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Text File | 1999-01-01 | 37.9 KB | 1,085 lines |
- ;-| Super Motions |--------------------------------------------------------
-
- [Command]
- name = "qcb2p"
- command = ~D, DB, B, D, DB, B, x
- time = 40
-
- [Command]
- name = "qcb2p"
- command = ~D, DB, B, D, DB, B, y
- time = 40
-
- [Command]
- name = "qcf2p"
- command = ~D, DF, F, D, DF, F, x
- time = 40
-
- [Command]
- name = "qcf2p"
- command = ~D, DF, F, D, DF, F, y
- time = 40
-
- [Command]
- name = "qcf2x"
- command = ~D, DF, F, D, DF, F, x
- time = 40
-
- [Command]
- name = "qcf2y"
- command = ~D, DF, F, D, DF, F, y
- time = 40
-
- [Command]
- name = "qcbhcfx"
- command = ~D, DB, B, DB, D, DF, F, x
- time = 50
-
- [Command]
- name = "qcbhcfy"
- command = ~D, DB, B, DB, D, DF, F, y
- time = 50
-
- [Command]
- name = "qcb2k"
- command = ~D, DB, B, D, DB, B, a
- time = 40
-
- [Command]
- name = "qcb2k"
- command = ~D, DB, B, D, DB, B, b
- time = 40
-
- [Command]
- name = "qcb2a"
- command = ~D, DB, B, D, DB, B, a
- time = 40
-
- [Command]
- name = "qcb2b"
- command = ~D, DB, B, D, DB, B, b
- time = 40
-
- ;-| Special Motions |------------------------------------------------------
-
- [Command]
- name = "qcf_x"
- command = ~D, DF, F, x
- time = 15
-
- [Command]
- name = "qcf_y"
- command = ~D, DF, F, y
- time = 15
-
- [Command]
- name = "qcf_a"
- command = ~D, DF, F, a
- time = 15
-
- [Command]
- name = "qcf_b"
- command = ~D, DF, F, b
- time = 15
-
- [Command]
- name = "dp_a"
- command = ~F, D, DF, a
- time = 20
-
- [Command]
- name = "dp_b"
- command = ~F, D, DF, b
- time = 20
-
- [Command]
- name = "qcb_x"
- command = ~D, DB, B, x
- time = 15
-
- [Command]
- name = "qcb_y"
- command = ~D, DB, B, y
- time = 15
-
- [Command]
- name = "dp_x"
- command = ~F, D, DF, x
- time = 20
-
- [Command]
- name = "dp_y"
- command = ~F, D, DF, y
- time = 20
-
- [Command]
- name = "hcb_x"
- command = ~F, DF, D, DB, B, x
- time = 30
-
- [Command]
- name = "hcb_y"
- command = ~F, DF, D, DB, B, y
- time = 30
-
- [Command]
- name = "hcb_a"
- command = ~F, DF, D, DB, B, a
- time = 30
-
- [Command]
- name = "hcb_b"
- command = ~F, DF, D, DB, B, b
- time = 30
-
- [Command]
- name = "hcf_a"
- command = ~B, DB, D, DF, F, a
- time = 30
-
- [Command]
- name = "hcf_b"
- command = ~B, DB, D, DF, F, b
- time = 30
-
- [Command]
- name = "longjump"
- command = ~D, $U
- time = 5
-
- ;-| Double Tap |-----------------------------------------------------------
-
- [Command]
- name = "FF"
- command = F, F
- time = 10
-
- [Command]
- name = "BB"
- command = B, B
- time = 10
-
- ;-| 2/3 Button Combination |-----------------------------------------------
-
- [Command]
- name = "recovery"
- command = x+y
- time = 1
-
- [Command]
- name = "dodge"
- command = x+a
- time = 1
-
- [Command]
- name = "knockdown"
- command = y+b
- time = 1
-
- [Command]
- name = "abc"
- command = a+b+c
- time = 1
-
- ;-| Dir + Button |---------------------------------------------------------
-
- [Command]
- name = "fwd_x"
- command = /F,x
-
- [Command]
- name = "fwd_a"
- command = /F,a
- time = 1
-
- [Command]
- name = "df_y"
- command = /DF, y
- time = 1
-
- [Command]
- name = "df_a"
- command = /DF, a
- time = 1
-
- ;-| Single Button |---------------------------------------------------------
-
- [Command]
- name = "a"
- command = a
- time = 1
-
- [Command]
- name = "hold_a"
- command = /a
- time = 1
-
- [Command]
- name = "b"
- command = b
- time = 1
-
- [Command]
- name = "hold_b"
- command = /b
- time = 1
-
- [Command]
- name = "c"
- command = c
- time = 1
-
- [Command]
- name = "x"
- command = x
- time = 1
-
- [Command]
- name = "hold_x"
- command = /x
- time = 1
-
- [Command]
- name = "y"
- command = y
- time = 1
-
- [Command]
- name = "hold_y"
- command = /y
- time = 1
-
- [Command]
- name = "z"
- command = z
- time = 1
-
- [Command]
- name = "s"
- command = s
- time = 1
-
- ;-| Hold Dir |--------------------------------------------------------------
-
- [Command]
- name = "holdfwd"
- command = /$F
- time = 1
-
- [Command]
- name = "holdback"
- command = /$B
- time = 1
-
- [Command]
- name = "holdup"
- command = /$U
- time = 1
-
- [Command]
- name = "holddown"
- command = /$D
- time = 1
-
- ;-|Commands|------------------------------------------------------------------------------
-
- [Statedef -1]
-
-
- ; --------[Orochi]--------
- [State -1]
- type = ChangeState
- value = 2050
- trigger1 = command = "qcb2p" && Var(4) = 1 && statetype != A && ctrl
-
- ; SDM Daichi o harau gouka
- [State -1]
- type = ChangeState
- value = 8050
- triggerall = Var(4) && ((command = "qcf2p" && power >= 1000 && life <= 150) || (command = "qcf2y" && power >= 2000))
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
- trigger11 = AnimElem = 42, >= 0 && AnimElem = 44, < 0 && stateno = 7300 && MoveHit
- trigger12 = AnimElem = 36, >= 0 && AnimElem = 37, <= 2 && stateno = 7350 && MoveHit
-
- ; DM Daichi o harau gouka
- [State -1]
- type = ChangeState
- value = 8000
- triggerall = Var(4) && command = "qcf2p" && (life <= 150 || power >= 1000)
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
- trigger11 = AnimElem = 42, >= 0 && AnimElem = 44, < 0 && stateno = 7300 && MoveHit
- trigger12 = AnimElem = 36, >= 0 && AnimElem = 37, <= 2 && stateno = 7350 && MoveHit
-
- ; SDM Ankoku orochi nagi (hold x)
- [State -1]
- type = ChangeState
- value = 8150
- triggerall = Var(4) && command = "qcbhcfx" && power >= 1000 && life <= 150
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
- trigger11 = AnimElem = 42, >= 0 && AnimElem = 44, < 0 && stateno = 7300 && MoveHit
- trigger12 = AnimElem = 36, >= 0 && AnimElem = 37, <= 2 && stateno = 7350 && MoveHit
-
- ; SDM Ankoku orochi nagi (hold y)
- [State -1]
- type = ChangeState
- value = 8155
- triggerall = Var(4) && command = "qcbhcfy" && ((power >= 1000 && life <= 150) || power >= 2000)
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
- trigger11 = AnimElem = 42, >= 0 && AnimElem = 44, < 0 && stateno = 7300 && MoveHit
- trigger12 = AnimElem = 36, >= 0 && AnimElem = 37, <= 2 && stateno = 7350 && MoveHit
-
- ; DM Ankoku orochi nagi (hold x)
- [State -1]
- type = ChangeState
- value = 8100
- triggerall = Var(4) && command = "qcbhcfx" && (life <= 150 || power >= 1000)
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
- trigger11 = AnimElem = 42, >= 0 && AnimElem = 44, < 0 && stateno = 7300 && MoveHit
- trigger12 = AnimElem = 36, >= 0 && AnimElem = 37, <= 2 && stateno = 7350 && MoveHit
-
- ; DM Ankoku orochi nagi (hold y)
- [State -1]
- type = ChangeState
- value = 8105
- triggerall = Var(4) && command = "qcbhcfy" && (life <= 150 || power >= 1000)
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
- trigger11 = AnimElem = 42, >= 0 && AnimElem = 44, < 0 && stateno = 7300 && MoveHit
- trigger12 = AnimElem = 36, >= 0 && AnimElem = 37, <= 2 && stateno = 7350 && MoveHit
-
- ; Light Tsuki o tsumu honoo
- [State -1]
- type = ChangeState
- value = 7200
- triggerall = Var(4) && command = "dp_x"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
- trigger11 = AnimElem = 42, >= 0 && AnimElem = 44, < 0 && stateno = 7300 && MoveHit
- trigger12 = AnimElem = 36, >= 0 && AnimElem = 37, <= 2 && stateno = 7350 && MoveHit
-
- ; Hard Tsuki o tsumu honoo
- [State -1]
- type = ChangeState
- value = 7250
- triggerall = Var(4) && command = "dp_y"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
- trigger11 = AnimElem = 42, >= 0 && AnimElem = 44, < 0 && stateno = 7300 && MoveHit
- trigger12 = AnimElem = 36, >= 0 && AnimElem = 37, <= 2 && stateno = 7350 && MoveHit
-
- ; Light Taiyou o iru honoo
- [State -1]
- type = ChangeState
- value = 7000
- triggerall = Var(4) && command = "qcf_x"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
- trigger11 = AnimElem = 42, >= 0 && AnimElem = 44, < 0 && stateno = 7300 && MoveHit
- trigger12 = AnimElem = 36, >= 0 && AnimElem = 37, <= 2 && stateno = 7350 && MoveHit
-
- ; Hard Taiyou o iru honoo
- [State -1]
- type = ChangeState
- value = 7010
- triggerall = Var(4) && command = "qcf_y"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
- trigger11 = AnimElem = 42, >= 0 && AnimElem = 44, < 0 && stateno = 7300 && MoveHit
- trigger12 = AnimElem = 36, >= 0 && AnimElem = 37, <= 2 && stateno = 7350 && MoveHit
-
- ; Light Kagami o hofuru honoo
- [State -1]
- type = ChangeState
- value = 7100
- triggerall = Var(4) && command = "qcb_x"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
- trigger11 = AnimElem = 42, >= 0 && AnimElem = 44, < 0 && stateno = 7300 && MoveHit
- trigger12 = AnimElem = 36, >= 0 && AnimElem = 37, <= 2 && stateno = 7350 && MoveHit
-
- ; Hard Kagami o hofuru honoo
- [State -1]
- type = ChangeState
- value = 7150
- triggerall = Var(4) && command = "qcb_y"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
- trigger11 = AnimElem = 42, >= 0 && AnimElem = 44, < 0 && stateno = 7300 && MoveHit
- trigger12 = AnimElem = 36, >= 0 && AnimElem = 37, <= 2 && stateno = 7350 && MoveHit
-
- ; Light Shishi o kamu honoo
- [State -1]
- type = ChangeState
- value = 7300
- triggerall = Var(4) && command = "hcf_a" && P2bodydist X <= 30 && P2statetype != A
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Hard Shishi o kamu honoo
- [State -1]
- type = ChangeState
- value = 7350
- triggerall = Var(4) && command = "hcf_b" && P2bodydist X <= 30 && P2statetype != A
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; --------[Regular]--------
-
- ; Orochi no chikara o mezameru
- [State -1]
- type = ChangeState
- value = 2000
- trigger1 = command = "qcb2p" && Var(4) = 0 && statetype != A && ctrl
-
- ; SDM Twister drive
- [State -1]
- type = ChangeState
- value = 2150
- triggerall = Var(4) = 0 && ((command = "qcb2k" && power >= 1000 && life <= 150) || (command = "qcb2b" && power >= 2000))
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; DM Twister drive
- [State -1]
- type = ChangeState
- value = 2100
- triggerall = Var(4) = 0 && command = "qcb2k" && (life <= 150 || power >= 1000)
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; SDM Chain slide touch
- [State -1]
- type = ChangeState
- value = 2250
- triggerall = Var(4) = 0 && ((command = "qcf2p" && power >= 1000 && life <= 150) || (command = "qcf2y" && power >= 2000))
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; DM Chain slide touch
- [State -1]
- type = ChangeState
- value = 2200
- triggerall = Var(4) = 0 && command = "qcf2p" && (life <= 150 || power >= 1000)
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Light Hunting air
- [State -1]
- type = ChangeState
- value = 1100
- triggerall = Var(4) = 0 && command = "dp_a"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Hard Hunting air
- [State -1]
- type = ChangeState
- value = 1150
- triggerall = Var(4) = 0 && command = "dp_b"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Light scramble dash
- [State -1]
- type = ChangeState
- value = 1000
- triggerall = Var(4) = 0 && command = "qcf_a"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Hard scramble dash
- [State -1]
- type = ChangeState
- value = 1050
- triggerall = Var(4) = 0 && command = "qcf_b"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Light Glider stampt
- [State -1]
- type = ChangeState
- value = 1200
- triggerall = Var(4) = 0 && command = "qcf_a"
- trigger1 = statetype = A && ctrl
- trigger2 = stateno = 1630 || stateno = 1680
-
- ; Hard Glider stamp
- [State -1]
- type = ChangeState
- value = 1250
- triggerall = Var(4) = 0 && command = "qcf_b"
- trigger1 = statetype = A && ctrl
- trigger2 = stateno = 1630 || stateno = 1680
-
- ; Light Direction change
- [State -1]
- type = ChangeState
- value = 1500
- triggerall = Var(4) = 0 && command = "dp_x"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Hard Direction change
- [State -1]
- type = ChangeState
- value = 1550
- triggerall = Var(4) = 0 && command = "dp_y"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Light Slide touch
- [State -1]
- type = ChangeState
- value = 1300
- triggerall = Var(4) = 0 && command = "qcf_x"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Hard Slide touch
- [State -1]
- type = ChangeState
- value = 1350
- triggerall = Var(4) = 0 && command = "qcf_y"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Light Shooting dancer thrust
- [State -1]
- type = ChangeState
- value = 1400
- triggerall = Var(4) = 0 && command = "hcb_x"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Hard Shooting dancer thrust
- [State -1]
- type = ChangeState
- value = 1450
- triggerall = Var(4) = 0 && command = "hcb_y"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Light Shooting dancer step
- [State -1]
- type = ChangeState
- value = 1600
- triggerall = Var(4) = 0 && command = "hcb_a"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Hard Shooting dancer step
- [State -1]
- type = ChangeState
- value = 1650
- triggerall = Var(4) = 0 && command = "hcb_b"
- trigger1 = statetype != A && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 6, >= 0 && AnimElem = 8, < 0 && stateno = 210 && MoveContact
- trigger4 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger7 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger9 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger10 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; ---------[Both]---------
-
- ; Standing knockdown attack
- [State -1]
- type = ChangeState
- value = 280
- triggerall = command = "knockdown" ^^ command = "c"
- trigger1 = statetype = S && ctrl
- trigger2 = (stateno = 150 || stateno = 152) && power >= 500
-
- ; Slide forward
- [State -1]
- type = ChangeState
- value = 750
- triggerall = command = "dodge" ^^ command = "z"
- trigger1 = command = "holdfwd" && statetype = S && ctrl
- trigger2 = (stateno = 150 || stateno = 152) && command != "holdback" && power >= 500
-
- ; Slide backwards
- [State -1]
- type = ChangeState
- value = 775
- triggerall = command = "dodge" ^^ command = "z"
- trigger1 = command = "holdback" && statetype = S && ctrl
- trigger2 = (stateno = 150 || stateno = 152) && power >= 500
-
- ; Dodge
- [State -1]
- type = ChangeState
- value = 725
- trigger1 = command = "dodge" ^^ command = "z"
- trigger1 = statetype = S && ctrl
-
- ; Spinning array
- [State -1]
- type = ChangeState
- value = 210
- triggerall = command = "fwd_x"
- trigger1 = statetype = S && command != "holddown" && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger4 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger7 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger9 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Standing light punch
- [State -1]
- type = ChangeState
- value = 200
- triggerall = command = "x" && command != "holddown"
- trigger1 = statetype = S && ctrl
- trigger2 = stateno = 200 && AnimElem = 6, >= 0
- trigger3 = stateno = 420 && AnimElem = 4, >= 1 && AnimElem = 5, < 1
-
- ; Reverse anchor kick
- [State -1]
- type = ChangeState
- value = 230
- triggerall = command = "fwd_a"
- trigger1 = statetype = S && command != "holddown" && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger4 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger7 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger9 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Close standing light kick
- [State -1]
- type = ChangeState
- value = 225
- triggerall = command = "a" && command != "holddown" && P2bodydist X <= 42
- trigger1 = statetype = S && ctrl
- trigger2 = stateno = 200 && AnimElem = 6, >= 0
- trigger3 = stateno = 420 && AnimElem = 4, >= 1 && AnimElem = 5, < 1
-
- ; Standing light kick
- [State -1]
- type = ChangeState
- value = 220
- triggerall = command = "a" && command != "holddown"
- trigger1 = statetype = S && ctrl
- trigger2 = stateno = 200 && AnimElem = 6, >= 0
- trigger3 = stateno = 420 && AnimElem = 4, >= 1 && AnimElem = 5, < 1
-
- ; Step turn
- [State -1]
- type = ChangeState
- value = 800
- trigger1 = command = "holdfwd" && command = "y" && statetype = S && stateno != 100 && P2bodydist X <= 10 && P2movetype != H && ctrl
-
- ; Close standing hard punch
- [State -1]
- type = ChangeState
- value = 245
- trigger1 = command = "y" && statetype = S && P2bodydist X <= 36 && ctrl
-
- ; Standing hard punch
- [State -1]
- type = ChangeState
- value = 240
- trigger1 = command = "y" && statetype = S && command != "holddown" && ctrl
-
- ; Aerial drop
- [State -1]
- type = ChangeState
- value = 850
- trigger1 = command = "holdfwd" && command = "b" && statetype = S && stateno != 100 && P2bodydist X <= 10 && P2movetype != H && ctrl
-
- ; Close standing hard kick
- [State -1]
- type = ChangeState
- value = 265
- trigger1 = command = "b" && statetype = S && P2bodydist X <= 37 && ctrl
-
- ; Standing hard kick
- [State -1]
- type = ChangeState
- value = 260
- trigger1 = command = "b" && statetype = S && command != "holddown" && ctrl
-
- ; Crouching light punch
- [State -1]
- type = ChangeState
- value = 400
- triggerall = command = "x"
- trigger1 = statetype = C && ctrl
- trigger2 = stateno = 200 && AnimElem = 6, >= 0
- trigger3 = stateno = 420 && AnimElem = 4, >= 1 && AnimElem = 5, < 1
-
- ; Carry off kick
- [State -1]
- type = ChangeState
- value = 425
- triggerall = command = "df_a"
- trigger1 = statetype = C && ctrl
- trigger2 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 200
- trigger3 = AnimElem = 4, >= 0 && AnimElem = 7, < 0 && stateno = 225
- trigger4 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 240
- trigger5 = AnimElem = 5, >= 0 && AnimElem = 8, < 0 && stateno = 245
- trigger6 = AnimElem = 5, >= 0 && AnimElem = 10, < 0 && stateno = 265
- trigger7 = AnimElem = 4, >= 0 && AnimElem = 6, < 0 && stateno = 400
- trigger8 = AnimElem = 4, >= 0 && AnimElem = 5, < 0 && stateno = 440
- trigger9 = AnimElem = 5, >= 0 && AnimElem = 7, < 0 && stateno = 450
-
- ; Crouching light kick
- [State -1]
- type = ChangeState
- value = 420
- triggerall = command = "a"
- trigger1 = statetype = C && ctrl
- trigger2 = stateno = 200 && AnimElem = 6, >= 0
- trigger3 = stateno = 420 && AnimElem = 4, >= 1 && AnimElem = 5, < 1
-
- ; Crouching forward hard punch
- [State -1]
- type = ChangeState
- value = 450
- trigger1 = command = "df_y" && statetype = C && ctrl
-
- ; Crouching hard punch
- [State -1]
- type = ChangeState
- value = 440
- trigger1 = command = "y" && statetype = C && ctrl
-
- ; Crouching hard kick
- [State -1]
- type = ChangeState
- value = 460
- trigger1 = command = "b" && statetype = C && ctrl
-
- ; Jumping knockdown attack
- [State -1]
- type = ChangeState
- value = 680
- trigger1 = statetype = A && ctrl
- trigger1 = command = "knockdown" || command = "c"
-
- ; Jumping light punch
- [State -1]
- type = ChangeState
- value = 600
- trigger1 = stateno != 950
- trigger1 = command = "x" && statetype = A && Vel X = 0 && ctrl
-
- ; Diagonal jumping light punch
- [State -1]
- type = ChangeState
- value = 610
- trigger1 = command = "x" && statetype = A && ctrl
-
- ; Jumping light kick
- [State -1]
- type = ChangeState
- value = 620
- trigger1 = stateno != 950
- trigger1 = command = "a" && statetype = A && Vel X = 0 && ctrl
-
- ; Diagonal jumping light kick
- [State -1]
- type = ChangeState
- value = 630
- trigger1 = command = "a" && statetype = A && ctrl
-
- ; Jumping hard punch
- [State -1]
- type = ChangeState
- value = 640
- trigger1 = stateno != 950
- trigger1 = command = "y" && statetype = A && Vel X = 0 && ctrl
-
- ; Diagonal jumping hard punch
- [State -1]
- type = ChangeState
- value = 650
- trigger1 = command = "y" && statetype = A && ctrl
-
- ; Jumping hard kick
- [State -1]
- type = ChangeState
- value = 660
- trigger1 = stateno != 950
- trigger1 = command = "b" && statetype = A && Vel X = 0 && ctrl
-
- ; Diagonal jumping hard kick
- [State -1]
- type = ChangeState
- value = 670
- trigger1 = command = "b" && statetype = A && ctrl
-
- ; Power charge
- [State -1]
- type = ChangeState
- value = 700
- trigger1 = command = "hold_x" && command = "hold_a" && command = "hold_y"
- trigger1 = power < 3000 && statetype = S && ctrl
-
- ; Taunt
- [State -1]
- type = ChangeState
- value = IfElse((Var(4) = 0),195,6195)
- trigger1 = command = "s" && statetype = S && ctrl
- trigger1 = stateno != 195 && stateno != 196 && stateno != 6195 && stateno != 6196
-
- ; Run Forward
- [State -1]
- type = ChangeState
- value = 100
- trigger1 = command = "FF" && command != "holddown"
- trigger1 = statetype = S && ctrl
-
- ; Run Backwards
- [State -1]
- type = ChangeState
- value = 105
- trigger1 = command = "BB" && command != "holddown"
- trigger1 = statetype = S && ctrl