I'm trying to program a MK style low punch with winmugen, (left punch, right punch, back to left then to right etc.) but am having trouble figuring out how to make it work properly. What's happening is that if I tap the button at a certain speed it will do Left then Right punch but will keep doing right punch when i keep tapping instead of cycling back through Left and then Right again. Then if I actually try to hit the enemy char with it, it goes L,L,L,L,L,R,L,L,L,L,R etc. It's all messed up.Here's the code: (what did I do wrong here?)CMD;;Stand light punch 1[State -1, Stand LPunch1]type = ChangeStatevalue = 200triggerall = command = "a"triggerall = statetype = Strigger1 = ctrltrigger2 = stateno = 200trigger2 = movecontacttrigger3 = stateno = 210trigger3 = movecontact;Stand Light Punch 2[State -1, Stand LPunch2]type = ChangeStatevalue = 210triggerall = command = "a"triggerall = command != "holddown"trigger1 = statetype = SCNS; Low punch 2; CNS difficulty: easy[Statedef 200]type = S ;State-type: S-stand, C-crouch, A-air, L-liedownmovetype= A ;Move-type: A-attack, I-idle, H-gethitphysics = S ;Physics: S-stand, C-crouch, A-airjuggle = 1 ;Number of air juggle points move takesCommonly-used controllers:velset = 0,0 ;Set velocity (x,y) (Def: no change)ctrl = 0 ;Set ctrl (Def: no change)anim = 200 ;Change animation (Def: no change) ;Power to add (Def: 0)sprpriority = 2 ;Set layering priority to 2 (in front)[State 200, 1]type = HitDeftrigger1 = Time = 0attr = S, NA ;Attribute: Standing, Normal Attackdamage = 50, 100 ;Damage that move inflicts, guard damageanimtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)guardflag = MA ;Flags on how move is to be guarded againsthitflag = MAF ;Flags of conditions that move can hitpriority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit)pausetime = 0, 0 ;Time attacker pauses, time opponent shakessparkno = 0 ;Spark anim no (Def: set above)sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1hitsound = 5, 0 ;Sound to play on hitguardsound = 6, 0 ;Sound to play on guardground.type = High ;Type: High, Low, Trip (def: Normal)ground.slidetime = 0 ;Time that the opponent slides background.hittime = 12 ;Time opponent is in hit stateground.velocity = 0 ;Velocity at which opponent is pushedairguard.velocity = -0,0 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))air.type = High ;Type: High, Low, Trip (def: same as ground.type)air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushedair.hittime = 12 ;Time before opponent regains control in air[State 200, 5]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1; Low Punch 2; CNS difficulty: easy[Statedef 210]type = S ;State-type: S-stand, C-crouch, A-air, L-liedownmovetype= A ;Move-type: A-attack, I-idle, H-gethitphysics = S ;Physics: S-stand, C-crouch, A-airjuggle = 1 ;Number of air juggle points move takesCommonly-used controllers:velset = 0,0 ;Set velocity (x,y) (Def: no change)ctrl = 0 ;Set ctrl (Def: no change)anim = 210 ;Change animation (Def: no change) ;Power to add (Def: 0)sprpriority = 2 ;Set layering priority to 2 (in front)[State 210, 1]type = HitDeftrigger1 = Time = 0attr = S, NA ;Attribute: Standing, Normal Attackdamage = 50, 100 ;Damage that move inflicts, guard damageanimtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)guardflag = MA ;Flags on how move is to be guarded againsthitflag = MAF ;Flags of conditions that move can hitpriority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit)pausetime = 0, 0 ;Time attacker pauses, time opponent shakessparkno = 0 ;Spark anim no (Def: set above)sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1hitsound = 5, 0 ;Sound to play on hitguardsound = 6, 0 ;Sound to play on guardground.type = High ;Type: High, Low, Trip (def: Normal)ground.slidetime = 0 ;Time that the opponent slides background.hittime = 12 ;Time opponent is in hit stateground.velocity = 0 ;Velocity at which opponent is pushedairguard.velocity = -0,0 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))air.type = High ;Type: High, Low, Trip (def: same as ground.type)air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushedair.hittime = 12 ;Time before opponent regains control in air[State 210, 5]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1