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Help Please! My Storm Cannot Perform Jumping Strong Punches and Kicks! (Read 764 times)

Started by Ki$@1st456v, December 27, 2020, 09:53:27 AM
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Help Please! My Storm Cannot Perform Jumping Strong Punches and Kicks!
#1  December 27, 2020, 09:53:27 AM
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Hi, again everyone! I have been trying to add even more moves to my REDHOT MVC2 Storm and I have been successful through trial and error with copying moves to her. I have run into another problem lately, and that is that I recently tried to add REDHOT's MVC2 Dr. Doom's jumping laser command normal to her moveset. Upon realizing that the move did not work, I have removed the coding, animations, and command values from her. Yet upon testing her out again I found that she cannot perform her strong punch and kick whenever I jump holding Up+Left as she floats. I will put the code below for her Air Strong Punch and Kick, however I do not know where else the problem may lie.
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Has anyone run into this problem before with any of their projects or created characters too? As always, any help and advice is greatly appreciated and I am grateful again for your help!
Last Edit: December 28, 2020, 02:19:41 AM by Odb718
Re: Help Please! My Storm Cannot Perform Jumping Strong Punches and Kicks!
#2  December 28, 2020, 02:28:07 AM
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So the code you posted wouldn't be what's causing the issue. If a known working move isn't activating, it's almost always a problem with the cmd file.
It sounds like you deleted more than you should have.
vVv Mauru Mauru Released vVv
Re: Help Please! My Storm Cannot Perform Jumping Strong Punches and Kicks!
#3  December 28, 2020, 09:06:27 AM
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Okay, I was looking at the CNS file and the CMND file and I have my directional constants the same as the moves and motions I have for them. I even tried to add directions to the CMND and CNS file (/$UF, /$UB, /UF, and /UB) to get the move to come out but I always get nothing. I looked at the move I tried to import from Dr. Doom to see if any of his code was still left and found nothing and even looked at a earlier version of Storm to see if there were any missing parts to the code but I found nothing. I have the CMND file for her but the last time I asked for help someone offered to fix her coding and I sent the character to him yet I heard nothing back from them.

; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 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
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below.
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10

;-| 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 = 30

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1


;-| Super Motions |--------------------------------------------------------


;Lightning Storm
[Command]
name = "Lightning Storm"
command = ~D, F, x+y

;Lightning Storm
[Command]
name = "Lightning Storm"
command = ~D, F, x+z


;Lightning Storm
[Command]
name = "Lightning Storm"
command = ~D, F, z+y


;Ice Storm
[Command]
name = "Ice Storm"
command = ~D, B, x+y

;Ice Storm
[Command]
name = "Ice Storm"
command = ~D, B, x+z

;Ice Storm
[Command]
name = "Ice Storm"
command = ~D, B, z+y

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

[Command]
name = "QCF_x"
command = ~D, F, x
time = 20
[Command]
name = "QCF_y"
command = ~D, F, y
time = 20
[Command]
name = "QCF_z"
command = ~D, F, z
time = 20

[Command]
name = "QCF_x"
command = ~D, F, ~x
time = 10
buffer.time = 10
[Command]
name = "QCF_y"
command = ~D, F, ~y
time = 10
buffer.time = 10
[Command]
name = "QCF_z"
command = ~D, F, ~z
time = 10
buffer.time = 10

[Command]
name = "HCB_x"
command = ~D, B, a
[Command]
name = "HCB_y"
command = ~D, B, b
[Command]
name = "HCB_z"
command = ~D, B, c

[Command]
name = "HCB_x"
command = ~D, B, ~a
time = 10
buffer.time = 10
[Command]
name = "HCB_y"
command = ~D, B, ~b
time = 10
buffer.time = 10
[Command]
name = "HCB_z"
command = ~D, B, ~c
time = 10
buffer.time = 10

[command]
name = "Shoulder Cannon"
command = ~D, F, s
time = 25
buffer.time = 20
[command]
name = "Shoulder Cannon"
command = ~D, F, s
time = 25
buffer.time = 20
[command]
name = "Shoulder Cannon"
command = ~D, F, s
time = 25
buffer.time = 20

;Whirlwind
[Command]
name = "QCF_a"
command = ~D, F, a

;Whirlwind
[Command]
name = "QCF_b"
command = ~D, F, b

;Whirlwind
[Command]
name = "QCF_c"
command = ~D, F, c

;Whirlwind
[Command]
name = "QCF_a"
command = ~D, F, ~a
time = 10
buffer.time = 10

;Whirlwind
[Command]
name = "QCF_b"
command = ~D, F, ~b
time = 10
buffer.time = 10

;Whirlwind
[Command]
name = "QCF_c"
command = ~D, F, ~c
time = 10
buffer.time = 10

[Command]
name = "Batspin_Light"
command = ~D,B,x
time = 15
[Command]
name = "Batspin_Medium"
command = ~D,B,y
time = 15
[Command]
name = "Batspin_Heavy"
command = ~D,B,z
time = 15

;Typhoon
[Command]
name = "QCF1"
command = ~D, B, s

;Typhoon
[Command]
name = "QCF2"
command = ~D, B, s

;Typhoon
[Command]
name = "QCF3"
command = ~D, B, s

;Typhoon
[Command]
name = "QCF1"
command = ~D, B, ~s
time = 10
buffer.time = 10

;Typhoon
[Command]
name = "QCF2"
command = ~D, B, ~s
time = 10
buffer.time = 10

;Typhoon
[Command]
name = "QCF3"
command = ~D, B, ~s
time = 10
buffer.time = 10

;Teleport
[command]
name = "bdp_a"
command = ~D, B, a+s
time = 25

[command]
name = "bdp_b"
command = ~D, B, b+s
time = 25

[command]
name = "bdp_c"
command = ~D, B, c+s
time = 25

;Air Lightning Sphere Horizontal
[Command]
name = "QCB_x"
command = ~B, U, x+s

;Air Lightning Sphere Upward
[Command]
name = "QCB_y"
command = ~B, U, y+s

;Air Lightning Sphere Downward
[Command]
name = "QCB_z"
command = ~B, U, z+s


;Air Lightning Sphere Horizontal
[Command]
name = "QCB_x"
command = ~B, U, ~x+s
time = 20
buffer.time = 20

;Air Lightning Sphere Upward
[Command]
name = "QCB_y"
command = ~B, U, ~y+s
time = 20
buffer.time = 20

;Air Lightning Sphere Downward
[Command]
name = "QCB_z"
command = ~B, U, ~z+s
time = 20
buffer.time = 20

;Microstorm
[Command]
name = "MS"
command = ~D, D, s
time = 40
buffer.time = 40

;Microstorm
[Command]
name = "MS"
command = ~D, D, s
time = 40
buffer.time = 40

;Microstorm
[Command]
name = "MS"
command = ~D, D, s
time = 40
buffer.time = 40

;------------------------Fly---------------------
[Command]
name = "Flight"
command = ~D, D, a+b

[Command]
name = "Flight"
command = ~D, D, a+b

[Command]
name = "Flight"
command = ~D, D, a+b


[Command]
name = "Flight"
command = ~D, D, ~a+b
time = 10
buffer.time = 10

[Command]
name = "Flight"
command = ~D, D, ~a+b
time = 10
buffer.time = 10

[Command]
name = "Flight"
command = ~D, D, ~a+b
time = 10
buffer.time = 10


[Command]
name = "highjump"
command = $D, $U

[Command]
name = "RecoveryRoll"
command = B, DB, D, x
time = 25
[Command]
name = "RecoveryRoll"
command = B, DB, D, y
time = 25
[Command]
name = "RecoveryRoll"
command = B, DB, D, z
time = 25
[Command]
name = "RecoveryRoll2"
command = B, DB, D, a
time = 25
[Command]
name = "RecoveryRoll2"
command = B, DB, D, b
time = 25
[Command]
name = "RecoveryRoll2"
command = B, DB, D, c
time = 25


;----|Combo Motions|---------------------------------------


;----|Throw Motions|---------------------------------------
;Throw, F/B + z
;Throw, F/B + c


;[Command]
;name = "Forward Slam"  ;while standing
;command = ~B,F,z


;Toss
;[Command]
;name = "Toss"
;command = ~B,F,y



;----|Basic Motions|---------------------------------------


;-| 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

[Command]
name = "recovery";Required (do not remove)
command = x+z
time = 1

[Command]
name = "recovery";Required (do not remove)
command = z+y
time = 1

[Command]
name = "guardpush"
command = x+y
time = 5

[Command]
name = "guardpush"
command = x+z
time = 5

[Command]
name = "guardpush"
command = y+z
time = 5

;-| Dir + Button |---------------------------------------------------------
[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 = "holddownfwd"
command = /DF
time = 1
buffer.time = 1

[Command]
name = "holdback2"
command = /B
time = 1

[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

;---|Hold Buttons|------------------------

[Command]
name = "holdx"
command = /x
time = 1


[Command]
name = "holdy"
command = /y
time = 1

[Command]
name = "holdz"
command = /z
time = 1

[Command]
name = "holda"
command = /a
time = 1

[Command]
name = "holdb"
command = /b
time = 1

[Command]
name = "holdc"
command = /c
time = 1

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

;---|Relase Buttons|------------------------


;---|Press then Release no other key in between|------------------


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

;---------------------------------------------------------------------------
; 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]
;===========================================================================
;This is not a move, but it sets up var(3) 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(17) = 0

[State -1, Move Cancel condition Reset]
type = VarSet
trigger1 = 1
var(51) = 0

[State -1, Combo condition Check]
type = VarSet
triggerall = statetype != A
triggerall = movecontact
trigger1 = stateno = 200 || stateno = 202
trigger2 = stateno = 300
trigger3 = stateno = 400
trigger4 = stateno = 500 || stateno = 502
var(17) = 1


[State -1, Combo condition Check]
type = VarSet
triggerall = statetype != A
triggerall = movecontact
trigger1 = stateno = 210
trigger2 = stateno = 310
trigger3 = stateno = 410
trigger4 = stateno = 510
var(17) = 2


[State -1, Combo condition Check]
type = VarSet
triggerall = statetype != A
triggerall = movecontact
trigger1 = stateno = 220
trigger2 = stateno = 320
trigger3 = stateno = 420
trigger4 = stateno = 520
var(17) = 3


[State -1, Combo condition Check]
type = VarSet
triggerall = statetype = A
triggerall = movecontact
trigger1 = stateno = 600
trigger2 = stateno = 700 || stateno = 705
var(17) = 5

[State -1, Combo condition Check]
type = VarSet
triggerall = statetype = A
triggerall = movecontact
trigger1 = stateno = 610
trigger2 = stateno = 710 || stateno = 717
var(17) = 6


[State -1, Combo condition Check]
type = VarSet
triggerall = statetype = A
triggerall = movecontact
trigger1 = stateno = 620
trigger2 = stateno = 720
var(17) = 7

[State -1, Combo condition Check]
type = VarSet
triggerall = var(28) <= 3
trigger1 = stateno = [1410,1480]
var(17) = 10

[State -1, Normal to Special to Hypers]
type = VarSet
trigger1 = stateno = [200,790]
var(51) = 1


[State -1, Normal to Special to Hypers]
type = VarSet
trigger1 = stateno = [1240,1310]
trigger2 = stateno = [1330,1335]
trigger3 = stateno = [1410,1600]
var(51) = 2



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

[State -1, Lightning Storm]
type = ChangeState
value = 3000
triggerall = !var(59)
triggerall = command = "Lightning Storm"
triggerall = power >= 1000
;triggerall = statetype != A
trigger1 = ctrl && (ctrl || stateno = 1505)
trigger2 = var(51)

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

[State -1, Ice Storm]
type = ChangeState
value = 3020
triggerall = !var(59)
triggerall = command = "Ice Storm"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51)

;---------------------------------------------------------------------------
; Air Plasma Beam
[State -1, Air Plasma Beam]
type = ChangeState
value = 1005
triggerall = command = "QCF_x"||command="QCF_y"||command="QCF_z"
trigger1 = statetype = A  && (ctrl || stateno = 1305)
trigger2 = (stateno = [600,699])
;---------------------------------------------------------------------------
; Plasma Beam
[State -1, Plasma Beam]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"||command="QCF_y"||command="QCF_z"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499])
;---------------------------------------------------------------------------
; Batspin Light
[State -1, Batspin Light]
type = ChangeState
value = 1100
triggerall = command = "Batspin_Light"
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = [200,450]
trigger2 = movecontact

; Batspin Medium
[State -1, Batspin Medium]
type = ChangeState
value = 1110
triggerall = command = "Batspin_Medium"
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = [200,450]
trigger2 = movecontact

; Batspin Heavy
[State -1, Batspin Heavy]
type = ChangeState
value = 1120
triggerall = command = "Batspin_Heavy"
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = [200,450]
trigger2 = movecontact


; AERO BAT SPIN

; Batspin Light
[State -1, Batspin Light]
type = ChangeState
value = 1140
triggerall = command = "Batspin_Light"
triggerall = statetype = a
trigger1 = ctrl
trigger2 = stateno = [600,699]


; Batspin Medium
[State -1, Batspin Medium]
type = ChangeState
value = 1150
triggerall = command = "Batspin_Medium"
triggerall = statetype = a
trigger1 = ctrl
trigger2 = stateno = [600,699]


; Batspin Heavy
[State -1, Batspin Heavy]
type = ChangeState
value = 1160
triggerall = command = "Batspin_Heavy"
triggerall = statetype = a
trigger1 = ctrl
trigger2 = stateno = [600,699]
;---------------------------------------------------------------------------
;Teleport
[State -1, Warp LP]
type = ChangeState
value = 1291
triggerall = !var(26)
triggerall = command = "bdp_a"||command="bdp_b"||command="bdp_c"
trigger1 = ctrl
trigger2 = (stateno = [200,220]) && movecontact
trigger3 = (stateno = [230,250]) && movecontact
trigger4 = (stateno = [400,420]) && movecontact
trigger5 = (stateno = [430,450]) && movecontact
trigger6 = (stateno = [600,620]) && movecontact
trigger7 = (stateno = [630,650]) && movecontact
;---------------------------------------------------------------------------
; Air Photon Shot
[State -1, Air Photon Shot]
type = ChangeState
value = 1205
triggerall = command = "HCB_x"||command="HCB_y"||command="HCB_z"
trigger1 = statetype = A  && (ctrl || stateno = 1305)
trigger2 = (stateno = [600,699])
;---------------------------------------------------------------------------
; Photon Shot
[State -1, Photon Shot]
type = ChangeState
value = 1200
triggerall = command = "HCB_x"||command="HCB_y"||command="HCB_z"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499])
;---------------------------------------------------------------------------
[State -1, Air Lightning Sphere Horizontal]
type = ChangeState
value = 1270
triggerall = !var(59)
triggerall = command = "QCB_y"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])
;---------------------------------------------------------------------------
[State -1, Air Lightning Sphere Downward]
type = ChangeState
value = 1280
triggerall = !var(59)
triggerall = command = "QCB_x"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])
;---------------------------------------------------------------------------
[State -1, Air Lightning Sphere Upward]
type = ChangeState
value = 1290
triggerall = !var(59)
triggerall = command = "QCB_z"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])

;---------------------------------------------------------------------------
[State -1, Whirlwind Ground]
type = ChangeState
value = 1300
triggerall = !var(59)
triggerall = !NumHelper(21364)
triggerall = command = "QCF_a" || command = "QCF_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1


;---------------------------------------------------------------------------
[State -1, Whirlwind Air]
type = ChangeState
value = 1310
triggerall = !var(59)
triggerall = !NumHelper(21364)
triggerall = command = "QCF_a" || command = "QCF_b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1, Whirlwind Ground]
type = ChangeState
value = 1302
triggerall = !var(59)
triggerall = !NumHelper(21364)
triggerall = command = "QCF_c"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1


;---------------------------------------------------------------------------
[State -1, Whirlwind Air]
type = ChangeState
value = 1312
triggerall = !var(59)
triggerall = !NumHelper(21364)
triggerall = command = "QCF_c"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Lightning Attack Forward Up]
type = ChangeState
value = 1420
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holdfwd" && command = "holdup"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
;triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Air Lightning Attack Forward Down]
type = ChangeState
value = 1440
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holdfwd" && command = "holddown"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Air Lightning Attack Back Down]
type = ChangeState
value = 1460
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holdback" && command = "holddown"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Air Lightning Attack Back Up]
type = ChangeState
value = 1480
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holdback" && command = "holdup"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Lightning Attack Up]
type = ChangeState
value = 1410
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holdup"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
;triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Air Lightning Attack Down]
type = ChangeState
value = 1450
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holddown"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Lightning Attack Back]
type = ChangeState
value = 1470
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holdback"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
;triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1


;---------------------------------------------------------------------------
[State -1,Lightning Attack Forward]
type = ChangeState
value = 1430
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
;triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1
trigger3 = time>10
;---------------------------------------------------------------------------
; Shoulder Cannon
[State -1, Shoulder Cannon]
type = ChangeState
value = 1520
triggerall = var(2) != 1
triggerall = command = "Shoulder Cannon"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = [200,455]
trigger2 = movecontact
trigger3 = Stateno = [200,455]
trigger3 = time > 5

[State -1, Shoulder Cannon]
type = ChangeState
value = 1530
triggerall = var(2) != 1
triggerall = command = "Shoulder Cannon"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = [200,455]
trigger2 = movecontact
trigger3 = Stateno = [200,455]
trigger3 = time > 5

[State -1, Shoulder Cannon]
type = ChangeState
value = 1540
triggerall = var(2) != 1
triggerall = command = "Shoulder Cannon"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = [200,455]
trigger2 = movecontact
trigger3 = Stateno = [200,455]
trigger3 = time > 5

[State -1, Shoulder Cannon]
type = ChangeState
value = 1550
triggerall = var(2) != 1
triggerall = command = "Shoulder Cannon"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = [600,655]
trigger2 = movecontact
trigger3 = Stateno = [600,655]
trigger3 = time > 5

[State -1, Shoulder Cannon]
type = ChangeState
value = 1560
triggerall = var(2) != 1
triggerall = command = "Shoulder Cannon"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = [600,655]
trigger2 = movecontact
trigger3 = Stateno = [600,655]
trigger3 = time > 5

[State -1, Shoulder Cannon]
type = ChangeState
value = 1570
triggerall = var(2) != 1
triggerall = command = "Shoulder Cannon"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = [600,655]
trigger2 = movecontact
trigger3 = Stateno = [600,655]
trigger3 = time > 5

;---------------------------------------------------------------------------
; Air Flight
[State -1, Flight]
type = ChangeState
value = 1501
triggerall = command = "Flight"
trigger1 = statetype = A && ctrl
trigger2 = (stateno = [600,720])

;---------------------------------------------------------------------------
; Flight
[State -1, Flight]
type = ChangeState
value = 1500
triggerall = command = "Flight"
trigger1 = statetype != A && ctrl
trigger2 = (stateno = [200,221])
trigger3 = (stateno = [300,521])
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 1510
triggerall = command = "Flight"
trigger1 = stateno = 1505

;---------------------------------------------------------------------------
[State -1, Typhoon Ground]
type = ChangeState
value = 1360
triggerall = !var(59)
triggerall = command = "QCF1" || command = "QCF2" || command = "QCF3"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1


;---------------------------------------------------------------------------
[State -1, Typhoon Air]
type = ChangeState
value = 1370
triggerall = !var(59)
triggerall = command = "QCF1" || command = "QCF2" || command = "QCF3"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1
;---------------------------------------------------------------------------
[State -1, Microstorm]
type = ChangeState
value = 1380
triggerall = !var(59)
triggerall = command = "MS" || command = "MS" || command = "MS"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1, Microstorm Air]
type = ChangeState
value = 1390
triggerall = !var(59)
triggerall = command = "MS" || command = "MS" || command = "MS"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;===========================================================================

;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !var(59)
triggerall = stateno != 105
triggerall = stateno != 100
triggerall = statetype = S
triggerall = ctrl
trigger1 = (command = "holdback2" && command = "recovery") || (StateType != A && command = "BB")
trigger1 = statetype = S && ctrl
;---------------------------------------------------------------------------


;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(59)
triggerall = stateno != 105
triggerall = stateno != 100
triggerall = statetype = S
triggerall = ctrl
trigger1 = (command = "recovery") || (StateType != A && command = "FF")
trigger1 = statetype = S && ctrl

;---------------------------------------------------------------------------
; Air Dash Back Up
[State -1, Air Run Back Up]
type = ChangeState
value = 117
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdback"&&command = "holdup" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Fwd Up
[State -1, Air Run Fwd Up]
type = ChangeState
value = 116
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdfwd"&&command = "holdup" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Back Down
[State -1, Air Run Back Up]
type = ChangeState
value = 119
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdback"&&command = "holddown" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Fwd Down
[State -1, Air Run Fwd Up]
type = ChangeState
value = 118
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdfwd"&&command = "holddown" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Up
[State -1, Air Run Up]
type = ChangeState
value = 112
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdup" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Down
[State -1, Air Run Up]
type = ChangeState
value = 111
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holddown" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Back
[State -1, Air Run Back]
type = ChangeState
value = 114
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdback" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Fwd
[State -1, Air Run Fwd]
type = ChangeState
value = 113
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdfwd" && command = "guardpush" || command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact


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

[State -1,Lightning Zap]
type = ChangeState
value = 800
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "z" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 18 && enemynear,movetype != H
trigger1 = statetype = S && ctrl

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

[State -1,whirlwind throw]
type = ChangeState
value = 830
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "c" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 18 && enemynear,movetype != H
trigger1 = statetype = S && ctrl


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

[State -1,Air Forward Slam]
type = ChangeState
value = 920
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "z" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 20 && abs(p2bodydist y) < 20 && enemynear,movetype != H
trigger1 = statetype = A && ctrl

;---------------------------------------------------------------------------
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !Var(59)
triggerall = command = "start"
trigger1 = statetype = S
trigger1 = ctrl


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

[State -1, Standing Punch]
type = ChangeState
value = 200
triggerall = !var(59)
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
[State -1,  Stand Kick]
type = ChangeState
value = 300
triggerall = !var(59)
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact

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

[State -1, Crouch Punch]
type = ChangeState
value = 400
triggerall = !var(59)
triggerall = command = "x"
trigger1 = statetype = C
trigger1 = ctrl

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

[State -1, Crouch Kick]
type = ChangeState
value = 500
triggerall = !var(59)
triggerall = command = "a"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact

;---------------------------------------------------------------------------
[State -1, Standing Medium Punch]
type = ChangeState
value = 210
triggerall = !var(59)
triggerall = command != "holddown"
triggerall= command = "y"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 300 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 500 && movecontact

;---------------------------------------------------------------------------
[State -1, Stand Medium Kick]
type = ChangeState
value = 310
triggerall = !var(59)
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 300 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 500 && movecontact

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

[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = !var(59)
triggerall = command = "y"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 300 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 500 && movecontact

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

[State -1, Crouch Medium Kick]
type = ChangeState
value = 510
triggerall = !var(59)
triggerall = command = "b"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 300 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 500 && movecontact

;---------------------------------------------------------------------------
[State -1, Standing Strong Punch]
type = ChangeState
value = 220
triggerall = !var(59)
triggerall = command != "holddown"
triggerall = command = "z"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 300 && movecontact
trigger5 = stateno = 310 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 500 && movecontact
trigger9 = stateno = 510 && movecontact

;---------------------------------------------------------------------------
[State -1, Stand Strong Kick]
type = ChangeState
value = 320
triggerall = !var(59)
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 300 && movecontact
trigger5 = stateno = 310 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 500 && movecontact
trigger9 = stateno = 510 && movecontact
trigger10 = stateno = 220 && movecontact
trigger11 = stateno = 420 && movecontact

[State -1]
type = ChangeState
value = 320
triggerall = statetype != A
triggerall = command = "holddownfwd"
triggerall = command = "c"
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Crouch Strong Punch]
type = ChangeState
value = 420
triggerall = !var(59)
triggerall = command = "z"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 300 && movecontact
trigger5 = stateno = 310 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 500 && movecontact
trigger9 = stateno = 510 && movecontact
;---------------------------------------------------------------------------

[State -1, Crouch Strong Kick]
type = ChangeState
value = 520
triggerall = !var(59)
triggerall = command = "c"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 300 && movecontact
trigger5 = stateno = 310 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 500 && movecontact
trigger9 = stateno = 510 && movecontact
trigger10 = stateno = 220 && movecontact
trigger11 = stateno = 420 && movecontact
;---------------------------------------------------------------------------
[State -1, Air Punch]
type = ChangeState
value = 600
triggerall = !var(59)
triggerall = command = "x"
trigger1 = statetype = A  && (ctrl || stateno = 1505)

;---------------------------------------------------------------------------
[State -1, Air Kick]
type = ChangeState
value = 700
triggerall = !var(59)
triggerall = command = "a"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Medium Punch 3]
type = ChangeState
value = 614
triggerall = !var(59)
triggerall = command = "holdup"
triggerall = command = "y"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Medium Punch 2]
type = ChangeState
value = 612
triggerall = !var(59)
triggerall = command = "holddown"
triggerall = command = "y"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = !var(59)
triggerall = command = "y"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Medium Kick]
type = ChangeState
value = 710
triggerall = !var(59)
triggerall = command = "b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 612 && movecontact
trigger6 = stateno = 614 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Strong Punch]
type = ChangeState
value = 620
triggerall = !var(59)
triggerall = command = "z"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 612 && movecontact
trigger6 = stateno = 614 && movecontact
trigger7 = stateno = 710 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Strong Kick]
type = ChangeState
value = 720
triggerall = !var(59)
triggerall = command = "c"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 612 && movecontact
trigger6 = stateno = 614 && movecontact
trigger7 = stateno = 710 && movecontact
trigger8 = stateno = 620 && movecontact

;---------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 99
triggerall = !var(59)
triggerall = statetype != A
trigger1 = command = "highjump"
trigger1 = ctrl
trigger2 = command = "highjump" || command = "holdup"
trigger2 = MoveHit
trigger2 = Stateno = 320  && movehit && p2statetype = A && time<17
trigger3 = command = "highjump" || command = "holdup"
trigger3 = MoveHit
trigger3 = Stateno = 420  && movehit && p2statetype = A && time<17
trigger4 = command = "highjump" || command = "holdup"
trigger4 = MoveHit
trigger4 = Stateno = 520  && movehit && p2statetype = A && time<17

; ƒAƒhƒoƒ“ƒVƒ“ƒOƒK[ƒh
[State -1]
type = VarSet
triggerall = roundstate = 2 && !var(59)
triggerall = !numhelper(8060)
triggerall = command = "recovery"
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 154
var(32) = 1
ignorehitpause = 1
 



     Posted: December 29, 2020, 10:14:13 PM
I looked further into the problem. I tried to see if the same problem persisted with any other characters besides Storm and it happened with Dr. Doom as well. I had read that you could replace the mugen.exe which could fix the problem yet that did not fix it. I believe it is something with the controls that is stopping the jumping strong punches and kicks from coming out because I changed the controls in the mugen options screen from the arrow keys to the number pad, making the directions Up-5, Down-2, Left-1, and Right-3. Afterwards, I was at least able to perform jumping strong kicks while holding Up+Left again. I still do not know what to do to fix this completely though.