しゃがみ通常攻撃

Last-modified: 2017-03-21 (火) 00:41:58

蒼月潮のしゃがみ攻撃は、ダウンを奪える攻撃と、ダウン追い打ちできる攻撃が別になっている
またダウンを奪える攻撃からも必殺技にチェーンコンボ可能だったりするので、そのあたりは良し悪し

 

<注意>
なお11Pカラーのオリジナルコンボは、この簡易なAI(と言うか筆者の知識)で制御するのは
難しいので、使わないようコメントアウトする。自信のある方は記述してみても良いかも
</注意>


 

しゃがみ弱パンチ

編集前

[State -1, しゃがみ弱パンチ]
type = ChangeState

triggerall = (var(0) = 0) || ((var(0)=1) && (EnemyNear,p2BodyDist X = [-10,23]))

triggerall = (command = "x") && (command = "holddown")
trigger1 = (StateType = C) && (Ctrl)
trigger2 = (StateNo = 200) && (AnimElemTime(3) > 1)
trigger3 = (StateNo = 400) && (AnimElemTime(2) > 1)
trigger4 = (StateNo = 430) && (AnimElemTime(3) > 1)
;■■■オリジナルコンボ■■■
trigger5 = (var(35) = 1) && (StateNo = [200,499]) && (MoveContact)
trigger6 = (var(35) = 1) && (StateNo = 1000) && (StateType != A) && (Time = [12,26])
trigger7 = (var(35) = 1) && (StateNo = 1001) && (MoveContact)
trigger8 = (var(35) = 1) && (StateNo = 1005) && (MoveContact)
trigger9 = (var(35) = 1) && (StateNo = [1007,1008]) && (MoveContact)
value = 400

 
編集後

;距離は39まで届く、ごく普通のしゃがみ弱攻撃
[State -1, しゃがみ弱パンチ]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(50) >= 1
triggerall = random <= var(50) * 100
triggerall = p2bodydist X = [-10,35]
trigger1 = (StateType != A) && (Ctrl)
trigger1 = p2statetype = S
trigger1 = p2movetype != A
trigger1 = random <= 300
trigger2 = (StateNo = 200) && (AnimElemTime(3) > 1)
trigger2 = MoveContact && random <= 500
trigger3 = (StateNo = 400) && (AnimElemTime(2) > 1)
trigger3 = MoveContact && random <= 500
trigger4 = (StateNo = 430) && (AnimElemTime(3) > 1)
trigger4 = MoveContact && random <= 500
value = 400


距離は39まで届く、ごく普通のしゃがみ弱攻撃。距離は35まで丸めてある

 

しゃがみ強パンチ

編集前

[State -1, しゃがみ強パンチ]
type = ChangeState

triggerall = (var(0) = 0) || ((var(0)=1) && (EnemyNear,p2BodyDist X = [-10,23]))

triggerall = (command = "y") && (command = "holddown")
trigger1 = (StateType = C) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
;■■■オリジナルコンボ■■■
trigger6 = (var(35) = 1) && (StateNo = [200,499]) && (MoveContact)
trigger7 = (var(35) = 1) && (StateNo = 1000) && (StateType != A) && (Time = [12,26])
trigger8 = (var(35) = 1) && (StateNo = 1001) && (MoveContact)
trigger9 = (var(35) = 1) && (StateNo = 1005) && (MoveContact)
trigger10= (var(35) = 1) && (StateNo = [1007,1008]) && (MoveContact)
value = 410

 
編集後

;距離が22までなら2回ヒットする、変わったスタイルの攻撃
[State -1, しゃがみ強パンチ]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(50) >= 1
triggerall = random <= var(50) * 100
triggerall = p2bodydist X = [-10,20]
trigger1 = (StateType != A) && (Ctrl)
trigger1 = p2statetype = S
trigger1 = p2movetype != A
trigger1 = random <= 300
trigger2 = (StateNo = 200) && (MoveContact)
trigger2 = random <= 500
trigger3 = (StateNo = 230) && (MoveContact)
trigger3 = random <= 500
trigger4 = (StateNo = 400) && (MoveContact)
trigger4 = random <= 500
trigger5 = (StateNo = 430) && (MoveContact)
trigger5 = random <= 500
value = 410


至近距離なら2ヒットするしゃがみ強攻撃、上方向にも若干攻撃判定はあるが
対空に使うには微妙。距離は20まで丸めて使う

 

しゃがみ弱キック

編集前

[State -1, しゃがみ弱キック]
type = ChangeState
triggerall = (var(0) = 0)
triggerall = (command = "a") && (command = "holddown")
trigger1 = (StateType = C) && (Ctrl)
trigger2 = (StateNo = 200) && (AnimElemTime(3) > 1)
trigger3 = (StateNo = 400) && (AnimElemTime(2) > 1)
trigger4 = (StateNo = 430) && (AnimElemTime(3) > 1)
;■■■オリジナルコンボ■■■
trigger5 = (var(35) = 1) && (StateNo = [200,499]) && (MoveContact)
trigger6 = (var(35) = 1) && (StateNo = 1000) && (StateType != A) && (Time = [12,26])
trigger7 = (var(35) = 1) && (StateNo = 1001) && (MoveContact)
trigger8 = (var(35) = 1) && (StateNo = 1005) && (MoveContact)
trigger9 = (var(35) = 1) && (StateNo = [1007,1008]) && (MoveContact)
value = 430

 
編集後

;ダウン追い打ちに使えるのは実はこっち、距離は41まで届く
[State -1, しゃがみ弱キック]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(50) >= 1
triggerall = random <= var(50) * 100
triggerall = p2bodydist X = [-10,40]
trigger1 = (StateType != A) && (Ctrl)
trigger1 = p2statetype = S
trigger1 = p2movetype != A
trigger1 = random <= 300
trigger2 = (StateNo = 200) && (AnimElemTime(3) > 1)
trigger2 = MoveContact && random <= 500
trigger3 = (StateNo = 400) && (AnimElemTime(2) > 1)
trigger3 = MoveContact && random <= 500
trigger4 = (StateNo = 430) && (AnimElemTime(3) > 1)
trigger4 = MoveContact && random <= 500
value = 430

 

;ダウン追い打ちに使えるのは実はこっち、距離は41まで届く
[State -1, しゃがみ弱キック・ダウン追い打ち]
type = ChangeState
triggerall = roundstate = 2
triggerall = var(50) >= 1
triggerall = random <= var(50) * 100
triggerall = p2bodydist X = [-10,41]
triggerall = p2statetype = L && p2movetype = H
trigger1 = (StateType != A) && (Ctrl)
trigger1 = random <= 700
trigger2 = (StateNo = 430) && (AnimElemTime(3) > 1)
trigger2 = MoveContact
value = 430


一見ごく普通のしゃがみ弱攻撃だが、ダウン中の相手に当たるのは実はこっち
なのにダウンを奪うことはできないので若干ややこしい。通常使用時は距離40まで丸める
また、この技からこの技にチェーンコンボ可能=連打できるので、そこも記述しておく>ダウン追い打ち時

 

しゃがみ強キック

編集前

[State -1, しゃがみ強キック]
type = ChangeState

triggerall = (var(0) = 0) || ((var(0)=1) && (EnemyNear,p2BodyDist X = [-10,23]))

triggerall = (command = "b") && (command = "holddown")
trigger1 = (StateType = C) && (Ctrl)
trigger2 = (StateNo = 200) && (MoveContact)
trigger3 = (StateNo = 230) && (MoveContact)
trigger4 = (StateNo = 400) && (MoveContact)
trigger5 = (StateNo = 430) && (MoveContact)
;■■■オリジナルコンボ■■■
trigger6 = (var(35) = 1) && (StateNo = [200,499]) && (MoveContact)
trigger7 = (var(35) = 1) && (StateNo = 1000) && (StateType != A) && (Time = [12,26])
trigger8 = (var(35) = 1) && (StateNo = 1001) && (MoveContact)
trigger9 = (var(35) = 1) && (StateNo = 1005) && (MoveContact)
trigger10= (var(35) = 1) && (StateNo = [1007,1008]) && (MoveContact)
value = 440

 
編集後

;ダウンを奪えるがダウン追い打ちは出来ない、距離は62まで届く
[State -1, しゃがみ強キック]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(50) >= 1
triggerall = random <= var(50) * 100
triggerall = p2bodydist X = [-10,60]
trigger1 = (StateType != A) && (Ctrl)
trigger1 = p2statetype = S
trigger1 = p2movetype != A
trigger1 = random <= 300
trigger2 = (StateNo = 200) && (MoveContact)
trigger2 = random <= 500
trigger3 = (StateNo = 230) && (MoveContact)
trigger3 = random <= 500
trigger4 = (StateNo = 400) && (MoveContact)
trigger4 = random <= 500
trigger5 = (StateNo = 430) && (MoveContact)
trigger5 = random <= 500
value = 440


ダウンを奪えるがダウン追い打ちは出来ない、一応これからコンボも繋げる、距離は60まで丸めてある