com {input1} {input2} ... {input15} freespecial{#}
~Allows you to customize freespecial input commands.
~The {#} should be the number of the freespecial you want to change. You can leave it blank for 1 or use 2 though 8 for 2 through 8. There is no space between freespecial and {#}.
~If you want to define this command for freespecial9 or higher, make sure
'maxfreespecial' (see models.txt above) has been set.
~{input#} defines which key must be pressed. It can be direction or action keys
~Accepted direction inputs are:
U: Up
D: Down
F: Forward
B: Back (The direction opposite your current direction. If used, the character will turn around.)
~Accepted action inputs are:
A: Attack button
A2: Attack button2
A3: Attack button3
A4: Attack button4
J: Jump button
S: Special attack button
K: Alternate special attack button
~You can define same input multiple times if you want to, example: F F A
~You can use either S or K for the special attack button commond. You can only use one or the other, so pick one and stick with it. This was done so that modders who use the special key for blocking can remember the key is used to blocK, not use Specials. (B would have been used, for Block, but B is already used for Back.)
~Make sure that you don't have any conflicts with other commands. RUN, DODGE, and the directional ATTACKs all have inputs which can be the same as freespecials.
~If you use B for {dir1}, flip the next input. The player changes direction, remember? So B, F, A would be 'turn around, move forward, attack', but since you turned around first, moving forward would mean moving in the direction you just turned to. If you wanted to have an input like Street Fighter's Guile or Charlie's Sonic Boom, you'd need to use B, B, A instead of B, F, A.