;---|AI Commands|-----------------------------------------------------------
[Command]
Name = "AI_00"
Command = a, a
Time = 0
[Command]
Name = "AI_01"
Command = a, b
Time = 0
[Command]
Name = "AI_02"
Command = a, c
Time = 0
[Command]
Name = "AI_03"
Command = a, x
Time = 0
[Command]
Name = "AI_04"
Command = a, y
Time = 0
[Command]
Name = "AI_05"
Command = a, z
Time = 0
[Command]
Name = "AI_06"
Command = a, s
Time = 0
[Command]
Name = "AI_07"
Command = b, a
Time = 0
[Command]
Name = "AI_08"
Command = b, b
Time = 0
[Command]
Name = "AI_09"
Command = b, c
Time = 0
[Command]
Name = "AI_10"
Command = b, x
Time = 0
[Command]
Name = "AI_11"
Command = b, y
Time = 0
[Command]
Name = "AI_12"
Command = b, z
Time = 0
[Command]
Name = "AI_13"
Command = b, s
Time = 0
[Command]
Name = "AI_14"
Command = c, a
Time = 0
[Command]
Name = "AI_15"
Command = c, b
Time = 0
[Command]
Name = "AI_16"
Command = c, c
Time = 0
[Command]
Name = "AI_17"
Command = c, x
Time = 0
[Command]
Name = "AI_18"
Command = c, y
Time = 0
[Command]
Name = "AI_19"
Command = c, z
Time = 0
[Command]
Name = "AI_20"
Command = c, s
Time = 0
[Command]
Name = "AI_21"
Command = x, a
Time = 0
[Command]
Name = "AI_22"
Command = x, b
Time = 0
[Command]
Name = "AI_23"
Command = x, c
Time = 0
[Command]
Name = "AI_24"
Command = x, x
Time = 0
[Command]
Name = "AI_25"
Command = x, y
Time = 0
[Command]
Name = "AI_26"
Command = x, z
Time = 0
[Command]
Name = "AI_27"
Command = x, s
Time = 0
[Command]
Name = "AI_28"
Command = y, a
Time = 0
[Command]
Name = "AI_29"
Command = y, b
Time = 0
[Command]
Name = "AI_30"
Command = y, c
Time = 0
[Command]
Name = "AI_31"
Command = y, x
Time = 0
[Command]
Name = "AI_32"
Command = y, y
Time = 0
[Command]
Name = "AI_33"
Command = y, z
Time = 0
[Command]
Name = "AI_34"
Command = y, s
Time = 0
[Command]
Name = "AI_35"
Command = s, a
Time = 0
[Command]
Name = "AI_36"
Command = s, b
Time = 0
[Command]
Name = "AI_37"
Command = s, c
Time = 0
[Command]
Name = "AI_38"
Command = s, x
Time = 0
[Command]
Name = "AI_39"
Command = s, y
Time = 0
[Command]
Name = "AI_40"
Command = s, z
Time = 0
[Command]
Name = "AI_41"
Command = s, s
Time = 0
[Command]
Name = "AI_42"
Command = U, U
Time = 0
[Command]
Name = "AI_43"
Command = U, F
Time = 0
[Command]
Name = "AI_44"
Command = U, D
Time = 0
[Command]
Name = "AI_45"
Command = U, B
Time = 0
[Command]
Name = "AI_46"
Command = F, U
Time = 0
[Command]
Name = "AI_47"
Command = F, F
Time = 0
[Command]
Name = "AI_48"
Command = F, D
Time = 0
[Command]
Name = "AI_49"
Command = F, B
Time = 0

;------------------------------------------------------------------------


;-| KEZ |------------------------------------------------------

[Command]
name = "S3000"
command = ~D, F, x+y
time = 15

[Command]
name = "S3000"
command = ~D, F, a+b
time = 15

[Command]
name = "QCF_x"
command = ~D, F, x
time = 15

[Command]
name = "QCF_x"
command = ~D, F, y
time = 15

[Command]
name = "QCF_x"
command = ~D, F, z
time = 15

[Command]
name = "QCF_x"
command = ~D, F, a
time = 15

[Command]
name = "QCF_x"
command = ~D, F, b
time = 15

[Command]
name = "QCF_x"
command = ~D, F, c
time = 15
;[Command]
;name = "QCF_xy"
;command = ~D, DF, F, x+y

[Command]
name = "QCB_x"
command = ~D, B, x
time = 15

[Command]
name = "QCB_x"
command = ~D, B, y
time = 15

[Command]
name = "QCB_x"
command = ~D, B, z
time = 15

[Command]
name = "QCB_x"
command = ~D, B, a
time = 15

[Command]
name = "QCB_x"
command = ~D, B, b
time = 15

[Command]
name = "QCB_x"
command = ~D, B, c
time = 15

[Command]
name = "LoopK_x"
command = D, D, x
time = 15

[Command]
name = "LoopK_x"
command = D, D, y
time = 15

[Command]
name = "LoopK_x"
command = D, D, z
time = 15

[Command]
name = "LoopK_x"
command = D, D, a
time = 15

[Command]
name = "LoopK_x"
command = D, D, b
time = 15

[Command]
name = "LoopK_x"
command = D, D, c
time = 15

;nCWvR}h
;ƉďAƌӖB
[Command]
name = "jump"    
command = ~D,$U
time = 10

[Command]
name = "Fx"    
command = /F,x
time = 10

[Command]
name = "Fy"    
command = /F,y
time = 10

;-| Q񉟂ZE_bV |-----------------------------------------------------------
[Command]
name = "FF"     
command = F, F
time = 15

[Command]
name = "BB"     
command = B, B
time = 15

;-| QER̓Z |-----------------------------------------------
[Command]
name = "recovery"
command = x+y
time = 1

[Command]
name = "recovery"
command = a+b
time = 1

[Command]
name = "S2000"
command = F, x+y
time = 15

[Command]
name = "S2000"
command = F, a+b
time = 15

[Command]
name = "S2050"
command = B, x+y
time = 15

[Command]
name = "S2050"
command = B, a+b
time = 15


;-| ƃ{^ŏoZ |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-| {^ݒiȂj|---------------------------------------------------------
[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "x"
command = a
time = 1

[Command]
name = "y"
command = b
time = 1

[Command]
name = "z"
command = c
time = 1

[Command]
name = "s"
command = s
time = 1

;-| ςȂݒiȂj-------------------------------------------------------
[Command]
name = "holdfwd" 
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup" 
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1



; ̋Lq͐΂ɏȂłB
[Statedef -1]

;AI--------------------------------------------------------------------------

;AI Command Check
[State -1, AI Command]
Type = VarSet
TriggerAll = Var(59)=0 && !isHelper
trigger1 = command = "AI_01" || command = "AI_02" || command = "AI_03" || command = "AI_04"
trigger2 = command = "AI_05" || command = "AI_06" || command = "AI_07" || command = "AI_08"
trigger3 = command = "AI_09" || command = "AI_10" || command = "AI_11" || command = "AI_12"
trigger4 = command = "AI_13" || command = "AI_14" || command = "AI_15" || command = "AI_16"
trigger5 = command = "AI_17" || command = "AI_18" || command = "AI_19" || command = "AI_20"
Trigger6 = Command = "AI_21" || Command = "AI_22" || Command = "AI_23" || Command = "AI_24"
Trigger7 = Command = "AI_24" || Command = "AI_26" || Command = "AI_27" || Command = "AI_28"
Trigger8 = Command = "AI_29" || Command = "AI_30" || Command = "AI_31" || Command = "AI_32"
Trigger9 = Command = "AI_33" || Command = "AI_34" || Command = "AI_35" || Command = "AI_36"
Trigger10 = Command = "AI_37" || Command = "AI_38" || Command = "AI_39" || Command = "AI_40"
Trigger11 = Command = "AI_41" || Command = "AI_42" || Command = "AI_43" || Command = "AI_44"
Trigger12 = Command = "AI_45" || Command = "AI_46" || Command = "AI_47" || Command = "AI_48"
Trigger13 = Command = "AI_49" || Command = "AI_00"
;Trigger14 = 1;AINXCb`

V = 59
Value = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------


;=================================
[State -1, ^bOp];
Type = VarSet
triggerall = var(59)
triggerall = RoundState = 2
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear(0),life > 0
var(50) = 0
IgnoreHitPause = 1

[State -1, ^bOp];
Type = VarSet
triggerall = var(59)
triggerall = RoundState = 2
trigger1 = NumEnemy = 2
trigger1 = EnemyNear(0),life <= 0
var(50) = 1
IgnoreHitPause = 1

;=================================

;---------------------------------------------------------------------------
;GAR{pǌWv
[State -1, Jump]
type = ChangeState
value = 40
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X <= 180
trigger1 = Enemynear(Var(50)),Statetype = A
trigger1 = Enemynear(Var(50)),Movetype = H
trigger1 = Enemynear(Var(50)),vel y <= -2.4
trigger1 = Enemynear(Var(50)),vel x <= .33
trigger1 = Random < 777
;---------------------------------------------------------------------------
;Guard
[State -1, Guard]
type = changestate
value = 120
triggerall = var(59)>0 && roundstate = 2
triggerall = stateno !=[120,155]
triggerall = ctrl
trigger1 = statetype = A ;Guard Air
trigger1 = vel y > 0
trigger1 = vel x > 0
trigger1 = P2Dist X < 0
trigger1 = Enemynear(Var(50)),Statetype != A
trigger1 = Enemynear(Var(50)),Movetype = A
trigger1 = InGuardDist
trigger1 = Random < 444
trigger2 = prevstateno = 5120
trigger2 = p2bodydist X < 66
trigger2 = Enemynear(Var(50)),Movetype = A
trigger2 = InGuardDist
trigger2 = Random < 222

;---------------------------------------------------------------------------
;Rvgr
[State -1, Kung Fu Throw]
type = ChangeState
value = 830
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype = A
triggerall = stateno = 50
triggerall = p2dist X < 53
triggerall = Enemynear(Var(50)),movetype != H
triggerall = abs(p2dist Y) <= 12
triggerall = pos y <= -40
trigger1 = Random < 111
trigger2 = p2movetype = A
trigger2 = Random < 222
trigger3 = Enemynear(Var(50)),PrevStateno = 5210
trigger3 = Random < 22
trigger4 = p2dist X < 27
trigger4 = (vel X)+(Enemynear(Var(50)),vel X) > 0
trigger4 = Random < 444

;---------------------------------------------------------------------------
;Attack Air
[State -1, Jump Y]
type = ChangeState
value = 310
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype = A
triggerall = P2BodyDist X <= 150
triggerall = stateno != 270
trigger1 = stateno = 300
trigger1 = MoveHit = 1
trigger2 = ctrl;Ԃϗp
;trigger2 = stateno = 50
trigger2 = Enemynear(Var(50)),statetype = A
trigger2 = P2Dist X = [-10, 70]
trigger2 = P2Dist Y = [-20, 20]
trigger2 = Random < 266
trigger3 = ctrl;Anti-Ground
trigger3 = Enemynear(Var(50)),statetype != A
trigger3 = Vel Y > 0
trigger3 = P2Dist X = [-10, 65]
trigger3 = P2Dist Y = [-28, 28]
trigger3 = Random < 333

[State -1, Jump Z]
type = ChangeState
value = 270
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype = A
triggerall = P2BodyDist X <= 150
triggerall = stateno != 270
triggerall = stateno != [1000, 1600]
trigger1 = stateno = 300 || 310
trigger1 = MoveHit = 2
trigger2 = ctrl;Ԃϗp
trigger2 = Enemynear(Var(50)),statetype = A
trigger2 = P2Dist X = [-10, 60]
trigger2 = P2Dist Y = [-45, 10]
trigger2 = Random < 188
trigger3 = ctrl;Anti-Ground
trigger3 = Enemynear(Var(50)),statetype != A
trigger3 = Vel Y > 0
trigger3 = P2Dist X = [-10, 65]
;trigger3 = P2Dist Y = [-88, -55]
trigger3 = Random < 444
trigger4 = ctrl;Anti-Ground
trigger4 = Enemynear(Var(50)),statetype != A
trigger4 = Vel Y < 0
trigger4 = P2Dist X = [-10, 65]
trigger4 = P2Dist Y = [-55, 10]
trigger4 = Random < 777


[State -1, Jump X]
type = ChangeState
value = 300
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X <= 150
triggerall = stateno != 270
trigger1 = Enemynear(Var(50)),statetype = A;Conbop
trigger1 = P2BodyDist X = [-10, 50]
trigger1 = P2Dist Y = [-45, 0]
trigger1 = Enemynear(Var(50)),Movetype = H
;trigger1 = Random = 777
;trigger2 = stateno = 50;Ԃϗp
trigger2 = Enemynear(Var(50)),statetype = A
trigger2 = P2Dist X = [-10, 65]
trigger2 = P2Dist Y = [-10, 40]
trigger2 = Random < 333
;trigger2 = stateno = 270
;trigger2 = statetime >= 7
trigger3 = Enemynear(Var(50)),statetype = A
trigger3 = Enemynear(Var(50)),PrevStateno = 5210
trigger3 = P2Dist Y <= 0
;trigger3 = Random = 222

;---------------------------------------------------------------------------
;Attack Ground
[State -1, Crouching Strong Kick]
type = ChangeState
value = 260
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = P2BodyDist X <= 200
triggerall = Enemynear(Var(50)),Statetype != L
trigger1 = ctrl
trigger1 = statetype = C;Ԃϗp
trigger1 = Random < 71
trigger2 = stateno = 280;R{p
trigger2 = moveHit
trigger2 = RoundState = 2 && P2Dist Y > -10 && P2BodyDist X = [25,60]
trigger2 = Random < 777
trigger3 = ctrl
trigger3 = RoundState = 2 && P2Dist Y > -10 && P2BodyDist X = [45,150];JE^[p
trigger3 = p2movetype = A
;trigger3 = Var(1) >= Var(2)
trigger3 = Random < 333
trigger4 = ctrl
trigger4 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -45 && P2BodyDist X = [85,120];΋/Ep
trigger4 = Enemynear(Var(50)),vel y >= 0
trigger4 = Random < 111
trigger5 = ctrl
trigger5 = P2Dist X = [-15,15]
trigger5 = P2Dist Y < -88
trigger5 = Random < 77

[State -1, Crouching Middle Kick]
type = ChangeState
value = 290
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = P2BodyDist X <= 100
triggerall = Enemynear(Var(50)),Statetype != L
trigger1 = statetype = C;Ԃϗp
trigger1 = Random < 1
trigger1 = ctrl
trigger2 = stateno = 280;R{p
trigger2 = moveHit
trigger2 = Enemynear(Var(50)),Movetype = H
trigger2 = Enemynear(Var(50)),Statetype != A
trigger2 = RoundState = 2 && P2Dist Y > -10 && P2BodyDist X = [-10,25]
trigger2 = Random < 666
trigger3 = stateno = 280;R{p
trigger3 = moveGuarded
trigger3 = RoundState = 2 && P2Dist Y > -10 && P2BodyDist X = [-10,25]
trigger3 = Random < 222
trigger4 = ctrl
trigger4 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -30 && P2BodyDist X = [0,30];΋/Ep
trigger4 = Enemynear(Var(50)),vel y >= 0
trigger4 = Enemynear(Var(50)),vel x >= 1.25
trigger4 = Enemynear(Var(50)),Statetype = A
trigger4 = Random < 111


;---------------------------------------------------------------------------
;
[State -1, Stand X Long]
type = ChangeState
value = 230
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X <= 150
triggerall = Enemynear(Var(50)),Statetype != L
triggerall = p2bodydist X > 36
trigger1 = statetype = S;Ԃϗp
trigger1 = Random < 33
trigger2 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -45 && P2BodyDist X = [55,72];΋/Ep
trigger2 = Enemynear(Var(50)),vel y >= -1.25
trigger2 = Enemynear(Var(50)),vel x >= 1.25
trigger2 = Enemynear(Var(50)),Statetype = A
trigger2 = Random < 111
trigger3 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -45 && P2BodyDist X = [36,54];΋/Ep
trigger3 = Enemynear(Var(50)),vel y >= -1.25
trigger3 = Enemynear(Var(50)),Statetype = A
trigger3 = Random < 222
trigger4 = Enemynear(Var(50)),Statetype = A && P2BodyDist X = [36,66];΋/Ep2
trigger4 = Random < 25
trigger5 = P2BodyDist X <= 75
trigger5 = Random < 55

[State -1, Stand X Short]
type = ChangeState
value = 200
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X <= 150
triggerall = Enemynear(Var(50)),Statetype != L
triggerall = p2bodydist X < 36
trigger1 = statetype = S;Ԃϗp
trigger1 = Random < 77
trigger2 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -30 && P2BodyDist X = [0,37];΋/Ep
trigger2 = Enemynear(Var(50)),vel y >= 0
trigger2 = Enemynear(Var(50)),Statetype = A
trigger2 = Random < 222
trigger3 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -60 && P2BodyDist X = [38,76];΋/Ep
trigger3 = Enemynear(Var(50)),vel y >= -1.25
trigger3 = Enemynear(Var(50)),vel X = [-0.5,0.5]
trigger3 = Enemynear(Var(50)),Statetype = A
trigger3 = Random < 250
trigger4 = Enemynear(Var(50)),Statetype = A && P2BodyDist X = [0,35];΋/Ep2
trigger4 = Random < 25

;---------------------------------------------------------------------------
;LoopKick
[State -1, LoopKick]
type = ChangeState
value = 1500
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X <= 150
triggerall = Enemynear(Var(50)),Statetype != L
trigger1 = ctrl
trigger1 = P2BodyDist X <= 18
trigger1 = Enemynear(Var(50)),Statetype != A
trigger1 = Enemynear(Var(50)),Movetype = A
trigger1 = Enemynear(Var(50)),hitdefattr = S,ST,HT
trigger1 = Random < 250
trigger2 = statetype = S;Ԃϗp
trigger2 = Random < 1
trigger3 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -120 && P2BodyDist X = [-20,30];΋/Ep
trigger3 = Enemynear(Var(50)),Statetype = A
trigger3 = Enemynear(Var(50)),vel y > -2.33
trigger3 = Enemynear(Var(50)),vel X < 0
trigger3 = Random < 300
trigger4 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -99 && P2BodyDist X = [-20,25];΋/Ep
trigger4 = Enemynear(Var(50)),Statetype = A
trigger4 = Enemynear(Var(50)),vel y >= 0
trigger4 = Enemynear(Var(50)),vel X = [0,0.5]
trigger4 = Random < 200
trigger5 = Prevstateno = 5120
trigger5 = Enemynear(Var(50)),Movetype = A
trigger5 = Enemynear(Var(50)),Statetype = C
trigger5 = time = 1
trigger5 = Random < 300

;---------------------------------------------------------------------------
;A
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 250
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X <= 150
triggerall = Enemynear(Var(50)),Statetype != L
triggerall = Enemynear(Var(50)),Stateno != 820
trigger1 = RoundState = 2 ;&& P2Dist Y < -10 && P2Dist Y > -150 && P2Dist X = [-10,200];Ep
trigger1 = Enemynear(Var(50)),Movetype = H
trigger1 = Enemynear(Var(50)),Statetype = A
trigger1 = Random < 888
trigger2 = RoundState = 2 && P2Dist Y > -10 && P2BodyDist X = [75,150];JE^[p
trigger2 = p2movetype = A
trigger2 = Random < 45
trigger3 = stateno = 0;R{p
trigger3 = prevstateno = [200, 240]
trigger3 = Enemynear(Var(50)),Movetype = H
trigger3 = Time = 1
trigger3 = RoundState = 2 && P2Dist Y > -10 && P2BodyDist X = [36,60]
trigger3 = Random < 777
trigger4 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -60 && P2BodyDist X = [60,125];΋p
trigger4 = Enemynear(Var(50)),vel y >= 0
trigger4 = Enemynear(Var(50)),Statetype = A
trigger4 = Random < 77
trigger5 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -60 && P2BodyDist X = [22,75];΋p
trigger5 = Enemynear(Var(50)),vel y >= 0
trigger5 = Enemynear(Var(50)),vel x >= 0
trigger5 = Enemynear(Var(50)),Statetype = A
trigger5 = Random < 333
trigger6 = statetype = S;Ԃϗp
trigger6 = Random < 50
;trigger6 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -50 && P2BodyDist X = [5,125]
;;΋p2
;trigger6 = Enemynear(Var(50)),P2dist Y >= -60
;trigger6 = Enemynear(Var(50)),vel x >= 3.6
;trigger6 = Enemynear(Var(50)),vel y >= 2.4
;trigger6 = Random = 333
trigger7 = prevstateno = 3001
trigger7 = FrontEdgebodydist > 22
trigger7 = Enemynear(Var(50)),Movetype = H
trigger7 = Enemynear(Var(50)),Statetype = A


;---------------------------------------------------------------------------
;
[State -1, Standing Y Long]
type = ChangeState
value = 210
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X <= 150
triggerall = Enemynear(Var(50)),Statetype != L
triggerall = p2bodydist X > 36
trigger1 = statetype = S;Ԃϗp
trigger1 = Random < 44
trigger2 = stateno = 0;R{p
trigger2 = prevstateno = [200, 250]
trigger2 = Enemynear(Var(50)),Movetype = H
trigger2 = Time = 0
trigger2 = RoundState = 2 && P2Dist Y > -10 && P2BodyDist X = [36,60]
trigger2 = Random < 444
trigger3 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -45 && P2BodyDist X = [36,72];΋/Ep
trigger3 = Enemynear(Var(50)),vel y >= -1.25
trigger3 = Random < 25
trigger4 = Enemynear(Var(50)),Statetype = A && P2BodyDist X = [36,66];΋/Ep2
trigger4 = Random < 11
trigger5 = P2BodyDist X <= 75
trigger5 = Random < 55

[State -1, Stand Y Short]
type = ChangeState
value = 240
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X <= 150
triggerall = Enemynear(Var(50)),Statetype != L
triggerall = p2bodydist X < 36
trigger1 = statetype = S;Ԃϗp
trigger1 = Random < 44
trigger2 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -45 && P2BodyDist X = [15,35];΋/Ep
trigger2 = Enemynear(Var(50)),vel y >= -1.25
trigger2 = Random < 11
trigger3 = Enemynear(Var(50)),Statetype = A && P2BodyDist X = [0,35];΋/Ep2
trigger3 = Random < 25

[State -1, Crouching Light Kick]
type = ChangeState
value = 280
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X <= 150
triggerall = Enemynear(Var(50)),Statetype != L
trigger1 = statetype = C;Ԃϗp
trigger1 = Random < 11
trigger2 = stateno = 0;R{p
trigger2 = prevstateno = [200, 240]
trigger2 = Enemynear(Var(50)),Movetype = H
trigger2 = Time = 1
trigger2 = RoundState = 2 && P2Dist Y > -10 && P2BodyDist X = [-10,30]
trigger2 = Random < 444
trigger3 = RoundState = 2 && P2Dist Y > -10 && P2BodyDist X = [-10,30]
trigger3 = Random < 111
trigger4 = prevstateno = 5120
trigger4 = Enemynear(Var(50)),Movetype = A
trigger4 = Enemynear(Var(50)),Statetype != A
trigger4 = RoundState = 2 && P2Dist Y > -10 && P2BodyDist X = [-10,35]
trigger4 = Random < 444
;---------------------------------------------------------------------------
;
[State -1, Stand Z]
type = ChangeState
value = 220
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = Enemynear(Var(50)),Statetype != A
triggerall = ctrl
triggerall = P2BodyDist X <= 150
triggerall = Enemynear(Var(50)),Statetype != L
trigger1 = stateno = 0;R{p
trigger1 = prevstateno = [200, 240]
trigger1 = Enemynear(Var(50)),Movetype = H
trigger1 = Time = 0
trigger1 = RoundState = 2 && P2Dist Y > -10 && P2BodyDist X = [0,60]
trigger1 = Random < 222
trigger2 = P2BodyDist X = [35,75]
trigger2 = Random < 50
trigger3 = statetype = S;Ԃϗp
trigger3 = Random < 11
trigger4 = P2BodyDist X <= 50
trigger4 = Enemynear(Var(50)),Movetype != A
trigger4 = Enemynear(Var(50)),Statetype = C
trigger4 = Random < 111
;---------------------------------------------------------------------------

;
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != [100, 107]
triggerall = P2BodyDist X <= 150
triggerall = Enemynear(Var(50)),Statetype != L
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger1 = Random < 33
trigger2 = p2movetype = A
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
trigger2 = Random < 55
trigger3 = prevstateno = 5120
trigger3 = time = [0, 3)
trigger3 = p2bodydist X < 4
trigger3 = (p2statetype = S) || (p2statetype = C)
trigger3 = p2movetype = A
trigger3 = Random < 444
trigger4 = prevstateno = 5120
trigger4 = Stateno = 0
trigger4 = p2bodydist X < 5
trigger4 = (p2statetype = S) || (p2statetype = C)
trigger4 = p2movetype != H
trigger4 = Random < 222
trigger5 = p2movetype = A
trigger5 = p2bodydist X < 5
trigger5 = (p2statetype = S) || (p2statetype = C)
trigger5 = p2movetype != H
trigger5 = Random < 44
trigger6 = Prevstateno = 52
trigger6 = Stateno = 0
trigger6 = p2bodydist X < 3
trigger6 = (p2statetype = S) || (p2statetype = C)
trigger6 = p2movetype != H
trigger6 = Random < 500
trigger7 = Enemynear(Var(50)),Stateno = 52
trigger7 = Stateno = 0
trigger7 = p2bodydist X < 3
trigger7 = (p2statetype = S) || (p2statetype = C)
trigger7 = p2movetype != H
trigger7 = Random < 500
trigger8 = Stateno = 20
trigger8 = vel x >= 0
trigger8 = p2bodydist X < 3
trigger8 = (p2statetype = S) || (p2statetype = C)
trigger8 = p2movetype != H
trigger8 = p2movetype = A
trigger8 = Random < 22
trigger9 = Stateno = 20
trigger9 = vel x >= 0
trigger9 = p2bodydist X < 3
trigger9 = (p2statetype = S) || (p2statetype = C)
trigger9 = p2movetype != H
trigger9 = Random < 33




;---------------------------------------------------------------------------
;O_bV 
[State -1, DashFwd]
type = ChangeState
value = 100
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
Triggerall = enemy,numproj = 0
trigger1 = p2dist X > 175
trigger1 = Random < 250

[State -1, DashFwd Stop]
type = ChangeState
value = 102
triggerall = var(59)>0 && roundstate = 2
triggerAll = stateno = 101
Trigger1 = enemy,numproj > 0 || P2BodyDist X > 120
trigger1 = Random < 88
Trigger2 = Enemy,Numhelper > 0 || P2BodyDist X > 120 || InGuardDist
trigger2 = Random < 88
trigger3 = P2bodydist X < 35
trigger3 = Enemynear(Var(50)),Stateno = 5120
trigger3 = Random < 33
trigger4 = P2bodydist X < 7
trigger4 = vel X < const(velocity.walk.fwd.x)
trigger5 = P2bodydist X = (100,175)
trigger5 = Enemynear(Var(50)),Movetype = A
trigger5 = Random < 222
trigger6 = P2bodydist X < 140
trigger6 = Random < 111

;Back_bV
[State -1, DashBhd]
type = ChangeState
value = 105
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
Triggerall = enemy,numproj = 0
triggerALL = Enemynear(Var(50)),Movetype != H
triggerall = BackEdgeBodydist > 33 
trigger1 = RoundState = 2 && P2Dist Y < -10 && P2Dist Y > -60 && P2BodyDist X = [0,60]
trigger1 = Random < 55
trigger2 = Enemynear(Var(50)),Movetype = A
trigger2 = Random < 111
trigger3 = P2Dist Y < -10 && P2Dist Y > -80 && P2BodyDist X = [0,100]
trigger3 = Random < 33
trigger4 = P2Dist Y < -10 && P2Dist Y > -80 && P2BodyDist X = [0,100]
trigger4 = Enemynear(Var(50)),vel y >= 0
trigger4 = Enemynear(Var(50)),Movetype = A
trigger4 = Random < 88
trigger5 = Enemynear(Var(50)),Stateno = 5120
trigger5 = Random < 99


[State -1, DashBhd Stop]
type = ChangeState
value = 107
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno = 106
trigger1 = BackEdgeBodydist < 133 
trigger1 = Random < 222
trigger2 = Enemynear(Var(50)),PrevStateno = 5120
trigger2 = Enemynear(Var(50)),Stateno = [0,5000)
trigger2 = Random < 66
trigger3 = Enemynear(Var(50)),vel y > 0
trigger3 = Enemynear(Var(50)),Statetype = A
trigger3 = Enemynear(Var(50)),Pos Y > -36
trigger3 = Random < 77
trigger4 = P2BodyDist X > 125
trigger4 = Random < 111



;---------------------------------------------------------------------------
;ӂ݂
[State -1, Stamping]
type = ChangeState
value = 1000
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = P2BodyDist X <= 150
trigger1 = stateno = 260;Ep
trigger1 = MoveHit = [1, 4]
trigger1 = Random < 11
trigger2 = stateno = 260;Ep
trigger2 = MoveHit = [5, 9]
trigger2 = Random < 55
trigger3 = stateno = 260;Ep
trigger3 = MoveHit > 10
trigger3 = Random < 99
trigger4 = stateno = 260;Ep2
trigger4 = MoveGuarded
trigger4 = Random < 55
trigger5 = ctrl;Ԃϗp
trigger5 = P2BodyDist X = [60,90]
trigger5 = Random < 1
trigger6 = ctrl
trigger6 = P2BodyDist X = [25,60]
trigger6 = Enemynear(Var(50)),Statetype = L
trigger6 = Random < 111


;󒆂ӂ݂
[State -1, StampingAir]
type = ChangeState
value = 1004
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X <= 150
trigger1 = P2BodyDist X = [20,60]
trigger1 = p2movetype = A
trigger1 = Random = 44
trigger2 = FrontEdgeBodydist <= 88
trigger2 = Random = 500
trigger3 = P2BodyDist X = [0,75];Ԃϗp
trigger3 = Random = 22
trigger4 = P2BodyDist X = [0,44]
trigger4 = vel Y > 0.8
trigger4 = p2movetype = A
trigger4 = Random = 88

[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype != A
triggerall = ctrl
triggerall = Alive
trigger1 = Enemynear(Var(50)),Stateno = 195
trigger1 = Life <= 100
trigger1 = Random < 500
trigger2 = Enemynear(Var(50)),Stateno = 195
trigger2 = Random < 100
trigger3 = statetype = C;Ԃϗp
trigger3 = Random < 2
trigger4 = p2dist X > 150
trigger4 = Random < 5

;---------------------------------------------------------------------------
;Hyper
[State -1, S3000]
type = changeState
value = 3000
triggerall = var(59)>0 && roundstate = 2
triggerAll = Statetype = S
triggerall = power >= 1000
trigger1 = p2statetype != A
trigger1 = stateno = 250
trigger1 = Hitcount = 4
trigger1 = FrontEdgeBodydist < 200 
trigger1 = Random < 6
trigger2 = p2statetype != A
trigger2 = stateno = 250
trigger2 = Hitcount = 5
trigger2 = FrontEdgeBodydist < 200 
trigger2 = Random < 666
trigger3 = p2statetype != A
trigger3 = stateno = 250
trigger3 = Hitcount = 4
trigger3 = FrontEdgeBodydist >= 200
trigger3 = Random < 3
trigger4 = p2statetype != A
trigger4 = stateno = 250
trigger4 = Hitcount = 5
trigger4 = FrontEdgeBodydist >= 200
trigger5 = p2statetype = A
trigger5 = P2Dist Y < -10 && P2Dist Y > -40 && P2BodyDist X =[4, 48]
trigger5 = stateno = 250
trigger5 = Hitcount = 4
trigger5 = Random < 10
trigger6 = p2statetype = A
trigger6 = P2Dist Y < -24 && P2Dist Y > -50 && P2BodyDist X =[4, 48]
trigger6 = stateno = 250
trigger6 = Hitcount = 4
trigger6 = Random < 5
trigger7 = p2statetype = A
trigger7 = P2Dist Y < 10 && P2Dist Y >= -24 && P2BodyDist X =[4, 48]
trigger7 = stateno = 250
trigger7 = Hitcount = 5
trigger7 = Random < 333
trigger8 = stateno = 250
trigger8 = MoveGuarded
trigger8 = Life < 75
trigger8 = RoundNo = 3
trigger8 = Enemynear(Var(50)),Statetype != A
trigger8 = P2Bodydist X < 7
trigger8 = time = 32
trigger9 = ctrl
trigger9 = Statetype != A
trigger9 = life > 777
trigger9 = p2life < 333
trigger9 = P2BodyDist X <= 150
trigger9 = Random < 1
trigger10 = ctrl
trigger10 = Statetype != A
trigger10 = life > 444
trigger10 = p2life < 666
trigger10 = P2BodyDist X <= 150
trigger10 = Enemynear(Var(50)),Stateno = [195, 199]
trigger10 = time = 6
trigger10 = Random < 3
trigger11 = Stateno = 101
trigger11 = Statetype != A
trigger11 = P2BodyDist X <= 150
trigger11 = Enemynear(Var(50)),Stateno = [12, 20]
trigger11 = Random < 5

;---------------------------------------------------------------------------
[State -1, S2000]
type = changeState
value = 2000
triggerall = var(59)>0 && roundstate = 2
triggerall = alive
triggerall = power >= 1000
triggerall = stateno = 5110
trigger1 = Random < 1
trigger2 = p2bodydist X <= 40
trigger2 = Random < 5
trigger3 = p2bodydist X <= 36
trigger3 = Enemynear(Var(50)),Statetype != A
trigger3 = p2movetype = A
trigger3 = p2statetype = C
trigger3 = Random < 22
trigger4 = p2bodydist X <= 45
trigger4 = p2movetype = A
trigger4 = Random < 7
trigger5 = BackedgeBodydist < 36
trigger5 = Enemynear(Var(50)),Vel X = [const(velocity.walk.fwd.x)*(-1),0]
trigger5 = Enemynear(Var(50)),p2Dist X =[-10, 36)
trigger5 = Enemynear(Var(50)),Statetype != A
trigger5 = Random < 11


[State -1, S2050]
type = changeState
value = 2050
triggerall = var(59)>0 && roundstate = 2
triggerall = alive
triggerall = power >= 1000
triggerall = stateno = 5110
triggerall = p2bodydist X <= 50
trigger1 = Random < 1
trigger2 = BackedgeBodydist = [15, 55]
trigger2 = Enemynear(Var(50)),Statetype !=A
trigger2 = Enemynear(Var(50)),Vel X <= const(velocity.run.fwd.x)*(-1) && P2Dist X =[-10, 18)
trigger2 = Random < 11
trigger3 = BackedgeBodydist = [15, 40]
trigger3 = p2movetype = A
trigger3 = Enemynear(Var(50)),Statetype =A
trigger3 = Enemynear(Var(50)),Vel X <= const(velocity.jump.fwd.x)*(-1)
trigger3 = P2Dist Y < -10 && P2Dist Y > 36 && P2Dist X =[-10, 18)
trigger3 = Random < 11

;---------------------------------------------------------------------------
;Player Ctrl
;---------------------------------------------------------------------------
[State -1, S3000]
type = changeState
value = 3000
triggerall = var(59)<=0
triggerall = power >= 1000
triggerall = command = "S3000"
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = stateno = 250
trigger2 = Movecontact

;---------------------------------------------------------------------------
[State -1, S2000]
type = changeState
value = 2000
triggerall = var(59)<=0
triggerall = power >= 1000
triggerall = command = "S2000"
trigger1 = stateno = 5110

[State -1, S2050]
type = changeState
value = 2050
triggerall = var(59)<=0
triggerall = power >= 1000
triggerall = command = "S2050"
trigger1 = stateno = 5110

[State -1, S2000]
type = null;changeState
value = 2000
triggerall = var(59)<=0
triggerall = command = "S2000"
trigger1 = ctrl

[State -1, S2001]
type = null;changeState
value = 2050
triggerall = var(59)<=0
triggerall = command = "S2050"
trigger1 = ctrl
;---------------------------------------------------------------------------
;O_bV
[State -1, DashFwd]
type = ChangeState
value = 100
triggerall = var(59)<=0
triggerall = command = "FF"
trigger1 = statetype != A
trigger1 = ctrl

;Back_bV
[State -1, DashBck]
type = ChangeState
value = 105
triggerall = var(59)<=0
triggerall = command = "BB"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;ӂ݂
[State -1, Stamping]
type = ChangeState
value = 1000
triggerall = var(59)<=0
triggerall = command = "QCB_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = command = "QCB_x"
trigger2 = statetype = C
trigger2 = stateno = 260
trigger2 = movecontact

;󒆂ӂ݂
[State -1, StampingAir]
type = ChangeState
value = 1004
triggerall = var(59)<=0
triggerall = command = "QCB_x"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;LoopKick
[State -1, LoopKick]
type = ChangeState
value = 1500
triggerall = var(59)<=0
triggerall = command = "LoopK_x"
trigger1 = statetype != A
trigger1 = ctrl 

;---------------------------------------------------------------------------
;A
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 250
triggerall = var(59)<=0
triggerall = command = "QCF_x"
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = (stateno = [200,299]) || (stateno = [400,499])
;trigger2 = stateno != 440 ;Except for sweep kick
;trigger2 = movecontact

;---------------------------------------------------------------------------

;
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59)<=0
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "y"
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "z"
trigger2 = command = "holdfwd"
trigger2 = p2bodydist X < 3
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
trigger3 = command = "y"
trigger3 = command = "holdback"
trigger3 = p2bodydist X < 5
trigger3 = (p2statetype = S) || (p2statetype = C)
trigger3 = p2movetype != H
trigger4 = command = "z"
trigger4 = command = "holdback"
trigger4 = p2bodydist X < 5
trigger4 = (p2statetype = S) || (p2statetype = C)
trigger4 = p2movetype != H

;---------------------------------------------------------------------------
;Rvgr
[State -1, Kung Fu Throw]
type = ChangeState
value = 830
triggerall = var(59)<=0
triggerall = command = "y" || command = "z"
triggerall = statetype = A
triggerall = stateno = 50
triggerall = p2dist X < 53
triggerall = abs(p2dist Y) <= 12
triggerall = pos y <= -60
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holddown"

;===========================================================================


;---------------------------------------------------------------------------
;
[State -1, Stand X Short]
type = ChangeState
value = 200
triggerall = var(59)<=0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = p2bodydist X < 36
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = stateno = 200
;trigger2 = time > 6

;---------------------------------------------------------------------------
;
[State -1, Stand Y Short]
type = ChangeState
value = 240
triggerall = var(59)<=0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = p2bodydist X < 36
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = (stateno = 200) && time > 5
;trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;
[State -1, Stand Z]
type = ChangeState
value = 220
triggerall = var(59)<=0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = stateno = 200
;trigger2 = time > 6

;---------------------------------------------------------------------------
;
[State -1, Stand X Long]
type = ChangeState
value = 230
triggerall = var(59)<=0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = p2bodydist X > 36
trigger1 = statetype = S
trigger1 = ctrl
;triggerall = command = "x"
;triggerall = command != "holddown"
;trigger1 = command = "holdfwd"
;trigger1 = p2bodydist X > 3
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger2 = (stateno = 200) && time > 7
;trigger3 = (stateno = 230) && time > 9

;---------------------------------------------------------------------------
;
[State -1, Standing Y Long]
type = ChangeState
value = 210
triggerall = var(59)<=0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = p2bodydist X > 36
trigger1 = statetype = S
trigger1 = ctrl
;triggerall = command = "y"
;triggerall = command != "holddown"
;trigger1 = command = "holdfwd"
;trigger1 = p2bodydist X > 3
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger2 = (stateno = 200) && time > 5
;trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59)<=0
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;XCfBOEႪݍU
[State -1, Crouching Light Kick]
type = ChangeState
value = 280
triggerall = var(59)<=0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Middle Kick]
type = ChangeState
value = 290
triggerall = var(59)<=0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = command = "y"
trigger2 = command = "holddown"
trigger2 = stateno = 280
trigger2 = movecontact

[State -1, Crouching Strong Kick]
type = ChangeState
value = 260
triggerall = var(59)<=0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = command = "z"
trigger2 = command = "holddown"
trigger2 = stateno = 280
trigger2 = movecontact

;---------------------------------------------------------------------------
;
[State -1, Jump X]
type = ChangeState
value = 300
triggerall = var(59)<=0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = 270
;trigger2 = statetime >= 7

[State -1, Jump Y]
type = ChangeState
value = 310
triggerall = var(59)<=0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = command = "y"
trigger2 = stateno = 300 
trigger2 = movecontact

[State -1, Jump Z]
type = ChangeState
value = 270
triggerall = var(59)<=0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = command = "z"
trigger2 = stateno = 300 || stateno = 310 ;jump_x or jump_a
trigger2 = movecontact
;---------------------------------------------------------------------------







;---------------------------------------------------------------------------


