; The CMD file for Goku Version 3 by supermystery.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 20

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

;-| 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

;-| Hold Button |----------------------------------------------------------

[Command]
name = "holda"
command = /a
time = 1

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

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

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

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

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

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


;-| CPU |--------------------------------------------------------------

[Command]
name = "a2"
command = a
time = 1

[Command]
name = "b2"
command = b
time = 1

[Command]
name = "c2"
command = c
time = 1

[Command]
name = "x2"
command = x
time = 1

[Command]
name = "y2"
command = y
time = 1

[Command]
name = "z2"
command = z
time = 1

[Command]
name = "start2"
command = s
time = 1

[Command]
name = "holdfwd2"
command = /$F
time = 1

[Command]
name = "holdback2"
command = /$B
time = 1

[Command]
name = "holdup2"
command = /$U
time = 1

[Command]
name = "holddown2"
command = /$D
time = 1

[Command]
name = "holda2"
command = /a
time = 1

[Command]
name = "holdb2"
command = /b
time = 1

[Command]
name = "holdc2"
command = /c
time = 1

[Command]
name = "holdx2"
command = /x
time = 1

[Command]
name = "holdy2"
command = /y
time = 1

[Command]
name = "holdz2"
command = /z
time = 1

[Command]
name = "holdstart2"
command = /s
time = 1

[Command]
name = "recovery2"
command = x+y
time = 1

;-| Super Motions |--------------------------------------------------------

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

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

[Command]
name = "spark3"
command = ~D, DB, B, x+y

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

[Command]
name = "meteor2"
command = a+x

[Command]
name = "laser3"
command = ~B, F, b

[Command]
name = "kame"
command = ~B, F, y

;-| Special Motions |------------------------------------------------------

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

[Command]
name = "combo"
command = ~B, F, x

[Command]
name = "spark2"
command = ~D, DF, F, y

[Command]
name = "fkick"
command = ~D, DF, F, a

[Command]
name = "ssj3"
command = ~D, DF, F, c

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

[Command]
name = "slide"
command = ~D, DF, F, b

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

[Command]
name = "kicks2"
command = ~D, DB, B, y

[Command]
name = "ab"
command = x+y

[Command]
name = "upper"
command = b+y

[Command]
name = "disc"
command = ~B, F, b+y

[Command]
name = "fbx3"
command = ~B, F, c

[Command]
name = "wkame"
command = B, F, a

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

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

;-| 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

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

[Command]
name = "UU"     ;Required (do not remove)
command = U, U
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

;-| AI Activation Commands |-----------------------------------------------

[Command]
name = "CPU0"
command = U,U,D,D,B,F,B,F,s,s
time = 0

[Command]
name = "CPU1"
command = U,U,D,D,B,F,B,F,a,a
time = 0

[Command]
name = "CPU2"
command = U,U,D,D,B,F,B,F,b,b
time = 0

[Command]
name = "CPU3"
command = U,U,D,D,B,F,B,F,c,c
time = 0

[Command]
name = "CPU4"
command = U,U,D,D,B,F,B,F,x,x
time = 0

[Command]
name = "CPU5"
command = U,U,D,D,B,F,B,F,y,y
time = 0

[Command]
name = "CPU6"
command = U,U,D,D,B,F,B,F,z,z
time = 0

[Command]
name = "CPU7"
command = U,U,D,D,B,F,B,F,a,b
time = 0


;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


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

[State -1, AI Helper Check]
type = ChangeState
trigger1 = IsHelper(9741)
value = 9741

[State -1, AI Helper Check 2]
type = ChangeState
trigger1 = IsHelper(9742)
value = 9742

;---------------------------------------------------------------------------
;Human Commands
;===========================================================================
;---------------------------------------------------------------------------
;Fusion
[State -1, Fusion]
type = ChangeState
value = 3400
triggerall = var(58) != 1
triggerall = command = "fusion"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA 
trigger2 = stateno != 3400
trigger2 = movecontact

;---------------------------------------------------------------------------
;Super Lazer
[State -1, SLazer]
type = ChangeState
value = 1200
triggerall = var(28) = 1
triggerall = var(58) != 1
triggerall = command = "laser"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA 
trigger2 = stateno != 1200
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Final Combo EX
[State -1, SLazer 2]
type = ChangeState
value = 93900
triggerall = var(28) = 1
triggerall = var(58) != 1
triggerall = command = "wlaser"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA 
trigger2 = stateno != [93900,93905]
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Final Combo EX
[State -1, SLazer 2]
type = ChangeState
value = 3900
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "wlaser"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA 
trigger2 = stateno != [3900,3905]
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Super Lazer 2
[State -1, SBomb]
type = ChangeState
value = 3800
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "spark3"
triggerall = power >= 2500
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA 
trigger2 = stateno != 3800
trigger2 = stateno != 3803
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Super Lazer 2
[State -1, SLazer 2]
type = ChangeState
value = 12102
triggerall = var(28) = 1
triggerall = var(58) != 1
triggerall = command = "kame"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA 
trigger2 = stateno != 12102
trigger2 = stateno != 12103
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Final Combo
[State -1, SKicks]
type = ChangeState
value = 3100
;triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "laser3"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA 
trigger2 = stateno != [3100,3101]
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Combo after hit ssj2
[State -1, Combo after hit SSJ2]
type = ChangeState
value = 4300
triggerall = var(58) != 1
triggerall = command = "combo"
triggerall = power >= 500
trigger1 = hitdefattr = SC, NA, SA
trigger1 = stateno != 4300
trigger1 = movecontact
trigger2 = ProjContact1001 = 1
trigger3 = ProjContact1002 = 1
trigger4 = ProjContact311 = 1
trigger5 = statetype = S
trigger5 = ctrl
trigger6 = stateno = 2000

;---------------------------------------------------------------------------
;Kaioken Ha!
[State -1, Kaioken]
type = ChangeState
value = 7100
triggerall = var(58) != 1
triggerall = command = "c";"upper"
triggerall = command = "holddown"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA 
trigger2 = stateno != 1722
trigger2 = stateno != 1723
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Another Combo
[State -1, Acombo]
type = ChangeState
value = 1722
triggerall = var(58) != 1
triggerall = command = "upper"
triggerall = command = "holdfwd"
triggerall = power >= 100
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA 
trigger2 = stateno != 1722
trigger2 = stateno != 1723
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Super Finish SSJ3
[State -1, SLazer]
type = ChangeState
value = 43900
triggerall = var(28) = 1
triggerall = var(58) != 1
triggerall = command = "spark3"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA 
trigger2 = stateno != [43900,43904]
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;SBM2
[State -1, SBM2]
type = ChangeState
value = 2010
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = power >= 1000
triggerall = command = "kame"
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = movecontact
trigger3 = stateno = 2000
trigger4 = stateno = 600 || stateno = 630 || stateno = 610 || stateno = 640 
trigger4 = movecontact

;---------------------------------------------------------------------------
;Super Lazer 2
[State -1, SLazer 2]
type = ChangeState
value = 2102
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "laser"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA 
trigger2 = stateno != 2102
trigger2 = stateno != 2103
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Energy Blast
[State -1, Energy Blast]
type = ChangeState
value = 1010
triggerall = var(58) != 1
triggerall = command = "spark2"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 1010
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Energy Blast
[State -1, Energy Blast]
type = ChangeState
value = 1000
triggerall = var(58) != 1
triggerall = command = "spark"
triggerall = power >= 500
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 1000
trigger2 = movecontact
trigger3 = stateno = 2000
;---------------------------------------------------------------------------
;SSJ3
[State -1, SSJ3]
type = ChangeState
value = 197
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "ssj3"
triggerall = power >= 3000
triggerall = statetype != A && stateno != 197
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = stateno = 2000

;---------------------------------------------------------------------------
;Meteor
[State -1, Meteor]
type = ChangeState
value = 1300
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "meteor"
triggerall = stateno != 1300
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Meteor
[State -1, Meteor]
type = ChangeState
value = 13500
triggerall = var(28) = 1
triggerall = stateno != 13500
triggerall = var(58) != 1
triggerall = command = "meteor"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = movecontact
trigger3 = stateno = 2000

[State -1]
type = ChangeState
value = 3005
triggerall = var(58) != 1
triggerall = command = "ab" && alive = 1
triggerall = statetype != A
trigger1 = ctrl
trigger1 = stateno >= 150        
trigger2 = Stateno <= 153
trigger3 = stateno = 5000       
trigger4 = stateno = 5001
trigger5 = stateno = 5002
trigger6 = stateno = 5010
trigger7 = stateno = 5011
trigger8 = stateno = 5012
trigger9 = stateno = 5020
trigger10 = stateno = 5021
trigger11 = stateno = 5022
trigger12 = stateno = 5110
trigger13 = stateno = 5120
trigger14 = stateno = 5110
trigger15 = stateno = 5035
trigger16 = stateno = 5030
trigger17 = stateno = 5050
trigger18 = stateno = 5040
trigger19 = stateno = 5071

;Warp 
[State -1]
type = ChangeState
value = 3005
triggerall = var(58) != 1
triggerall = command = "ab"
triggerall = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 2000

;---------------------------------------------------------------------------
;Warp Kamehameha
[State -1, W kame]
type = ChangeState
value = 1700
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "wkame"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 1700 && stateno != 1710
trigger2 = movecontact
trigger3 = stateno = 2000
;---------------------------------------------------------------------------
;Fireball Inv
[State -1, Inv Fireball]
type = ChangeState
value = 310
triggerall = var(58) != 1
triggerall = command = "fbx3"
triggerall = power >= 100 
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 300
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Disc
[State -1, Disc]
type = ChangeState
value = 397
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "upper"
triggerall = command = "holdback"
triggerall = power >= 100 
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 300
trigger3 = stateno = 2000

;-----------------------------------------------------------------------
;Counter
[State -1, Kick Counter]
type = ChangeState
value = 3434
triggerall = var(58) != 1
triggerall = command = "meteor2"
triggerall = stateno != 3434 && stateno != 3000 && stateno != 1000
triggerall = p2bodydist x = [0,50]
;triggerall = p2bodydist y = [-5,5]
triggerall = P2MoveType = A
triggerall = MoveType = H
triggerall = GetHitVar(hitcount) < 6
triggerall = GetHitVar(hittime) < 40
triggerall = GetHitVar(slidetime) < 40
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5002
trigger4 = stateno = 5010
trigger5 = stateno = 5011
trigger6 = stateno = 5012
trigger7 = stateno = 5030
trigger8 = stateno = 5020


;---------------------------------------------------------------------------
;Crouch Beam
[State -1, Crouch Beam]
type = ChangeState
value = 350
;triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "upper"
triggerall = command = "holddown"
triggerall = power >= 500
triggerall = statetype = C
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 350
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Fireball
[State -1]
type = ChangeState
value = 300
triggerall = var(58) != 1
triggerall = command = "c"
triggerall = numproj = 0
triggerall = power >= 100 
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 300
trigger3 = stateno = 2000

;----------------------------------------------------------------------------
; Ki Burn
[State -1, Ki Burn]
type = ChangeState
value = 740
triggerall = var(58) != 1
triggerall = command = "holda"
triggerall = command = "holdb"
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = stateno = 2000
;----------------------------------------------------------------------------
; CHARGE
[State -1, Charge]
type = ChangeState
value = 730
triggerall = var(58) != 1
triggerall = Power < 3000
triggerall = command = "holdz"
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = stateno = 2000

;---------------------------------------------------------------------------
;Crouch Beam
[State -1, Crouch Beam]
type = ChangeState
value = 1122
;triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "meteor2"
triggerall = command = "holddown"
triggerall = power >= 400
triggerall = statetype = C
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 1122
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Solar
[State -1, Solar]
type = ChangeState
value = 1400
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "meteor2"
triggerall = statetype != A
triggerall = stateno != 1400
trigger1 = ctrl
trigger2 = stateno = 2000

;----------------------------------------------------------------
;Combo + Special Hits
;--------------------------------------------------------------------
;---------------------------------------------------------------------------
;Elbow
[State -1, Elbow]
type = ChangeState
value = 270
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "fkick"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 270
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Elbow
[State -1, Elbow]
type = ChangeState
value = 9270
triggerall = var(28) = 1
triggerall = var(58) != 1
triggerall = command = "fkick"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 9270
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Kick Combo
[State -1, Kick Combo]
type = ChangeState
value = 290
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "kicks"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 290
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Rolling Attack 2
[State -1, R Attack]
type = ChangeState
value = 9289;9290
triggerall = var(28) = 1
triggerall = var(58) != 1
triggerall = command = "kicks"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = stateno != 9292
trigger2 = stateno != 9280
trigger2 = stateno != 9290
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Forward Flip
[State -1, FWD Flip]
type = ChangeState
value = 412
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "kicks2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 412
trigger2 = stateno != 413
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Rolling Attack
[State -1, FWD Flip]
type = ChangeState
value = 9280
triggerall = var(28) = 1
triggerall = var(58) != 1
triggerall = command = "kicks2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 9292
trigger2 = stateno != 9280
trigger2 = stateno != 9290
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Uppercut
[State -1, Uppercut]
type = ChangeState
value = 250
triggerall = var(58) != 1
triggerall = command = "upper"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 270
trigger2 = movecontact
trigger3 = stateno = 2000
;---------------------------------------------------------------------------
;Slide
[State -1, Slide]
type = ChangeState
value = 280
triggerall = var(28) != 1
triggerall = var(58) != 1
triggerall = command = "slide"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 280
trigger2 = movecontact

;---------------------------------------------------------------------------
;Rolling attack 3
[State -1, r attack 3]
type = null;ChangeState
value = 9292
triggerall = var(28) = 1
triggerall = var(58) != 1
triggerall = command = "slide"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA
trigger2 = var(32) != 1
trigger2 = stateno != 9292
trigger2 = stateno != 9280
trigger2 = stateno != 9290
trigger2 = movecontact

;---------------------------------------------------------------------------
;Dive Kick Combo
[State -1, Diving Kick]
type = ChangeState
value = 641
triggerall = var(28) = 1
triggerall = var(58) != 1
triggerall = command = "slide"
triggerall = stateno != 641
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 || stateno = 640 || stateno = 610
trigger2 = movecontact
trigger3 = stateno = 2000

;===========================================================================
;Super Jump
[State -1, Super Jump]
type = ChangeState
value = 70
triggerall = var(58) != 1 
triggerall = command = "DD"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype = C
trigger2 = ctrl

;Fly Up Air Command
[State -1]
type = ChangeState
value = 2000
triggerall = var(58) != 1
triggerall = command = "start"
trigger1 = statetype = A
trigger1 = ctrl = 1

;Fly up
[State -1]
type = ChangeState
value = 1999
triggerall = var(58) != 1
trigger1 = command = "start"
trigger1 = statetype != A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Run Fwd
;_bV
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(58) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
;ރ_bV
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(58) != 1
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Kung Fu Throw
[State -1, Kung Fu Throw]
type = ChangeState
value = 870
triggerall = var(58) != 1
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

;===========================================================================
[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 = 400 || stateno = 410 || stateno = 200 || stateno = 210 || stateno = 230 || stateno = 240 || stateno = 430 || stateno = 440 || stateno = 220 || stateno = 245 || stateno = 250
trigger2 = movecontact
var(1) = 1

[State -1,AI Combo condition Reset]
type = varset
triggerall = var(58) = 1
trigger1 = 1
var(38) = 0

[State -1, AI Combo condition Check]
type = VarRandom
trigger1 = statetype != A
triggerall = var(58) = 1
trigger1 = stateno = 250
trigger1 = movecontact
v = 38
range = 10,17

;---------------------------------------------------------------------------
;Stand Light Punch
;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(58) != 1 
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(1) ;Use combo condition (above)
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Stand Strong Punch
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(58) != 1
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(1) ;Use combo condition (above)
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Stand Light Kick
;LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(58) != 1
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(1) ;Use combo condition (above)
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Standing Strong Kick
;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(58) != 1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = var(1) ;Use combo condition (above)
trigger2 = movecontact
trigger3 = stateno = 2000

;---------------------------------------------------------------------------
;Crouching Light Punch
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(58) != 1
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = var(1) ;Use combo condition (above)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Crouching Strong Punch
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(58) != 1
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = var(1)
trigger2 = movecontact 

;---------------------------------------------------------------------------
;Crouching Light Kick
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(58) != 1
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = var(1)
trigger2 = movecontact 

;---------------------------------------------------------------------------
;Crouching Strong Kick
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(58) != 1
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = var(1)
trigger2 = movecontact 

;---------------------------------------------------------------------------
;Jump Light Punch
;󒆎p`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(58) != 1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 || stateno = 610 || stateno = 640 
trigger2 = movecontact

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(58) != 1
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 || stateno = 610 || stateno = 640 
trigger2 = movecontact

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(58) != 1
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 || stateno = 610 || stateno = 640 
trigger2 = movecontact

;---------------------------------------------------------------------------
;Jump Strong Kick
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(58) != 1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 || stateno = 610 || stateno = 640 
trigger2 = movecontact

;---------------------------------------------------------------------------
;AI Activation
[State -1, AI]
type = VarSet
triggerall = roundstate = 2
trigger1 = command = "CPU0"
trigger2 = command = "CPU1"
trigger3 = command = "CPU2"
trigger4 = command = "CPU3"
trigger5 = command = "CPU4"
trigger6 = command = "CPU5"
trigger7 = command = "CPU6"
trigger8 = command = "CPU7"
v = 58
value = 1

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

