[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0

;-| Super Motions |--------------------------------------------------------
[Command]
name = "tyouzetsurengeki"
command = ~D, B, D, F, a+b
time = 15

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


[Command]
name = "tyourengeki"
command = ~F, D, B, a+b
time = 10

[Command]
name = "kaijo"
command = ~F, D, B, x+y
time = 10

[Command]
name = "soulmax"
command = ~D, F, D, F, a+b
time = 25

[Command]
name = "soulmax"
command = ~D, F, D, F, c
time = 25

[Command]
name = "mumax"
command = ~D, F, D, F, x+y
time = 25

[Command]
name = "mumax"
command = ~D, F, D, F, z
time = 25

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

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

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

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

[Command]
name = "sanagi"
command = ~D, B, D, B, x
time = 25

[Command]
name = "sanagi"
command = ~D, B, D, B, y
time = 25


;-| Special Motions |------------------------------------------------------
[Command]
name = "black"
command = ~D, DF, F, x
time = 15

[Command]
name = "black2"
command = ~D, DF, F, y
time = 15

[Command]
name = "kaihi"
command = ~D, DF, F, c
time = 15

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


[Command]
name = "rengeki2"
command = ~D, DF, F, a
time = 15

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

[Command]
name = "geno1"
command = ~F, D, DF, a
time = 15

[Command]
name = "geno2"
command = ~F, D, DF, b
time = 15


[Command]
name = "kuusyu1"
command = ~B, D, DB, a
time = 15

[Command]
name = "kuusyu2"
command = ~B, D, DB, b
time = 15



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

[Command]
name = "balia2"
command = ~F, D, DF, y
time = 15

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

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

[Command]
name = "kaminari2"
command = ~D, B, a
time = 15

[Command]
name = "kaminari3"
command = ~D, B, y
time = 15

[Command]
name = "kaminari4"
command = ~D, B, b
time = 15

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


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

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

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

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





;-| 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 = "Hjump"
command = $D, $U
time = 13

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

[Command]
name = "recovery";Required (do not remove)
command = z
time = 1

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

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

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

[Command]
name = "striker"
command = a+y
time = 1

[Command]
name = "dodge"
command = z
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

;-| 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

[Statedef -1]

;---------------------------------------------------------------------------
;超絶連撃
[State -1]
type = ChangeState
value = 21500
triggerall = command = "tyouzetsurengeki"
triggerall = power >= 3000
triggerall = var(59) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815&&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241

;超連撃
[State -1]
type = ChangeState
value = 7000
triggerall = command = "tyourengeki"
triggerall = power >= 2000
triggerall = var(59) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241
;---------------------------------------------------------------------------
;大型解除
[State -1]
type = ChangeState
value = 7100
triggerall = command = "kaijo"
triggerall = power >= 2000
triggerall = var(59) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241
;---------------------------------------------------------------------------
;活入れ
[State -1]
type = ChangeState
value = 6600
triggerall = stateno != 810 
triggerall = stateno != 815 
triggerall = command = "soulmax"
triggerall = statetype != A
triggerall = power >= 1000
triggerall = var(59) = 0
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact 
trigger7 = stateno = 211 && movecontact
trigger8 = stateno = 231 && movecontact 
trigger9 = stateno = 242 && movecontact
trigger10 = stateno = [6000,6002]
trigger10 = movecontact 
IgnoreHitPause = 1

;無に還ろう
[State -1]
type = ChangeState
value = 2000
triggerall = command = "mu"
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241

;---------------------------------------------------------------------------
;魂潰し
[State -1]
type = ChangeState
value = 2100
triggerall = command = "soul"
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241


;蹴り砕く
[State -1]
type = ChangeState
value = 20920
triggerall = command = "sanagi"
triggerall = power >= 1000
triggerall = var(59) = 0
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 11
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241
trigger11 = stateno = 20910 && movecontact

;---------------------------------------------------------------------------
;新・無に還ろう
[State -1]
type = null;ChangeState
value = 2300
triggerall = command = "sanagi"
triggerall = var(55) = 0
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = palno = 12
triggerall = var(6) != 1
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1

;新・無に還ろう2
[State -1]
type = null;ChangeState
value = 2300
triggerall = command = "sanagi"
triggerall = var(55) = 0
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = palno = 12
triggerall = var(9) != 1
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1


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


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

[State -1,当身]
type = null;ChangeState
value = 3005
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = command = "atemi"
trigger1 = ctrl



;空襲蹴り
[State -1]
type = ChangeState
value = 6610
triggerall = command = "kuusyu1"
triggerall = var(59) = 0
trigger1 = statetype != A && var(55) = 0
trigger1 = ctrl
trigger2 = statetype = S && var(55) = 1
trigger2 = ctrl
trigger3 = statetype = S && var(55) = 1
trigger3 = anim = 2510 && animelem = 4 >= 1
trigger3 = hitshakeover
trigger4 = statetype = S && var(55) = 1
trigger4 = anim = 2525 && animelem = 3, >= 1
trigger4 = hitshakeover
trigger5 = sysfvar(3)
trigger5 = statetype != A
trigger5 = movecontact
trigger5 = stateno != [6000,6002]
trigger5 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 200
trigger5 = stateno != [3000,3002]
trigger5 = stateno != 242 && time<10
trigger5 = stateno != 241

[State -1]
type = ChangeState
value = 6610
triggerall = command = "kuusyu2"
triggerall = var(59) = 0
trigger1 = statetype != A && var(55) = 0
trigger1 = ctrl
trigger2 = statetype = S && var(55) = 1
trigger2 = ctrl
trigger3 = statetype = S && var(55) = 1
trigger3 = anim = 2510 && animelem = 4 >= 1
trigger3 = hitshakeover
trigger4 = statetype = S && var(55) = 1
trigger4 = anim = 2525 && animelem = 3, >= 1
trigger4 = hitshakeover
trigger5 = sysfvar(3)
trigger5 = statetype != A
trigger5 = movecontact
trigger5 = stateno != [6000,6002]
trigger5 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 200
trigger5 = stateno != [3000,3002]
trigger5 = stateno != 242 && time<10
trigger5 = stateno != 241



;対空攻撃
[State -1]
type = ChangeState
value = 6500
triggerall = command = "geno1"
triggerall = statetype != A
triggerall = var(55) = 1
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 6500
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241
trigger11 = stateno = 6002 && movecontact

;対空攻撃
[State -1]
type = ChangeState
value = 6500
triggerall = command = "geno2"
triggerall = statetype != A
triggerall = var(55) = 1
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 6500
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241
trigger11 = stateno = 6002 && movecontact

;対空攻撃　追撃
[State -1]
type = ChangeState
value = 20900
triggerall = command = "geno1"
triggerall = var(55) = 1
trigger1 = stateno = 6500 && movecontact
trigger2 = statetype = A && Ctrl
trigger3 = statetype = A && movecontact
trigger3 = stateno != [20900,20920]
triggerall = var(59) = 0


;対空攻撃　追撃
[State -1]
type = ChangeState
value = 20900
triggerall = command = "geno2"
triggerall = var(55) = 1
trigger1 = stateno = 6500 && movecontact
trigger2 = statetype = A && Ctrl
trigger3 = statetype = A && movecontact
trigger3 = stateno != [20900,20920]
triggerall = var(59) = 0


;対空攻撃　追撃2
[State -1]
type = ChangeState
value = 20910
;triggerall = command = "geno1"
triggerall = var(55) = 1
trigger1 = stateno = 20900 && movecontact
triggerall = var(59) = 0


;対空攻撃　追撃2
[State -1]
type = ChangeState
value = 20910
;triggerall = command = "geno2"
triggerall = var(55) = 1
trigger1 = stateno = 20900 && movecontact
triggerall = var(59) = 0



;バリア中段
[State -1]
type = ChangeState
value = 1030
triggerall = command = "balia"
triggerall = statetype != A
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1

;---------------------------------------------------------------------------
;バリア上段
[State -1]
type = ChangeState
value = 1031
triggerall = command = "balia2"
triggerall = statetype != A
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 1030 || stateno = 1031
trigger10 = stateno = 242 && movecontact && var(55) = 1

;---------------------------------------------------------------------------
;連撃
[State -1]
type = ChangeState
value = 6000
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = command = "rengeki"||command = "rengeki2"
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact 
trigger7 = stateno = 211 && movecontact 
trigger8 = stateno = 231 && movecontact 
;trigger9 = stateno = 242 && movecontact
trigger9 = sysfvar(3)
trigger9 = statetype != A
trigger9 = movecontact
trigger9 = stateno != [6000,6002]
trigger9 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 6500
trigger9 = stateno != [3000,3002]
;trigger9 = stateno != 242 && time<10
trigger9 = stateno != 241

;連撃　追撃
[State -1]
type = ChangeState
value = 6001
triggerall = command = "rengeki"||command = "rengeki2"
trigger1 = stateno = 6000 && movecontact
triggerall = var(59) = 0


;連撃　追撃2
[State -1]
type = ChangeState
value = 6002
triggerall = command = "rengeki"||command = "rengeki2"
trigger1 = stateno = 6001 && movecontact
triggerall = var(59) = 0




;飛び道具
[State -1]
type = ChangeState
value = 1000
triggerall = NumProjID(1002) = 0
triggerall = command = "black"
triggerall = statetype != A
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
;trigger5 = stateno = 201 && movecontact && var(55) = 1
trigger6 = stateno = 211 && movecontact && var(55) = 1
trigger7 = stateno = 231 && movecontact && var(55) = 1
trigger8 = stateno = 242 && movecontact && var(55) = 1
trigger9 = sysfvar(3)
trigger9 = statetype != A
trigger9 = movecontact
trigger9 = stateno != [6000,6002]
trigger9 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger9 = stateno != [3000,3002]
trigger9 = stateno != 242 && time<10
trigger9 = stateno != 241

;飛び道具
[State -1]
type = ChangeState
value = 1000
triggerall = NumProjID(1002) = 0
triggerall = command = "black2"
triggerall = statetype != A
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
;trigger5 = stateno = 201 && movecontact && var(55) = 1
trigger6 = stateno = 211 && movecontact && var(55) = 1
trigger7 = stateno = 231 && movecontact && var(55) = 1
trigger8 = stateno = 242 && movecontact && var(55) = 1
trigger9 = sysfvar(3)
trigger9 = statetype != A
trigger9 = movecontact
trigger9 = stateno != [6000,6002]
trigger9 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger9 = stateno != [3000,3002]
trigger9 = stateno != 242 && time<10
trigger9 = stateno != 241

;飛び道具反射
[State -1]
type = null;ChangeState
value = 1040
triggerall = command = "hansha"
triggerall = statetype != A
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1

;---------------------------------------------------------------------------
;落雷1
[State -1]
type = ChangeState
value = 1200
triggerall = command = "kaminari"
triggerall = statetype != A
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241

;落雷2
[State -1]
type = ChangeState
value = 1201
triggerall = command = "kaminari2"
triggerall = statetype != A
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241

;落雷3
[State -1]
type = ChangeState
value = 1202
triggerall = command = "kaminari3"
triggerall = statetype != A
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241

;落雷4
[State -1]
type = ChangeState
value = 1203
triggerall = command = "kaminari4"
triggerall = statetype != A
trigger1 = ctrl
triggerall = var(59) = 0
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241

;運送
[State -1, ]
type = ChangeState
value = 3000
triggerall = command = "unsou"
triggerall = var(59) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = sysfvar(3)
trigger2 = statetype != A
trigger2 = movecontact
trigger2 = stateno != [6000,6002]
trigger2 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610
trigger2 = stateno != [3000,3002]
trigger2 = stateno != 242 && time<10
trigger2 = stateno != 241
trigger3 = stateno = 6002 && movecontact
trigger4 = stateno = 200 && movecontact
trigger5 = stateno = 210 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 201 && movecontact && var(55) = 1
trigger9 = stateno = 211 && movecontact && var(55) = 1
trigger10 = stateno = 231 && movecontact && var(55) = 1
trigger12 = stateno = 242 && movecontact && var(55) = 1


;緊急回避前
[State -1]
type = ChangeState
value = 900
triggerall = command = "kaihi"
triggerall = command != "holdback"
triggerall = var(59) = 0
trigger1 = statetype != A && (ctrl || stateno = 100)
trigger2 = stateno = [150,153] 
trigger2 =  power >= 1000

;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;ダブトマ
[State -1, Kung Fu Throw]
type = ChangeState
value = 242
triggerall = command = "a"
triggerall = statetype != A
;triggerall = palno = 6
triggerall = stateno != 100
triggerall = command = "holdfwd"
triggerall = var(59) = 0
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = sysfvar(3)
trigger9 = statetype != A
trigger9 = movecontact
trigger9 = stateno != [6000,6002]
trigger9 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 242
trigger9 = stateno != [3000,3002]
trigger9 = stateno != 242 && time<10
trigger9 = stateno != 241



;---------------------------------------------------------------------------
;C投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 810
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = var(59) = 0
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

;---------------------------------------------------------------------------
;D投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 815
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = var(59) = 0
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

;===========================================================================
;---------------------------------------------------------------------------
;蹴りあげ
[State -1, Kung Fu Throw]
type = ChangeState
value = 450
triggerall = command = "knock"
triggerall = statetype != A
;triggerall = palno = 6
triggerall = stateno != 100
triggerall = command = "holdfwd"
triggerall = var(59) = 0
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = sysfvar(3)
trigger10 = statetype != A
trigger10 = movecontact
trigger10 = stateno != [6000,6002]
trigger10 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 450
trigger10 = stateno != [3000,3002]
trigger10 = stateno != 242 && time<10
trigger10 = stateno != 241


;ふっ飛ばし
[State -1, Stand Light Punch]
type = ChangeState
value = 500
triggerall = command = "knock"
triggerall = var(59) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 201 && movecontact && var(55) = 1
trigger7 = stateno = 211 && movecontact && var(55) = 1
trigger8 = stateno = 231 && movecontact && var(55) = 1
trigger9 = stateno = 242 && movecontact && var(55) = 1
trigger10 = stateno = [150,153] 
trigger10 =  power >= 1000
trigger11 = sysfvar(3)
trigger11 = statetype != A
trigger11 = movecontact
trigger11 = stateno != [6000,6002]
trigger11 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 500
trigger11 = stateno != [3000,3002]
trigger11 = stateno != 242 && time<10
trigger11 = stateno != 241



;---------------------------------------------------------------------------
;AIRふっ飛ばし
[State -1, ]
type = ChangeState
value = 510
triggerall = command = "knock"
triggerall = var(59) = 0
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = 610 && movecontact

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

[State -1, シールド]
type = ChangeState
value = 701
triggerall = var(59) = 0
triggerall = command = "dodge"
trigger1 = ctrl


;---------------------------------------------------------------------------
;Stand Light Punch
;しゃがみ弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 201
triggerall = command = "x"
triggerall = var(59) = 0
triggerall = statetype = C && var(55) = 1
trigger1 = ctrl
trigger2 = sysfvar(3)
trigger2 = statetype != A
trigger2 = movecontact
trigger2 = stateno != [6000,6002]
trigger2 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 201
trigger2 = stateno != [3000,3002]
trigger2 = stateno != 242 && time<10
trigger2 = stateno != 241
;trigger3 = stateno = 201 && movecontact


;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200;6610
triggerall = command = "x"
triggerall = var(59) = 0
trigger1 = statetype != A && var(55) = 0
trigger1 = ctrl
trigger2 = statetype = S && var(55) = 1
trigger2 = ctrl
trigger3 = statetype = S && var(55) = 1
trigger3 = anim = 2510 && animelem = 4 >= 1
trigger3 = hitshakeover
trigger4 = statetype = S && var(55) = 1
trigger4 = anim = 2525 && animelem = 3, >= 1
trigger4 = hitshakeover
trigger5 = sysfvar(3)
trigger5 = statetype != A
trigger5 = movecontact
trigger5 = stateno != [6000,6002]
trigger5 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 200
trigger5 = stateno != [3000,3002]
trigger5 = stateno != 242 && time<10
trigger5 = stateno != 241
;trigger6 = stateno = 200 && movecontact



;---------------------------------------------------------------------------
;Stand Strong Punch
;しゃがみ強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = command = "y"
triggerall = command = "holddown" 
triggerall = var(59) = 0
triggerall = statetype = C
trigger1 = ctrl
trigger1 = var(55) = 1
trigger2 = stateno = 201 && movecontact && var(55) = 1
trigger3 = sysfvar(3)
trigger3 = statetype != A
trigger3 = movecontact
trigger3 = stateno != [6000,6002]
trigger3 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 211
trigger3 = stateno != [3000,3002]
trigger3 = stateno != 242 && time<10
trigger3 = stateno != 241


;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = var(59) = 0
triggerall = statetype != A
trigger1 = statetype != A && var(55) = 0
trigger1 = ctrl
trigger2 = statetype = S && var(55) = 1
trigger2 = ctrl
trigger3 = stateno = 200 && movecontact && var(55) = 1
trigger4 = sysfvar(3)
trigger4 = statetype != A
trigger4 = movecontact
trigger4 = stateno != [6000,6002]
trigger4 = stateno != 2620&&stateno != 2621&&stateno != 810&&stateno != 815&&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 210
trigger4 = stateno != [3000,3002]
trigger4 = stateno != 242 && time<10
trigger4 = stateno != 241



;---------------------------------------------------------------------------
;Stand Light Kick
;しゃがみ弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 231
triggerall = command = "a"
triggerall = var(59) = 0
triggerall = statetype = C
trigger1 = var(55) = 1
trigger1 = ctrl
trigger2 = sysfvar(3)
trigger2 = statetype != A
trigger2 = movecontact
trigger2 = stateno != [6000,6002]
trigger2 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 231
trigger2 = stateno != [3000,3002]
trigger2 = stateno != 242 && time<10
trigger2 = stateno != 241
trigger3 = stateno = 231 && movecontact 


;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = var(59) = 0
trigger1 = statetype != A && var(55) = 0
trigger1 = ctrl
trigger2 = statetype = S && var(55) = 1
trigger2 = ctrl
trigger3 = sysfvar(3)
trigger3 = statetype != A
trigger3 = movecontact
trigger3 = stateno != [6000,6002]
trigger3 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 230
trigger3 = stateno != [3000,3002]
trigger3 = stateno != 242 && time<10
trigger3 = stateno != 241



;---------------------------------------------------------------------------
;Standing Strong Kick
;しゃがみ強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 241
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = var(59) = 0
triggerall = statetype = C
trigger1 = var(55) = 1
trigger1 = ctrl
trigger2 = stateno = 231 && movecontact && var(55) = 1
trigger3 = sysfvar(3)
trigger3 = statetype != A
trigger3 = movecontact
trigger3 = stateno != [6000,6002]
trigger3 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 241
trigger3 = stateno != [3000,3002]
trigger3 = stateno != 242 && time<10
trigger3 = stateno != 241
trigger4 = stateno = 211 && movecontact && var(55) = 1


;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = var(59) = 0
trigger1 = statetype != A && var(55) = 0
trigger1 = ctrl
trigger2 = statetype = S && var(55) = 1
trigger2 = ctrl
trigger3 = stateno = 230 && movecontact && var(55) = 1
trigger4 = sysfvar(3)
trigger4 = statetype != A
trigger4 = movecontact
trigger4 = stateno != [6000,6002]
trigger4 = stateno != 2620&&stateno != 2621&&stateno != 810 &&stateno != 815 &&stateno != 7000&&stateno != 2101&&stateno != 21500&&stateno != 20920&&stateno != 6610&&stateno != 240
trigger4 = stateno != [3000,3002]
trigger4 = stateno != 242 && time<10
trigger4 = stateno != 241

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

[State -1, Jump Light Punch]
type = ChangeState
value = 101
triggerall = command = "FF"
triggerall = palno = 6 || palno = 12
triggerall = var(59) = 0
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = var(59) = 0
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = 600 && movecontact

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
triggerall = var(59) = 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
triggerall = var(59) = 0
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
triggerall = var(59) = 0
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;////////////////////////////////////////
                 AI動作
;////////////////////////////////////////
[State -1]
type = varset
triggerall = var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = (Command = "AI0")||(Command = "AI1")||(Command = "AI2")||(Command = "AI3")||(Command = "AI4")
trigger2 = (Command = "AI5")||(Command = "AI6")||(Command = "AI7")||(Command = "AI8")||(Command = "AI9")
trigger3 = (Command = "AI10")||(Command = "AI11")||(Command = "AI12")||(Command = "AI13")||(Command = "AI14")
trigger4 = (Command = "AI15")||(Command = "AI16")||(Command = "AI17")||(Command = "AI18")||(Command = "AI19")
trigger5 = (Command = "AI20")||(Command = "AI21")||(Command = "AI22")||(Command = "AI23")||(Command = "AI24")
trigger6 = (Command = "AI25")||(Command = "AI26")||(Command = "AI27")||(Command = "AI28")||(Command = "AI29")
trigger7 = (Command = "AI30")||(Command = "AI31")||(Command = "AI32")||(Command = "AI33")||(Command = "AI34")
trigger8 = (Command = "AI35")||(Command = "AI36")||(Command = "AI37")||(Command = "AI38")||(Command = "AI39")
trigger9 = (Command = "AI40")||(Command = "AI41")||(Command = "AI42")||(Command = "AI43")||(Command = "AI44")
trigger10= (Command = "AI45")||(Command = "AI46")||(Command = "AI47")||(Command = "AI48")||(Command = "AI49")
trigger12= 0;常時起動スイッチ　１でon 0でoff

;==========AI============
var(59) = 1
;========================

[State -1]
type = null;varset
triggerall = !var(59) || fvar(31)
trigger1 = RoundState = [1,2]
;==========祓ループ制限============
fvar(29) = 3;回
;==================================

;AI使用
;var(47) - KO確認
;var(49) - ヘルパー数確認
;var(50) - 飛び道具確認
;fvar(28) - ループ回数測定　未使用
;fvar(29) - ループ制限　未使用

[State -1, fvar(31)set1];コンボ確認
type = varset
triggerall = var(59) <= 0
trigger1 = 0;0か1
fvar(31) = 1

[State -1,KO確認]
type = varset
trigger1 = 1
var(47) = abs(1-enemynear,alive)

[State -1, var49];ヘルパー数
type = varset
trigger1 = roundstate = 1
var(49) = enemy,numhelper

[State -2];飛び道具反射
type = VarSet
trigger1 = gametime - var(50) = 60
trigger2 = movetype = H
var(50) = 0
;B108










;新・無に還ろう
[State -1]
type = null;ChangeState
value = 2300
triggerall = !ishelper
triggerall = palno = 12
triggerall = statetype != A
triggerall = palno = 12
triggerall = Roundstate = 2
triggerall = var(59) > 0
triggerall = random < 20
trigger1 = ctrl
trigger2 = stateno = 103
trigger3 = ctrl









;運送
[State -1, ]
type = ChangeState
value = 3000
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = statetype != A
triggerall = palno = [7,12]
;triggerall = enemy,life < 300
trigger1 = random < 25
trigger1 = FrontEdgeBodyDist >= 100
trigger1 = Enemy,Pos y >= -40
trigger1 = stateno = 6002 && movecontact

;蹴り
[State -1]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = statetype != A
triggerall = Ctrl||Stateno=102||Stateno=103
triggerall = enemy,alive || enemy(numenemy > 1),alive
;trigger1 = random < 50
trigger1 = FrontEdgeBodyDist <= 50
trigger1 = enemy,movetype = h 
trigger1 = enemy,statetype = a
trigger1 = enemy,anim = [5030,5090]
trigger1 = Enemy,Pos y <= -25
trigger1 = Enemy,Pos y >= -140

;蹴り
[State -1]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
;triggerall = Ctrl||Stateno=102||Stateno=103
triggerall = enemy,alive || enemy(numenemy > 1),alive
trigger1 = stateno = 230 && movecontact
trigger1 = enemy,statetype = a
;trigger1 = enemy,anim = [5050,5090]
;trigger1 = Enemy,Pos y <= -15

;ふっ飛ばし
[State -1, Stand Light Punch]
type = ChangeState
value = 500
triggerall = statetype != A
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
trigger1 = enemy,statetype = a
trigger1 = stateno = 242 && movecontact 
trigger1 = !sysfvar(3)

;蹴りあげ
[State -1, Kung Fu Throw]
type = ChangeState
value = 450
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = enemy,movetype = H
triggerall = enemy,statetype != A
;triggerall = enemy,anim != [5050,5110]
;triggerall = random < 25
;trigger1 = stateno = 200 && movecontact
;trigger2 = stateno = 210 && movecontact
;trigger3 = stateno = 230 && movecontact
;trigger4 = stateno = 240 && movecontact
;trigger5 = stateno = 201 && movecontact && var(55) = 1
trigger1 = stateno = 210 && movecontact && var(55) = 1
;trigger7 = stateno = 231 && movecontact && var(55) = 1
trigger2 = stateno = 242 && movecontact  && var(55) = 1

;蹴りあげ
[State -1, Kung Fu Throw]
type = null;ChangeState
value = 450
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != A
;triggerall = Enemy,Pos y >= -50
triggerall = random < 100
trigger1 = p2bodydist y >= -70
trigger1 = p2bodydist y <= -55
trigger1 = ctrl
trigger1 = p2bodydist x <= 40
;trigger1 = p2bodydist y >= -50


;超連撃
[State -1]
type = ChangeState
value = 7000
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = statetype != A
triggerall = palno = [7,12]
triggerall = FrontEdgeBodyDist <= 100
triggerall = var(59) > 0
triggerall = Enemy,stateno != [5070,5150]
trigger1 =  stateno = 242 && movecontact 
IgnoreHitPause = 1


;活入れ6~12
[State -1]
type = ChangeState
value = 6600
triggerall = var(59) > 0
triggerall = Roundstate = 2
triggerall = palno = [7,12]
triggerall = statetype != A
triggerall = enemy,life > 300 ;>= 1000
triggerall = movecontact
triggerall = p2movetype = H
trigger1 = stateno = 6002 && movecontact 
trigger2 = random < 20
trigger2 = (stateno = 210 && movecontact) || (stateno = 211 && movecontact)
IgnoreHitPause = 1

;空襲hitフラグ
[State -1]
type = varset
triggerall = var(59) > 0
triggerall = !ishelper
trigger1 = stateno = 6610 
var(5) = 2 
IgnoreHitPause = 1


;空襲hitフラグ
[State -1]
type = varset
triggerall = var(59) > 0
triggerall = !ishelper
trigger1 = stateno = 6610 && movecontact
var(5) = 1 
IgnoreHitPause = 1


;空襲hitフラグ
[State -1]
type = varset
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = var(5) != 2
trigger1 = Enemy,movetype!=H
trigger1 = Enemy,stateno!=[5000,5150]
var(5) = 0
IgnoreHitPause = 1



;空襲
[State -1]
type = ChangeState
value = 6610
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = p2bodydist y >= -60
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = statetype != A
trigger1 = p2bodydist x = [85,200]
trigger1 = Ctrl||Stateno=102||Stateno=103
trigger1 = Enemy,Stateno = [5061,5100]
trigger1 = FrontEdgeBodyDist <= 250
trigger1 = Enemy,time <= 10
trigger1 = !var(5) 
trigger1 = var(5) != 2 
trigger2 = Enemy,Anim != [5100,5170]
trigger2 = p2bodydist x = [20,200]
trigger2 = Ctrl||Stateno=102||Stateno=103
trigger2 = random < 25

[State -2];ジャストディフェンス
type = ChangeState
value = 701
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = enemy,movetype = A
triggerall = enemy,movetype != H
triggerall = enemy,time < 10
trigger1 = ctrl
triggerall = var(59) > 0
trigger1 = p2bodydist X < 70

[State -2];ジャストディフェンス
type = ChangeState
value = 701
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = enemy,movetype != H
triggerall = var(59) > 0
triggerall = ctrl
trigger1 = p2movetype = A
trigger1 = random < 70
trigger2 = random < 5


;Standing Strong Kick
;しゃがみ強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 241
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = statetype != A
triggerall = enemy,statetype != A
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = var(59) > 0
trigger1 = stateno = 211 && movecontact 

;Stand Strong Punch
;しゃがみ強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = statetype != A
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = var(59) > 0
;triggerall = random < 450
trigger1 = stateno = 201 && movecontact && target,stateno=[5000,5030]

;超絶連撃
[State -1]
type = null;ChangeState
value = 21500
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = power >= 3000
triggerall = palno = [7,12]
triggerall = random < 10
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = statetype != A
trigger1 = ctrl
trigger1 = random < 800
trigger2 = stateno = 200 && movecontact && target,stateno=[5000,5030]
trigger3 = stateno = 210 && movecontact && target,stateno=[5000,5030] 
trigger4 = stateno = 230 && movecontact && target,stateno=[5000,5030] 
trigger5 = stateno = 240 && movecontact && target,stateno=[5000,5030] 
trigger6 = stateno = 201 && movecontact && var(55) = 1 && target,stateno=[5000,5030] 
trigger7 = stateno = 211 && movecontact && var(55) = 1 && target,stateno=[5000,5030] 
trigger8 = stateno = 231 && movecontact && var(55) = 1 && target,stateno=[5000,5030] 
trigger9 = stateno = 242 && movecontact  && var(55) = 1 && target,stateno=[5000,5030]


;超絶連撃
[State -1]
type = ChangeState
value = 21500
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = power >= 3000
triggerall = palno != [7,12]
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = statetype != A
triggerall = random < 400
trigger1 = stateno = 210 && movecontact; && target,stateno=[5000,5030] 
trigger2 = stateno = 211 && movecontact; && target,stateno=[5000,5030] 

;超絶連撃
[State -1]
type = ChangeState
value = 21500
triggerall = var(59) > 0
triggerall = !ishelper
;triggerall = power >= 3000
triggerall = palno = [7,12]
;triggerall = enemy,life < 300
triggerall = random < 360
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = statetype != A
trigger1 = stateno = 210 && movecontact ;&& target,stateno=[5000,5030] 
trigger2 = stateno = 211 && movecontact ;&& target,stateno=[5000,5030] 


;超連撃
[State -1]
type = ChangeState
value = 7000
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = !var(56)
triggerall = statetype != A
triggerall = random < 50
triggerall = power >= 2000
triggerall = Roundstate = 2
triggerall = var(59) > 0
triggerall = Enemy,stateno != [5070,5150]
trigger1 = stateno = 242 && movecontact 
IgnoreHitPause = 1
;大型解除6~12
[State -1]
type = ChangeState
value = 7100
triggerall = ctrl
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = palno = [6,12]
triggerall = statetype != A
triggerall = power >= 2000
triggerall = Roundstate = 2
triggerall = p2bodydist x >= 80
triggerall = var(59) > 0
trigger1 = random < 10
trigger2 = enemy,movetype = H
trigger2 = enemy,stateno = [5000,5030]

;蹴り砕く
[State -1]
type = ChangeState
value = 20920
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = power >= 1000
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = palno = [7,12]
triggerall = target,stateno=[5000,5030]
trigger1 = stateno = 20910 && movecontact

;蹴り砕く
[State -1]
type = ChangeState
value = 20920
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = power >= 1000
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = random < 60
triggerall = target,stateno=[5000,5030]
trigger1 = stateno = 210 && movecontact
trigger2 = stateno = 211 && movecontact && var(55) = 1
trigger3 = stateno = 20910 && movecontact

;運送
[State -1, ]
type = ChangeState
value = 3000
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = statetype != A
triggerall = palno != [7,12]
trigger1 = FrontEdgeBodyDist >= 100
trigger1 = Enemy,Pos y >= -40
trigger1 = stateno = 6002 && movecontact





;連撃
[State -1]
type = ChangeState
value = 6000
triggerall = statetype != A
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = statetype != A
triggerall = enemy,alive || enemy(numenemy > 1),alive
;trigger1 = stateno = 210 && movecontact
;trigger1 = random < 50
trigger1 = stateno = 211 && movecontact 
trigger1 = enemy,statetype = a
trigger1 = Enemy,Pos y >= -35
;trigger2 = random < 350
trigger2 = stateno = 242 && movecontact 
trigger2 = sysfvar(3)
trigger3 = stateno = 240 && movecontact
trigger3 = Enemy,Pos y >= -20


;連撃　追撃
[State -1]
type = ChangeState
value = 6500
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
trigger1 = Enemy,Pos y >= -15
;trigger1 = Enemy,Pos y <= -5
triggerall = enemy,alive || enemy(numenemy > 1),alive
trigger1 = stateno = 6002 && movecontact

;連撃　追撃
[State -1]
type = ChangeState
value = 6001
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
trigger1 = stateno = 6000 && movecontact


;連撃　追撃2
[State -1]
type = ChangeState
value = 6002
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
trigger1 = stateno = 6001 && movecontact


;対空攻撃　追撃
[State -1]
type = ChangeState
value = 20900
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
trigger1 = stateno = 6500 && movecontact

;対空攻撃　追撃
[State -1]
type = ChangeState
value = 20900
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = var(55) = 1
trigger1 = stateno = 6500 && movecontact

;対空攻撃　追撃2
[State -1]
type = ChangeState
value = 20910
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = var(55) = 1
trigger1 = stateno = 20900 && movecontact


;対空攻撃　追撃2
[State -1]
type = ChangeState
value = 20910
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = var(55) = 1
trigger1 = stateno = 20900 && movecontact


[State -1, Kung Fu Throw]
type = ChangeState
value = 20800
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = statetype != A
triggerall = palno != [6,12]
triggerall = Ctrl||Stateno=103
triggerall = Enemy,name = "Felix"
triggerall = stateno != 100
triggerall = random < 50
Triggerall = EnemyNear,MoveType != H
Triggerall = EnemyNear,StateType != A
trigger1 = p2bodydist X < 5
[State -1, Kung Fu Throw]
type = ChangeState
value = 20800
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = statetype != A
triggerall = palno != [6,12]
triggerall = Ctrl||Stateno=102||Stateno=103
triggerall = Enemy,name != "Felix"
triggerall = stateno != 100
Triggerall = EnemyNear,MoveType != H
Triggerall = EnemyNear,StateType != A
trigger1 = p2bodydist X < 5
[State -2];運送
type = ChangeState
value = 3000
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = statetype != A
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = var(59) > 0
triggerall = Enemy,Anim != [5100,5170]
triggerall = Enemy,stateno != [5100,5170]
triggerall = Enemy,Pos x = [30,90] 
triggerall = Enemy,Pos y >= -80
triggerall = Enemy,Pos y <= -40 
trigger1 = ctrl||Stateno=102||Stateno=103 ;Use combo condition (above)



[State -1, Stand Light Punch]
type = ChangeState
value = 201
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = statetype != A
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = var(59) > 0
triggerall = Enemy,Anim != [5100,5170]
triggerall = p2bodydist x <= 20
triggerall = Enemy,Pos y <= 1 
triggerall = Enemy,Pos y >= -30
trigger1 = ctrl
;AIジャンプ
[State -1]
type = ChangeState
value = 41
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = statetype != A
trigger1 = ctrl
triggerall = Roundstate = 2
triggerall = var(59) > 0
triggerall = p2movetype = H
triggerall = p2bodydist x <= 30
triggerall = Enemy,Pos y <= -90
trigger1 = 1

[State -2];バックステップ
type = ChangeState
value = 105
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x <= 100
triggerall = ctrl||Stateno=102||Stateno=103
triggerall = statetype != A
trigger1 = Enemy,Anim = [5110,5170]
trigger1 = random < 4

[State -1, Kung Fu Throw]
type = ChangeState
value = 20810
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = p2bodydist x >= 0
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = statetype != A
triggerall = palno = [6,12]
triggerall = Ctrl||Stateno=102||Stateno=103
triggerall = stateno != 100
Triggerall = EnemyNear,MoveType != H
triggerall = p2bodydist X < 50
Triggerall = EnemyNear,StateType != A
Trigger1 = EnemyNear,MoveType != A
trigger2 = random < 200

[State -2];運送
type = ChangeState
value = 3000
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = p2movetype != A
triggerall = enemy,stateno != 5110
triggerall = Enemy,Anim != [5100,5170]
triggerall = Enemy,stateno != [5100,5170]
triggerall = enemy,stateno != [5030,5035]
triggerall = enemy,stateno != 5150
triggerall = Enemy,Pos y >= -90
triggerall = p2bodydist x <= 80
triggerall = p2bodydist y >= -60
triggerall = p2bodydist y <= -20
trigger1 = random < 200
trigger1 = p2bodydist x >= 60
trigger1 = p2movetype = A
trigger1 = ctrl||Stateno=102||Stateno=103 ;Use combo condition (above)
trigger2 = p2movetype = H
trigger2 = p2bodydist x >= 60
trigger2 = ctrl||Stateno=102||Stateno=103 ;Use combo condition (above)
trigger3 = p2movetype != H
trigger3 = !Enemy,Ctrl
trigger3 = random < 220
trigger3 = Enemy,time >= 30
trigger3 = ctrl||Stateno=102||Stateno=103 ;Use combo condition (above)
trigger4 = var(51)
trigger4 = random < 210
trigger4 = ctrl||Stateno=102||Stateno=103 ;Use combo condition (above)


;大型解除
[State -1]
type = ChangeState
value = 7100
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = !var(56)
triggerall = palno != [6,11]
triggerall = statetype != A
triggerall = power >= 2000
triggerall = Roundstate = 2
triggerall = var(59) > 0
trigger1 = enemy,stateno = 5000
trigger1 = p2bodydist x <= 40
;trigger1 = p2bodydist y <= 60
trigger1 = ctrl
trigger2 = enemy,stateno = 5010
trigger2 = p2bodydist x <= 40
;trigger2 = p2bodydist y <= 60
trigger2 = ctrl
trigger3 = p2movetype = H
trigger3 = !powermax 
trigger3 = stateno = 242 && movecontact 
trigger4 = random < 100
trigger4 = p2bodydist x >= 100
trigger4 = ctrl
trigger4 = Enemy,Anim != [5100,5170]


;活入れ
[State -1]
type = ChangeState
value = 6600
triggerall = var(59) > 0
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
triggerall = life >= 300
;triggerall = !sysfvar(3)
triggerall = p2bodydist x <= 70
triggerall = p2bodydist y >= -40
triggerall = stateno != 810 
triggerall = stateno != 815 
trigger1 = ctrl
trigger1 = random < 2
trigger2 = stateno = 6002 && movecontact
trigger2 = p2movetype = H
trigger2 = random < 15
trigger3 = stateno = 242 && movecontact 
trigger3 = p2movetype = H
trigger3 = Power = 3000
IgnoreHitPause = 1

;超連撃
[State -1]
type = ChangeState
value = 7000
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = statetype != A
triggerall = power >= 2000
triggerall = palno != [6,11]
triggerall = Roundstate = 2
triggerall = var(59) > 0
triggerall = Enemy,stateno != [5070,5150]
trigger1 = stateno = 242 && movecontact 
;無に還ろう
[State -1]
type = ChangeState
value = 2000
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = statetype != A
triggerall = power >= 1000
triggerall = Roundstate = 2
triggerall = var(59) > 0
;trigger1 = random < 70
trigger1 = enemy,stateno = 5000
trigger1 = p2bodydist x >= 60
trigger1 = ctrl
trigger2 = enemy,stateno = 5010
trigger2 = p2bodydist x >= 60
trigger2 = ctrl
trigger3 = enemy,stateno = 5020
trigger3 = p2bodydist x >= 60
trigger3 = ctrl
;魂潰し
[State -1]
type = ChangeState
value = 2100
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = power >= 1000
triggerall = statetype != A
triggerall = enemy,stateno != 5110
triggerall = enemy,stateno != 5150
triggerall = Enemy,Pos y >= -60
trigger1 = ctrl
triggerall = var(59) > 0
trigger1 = Enemy,Anim != [5100,5170]
trigger1 = random < 30
trigger1 = p2bodydist x <= 40
trigger1 = p2bodydist y >= -40
trigger2 = Enemy,Anim != [5100,5170]
trigger2 = random < 30
trigger2 = stateno = 103
trigger2 = p2bodydist x <= 40
trigger2 = p2bodydist y >= -50
trigger3 = random < 70
trigger3 = stateno = 242 && movecontact 







[State -2];小パン
type = ChangeState
value = 200
triggerall = roundstate = 2
trigger1 = ctrl
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = Enemy,Pos y >= -60
trigger1 = Enemy,Anim != [5100,5170]
trigger1 = Enemy,statetype!=A
trigger1 = random < 200
trigger1 = p2bodydist x <= 25
trigger1 = p2bodydist y >= -15
trigger2 = Enemy,Anim != [5100,5170]
trigger2 = Enemy,statetype!=A
trigger2 = random < 200
trigger2 = stateno = 103
trigger2 = p2bodydist x <= 25
trigger2 = p2bodydist y >= -15
trigger3 = Enemy,movetype=H
trigger3 = Enemy,statetype=A
trigger3 = ctrl
trigger3 = p2bodydist x <= 25
trigger3 = p2bodydist y >= -35
trigger3 = p2bodydist y <= -20
[State -2];対空攻撃
type = ChangeState
value = 6500
triggerall = roundstate = 2
trigger1 = ctrl
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = p2bodydist y >= -90
triggerall = Enemy,Pos y >= -90
trigger1 = Enemy,Anim != [5100,5170]
trigger1 = p2bodydist x <= 70
trigger1 = p2bodydist y <= -15
trigger1 = P2movetype != H
trigger2 = Enemy,Anim != [5100,5170]
trigger2 = stateno = 103
trigger2 = P2movetype != H
trigger2 = p2bodydist x <= 70
trigger2 = p2bodydist y <= -15
trigger3 = Enemy,Anim != [5100,5170]
trigger3 = P2movetype != H
trigger3 = ctrl
trigger3 = random < 30
trigger3 = p2bodydist x <= 50
;trigger4 = stateno = 242 && movecontact  
;trigger4 = P2movetype = H
;trigger4 = enemy,stateno = [5000,5500]


[State -2];空中弱パンチ
type = ChangeState
value = 600
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype = A
triggerall = p2movetype != A
triggerall = p2bodydist y <= 40 
triggerall = p2bodydist y >= -80
triggerall = ctrl
triggerall = enemy,stateno != 5110
triggerall = enemy,stateno != 5150
trigger1 = p2bodydist x <= 50
[State -2];空中強パンチ
type = ChangeState
value = 610
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype = A
triggerall = p2movetype != A
triggerall = enemy,stateno != 5110
triggerall = enemy,stateno != 5150
trigger1 = stateno = 600 && movecontact
[State -2];ダブドマ
type = ChangeState
value = 242
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = p2movetype != A
triggerall = Enemy,Pos y >= -60
trigger1 = stateno = 210 && movecontact
trigger1 = P2movetype = H 
trigger1 = enemy,stateno = [5000,5500]
[State -2];強パン
type = ChangeState
value = 210
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = p2movetype != A
triggerall = Enemy,Pos y >= -80
trigger1 = stateno = 200 && movecontact


[State -2];連撃
type = ChangeState
value = 6000
triggerall = roundstate = 2
trigger1 = ctrl
triggerall = !ishelper
triggerall = var(59) > 0
triggerall = statetype != A
triggerall = random < 300
;triggerall = Enemy,Pos y <= 0 
triggerall = Enemy,Pos y >= -55
;trigger1 = p2bodydist x <= 30
;trigger1 = p2bodydist y <= 60
;trigger1 = p2movetype != A
;trigger1 = Enemy,Anim != [5050,5170]
;trigger2 = stateno = 103
;trigger2 = p2bodydist x <= 30
;trigger2 = p2bodydist y <= 60
;trigger2 = p2movetype != A
;trigger2 = Enemy,Anim != [5050,5170]
trigger1 = ctrl
trigger1 = enemy,hitpausetime >= 3
trigger1 = p2bodydist x <= 50
;バリア中段
[State -1]
type = ChangeState
value = 1030
triggerall = statetype != A
triggerall = p2bodydist x <= 50
triggerall = var(59) > 0
triggerall = p2movetype = A
triggerall = random < 90
triggerall = P2movetype != H
trigger1 = ctrl

;新・無に還ろう2
[State -1]
type = ChangeState
value = 2300
triggerall = !ishelper
triggerall = statetype != A
triggerall = palno = 12
triggerall = Roundstate = 2
triggerall = var(59) > 0
triggerall = random < 25
trigger1 = ctrl
trigger2 = stateno = 103
trigger3 = stateno = [120,150]



[State -2,ダッシュ]
type = Changestate
value = 0
ctrl = 1
triggerall = var(59) > 0
triggerall = p2bodydist x >= 0
triggerall = !ishelper
triggerall = p2movetype = H
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = Stateno=[102,103]
triggerall = statetype != A
trigger1 = Enemy,Anim != [5100,5170]
trigger1 = p2bodydist x <= 10
trigger2 = Enemy,Anim = [5100,5170]
trigger2 = p2bodydist x <= 50

[State -2,ダッシュ]
type = Changestate
value = 102
triggerall = var(59) > 0
triggerall = p2bodydist x >= 0
triggerall = !ishelper
triggerall = p2movetype = H
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = ctrl
triggerall = Stateno!=[102,103]
triggerall = statetype != A
trigger1 = Enemy,Anim != [5100,5170]
trigger1 = p2bodydist x >= 20
trigger2 = Enemy,Anim = [5100,5170]
trigger2 = p2bodydist x >= 60

;ワープ
[State -1]
type = ChangeState
value = 900
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = p2movetype != H
trigger1 = ctrl
trigger1 = p2bodydist x >= 60
trigger2 = stateno = 103
trigger2 = p2bodydist x >= 60
;triggerall = p2movetype != A
triggerall = statetype != A
triggerall = Roundstate = 2
triggerall = var(59) > 0
triggerall = random < 160



;飛び道具
[State -1]
type = ChangeState
value = 1000
triggerall = roundstate = 2
triggerall = !ishelper
trigger1 = ctrl
trigger1 = p2bodydist x >= 160
trigger2 = stateno = 103
trigger2 = p2bodydist x >= 160
triggerall = p2movetype != A
triggerall = statetype != A
triggerall = Roundstate = 2
triggerall = var(59) > 0
triggerall = NumProjID(1002) = 0
;挑発
[State -1]
type = ChangeState
value = 195
triggerall = roundstate = 2
triggerall = !ishelper
trigger1 = ctrl
trigger1 = p2bodydist x >= 200
trigger2 = stateno = 103
trigger2 = p2bodydist x >= 200
triggerall = life >= 300
triggerall = p2movetype = H
triggerall = statetype != A
triggerall = Roundstate = 2
triggerall = var(59) > 0
triggerall = random < 20

[State -2,ガード]
type = Changestate
value = 120
triggerall = var(59) > 0
triggerall = !ishelper
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = ctrl||Stateno=102||Stateno=103
TriggerAll = var(59) > 0
TriggerAll = !(P2bodydist x <= 90 && Target,Hitdefattr = SCA,AA,AP,AT)
Trigger1 = Statetype != A
Trigger1 = InGuardDist 
Trigger2 = !InGuardDist 
Trigger2 = Statetype != A
Trigger2 = Abs(P2Dist X) < 60 
Trigger2 = EnemyNear,MoveType = A
Trigger2 = Target,Hitdefattr = SCA,AA,AP,AT
Trigger3 = StateNo!=[120,155]
Trigger3 = inguarddist
Trigger3 = Random<=9*60
Trigger4 = StateNo!=[120,155]
Trigger4 = inguarddist
Trigger4 = P2BodyDist X>90||EnemyNear,Time>50
Trigger4 = Random<=7*150



;AIダッシュ
[State -1]
type = null;ChangeState
value = 103
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = stateno != 103
triggerall = statetype != A
triggerall = ctrl
triggerall = Roundstate = 2
triggerall = var(59) > 0
trigger1 = 1;random < 100

[State -2,ダッシュ]
type = Changestate
value = 0
ctrl = 1
triggerall = roundstate = 2
triggerall = var(59) > 0
triggerall = p2bodydist x >= 0
triggerall = !ishelper
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = Stateno=[102,103]
triggerall = statetype != A
trigger1 = Enemy,Anim != [5100,5170]
trigger1 = p2bodydist x <= 10
trigger2 = Enemy,Anim = [5100,5170]
trigger2 = p2bodydist x <= 50

[State -2,ダッシュ]
type = Changestate
value = 102
triggerall = roundstate = 2
triggerall = var(59) > 0
triggerall = p2bodydist x >= 0
triggerall = !ishelper
triggerall = enemy,alive || enemy(numenemy > 1),alive
triggerall = ctrl
triggerall = Stateno!=[102,103]
triggerall = statetype != A
trigger1 = Enemy,Anim != [5100,5170]
trigger1 = p2bodydist x >= 20
trigger2 = Enemy,Anim = [5100,5170]
trigger2 = p2bodydist x >= 60



;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) > 0
Trigger2 = EnemyNear,StateType!=A
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) > 0
Trigger2 = EnemyNear,StateType=A
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59) = 0
trigger2 = !inguarddist
Trigger3 = var(59) > 0
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-(10))*40
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) > 0
Trigger2 = EnemyNear,StateType!=A
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) > 0
Trigger2 = EnemyNear,StateType=A
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse((var(59) = 0),(command = "holddown"),(fvar(38)=1))

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

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