;ユウカェイドの自動ループコンボ ;[State -1]の先頭におく。 ;2011/06/06 ;■■■ 着地させない鉄砲百合>薊永久(手操作は困難) ;相手画面端・A始動 [State -1, 傘連続突] type = ChangeState value = 1180 triggerall = StateNo = 2050 && Movecontact > 5 triggerall = statetype != A trigger1 = var(1) triggerall = var(10) = 2 trigger2 = (stateno = [2000,2044))|| (stateno =[2046,3000)) trigger2 = movecontact [State -1, 吹き飛ばし蹴り] type = ChangeState value = 2050 triggerall = movecontact triggerall = statetype != A triggerall = Var(10) = 2 trigger1 = ctrl trigger2 = stateno = [200,440) trigger2 = movecontact trigger2 = stateno != [250,260) trigger3 = stateno = 2060 trigger3 = movecontact trigger4 = stateno = 2035|| stateno = 2240 trigger4 = movecontact [State -1, 立ち弱キック] type = ChangeState value = 230 triggerall = P2Movetype = H && P2StateType!=L triggerall = var(10) = 2 trigger1 = statetype = S trigger1 = ctrl ;06/24 ;■■■ 着地させ鉄砲百合>薊永久(手操作は困難) ; [A>B>鉄砲百合>ディレイ薊]×n 永久 ;相手の当たり判定や着地ステートが特殊な場合、着地立て直しされる。 ;また相手によっては浮くが、浮いても入りつづける。 ; 相手画面端・A始動 [State test] Type = ChangeState value = 230 TriggerAll = Var(10) = 2 && StateType= S ; Trigger1 = Ctrl ; Trigger1 = PrevStateNo = 1180 [State test] Type = ChangeState value = 1180;1420 TriggerAll = Var(10) = 2 && StateType!= A ; TriggerAll = MoveContact ; Trigger1 = StateNo = 2050 Trigger1 = P2StateNo = 1028 && Enemy,Time = 10 [State test] Type = ChangeState value = 2050 TriggerAll = Var(10) = 2 && StateType= S ; TriggerAll = MoveContact ; Trigger1 = StateNo = [240,241] [State test] Type = ChangeState value = 240 TriggerAll = Var(10) = 2 && StateType= S ; TriggerAll = MoveContact ; Trigger1 = StateNo = [230,231] ;04/28 ;■■■AIの挙動から発見した竜胆>薊ループ(永久ではない) ; X>[Y>B>竜胆>薊>A>Y]×n 60Hit前後9割 ;空中当たり判定が大きめの相手限定。小さいとA(230)が入らない ; 相手画面端・レバー下始動 [State test] Type = ChangeState value = 200 Trigger1 = var(10) = 2 && Ctrl Trigger1 = Command = "holddown" [State test] Type = ChangeState value = 210 Trigger1 = Movecontact Trigger1 = StateNo=[200,201] Trigger2 = Movecontact Trigger2 = StateNo= 230 [State test] Type = ChangeState value = 240 Trigger1 = Movecontact Trigger1 = StateNo=[210,211] [State test] Type = ChangeState value = 2200 Trigger1 = Movecontact Trigger1 = StateNo=[240,241] [State test] Type = ChangeState value = 1180 Trigger1 = Movecontact Trigger1 = StateNo=[2000,3000) [State test] Type = ChangeState value = 230 Trigger1 = Ctrl Trigger1 = PrevStateNo = 1180 ;■鳳仙花入り10割 竜胆>薊ループ(永久ではない) ;竜胆薊ループ・鉄砲百合の入る相手限定。 ; 相手は壁から画面中央当たりまで離れてほぼ密着状態から。 ;( 最初の薊を根元から当て、終了間際まで相手が壁へ触れさせない程度の距離。) ; 相手によっては後ろからの攻撃のためか薊のノックバックが発生しないことがある。 ; 空中コンボ制限が入るためギリギリの10割。 [State test];テスト用記述 Type = ChangeState value = 200 Trigger1 = var(10) = 2 && Ctrl Trigger1 = Command = "holddown";レバー↓始動 [State test] Type = ChangeState value = 210 Trigger1 = Movecontact Trigger1 = StateNo=[200,201] Trigger2 = Movecontact Trigger2 = StateNo= 230 [State test] Type = ChangeState value = 240 Trigger1 = Movecontact Trigger1 = StateNo=[210,211] [State test] Type = ChangeState value = 2040 Trigger1 = Movecontact && P2StateType != A Trigger1 = StateNo=[240,241] [State test] Type = ChangeState value = 2200 Trigger1 = Movecontact Trigger1 = StateNo=[240,241] [State test] Type = ChangeState value = 2035 Trigger1 = var(10) = 1 &&Ctrl Trigger1 = PrevStateNo = 2045 [State test] Type = ChangeState value = 1180 Trigger1 = var(10) = 2 && Movecontact > 1 Trigger1 = StateNo=[2000,3000) [State test] Type = ChangeState value = 230 Trigger1 = var(10) = 2 &&Ctrl Trigger1 = PrevStateNo = 1180 ;追記>〜〜>鉄砲百合>薊>[A>B>竜胆>薊>A]のループでも10割に達するみたい。 ; 人にできるかはわからないけど。 ;■■■風斗氏の書き込みを再現した対地薊永久 ;04/12 ; Var(49)使用 相手画面端・レバー下始動 [State test] Type = ChangeState value = 200+(var(49):=110)*0 Trigger1 = Var(10)=2 && Ctrl && StateType = S Trigger1 = Command = "holddown" ;レバー下始動 [State test] Type = ChangeState value = 210 Trigger1 = Var(10)=2 && StateType = S && Var(49)=110 Trigger1 = MoveContact && StateNo=[200,201] [State test] Type = ChangeState value = 240 Trigger1 = Var(10)=2 && StateType = S && Var(49)=110 Trigger1 = MoveContact && StateNo=[210,211] [State test] Type = ChangeState value = 1180+(var(49):=111)*0 Trigger1 = Var(10)=2 && StateType = S && Var(49)=[110,111] Trigger1 = MoveContact && StateNo=[240,241] [State test] Type = ChangeState value = 230 Trigger1 = Var(10)=2 && Ctrl && StateType = S && Var(49)=111 Trigger1 = PrevStateNo=1180 ; [State test] Type = ChangeState value = 240 Trigger1 = Var(10)=2 && StateType = S && Var(49)=111 Trigger1 = MoveContact && StateNo=[230,231] ;■■■空中ダッシュキャンセルループ ;4/8 ;風斗氏の書き込みを再現(?)した[J>JA>JB>Jd>JA>JB>着地J]のループ。 ;Var(51)を使用。 102が始動 103がループ。 ; こちらも空中くらい動作の当たり判定の薄い相手には入りづらい。 ; トレーニングマンのMサイズに37コンボ、514ダメージです。 [State test] Type = Null Trigger1 = Var(51):=102;空中コンボ検証 [State test, ChangeState] Type = ChangeState value = 2040 TriggerAll = Var(51)=102 Triggerall = Statetype != A && Var(10) = 2 && Ctrl Trigger1 = Command = "c";Cボタン始動(相手壁際で) [State test, ChangeState] Type = ChangeState value = 2080 TriggerAll = Var(51)=102 Triggerall = Statetype != A && Var(10) = 1 && Ctrl Trigger1 = fvar(34)=2040 [State test, ChangeState];(レバー前へ) Type = ChangeState value = 40;前ジャンプ TriggerAll = Var(51)=102 Triggerall = Statetype != A && Var(10) = 1 && Ctrl Trigger1 = fvar(34)=2080 [State test, ChangeState] Type = ChangeState value = 615 TriggerAll = Var(51)=102 Triggerall = Statetype = A && Var(10) = 1 && Ctrl Trigger1 = StateNo = 50 [State test, ChangeState] Type = ChangeState value = 645 TriggerAll = Var(51)=102 Triggerall = Statetype = A && Var(10) = 1 && MoveContact Trigger1 = StateNo = 615 [State test, ChangeState] Type = ChangeState value = 103 TriggerAll = Var(51)=102 Triggerall = Statetype = A && Var(10) = 1 && MoveContact>6 Trigger1 = StateNo = 645 && Var(16) = 0 [State test, ChangeState] Type = ChangeState value = 635 TriggerAll = Var(51)=102 Triggerall = Statetype = A && Var(10) = 1 && Ctrl Trigger1 = StateNo = 103 && Time [State test, ChangeState] Type = ChangeState value = 645 + (var(51):=103) *0 TriggerAll = Var(51)=102 Triggerall = Statetype = A && Var(10) = 1 && MoveContact Trigger1 = StateNo = 635 [State test, ChangeState];レバー傾けず Type = ChangeState value = 40;上ジャンプ TriggerAll = Var(51)=103 Triggerall = Statetype != A && Var(10) = 1 && Ctrl Trigger1 = StateNo!=40 [State test, ChangeState] Type = ChangeState value = 635 TriggerAll = Var(51)=103 Triggerall = Statetype = A && Var(10) = 1 && Ctrl Trigger1 = StateNo = 50 [State test, ChangeState] Type = ChangeState value = 645 TriggerAll = Var(51)=103 Triggerall = Statetype = A && Var(10) = 1 && MoveContact Trigger1 = StateNo = 635 [State test, ChangeState] Type = ChangeState value = 103 TriggerAll = Var(51)=103 Triggerall = Statetype = A && Var(10) = 1 && MoveContact Trigger1 = StateNo = 645 && Var(16) = 0 [State test, ChangeState] Type = ChangeState value = 635 TriggerAll = Var(51)=103 Triggerall = Statetype = A && Var(10) = 1 && Ctrl Trigger1 = StateNo = 103 ;■■■薊ループ ;kazato氏の書き込みを参考にした[X>Y>B>鉄砲百合>薊]の永久ループの良く分からないほう ; ただし、相手を選びます。当たり判定の薄いKFMにも入りません。 ; トレーニングマンのMサイズ辺りがちょうどいいかな。 ;  っていうかこれの永久はMUGEN側のバグ? ;4/7 [State test];テスト用記述 Type = ChangeState value = 200 Trigger1 = Var(10)=2&&Ctrl&&StateType=S; Trigger1 = Command = "c";Cボタン始動(相手壁際で) [State test];テスト用記述 Type = ChangeState Value = 210; Trigger1 = Var(10) = 2 Trigger1 = MoveContact && StateNo = 200 [State test];テスト用記述 Type = ChangeState Value = 240; Trigger1 = Var(10) = 2 Trigger1 = MoveContact && StateNo = 210;hg使わず [State test];テスト用記述 Type = ChangeState Value = 2050; Trigger1 = Var(10) = 2 trigger1 = moveContact && StateType!=A && stateno = [200,440) Trigger1 = MoveContact && P2StateType!=A||MoveContact>10;hg0;tens10 Trigger1 = StateNo = 240;hg210 [State test];テスト用記述 Type = ChangeState Value = 1180; Trigger1 = Var(10) = 2 trigger1 = movecontact && StateType != A && stateno = [2000,3000) Trigger1 = MoveContact>7;hg10 ;tns10-12 ;KFM5 Trigger1 = StateNo = 2050 [State test];テスト用記述 Type = ChangeState value = 200 Trigger1 = Var(10)=2&&Ctrl&&StateType=S; Trigger1 = PrevStateNo=1180