger2 = EnemyNear, Vel X > 0 trigger2 = Random <= 9 trigger2 = Ctrl && (StateType = S || StateType = C) [State -1, Combo Storm] type = ChangeState value = 1610 triggerall = var(17) triggerall = Power >= 1000 trigger1 = StateNo = 420 trigger1 = MoveHit trigger1 = Var(18) = [601,1000] trigger2 = EnemyNear, MoveType = A trigger2 = EnemyNear, MoveContact = 0 trigger2 = P2BodyDist X >= 100 trigger2 = Random <= 10 trigger2 = Ctrl && (StateType = S || StateType = C) ; Launcher Followup [State -1, Launcher Followup] type = ChangeState value = 255 triggerall = var(17) trigger1 = StateNo = 250 trigger1 = MoveHit trigger2 = StateNo = 410 trigger2 = MoveHit ; Air Combo [State -1, First Hit] type = ChangeState value = 600 triggerall = Var(17) = 1 triggerall = Var(19) = 1 triggerall = StateType = A triggerall = StateNo != 600 triggerall = PrevStateNo != [600,640] trigger1 = p2bodyDist Y = [-40,40] trigger1 = p2bodyDist X <= 40 [State -1, Second Hit] type = ChangeState value = 630 triggerall = Var(17) = 1 triggerall = Var(19) = 1 trigger1 = StateNo = 600 trigger1 = MoveHit [State -1, Third Hit] type = ChangeState value = 610 triggerall = Var(17) = 1 triggerall = Var(19) = 1 trigger1 = StateNo = 630 trigger1 = MoveHit [State -1, Fourth Hit] type = ChangeState value = 640 triggerall = Var(17) = 1 triggerall = Var(19) = 1 trigger1 = StateNo = 610 trigger1 = MoveHit [State -1, Final Hit] type = ChangeState value = ifelse(Random <= 500, 620, 1010) triggerall = var(17) triggerall = var(19) trigger1 = StateNo = 640 trigger1 = MoveHit ; Other Stuff [State -1, Use Hoover] type = ChangeState value = 1150 triggerall = var(17) triggerall = NumHelper(444) = 0 trigger1 = ctrl trigger1 = StateType = S || StateType = C trigger1 = P2BodyDist X >= 120 trigger1 = Random <= 10 [State -1, Push Block Stand] type = ChangeState value = 1230 triggerall = var(17) trigger1 = stateno = [150,151] trigger1 = Random <= 5 [State -1, Push Block Crouch] type = ChangeState value = 1240 triggerall = var(17) trigger1 = stateno = [152,153] trigger1 = Random <= 5 [State -1, Push Block Air] type = ChangeState value = 1250 triggerall = var(17) triggerall = Random <= 5 trigger1 = stateno = 154 trigger2 = stateno = 155 trigger2 = Time <= 10 ;=========================================================================== ;--------------------------------------------------------------------------- ; Captain Storm [State -1, Captain Storm] type = ChangeState value = 1610 triggerall = command = "CaptainStorm" triggerall = Power >= 1000 triggerall = NumHelper(444) = 0 triggerall = NumHelper(888) = 0 triggerall = NumHelper(2001) = 0 && NumHelper(2002) = 0 && NumHelper(2003) = 0 trigger1 = StateType = S || StateType = C trigger1 = ctrl trigger2 = StateNo = [200,250] trigger3 = StateNo = [400,450] trigger4 = NumHelper(111) = 1 trigger4 = Helper(111), MoveContact trigger5 = NumHelper(222) = 1 trigger5 = Helper(222), MoveContact ;--------------------------------------------------------------------------- ; Captain Sword [State -1, Captain Sword] type = ChangeState value = 1500 triggerall = command = "CaptainSword" triggerall = Power >= 1000 triggerall = NumHelper(444) = 0 triggerall = NumHelper(2001) = 0 && NumHelper(2002) = 0 && NumHelper(2003) = 0 trigger1 = StateType = S || StateType = C trigger1 = ctrl trigger2 = StateNo = [200,250] trigger3 = StateNo = [400,450] trigger4 = NumHelper(222) = 1 trigger4 = Helper(222), MoveContact trigger5 = NumHelper(111) = 1 trigger5 = Helper(111), MoveContact ;=========================================================================== ;--------------------------------------------------------------------------- ; Sho Commando Strike [State -1, Sho Commando Strike] type = ChangeState value = 1080 triggerall = !WinKO triggerall = command = "CommandoStrikeSho" triggerall = NumHelper(444) = 0 triggerall = NumHelper(2002) = 0 trigger1 = StateType = S || StateType = C trigger1 = ctrl trigger2 = StateNo = [200,250] trigger3 = StateNo = [400,450] ;--------------------------------------------------------------------------- ; Jennety Commando Strike [State -1, Jennety Commando Strike] type = ChangeState value = 1120 triggerall = !WinKO triggerall = command = "CommandoStrikeJennety" triggerall = NumHelper(444) = 0 triggerall = NumHelper(2003) = 0 trigger1 = StateType = S || StateType = C trigger1 = ctrl trigger2 = StateNo = [200,250] trigger3 = StateNo = [400,450] ;--------------------------------------------------------------------------- ; Hoover Commando Strike [State -1, Hoover Commando Strike] type = ChangeState value = 1150 triggerall = !WinKO triggerall = command = "CommandoStrikeHoover" triggerall = NumHelper(444) = 0 triggerall = NumHelper(2001) = 0 trigger1 = StateType = S || StateType = C trigger1 = ctrl trigger2 = StateNo = [200,250] trigger3 = StateNo = [400,450] ;--------------------------------------------------------------------------- ; Captain Kick A [State -1, Captain Kick A] type = ChangeState value = 1050 triggerall = command = "CaptainKicka" trigger1 = StateType = S || StateType = C trigger1 = ctrl trigger2 = StateNo = [200,250] trigger3 = StateNo = [400,450] ;--------------------------------------------------------------------------- ; Captain Kick B [State -1, Captain Kick B] type = ChangeState value = 1060 triggerall = command = "CaptainKickb" trigger1 = StateType = S || StateType = C trigger1 = ctrl trigger2 = StateNo = [200,250] trigger3 = StateNo = [400,450] ;--------------------------------------------------------------------------- ; Captain Kick C [State -1, Captain Kick C] type = ChangeState value = 1070 triggerall = command = "CaptainKickc" trigger1 = StateType = S || StateType = C trigger1 = ctrl trigger2 = StateNo = [200,250] trigger3 = StateNo = [400,450] ;--------------------------------------------------------------------------- ; Captain Corridor X [State -1, Captain Corridor X] type = ChangeState value = 1020 triggerall = command = "CaptainCorridorx" trigger1 = StateType = S || StateType = C trigger1 = ctrl trigger2 = StateNo = [200,250] trigger3 = StateNo = [400,450] ;--------------------------------------------------------------------------- ; Captain Corridor Y [State -1, Captain Corridor Y] type = ChangeState value = 1030 triggerall = command = "CaptainCorridory" trigger1 = StateType = S || StateType = C trigger1 = ctrl trigger2 = StateNo = [200,250] trigger3 = StateNo = [400,450] ;--------------------------------------------------------------------------- ; Captain Corridor Z [State -1, Captain Corridor Z] type = ChangeState value = 1040 triggerall = command = "CaptainCorridorz" trigger1 = StateType = S || StateType = C trigger1 = ctrl trigger2 = StateNo = [200,250] trigger3 = StateNo = [400,450] ;--------------------------------------------------------------------------- ; Captain Fire (Air) [State -1, Air Captain Fire] type = ChangeState value = 1010 triggerall = command = "CaptainFire" trigger1 = StateType = A trigger1 = ctrl trigger2 = StateNo = [600,650] ;--------------------------------------------------------------------------- ; Captain Fire (Ground) [State -1, Ground Captain Fire] type = ChangeState value = 1000 triggerall = command = "CaptainFire" trigger1 = StateType = S || StateType = C trigger1 = ctrl trigger2 = StateNo = [200,250] trigger3 = StateNo = [400,450] ;=========================================================================== ;--------------------------------------------------------------------------- ; Push Block (Stand) [State -1] type = ChangeState value = 1230 triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "y" && command = "z") trigger1 = stateno = [150,151] ;Push Block (crouching) [State -1] type = ChangeState value = 1240 triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "y" && command = "z") trigger1 = stateno = [152,153] ;Push Block (aerial) [State -1] type = ChangeState value = 1250 triggerall = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "y" && command = "z") trigger1 = stateno = 154 trigger2 = stateno = 155 trigger2 = Time <= 10 ;--------------------------------------------------------------------------- ;Run Back [State -1, Run Back] type = ChangeState value = 105 triggerall = StateNo != 105 triggerall = statetype = S triggerall = ctrl trigger1 = command = "BB" trigger2 = command = "holdback" trigger2 = (command = "x" && command = "y") || (command = "y" && command = "z") || (command = "x" && command = "y" && command = "z") ;--------------------------------------------------------------------------- ;Run Fwd [State -1, Run Fwd] type = ChangeState value = 100 triggerall = StateNo != 100 triggerall = statetype = S triggerall = ctrl trigger1 = command = "FF" trigger2 = command = "x" && command = "y" trigger3 = command = "y" && command = "z" trigger4 = command = "x" && command = "y" && command = "z" ;--------------------------------------------------------------------------- ; Super Jump [State -1, Superjump] type = ChangeState value = 660 triggerall = StateType = S || StateType = C triggerall = ctrl trigger1 = command = "SuperJump" trigger2 = command = "a" && command = "b" trigger3 = command = "b" && command = "c" trigger4 = command = "a" && command = "b" && command = "c" ;--------------------------------------------------------------------------- ; Air Throw [State -1, Air Throw] type = ChangeState value = 720 triggerall = command = "y" || command = "z" triggerall = statetype = A triggerall = ctrl triggerall = stateno != 100 trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = A) trigger1 = p2movetype != H trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = A) trigger2 = p2movetype != H ;--------------------------------------------------------------------------- ; Commando Throw [State -1, Commando Throw] type = ChangeState value = 800 triggerall = command = "y" || command = "z" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;--------------------------------------------------------------------------- ; Electric Hold Throw [State -1, Electric Hold Throw] type = ChangeState value = 980 triggerall = command = "b" || command = "c" triggerall = statetype = S triggerall = ctrl triggerall = stateno != 100 trigger1 = command = "holdfwd" trigger1 = p2bodydist X < 3 trigger1 = (p2statetype = S) || (p2statetype = C) trigger1 = p2movetype != H trigger2 = command = "holdback" trigger2 = p2bodydist X < 5 trigger2 = (p2statetype = S) || (p2statetype = C) trigger2 = p2movetype != H ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Stand Medium Punch [State -1, Stand Medium Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = StateNo = 200 trigger2 = MoveContact trigger3 = StateNo = 230 trigger3 = MoveContact trigger4 = StateNo = 400 trigger4 = MoveContact trigger5 = StateNo = 430 trigger5 = MoveContact ;--------------------------------------------------------------------------- ; Stand Hard Punch [State -1, Stand Hard Punch] type = ChangeState value = 220 triggerall = command = "z" triggerall = command != "holddown" trigger1 = StateType = S trigger1 = ctrl trigger2 = StateNo = 200 trigger2 = MoveContact trigger3 = StateNo = 210 trigger3 = MoveContact trigger4 = StateNo = 230 trigger4 = MoveContact trigger5 = StateNo = 240 trigger5 = MoveContact trigger6 = StateNo = 400 trigger6 = MoveContact trigger7 = StateNo = 410 trigger7 = MoveContact trigger8 = StateNo = 430 trigger8 = MoveCOntact trigger9 = StateNo = 440 trigger9 = MoveContact ;--------------------------------------------------------------------------- ;Stand Light Kick [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = StateNo = 200 trigger2 = MoveContact trigger3 = StateNo = 400 trigger3 = MoveContact ;--------------------------------------------------------------------------- ;Standing Medium Kick [State -1, Standing Medium Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = StateNo = 200 trigger2 = MoveContact trigger3 = StateNo = 210 trigger3 = MoveContact trigger4 = StateNo = 230 trigger4 = MoveContact trigger5 = StateNo = 400 trigger5 = MoveContact trigger6 = StateNo = 410 trigger6 = MoveContact trigger7 = StateNo = 430 trigger7 = MoveContact ;--------------------------------------------------------------------------- ; Standing Hard Kick [State -1, Standing Hard Kick] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = StateNo = 200 trigger2 = MoveContact trigger3 = StateNo = 210 trigger3 = MoveContact trigger4 = StateNo = 230 trigger4 = MoveContact trigger5 = StateNo = 240 trigger5 = MoveContact trigger6 = StateNo = 400 trigger6 = MoveContact trigger7 = StateNo = 410 trigger7 = MoveContact trigger8 = StateNo = 430 trigger8 = MoveCOntact trigger9 = StateNo = 440 trigger9 = MoveContact ; Launcher followup jump [State -1, Launcher followup] type = ChangeState value = 255 triggerall = command = "holdup" trigger1 = StateNo = 250 trigger1 = Movehit trigger2 = StateNo = 410 trigger2 = Movehit ;--------------------------------------------------------------------------- ;Taunt [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Medium Punch [State -1, Crouching Medium Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = StateNo = 200 trigger2 = MoveContact trigger3 = StateNo = 230 trigger3 = MoveContact trigger4 = StateNo = 400 trigger4 = MoveContact trigger5 = StateNo = 430 trigger5 = MoveContact ;--------------------------------------------------------------------------- ; Crouching Hard Punch [State -1, Crouching Hard Punch] type = ChangeState value = 420 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = StateNo = 200 trigger2 = MoveContact trigger3 = StateNo = 210 trigger3 = MoveContact trigger4 = StateNo = 230 trigger4 = MoveContact trigger5 = StateNo = 240 trigger5 = MoveContact trigger6 = StateNo = 400 trigger6 = MoveContact trigger7 = StateNo = 410 trigger7 = MoveContact trigger8 = StateNo = 430 trigger8 = MoveCOntact trigger9 = StateNo = 440 trigger9 = MoveContact ;--------------------------------------------------------------------------- ;Crouching Light Kick [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = StateNo = 200 trigger2 = MoveContact trigger3 = StateNo = 400 trigger3 = MoveContact ;--------------------------------------------------------------------------- ;Crouching Medium Kick [State -1, Crouching Medium Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = StateNo = 200 trigger2 = MoveContact trigger3 = StateNo = 210 trigger3 = MoveContact trigger4 = StateNo = 230 trigger4 = MoveContact trigger5 = StateNo = 400 trigger5 = MoveContact trigger6 = StateNo = 410 trigger6 = MoveContact trigger7 = StateNo = 430 trigger7 = MoveContact ;--------------------------------------------------------------------------- ; Crouching Hard Kick [State -1, Crouching Hard Kick] type = ChangeState value = 450 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = StateNo = 200 trigger2 = MoveContact trigger3 = StateNo = 210 trigger3 = MoveContact trigger4 = StateNo = 230 trigger4 = MoveContact trigger5 = StateNo = 240 trigger5 = MoveContact trigger6 = StateNo = 400 trigger6 = MoveContact trigger7 = StateNo = 410 trigger7 = MoveContact trigger8 = StateNo = 430 trigger8 = MoveCOntact trigger9 = StateNo = 440 trigger9 = MoveContact ;--------------------------------------------------------------------------- ;Jump Light Punch [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Jump Medium Punch [State -1, Jump Medium Punch] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = MoveContact trigger3 = StateNo = 630 trigger3 = MoveContact ;--------------------------------------------------------------------------- ; Jump Hard Punch [State -1, Jump Hard Punch] type = ChangeState value = 620 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 trigger2 = MoveContact trigger3 = StateNo = 610 trigger3 = MoveContact trigger4 = StateNo = 630 trigger4 = MoveContact trigger5 = StateNo = 640 trigger5 = MoveContact ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 trigger2 = MoveContact ;--------------------------------------------------------------------------- ;Jump Medium Kick [State -1, Jump Medium Kick] type = ChangeState value = 640 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = StateNo = 600 trigger2 = MoveContact trigger3 = StateNo = 610 trigger3 = MoveContact trigger4 = StateNo = 630 trigger4 = MoveContact ;--------------------------------------------------------------------------- ; Jump Hard Kick [State -1, Jump Hard Kick] type = ChangeState value = 650 triggerall = command = "c" trigger1 = StateType = A trigger1 = ctrl trigger2 = StateNo = 600 trigger2 = MoveContact trigger3 = StateNo = 610 trigger3 = MoveContact trigger4 = StateNo = 630 trigger4 = MoveContact trigger5 = StateNo = 640 trigger5 = MoveContact