Okay here is the code i use.
I will explain codes line by line.
;----------------------------------------------------------------------------------
; go to fly mode
[statedef 999] ;< Statedef, this is the process to go in fly from standing.
type = A ;< Make sure you use A = Air as type
movetype = I
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 999 ;< Enter the anim you want
;go up (whether you are in ground or air before you went to this state, you go up)
[state 0, VelSet] ;< This is for make the character go up till the Anim ends
type = VelSet
trigger1 = 1
x = 0
y = -3
[state 0, ChangeState] ;< This Change state is to go to Fly Stand state after you are flying
type = ChangeState
trigger1 = animtime = 0
value = 1000
ctrl = 1
;---------------------------------------------------------------------------
;fly stance
[statedef 1000] ;< This is fly stance
type = A ;< Make sure you use A = Air as type
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
anim = 1000 ;< here enter the number of anim which you want as Fly idle
velset = 0,0
;limit for flying up
[state 0, PosSet] ;< This is to limit the character not to go too high, if you remove it then it won't be fair gameplay.
type = PosSet
trigger1 = pos y <= -180 ;< Limit -180 is ideal for it
y = -180
;fly stance float up
[state 0, VelSet]
type = VelSet
trigger1 = gametime%30 = [0,14] ;< This is to make the character float in AIR to make it look more real
x = 0
y = -1
;fly stance float down
[state 0, VelSet]
type = VelSet
trigger1 = gametime%30 = [15,29] ;< This is to make the character float in AIR to make it look more real
x = 0
y = 1
;turn
[state 0, Turn] ;< Simple Turn, When P2's distance is X <-10
type = Turn
trigger1 = P2dist X < -10
; fly dash forward
[state 0, ChangeState] ;< This is the command for fly dash forward.
type = ChangeState
trigger1 = command = "FF"
value = 1100
ctrl = 1
; fly dash backward
[state 0, ChangeState] ;< This is the command for fly dash backward.
type = ChangeState
trigger1 = command = "BB"
value = 1105
ctrl = 1
;fly forward ;< This is the command for fly forward.
[state 0, ChangeState]
type = ChangeState
trigger1 = command = "holdfwd"
value = 1020
ctrl = 1
;fly backward ;< This is the command for fly backward.
[state 0, ChangeState]
type = ChangeState
trigger1 = command = "holdback"
value = 1021
ctrl = 1
;fly up ;< This is the command for fly up
[state 0, ChangeState]
type = ChangeState
trigger1 = command = "holdup"
value = 1040
ctrl = 1
;fly down ;< This is the command for fly down
[state 0, ChangeState]
type = ChangeState
trigger1 = command = "holddown"
value = 1041
ctrl = 1
;go back to jump/fall state ;< This is the command for jump to ground if you Won in air, you know no one will like to have the win pose in AIR
[state 0, ChangeState]
type = ChangeState
trigger1 = Win = 1
value = 50
ctrl = 1
;go back to damage fall state ;< If you get hit then this will happen.
[state 0, ChangeState]
type = ChangeState
trigger1 = Life = 0
trigger2 = roundstate = 3
value = 5050
ctrl = 1
;go back to fly land state
[state 0, ChangeState] ;< This is to come down from Fly mode
type = ChangeState
trigger1 = pos y >= 0
value = 1047
ctrl = 1
;---------------------------------------------------------------------------
;fly fwd
[statedef 1020] ;< Fly walk fwd
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
;anim = 1020 ;< I have commented out the anim because i didn't had an Fly walk fwd so i use the Fly idle Anim for it
velset = 0,0
[state 0, Turn]; < Turn
type = Turn
trigger1 = P2dist X < -10
[state 0, VelSet] ;< VelSet or The speed to fly walk fwd
type = VelSet
trigger1 = 1
x = 4
y = 0
[state 0, ChangeState] ;< This change state is to go back to the fly idle state if you are not holding fwd
type = ChangeState
trigger1 = command != "holdfwd"
value = 1000
ctrl = 1
;---------------------------------------------------------------------------
;fly bkd
[statedef 1021] ;< fly Walk Back
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
;anim = 1021 ;< I have commented out the anim because i didn't had an Fly walk back so i use the Fly idle Anim for it
velset = 0,0
[state 0, Turn] ;< Turn
type = Turn
trigger1 = P2dist X < -10
[state 0, VelSet] ;< VelSet or The speed to fly walk back
type = VelSet
trigger1 = 1
x = -4
y = 0
[state 0, ChangeState] ;< This change state is to go back to the fly idle state if you are not holding back
type = ChangeState
trigger1 = command != "holdback"
value = 1000
ctrl = 1
;---------------------------------------------------------------------------
;fly up
[statedef 1040] ;< Fly Up
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
;anim = 1040
velset = 0,0
[state 0, Turn] ;< Turn
type = Turn
trigger1 = P2dist X < -10
[state 0, VelSet] ;< VelSet for the speed of Fly Up.
type = VelSet
trigger1 = pos y > -180 ;< I am using the pos trigger to stop to play the fly up anim when reaching the Limit. (Change the 180 if you have changed the limit.
x = 0
y = -4
;limit for flying up
[state 0, PosSet]
type = PosSet
trigger1 = pos y <= -180
y = -180
[state 0, ChangeState]
type = ChangeState
trigger1 = command != "holdup"
value = 1000
ctrl = 1
;---------------------------------------------------------------------------
;fly down
[statedef 1041] ; Fly down
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
;anim = 1041
velset = 0,0
[state 0, Turn]
type = Turn
trigger1 = P2dist X < -10
[state 0, VelSet] ; The speed of fly down
type = VelSet
trigger1 = pos y < 0
x = 0
y = 4
;go back to jump/fall state
[state 0, ChangeState] ; If you are landing with by pressing "down" then this will take it to the landing state
type = ChangeState
trigger1 = pos y >= 0
value = 1047
ctrl = 1
[state 0, ChangeState]
type = ChangeState
trigger1 = command != "holddown"
value = 1000
ctrl = 1
;---------------------------------------------------------------------------
;fly landing
[statedef 1047] ;< Airplane is landing
type = S
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
;anim = 1047 ;< I have commented this out because i didn't had an fly land
velset = 0,0
[state 0, PosSet] ;< You know PosSet
type = PosSet
trigger1 = pos y >= 0
y = 0
[state 0, ChangeState] ;< This is to take the character to the Jump Land state.
type = ChangeState
trigger1 = Animtime = 0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
;fly dash forward
[statedef 1100] ; Fly Dash Fwd
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
anim = 1100 ;< Anim to the Fly dash Fwd
velset = 0,0
[state 0, VelSet] ;< Speed of Fly Dash Fwd
type = VelSet
trigger1 = time = 0
x = 5
[state 0, VelAdd]
type = VelAdd
trigger1 = 1
x = 0.1
[state 0, ChangeState] ;< To stop him
type = ChangeState
trigger1 = frontedgebodydist < 2
trigger2 = command != "holdfwd"
trigger3 = command = "BB"
value = 1000
ctrl = 1
;---------------------------------------------------------------------------
;fly dash backward
[statedef 1105] ; The fly dash back is same as the fly dash forward
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 0
anim = 1105
velset = 0,0
[state 0, VelSet]
type = VelSet
trigger1 = time = 0
x = -5 ;-0.2
[state 0, VelAdd]
type = VelAdd
trigger1 = 1
x = -0.1 ;-2
[state 0, ChangeState]
type = ChangeState
trigger1 = backedgebodydist < 2
trigger2 = command != "holdback"
trigger3 = command = "FF"
value = 1000
ctrl = 1
________________________________________________________________________________________________
;If you want to make the character fly even after getting hurt then make the 5000s state's type "A"
----------------------------------------------------------------------------------------------------------------------------------------------------------
EVERYTHING WHICH IS COMMENTED OUT IS IN RED COLOR.
I hope this helps, credit to sgn15 because he told me how to code fly.
TO make Fly Attacks copy the codes and make the type = A.
And do something like this in you CMD
;---------------------------------------------------------------------------
;Fly
[state -1, Fly] ;< This is the Fly code command
type = ChangeState
value = 999
trigger1 = command = "c"
trigger1 = statetype != C
trigger1 = ctrl
;flying Light Punch
[state 0, ChangeState] ;< There are fly attacks
type = ChangeState
trigger1 = command = "x"
value = 2000
ctrl = 1
;flying Strong Punch
[state 0, ChangeState]
type = ChangeState
trigger1 = command = "y"
value = 2100
ctrl = 1
;flying Light Kick
[state 0, ChangeState]
type = ChangeState
trigger1 = command = "a"
value = 2300
ctrl = 1
;flying Strong Punch
[state 0, ChangeState]
type = ChangeState
trigger1 = command = "b"
value = 2400
ctrl = 1
;Now an example of the CNS code of the fly attacks:
; Fly Light Punch ;< This is an example
[statedef 2000]
type = A
movetype= A
physics = S
juggle = 1
[state 2000, 2] ;< Now this is very important if you don't do this then you will be standing in air
type = ChangeState
trigger1 = AnimTime = 0
value = 1000 ;< In the value add the statedef number of the fly idle to make him fly after the attack finishes
ctrl = 1
As of recent we have done several changes.
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We have removed the Capcom and SNK sections from the warehouse.
- The reasons behind this is because in our collections is majority of those companies games, so there is no point having a board around.
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Of course Im sure your wondering about the edits of the capcom/snk characters well.
We have added Capcom Edits and SNK Edits to the EDITS section.
- Because there are so many edits of characters, this helps organize them better, while allowing us to remove the other 2 sections.
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I have also added Stage Collections board.
- We had a few stage collections located in the characters collection, so to make it fair I moved them to stages.
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We have removed the Spanish Russian and Role Playing Boards within Random Chatter.
- Removed more clutter, I kept the Role Playing Paradise topic which has 1700 Replies, and I kept the largest Spanish board topic.
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My long term goal of MFFA is to return it to its "Golden Age".
Less Clutter.
Less Gimmicks.
Less Mimicry.
More Mugen.
More Friends.
More Caring and Sharing.
Â
Now 1 MAJOR issue all of you will have with this, That I've prepared a flame shield.
Boards will be deleted.
Topics and Posts are Removed.
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Post Count will go down. I know a lot of you are really concerned about these numbers.
Its part of the systems recount and resynchronizing that I do every now and then.
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Another thing I'm THINKING about, this is just a thought.
Returning the Rank system to Ranks, not Levels.
New Member
Raging Member
Violent Member
etc
etc
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YOUR THOUGHTS?
I would just like to interject this for a moment, there is an ignore function. Go to My Settings → 'Ignore' Preferences → After that I believe it is pretty self explanatory.
================================
    Uno Tag Team Patcher ver. 2.1
================================ Â now on Portable Version
Information
   Project: Uno Tag Team Patcher
   Author: UnoShe
   Release Date: 26 May 2016
   Version: 2.1
This tool is made for my Uno Tag System. This will patch your characters to enable tag team matches in (Simul) team mode.
Also, I have added the "Mugen AI" tool that will let you control your partner character without pressing CTRL + 3 or 4 in every round.
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Patches Included
Uno Tag System [type-K] ver. 1.3
Uno Tag System [type-R] ver. 4.0
Uno Tag System [type-S] ver. 4.0
Updates
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May 26 2016 (v2.1):
° Added d-pad option on Tag and Assist in
     Command Settings.
° Default AI var input added on multi-patch
      menu.
° Added 3 new background images.
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May 21, 2016 (v2.0):
° Includes Uno Tag System [Type-K] and updated versions of the previous Uno tag
° Added Multi-character patching function
° You can now change the default joystick command
for the tag system.
° Added background selection for the tool.
° Removed flash screen logo at startup
° You can now mixed-up characters with different tag type patched.
° Fixed some minor errors that i forgot what errors are those
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May 10, 2015 (v1.2):
  ° Now retrieves the Anim and State values previously defined in the tag system if re-patching a character.
May 09, 2015 Update(v1.1.2):
  ° Fixed AI and Command bug for certain characters(e.g. GM's chars and Spidey by Seth Zankuten).
  ° I made just a little modification with the interface.
May, 05 2015 Update(v1.1):
  ° Minimized errors and hope to have more compatibility for every character.
  ° Object reference error fixed
  ° Improves functionality.
  ° Supports adding blank animation for helpers.
  ° Added features: Warning prompt if the character is not compatible with the Uno Tag System.
  ° Added features: Indicates whether the Anim Numbers. and State Numbers. are valid for the character (values are colored RED if not valid).
  ° ReadMe updated.
April 23 Update(v1.0.9):
  ° Null value on parameter name: encoding - error fixed.
  ° ReadMe updated.
April 20 Update(v1.0): - Initial Release :)
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Screenshots: Uno Tag Team Patcher:
Mugen AI:
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Download Links
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Tool:
Mugen Archive
Mediafire
Prerequisite: http://www.microsoft.com/en-ph/download/details.aspx?id=17718
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Patches:
Type-K v.1.4.1 (11 June 2016)
Type-R v.4.1 (8 June 2016)
Type-S v.4.1 (8 June 2016)
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Instructions
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Place and extract the Uno Tag Patch files inside the "patches" folder and overwrite the old tag patches.
Please re-patch every character again with this updated tag system. Thanks! :)
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