PDA

View Full Version : Marvel vs. Capcom: Infinite Combos Thread



justframe
19th November 17, 17:30
After some thought I decided to pick up MVC:I and script for it instead of Injustice since no one has done anything for the game yet. So far I have 4 characters to share with you all, Dante, Ultron, Dormammu, and Gamora. I don't know if I'll do every character for this game, but I'll at least do a few more. Let me know who you want next.

Here's how these scripts work:
-switching which side the combos will work on is done with left and right d-pad. Alternatively, you can hold back and press L2 to make scripts work in the opposite direction, as if you'd pressed forward. So you can block, tap L2 while blocking, and not have to press forward or release back to make the combos work on your side again. If you have the default controls setup L2 still does light punch + heavy punch, so you can still dash and advance guard with it.

- To make it possible to use two scripts at once (since you get two character to play with), pressing R1 will load another memory slot in your Cronusmax. By default all the scripts will load your second memory slot.

- To get two scripts working at once, first copy/paste the script for the first character you'll pick and load it into your first memory slot. Then do the same for your second pick, but then go into the main section of the script, look for the line of code labeled "Determine Active Character"(or press ctrl+f and search for it), and change this line of code:

// Determine Active Character
if(event_press(PS4_R1)){
load_slot(2);
}

to this:

// Determine Active Character
if(event_press(PS4_R1)){
load_slot(1);
}
And load the script for your second pick into the second memory slot of your CronusMax. Now any time you press R1, it will switch to the other character's script as you tag them in. You'll also need to delete this line of code if you only want to use one script.

-All the combos I've made so far are meterless, and it will probably stay that way since cancelling a combo into a super is so easy in this game.

Here's Dante:
// Script was generated with < Script Manipulator > ver. 13.6 Date :11/18/17 Time: 10:15:26 AM
//------------------------------------------------------------------------

define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define LEFT = 15; // DPAD LEFT
define RIGHT = 16; // DPAD RIGHT
define MOVE_X = 11; // LEFT ANALOG X
define MOVE_Y = 12; // LEFT ANALOG Y
//-----------------------------------------------------
define BACK = 128; // BACK FLAG
define FORWARD = 129; // FORWARD FLAG


// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------


define DanteLP = 0;
define DanteFHP = 1;
define DanteDLK = 2;
define DanteJDHP = 3;
define Wavedash = 4;
define Backdash = 5;
define DanteQCF1 = 6;
define DanteQCF3 = 7;
define DanteAerial = 8;
data(
EOC,
DanteLP,
1,BTN4,
4,
0,20,
1,BTN1,
4,
0,30,
2,FORWARD,
BTN1,
4,
0,30,
1,BTN1,
4,
0,15,
1,BTN3,
4,
0,85,
1,DOWN,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BTN1,
4,
0,55,
2,UP,
FORWARD,
4,
0,20,
1,BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,50,
1,DOWN,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BTN1,
4,
0,50,
2,UP,
FORWARD,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,95,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN1,
4,
0,120,
1,BTN1,
4,
0,60,
1,BTN1,
4,
0,100,
EOC,






DanteFHP,
2,FORWARD,
BTN1,
4,
0,30,
1,BTN1,
4,
0,120,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN1,
4,
0,120,
1,BTN4,
4,
0,100,
0,100,
0,100,
0,60,
1,BTN4,
4,
0,20,
2,FORWARD,
BTN4,
4,
0,20,
2,DOWN,
BTN1,
4,
0,60,
1,BTN4,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,50,
1,BTN4,
4,
0,20,
1,BTN1,
4,
0,10,
2,FORWARD,
BTN1,
4,
0,30,
1,BTN1,
4,
0,10,
2,DOWN,
BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BTN1,
4,
0,10,
1,BTN1,
4,
0,180,
1,DOWN,
4,
0,10,
1,DOWN,
4,
0,10,
1,BTN4,
4,
0,20,
1,BTN4,
4,
0,100,
EOC,






DanteDLK,
2,DOWN,
BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,100,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
2,BTN4,
FORWARD,
90,
1,BTN1,
4,
0,100,
1,FORWARD,
20,
1,BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,50,
1,DOWN,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BTN1,
4,
0,50,
2,UP,
FORWARD,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,95,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN1,
4,
0,120,
1,BTN1,
4,
0,60,
1,BTN1,
4,
0,100,
EOC,






DanteJDHP,
1,UP,
4,
0,10,
2,DOWN,
BTN1,
4,
0,88,
1,BTN4,
4,
0,25,
1,BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN1,
4,
0,120,
1,BTN4,
4,
0,100,
0,100,
0,100,
0,55,
1,BTN4,
4,
0,20,
2,FORWARD,
BTN4,
4,
0,20,
2,DOWN,
BTN1,
4,
0,60,
1,BTN4,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,50,
1,BTN4,
4,
0,20,
1,BTN1,
4,
0,10,
2,FORWARD,
BTN1,
4,
0,30,
1,BTN1,
4,
0,10,
2,DOWN,
BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BTN1,
4,
0,10,
1,BTN1,
4,
0,180,
EOC,






Wavedash,
1,FORWARD,
2,
0,2,
1,FORWARD,
2,
0,8,
1,DOWN,
2,
0,8,
EOC,






Backdash,
1,BACK,
2,
0,2,
1,BACK,
2,
0,8,
1,DOWN,
2,
0,8,
EOC,






DanteQCF1,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
20,
0,30,
EOC,






DanteQCF3,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
20,
0,80,
EOC,






DanteAerial,
1,BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,50,
1,DOWN,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BTN1,
4,
0,50,
2,UP,
FORWARD,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,95,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN1,
4,
0,120,
1,BTN1,
4,
0,60,
1,BTN1,
4,
0,100,
EOC,
EOD );
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;


unmap PS4_LX
unmap PS4_LY
unmap PS4_L3

main {



// Determine Back and Forward
if(event_press(PS4_RIGHT)) {
back = LEFT; forward = RIGHT;
} else if(event_press(PS4_LEFT)) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Back and Forward
if(get_val(PS4_LEFT) && (get_val(PS4_L2))) {
back = LEFT; forward = RIGHT;
} else if(get_val(PS4_RIGHT) && (get_val(PS4_L2))) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Active Character
if(event_press(PS4_R1)){
load_slot(2);
}



// If there is a combo to be executed
if(i >= 0 && delay_t<=0) {
// Execute the combo step-by-step
if(!combo_running(execute_step)) {
if(get_step_values()) {
if(wait_time == 0) {
combo_run(execute_step_no_wait);
} else {
combo_run(execute_step);
}
} else { // the combo finished
i = -1;
}
}

if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if (!get_val(PS4_L3)) {
i = -1;
combo_stop(execute_step);
}
}

// Make sure the user inputs does not interfere in the combo
set_val(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN4 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 0);
set_val(UP , 0);
set_val(DOWN , 0);
set_val(LEFT , 0);
set_val(RIGHT , 0);
set_val(MOVE_X , 0);
set_val(MOVE_Y , 0);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// Right Stick RIGHT
if (get_val (9) >= 80) {
cancel=1;
i = get_combo_index(DanteLP);
}
// Right Stick LEFT
if (get_val (9) <= -80) {
cancel=1;
i = get_combo_index(DanteFHP);
}
// Right Stick UP
if (get_val (10) <= -80) {
cancel=1;
i = get_combo_index(DanteJDHP);
}
// Right Stick DOWN
if (get_val (10) >= 80) {
cancel=1;
i = get_combo_index(DanteDLK);
}

// Left Stick RIGHT
if (get_val (11) >= 80) {
cancel=1;
i = get_combo_index(Wavedash);
}
// Left Stick LEFT
if (get_val (11) <= -80) {
cancel=1;
i = get_combo_index(Backdash);
}
// Left Stick DOWN
if (get_val (12) <= -80) {
cancel=1;
i = get_combo_index(DanteQCF3);
}
// Left Stick UP
if (get_val (12) >= 80) {
cancel=1;
i = get_combo_index(DanteQCF1);
}
// Press L3
if (get_val (PS4_L3)) {
cancel=2;
i = get_combo_index(DanteAerial);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}// <combo activation> end
}//<main> block end

// This combo will run a step with wait
combo execute_step {
set_buttons_values();
wait(wait_time);
set_buttons_values();
}

// This combo will run a step without wait
combo execute_step_no_wait {
set_buttons_values();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// Returns the starting index of a combo
function get_combo_index(combo_id) {
i = 0;
while(TRUE) {//-----------------------
v = dbyte(i);
if(v == combo_id) {
return(i + 1);
} else {//====================
while(v != EOC && v != EOD) {//#
i = i + 1;
v = dbyte(i);
}//#
if(v == EOD) break;
else i = i + 1;
}//=============================
}//-----------------------------------
return(-1);
}

// Set the buttons, values and wait time of a step
function get_step_values() {
b = dbyte(i); i = i + 1;
if(b > 5) return(FALSE);

if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_1 = -1; }

if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_2 = -1; }

if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_3 = -1; }

if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_4 = -1; }

if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_5 = -1; }

wait_time = dbyte(i); i = i + 1;
wait_time = (wait_time - 1) * 10;
if(wait_time < 0) wait_time = 0;

return(TRUE);
}

// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {
return(back);
}
return(button);
}

// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, 100);
if(button_2 != -1) set_val(button_2, 100);
if(button_3 != -1) set_val(button_3, 100);
if(button_4 != -1) set_val(button_4, 100);
if(button_5 != -1) set_val(button_5, 100);
}

Right stick is all meterless combos, one overhead and one low on RS up and down.
Left stick right and left are a wavedash/backdash
Left stick up and down are projectile spam
Hold L3 for a combo that works on already airborne opponents

Ultron:
// Script was generated with < Script Manipulator > ver. 13.6 Date :11/18/17 Time: 6:23:36 PM
//------------------------------------------------------------------------

define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define LEFT = 15; // DPAD LEFT
define RIGHT = 16; // DPAD RIGHT
define MOVE_X = 11; // LEFT ANALOG X
define MOVE_Y = 12; // LEFT ANALOG Y
//-----------------------------------------------------
define BACK = 128; // BACK FLAG
define FORWARD = 129; // FORWARD FLAG


// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------


define UltronCLK = 0;
define UltronJLK = 1;
define UltronQCBLK = 2;
define UltronFLK = 3;
define UltronAerial = 4;
define UltronLPDeathRay = 5;
define UltronHPDeathRay = 6;
define Wavedash = 7;
define Backdash = 8;
data(
EOC,
UltronCLK,
2,DOWN,
BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
2,DOWN,
BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,50,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN4,
4,
0,80,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,20,
2,DOWN,
BTN1,
4,
0,30,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,100,
0,100,
0,55,
4,DOWN,
FORWARD,
BTN1,
BTN4,
4,
0,10,
1,BTN1,
4,
0,40,
1,UP,
4,
0,4,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
1,FORWARD,
4,
0,4,
1,FORWARD,
4,
0,4,
1,BTN2,
4,
0,50,
1,FORWARD,
4,
0,4,
1,FORWARD,
4,
0,4,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,100,
EOC,
UltronJLK,
1,UP,
20,
4,DOWN,
FORWARD,
BTN1,
BTN4,
4,
0,4,
1,BTN3,
4,
0,30,
2,DOWN,
BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
2,DOWN,
BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,50,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN4,
4,
0,80,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,20,
2,DOWN,
BTN1,
4,
0,30,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,100,
0,100,
0,55,
4,DOWN,
FORWARD,
BTN1,
BTN4,
4,
0,10,
1,BTN1,
4,
0,40,
1,UP,
4,
0,4,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
1,FORWARD,
4,
0,4,
1,FORWARD,
4,
0,4,
1,BTN2,
4,
0,50,
1,FORWARD,
4,
0,4,
1,FORWARD,
4,
0,4,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,100,
EOC,
EOC,
UltronQCBLK,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,100,
2,BTN1,
BTN4,
4,
0,10,
2,FORWARD,
BTN4,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN2,
4,
0,20,
2,DOWN,
BTN1,
4,
0,70,
1,BTN1,
7,
0,7,
3,FORWARD,
BTN1,
BTN4,
4,
0,15,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
2,BTN2,
BTN3,
4,
0,30,
1,BTN4,
4,
0,15,
1,BTN1,
4,
0,20,
3,UP,
BTN1,
BTN4,
4,
0,20,
1,BTN1,
4,
0,20,
3,FORWARD,
BTN1,
BTN4,
4,
0,15,
1,BTN1,
4,
0,20,
4,UP,
FORWARD,
BTN1,
BTN4,
4,
0,15,
1,BTN1,
4,
0,30,
1,BTN2,
4,
0,80,
3,DOWN,
BTN1,
BTN4,
4,
0,30,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,100,
EOC,
UltronFLK,
2,FORWARD,
BTN3,
4,
0,30,
1,BTN1,
4,
0,20,
3,DOWN,
FORWARD,
BTN2,
4,
0,60,
2,DOWN,
BTN1,
4,
0,50,
1,BTN1,
7,
0,7,
3,FORWARD,
BTN1,
BTN4,
4,
0,15,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
2,BTN2,
BTN3,
4,
0,30,
1,BTN4,
4,
0,15,
1,BTN1,
4,
0,20,
3,UP,
BTN1,
BTN4,
4,
0,20,
1,BTN1,
4,
0,20,
3,FORWARD,
BTN1,
BTN4,
4,
0,15,
1,BTN1,
4,
0,20,
4,UP,
FORWARD,
BTN1,
BTN4,
4,
0,15,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,175,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,100,
0,100,
0,57,
4,DOWN,
FORWARD,
BTN1,
BTN4,
4,
0,10,
1,BTN1,
4,
0,100,
EOC,
EOC,
UltronAerial,
1,BTN1,
7,
0,7,
3,FORWARD,
BTN1,
BTN4,
4,
0,15,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
2,BTN2,
BTN3,
4,
0,30,
1,BTN4,
4,
0,15,
1,BTN1,
4,
0,20,
3,UP,
BTN1,
BTN4,
4,
0,20,
1,BTN1,
4,
0,20,
3,FORWARD,
BTN1,
BTN4,
4,
0,15,
1,BTN1,
4,
0,20,
4,UP,
FORWARD,
BTN1,
BTN4,
4,
0,15,
1,BTN1,
4,
0,30,
1,BTN2,
4,
0,80,
3,DOWN,
BTN1,
BTN4,
4,
0,30,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,100,
EOC,
UltronLPDeathRay,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,10,
EOC,
UltronHPDeathRay,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN1,
4,
0,10,
EOC,
Wavedash,
1,RIGHT,
2,
0,2,
1,RIGHT,
2,
0,16,
1,DOWN,
2,
0,4,
EOC,
Backdash,
1,LEFT,
2,
0,2,
1,LEFT,
2,
0,16,
1,DOWN,
2,
0,4,
EOC,
EOD );
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;


unmap PS4_LX
unmap PS4_LY
unmap PS4_L3

main {



// Determine Back and Forward
if(event_press(PS4_RIGHT)) {
back = LEFT; forward = RIGHT;
} else if(event_press(PS4_LEFT)) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Back and Forward
if(get_val(PS4_LEFT) && (get_val(PS4_L2))) {
back = LEFT; forward = RIGHT;
} else if(get_val(PS4_RIGHT) && (get_val(PS4_L2))) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Active Character
if(event_press(PS4_R1)){
load_slot(2);
}



// If there is a combo to be executed
if(i >= 0 && delay_t<=0) {
// Execute the combo step-by-step
if(!combo_running(execute_step)) {
if(get_step_values()) {
if(wait_time == 0) {
combo_run(execute_step_no_wait);
} else {
combo_run(execute_step);
}
} else { // the combo finished
i = -1;
}
}

if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if (!get_val(PS4_L3)) {
i = -1;
combo_stop(execute_step);
}
}

// Make sure the user inputs does not interfere in the combo
set_val(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN4 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 0);
set_val(UP , 0);
set_val(DOWN , 0);
set_val(LEFT , 0);
set_val(RIGHT , 0);
set_val(MOVE_X , 0);
set_val(MOVE_Y , 0);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// Right Stick RIGHT
if (get_val (9) >= 80) {
cancel=1;
i = get_combo_index(UltronFLK);
}
// Right Stick LEFT
if (get_val (9) <= -80) {
cancel=1;
i = get_combo_index(UltronQCBLK);
}
// Right Stick UP
if (get_val (10) <= -80) {
cancel=1;
i = get_combo_index(UltronJLK);
}
// Right Stick DOWN
if (get_val (10) >= 80) {
cancel=1;
i = get_combo_index(UltronCLK);
}

// Left Stick RIGHT
if (get_val (11) >= 80) {
cancel=1;
i = get_combo_index(Wavedash);
}
// Left Stick LEFT
if (get_val (11) <= -80) {
cancel=1;
i = get_combo_index(Backdash);
}
// Left Stick DOWN
if (get_val (12) <= -80) {
cancel=1;
i = get_combo_index(UltronLPDeathRay);
}
// Left Stick UP
if (get_val (12) >= 80) {
cancel=1;
i = get_combo_index(UltronHPDeathRay);
}
// Press L3
if (get_val (PS4_L3)) {
cancel=2;
i = get_combo_index(UltronAerial);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}// <combo activation> end
}//<main> block end

// This combo will run a step with wait
combo execute_step {
set_buttons_values();
wait(wait_time);
set_buttons_values();
}

// This combo will run a step without wait
combo execute_step_no_wait {
set_buttons_values();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// Returns the starting index of a combo
function get_combo_index(combo_id) {
i = 0;
while(TRUE) {//-----------------------
v = dbyte(i);
if(v == combo_id) {
return(i + 1);
} else {//====================
while(v != EOC && v != EOD) {//#
i = i + 1;
v = dbyte(i);
}//#
if(v == EOD) break;
else i = i + 1;
}//=============================
}//-----------------------------------
return(-1);
}

// Set the buttons, values and wait time of a step
function get_step_values() {
b = dbyte(i); i = i + 1;
if(b > 5) return(FALSE);

if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_1 = -1; }

if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_2 = -1; }

if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_3 = -1; }

if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_4 = -1; }

if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_5 = -1; }

wait_time = dbyte(i); i = i + 1;
wait_time = (wait_time - 1) * 10;
if(wait_time < 0) wait_time = 0;

return(TRUE);
}

// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {
return(back);
}
return(button);
}

// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, 100);
if(button_2 != -1) set_val(button_2, 100);
if(button_3 != -1) set_val(button_3, 100);
if(button_4 != -1) set_val(button_4, 100);
if(button_5 != -1) set_val(button_5, 100);
}

Right stick is all meterless combos, one overhead and one low on RS up and down.
Left stick right and left are a wavedash/backdash
Left stick up and down are projectile spam
Hold L3 for a combo that works on already airborne opponents

Dormammu:
// Script was generated with < Script Manipulator > ver. 13.6 Date :11/19/17 Time: 12:40:06 PM
//------------------------------------------------------------------------

define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define LEFT = 15; // DPAD LEFT
define RIGHT = 16; // DPAD RIGHT
define MOVE_X = 11; // LEFT ANALOG X
define MOVE_Y = 12; // LEFT ANALOG Y
//-----------------------------------------------------
define BACK = 128; // BACK FLAG
define FORWARD = 129; // FORWARD FLAG


// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------


define DormammuLP = 0;
define DormammuFrontTeleport = 1;
define DormammuBackTeleport = 2;
define DormammuCLK = 3;
define DormammuMidPillar = 4;
define DormammuFarPillar = 5;
define DormammuAerial = 6;
define Wavedash = 7;
define Backdash = 8;
data(
DormammuLP,
1,BTN4,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,135,
2,DOWN,
BTN4,
4,
0,20,
2,DOWN,
BTN1,
4,
0,4,
1,FORWARD,
30,
0,20,
2,FORWARD,
BTN2,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,125,
1,BTN4,
4,
0,5,
1,FORWARD,
4,
0,4,
1,FORWARD,
4,
0,5,
1,BTN2,
4,
0,85,
2,DOWN,
BTN3,
10,
1,DOWN,
10,
2,DOWN,
BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,120,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN2,
4,
0,100,
EOC,
DormammuFrontTeleport,
1,DOWN,
4,
0,10,
2,DOWN,
BTN1,
4,
0,55,
1,BTN2,
4,
0,40,
1,BTN4,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,135,
2,DOWN,
BTN4,
4,
0,20,
2,DOWN,
BTN1,
4,
0,4,
1,FORWARD,
30,
0,20,
2,FORWARD,
BTN2,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,125,
1,BTN4,
4,
0,5,
1,FORWARD,
4,
0,4,
1,FORWARD,
4,
0,5,
1,BTN2,
4,
0,85,
2,DOWN,
BTN3,
10,
1,DOWN,
10,
2,DOWN,
BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,120,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN2,
4,
0,100,
EOC,
DormammuBackTeleport,
1,DOWN,
4,
0,10,
2,DOWN,
BTN2,
4,
0,55,
1,BTN2,
4,
0,40,
1,BTN4,
4,
0,20,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,135,
2,DOWN,
BTN4,
4,
0,20,
2,DOWN,
BTN1,
4,
0,4,
1,BACK,
30,
0,20,
2,BACK,
BTN2,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,125,
1,BTN4,
4,
0,5,
1,BACK,
4,
0,4,
1,BACK,
4,
0,5,
1,BTN2,
4,
0,85,
2,DOWN,
BTN3,
10,
1,DOWN,
10,
2,DOWN,
BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,120,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,100,
EOC,
DormammuCLK,
2,DOWN,
BTN3,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,135,
2,DOWN,
BTN4,
4,
0,20,
2,DOWN,
BTN1,
4,
0,4,
1,FORWARD,
30,
0,20,
2,FORWARD,
BTN2,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,125,
1,BTN4,
4,
0,5,
1,FORWARD,
4,
0,4,
1,FORWARD,
4,
0,5,
1,BTN2,
4,
0,85,
2,DOWN,
BTN3,
10,
1,DOWN,
10,
2,DOWN,
BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,120,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN2,
4,
0,100,
EOC,
DormammuMidPillar,
1,FORWARD,
4,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,BTN1,
4,
0,120,
EOC,
DormammuFarPillar,
1,FORWARD,
4,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,BTN2,
4,
0,120,
EOC,
DormammuAerial,
2,FORWARD,
BTN2,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,125,
1,BTN4,
4,
0,5,
1,FORWARD,
4,
0,4,
1,FORWARD,
4,
0,5,
1,BTN2,
4,
0,85,
1,BTN4,
4,
0,20,
2,DOWN,
BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,135,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN1,
4,
0,135,
EOC,
Wavedash,
1,FORWARD,
2,
0,2,
1,FORWARD,
2,
0,12,
1,DOWN,
2,
0,8,
EOC,
Backdash,
1,BACK,
2,
0,2,
1,BACK,
2,
0,12,
1,DOWN,
2,
0,8,
EOC,
EOD );
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;


unmap PS4_LX
unmap PS4_LY
unmap PS4_L3

main {



// Determine Back and Forward
if(event_press(PS4_RIGHT)) {
back = LEFT; forward = RIGHT;
} else if(event_press(PS4_LEFT)) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Back and Forward
if(get_val(PS4_LEFT) && (get_val(PS4_L2))) {
back = LEFT; forward = RIGHT;
} else if(get_val(PS4_RIGHT) && (get_val(PS4_L2))) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Active Character
if(event_press(PS4_R1)){
load_slot(2);
}



// If there is a combo to be executed
if(i >= 0 && delay_t<=0) {
// Execute the combo step-by-step
if(!combo_running(execute_step)) {
if(get_step_values()) {
if(wait_time == 0) {
combo_run(execute_step_no_wait);
} else {
combo_run(execute_step);
}
} else { // the combo finished
i = -1;
}
}

if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if (!get_val(PS4_L3)) {
i = -1;
combo_stop(execute_step);
}
}

// Make sure the user inputs does not interfere in the combo
set_val(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN4 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 0);
set_val(UP , 0);
set_val(DOWN , 0);
set_val(LEFT , 0);
set_val(RIGHT , 0);
set_val(MOVE_X , 0);
set_val(MOVE_Y , 0);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// Right Stick RIGHT
if (get_val (9) >= 80) {
cancel=1;
i = get_combo_index(DormammuFrontTeleport);
}
// Right Stick LEFT
if (get_val (9) <= -80) {
cancel=1;
i = get_combo_index(DormammuBackTeleport);
}
// Right Stick UP
if (get_val (10) <= -80) {
cancel=1;
i = get_combo_index(DormammuLP);
}
// Right Stick DOWN
if (get_val (10) >= 80) {
cancel=1;
i = get_combo_index(DormammuCLK);
}

// Left Stick RIGHT
if (get_val (11) >= 80) {
cancel=1;
i = get_combo_index(Wavedash);
}
// Left Stick LEFT
if (get_val (11) <= -80) {
cancel=1;
i = get_combo_index(Backdash);
}
// Left Stick DOWN
if (get_val (12) <= -80) {
cancel=1;
i = get_combo_index(DormammuFarPillar);
}
// Left Stick UP
if (get_val (12) >= 80) {
cancel=1;
i = get_combo_index(DormammuMidPillar);
}
// Press L3
if (get_val (PS4_L3)) {
cancel=2;
i = get_combo_index(DormammuAerial);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}// <combo activation> end
}//<main> block end

// This combo will run a step with wait
combo execute_step {
set_buttons_values();
wait(wait_time);
set_buttons_values();
}

// This combo will run a step without wait
combo execute_step_no_wait {
set_buttons_values();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// Returns the starting index of a combo
function get_combo_index(combo_id) {
i = 0;
while(TRUE) {//-----------------------
v = dbyte(i);
if(v == combo_id) {
return(i + 1);
} else {//====================
while(v != EOC && v != EOD) {//#
i = i + 1;
v = dbyte(i);
}//#
if(v == EOD) break;
else i = i + 1;
}//=============================
}//-----------------------------------
return(-1);
}

// Set the buttons, values and wait time of a step
function get_step_values() {
b = dbyte(i); i = i + 1;
if(b > 5) return(FALSE);

if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_1 = -1; }

if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_2 = -1; }

if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_3 = -1; }

if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_4 = -1; }

if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_5 = -1; }

wait_time = dbyte(i); i = i + 1;
wait_time = (wait_time - 1) * 10;
if(wait_time < 0) wait_time = 0;

return(TRUE);
}

// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {
return(back);
}
return(button);
}

// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, 100);
if(button_2 != -1) set_val(button_2, 100);
if(button_3 != -1) set_val(button_3, 100);
if(button_4 != -1) set_val(button_4, 100);
if(button_5 != -1) set_val(button_5, 100);
}
Right stick is all meterless combos, RS right teleports in front of the opponent and does an overhead, RS left teleports behind opponent and does overhead. RS up is a standing combo out of LP and RS down is a low starter.
All the combos end in Dormammu's fire thorns spell, which is not guaranteed, but gives you an opportunity for a reset if they don't block it or a mixup if they do. If you have any active creation/destruction stacks when you start the combo it will change the spell cast at the end, but most spells will still combo.
Left stick right and left are a wavedash/backdash
Left stick up and down are projectile spam
Hold L3 for a combo that works on already airborne opponents


Gamora:
// Script was generated with < Script Manipulator > ver. 13.6 Date :11/19/17 Time: 12:29:41 PM
//------------------------------------------------------------------------

define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define LEFT = 15; // DPAD LEFT
define RIGHT = 16; // DPAD RIGHT
define MOVE_X = 11; // LEFT ANALOG X
define MOVE_Y = 12; // LEFT ANALOG Y
//-----------------------------------------------------
define BACK = 128; // BACK FLAG
define FORWARD = 129; // FORWARD FLAG


// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------


define GamoraLP = 0;
define GamoraCLK = 1;
define GamoraQCFHP = 2;
define GamoraQCFLP = 3;
define GamoraLKShoot = 4;
define GamoraHKShoot = 5;
define Wavedash = 6;
define Backdash = 7;
define GamoraAerial = 8;
data(
GamoraLP,
1,BTN4,
4,
0,10,
1,BTN1,
4,
0,30,
1,BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,55,
1,BTN4,
4,
0,30,
1,BTN1,
4,
0,150,
1,DOWN,
4,
0,10,
1,DOWN,
4,
1,BTN4,
4,
0,85,
2,DOWN,
BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,70,
1,BTN1,
4,
0,20,
2,DOWN,
BTN1,
4,
0,50,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,80,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,20,
1,BTN1,
4,
0,100,
EOC,
GamoraCLK,
2,DOWN,
BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,10,
1,DOWN,
4,
0,4,
1,DOWN,
4,
1,BTN4,
4,
0,90,
2,DOWN,
BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,70,
2,UP,
FORWARD,
4,
1,BTN3,
4,
0,30,
1,BTN1,
4,
0,30,
2,DOWN,
BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,70,
2,UP,
FORWARD,
4,
1,BTN3,
4,
0,30,
1,BTN1,
4,
0,30,
2,DOWN,
BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,70,
2,UP,
FORWARD,
4,
1,BTN3,
4,
0,30,
1,BTN1,
4,
0,30,
2,DOWN,
BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,60,
1,BTN2,
4,
0,20,
1,DOWN,
4,
0,10,
1,DOWN,
4,
1,BTN1,
4,
0,180,
2,DOWN,
BTN2,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,20,
1,BTN1,
4,
0,100,
EOC,
GamoraQCFHP,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN1,
4,
0,110,
1,BTN4,
4,
0,20,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,10,
1,DOWN,
4,
0,4,
1,DOWN,
4,
1,BTN4,
4,
0,90,
2,DOWN,
BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,70,
2,UP,
FORWARD,
4,
1,BTN3,
4,
0,30,
1,BTN1,
4,
0,30,
2,DOWN,
BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,70,
1,BTN2,
4,
0,20,
1,DOWN,
4,
0,10,
1,DOWN,
4,
1,BTN1,
4,
0,100,
EOC,
GamoraQCFLP,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,30,
1,BTN1,
4,
0,150,
1,DOWN,
4,
0,10,
1,DOWN,
4,
1,BTN4,
4,
0,85,
2,DOWN,
BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,70,
1,BTN1,
4,
0,20,
2,DOWN,
BTN1,
4,
0,50,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,20,
1,BTN2,
4,
0,80,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,20,
1,BTN1,
4,
0,100,
EOC,
GamoraLKShoot,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,80,
EOC,
GamoraHKShoot,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,100,
EOC,
Wavedash,
1,RIGHT,
2,
0,2,
1,RIGHT,
2,
0,16,
1,DOWN,
2,
0,8,
EOC,
Backdash,
1,LEFT,
2,
0,2,
1,LEFT,
2,
0,16,
1,DOWN,
2,
0,8,
EOC,
GamoraAerial,
2,DOWN,
BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,70,
2,UP,
FORWARD,
4,
1,BTN3,
4,
0,30,
1,BTN1,
4,
0,30,
2,DOWN,
BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN3,
4,
0,70,
1,BTN2,
4,
0,20,
1,DOWN,
4,
0,10,
1,DOWN,
4,
1,BTN1,
4,
0,100,
EOC,
EOD );
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;


unmap PS4_LX
unmap PS4_LY
unmap PS4_L3

main {



// Determine Back and Forward
if(event_press(PS4_RIGHT)) {
back = LEFT; forward = RIGHT;
} else if(event_press(PS4_LEFT)) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Back and Forward
if(get_val(PS4_LEFT) && (get_val(PS4_L2))) {
back = LEFT; forward = RIGHT;
} else if(get_val(PS4_RIGHT) && (get_val(PS4_L2))) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Active Character
if(event_press(PS4_R1)){
load_slot(2);
}



// If there is a combo to be executed
if(i >= 0 && delay_t<=0) {
// Execute the combo step-by-step
if(!combo_running(execute_step)) {
if(get_step_values()) {
if(wait_time == 0) {
combo_run(execute_step_no_wait);
} else {
combo_run(execute_step);
}
} else { // the combo finished
i = -1;
}
}

if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if (!get_val(PS4_L3)) {
i = -1;
combo_stop(execute_step);
}
}

// Make sure the user inputs does not interfere in the combo
set_val(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN4 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 0);
set_val(UP , 0);
set_val(DOWN , 0);
set_val(LEFT , 0);
set_val(RIGHT , 0);
set_val(MOVE_X , 0);
set_val(MOVE_Y , 0);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// Right Stick RIGHT
if (get_val (9) >= 80) {
cancel=1;
i = get_combo_index(GamoraLP);
}
// Right Stick LEFT
if (get_val (9) <= -80) {
cancel=1;
i = get_combo_index(GamoraQCFLP);
}
// Right Stick UP
if (get_val (10) <= -80) {
cancel=1;
i = get_combo_index(GamoraQCFHP);
}
// Right Stick DOWN
if (get_val (10) >= 80) {
cancel=1;
i = get_combo_index(GamoraCLK);
}
// Left Stick RIGHT
if (get_val (11) >= 80) {
cancel=1;
i = get_combo_index(Wavedash);
}
// Left Stick LEFT
if (get_val (11) <= -80) {
cancel=1;
i = get_combo_index(Backdash);
}
// Left Stick DOWN
if (get_val (12) <= -80) {
cancel=1;
i = get_combo_index(GamoraLKShoot);
}
// Left Stick UP
if (get_val (12) >= 80) {
cancel=1;
i = get_combo_index(GamoraHKShoot);
}
// Press L3
if (get_val (PS4_L3)) {
cancel=2;
i = get_combo_index(GamoraAerial);
}
}// <combo activation> end
}//<main> block end

// This combo will run a step with wait
combo execute_step {
set_buttons_values();
wait(wait_time);
set_buttons_values();
}

// This combo will run a step without wait
combo execute_step_no_wait {
set_buttons_values();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// Returns the starting index of a combo
function get_combo_index(combo_id) {
i = 0;
while(TRUE) {//-----------------------
v = dbyte(i);
if(v == combo_id) {
return(i + 1);
} else {//====================
while(v != EOC && v != EOD) {//#
i = i + 1;
v = dbyte(i);
}//#
if(v == EOD) break;
else i = i + 1;
}//=============================
}//-----------------------------------
return(-1);
}

// Set the buttons, values and wait time of a step
function get_step_values() {
b = dbyte(i); i = i + 1;
if(b > 5) return(FALSE);

if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_1 = -1; }

if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_2 = -1; }

if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_3 = -1; }

if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_4 = -1; }

if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_5 = -1; }

wait_time = dbyte(i); i = i + 1;
wait_time = (wait_time - 1) * 10;
if(wait_time < 0) wait_time = 0;

return(TRUE);
}

// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {
return(back);
}
return(button);
}

// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, 100);
if(button_2 != -1) set_val(button_2, 100);
if(button_3 != -1) set_val(button_3, 100);
if(button_4 != -1) set_val(button_4, 100);
if(button_5 != -1) set_val(button_5, 100);
}
Right stick is all meterless combos, one overhead and one low on RS up and down.
Left stick right and left are a wavedash/backdash
Left stick up and down are projectile spam
Hold L3 for a combo that works on already airborne opponents.

Enjoy!

justframe
19th November 17, 18:05
I should also mention these were all made on the PS4 version of the game. Since the PS4 has the highest amount of input lag out of any platform, any combo made on it should work on XB1/PC etc. but if it doesn't and someone wants to edit my scripts to work on those platforms I don't mind.

eletif
22nd November 17, 00:53
Thanks, really interesting to see how tag fighting game scripts work! It's a shame MVCI turned out to be so lackluster, hopefully people will be more active with DBFZ scripts.

F.A.N.G.
22nd November 17, 07:25
Awesome work man! :trophy:
I hope you continue this, and release other chars for this game.

goku100055
23rd November 17, 18:08
can you make a morgan and captian marvel mission mode script?

justframe
24th November 17, 13:53
Thanks, really interesting to see how tag fighting game scripts work! It's a shame MVCI turned out to be so lackluster, hopefully people will be more active with DBFZ scripts.

Yeah, I'm a little shocked at how unpopular the game is. I plan to make stuff for DBFZ when it comes out, and hopefully I won't be the only one.


can you make a morgan and captian marvel mission mode script?
I will probably start making mission mode scripts too, sometime soon.

justframe
26th November 17, 17:47
Here's a Jedah script:
// Script was generated with < Script Manipulator > ver. 13.6 Date :11/26/17 Time: 1:01:05 PM
//------------------------------------------------------------------------

define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define LEFT = 15; // DPAD LEFT
define RIGHT = 16; // DPAD RIGHT
define MOVE_X = 11; // LEFT ANALOG X
define MOVE_Y = 12; // LEFT ANALOG Y
//-----------------------------------------------------
define BACK = 128; // BACK FLAG
define FORWARD = 129; // FORWARD FLAG


// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------


define JedahCLK_Midscreen = 0;
define JedahCLK_Corner = 1;
define JedahJHK_Midscreen = 2;
define JedahJHK_Corner = 3;
define JedahQCFLP = 4;
define JedahQCFLP_Charged = 5;
define JedahQCFHP = 6;
define JedahQCFHP_Charged = 7;
data(
EOC,
JedahCLK_Midscreen,
2,DOWN,
BTN3,
4,
0,20,
1,BTN1,
4,
0,40,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,80,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,40,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,90,
2,BTN4,
BTN1,
4,
0,20,
1,BTN1,
4,
0,40,
1,BTN3,
4,
0,20,
2,DOWN,
BTN1,
4,
0,50,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,100,
EOC,
JedahCLK_Corner,
2,DOWN,
BTN3,
4,
0,20,
1,BTN1,
4,
0,40,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,80,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,40,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,90,
1,UP,
4,
0,10,
1,BTN1,
4,
0,30,
1,BTN2,
4,
0,70,
1,BTN3,
4,
0,20,
2,DOWN,
BTN1,
4,
0,50,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,100,
EOC,
JedahJHK_Midscreen,
2,BTN4,
BTN1,
4,
0,5,
1,BTN2,
4,
0,40,
2,DOWN,
BTN3,
4,
0,20,
1,BTN1,
4,
0,40,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,80,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,40,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,90,
2,BTN4,
BTN1,
4,
0,20,
1,BTN1,
4,
0,40,
1,BTN3,
4,
0,20,
2,DOWN,
BTN1,
4,
0,50,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,100,
EOC,
EOC,
JedahJHK_Corner,
2,BTN4,
BTN1,
4,
0,5,
1,BTN2,
4,
0,40,
2,DOWN,
BTN3,
4,
0,20,
1,BTN1,
4,
0,40,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,80,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,40,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN2,
4,
0,90,
1,UP,
4,
0,10,
1,BTN1,
4,
0,30,
1,BTN2,
4,
0,70,
1,BTN3,
4,
0,20,
2,DOWN,
BTN1,
4,
0,50,
1,BTN3,
4,
0,20,
1,BTN1,
4,
0,10,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN3,
4,
0,100,
EOC,
JedahQCFLP,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,26,
EOC,
JedahQCFLP_Charged,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
40,
0,10,
EOC,
JedahQCFHP,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN1,
4,
0,26,
EOC,
JedahQCFHP_Charged,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN1,
40,
0,10,
EOC,
EOD );
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;


unmap PS4_LX
unmap PS4_LY
unmap PS4_L3

main {



// Determine Back and Forward
if(event_press(PS4_RIGHT)) {
back = LEFT; forward = RIGHT;
} else if(event_press(PS4_LEFT)) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Back and Forward
if(get_val(PS4_LEFT) && (get_val(PS4_L2))) {
back = LEFT; forward = RIGHT;
} else if(get_val(PS4_RIGHT) && (get_val(PS4_L2))) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Active Character
if(event_press(PS4_R1)){
load_slot(2);
}



// If there is a combo to be executed
if(i >= 0 && delay_t<=0) {
// Execute the combo step-by-step
if(!combo_running(execute_step)) {
if(get_step_values()) {
if(wait_time == 0) {
combo_run(execute_step_no_wait);
} else {
combo_run(execute_step);
}
} else { // the combo finished
i = -1;
}
}

if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if (!get_val(PS4_L3)) {
i = -1;
combo_stop(execute_step);
}
}

// Make sure the user inputs does not interfere in the combo
set_val(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN4 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 0);
set_val(UP , 0);
set_val(DOWN , 0);
set_val(LEFT , 0);
set_val(RIGHT , 0);
set_val(MOVE_X , 0);
set_val(MOVE_Y , 0);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// Right Stick RIGHT
if (get_val (9) >= 80) {
cancel=1;
i = get_combo_index(JedahCLK_Midscreen);
}
// Right Stick LEFT
if (get_val (9) <= -80) {
cancel=1;
i = get_combo_index(JedahJHK_Midscreen);
}
// Right Stick UP
if (get_val (10) <= -80) {
cancel=1;
i = get_combo_index(JedahJHK_Corner);
}
// Right Stick DOWN
if (get_val (10) >= 80) {
cancel=1;
i = get_combo_index(JedahCLK_Corner);
}

// Left Stick RIGHT
if (get_val (11) >= 80) {
cancel=1;
i = get_combo_index(JedahQCFLP);
}
// Left Stick LEFT
if (get_val (11) <= -80) {
cancel=1;
i = get_combo_index(JedahQCFHP);
}
// Left Stick UP
if (get_val (12) <= -80) {
cancel=1;
i = get_combo_index(JedahQCFHP_Charged);
}
// Left Stick DOWN
if (get_val (12) >= 80) {
cancel=1;
i = get_combo_index(JedahQCFLP_Charged);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}// <combo activation> end
}//<main> block end

// This combo will run a step with wait
combo execute_step {
set_buttons_values();
wait(wait_time);
set_buttons_values();
}

// This combo will run a step without wait
combo execute_step_no_wait {
set_buttons_values();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// Returns the starting index of a combo
function get_combo_index(combo_id) {
i = 0;
while(TRUE) {//-----------------------
v = dbyte(i);
if(v == combo_id) {
return(i + 1);
} else {//====================
while(v != EOC && v != EOD) {//#
i = i + 1;
v = dbyte(i);
}//#
if(v == EOD) break;
else i = i + 1;
}//=============================
}//-----------------------------------
return(-1);
}

// Set the buttons, values and wait time of a step
function get_step_values() {
b = dbyte(i); i = i + 1;
if(b > 5) return(FALSE);

if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_1 = -1; }

if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_2 = -1; }

if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_3 = -1; }

if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_4 = -1; }

if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_5 = -1; }

wait_time = dbyte(i); i = i + 1;
wait_time = (wait_time - 1) * 10;
if(wait_time < 0) wait_time = 0;

return(TRUE);
}

// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {
return(back);
}
return(button);
}

// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, 100);
if(button_2 != -1) set_val(button_2, 100);
if(button_3 != -1) set_val(button_3, 100);
if(button_4 != -1) set_val(button_4, 100);
if(button_5 != -1) set_val(button_5, 100);
}

RS left and right are overhead and low combos that work midscreen
RS up and down are overhead/low combos that work in the corner

Jedah can't wavedash so LS is all projectile spam
I'm not a MVCI or Jedah expert but as far as I can tell his air-to-air is light kick or hard punch into super, which is really easy so I didn't make a combo for it.

Enjoy!

cleveakabig
27th November 17, 10:43
Say good job on these scripts man
How about one good one for ghost rider?

justframe
8th December 17, 19:19
As requested, here's a Ghost Rider script:
// Script was generated with < Script Manipulator > ver. 13.6 Date :12/08/17 Time: 2:57:43 PM
//------------------------------------------------------------------------

define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define LEFT = 15; // DPAD LEFT
define RIGHT = 16; // DPAD RIGHT
define MOVE_X = 11; // LEFT ANALOG X
define MOVE_Y = 12; // LEFT ANALOG Y
//-----------------------------------------------------
define BACK = 128; // BACK FLAG
define FORWARD = 129; // FORWARD FLAG


// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------


define GhostRiderHP = 0;
define GhostRiderDFHP = 1;
define GhostRiderJHP = 2;
define GhostRiderDFLP = 3;
define Wavedash = 4;
define Backdash = 5;
define GhostRiderQCFHP = 6;
define GhostRiderDDHP = 7;
data(
EOC,
GhostRiderHP,
1,BTN1,
4,
0,30,
1,BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,120,
1,BTN1,
4,
0,30,
1,BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN4,
4,
0,120,
1,BTN1,
4,
0,30,
1,BTN1,
4,
0,30,
1,BTN2,
4,
0,20,
1,DOWN,
4,
0,4,
1,DOWN,
4,
1,BTN1,
4,
0,100,
EOC,
GhostRiderDFHP,
3,DOWN,
FORWARD,
BTN1,
4,
0,40,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,120,
1,BTN1,
4,
0,30,
1,BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN4,
4,
0,120,
1,BTN1,
4,
0,30,
1,BTN1,
4,
0,30,
1,BTN2,
4,
0,20,
1,DOWN,
4,
0,4,
1,DOWN,
4,
1,BTN1,
4,
0,100,
EOC,
GhostRiderJHP,
1,UP,
4,
0,4,
1,BTN1,
4,
0,30,
2,DOWN,
BTN1,
4,
0,60,
1,BTN1,
4,
0,30,
1,BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,120,
1,BTN1,
4,
0,30,
1,BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN4,
4,
0,120,
1,BTN1,
4,
0,30,
1,BTN1,
4,
0,30,
1,BTN2,
4,
0,20,
1,DOWN,
4,
0,4,
1,DOWN,
4,
1,BTN1,
4,
0,100,
EOC,
GhostRiderDFLP,
3,DOWN,
FORWARD,
BTN4,
4,
0,20,
1,BTN1,
4,
0,30,
1,BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN4,
4,
0,120,
1,BTN1,
4,
0,30,
1,BTN1,
4,
0,20,
1,DOWN,
4,
2,DOWN,
BACK,
4,
1,BACK,
4,
1,BTN4,
4,
0,120,
1,BTN1,
4,
0,30,
1,BTN1,
4,
0,30,
1,BTN2,
4,
0,20,
1,DOWN,
4,
0,4,
1,DOWN,
4,
1,BTN1,
4,
0,100,
EOC,
Wavedash,
1,RIGHT,
2,
0,2,
1,RIGHT,
2,
0,12,
1,DOWN,
2,
0,8,
EOC,
Backdash,
1,LEFT,
2,
0,2,
1,LEFT,
2,
0,14,
1,DOWN,
2,
0,8,
EOC,
GhostRiderQCFHP,
1,DOWN,
4,
2,DOWN,
FORWARD,
4,
1,FORWARD,
4,
1,BTN1,
4,
0,10,
EOC,
GhostRiderDDHP,
1,DOWN,
4,
0,4,
1,DOWN,
4,
1,BTN1,
4,
0,10,
EOC,
EOD );
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;


unmap PS4_LX
unmap PS4_LY
unmap PS4_L3

main {



// Determine Back and Forward
if(event_press(PS4_RIGHT)) {
back = LEFT; forward = RIGHT;
} else if(event_press(PS4_LEFT)) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Back and Forward
if(get_val(PS4_LEFT) && (get_val(PS4_L2))) {
back = LEFT; forward = RIGHT;
} else if(get_val(PS4_RIGHT) && (get_val(PS4_L2))) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------

// Determine Active Character
if(event_press(PS4_R1)){
load_slot(2);
}



// If there is a combo to be executed
if(i >= 0 && delay_t<=0) {
// Execute the combo step-by-step
if(!combo_running(execute_step)) {
if(get_step_values()) {
if(wait_time == 0) {
combo_run(execute_step_no_wait);
} else {
combo_run(execute_step);
}
} else { // the combo finished
i = -1;
}
}

if(cancel==1){
if ( (abs(get_val (9)) <= 20 && abs(get_val (10)) <= 20) && (abs(get_val (11)) <= 20 && abs(get_val (12)) <= 20) ) {
i = -1;
combo_stop(execute_step);
}
}else if(cancel==2){
if (!get_val(PS4_L3)) {
i = -1;
combo_stop(execute_step);
}
}

// Make sure the user inputs does not interfere in the combo
set_val(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN4 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 0);
set_val(UP , 0);
set_val(DOWN , 0);
set_val(LEFT , 0);
set_val(RIGHT , 0);
set_val(MOVE_X , 0);
set_val(MOVE_Y , 0);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// Right Stick RIGHT
if (get_val (9) >= 80) {
cancel=1;
i = get_combo_index(GhostRiderDFLP);
}
// Right Stick LEFT
if (get_val (9) <= -80) {
cancel=1;
i = get_combo_index(GhostRiderHP);
}
// Right Stick UP
if (get_val (10) <= -80) {
cancel=1;
i = get_combo_index(GhostRiderJHP);
}
// Right Stick DOWN
if (get_val (10) >= 80) {
cancel=1;
i = get_combo_index(GhostRiderDFHP);
}

// Left Stick RIGHT
if (get_val (11) >= 80) {
cancel=1;
i = get_combo_index(Wavedash);
}
// Left Stick LEFT
if (get_val (11) <= -80) {
cancel=1;
i = get_combo_index(Backdash);
}
// Left Stick UP
if (get_val (12) <= -80) {
cancel=1;
i = get_combo_index(GhostRiderDDHP);
}
// Left Stick DOWN
if (get_val (12) >= 80) {
cancel=1;
i = get_combo_index(GhostRiderQCFHP);
}
}// <combo activation> end
}//<main> block end

// This combo will run a step with wait
combo execute_step {
set_buttons_values();
wait(wait_time);
set_buttons_values();
}

// This combo will run a step without wait
combo execute_step_no_wait {
set_buttons_values();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// Returns the starting index of a combo
function get_combo_index(combo_id) {
i = 0;
while(TRUE) {//-----------------------
v = dbyte(i);
if(v == combo_id) {
return(i + 1);
} else {//====================
while(v != EOC && v != EOD) {//#
i = i + 1;
v = dbyte(i);
}//#
if(v == EOD) break;
else i = i + 1;
}//=============================
}//-----------------------------------
return(-1);
}

// Set the buttons, values and wait time of a step
function get_step_values() {
b = dbyte(i); i = i + 1;
if(b > 5) return(FALSE);

if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_1 = -1; }

if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_2 = -1; }

if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_3 = -1; }

if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_4 = -1; }

if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
} else { button_5 = -1; }

wait_time = dbyte(i); i = i + 1;
wait_time = (wait_time - 1) * 10;
if(wait_time < 0) wait_time = 0;

return(TRUE);
}

// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {
return(back);
}
return(button);
}

// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, 100);
if(button_2 != -1) set_val(button_2, 100);
if(button_3 != -1) set_val(button_3, 100);
if(button_4 != -1) set_val(button_4, 100);
if(button_5 != -1) set_val(button_5, 100);
}

Right stick directions are all meterless combos, with one low and one overhead on RS up and down. Note that Ghost Rider's best BnB combo does not work on rocket racoon- the only combo that will work on him is RS down.
RS down is his long range low, for a faster, short-range low you can do a manual crouching light kick into RS left.

LS left and right are a wavedash/backdash
LS up and down are projectile spam

Ghost Rider's best anti-air is already LS up so I didn't make a special combo for airborne opponents. It groundbounces so you can get a mini combo off it by dashing and then doing RS left (the combo will end early for around 3800 damage).

Enjoy!

cleveakabig
9th December 17, 09:37
Thanks man

Rodrigo
13th December 17, 12:15
nice work bro ;)

erepaircenter
13th December 17, 18:24
Say how about a script for spiderman,venom,captain america
Thanks in advance JustFrame

vanwinkle
23rd December 17, 16:26
Thank you!!! just got the game and cant wait to use these!!!

lorinter123
25th December 17, 20:43
Hi man. Need your help. Can not running my script when i convert it to data. Please help with that. Maybe i make some mistakes(Could you help me with my code. I want run it. but it do not start. If i did not convert to data all working. But with script manipulator not working:(

Please help me[GPC]// Script was generated with < Script Manipulator > ver. 13.9 Date :12/24/17 Time: 5:09:30 AM//------------------------------------------------------------------------

define BTN1 = 17; // TRIANGLE, Y
define BTN2 = 18; // CIRCLE, B
define BTN3 = 19; // CROSS, A
define BTN4 = 20; // SQUARE, X
define BTN5 = 3; // R1, RB
define BTN6 = 4; // R2, RT
define BTN7 = 6; // L1, LB
define BTN8 = 7; // L2, LT
define TOUCH = 27; // TOUCH PAD
define UP = 13; // DPAD UP
define DOWN = 14; // DPAD DOWN
define LEFT = 15; // DPAD LEFT
define RIGHT = 16; // DPAD RIGHT
define MOVE_X = 11; // LEFT ANALOG X
define MOVE_Y = 12; // LEFT ANALOG Y
define PS = 0 ; // PS/XBOX
define START = 2 ; // PS/XBOX
define SHARE = 1 ; // PS/XBOX
//-----------------------------------------------------
define BACK = 128; // BACK FLAG
define FORWARD = 129; // FORWARD FLAG


// End Flags. 254 and 255 should never be used in the
// data segment for other purposes.
//-----------------------------------------------------
define EOC = 254; // End of Combo
define EOD = 255; // End of Data Segment
//-----------------------------------------------------


define r = 0;
data(
r,
1,BTN3,100,
10,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
1,BTN3,100,
19,
1,BTN3,100,
19,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
1,START,100,
18,
0,400,
0,38,
1,DOWN,100,
12,
0,209,
1,DOWN,100,
13,
0,235,
1,FORWARD,100,
14,
0,166,
1,BTN3,100,
15,
0,266,
1,UP,100,
12,
0,149,
1,BTN3,100,
17,
0,400,
0,400,
0,400,
1,BTN3,100,
14,
0,187,
1,BTN3,100,
10,
0,189,
1,BTN3,100,
12,
0,400,
1,BTN3,100,
10,
0,400,
0,78,
1,BTN8,100,
24,
0,290,
1,DOWN,100,
18,
0,85,
1,FORWARD,100,
14,
0,72,
1,FORWARD,100,
14,
0,104,
1,BTN3,100,
9,
0,271,
1,UP,100,
16,
0,75,
1,UP,100,
14,
0,83,
1,FORWARD,100,
13,
0,78,
1,BTN3,100,
10,
0,273,
1,DOWN,100,
15,
0,104,
1,FORWARD,100,
14,
0,92,
1,BTN3,100,
12,
1,DOWN,100,
13,
0,58,
1,BACK,100,
13,
0,50,
1,BACK,100,
13,
0,52,
1,BACK,100,
14,
0,53,
1,BACK,100,
12,
0,52,
1,BACK,100,
14,
0,48,
1,BACK,100,
12,
0,106,
1,BTN3,100,
17,
0,71,
1,UP,100,
9,
0,73,
1,FORWARD,100,
10,
0,55,
1,FORWARD,100,
12,
0,71,
1,FORWARD,100,
9,
0,71,
1,BTN3,100,
15,
0,107,
1,UP,100,
14,
0,56,
1,FORWARD,100,
11,
0,59,
1,FORWARD,100,
9,
0,107,
1,BTN3,100,
18,
0,205,
1,DOWN,100,
11,
0,57,
1,DOWN,100,
12,
0,88,
1,BACK,100,
12,
0,45,
1,BACK,100,
12,
0,84,
1,BTN3,100,
14,
0,101,
1,UP,100,
15,
0,48,
1,UP,100,
15,
0,48,
1,UP,100,
14,
0,200,
1,BACK,100,
14,
0,71,
1,BACK,100,
14,
0,58,
1,BACK,100,
14,
0,89,
1,BACK,100,
12,
0,47,
1,BACK,100,
13,
1,BTN3,100,
12,
0,72,
1,FORWARD,100,
22,
0,45,
1,FORWARD,100,
14,
0,49,
1,FORWARD,100,
14,
0,54,
1,FORWARD,100,
14,
0,64,
1,FORWARD,100,
13,
0,62,
1,FORWARD,100,
14,
0,49,
1,FORWARD,100,
14,
0,66,
1,FORWARD,100,
11,
0,75,
1,BTN3,100,
11,
0,78,
1,BTN3,100,
11,
0,164,
1,BACK,100,
15,
0,72,
1,BACK,100,
14,
0,78,
1,BTN3,100,
11,
0,286,
1,BTN6,100,
22,
0,204,
1,BTN3,100,
17,
0,400,
0,400,
0,400,
0,400,
1,UP,100,
12,
0,94,
1,BTN3,100,
11,
0,247,
1,BTN3,100,
11,
0,217,
1,UP,100,
15,
0,82,
1,BTN3,100,
9,
0,400,
0,225,
1,BTN3,100,
26,
0,104,
1,BTN3,100,
24,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
1,BTN3,100,
11,
0,382,
1,FORWARD,100,
13,
0,79,
1,UP,100,
8,
0,1,
1,UP,100,
11,
0,165,
1,FORWARD,100,
12,
0,301,
1,DOWN,100,
15,
0,227,
1,FORWARD,100,
15,
0,85,
1,FORWARD,100,
15,
0,111,
1,BTN3,100,
13,
0,265,
1,UP,100,
14,
0,400,
0,400,
1,BTN3,100,
13,
0,231,
1,UP,100,
12,
0,61,
1,BTN3,100,
10,
0,400,
0,400,
0,400,
0,375,
1,BTN3,100,
9,
0,400,
0,400,
0,400,
0,400,
0,400,
0,400,
1,BTN3,100,
7,
0,400,
0,400,
0,250,
1,BTN3,100,
13,
0,85,
1,BTN3,100,
19,
0,400,
0,43,
1,BTN3,100,
23,
0,365,
1,BTN3,100,
19,
0,21,
1,BTN3,100,
16,
0,14,
1,BTN3,100,
15,
0,17,
1,BTN3,100,
11,
0,97,
1,BTN3,100,
18,
0,29,
1,BTN3,100,
15,
0,26,
1,BTN3,100,
14,
0,29,
1,BTN3,100,
14,
0,31,
1,BTN3,100,
17,
0,25,
1,BTN3,100,
13,
1,BTN3,100,
16,
0,355,
1,START,100,
19,
0,379,
1,BTN3,100,
12,
0,400,
0,16,
1,DOWN,100,
16,
0,350,
1,BACK,100,
14,
0,196,
1,FORWARD,100,
17,
0,74,
1,FORWARD,100,
18,
0,122,
1,FORWARD,100,
15,
0,59,
1,FORWARD,100,
18,
0,65,
1,FORWARD,100,
16,
0,48,
1,FORWARD,100,
18,
0,44,
1,FORWARD,100,
22,
0,36,
1,FORWARD,100,
15,
1,BTN3,100,
11,
0,281,
1,UP,100,
14,
0,116,
1,BTN3,100,
15,
0,400,
0,400,
0,1,
1,BTN3,100,
16,
0,400,
0,136,
1,BTN3,100,
12,
0,341,
1,BTN3,100,
16,
0,353,
1,BTN3,100,
13,
1,BTN3,100,
13,
0,400,
0,240,
1,BTN3,100,
11,
0,400,
0,63,
1,BTN2,100,
18,
0,166,
1,UP,100,
19,
0,165,
1,BTN3,100,
13,
0,400,
0,206,
1,BTN3,100,
10,
0,400,
0,125,
1,BTN3,100,
8,
1,BTN2,100,
12,
0,160,
1,UP,100,
16,
0,162,
1,BTN3,100,
10,
0,400,
0,376,
1,BTN3,100,
9,
0,400,
0,400,
0,400,
0,400,
1,BTN3,100,
12,
0,75,
1,BTN3,100,
12,
0,73,
1,BTN3,100,
11,
0,146,
1,UP,100,
14,
0,46,
1,UP,100,
17,
0,58,
1,BACK,100,
15,
0,49,
1,BACK,100,
16,
0,53,
1,BTN3,100,
12,
0,38,
1,FORWARD,100,
17,
0,48,
1,FORWARD,100,
16,
0,55,
1,FORWARD,100,
15,
0,55,
1,FORWARD,100,
15,
0,41,
1,BTN3,100,
12,
0,58,
1,FORWARD,100,
12,
0,56,
1,BTN3,100,
14,
0,50,
1,BACK,100,
15,
0,54,
1,BTN3,100,
15,
0,294,
1,START,100,
18,
0,117,
1,DOWN,100,
8,
0,49,
1,BTN3,100,
13,
0,73,
1,UP,100,
16,
0,36,
1,UP,100,
14,
0,57,
1,BACK,100,
17,
0,52,
1,BACK,100,
13,
0,40,
1,BTN3,100,
13,
0,172,
1,FORWARD,100,
16,
0,40,
1,FORWARD,100,
18,
0,50,
1,FORWARD,100,
18,
0,53,
1,FORWARD,100,
14,
0,38,
1,BTN3,100,
16,
0,182,
1,FORWARD,100,
12,
0,42,
1,BTN3,100,
14,
0,85,
1,BACK,100,
13,
0,34,
1,BTN3,100,
1,
1,START,100,
18,
0,275,
1,DOWN,100,
12,
0,93,
1,BTN3,100,
12,
0,319,
1,BTN3,100,
15,
0,400,
0,400,
EOC,
EOD );
int i = -1, b, v;
int back = LEFT, forward = RIGHT;
int button_1, button_2, button_3, button_4, button_5;
int wait_time;
int switch;
int delay_t;
int RUMBLE_TYPE=RUMBLE_A;
int cancel;
int EndOfCombo;
int CanStart;
int value_1,value_2,value_3,value_4,value_5;

main {



// Determine Back and Forward
if(get_val(RIGHT) || get_val(MOVE_X) >= 30) {
back = LEFT; forward = RIGHT;
} else if(get_val(LEFT) || get_val(MOVE_X) <= -30) {
back = RIGHT; forward = LEFT;
}//----------------------------------------------



// If there is a combo to be executed
if(i >= 0 && delay_t<=0) {
// Execute the combo step-by-step
if(!combo_running(execute_step)) {
if(get_step_values()) {
if(wait_time == 0) {
combo_run(execute_step_no_wait);
} else {
combo_run(execute_step);
}
} else { // the combo finished
i = -1;
}
}

// RS X and Y are in rest - cancel the combo
if ( abs(get_val(9)) <= 20 && abs(get_val(10)) <= 20 ) {
i = -1;
combo_stop(execute_step);
}
//CANCEL ----------------------------------------------------------


// Make sure the user inputs does not interfere in the combo
set_val(BTN1 , 0);
set_val(BTN2 , 0);
set_val(BTN3 , 0);
set_val(BTN4 , 0);
set_val(BTN5 , 0);
set_val(BTN6 , 0);
set_val(BTN7 , 0);
set_val(BTN8 , 0);
set_val(UP , 0);
set_val(DOWN , 0);
set_val(LEFT , 0);
set_val(RIGHT , 0);
set_val(MOVE_X , 0);
set_val(MOVE_Y , 0);

// if no combo execute - look for combo activation
} else {
// EDIT THIS PART OF SCRIPT for combo run ---------------------------
//////////////////////////////////////////////////////////////////////////
// Right Stick RIGHT
if (get_val (9) >= 60) { //combo xbox
i = get_combo_index(xbox);
}
// end editing here --------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////////////////////
}// <combo activation> end
}//<main> block end

// This combo will run a step with wait
combo execute_step {
set_buttons_values();
wait(wait_time);
set_buttons_values();
}

// This combo will run a step without wait
combo execute_step_no_wait {
set_buttons_values();
}


combo RUMBLE_NOTIFICATION {
set_rumble(RUMBLE_TYPE, 100);
wait(300);
reset_rumble ();
}

// Returns the starting index of a combo
function get_combo_index(combo_id) {
i = 0;
while(TRUE) {//-----------------------
v = dbyte(i);
if(v == combo_id) {
return(i + 1);
} else {//====================
while(v != EOC && v != EOD) {//#
i = i + 1;
v = dbyte(i);
}//#
if(v == EOD) break;
else i = i + 1;
}//=============================
}//-----------------------------------
return(-1);
}

// Set the buttons, values and wait time of a step
function get_step_values() {
b = dbyte(i); i = i + 1;
if(b > 5) return(FALSE);

if(b >= 1) {
button_1 = convert_back_forward(dbyte(i)); i = i + 1;
value_1 = dbyte(i); i = i + 1;
} else { button_1 = -1; value_1 = 0; }

if(b >= 2) {
button_2 = convert_back_forward(dbyte(i)); i = i + 1;
value_2 = dbyte(i); i = i + 1;
} else { button_2 = -1; value_2 = 0; }

if(b >= 3) {
button_3 = convert_back_forward(dbyte(i)); i = i + 1;
value_3 = dbyte(i); i = i + 1;
} else { button_3 = -1; value_3 = 0; }

if(b >= 4) {
button_4 = convert_back_forward(dbyte(i)); i = i + 1;
value_4 = dbyte(i); i = i + 1;
} else { button_4 = -1; value_4 = 0; }

if(b >= 5) {
button_5 = convert_back_forward(dbyte(i)); i = i + 1;
value_5 = dbyte(i); i = i + 1;
} else { button_5 = -1; value_5 = 0; }

wait_time = dbyte(i); i = i + 1;
wait_time = (wait_time - 1) * 10;
if(wait_time < 0) wait_time = 0;
else if(wait_time > 30000) wait_time = 30000;

return(TRUE);
}

// If the step has FORWARD and BACK buttons, set the correct value.
function convert_back_forward(button) {
if(button == FORWARD) {
return(forward);
} else if(button == BACK) {
return(back);
}
return(button);
}

// Set the buttons and values, function used on the combos.
function set_buttons_values() {
if(button_1 != -1) set_val(button_1, value_1);
if(button_2 != -1) set_val(button_2, value_2);
if(button_3 != -1) set_val(button_3, value_3);
if(button_4 != -1) set_val(button_4, value_4);
if(button_5 != -1) set_val(button_5, value_5);
}

I should also mention these were all made on the PS4 version of the game. Since the PS4 has the highest amount of input lag out of any platform, any combo made on it should work on XB1/PC etc. but if it doesn't and someone wants to edit my scripts to work on those platforms I don't mind.

falconpunch323
3rd January 18, 08:58
Thanos /Monster Hunter?

Rodrigo
4th January 18, 15:15
I can not make it work
I can not make it work

justframe
5th January 18, 01:16
I took a break for a bit but I'm back to working on scripts, Spiderman will be done sometime tomorrow or the day after and then I'll do Thanos.

Lorinter123, I'm not at my computer to check your script right now but the first thing I noticed is that you have a lot of big numbers like 400 in the data section. You want to avoid using numbers bigger than 200 because it will cause errors, you can do the same thing by typing 0,100, four times and it should work the same. Also if the combo is fully functional in regular format, do you really need it to be converted to data?

amr9698
5th January 18, 21:39
Need help with altering your script to add hyper special in the end of combo no matter what I put it doesn't input l.p. and hp at the same time

idsym
9th January 18, 09:58
Hi guys I'm new here. How do you use these for the XBOX One?

LEX LOST
9th January 18, 10:11
Hi guys I'm new here. How do you use these for the XBOX One?

How to program scripts from the forums to your CronusMAX PLUS (http://cronusmax.com/forums/showthread.php/148935-How-to-program-scripts-from-the-forums-to-your-CronusMAX-PLUS)

idsym
9th January 18, 10:17
How to program scripts from the forums to your CronusMAX PLUS (http://cronusmax.com/forums/showthread.php/148935-How-to-program-scripts-from-the-forums-to-your-CronusMAX-PLUS)



Sorry I think I meant to say was is this a direct copy paste job? The reason why I am asking is because on the UVMC thread people were saying the timing for the XBOX One might be different so delays etc have to be edited. Also, are these combos for the all the trials in mission mode per character or just the latter missions like the other thread?

getrekt46
21st January 18, 11:30
thank you for the post man are very useful

MarvelHero
6th April 18, 11:03
any chance to get scripts for missions mode?

7CityTJ
21st September 18, 01:01
Shouted you out in the DBFZ thread justframes. Same goes for here. Thank you!