立ち通常攻撃

Last-modified: 2017-03-19 (日) 00:42:39

蒼月潮の通常攻撃は、槍を使っている割に、あまりリーチは長くない(そのぶん隙は小さい)
ボタンは和訳カンフーマンと同様、パンチ・キックに各強弱ありの4ボタン式

 

<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>


 

立ち弱パンチ

編集前

[State -1, 立ち弱パンチ]
type = ChangeState

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

triggerall = (command = "x") && (command != "holddown")
trigger1 = (StateType = S) && (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 = 200

 
編集後

;普通に槍で突く、距離は44まで届く
[State -1, 立ち弱パンチ]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(50) >= 1
triggerall = random <= var(50) * 100
triggerall = p2bodydist X = [-10,40]
trigger1 = (StateType != A) && (Ctrl)
trigger1 = p2statetype != A
trigger1 = p2movetype != A
trigger1 = random <= 200
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 = 200


特に癖のない攻撃、距離は40まで丸めておく

 

立ち強パンチ

編集前

[State -1, 立ち強パンチ]
type = ChangeState

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

triggerall = (command = "y") && (command != "holddown")
trigger1 = (StateType = S) && (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 = 210

 
編集後

;槍を振り下ろす、高さは90まで、距離は54まで届く、対空技としては微妙
[State -1, 立ち強パンチ・対地]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(50) >= 1
triggerall = random <= var(50) * 100
triggerall = p2bodydist X = [-10,50]
trigger1 = (StateType != A) && (Ctrl)
trigger1 = p2statetype != A
trigger1 = p2movetype != A
trigger1 = random <= 200
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 = 210

 

;槍を振り下ろす、高さは90まで、距離は54まで届く、対空技としては微妙
[State -1, 立ち強パンチ・対空]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(50) >= 1
triggerall = random <= var(50) * 100
triggerall = p2bodydist X = [0,54]
triggerall = p2bodydist Y >= -90
trigger1 = (StateType != A) && (Ctrl)
trigger1 = p2statetype = A
trigger1 = p2movetype = H
trigger1 = random <= 400
value = 210


地上の相手に使う分には、弱パンチと大差無く使える。ただ振り下ろしモーションなのに対空には微妙な感じ
とはいえ対空用必殺技の「斬り上げ」が、空中で喰らい中の相手の拾いには向かないので使っていないため
とりあえず空中で喰らい中の相手に引っかからないか、振り回すのに使ってみる

 

立ち弱キック

編集前

[State -1, 立ち弱キック]
type = ChangeState

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

triggerall = (command = "a") && (command != "holddown")
trigger1 = (StateType = S) && (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 = 230

 
編集後

;残念ながら立ち下段ではない足元攻撃、距離は45まで届く
[State -1, 立ち弱キック]
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 != A
trigger1 = p2movetype != A
trigger1 = random <= 200
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 = 230


和訳カンフーマンの立ち弱キック同様、残念ながら立ち下段ではない足元攻撃
性能的には特に変わったところはないので、距離を40まで丸め、普通に弱攻撃として使う

 

立ち強キック

編集前

[State -1, 立ち強キック]
type = ChangeState

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

triggerall = (command = "b") && (command != "holddown")
trigger1 = (StateType = S) && (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 = 240

 
編集後

;距離は79まで届くシンプルな突き
[State -1, 立ち強キック]
type = ChangeState
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(50) >= 1
triggerall = random <= var(50) * 100
triggerall = p2bodydist X = [-10,75]
trigger1 = (StateType != A) && (Ctrl)
trigger1 = p2statetype != A
trigger1 = p2movetype != A
trigger1 = random <= 200
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 = 240


シンプルな突き、リーチもあるので主力になりそう、まあ普通に使う