
;[Remap]
;x = x
;y = y
;z = z
;a = a
;b = b
;c = c
;s = s

;-| Default Values |-------------------------------------------------------
;[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
;command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
;command.buffer.time = 1


;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;

[Command]
name = "AI1"
command = U, D, U, D, U, D, U, D
time = 1
[Command]
name = "AI2"
command = U, D, U, D, U, D, U ,D,U
time = 1
[Command]
name = "AI3"
command = U, D, U, D, U, D, U ,D ,U ,D
time = 1
[Command]
name = "AI4"
command = U, D, U, D, U, D, U, D ,b
time = 1
[Command]
name = "AI5"
command = U, D, D, D, U, D, U, D, U
time = 1
[Command]
name = "AI6"
command = U, U, U, D, U, D, U ,D ,U ,D
time = 1
[Command]
name = "AI7"
command = U, D, U, D, U, D, U, D ,x
time = 1
[Command]
name = "AI8"
command = U, D, U, D, U, D, U ,D,U ,y
time = 1
[Command]
name = "AI9"
command = U, D, U, D, U, D, U ,D ,U ,D ,z
time = 1
[Command]
name = "AI10"
command = U, D, U, D, U, D, U, D ,U ,D ,a
time = 1
[Command]
name = "AI11"
command = U, D, U, D, U, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI12"
command = U, D, U, D, U, D, U ,D ,U ,D,c
time = 1
[Command]
name = "AI13"
command = U, D, U, D, U, D, U, D ,U ,D ,F
time = 1
[Command]
name = "AI14"
command = U, D, U, D, U, D, U ,D,U,D,U,B
time = 1
[Command]
name = "AI15"
command = U, D, U, D, U, D, U ,D ,U ,D,D,D
time = 1
[Command]
name = "AI16"
command = U, F, U, D, U, D, U ,D ,U ,D ,z
time = 1
[Command]
name = "AI17"
command = U, F, U, D, U, D, U, D ,U ,D ,a
time = 1
[Command]
name = "AI18"
command = U, F, U, D, U, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI19"
command = U, F, U, D, U, D, U ,U ,U ,D ,z
time = 1
[Command]
name = "AI20"
command = U, F, U, D, U, D, U, B ,U ,D ,a
time = 1
[Command]
name = "AI21"
command = U, F, U, D, B, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI22"
command = U, F, U, D, U, D, U ,U ,U ,D ,z,b
time = 1
[Command]
name = "AI23"
command = U, F, U, D, U, D, U, B ,U ,D ,a,c
time = 1
[Command]
name = "AI24"
command = U, F, U, D, B, D, U ,D,U,D,U,b,a
time = 1
[Command]
name = "AI25"
command = U, F, U, D, U, D, U ,U ,U ,D ,z,b,U
time = 1
[Command]
name = "AI26"
command = U, F, U, D, U, D, U, B ,U ,D ,a,c,D
time = 1
[Command]
name = "AI27"
command = U, F, U, D, B, D, U ,D,U,D,U,b,a,F
time = 1
;--------------------------------------------------------

[Command]
name = "nakayubi"
command = ~D, D, x
time = 20

[Command]
name = "TripleKCPalm"
command = ~D, F, D, F, x
time = 20

[Command]
name = "TripleKCPalm"   ;Same name as above
command = ~D, F, D, F, y
time = 20

[Command]
name = "SmashKFUpper"
command = ~D, B, D, B, x;~F, D, DF, F, D, DF, x
time = 20

[Command]
name = "SmashKFUpper"   ;Same name as above
command = ~D, B, D, B, y;~F, D, DF, F, D, DF, y
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "nananen"
command = ~B, D, F, a
time = 20

[Command]
name = "nananen"
command = ~B, D, F, b
time = 20

[Command]
name = "nananen"
command = ~F, D, B, a
time = 20

[Command]
name = "nananen"
command = ~F, D, B, b
time = 20


[Command]
name = "upper_x"
command = ~F, D, DF, x

[Command]
name = "upper_y"
command = ~F, D, DF, y

[Command]
name = "upper_xy"
command = ~F, D, DF, x+y

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

[Command]
name = "QCF_y"
command = ~D, DF, F, y

[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y

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

[Command]
name = "QCB_y"
command = ~D, DB, B, y

[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y


[Command]
name = "QCB_a"
command = ~B, D, B, a

[Command]
name = "QCB_b"
command = ~B, D, B, b

[Command]
name = "QCB_ab"
command = ~D, DB, B, a+b

[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b


[Command]
name = "D"
command = D, D, a

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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


[Command]
name = "holdstart"
command = /$s
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1



; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

;===========================================================================
;---------------------------------------------------------------------------
;Smash Kung cho Upper (uses one super bar)
;eIX}bVwiQ[Wx2j
[State -1, Smash Kung cho Upper]
type = ChangeState
value = 3050
triggerall = command = "SmashKFUpper"
triggerall = power >= 2000
triggerall = stateno != 1220
triggerall = stateno != 1221
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact

;---------------------------------------------------------------------------
;Triple Kung cho Palm (uses one super bar)
;OJ`[˂iQ[WxPj
[State -1, Triple Kung cho Palm]
type = ChangeState
value = 3000
triggerall = command = "TripleKCPalm"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = statetype != A
;trigger2 = hitdefattr = SC, NA, SA, HA
;trigger2 = stateno != [3000,3050)
;trigger2 = movecontact

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

;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0

[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1

;-----------------------------------------
[State -1,2]
type = Varset
triggerall = var(30) != 30
trigger1 = command = "AI1"
trigger2 = command = "AI2"
trigger3 = command = "AI3"
trigger4 = command = "AI4"
trigger5 = command = "AI5"
trigger6 = command = "AI6"
trigger7 = command = "AI7"
trigger8 = command = "AI8"
trigger9 = command = "AI9"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
v = 30
value = 30
;--------------------------------------------
;AIs

[State -1, AIThrow]
type = ChangeState
value = 1210
triggerall = statetype != A
triggerall = ctrl
;triggerall = stateno != 100
triggerall = power <= 350
trigger1 = var(30)   = 30
trigger1 = p2dist X < 56
trigger1 = p2stateno = 1228


[State -1, AIThrow]
type = ChangeState
value = 2400
triggerall = statetype != A
triggerall = ctrl
;triggerall = stateno != 100
triggerall = var(30)   = 30
trigger1 = p2dist X < 56
trigger1 = p2stateno = 1228
trigger1 = p2Movetype = H


[State -1, AIThrow]
type = ChangeState
value = 2430
triggerall = statetype != A
;triggerall = stateno != 100
triggerall = power >= 1200
trigger1 = var(30)   = 30
trigger1 = Time > 95
trigger1 = stateno = 2420
trigger1 = p2life <= 400
trigger2 = var(30)   = 30
trigger2 = Time > 95
trigger2 = stateno = 2420
trigger2 = power >= 1800
[State -1]
type = ChangeState
value = 2510
triggerall = statetype != A
;triggerall = stateno != 100
triggerall = power <= 1199
triggerall = power >= 700
trigger1 = var(30)   = 30
trigger1 = Time > 95
trigger1 = stateno = 2420
trigger1 = p2life <= 300


[State -1, AIThrow]
type = ChangeState
value = 1900
triggerall = statetype != A
triggerall = ctrl
;triggerall = stateno != 100
trigger1 = var(30)   = 30
trigger1 = p2dist X < 45
trigger1 = p2stateno = 5110
trigger2 = var(30)   = 30
trigger2 = p2dist X < 45
trigger2 = p2stateno = 5160
trigger3 = var(30)   = 30
trigger3 = p2dist X < 45
trigger3 = p2stateno = 1215

[State -1, AIThrow]
type = ChangeState
value = 1400
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = var(30)   = 30
trigger1 = p2bodydist X <140
trigger1 = p2bodydist X >135
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger2 = var(30)   = 30
trigger2 = FrontEdgeBodyDist < 80
trigger2 = (p2statetype = S) || (p2statetype = C)

[State -1, AIThrow]
type = ChangeState
value = 1450
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = var(30)   = 30
trigger1 = p2bodydist X <221
trigger1 = p2bodydist X >200
trigger1 = (p2statetype = S) || (p2statetype = C)

[State -1, AIThrow]
type = ChangeState
value = 3000
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = power >= 1000
trigger1 = var(30)   = 30
trigger1 = p2bodydist X < 7
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H


[State -1]
type = ChangeState
value = 100
triggerall = statetype = S
triggerall   = var(30)   = 30
triggerall  = ctrl
trigger1   = p2bodydist X < 54
trigger1   = p2bodydist X > 37
trigger2   = p2bodydist X < 30
trigger2   = p2bodydist X > 20
trigger3   = p2bodydist X < 15
trigger3   = p2bodydist X > 9
trigger4   = p2bodydist X < 80
trigger4   = p2bodydist X > 60
trigger4   = p2bodydist X < 120
trigger4   = p2bodydist X > 100
trigger5   = p2stateno = 3021
trigger5   = stateno !=100
trigger6   = p2stateno = 5110
trigger6   = stateno !=100

[State -1, AIThrow]
type = ChangeState
value = 1500
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = var(30)   = 30
trigger1 = p2bodydist X < 7
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
[State -1]
type = ChangeState
value = 1515
trigger1 = var(30)   = 30
trigger1 = stateno = 1510
trigger1 = time > 43
trigger1 = time < 45

[State -1]
type = ChangeState
value = 3050
triggerall = stateno != 1220
triggerall = stateno != 1221
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = var(30)      = 30
triggerall = power >= 2000
triggerall = p2bodydist X < 8
triggerall = p2dist Y < -8
trigger1  = ctrl
trigger2   = StateNo  = 410
trigger2   = movecontact




[State -1]
type = ChangeState
value = 430
triggerall = statetype = S
triggerall   = var(30)   = 30
triggerall   = p2bodydist X < 20
triggerall   = p2bodydist X > 10
trigger1   = ctrl
trigger1   = p2statetype = S
trigger2   = ctrl
trigger2   = p2statetype = C
[State -1]
type = ChangeState
value = 1220
triggerall   = p2bodydist X < 30
triggerall = p2statetype != L
triggerall   = p2bodydist Y =0
triggerall = var(30)      = 30
triggerall = power >= 1200
trigger1   = StateNo      = 430
trigger1   = MoveHit
[State -1]
type = ChangeState
value = 410
triggerall = p2statetype != L
triggerall = var(30)      = 30
trigger1   = StateNo      = 430
trigger1   = movecontact
[State -1]
type = ChangeState
value = 1000
triggerall   = p2bodydist X < 30
triggerall = p2statetype != L
triggerall   = p2bodydist Y =0
triggerall = var(30)      = 30
trigger1   = StateNo      = 410
trigger1   = movecontact
[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(30)   = 30
triggerall = power >= 330
trigger1   = StateNo      = 430
triggerall   = p2bodydist X > 30


[State -1]
type = ChangeState
value = 1210
triggerall = statetype = S
triggerall   = var(30)   = 30
triggerall   = p2bodydist X < 25
triggerall   = p2bodydist X > 18
trigger1   = ctrl
trigger1   = p2statetype = A
trigger2   = ctrl
trigger2   = p2statetype = C


;---------------------------------------------------------------------------
;Fast Kung Fu Knee (1/3 super bar)
;Jt[RiQ[WxP^Rj
[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = command = "FF_ab"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1900
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = P2stateno = 5110
trigger1 = var(1) ;Use combo condition (above)
trigger2 = P2stateno = 5160
trigger2 = var(1) ;Use combo condition (above)
;---------------------------------------------------------------------------
;Light Kung Fu Knee
;Jt[Rij
[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = command = "FF_a"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Strong Kung Fu Knee
;Jt[Rij
[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = command = "FF_b"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Fast Kung Fu Palm (1/3 super bar)
;J`[[˂iQ[WxP^Rj
[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = command = "QCF_xy"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Light Kung Fu Palm
;J`[˂ij
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Strong Kung Fu Palm
;J`[˂ij
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = command = "QCF_y"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Fast Kung Fu Upper (1/3 super bar)
;Jt[EEbp[
[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = command = "upper_xy"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Light Kung Fu Upper
;Jt[EEbp[ij
[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = command = "upper_x"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Strong Kung Fu Upper
;Jt[EEbp[ij
[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = command = "upper_y"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Fast Kung Fu Blow (1/3 super bar)
[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = command = "QCB_xy"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Light Kung Fu Blow
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = command = "QCB_x"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Strong Kung Fu Blow
[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = command = "QCB_y"
trigger1 = var(1) ;Use combo condition (above)

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


;---------------------------------------------------------------------------
;Run Fwd
;_bV
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
;ރ_bV
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

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

;^IJ`T[rX
[State -1, Kung Fu Throw]
type = ChangeState
value = 1500
triggerall = command = "nananen"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

[State -1]
type = ChangeState
value = 1515
triggerall = Command = "nananen"
trigger1 = stateno = 1510
trigger1 = time > 18
trigger1 = time < 45

[State -1]
type = ChangeState
value = 2400
triggerall = Command = "nakayubi"
trigger1 = var(1) ;Use combo condition (above)
[State -1]
type = ChangeState
value = 2430
triggerall = stateno = 2420
triggerall = power >= 1200
trigger1 = command = "QCF_x"
trigger2 = command = "QCF_y"
[State -1]
type = ChangeState
value = 2510
triggerall = stateno = 2420
triggerall = power <= 1199
triggerall = power >= 700
trigger1 = command = "QCF_x"
trigger2 = command = "QCF_y"


;Strong Kung Fu Upper
;OP
[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1400
triggerall = command = "QCB_a"
trigger1 = var(1) ;Use combo condition (above)

[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1450
triggerall = command = "QCB_b"
trigger1 = var(1) ;Use combo condition (above)

[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1490
trigger1 = var(30)   != 30
triggerall = command = "QCB_ab"
trigger1 = var(1) ;Use combo condition (above)


;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6

;---------------------------------------------------------------------------
;Stand Strong Punch
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;Stand Light Kick
;LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9

;---------------------------------------------------------------------------
;Standing Strong Kick
;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;Taunt
;
;[State -1, Taunt]
;type = ChangeState
;value = 195
;triggerall = command = "start"
;trigger1 = statetype != A
;trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Strong Punch
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Crouching Light Kick
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Crouching Strong Kick
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Jump Light Punch
;󒆎p`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Strong Kick
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking

;----------------------------------------------------------------------
[State -1, Jump Strong Kick]
type = ChangeState
value = 8000
triggerall = Time <= 8
triggerall = stateno = 150 || stateno = 151
trigger1 = p2name = "Yuri"
trigger1 = enemy,Authorname = "Andre Lopes"
trigger1 = p2stateno = 214
trigger2 = p2name = "Pielle EX by Shadowtak"
trigger2 = enemy,Authorname = "Shadowtak"
trigger2 = p2stateno = 206
trigger3 = p2name = "Hugo"
trigger3 = enemy,Authorname = "adamskie"
trigger3 = p2stateno = 451
trigger4 = p2name = "BRIDGET"
trigger4 = enemy,Authorname = "R-R"
trigger4 = p2stateno = 250
trigger5 = p2name = "Tamao Mitsurugi"
trigger5 = enemy,Authorname = "NyanKiryu"
trigger5 = p2stateno = 300
trigger6 = p2name = "Tamao V.G-MAX"
trigger6 = enemy,Authorname = "NyanKiryu"
trigger6 = p2stateno = 300
trigger7 = p2name = "Carol Stanzack"
trigger7 = enemy,Authorname = "Fervicante"
trigger7 = p2stateno = 701
trigger8 = p2name = "Maria Shinzaki"
trigger8 = enemy,Authorname = "Mouki"
trigger8 = p2stateno = 860
trigger9 = p2name = "SuperMario"
trigger9 = p2stateno = 1601
trigger10 = p2name = "Marisa"
trigger10 = enemy,Authorname = "Toma"
trigger10 = p2stateno = 900
trigger11 = p2name = "chibiko"
trigger11 = enemy,Authorname = "Elecbyte"
trigger11 = p2stateno = 641
trigger12 = p2name = "yuri"
trigger12 = enemy,Authorname = "Suyazuka Rakutai"
trigger12 = p2stateno = 301
trigger13 = p2name = "yuri99"
trigger13 = enemy,Authorname = "hamaD"
trigger13 = p2stateno = 241
trigger14 = p2name = "cvsyuri"
trigger14 = enemy,Authorname = "pji111"
trigger14 = p2stateno = 260
trigger15 = p2name = "Athena94sp"
trigger15 = enemy,Authorname = "Raiwa"
trigger15 = p2stateno = 700
trigger16 = p2name = "Athena Asamiya"
trigger16 = enemy,Authorname = "ActJapan"
trigger16 = p2stateno = 540
trigger17 = p2name = "Asamiya Athena"
trigger17 = enemy,Authorname = "Chloe"
trigger17 = p2stateno = 530
trigger18 = p2name = "Athena Asamiya"
trigger18 = enemy,Authorname = "Warusaki3"
trigger18 = p2stateno = 710
trigger19 = p2name = "Athena Asamiya"
trigger19 = enemy,Authorname = "EI"
trigger19 = p2stateno = 315
trigger20 = p2name = "Tin's Ramon"
trigger20 = enemy,Authorname = "Tin"
trigger20 = p2stateno = 1515
trigger21 = p2name = "kusaregedo"
trigger21 = enemy,Authorname = "Hh"
trigger21 = p2stateno = 630
trigger22 = p2name = "kusaregedo"
trigger22 = enemy,Authorname = "Hh"
trigger22 = p2stateno = 2300
trigger23 = p2name = "Shiranui Mai"
trigger23 = enemy,Authorname = "ActJapan"
trigger23 = p2stateno = 560
trigger24 = p2name = "Rugal Bee"
trigger24 = enemy,Authorname = "NyanKiryu"
trigger24 = p2stateno = 980
trigger25 = p2name = "Cammy"
trigger25 = enemy,Authorname = "Cannon Musume"
trigger25 = p2stateno = 251
trigger26 = p2name = "bridget"
trigger26 = enemy,Authorname = "Y-H"
trigger26 = p2stateno = 250
trigger27 = p2name = "athena-rkn"
trigger27 = p2stateno = 679
trigger28 = p2name = "Hugo"
trigger28 = enemy,Authorname = "adamskie"
trigger28 = p2stateno = 451
trigger29 = p2name = "yuri"
trigger29 = enemy,Authorname = "Juke kisaragi"
trigger29 = p2stateno = 207 || p2stateno = 208


[State -1, Jump Strong Kick]
type = ChangeState
value = 8000
triggerall = Time <= 8
triggerall = stateno = 150 || stateno = 151
triggerall = p2name = "Victor Von Gerdenheim"
triggerall = enemy,Authorname = "Mr_Karai"
trigger1 = p2stateno = 235
trigger2 = p2stateno = 245
trigger3 = p2stateno = 256
trigger4 = p2stateno = 247
trigger5 = p2stateno = 257


[State -1, Jump Strong Kick]
type = ChangeState
value = 8000
triggerall = Time <= 8
triggerall = stateno = 150 || stateno = 151
triggerall = p2name = "Tin's Victor"
triggerall = enemy,Authorname = "Tin"
trigger1 = p2stateno = 235
trigger2 = p2stateno = 245
trigger3 = p2stateno = 255
trigger4 = p2stateno = 2245
trigger5 = p2stateno = 2255


[State -1, Jump Strong Kick]
type = ChangeState
value = 8000
triggerall = Time <= 8
triggerall = stateno = 150 || stateno = 151
triggerall = p2name = "Mika"
triggerall = enemy,Authorname = "Andre Lopes"
trigger1 = p2stateno = 1011
trigger2 = p2stateno = 1014
trigger3 = p2stateno = 3101
trigger4 = p2stateno = 3001
trigger5 = p2stateno = 3005
trigger6 = p2stateno = 3103
trigger7 = p2stateno = 3004
trigger8 = p2stateno = 3006

[State -1, Jump Strong Kick]
type = ChangeState
value = 8000
triggerall = Time <= 8
triggerall = stateno = 150 || stateno = 151
triggerall = p2name = "Rainbow Mika By TAMAGO"
triggerall = enemy,Authorname = "TAMAGO"
trigger1 = p2stateno = 1001
trigger2 = p2stateno = 1011
trigger3 = p2stateno = 1021
trigger4 = p2stateno = 1051
trigger5 = p2stateno = 1061
trigger6 = p2stateno = 1071

[State -1, Jump Strong Kick]
type = ChangeState
value = 8000
triggerall = Time <= 8
triggerall = stateno = 150 || stateno = 151
triggerall = p2name = "E.HONDA"
triggerall = enemy,Authorname = "Hh"
trigger1 = p2stateno = 1202
trigger2 = p2stateno = 1212
trigger3 = p2stateno = 1222
trigger4 = p2stateno = 630

[State -1, Jump Strong Kick]
type = ChangeState
value = 8000
triggerall = command = "y"
triggerall = Time <= 12
trigger1 = stateno = 7999