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[Question] How do we decipher the commands for every move? (Read 788 times)

Started by MugenBabe, May 23, 2011, 08:52:44 am
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[Question] How do we decipher the commands for every move?
#1  May 23, 2011, 08:52:44 am
  • **
  • Kung fu Girl!
It's so complicated to understand what commands are used in each character even when they're listed in the cmd file. How do I tell what's the combo, what to hold, etc. in cmd commands?

I'm currently having trouble with Mai, here's her commands:
Code:
;-| Super Motions |--------------------------------------------------------

[Command]
name = "power_b"
command = ~F, B, DB, D, DF, b
time = 30

[Command]
name = "power_c"
command = ~F, B, DB, D, DF, c
time = 30

[Command]
name = "power_bc"
command = ~F, B, DB, D, DF, b+c
time = 30

;-| Special Motions |------------------------------------------------------

[Command]
name = "qcf_a"
command = ~D, DF, F, a
time = 15

[Command]
name = "qcf_c"
command = ~D, DF, F, c
time = 15

[Command]
name = "qcb_a"
command = ~D, DB, B, a
time = 15

[Command]
name = "charge_c"
command = ~45$D, U, c
time = 10

[Command]
name = "qcb_c"
command = ~D, DB, B, c
time = 15

[Command]
name = "hcf_c"
command = ~B, DB, D, DF, F, c
time = 25

[Command]
name = "fake"
command = D, a+b
time = 3

;-| 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 = "ab"
command = a+b
time = 1

;-| Dir + Button |---------------------------------------------------------

;-| 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 = "hold_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 = "hold_z"
command = /z
time = 1

[Command]
name = "s"
command = s
time = 1

;-| Hold Dir |--------------------------------------------------------------

[Command]
name = "holdfwd_x"
command = /$F, x
time = 1

[Command]
name = "holdfwd_y"
command = /$F, y
time = 1

[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "back"
command = B
time = 1

[Command]
name = "upback"
command = UB
time = 1

[Command]
name = "downback"
command = DB
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]

[State -1]
type = ChangeState
value = 2000
triggerall = command = "power_bc" && power >= 1000
trigger1 = statetype != A && ctrl
trigger2 = stateno = 200 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger3 = stateno = 205 && AnimElem = 2, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger4 = stateno = 210 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger5 = stateno = 230 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger6 = stateno = 235 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger7 = stateno = 240 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger8 = stateno = 270 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger9 = stateno = 400 && AnimElem = 2, >= 1 && MoveContact
trigger10 = stateno = 430 && AnimElem = 2, >= 1 && MoveContact
trigger11 = stateno = 440 && AnimElem = 2, >= 1 && MoveContact
trigger12 = stateno = 475 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact

[State -1]
type = ChangeState
value = 2100
triggerall = command = "power_b" && power >= 2000
trigger1 = statetype != A && ctrl
trigger2 = stateno = 200 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger3 = stateno = 205 && AnimElem = 2, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger4 = stateno = 210 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger5 = stateno = 230 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger6 = stateno = 235 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger7 = stateno = 240 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger8 = stateno = 270 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger9 = stateno = 400 && AnimElem = 2, >= 1 && MoveContact
trigger10 = stateno = 430 && AnimElem = 2, >= 1 && MoveContact
trigger11 = stateno = 440 && AnimElem = 2, >= 1 && MoveContact
trigger12 = stateno = 475 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact

[State -1]
type = Changestate
value = 2200
triggerall = command = "power_c" && power >= 2000
trigger1 = statetype != A && ctrl
trigger2 = stateno = 200 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger3 = stateno = 205 && AnimElem = 2, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger4 = stateno = 210 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger5 = stateno = 230 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger6 = stateno = 235 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger7 = stateno = 240 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger8 = stateno = 270 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger9 = stateno = 400 && AnimElem = 2, >= 1 && MoveContact
trigger10 = stateno = 430 && AnimElem = 2, >= 1 && MoveContact
trigger11 = stateno = 440 && AnimElem = 2, >= 1 && MoveContact
trigger12 = stateno = 475 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact

; Kachosen
[State -1]
type = ChangeState
value = 1000
triggerall = command = "qcf_a" && numprojid(1000) = 0
trigger1 = statetype != A && ctrl
trigger2 = stateno = 200 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger3 = stateno = 205 && AnimElem = 2, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger4 = stateno = 210 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger5 = stateno = 230 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger6 = stateno = 235 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger7 = stateno = 240 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger8 = stateno = 270 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger9 = stateno = 400 && AnimElem = 2, >= 1 && MoveContact
trigger10 = stateno = 430 && AnimElem = 2, >= 1 && MoveContact
trigger11 = stateno = 440 && AnimElem = 2, >= 1 && MoveContact
trigger12 = stateno = 475 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact

; Ryuenbu
[State -1]
type = ChangeState
value = 1100
triggerall = command = "qcb_a"
trigger1 = statetype != A && ctrl
trigger2 = stateno = 200 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger3 = stateno = 205 && AnimElem = 2, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger4 = stateno = 210 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger5 = stateno = 230 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger6 = stateno = 235 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger7 = stateno = 240 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger8 = stateno = 270 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger9 = stateno = 400 && AnimElem = 2, >= 1 && MoveContact
trigger10 = stateno = 430 && AnimElem = 2, >= 1 && MoveContact
trigger11 = stateno = 440 && AnimElem = 2, >= 1 && MoveContact
trigger12 = stateno = 475 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact

[State -1]
type = ChangeState
value = 1200
triggerall = command = "ab" && command = "holddown"
trigger1 = statetype = A && ctrl

[State -1]
type = ChangeState
value = 1300
triggerall = command = "charge_c"
trigger1 = statetype != A && ctrl
trigger2 = stateno = 40
trigger3 = stateno = 200 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger4 = stateno = 205 && AnimElem = 2, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger5 = stateno = 210 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger6 = stateno = 230 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger7 = stateno = 235 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger8 = stateno = 240 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger9 = stateno = 270 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger10 = stateno = 400 && AnimElem = 2, >= 1 && MoveContact
trigger11 = stateno = 430 && AnimElem = 2, >= 1 && MoveContact
trigger12 = stateno = 440 && AnimElem = 2, >= 1 && MoveContact
trigger13 = stateno = 475 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact

[State -1]
type = ChangeState
value = 1400
triggerall = command = "qcb_c"
trigger1 = statetype != A && ctrl

[State -1]
type = ChangeState
value = 1450
trigger1 = command = "qcb_c"
trigger1 = stateno = 1400 && AnimElem = 4, >= 1 && AnimElem = 7, < 0

[State -1]
type = ChangeState
value = 1500
trigger1 = command = "qcb_c"
trigger1 = stateno = 1450 && AnimElem = 10, >= 1 && AnimElem = 13, < 0

[State -1]
type = ChangeState
value = 1550
trigger1 = command = "qcb_c"
trigger1 = stateno = 1500 && AnimElem = 10, >= 1 && AnimElem = 12, < 0

[State -1]
type = ChangeState
value = 1600
triggerall = command = "hcf_c"
trigger1 = statetype != A && ctrl
trigger2 = stateno = 200 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger3 = stateno = 205 && AnimElem = 2, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger4 = stateno = 210 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger5 = stateno = 230 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger6 = stateno = 235 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger7 = stateno = 240 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger8 = stateno = 270 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger9 = stateno = 400 && AnimElem = 2, >= 1 && MoveContact
trigger10 = stateno = 430 && AnimElem = 2, >= 1 && MoveContact
trigger11 = stateno = 440 && AnimElem = 2, >= 1 && MoveContact
trigger12 = stateno = 475 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact

[State -1]
type = ChangeState
value = 1700
triggerall = command = "qcf_c"
trigger1 = statetype != A && ctrl
trigger2 = stateno = 200 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger3 = stateno = 205 && AnimElem = 2, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger4 = stateno = 210 && AnimElem = 4, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger5 = stateno = 230 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger6 = stateno = 235 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger7 = stateno = 240 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact
trigger8 = stateno = 270 && AnimElem = 3, >= 1 && AnimElem = 7, < 0 && MoveContact
trigger9 = stateno = 400 && AnimElem = 2, >= 1 && MoveContact
trigger10 = stateno = 430 && AnimElem = 2, >= 1 && MoveContact
trigger11 = stateno = 440 && AnimElem = 2, >= 1 && MoveContact
trigger12 = stateno = 475 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveContact

; Wall jump back
[State -1]
type = ChangeState
value = 900
trigger1 = command = "holdup" && command = "holdfwd"
trigger1 = Vel X < 0 && BackEdgeBodyDist <= 15
trigger1 = ctrl
trigger1 = (stateno = 50 && time > 5) || (stateno = 51 && time < 18)

; Wall jump front
[State -1]
type = ChangeState
value = 910
trigger1 = command = "holdup" && command = "holdback"
trigger1 = Vel X > 0 && FrontEdgeBodyDist <= 15
trigger1 = ctrl
trigger1 = (stateno = 50 && time > 5) || (stateno = 51 && time < 18)

; Throw
[State -1]
type = ChangeState
value = 850
trigger1 = command = "holddown" && command = "c"
trigger1 = statetype = A && ctrl && stateno != 48
trigger1 = p2bodydist x <= 15 && (p2dist y <= 15 && p2dist y >= -15)
trigger1 = p2statetype = A && p2movetype != H

; Throw
[State -1]
type = ChangeState
value = 800
trigger1 = command = "holdfwd" && command = "c"
trigger1 = statetype = S && ctrl
trigger1 = p2bodydist x <= 5 && (p2statetype != A || p2movetype != H) && p2stateno != 5120

; Taunt
[State -1]
type = ChangeState
value = 195
trigger1 = command = "c"
trigger1 = Vel X = 0 && p2dist x > 160
trigger1 = statetype = S && ctrl && stateno != 195

[State -1]
type = ChangeState
value = 1800
triggerall = command = "fake"
trigger1 = statetype != A && ctrl
trigger2 = stateno = 10

; Standing Back + A
[State -1]
type = ChangeState
value = 215
trigger1 = command = "a" && command = "holdback"
trigger1 = statetype = S && ctrl

; Standing Light attack
[State -1]
type = ChangeState
value = 200
triggerall = command = "a" && p2bodydist x > 22
trigger1 = statetype = S && ctrl && stateno != 195
trigger2 = stateno = 101 || stateno = 102

; Standing close Light attack
[State -1]
type = ChangeState
value = 205
triggerall = command = "a"
trigger1 = statetype = S && ctrl && stateno != 195
trigger2 = stateno = 101 || stateno = 102

; Standing combo Light attack
[State -1]
type = ChangeState
value = 210
triggerall = command = "a"
trigger1 = stateno = 200 && AnimElem = 4, >= 1 && AnimElem = 6, < 0
trigger2 = stateno = 205 && AnimElem = 2, >= 1 && AnimElem = 7, < 0
trigger3 = stateno = 400 && AnimElem = 2, >= 1 && command != "holddown"

; Standing Medium attack
[State -1]
type = ChangeState
value = 230
triggerall = command = "b" && p2bodydist x > 38
trigger1 = statetype = S && ctrl && stateno != 195
trigger2 = stateno = 101 || stateno = 102

; Standing close Medium attack
[State -1]
type = ChangeState
value = 235
triggerall = command = "b"
trigger1 = statetype = S && ctrl && stateno != 195
trigger2 = stateno = 101 || stateno = 102

; Standing combo Medium attack
[State -1]
type = ChangeState
value = 240
triggerall = command = "b" && command != "holddown"
trigger1 = stateno = 200 && AnimElem = 4, >= 1 && AnimElem = 6, < 0
trigger2 = stateno = 205 && AnimElem = 2, >= 1 && AnimElem = 7, < 0
trigger3 = stateno = 230 && AnimElem = 3, >= 1 && AnimElem = 7, < 0
trigger4 = stateno = 235 && AnimElem = 3, >= 1 && AnimElem = 6, < 0
trigger5 = stateno = 400 && AnimElem = 2, >= 1
trigger6 = stateno = 430 && AnimElem = 2, >= 1

; Standing Hard attack
[State -1]
type = ChangeState
value = 260
triggerall = command = "c" && p2bodydist x > 22
trigger1 = statetype = S && ctrl && stateno != 195
trigger2 = stateno = 101 || stateno = 102

; Standing close Hard attack
[State -1]
type = ChangeState
value = 265
triggerall = command = "c"
trigger1 = statetype = S && ctrl && stateno != 195
trigger2 = stateno = 101 || stateno = 102

; Standing combo Hard attack A
[State -1]
type = ChangeState
value = 270
triggerall = command = "c" && command != "holddown"
trigger1 = stateno = 210 && AnimElem = 4, >= 1 && AnimElem = 6, < 0
trigger2 = stateno = 240 && AnimElem = 3, >= 1 && AnimElem = 6, < 0

; Standing combo Hard attack B
[State -1]
type = ChangeState
value = 275
trigger1 = command = "c" && command != "holddown"
trigger1 = stateno = 265 && AnimElem = 3, >= 1 && AnimElem = 6, < 0 && MoveHit

; Standing combo Hard attack C
[State -1]
type = ChangeState
value = 280
trigger1 = command = "c" && command != "holddown"
trigger1 = stateno = 276 && AnimElem = 2, >= 1 && AnimElem = 3, < 0

; Standing combo Hard attack D
[State -1]
type = ChangeState
value = 285
trigger1 = command = "c" && command = "holddown"
trigger1 = stateno = 280 && AnimElem = 2, >= 1 && AnimElem = 3, < 0

; Crouching Light attack
[State -1]
type = ChangeState
value = 400
trigger1 = command = "a" && statetype = C && ctrl

; Crouching Medium attack
[State -1]
type = ChangeState
value = 430
trigger1 = command = "b" && statetype = C && ctrl

; Crouching combo Medium attack
[State -1]
type = ChangeState
value = 440
triggerall = command = "b"
trigger1 = stateno = 200 && AnimElem = 4, >= 1 && AnimElem = 6, < 0
trigger2 = stateno = 205 && AnimElem = 2, >= 1 && AnimElem = 7, < 0
trigger3 = stateno = 230 && AnimElem = 3, >= 1 && AnimElem = 7, < 0
trigger4 = stateno = 235 && AnimElem = 3, >= 1 && AnimElem = 6, < 0
trigger5 = stateno = 400 && AnimElem = 2, >= 1
trigger6 = stateno = 430 && AnimElem = 2, >= 1

; Crouching Hard attack
[State -1]
type = ChangeState
value = 460
trigger1 = command = "c" && statetype = C && ctrl

; Crouching combo Hard attack A
[State -1]
type = ChangeState
value = 470
triggerall = command = "c"
trigger1 = stateno = 210 && AnimElem = 4, >= 1 && AnimElem = 6, < 0
trigger2 = stateno = 240 && AnimElem = 3, >= 1 && AnimElem = 6, < 0
trigger3 = stateno = 440 && AnimElem = 2, >= 1 && command = "holddown"

; Crouching combo Hard attack B
[State -1]
type = ChangeState
value = 475
trigger1 = command = "c"
trigger1 = stateno = 400 && AnimElem = 2, >= 1 && command = "holddown"

; Jumping Light attack
[State -1]
type = ChangeState
value = 600
trigger1 = command = "a" && statetype = A && stateno != 48 && ctrl

; Jumping Medium attack
[State -1]
type = ChangeState
value = 630
trigger1 = command = "b" && statetype = A && stateno != 48 && ctrl

; Neutral jumping Hard attack
[State -1]
type = ChangeState
value = 660
trigger1 = command = "c" && statetype = A && stateno != 48 && Vel X = 0 && ctrl

; Diagonal jumping Hard attack
[State -1]
type = ChangeState
value = 675
trigger1 = command = "c" && statetype = A && stateno != 48 && ctrl

; Jumping (short) Light attack
[State -1]
type = ChangeState
value = 605
trigger1 = command = "a" && statetype = A && ctrl

; Jumping (short) Medium attack
[State -1]
type = ChangeState
value = 635
trigger1 = command = "b" && statetype = A && ctrl

; Jumping (short) Hard attack
[State -1]
type = ChangeState
value = 665
trigger1 = command = "c" && statetype = A && ctrl

; Getup attack
[State -1]
type = ChangeState
value = 290
triggerall = command = "c" && alive
trigger1 = stateno = 5100 && Time > 4
trigger2 = stateno = 5120 && AnimElem = 1, >= 0 && AnimElem = 2, < 0

; Arial turning
[State -1]
type = ChangeState
value = 7
trigger1 = command = "y" && statetype = A && stateno != 48 && ctrl

; Crawl forward
[State -1]
type = ChangeState
value = 22
trigger1 = stateno = 11 && command = "holddown" && command = "holdfwd"

; 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


Here's the version that corresponds to my keyboard configuration, but I don't understand what it's telling me to do in each command.


--- Moveslist ---

  Light attack
        - A
  Medium attack
        - B
  Hard attack
        - C
  Arial turning
        - Y
        - In the air
  Line push tail
        - b + A
  Double kick
        - C
        - After getting knocked down
  Taunt
        - C
        - Far away from the opponent, standing still
  Leg flip
        - f + C
        - Close to the opponent
  Chest pressure
        - d + C
        - Close to the opponent
        - In the air
  Kachosen
        - d, df, f + A
  Fake Kachosen
        - d + A + B
  Ryuu en bu
        - d, db, b + A
  Musasabi no mai
        - d + A + B
        - In the air
  Kagero no mai
        - hold d, u + C
  Hissatsu shinobi bachi
        - b, db, d, df, f + C
  Midare kachosen
        - (d, db, b + C) x4
  Koya sen tori
        - d, df, f + C
  Chou hissatsu shinobi bachi
        - f, b, db, d, df + BC
        - With power at level 1 or higher
  Leotard shinobi bachi
        - f, b, db, d, df + B
        - With power at level 2 or higher
  Hana arashi
        - f, b, db, d, df, f + C
        - With power at level 2 or higher
        - Hold C to travel forward




I Highlighted one of those that I don't understand what the combo keys are.
Re: [Question] How do we decipher the commands for every move?
#2  May 23, 2011, 08:57:48 am
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Doesn't the character come with a readme?
Re: [Question] How do we decipher the commands for every move?
#3  May 23, 2011, 09:01:19 am
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d= down
f = forward
b = back

df would refer to pressing downforward while db would refer to pressing down back.

d, df, f + B or something like that would mean that you need to press down, downforward, and then press foward + B to use the move.
Successfuly executing the command will result in your character performing the move. (unless there is another condition required to use the move.)
Re: [Question] How do we decipher the commands for every move?
#4  May 23, 2011, 09:04:23 am
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Maybe if I put it as numbers, you will understand:

- D,DF,F = 236 = QCF (Quarter Circle Forward)

- B,DB,D,DF,F = 41236 = HCF (Half Circle Forward)

- F,B,DB,D,DF,F = 641236 = F,HCF (Forward, then Half Circle Forward)

This is basically the input you have to do in the left (which is Back or B), right (which is Forward or F), up (or U) and down (or D) directional keys in your keyboard. If it says, for example, "D,DF,F", you have to press the directional key "Down", then the "Right" one. Don't worry about the DF (Down and Forward at the same time), you easily input this command if you do press the keys I said really fast. For the other, "F,B,DB,D,DF,F", you have to press first the right directional, then the left, down and right. As said above, don't worry about "DF" or "DB" (Down and Back at the same time). You normally do this command if you switch from B to D.

This is all from Player 1 position, which is the character that appears on the left. If your character was on the right (Player 2 position), left and right switch position. That's all, hope it helps.

GOH

Re: [Question] How do we decipher the commands for every move?
#5  May 23, 2011, 12:35:19 pm
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  • Kachosen - d, df, f + A
Down, Down-Forward, Forward, A. This means you have to do a quarter circle motion on the directional keys and press A. A is usually the low kick.
  • Hissatsu shinobi bachi - b, db, d, df, f + C
Back, Down-back, Down, Down-forward, Forward and press C. This means you have to do a half-circle motion on the directional keys and press C, which is usually the hard (fierce, meaty) kick.
  • Koya sen tori - d, df, f + C
Same as Kachosen but with C instead of A.
  • Chou hissatsu shinobi bachi - f, b, db, d, df + BC
In this one you have to start by pressing forward and then doing the half-circle motion as in Hissatsu Shinobi Bachi and ending with BC instead of just C. This is like a Haoh Shokoken command. You do Forward and then a half-circle motion with the directional keys followed by a attack button. In this case B and C.
  • Hana arashi - f, b, db, d, df, f + C
Same as Chou hissatsu shinobi bachi but ending in C only.
Re: [Question] How do we decipher the commands for every move?
#6  May 24, 2011, 12:04:10 am
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OK! I'm starting to get this! =D But some moves that have d, df, f + A for example can work with just Down + Forward + A, (Ryu's hadoken) but it's written as d, df, f + A which is somewhat unclear.

Other than that, I guess more practice will do it. How do you guys actually do

b, db, d, df, f + C it's crazy!

so it means: Back, Down&Back together, Down, Down&Forward, Forward, + C ?  o_O
Re: [Question] How do we decipher the commands for every move?
#7  May 24, 2011, 12:14:25 am
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The way MUGEN handles its directional inputs, things like D, DF, F get translated into D, F, the same way that F, D, DF would be translated into F, D, F.

For what you used as an example--B, DB, D, DF, F+C--yes, you would need to start from back and go all the way forward like you said. It looks like a forward half circle, hence the name half-circle forward.

On a keyboard, you may/should be able to get away with doing B, D, F+C and still get that command. If you can't, it probably has something to do with the way the command was written, and is likely to be easier to do when using a joystick of some kind.
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Re: [Question] How do we decipher the commands for every move?
#8  May 24, 2011, 12:30:50 am
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Is there a set of rules in translating them? ex. D, Df, F = D, F and F,D,DF = F,D,F
Re: [Question] How do we decipher the commands for every move?
#9  May 24, 2011, 01:52:15 am
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Is there a set of rules in translating them? ex. D, Df, F = D, F and F,D,DF = F,D,F

It's really simple. If there's a DF/DB between a D and F/D and B respectively, it works both ways, with or without the DF/DB. Same applies for U version, but it's not really common to see them. But if it's not between them (like DB,F), then it means it's DB. It won't work if you change it to B.

Sounds complicated, but it's just the same as fighting games. Meaning, just play and play until it comes naturally. Forget about theory, practice works best :sugoi:
Re: [Question] How do we decipher the commands for every move?
#10  May 24, 2011, 05:28:11 am
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Thanks for all your help guys  ;D I'm finally getting a hang of this  ;)

Strangely, I searched everywhere and couldn't find any threads or posts on this. You guys are the BEST!  ;P

EDIT: What about this?
~40$D, $U, c

how do I do that?
Last Edit: May 24, 2011, 06:04:05 am by MugenBabe
Re: [Question] How do we decipher the commands for every move?
#11  May 24, 2011, 06:30:17 am
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~40$D, $U, c

u pay $40 up front
Spoiler, click to toggle visibilty
Re: [Question] How do we decipher the commands for every move?
#12  May 24, 2011, 08:19:54 am
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Thanks  8) there's a manual for this?  :sugoi:

EDIT: what does a dash do?

command = /$y
Last Edit: May 24, 2011, 08:52:07 am by MugenBabe

GOH

Re: [Question] How do we decipher the commands for every move?
#13  May 24, 2011, 10:55:18 am
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Re: [Question] How do we decipher the commands for every move?
#14  May 24, 2011, 11:40:29 am
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/ means hold.
Re: [Question] How do we decipher the commands for every move?
#15  May 24, 2011, 05:56:15 pm
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Quote
1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional)
;   buffer.time = time (optional)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
Re: [Question] How do we decipher the commands for every move?
#16  May 26, 2011, 08:34:22 am
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Thanks for all your help!

and

Thanks for the manual, Navetsea =D Can't believe there is one :)

~MugenBabe