;cmdに入れるやつ
;↓同じようなとこに適当に貼り付ける


[Command]
name = "空中連脚"
command = ~D, DF, F, x

[Command]
name = "空中連脚"
command = ~D, DF, F, y

[Command]
name = "空中連脚sp"
command = ~D, B, x+y
time = 30


;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;空中連脚
[State -1, Jump Strong Ki]
type = ChangeState
value = 1225
triggerall = command = "空中連脚"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;;空中連脚
[State -1, rengeki]
type = ChangeState
value = 1230
triggerall = command = "空中連脚sp"
triggerall = power >= 500
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking
trigger3 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;↑cmd
;↓ここからAIR
;---------------------------------------------------------------------------
;空中連脚
[Begin Action 1225]
Clsn1: 5
 Clsn1[0] =  30, 17, 66, 56
 Clsn1[1] =  24,  8, 48, 36
 Clsn1[2] =  13,  2, 29, 22
 Clsn1[3] =  25, -8, 44, 14
 Clsn1[4] =  33, -4, 33, -4
Clsn2: 1
 Clsn2[0] = -35,-92, 30,-38
630, 2, 0, 0, 1
Clsn2: 1
 Clsn2[0] = -37,-97, 31,-38
630, 1, 0, 0, 1
Clsn2: 1
 Clsn2[0] = -30,-91, 28,-32
630, 0, 0, 0, 1
Clsn1: 5
 Clsn1[0] =  -8, 41,  4, 66
 Clsn1[1] = -11, 26, 10, 48
 Clsn1[2] = -17, -1, 17, 35
 Clsn1[3] = -16,-13, 15,  4
 Clsn1[4] =   8,-23, 18, -8
Clsn2: 1
 Clsn2[0] = -32,-94, 28,-33
610, 2, 0, 0, 1
Clsn2: 1
 Clsn2[0] = -34,-93, 25,-18
610, 1, 0, 0, 1
Clsn2: 1
 Clsn2[0] = -25,-89, 26,-25
610, 0, 0, 0, 1
Clsn1: 3
 Clsn1[0] =  69, 19, 84, 37
 Clsn1[1] =  40, -6, 77, 29
 Clsn1[2] =  10,-33, 55, 13
Clsn2: 1
 Clsn2[0] = -32,-95, 27,-31
620, 2, 0, 0, 1
Clsn2: 1
 Clsn2[0] = -31,-91, 22,-30
620, 1, 0, 0, 1
Clsn2: 1
 Clsn2[0] = -22,-90, 28,-25
620, 0, 0, 0, 1
Clsn1: 4
 Clsn1[0] =  27,-33, 68,  7
 Clsn1[1] =  52,-21, 87, 19
 Clsn1[2] =  77, -5, 98, 26
 Clsn1[3] = 128,-22,128,-22
Clsn2: 1
 Clsn2[0] = -38,-91, 26,-33
600, 2, 0, 0, 1

[Begin Action 1230]
Clsn1: 5
 Clsn1[0] =  30, 17, 66, 56
 Clsn1[1] =  24,  8, 48, 36
 Clsn1[2] =  13,  2, 29, 22
 Clsn1[3] =  25, -8, 44, 14
 Clsn1[4] =  33, -4, 33, -4
Clsn2: 1
 Clsn2[0] = -35,-92, 30,-38
630, 2, 0, 0, 1
Clsn2: 1
 Clsn2[0] = -37,-97, 31,-38
630, 1, 0, 0, 1
Clsn2: 1
 Clsn2[0] = -30,-91, 28,-32
630, 0, 0, 0, 1
Clsn1: 5
 Clsn1[0] =  -8, 41,  4, 66
 Clsn1[1] = -11, 26, 10, 48
 Clsn1[2] = -17, -1, 17, 35
 Clsn1[3] = -16,-13, 15,  4
 Clsn1[4] =   8,-23, 18, -8
Clsn2: 1
 Clsn2[0] = -32,-94, 28,-33
610, 2, 0, 0, 1
Clsn2: 1
 Clsn2[0] = -34,-93, 25,-18
610, 1, 0, 0, 1
Clsn2: 1
 Clsn2[0] = -25,-89, 26,-25
610, 0, 0, 0, 1
Clsn1: 3
 Clsn1[0] =  69, 19, 84, 37
 Clsn1[1] =  40, -6, 77, 29
 Clsn1[2] =  10,-33, 55, 13
Clsn2: 1
 Clsn2[0] = -32,-95, 27,-31
620, 2, 0, 0, 1
Clsn2: 1
 Clsn2[0] = -31,-91, 22,-30
620, 1, 0, 0, 1
Clsn2: 1
 Clsn2[0] = -22,-90, 28,-25
620, 0, 0, 0, 1
Clsn1: 4
 Clsn1[0] =  27,-33, 68,  7
 Clsn1[1] =  52,-21, 87, 19
 Clsn1[2] =  77, -5, 98, 26
 Clsn1[3] = 128,-22,128,-22
Clsn2: 1
 Clsn2[0] = -38,-91, 26,-33
600, 2, 0, 0, 1
;---------------------------------------------------------------------------
;↑AIRここまで
;ここからcns↓
;---------------------------------------------------------------------------
;空中連脚
;---------------------------------------------------------------------------
; Fast Kung Fu Blow
; 空中連脚
[Statedef 1225]
type    = A
movetype= A 
physics = A
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1225
ctrl = 0
sprpriority = 2

[State 1225, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 3

[State 1225, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 3


[State 1225, 3] ;Opponent near
type = HitDef
trigger1 = AnimElem = 3
trigger1 = p2bodydist X < 40
attr = A, SA
damage = 28
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 1225, 4 ;Opponent not near
type = HitDef
trigger1 = AnimElem = 5
trigger1 = p2bodydist X >= 40
attr = A, SA
damage = 29
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3



[State 1225, 5]
type = CtrlSet
trigger1 = Time = 17
value = 1



;---------------------------------------------------------------------------
;スーパー空中連脚
[Statedef 1230]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= -500
velset = 0,0
anim = 1230
ctrl = 0
sprpriority = 2

[State 1230, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1230, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 1230, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 1230, Width 1]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
value = 10,0

[State 1230, Width 2]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(9) < 0
value = 20,0

[State 1230, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = 3
freq = 170

[State 1230, 2]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Hard
damage    = 69, 9
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = 0,-65
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -15
ground.cornerpush.veloff = -20 ;To push far away when p2 is in corner
guard.velocity = -9
air.velocity = -5,-5
airguard.velocity = -5,-5
air.fall = 1
fall.animtype = Hard           ;Show "hard" animtype when hit for a fall
yaccel = .4                    ;Fall faster

[State 1230, 3]
type = VelSet
trigger1 = AnimElem = 1
x = 30  


[State 1230, 4] ;Opponent near
type = HitDef
trigger1 = AnimElem = 3
trigger1 = p2bodydist X < 40
attr = A, SA
damage = 34
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3 

[State 1230, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 4
trigger1 = p2bodydist X < 40
attr = A, SA
damage = 34
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3 


[State 1230, 6] ;Opponent near
type = HitDef
trigger1 = AnimElem = 5
trigger1 = p2bodydist X < 40
attr = A, SA
damage = 34
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3 

[State 1230, 7] ;Opponent near
type = HitDef
trigger1 = AnimElem = 6
trigger1 = p2bodydist X < 40
attr = A, SA
damage = 34
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 1
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3 

[State 1230, 8]
type = CtrlSet
trigger1 = Time = 17
value = 1



;貼る時はこの↓より上に張ってね
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

