; The CMD file. ;-| 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 [command] name = "1" command = D, D, D, D, D, D, D, D time = 1 [command] name = "2" command = D, D, D, D, D, D, D, D time = 1 [command] name = "3" command = D, D, D, D, D, D, D, D time = 1 [command] name = "4" command = z, z, z, z, z, z, z, z time = 1 [command] name = "5" command = z, z, z, z, z, z, z, z time = 1 [command] name = "6" command = z, z, z, z, z, z, z, z time = 1 [command] name = "7" command = B, B, B, B, B, B, B, B time = 1 [command] name = "8" command = B, B, B, B, B, B, B, B time = 1 [command] name = "9" command = B, B, B, B, B, B, B, B time = 1 [command] name = "10" command = x, x, x, x, x, x, x, x time = 1 [command] name = "11" command = x, x, x, x, x, x, x, x time = 1 [command] name = "12" command = x, x, x, x, x, x, x, x time = 1 [command] name = "13" command = U, U, U, U, U, U, U, U time = 1 [command] name = "14" command = U, U, U, U, U, U, U, U time = 1 [command] name = "15" command = U, U, U, U, U, U, U, U time = 1 [command] name = "16" command = a, a, a, a, a, a, a, a time = 1 [command] name = "17" command = a, a, a, a, a, a, a, a time = 1 [command] name = "18" command = a, a, a, a, a, a, a, a time = 1 [command] name = "19" command = F, F, F, F, F, F, F, F time = 1 [command] name = "20" command = F, F, F, F, F, F, F, F time = 1 [command] name = "21" command = F, F, F, F, F, F, F, F time = 1 [command] name = "22" command = b, b, b, b, b, b, b, b time = 1 [command] name = "23" command = b, b, b, b, b, b, b, b time = 1 [command] name = "24" command = b, b, b, b, b, b, b, b time = 1 [command] name = "25" command = y, y, y, y, y, y, y, y time = 1 [command] name = "26" command = y, y, y, y, y, y, y, y time = 1 [command] name = "27" command = y, y, y, y, y, y, y, y time = 1 [command] name = "28" command = s, s, s, s, s, s, s, s time = 1 [command] name = "29" command = s, s, s, s, s, s, s, s time = 1 [command] name = "30" command = s, s, s, s, s, s, s, s time = 1 [command] name = "31" command = c, c, c, c, c, c, c, c time = 1 [command] name = "32" command = c, c, c, c, c, c, c, c time = 1 [command] name = "33" command = c, c, c, c, c, c, c, c time = 1 [command] name = "34" command = z, z, z, z, z, z, z, z time = 1 [command] name = "35" command = z, z, z, z, z, z, z, z time = 1 [command] name = "36" command = z, z, z, z, z, z, z, z time = 1 [command] name = "37" command = z, z, z, z, z, z, z, z 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, x+y time = 20 [Command] name = "SmashKFUpper" command = ~D, DB, B, a+b time = 20 [Command] name = "MrRoboto" command = ~D, DF, F, y+z time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "upper_x" command = ~F, D, DF, x [Command] name = "upper_y" command = ~F, D, DF, y [Command] name = "upper_z" command = ~F, D, DF, z [Command] name = "QCF_a" command = ~D, DF, F, a [Command] name = "QCF_b" command = ~D, DF, F, b [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_z" command = ~D, DF, F, z [Command] name = "QCF_yz" command = ~D, DB, B, b+c [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_z" command = ~D, DB, B, z [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_a" command = F, F, a [Command] name = "FF_b" command = F, F, b ;-| 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 = "fwd_b" command = /F,b time = 1 [Command] name = "fwd_y" command = /F,y time = 1 [Command] name = "back_b" command = /B,b time = 1 [Command] name = "back_y" command = /B,y time = 1 [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] ;=========================================================================== ;--------------------------------------------------------------------------- ;Smash Kung Fu Upper (uses one super bar) ;スマッシュ・カンフー・ウッパー(ゲージレベル1) [State -1, Smash Kung Fu Upper] type = ChangeState value = 3050 triggerall = command = "SmashKFUpper" triggerall = power >= 1000 triggerall = statetype != A trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3050,3100) trigger2 = movecontact ;--------------------------------------------------------------------------- ;Triple Kung Fu Palm (uses one super bar) ;三烈カンフー突き手(ゲージレベル1) [State -1, Triple Kung Fu Palm] type = ChangeState value = 3000 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 ;--------------------------------------------------------------------------- ;Roboto (uses one super bar) [State -1, mrroboto] type = ChangeState value = 3400 triggerall = command = "MrRoboto" triggerall = power >= 1000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3400) trigger2 = movecontact ;=========================================================================== ;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 var(1) = 1 ;--------------------------------------------------------------------------- ;Fast Kung Fu Knee (1/3 super bar) ;速いカンフー蹴り(ゲージレベル1/3) [State -1, Fast Kung Fu Knee] type = ChangeState value = 1070 triggerall = command = "FF_ab" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light Kung Fu Knee ;カンフー蹴り(弱) [State -1, Light Kung Fu Knee] type = ChangeState value = 1050 triggerall = command = "FF_a" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Kung Fu Knee ;カンフー蹴り(弱) [State -1, Strong Kung Fu Knee] type = ChangeState value = 1060 triggerall = command = "FF_b" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Palm (1/3 super bar) ;速いカンフー突き手(ゲージレベル1/3) [State -1, Fast Kung Fu Palm] type = ChangeState value = 1020 triggerall = command = "QCF_yz" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light bottle ;bote [State -1, Light bottle] type = ChangeState value = 300 triggerall = command = "QCF_a" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast bottle ;bote veloz [State -1, fast bottle] type = ChangeState value = 310 triggerall = command = "QCF_b" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Light fart ;pedo [State -1, Light Kung Fu Palm] type = ChangeState value = 1000 triggerall = command = "QCF_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast fart ;pedo veloz [State -1, Strong Kung Fu Palm] type = ChangeState value = 1010 triggerall = command = "QCF_y" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;pedos veloces [State -1, Strong Kung Fu Palm] type = ChangeState value = 1012 triggerall = command = "QCF_z" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Fast Kung Fu Upper (1/3 super bar) ;速いカンフー・ウッパー [State -1, Fast Kung Fu Upper] type = ChangeState value = 1120 triggerall = command = "upper_z" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light Kung Fu Upper ;カンフー・ウッパー(弱) [State -1, Light Kung Fu Upper] type = ChangeState value = 1100 triggerall = command = "upper_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Kung Fu Upper ;カンフー・ウッパー(強) [State -1, Strong Kung Fu Upper] type = ChangeState value = 1110 triggerall = command = "upper_y" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Cabezaso fuerte (1/3 super bar) [State -1, Fast Kung Fu Blow] type = ChangeState value = 1220 triggerall = command = "QCB_z" triggerall = power >= 330 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Light Kung Fu Blow [State -1, Light Kung Fu Blow] type = ChangeState value = 1200 triggerall = command = "QCB_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Kung Fu Blow [State -1, Strong Kung Fu Blow] type = ChangeState value = 1210 triggerall = command = "QCB_y" trigger1 = var(1) ;Use combo condition (above) ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Kung Fu Throw ;--------------------------------------------------------------------- ; 逆剥ぎ(P通常投げ) [State -1] type = ChangeState value = 800 triggerall = StateNo != 100 && StateType = S && Ctrl = 1 triggerall = P2MoveType != H && !P2StateType = A trigger1 = Command = "fwd_y" && P2BodyDist X < 40 trigger2 = Command = "back_y" && P2BodyDist X < 20 ;--------------------------------------------------------------------- ; 逆剥ぎ(K通常投げ) [State -1] type = ChangeState value = 850 triggerall = StateNo != 100 && StateType = S && Ctrl = 1 triggerall = P2MoveType != H && !P2StateType = A trigger1 = Command = "fwd_b" && P2BodyDist X < 40 trigger2 = Command = "back_b" && P2BodyDist X < 20 ;--------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Stand Strongest Punch ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 220 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Stand Light Kick ;立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 230) && time > 9 ;--------------------------------------------------------------------------- ;Standing Strong Kick ;立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Standing Strongest Kick ;立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 250 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Light Punch ;しゃがみ弱パンチ [State -1, Crouching Light Punch] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouching Strong Punch ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 410 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;lenguetazo ;しゃがみ強パンチ [State -1, Crouching Strong Punch] type = ChangeState value = 420 triggerall = command = "z" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Light Kick ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 430 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 ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;patada de mula ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 450 triggerall = command = "c" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 7 trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Strong head [State -1, Jump Strong Punch] type = ChangeState value = 620 triggerall = command = "z" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 635 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Strong Kick ;空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = command = "c" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking