Board Thread:M.U.G.E.N Help/@comment-6399564-20150415001436/@comment-38876100-20190325074357

Put this in your .cns File

[Statedef 200] type    = S                ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A                ;Move-type: A-attack, I-idle, H-gethit physics = S                ;Physics: S-stand, C-crouch, A-air juggle  = 1                ;Number of air juggle points move takes velset = 0,0            ;Set velocity (x,y) (Def: no change) ctrl = 0                ;Set ctrl (Def: no change) anim = 200                ;Change animation (Def: no change) poweradd = 20            ;Power to add (Def: 0) sprpriority = 2            ;Set layering priority to 2 (in front)
 * Standing Light Punch
 * CNS difficulty: easy
 * CNS difficulty: easy
 * Commonly-used controllers:

[State 200, 1] type = HitDef trigger1 = Time = 0 attr = S, NA            ;Attribute: Standing, Normal Attack damage = 23, 0            ;Damage that move inflicts, guard damage animtype = Light            ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA            ;Flags on how move is to be guarded against hitflag = MAF            ;Flags of conditions that move can hit priority = 3, Hit            ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8            ;Time attacker pauses, time opponent shakes sparkno = 0                ;Spark anim no (Def: set above) sparkxy = -10, -76        ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0            ;Sound to play on hit guardsound = 6, 0            ;Sound to play on guard ground.type = High        ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5        ;Time that the opponent slides back ground.hittime  = 12        ;Time opponent is in hit state ground.velocity = -4        ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8    ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High            ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3        ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12            ;Time before opponent regains control in air

[State 200, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1