
Preferably, i would suggest to put if AFTER AI guard states.Автор/Разработчик: Harebrained Schemes / Paradox Interactive Trigger1 = enemynear, numproj = 0 & enemynear, movetype != A & random < 100įor it to work, you need to put it somewhere after (just like 2nd text segment in 1st tutorial) Triggerall = StateType != A & MoveType != H & RoundState = 2 Triggerall = power >= 1000 & var(59) & ctrl & p2bodydist x > 100 if you dont know or cant find this proper value, just completely remove super jump part from 2nd text segment, this one: so you might need to change it (if you not sure what im talking about, just put mugen in debug mode when testing character's new AI, and if you get an error messages "character changed to invalid state 700" you will need to search this "700" in the second text segment, and replace it with a proper super jump value for this character. it uses value=700 here, but some characters may use value=900 or a completely different one. only 1 part which could be not compatible is super jump.

This is basically universal for every marvel/capcom character. Triggerall = var(59) & RoundState = 2 & stateno != 100 Trigger1 = (stateno = 600) & (movecontact = 1) Triggerall = var(59) & RoundState = 2 & stateno != 100 & statetype = A Triggerall = var(59) & RoundState = 2 & stateno != 100 & statetype = A & ctrl Triggerall = var(59) & statetype = C & RoundState = 2 Triggerall = var(59) & statetype = C & RoundState = 2 & ctrl


Triggerall = var(59) & enemynear, statetype != L & RoundState = 2 Trigger1= (stateno = 230) & (movecontact >= 1) Trigger2 = (enemynear, p2dist x 200)) & ctrl Triggerall = var(59) & p2statetype != L & RoundState = 2 Trigger2 = enemynear, statetype = L & random = 1) Trigger1 = enemynear, movetype != A & enemynear, numproj = 0 & enemynear, statetype != L Triggerall = Var(20) != 3 & NumHelper(25) = 0 & p2bodydist x > 50

Triggerall = var(59) & RoundState = 2 & ctrl & prevstateno != 100 & random = 50 Triggerall = var(59) & random = 4) & ctrl you need to copy this part AFTER to the same.
