; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional -- defaults to 15 if omitted)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas.
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their command detection.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
; 
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
; 

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

[Command]
name = "dash punch"
command = ~30$B, F
Time = 10 

[Command]
name = "dash punch"
command = ~60$B, F
Time = 10

[Command]
name = "TAIYOUKEN"
command = ~30$D, U, z

; Kamehameha
[Command]
name = "kamehameha"
command = ~D, DF, F, x


; Kamehameha
[Command]
name = "kamehameha"
command = ~D, F, x

; Kamehameha
[Command]
name = "kamehameha"
command = ~D, DF, F, x
time = 60

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


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

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

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

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

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

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

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

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

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

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

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

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

;-| Double Tap |-----------------------------------------------------------
;-| 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]                       ;N/A
name = "FF"                     ;N/A (Required: Run Forward)
command = F, F                  ;N/A
time = 15

[Command]                       ;N/A
name = "BB"                     ;N/A (Required: Run Backward) 
command = B, B                  ;N/A
time = 15

[Command]                       ;N/A
name = "UU"                     ;N/A (Required: Fly Upward)
command = U, U                  ;N/A
time = 15

[Command]                       ;N/A
name = "DD"                     ;N/A (Required: Fly Downward)
command = D, D                  ;N/A
time = 15


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

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

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

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

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

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

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

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

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

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

;-| 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


[Command]                       ;N/A
name = "holdz"                  ;N/A (Required: Hold Dir)
command = /z                    ;N/A
time = 1

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

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

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

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

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

;---------------------------------------------------------------------------
;Artificial Intelligence
;---------------------------------------------------------------------------

;-|-AI-|--------------------------------------------------------------------
[Command]
name = "AI_1"
command = a, x, F, D, a, a, D
time = 1

[Command]
name = "AI_2"
command = a, a, a, a, a, a, b
time = 1

[Command]
name = "AI_3"
command = a, a, b, D, F, b, x
time = 1

[Command]
name = "AI_4"
command = y, a, F, b, B, y, a
time = 1

[Command]
name = "AI_5"
command = a, b, x, y, y, b, b
time = 1

[Command]
name = "AI_6"
command = b, y, y, F, b, B, B
time = 1

[Command]
name = "AI_7"
command = a, y, F, a, x, a, F, b
time = 1

[Command]
name = "AI_8"
command = a, a, b, y, x, B, x
time = 1

[Command]
name = "AI_9"
command = x, x, a, F, F, b, D
time = 1

[Command]
name = "AI_10"
command = x, x, a, F, y, a, a, F
time = 1

[Command]
name = "AI_11"
command = a, b, a, x, a, y, a
time = 1

[Command]
name = "AI_12"
command = b, y, a, F, y, a, x
time = 1

[Command]
name = "AI_13"
command = x, a, y, y, x, B, B
time = 1

[Command]
name = "AI_14"
command = a, F, F, x, B, F, x
time = 1

[Command]
name = "AI_15"
command = y, x, b, b, a, x, y
time = 1
;---------------------------------------------------------------------------
; 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]


;==================================================================================
;======| RELACIONADO ﾀ AI - AI RELATED - By Colosse|===========================================
;==================================================================================

; The main purpose of having these next two controllers here at the top of
; StateDef -1 is to make sure the AI helper never changes to a different state,
; but they also improve efficiency by preventing Mugen from wasting time
; processing the entire State -1 for the helper.
;[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
;===========================================================================
;---------------------------------------------------------------------------

;===========================================================================
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;-|-AI-|--------------------------------------------------------------------
[State -1, AI]
type = VarSet
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
v = 59
value = 1

[State -1, AI Deactivate] 
type = VarSet
triggerall = var(59)= 1
trigger1 = win = 1
trigger2 = loseko = 1
trigger3 = life <= 0
v = 59
value = 0
;--|-AI Defense-|-----------------------------------------------------------
[State -1, AI Stand to Crouch Guard Transition]
type = ChangeState
triggerall = var(59) = 1
triggerall = stateno != [100,105]
triggerall = inguarddist && StateType != A && P2statetype = C && P2Movetype = A
triggerall = Pos Y != [-1,-999]
trigger1 = stateno = 150
trigger1 = 1
value = 152

[State -1, AI Crouch to Stand Guard Transition]
type = ChangeState
triggerall = var(59) = 1
triggerall = (stateno != [100,105]) && Statetype != A && P2statetype != C && P2Movetype = A
trigger1 = 1
trigger1 = stateno = 152
value = 150

[State -1]
type = ChangeState
triggerall = var(59) = 1 
triggerall = stateno != [100,105]
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 500) && (random <= 800)
value = 132

[State -1]
type = ChangeState
triggerall = var(59) = 1 
triggerall = stateno != [100,105]
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 500) && (random <= 800)
value = 131

[State -1]
type = ChangeState
triggerall = var(59) = 1
triggerall = stateno != [100,105]
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S) && (p2statetype != C)
trigger1 = (p2bodydist X <= 500) && (random <= 800)
value = 130



[State -1, Projectile]
type = ChangeState
triggerall = var(59) = 1 && p2life!= 0 && Random < 550 && Life != 0 && stateno != [800,899] 
triggerall = StateType = S
triggerall = ctrl && p2life!= 0 
triggerall = p2movetype = A
triggerall = p2statetype != L
triggerall = Stateno!= 40 && Prevstateno!= 40
trigger1 = P2BodyDist X = [100,250]
trigger1 = enemy, Numproj <= 0&&enemy,stateno<2999
trigger2 = P2BodyDist X = [100,250]
trigger2 = enemy, Numhelper <= 0&&enemy,stateno<2999
trigger3 = Stateno = 140
trigger3 = ctrl && enemynear,movetype=A && (p2bodydist x=[20,200])
trigger3 = (enemy,vel X != [-2,2]) && (P2BodyDist Y >= -100)
trigger4 = (enemynear,movetype=A) && (enemynear,hitdefattr=SCA,AT) && (p2bodydist x=[-20,200])
trigger4 = (enemy,vel X != [-2,2]) && (P2BodyDist Y >= -100) 
trigger4 = Stateno = 140
trigger4 = (enemynear,p2bodydist x>0) && (enemynear,facing!=facing)
trigger4 = random<ifelse((enemy,hitdefattr=SC,AT),500,100)
value = 40

[State -1, AI Run Fwd]
type = ChangeState
value = 1000
triggerall = (var(59) >= 1) 
trigger1 = (stateno != [100,107]) && statetype = S && ctrl
trigger1 = p2bodydist x > 40 &&  p2movetype != A && random < 300

[State -1,BACKDASH]
type = ChangeState
value = 105
triggerall = (var(59) >= 1) 
trigger1 = (stateno != [100,107]) && statetype = S && ctrl
trigger1 = p2bodydist x > 100 &&  p2movetype != A && random < 100

[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) = 1)
triggerall = stateno != [3000,4000]
triggerall = p2statetype = A
triggerall = statetype = S
trigger1 = p2bodydist x <=30
trigger1 = p2bodydist y = [-70,5]
trigger1 = statetype != A || (stateno = [100,105])
trigger1 = ctrl
trigger1 = random < 500
value = 200
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) = 1)
triggerall = stateno != [3000,4000]
triggerall = statetype = S
trigger1 = movehit
trigger1 = p2bodydist x <= 30
trigger2 = p2bodydist x <= 50
trigger2 = p2bodydist y = [-5,5]
trigger2 = statetype != A || (stateno = [100,105])
trigger2 = ctrl && p2statetype = A && random < 400
Triggerall = stateno !=450
Triggerall = stateno !=240
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
value = 210

[State -1, AI9]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) = 1)
triggerall = stateno != [3000,4000]
triggerall = statetype = S
triggerall = p2statetype != L && p2statetype != C
trigger1 = p2bodydist x <= 44 && (p2bodydist y = [-5,5])
trigger1 = statetype != A || (stateno = [100,105])
trigger1 = ctrl && p2statetype = S && random < 300
Triggerall = stateno !=450
Triggerall = stateno !=450
Triggerall = stateno !=230
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
value = 230
;------------------------------------------------------
[State -1, AI 9]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) = 1)
triggerall = stateno != [3000,4000]
triggerall = statetype = S
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
triggerall = p2stateno !=[120,150]
Trigger1 = ctrl
triggerall = (p2statetype != L || p2statetype = C)&& p2statetype !=A
Triggerall = (P2BodyDist X = [0,40]) && (P2BodyDist Y = 0 )
Triggerall = Random < 600
Triggerall = stateno !=450
Triggerall = stateno !=240
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 210 && movecontact
value = 240

;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)=1
triggerall = stateno != [3000,4000]
triggerall = p2statetype != A && p2statetype != L
trigger1 = p2bodydist x <= 35
trigger1 = statetype != A
trigger1 = ctrl && random < 500 


;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = (var(59)=1) && p2bodydist y = 0
triggerall = stateno != [3000,4000]
trigger1 = p2bodydist x <= 40 && stateno = 440 && movehit && random < 200 
trigger2 = p2bodydist x <= 40 && stateno = 210 && movehit && random < 200 
trigger3 = p2bodydist x <= 40 && (stateno = 210 || stateno = 240 || stateno = 250)
trigger3 = movehit && random < 800 
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = (var(59)=1) && p2statetype != A ;&& P2statetype = S
triggerall = stateno != [3000,4000]
triggerall = stateno != 430
trigger1 = p2bodydist x <= 15
trigger1 = statetype != A 
trigger1 = ctrl && random < 800

;---------------------------------------------------------------------------
;Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59)=1
triggerall = stateno != [3000,4000]
triggerall = stateno != 440
trigger1 = stateno = 430 || stateno = 400 || stateno = 220
trigger1 = movehit
trigger1 = random < 100
trigger2 = stateno = 200
trigger2 = movehit && random <=100 && p2statetype != A
trigger3 = stateno = 230 || stateno = 200
trigger3 = movehit
trigger3 = random < 300
trigger3 = p2bodydist y = [-2,2]

;---------------------------------------------------------------------------
; Air basics
; Punches: 600, 610, 620
; Kicks: 630, 640, 650
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = var(59)=1 && RoundState = 2 && stateno != 100 && statetype = A && ctrl
trigger1 = p2dist X < 60 && (p2dist Y > -3 && p2dist Y < 3)

;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = var(59)=1 && RoundState = 2 && stateno != 100 && statetype = A

; (chain combos)
trigger1 = (stateno = 630) && movecontact

;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = var(59)=1 && RoundState = 2 && stateno != 100 && statetype = A

; (chain combos)
trigger1 = (stateno = 600) && (movecontact = 1)

;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = var(59)=1 && RoundState = 2 && stateno != 100 && statetype = A

; (chain combos)
trigger1 = (stateno = 610) && movecontact


[State -1, AI Gadouken]
type = ChangeState
value = 4000
triggerall = stateno != [2030,4012]
Triggerall = power >=110
triggerall = (roundstate = 2) && (var(59) = 1)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,300])
trigger1 = ((p2bodydist x >= 130)) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) = 1)
triggerall = (Ctrl) && (Statetype = S) && (random = [0,70])
trigger1 = (p2bodydist x = [0,70]) && (prevstateno != 5120) && (P2StateType != A) && (statetype = S)
trigger1 = (numproj = 0) && (random = [0,300])
value = 406

[State -1] ;Super 3
type = ChangeState
triggerall = (roundstate = 2) && (var(59) = 1)
triggerall = stateno != [2000,3300]
triggerall = (Ctrl=1) && (Statetype != A) && (p2statetype != A)
;triggerall = p2bodydist x >= 100
triggerall = stateno < 4900 ;Add to avoid chaining hypes
trigger1 = prevstateno != 5120
trigger1 = (power >=1000) && (random = [0,300])
value = ifelse(random <=500, 4500,4100)

---------------------------------
[State -1]
type = ChangeState
value = 4100
triggerall = command = "kenzien"
triggerall = numproj = 0
triggerall = power >= 1000 
trigger1 = statetype = S
trigger1 = ctrl = 1
;trigger2 = movecontact = 1
----------------------------------
;Kamehameha (level 1)
[State -1]
type = ChangeState
value = 4500
triggerall = command = "kamehameha"
triggerall = power >= 1000
triggerall = numproj = 0
trigger1 = ctrl = 1
trigger1 = statetype != A
-----------------------------------
[State -1]
type = ChangeState
value = 406
triggerall = command = "TAIYOUKEN"
triggerall = power >= 0
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, NP, SA, SP, HA, HP
trigger2 = movecontact = 1
trigger3 = stateno = 40
---------------------------------------------------
[State -1]
type = Changestate
value = 1000
triggerAll = command = "dash punch"
trigger1 = ctrl = 1
trigger1 = statetype = S

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

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

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

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

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

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

;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

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

;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7

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

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
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"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
----------------------------------------------------------------------
; CHARGE
[State -1]
type = ChangeState
value = 730
triggerall = statetype = S
triggerall = Power < 3000
triggerall = ctrl = 1
trigger1 = command = "charge"
------------------------------
[State -1]
type = ChangeState
value = 4000
triggerall = command = "c"
triggerall = numproj = 0
triggerall = power >= 100 
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 4000
trigger2 = movecontact = 1
