faz um comando no cmd:
[State -1, Superjump]
type = ChangeState
value = 700
triggerall = (StateType != A) && (Var(0) = 0) && !Var(59)
trigger1 = (command = "DU") && (Ctrl)
trigger2 = (command = "3K") && (Ctrl)
trigger3 = stateno = 420 && movehit && command="holdup"
;420 e o state do launch, no caso crounch hard punch
e depois o state no cns
;---{Super Jump}---
[Statedef 700]
type = A
movetype = I
physics = N
anim = 40
velset = 0,0
ctrl = 0
[State 0, ]
type = VarSet
trigger1 = Time = 0
v = 0
value = 0
[State 0, ]
type = VarSet
trigger1 = command = "holdfwd"
v = 0
value = 1
[State 0, ]
type = VarSet
trigger1 = command = "holdback"
v = 0
value = -1
[State 0, ]
type = VelSet
trigger1 = animtime = 0
x = ifelse(var(0)=0, const(velocity.jump.neu.x), ifelse(var(0)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.5
[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 701
ctrl = 1
[Statedef 701]
type = A
physics = A
ctrl = 1
anim = 41
[State 0, ]
type = VarRandom
trigger1 = time >= 0
v = 50
range = -2, 2
[State 0, ]
type = PlaySnd
trigger1 = time = 1
persistent = 0
value = S8,0
[State 0, ]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
x = -0.1
[State 0, ]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = 0.25
[State 0, ]
type = VelSet
trigger1 = Anim = 42
trigger1 = Time = [0,5]
x = 4
[State 0, ]
type = VelSet
trigger1 = Anim = 43
trigger1 = Time = [0,5]
x = -3.5
[State 0, ]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[State 0, ]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3