;-| Super Motions |--------------------------------------------------------
[Command]
name = "Ryuu Yassai_x"
command = ~D, DB, B, D, DB, x
time = 30

[Command]
name = "Ryuu Yassai_y"
command = ~D, DB, B, D, DB, y
time = 30

[Command]
name = "Ryuu Yassai_z"
command = ~D, DB, B, D, DB, z
time = 30

[Command]
name = "Shien_Hiryuu_Kyaku1"
command = ~D, DB, B, D, DB, B, a
time = 30

[Command]
name = "Shien_Hiryuu_Kyaku2"
command = ~D, DB, B, D, DB, B, b
time = 30

[Command]
name = "Shien_Hiryuu_Kyaku3"
command = ~D, DB, B, D, DB, B, c
time = 30

[Command]
name = "Rekka_ShinKen1"
command = ~D, DF, F, D, DF, F, x
time = 30

[Command]
name = "Rekka_ShinKen2"
command = ~D, DF, F, D, DF, F, y
time = 30

[Command]
name = "Rekka_ShinKen3"
command = ~D, DF, F, D, DF, F, z
time = 30

[Command]
name = "Rekka_ShinKen3_SDM"
command = ~D, DF, F, D, DF, F, x+y+z
time = 30
;-| Special Motions |------------------------------------------------------

; Rising_Dragon_A
[Command]
name = "Shien_Kyaku_A"
command = ~B, D, DB, a

; Rising_Dragon_B
[Command]
name = "Shien_Kyaku_B"
command = ~B, D, DB, b

; Rising_Dragon_C
[Command]
name = "Shien_Kyaku_C"
command = ~B, D, DB, c

; Light Rakkaken
[Command]
name = "Rakka_X"
command = ~D, DF, F, x

; Medium Rakkaken
[Command]
name = "Rakka_Y"
command = ~D, DF, F, y

; Hard Rakkaken
[Command]
name = "Rakka_Z"
command = ~D, DF, F, z


[Command]
name = "Zero_counterx"
command = ~D, DF, F, x
time = 10

[Command]
name = "Zero_countery"
command = ~D, DF, F, y
time = 10

[Command]
name = "Zero_counterz"
command = ~D, DF, F, z
time = 10

[Command]
name = "Zero_countera"
command = ~D, DF, F, a
time = 10

[Command]
name = "Zero_counterb"
command = ~D, DF, F, b
time = 10

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

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

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

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

[Command]
name = "by"
command = b+y
time = 1
;--------------------------------
[Command]
name = "fwd_b"
command = /F,b
time = 1

[Command]
name = "back_b"
command = /B,b
time = 1

[Command]
name = "fwd_c"
command = /F,c
time = 1

[Command]
name = "fwd_xy"
command = /F,x+y
time = 1

[Command]
name = "back_xy"
command = /B,x+y
time = 1

[Command]
name = "back_yz"
command = /B,x+y
time = 1

[Command]
name = "fwd_yz"
command = /F,y+z
time = 1

[Command]
name = "back_yz"
command = /B,y+z
time = 1

[Command]
name = "fwd_ab"
command = /F, a+b
time = 1

[Command]
name = "back_ab"
command = /B, a+b
time = 1

[Command]
name = "fwd_bc"
command = /F, b+c
time = 1

[Command]
name = "back_bc"
command = /B, b+c
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 = "hold_a"
command = /$a
time = 1

[Command]
name = "hold_x"
command = /$x
time = 1

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

;-| AI Activation in DOS |----------------------------------------------------
[Command]
name = "cpu01"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,x,x,x,x,x
time = 0

[Command]
name = "cpu02"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,y,y,y,x,x
time = 0

[Command]
name = "cpu03"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,z,z,z,x,x
time = 0

[Command]
name = "cpu04"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,a,x,x
time = 0

[Command]
name = "cpu05"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,b,b,b,x,x
time = 0

[Command]
name = "cpu06"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,c,c,c,x,x
time = 0

[Command]
name = "cpu07"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,s,s,s,x,x
time = 0

[Command]
name = "cpu08"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,a,a,x,x
time = 0

[Command]
name = "cpu09"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,a,b,x,x
time = 0

[Command]
name = "cpu10"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,a,c,x,x
time = 0

[Command]
name = "cpu11"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,a,x,x,x
time = 0

[Command]
name = "cpu12"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,a,y,x,x
time = 0

[Command]
name = "cpu13"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,a,z,x,x
time = 0

[Command]
name = "cpu14"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,b,a,x,x
time = 0

[Command]
name = "cpu15"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,b,b,x,x
time = 0

[Command]
name = "cpu16"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,b,c,x,x
time = 0

[Command]
name = "cpu17"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,b,x,x,x
time = 0

[Command]
name = "cpu18"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,b,y,x,x
time = 0

[Command]
name = "cpu19"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,b,z,x,x
time = 0

[Command]
name = "cpu20"
command = ~U+a+b+c+x+y+z+s,DF, F, D,DF, F,a,a,c,a,x,x
time = 0

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1]                  ;Don't change this
;   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 "ab"ove)
; - 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
;   - 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"
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in. 


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

[State -1,AI Fido]
type = VarSet
triggerall = var(58) != 1
triggerall = RoundState != 3
trigger1=Command="cpu01"|| Command="cpu02"|| Command="cpu03"|| Command="cpu04"|| Command="cpu05"
trigger2=Command="cpu06"|| Command="cpu07"|| Command="cpu08"|| Command="cpu09"|| Command="cpu10"
trigger3=Command="cpu11"|| Command="cpu12"|| Command="cpu13"|| Command="cpu14"|| Command="cpu15"
trigger4=Command="cpu16"|| Command="cpu17"|| Command="cpu18"|| Command="cpu19"|| Command="cpu20"
v = 58
value = 1

[State -1, AI Deactivate] 
type = VarSet
triggerall = var(58)= 1
trigger1 = win = 1
trigger2 = loseko = 1
trigger3 = life <= 0
v = 58
value = 0

[State -1, AI Counter]
type = ChangeState
value = 7000
triggerall = var(58) = 1
triggerall = stateno != 7000
triggerall = p2bodydist x = [0,70]
triggerall = p2bodydist y = [-5,5]
trigger1 = stateno >= 150 && stateno <= 153
trigger1 = random <= 100

[State -1, AI Standing Guard]
type = ChangeState
triggerall = var(58) = 1 ;AI trigger used 
triggerall = Statetype != A ;Player is not in the air
triggerall = P2statetype != C ;Player is not crouching
triggerall = Statetype = S ;Player is currently standing
triggerall = P2Movetype = A ;Opponent is attacking
triggerall = Pos Y != [-1,-999]
triggerall = ctrl = 1
trigger1 = random <= 800 
value = 130 ;Default standing guard state

[State -1, AI Stand to Crouch Guard Transition]
type = ChangeState
triggerall = var(58) = 1 
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
triggerall = Pos Y != [-1,-999]
trigger1 = stateno = 150
trigger1 = 1
value = 152

[State -1, AI Crouching Guard]
type = ChangeState
triggerall = var(58) = 1 
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
triggerall = Pos Y != [-1,-999]
triggerall = ctrl = 1
trigger1 = random <= 800
value = 131

[State -1, AI Crouch to Stand Guard Transition]
type = ChangeState
triggerall = var(58) = 1 
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = P2Movetype = A
trigger1 = 1
trigger1 = stateno = 152
value = 150

[State -1,AI Aerial Guard]
type = ChangeState
triggerall = var(58) = 1 
triggerall = Statetype = A
triggerall = P2Movetype = A
triggerall = ctrl = 1
trigger1 = random <= 800
value = 132


[State -1, AI Run Bwd]
type = ChangeState
value = 105
triggerall = Movetype != A && var(58) = 1 && p2Movetype != A 
triggerall = statetype = S || statetype = C
triggerall = backedgedist >= 170
triggerall = stateno != 105 && stateno != 100 && ctrl && pos y = 0
trigger1 = p2bodydist x <= 30 && random < 200 && P2statetype = L
trigger2 = frontedgedist <= 155 && (random <= 200)
trigger2 = p2movetype != A 

[State -1, AI Throw_1]
type = ChangeState
value = 2500
triggerall = (Var(58) = 1) && (StateType != A) && (StateType != L) && (MoveType != H)
triggerall = (p2life != 0) && (p2MoveType !=  A) && (p2MoveType != H) && (p2stateno != [800,899])
triggerall = (p2BodyDist X <= 10) && (p2BodyDist Y >= 0) && (ctrl = 1) && (random >= 500)
trigger1 = P2Statetype = S

[State -1, AI Throw_2]
type = ChangeState
value = 2250
triggerall = (Var(58) = 1) && (StateType != A) && (StateType != L) && (MoveType != H)
triggerall = (p2life != 0) && (p2MoveType !=  A) && (p2MoveType != H) && (p2stateno != [800,899])
triggerall = (p2BodyDist X <= 10) && (p2BodyDist Y >= 0) && (ctrl = 1) && (random >= 500)
trigger1 = P2Statetype = S


; Standing Low Punch
[State -1, Standing Low Punch AI]
type = ChangeState
value = ifelse((p2bodydist x<15),201,200)
triggerall = stateno!=[200,450]
triggerall = prevstateno!=[200,450]
triggerall = var(58)=1
triggerall = roundstate=2
triggerall = p2statetype != A
triggerall = p2bodydist x <=35
triggerall = p2bodydist y = [-70,5]
triggerall = statetype != A
triggerall = random < 500
trigger1 = ctrl
trigger2 = stateno = 100

; Standing Medium Punch
[State -1, Standing Medium Punch AI]
type = ChangeState
value = ifelse((p2bodydist x<15),211,210)
triggerall = stateno!=[200,450]
triggerall = prevstateno!=[200,450]
triggerall = roundstate=2
triggerall = p2statetype != A
triggerall = var(58)=1 && p2statetype != L
triggerall = statetype != A
trigger1 = (stateno = [200,211])|| (stateno = [230,242])||(stateno = [400,410])||(stateno = [430,440])&& movehit
trigger1 = random < 250
trigger1 = p2bodydist x <= 30

;Standing High Punch
[State -1, Standing High Punch AI]
type = ChangeState
value = ifelse((p2bodydist x<15),221,220)
triggerall = stateno!=[200,450]
triggerall = prevstateno!=[200,450]
triggerall = roundstate=2
triggerall = p2statetype != A
triggerall = var(58)=1 && p2statetype != L
triggerall = statetype != A
trigger1 = (stateno = [210,221])|| (stateno = [240,252])||(stateno = [410,420])||(stateno = [440,450])&& movehit
trigger1 = random < 750
trigger1 = p2bodydist x <= 35

;Standing Low Kick
[State -1, Standing Low Kick AI]
type = ChangeState
value = ifelse((p2bodydist x<15),231,230)
triggerall = stateno!=[200,450]
triggerall = prevstateno!=[200,450]
triggerall = roundstate=2
triggerall = p2statetype != A
triggerall = var(58)=1 && p2statetype != C && p2statetype != L
triggerall = statetype != A
trigger1 = (stateno = [200,211])|| (stateno = [400,410])&& movehit
trigger1 = random < 100

;Standing Medium Kick
[State -1, Standing Medium Kick AI]
type = ChangeState
value = 240+(2*(p2bodydist x<15))
triggerall = stateno!=[200,450]
triggerall = prevstateno!=[200,450]
triggerall = roundstate=2
triggerall = p2statetype != A
triggerall = var(58)=1 && p2statetype != L
triggerall = statetype != A
trigger1 = (stateno = [210,221])|| (stateno = [230,242])||(stateno = [410,420])||(stateno = [430,440])&& movehit
trigger1 = random < 250

;Standing High Kick
[State -1, Standing High Kick AI]
type = ChangeState
value = 250+(2*(p2bodydist x<25))
triggerall = stateno!=[200,450]
triggerall = prevstateno!=[200,450]
triggerall = roundstate=2
triggerall = p2statetype != A
triggerall = var(58)=1&& p2statetype != L
triggerall = statetype != A
trigger1 = (stateno = [240,252])|| (stateno = [440,450])&& movehit && stateno != 221
trigger1 = random < 800
trigger1 = p2bodydist X <= 50

;Crouching Low Punch
[State -1, Crouching Low Punch]
type = ChangeState
value = 400
triggerall = var(58)=1
triggerall = stateno!=[200,450]
triggerall = prevstateno!=[200,450]
triggerall = roundstate=2
triggerall = p2statetype != A
triggerall = p2bodydist x <=55
triggerall = statetype != A
triggerall = random < 200
trigger1 = ctrl
trigger2 = stateno = 100


;Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = roundstate=2
triggerall = stateno!=[200,450]
triggerall = prevstateno!=[200,450]
triggerall = p2statetype != A
triggerall = var(58)=1 && p2statetype != L
triggerall = statetype != A
trigger1 = (stateno = [200,211])|| (stateno = [230,242])||(stateno = [400,410])||(stateno = [430,440])&& movehit
trigger1 = random < 500
trigger1 = p2bodydist x <= 40

;Crouching High Punch
[State -1, Crouching High Punch]
type = ChangeState
value = 420
triggerall = roundstate=2
triggerall = stateno!=[200,450]
triggerall = prevstateno!=[200,450]
triggerall = p2statetype != A
triggerall = var(58)=1 && p2statetype != L
triggerall = statetype != A
trigger1 = p2bodydist x <= 40
trigger1 = (stateno = [210,221])|| (stateno = [240,252])||(stateno = [410,420])||(stateno = [440,450])&& movehit
trigger1 = random < 200
trigger2 = p2bodydist x <= 40
trigger2 = STATENO=100
trigger3 = RANDOM<20
trigger3 = p2bodydist x <= 40
trigger3 = ctrl

;Crouching Low Kick
[State -1, Crouching Low Kick]
type = ChangeState
value = 430
triggerall = roundstate=2
triggerall = stateno!=[200,450]
triggerall = prevstateno!=[200,450]
triggerall = p2statetype != A
triggerall = var(58)=1 && p2statetype != L
triggerall = statetype != A
trigger1 = (stateno = [200,211])|| (stateno = [400,410])&& movehit

; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = roundstate=2
triggerall = stateno!=[200,450]
triggerall = prevstateno!=[200,450]
triggerall = p2statetype != A
triggerall = var(58)=1 && p2statetype != L
triggerall = statetype != A
trigger1 = (stateno = [210,221])|| (stateno = [230,241])||(stateno = [410,420])||(stateno = [430,440])&& movehit
trigger1 = random < 250

;Crouching High Kick
[State -1, Crouching High Kick]
type = ChangeState
value = 450
triggerall = roundstate=2
triggerall = stateno!=[200,450]
triggerall = prevstateno!=[200,450]
triggerall = p2statetype != A
triggerall = var(58)=1&& p2statetype != L
triggerall = statetype != A
trigger1 = (stateno = [240,251])|| (stateno = [440,450])&& movehit && stateno != 221
trigger1 = random < 50
trigger1 = p2bodydist x <=50

[State -1, AI Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(58) = 1 
triggerall = p2bodydist y = [-7,7] 
triggerall = (p2bodydist x = [0,35]) && statetype = A && ctrl
trigger1 = p2statetype = A 
trigger2 = p2bodydist x <= 70
trigger2 = p2bodydist y = [-30,30]

[State -1, AI Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(58) = 1 
trigger1 = stateno = 600
trigger1 = movecontact
trigger1 = random < 999

[State -1, AI Jump Strong Punch 2]
type = ChangeState
value = 620
triggerall = var(58) = 1 
trigger1 = stateno = 610
trigger1 = movecontact
trigger1 = random < 500

[State -1, AI Jump light likck]
type = ChangeState
value = 630
triggerall = var(58) = 1 
trigger1 = stateno = 610
trigger1 = movecontact
trigger1 = random < 501

[State -1, AI Jump Medium likck]
type = ChangeState
value = 640
triggerall = var(58) = 1 
trigger1 = stateno = 630
trigger1 = movecontact
trigger1 = random < 999

[State -1, AI Jump Strong likck]
type = ChangeState
value = 650
triggerall = var(58) = 1 
trigger1 = stateno = 640
trigger1 = movecontact
trigger1 = random < 500
trigger2 = random < 50
trigger2 = statetype = A && ctrl
trigger2 = p2bodydist x <= 30
trigger2 = p2bodydist y = [-20,20]

[State -1, Rekkaken]
type = ChangeState
value = 1106
triggerall = var(58)=1
triggerall = roundstate=2
triggerall = p2statetype != A
triggerall = p2movetype != A
triggerall = p2bodydist x >=5
triggerall = p2bodydist x <=75
triggerall = p2bodydist y = [-70,5]
triggerall = statetype != A
triggerall = random < 200
TRIGGER1 = CTRL
trigger2 = (stateno = [200,221])&& movecontact
trigger3 = (stateno = [230,450])&& movecontact

[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(58) = 1)
triggerall = stateno != [3900, 3914]
trigger1 = stateno = 1106 
trigger1= movecontact && animelemtime(5)>0
value = 1107

[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(58) = 1)
triggerall = stateno != [3900, 3914]
trigger1 = stateno = 1107 
trigger1= movecontact && animelemtime(5)>0
value = 1108

[State -1, Special AI]
type = ChangeState
value = 1004
triggerall = var(58)=1
triggerall = roundstate=2
triggerall = p2statetype = A
triggerall = p2movetype != A
triggerall = p2movetype != H
triggerall = p2bodydist x <=30
triggerall = p2bodydist y = [-130,5]
triggerall = statetype != A
triggerall = random < 250
trigger1 = ctrl
trigger2 = (stateno = [200,221])&& movecontact
trigger3 = (stateno = [230,450])&& movecontact

[State -1, Rekka_ShinKen]
type = ChangeState
value = ifelse(life<300,3103,3102)
triggerall = var(58)=1
triggerall = roundstate=2
triggerall = p2statetype != A
triggerall = P2statetype != C
triggerall = p2movetype != A
TRIGGERALL = P2STATETYPE=S
triggerall = p2bodydist x >=5
triggerall = p2bodydist x <=85
triggerall = p2bodydist y = [-70,5]
triggerall = statetype != A
triggerall = random < 200
triggerall = Power>=1000
trigger1 = (stateno = [200,221])&& movehit
trigger2 = (stateno = [230,450])&& movehit

[State -1, HYPER AI]
type = ChangeState
value = 3006
triggerall = var(58)=1
triggerall = roundstate=2
triggerall = p2statetype = A
triggerall = p2movetype != A
triggerall = p2movetype != H
triggerall = p2bodydist x <=25
triggerall = p2bodydist y = [-130,5]
triggerall = statetype != A
triggerall = random < 250
triggerall = Power>=1000
trigger1 = ctrl
trigger2 = (stateno = [200,221])&& movecontact
trigger3 = (stateno = [230,450])&& movecontact

;===========================================================================
; Ryuu Yassai
[State -1, Ryuu Yassai]
type = ChangeState
value = 3200
triggerall = (command = "Ryuu Yassai_x" || command = "Ryuu Yassai_y" || command = "Ryuu Yassai_z") && power = 3000
trigger1 = statetype = S
trigger1 = ctrl

; Rekka_ShinKen (Level1)
[State -1, Rekka_ShinKen (Level1)]
type = ChangeState
value = 3103
triggerall = power = 3000
triggerall = Life <= 250
triggerall = command = "Rekka_ShinKen3_SDM"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1
;---------------------------------------------------------------------------
; Rekka_ShinKen (Level1)
[State -1, Rekka_ShinKen (Level1)]
type = ChangeState
value = 3100
triggerall = power >= 1000
triggerall = command = "Rekka_ShinKen1"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1
;---------------------------------------------------------------------------
; Rekka_ShinKen (Level2)
[State -1, Rekka_ShinKen (Level2)]
type = ChangeState
value = 3101
triggerall = power >= 2000
triggerall = command = "Rekka_ShinKen2"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1
;---------------------------------------------------------------------------
; Rekka_ShinKen (Level3)
[State -1, Rekka_ShinKen (Level3)]
type = ChangeState
value = 3102
triggerall = power = 3000
triggerall = command = "Rekka_ShinKen3"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1
;---------------------------------------------------------------------------
; Shien_Hiryuu_Kyaku (Level1)
[State -1]
type = ChangeState
value = 3000
triggerall = power >= 1000
triggerall = command = "Shien_Hiryuu_Kyaku1"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1
;---------------------------------------------------------------------------
; Shien_Hiryuu_Kyaku (Level 2)
[State -1]
type = ChangeState
value = 3004
triggerall = power >= 2000
triggerall = command = "Shien_Hiryuu_Kyaku2"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1
;---------------------------------------------------------------------------
; Shien_Hiryuu_Kyaku (Level 3)
[State -1]
type = ChangeState
value = 3006
triggerall = power = 3000
triggerall = command = "Shien_Hiryuu_Kyaku3"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1
;---------------------------------------------------------------------------
;Shien_Kyaku A
[State -1]
type = ChangeState
value = 1000
triggerall = command = "Shien_Kyaku_A"         
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1
;---------------------------------------------------------------------------
;Shien_Kyaku B
[State -1]
type = ChangeState
value = 1002
triggerall = command = "Shien_Kyaku_B"         
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1
;---------------------------------------------------------------------------
;Shien_Kyaku C
[State -1]
type = ChangeState
value = 1004
triggerall = command = "Shien_Kyaku_C"         
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1
;---------------------------------------------------------------------------
;Light Rakkaken (Part 1)
[State -1]
type = ChangeState
value = 1100
triggerall = command = "Rakka_X"         
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1

;---------------------------------------------------------------------------
;Light Rekka ken (Part 2)
[State -1]
type = ChangeState
value = 1101
triggerall = command = "Rakka_X"
triggerall = stateno = 1100
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1100

;Light Rekka ken (Part 2)
[State -1]
type = ChangeState
value = 1101
triggerall = command = "Rakka_Y"
triggerall = stateno = 1100
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1100

;Light Rekka ken (Part 2)
[State -1]
type = ChangeState
value = 1101
triggerall = command = "Rakka_Z"
triggerall = stateno = 1100
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1100

;******************

;Light Rekka ken (Part 3)
[State -1]
type = ChangeState
value = 1102
triggerall = command = "Rakka_X"
triggerall = stateno = 1101
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1101

;Light Rekka ken (Part 3)
[State -1]
type = ChangeState
value = 1102
triggerall = command = "Rakka_Y"
triggerall = stateno = 1101
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1101

;Light Rekka ken (Part 3)
[State -1]
type = ChangeState
value = 1102
triggerall = command = "Rakka_Z"
triggerall = stateno = 1101
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1101
;---------------------------------------------------------------------------
;Medium Rekka ken (Part 1)
[State -1]
type = ChangeState
value = 1103
triggerall = command = "Rakka_Y"         
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1
;---------------------------------------------------------------------------
;Medium Rekka ken (Part 2)
[State -1]
type = ChangeState
value = 1104
triggerall = command = "Rakka_X"
triggerall = stateno = 1103
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1103

;Medium Rekka ken (Part 2)
[State -1]
type = ChangeState
value = 1104
triggerall = command = "Rakka_Y"
triggerall = stateno = 1103
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1103

;Medium Rekka ken (Part 2)
[State -1]
type = ChangeState
value = 1104
triggerall = command = "Rakka_Z"
triggerall = stateno = 1103
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1103

;******************

;Medium Rekka ken (Part 3)
[State -1]
type = ChangeState
value = 1105
triggerall = command = "Rakka_X"
triggerall = stateno = 1104
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1104

;Medium Rekka ken (Part 3)
[State -1]
type = ChangeState
value = 1105
triggerall = command = "Rakka_Y"
triggerall = stateno = 1104
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1104

;Medium Rekka ken (Part 3)
[State -1]
type = ChangeState
value = 1105
triggerall = command = "Rakka_Z"
triggerall = stateno = 1104
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1104
;---------------------------------------------------------------------------
;Hard Rekka ken (Part 1)
[State -1]
type = ChangeState
value = 1106
triggerall = command = "Rakka_Z"         
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 220
trigger6 = movecontact = 1
trigger7 = stateno = 221
trigger7 = movecontact = 1
trigger8 = stateno = 230
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1
trigger10 = stateno = 240
trigger10 = movecontact = 1
trigger11 = stateno = 241
trigger11 = movecontact = 1
trigger12 = stateno = 250
trigger12 = movecontact = 1
trigger13 = stateno = 251
trigger13 = movecontact = 1
trigger14 = stateno = 400
trigger14 = movecontact = 1
trigger15 = stateno = 410
trigger15 = movecontact = 1
trigger16 = stateno = 420
trigger16 = movecontact = 1
trigger17 = stateno = 430
trigger17 = movecontact = 1
trigger18 = stateno = 440
trigger18 = movecontact = 1
trigger19 = stateno = 450
trigger19 = movecontact = 1
;---------------------------------------------------------------------------
;Hard Rekka ken (Part 2)
[State -1]
type = ChangeState
value = 1107
triggerall = command = "Rakka_X"
triggerall = stateno = 1106
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1106

;Hard Rekka ken (Part 2)
[State -1]
type = ChangeState
value = 1107
triggerall = command = "Rakka_Y"
triggerall = stateno = 1106
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1106

;Hard Rekka ken (Part 2)
[State -1]
type = ChangeState
value = 1107
triggerall = command = "Rakka_Z"
triggerall = stateno = 1106
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1106
;******************

;Hard Rekka ken (Part 3)
[State -1]
type = ChangeState
value = 1108
triggerall = command = "Rakka_X"
triggerall = stateno = 1107
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1107

;Hard Rekka ken (Part 3)
[State -1]
type = ChangeState
value = 1108
triggerall = command = "Rakka_Y"
triggerall = stateno = 1107
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1107

;Hard Rekka ken (Part 3)
[State -1]
type = ChangeState
value = 1108
triggerall = command = "Rakka_Z"
triggerall = stateno = 1107
trigger1 = time >= 12
trigger2 = movecontact = 1
trigger2 = time >= 8
trigger2 = stateno = 1107

;RunFwd
;[State -1]
;type = ChangeState
;value = 100
;trigger1 = command = "FF"
;trigger1 = statetype = S
;trigger1 = ctrl
;---------------------------------------------------------------------------
;RunBack
[State -1]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
Stand_Throw (close dir+y)
; Complicated? Skip the throws and look at stand_a, etc, first.
; This is dis"ab"led right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = ChangeState
value = 2550
triggerall = statetype = S && ctrl && stateno != 100 && p2movetype != H
trigger1 = command = "fwd_xy"   ;p2 stand
trigger1 = p2statetype = S
trigger2 = command = "fwd_xy"   ;p2 crouch
trigger2 = p2statetype = C
trigger3 = command = "back_xy"   ;p2 stand
trigger3 = p2statetype = S
trigger4 = command = "back_xy"   ;p2 crouch
trigger4 = p2statetype = C
;---------------------------------------------------------------------------
;Stand_Throw (close dir+b)
; Complicated? Skip the throws and look at stand_a, etc, first.
; This is dis"ab"led right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = ChangeState
value = 2500
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "fwd_yz"   ;p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger2 = command = "fwd_yz"   ;p2 crouch
trigger2 = stateno != 100    ;Not running
trigger2 = p2statetype = C
trigger2 = p2movetype != H
trigger3 = command = "back_yz"   ;p2 stand
trigger3 = stateno != 100    ;Not running
trigger3 = p2statetype = S
trigger3 = p2movetype != H
trigger4 = command = "back_yz"   ;p2 crouch
trigger4 = stateno != 100    ;Not running
trigger4 = p2statetype = C
trigger4 = p2movetype != H

;---------------------------------------------------------------------------
;Air_Throw1 (close dir+b)
; This is dis"ab"led right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = null; ChangeState
value = 950
triggerall = statetype = A
triggerall = ctrl
triggerall = p2bodydist X < 9
triggerall = p2bodydist Y > -22
triggerall = p2bodydist Y < 22
triggerall = p2statetype = A
triggerall = p2movetype != H
trigger1 = command = "fwd_b"
trigger2 = command = "back_b"

;---------------------------------------------------------------------------
;Light Punch
[State -1]
type = ChangeState
value = 200
triggerall = command = "x"         
triggerall = command != "holddown"
triggerall = P2Dist X >= 40
trigger1 = statetype = S
trigger1 = ctrl


;Light Punch
[State -1]
type = ChangeState
value = 201
triggerall = command = "x"         
triggerall = command != "holddown"
triggerall = P2Dist X < 40
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Medium Punch
[State -1]
type = ChangeState
value = 210
triggerall = command = "y"      
triggerall = command != "holddown"  
triggerall = P2bodydist X >= 30
trigger1 = statetype = S
trigger1 = ctrl

; Medium Punch Close
[State -1]
type = ChangeState
value = 211
triggerall = command = "y"      
triggerall = command != "holddown"  
triggerall = P2bodydist X < 30
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Hard Punch
[State -1]
type = ChangeState
value = 220
triggerall = command = "z"      
triggerall = command != "holddown" 
triggerall = P2bodydist X >= 20 
trigger1 = statetype = S
trigger1 = ctrl

; Hard Punch Close
[State -1]
type = ChangeState
value = 221
triggerall = command = "z"      
triggerall = command != "holddown" 
triggerall = P2bodydist X < 20 
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Light Kick
[State -1]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = P2bodydist X >= 30
trigger1 = statetype = S
trigger1 = ctrl

; Light Kick Close
[State -1]
type = ChangeState
value = 231
triggerall = command = "a"
triggerall = P2bodydist X < 30
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Medium Kick F
[State -1]
type = ChangeState
value = 242
triggerall = command = "fwd_b"
trigger1 = statetype = S
trigger1 = ctrl

; Medium Kick B
[State -1]
type = ChangeState
value = 242
triggerall = command = "back_b"
trigger1 = statetype = S
trigger1 = ctrl

; Medium Kick
[State -1]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = P2bodydist X >= 30
trigger1 = statetype = S
trigger1 = ctrl

; Medium Kick Close
[State -1]
type = ChangeState
value = 241
triggerall = command = "b"
triggerall = P2bodydist X < 30
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Hard Kick
[State -1]
type = ChangeState
value = 252
triggerall = command = "fwd_c"
trigger1 = statetype = S
trigger1 = ctrl

; Hard Kick
[State -1]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = P2bodydist X >= 30
trigger1 = statetype = S
trigger1 = ctrl

; Hard Kick Close
[State -1]
type = ChangeState
value = 251
triggerall = command = "c"
triggerall = P2bodydist X < 30
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouch Light Punch
[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouch Medium Punch
[State -1]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouch Hard Punch
[State -1]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouch Light Kick
[State -1]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouch Medium Kick
[State -1]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouch Hard Kick
[State -1]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; JUMP NEUTRAL Light Kick
[State -1]
type = ChangeState
value = 631
triggerall = vel X = 0
trigger1 = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1]
type = ChangeState
value = 630
trigger1 = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; JUMP NEUTRAL MEDIUM Kick
[State -1]
type = ChangeState
value = 641
triggerall = vel X = 0
trigger1 = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1]
type = ChangeState
value = 640
trigger1 = statetype = A
trigger1 = command = "b"
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Neutral Light Punch
[State -1]
type = ChangeState
value = 600
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = command = "x"
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1]
type = ChangeState
value = 601
trigger1 = statetype = A
trigger1 = command = "x"
trigger1 = ctrl
;---------------------------------------------------------------------------
; JUMP NEUTRAL MEDIUM PUNCH
[State -1]
type = ChangeState
value = 610
triggerall = vel X = 0
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; JUMP MEDIUM PUNCH
[State -1]
type = ChangeState
value = 611
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; JUMP NEUTRAL Hard PUNCH
[State -1]
type = ChangeState
value = 621
triggerall = vel X = 0
trigger1 = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; JUMP HARD PUNCH
[State -1]
type = ChangeState
value = 620
trigger1 = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; JUMP NEUTRAL Hard Kick
[State -1]
type = ChangeState
value = 651
triggerall = vel X = 0
trigger1 = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Hard Kick
[State -1]
type = ChangeState
value = 650
trigger1 = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Zero Counter X
[State -1]
type = ChangeState
value = 1250
triggerall = command = "Zero_counterx"
triggerall = power >= 1000
trigger1 = stateno >= 150
trigger1 = stateno <= 153
;---------------------------------------------------------------------------
;Zero Counter Y
[State -1]
type = ChangeState
value = 1250
triggerall = command = "Zero_countery"
triggerall = power >= 1000
trigger1 = stateno >= 150
trigger1 = stateno <= 153
;---------------------------------------------------------------------------
;Zero Counter Z
[State -1]
type = ChangeState
value = 1250
triggerall = command = "Zero_counterz"
triggerall = power >= 1000
trigger1 = stateno >= 150
trigger1 = stateno <= 153
;---------------------------------------------------------------------------
;Zero Counter A
[State -1]
type = ChangeState
value = 7000
triggerall = command = "Zero_countera"
;triggerall = power >= 1000
trigger1 = stateno >= 150
trigger1 = stateno <= 153
;---------------------------------------------------------------------------
;Zero Counter B
[State -1]
type = ChangeState
value = 7000
triggerall = command = "Zero_counterb"
;triggerall = power >= 1000
trigger1 = stateno >= 150
trigger1 = stateno <= 153
;---------------------------------------------------------------------------
;Zero Counter C
[State -1]
type = ChangeState
value = 7000
triggerall = command = "Zero_counterc"
;triggerall = power >= 1000
trigger1 = stateno >= 150
trigger1 = stateno <= 153