;-| Super Motions |--------------------------------------------------------
[Command]
name = "heatsmasher1"
command = ~D, F, D, F, a
time = 25
[Command]
name = "heatsmasher2"
command = ~D, F, D, F, b
time = 25
[Command]
name = "heatsmasher3"
command = ~D, F, D, F, c
time = 25

[Command]
name = "spiralcannon1"
command = ~D, B, D, B, a
time = 25
[Command]
name = "spiralcannon2"
command = ~D, B, D, B, b
time = 25
[Command]
name = "spiralcannon3"
command = ~D, B, D, B, c
time = 25

[Command]
name = "spiralcannon4"
command = ~D, B, D, B, x
time = 25
[Command]
name = "spiralcannon4"
command = ~D, B, D, B, y
time = 25
[Command]
name = "spiralcannon4"
command = ~D, B, D, B, z
time = 25

[Command]
name = "superknuckle1"
command = ~D, F, D, F, x
time = 25
[Command]
name = "superknuckle2"
command = ~D, F, D, F, y
time = 25
[Command]
name = "superknuckle3"
command = ~D, F, D, F, z
time = 25

[Command]
name = "cannonspike1"
command = ~D, B, D, B, a
time = 25
[Command]
name = "cannonspike2"
command = ~D, B, D, B, b
time = 25
[Command]
name = "cannonspike3"
command = ~D, B, D, B, c
time = 25

[Command]
name = "vega21"
command = ~50$B, F, B, F, x
time = 25
[Command]
name = "vega22"
command = ~50$B, F, B, F, y
time = 25
[Command]
name = "vega23"
command = ~50$B, F, B, F, z
time = 25

;-| Special Motions |------------------------------------------------------
[Command]
name = "vega_x"
command = ~40$B, F, x
time = 10
[Command]
name = "vega_y"
command = ~40$B, F, y
time = 10
[Command]
name = "vega_z"
command = ~40$B, F, z
time = 10

[Command]
name = "sci_a"
command = ~40$B, F, a
time = 10
[Command]
name = "juli_b"
command = ~40$B, F, b
time = 10
[Command]
name = "juni_c"
command = ~40$B, F, c
time = 10

[Command]
name = "cd_a"
command = ~D, DF, F, a
time = 20
[Command]
name = "cd_b"
command = ~D, DF, F, b
time = 20
[Command]
name = "cd_c"
command = ~D, DF, F, c
time = 20

[Command]
name = "tk_a"
command = ~F, D, DF, a
time = 15
[Command]
name = "tk_b"
command = ~F, D, DF, b
time = 15
[Command]
name = "tk_c"
command = ~F, D, DF, c
time = 15

[Command]
name = "sc_a"
command = ~D, DB, B, a
time = 15
[Command]
name = "sc_b"
command = ~D, DB, B, b
time = 15
[Command]
name = "sc_c"
command = ~D, DB, B, c
time = 15

[Command]
name = "sc_p"
command = ~D, DB, B, x
time = 15
[Command]
name = "sc_p"
command = ~D, DB, B, y
time = 15
[Command]
name = "sc_p"
command = ~D, DB, B, z
time = 15


[Command]
name = "hc_a"
command = ~F, D, B, a
time = 15
[Command]
name = "hc_b"
command = ~F, D, B, b
time = 15
[Command]
name = "hc_c"
command = ~F, D, B, c
time = 15

[Command]
name = "sn_x"
;command = ~B, DB, D, DF, F, x
command = B, D, F, x
time = 20
[Command]
name = "sn_y"
;command = ~B, DB, D, DF, F, y
command = ~B, D, F, y
time = 20
[Command]
name = "sn_z"
;command = ~B, DB, D, DF, F, z
command = B, D, F, z
time = 20

[Command]
name = "scissor"
command = ~B, F, a
time = 15

[Command]
name = "scissor"
command = ~B, F, b
time = 15

[Command]
name = "scissor"
command = ~B, F, c
time = 15

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10

[Command]
name = "BB"
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1

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

[Command]
name = "yz"
command = y+z
time = 1

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

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "fwd_k"
command = /F,a
time = 1
[Command]
name = "fwd_k"
command = /F,b
time = 1
[Command]
name = "fwd_k"
command = /F,c
time = 1

[Command]
name = "fwd_a"
command = /F,a
time = 1
[Command]
name = "fwd_b"
command = /F,b
time = 1
[Command]
name = "fwd_c"
command = /F,c
time = 1
[Command]
name = "fwd_x"
command = /F,x
time = 1
[Command]
name = "fwd_y"
command = /F,y
time = 1
[Command]
name = "fwd_z"
command = /F,z
time = 1

[Command]
name = "back_a"
command = /B,a
time = 1
[Command]
name = "back_b"
command = /B,b
time = 1
[Command]
name = "back_c"
command = /B,c
time = 1
[Command]
name = "back_x"
command = /B,x
time = 1
[Command]
name = "back_y"
command = /B,y
time = 1
[Command]
name = "back_z"
command = /B,z
time = 1

[Command]
name = "down_a"
command = /D,a
time = 1
[Command]
name = "down_b"
command = /D,b
time = 1
[Command]
name = "down_c"
command = /D,c
time = 1
[Command]
name = "down_x"
command = /D,x
time = 1
[Command]
name = "down_y"
command = /D,y
time = 1
[Command]
name = "down_z"
command = /D,z
time = 1

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

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

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

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

;-| Hold Button |-----------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

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

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

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

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

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

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1

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

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

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

;-| AI activation |--------------------------------------------------------

[Command]
name = "ai1"
command = U, U, U, D, D, D, D, F, x+a+y, F, B, BF, a+z, D
time = 1

[Command]
name = "ai2"
command = U, U, U, D, D, D, D, F, b+a+y, F, B, BF, a+z, D
time = 1

[Command]
name = "ai3"
command = U, U, U, D, D, D, D, F, c+a+y, F, B, BF, a+z, D
time = 1

[Command]
name = "ai4"
command = U, U, U, D, D, D, D, F, z+a+y, F, B, BF, a+z, D
time = 1

[Command]
name = "ai5"
command = U, U, U, D, D, D, D, F, x+b+y, F, B, BF, a+z, D
time = 1

[Command]
name = "ai6"
command = U, U, U, D, D, D, D, F, x+c+y, F, B, BF, a+z, D
time = 1

[Command]
name = "ai7"
command = U, U, U, D, D, x+a+y, F, B, BF, a
time = 1

[Command]
name = "ai8"
command = U, U, U, D, B, B, U, F, x+a+y, a+z, D
time = 1

[Command]
name = "ai9"
command = U, U, U, F, D, D, F, s+a+y, c, B, BF, a+z, D
time = 1

[Command]
name = "ai10"
command = B, D, UF, F, x+a+b, U, B, BF, a+z, D
time = 1

[Command]
name = "ai11"
command = U, U, U, D, D, D, D, F, x+a+y, F, B, BF, a+c, y
time = 1

[Command]
name = "ai12"
command = U, U, U, D, D, F, x+b, F, B, BF, a, D
time = 1

[Command]
name = "ai13"
command = U, U, U, D, y, z, D, c, x+a+y, F, s, b, a+z, D
time = 1

[Command]
name = "ai14"
command = U, UB, B, b, D, c, D, F, c+x+z, F, B, BF, a+z, D
time = 1

[Command]
name = "ai15"
command = U, U, F, D, c, D, b+x, F, x+a+y, F, B, a+z, D
time = 1

[Command]
name = "ai16"
command = D, DF, F, a, D, D, a, D, F, x+a+y, c, B, BF, a+z, D
time = 1

[Command]
name = "ai17"
command = U, UF, DF, y+x, a, b, c, F, x+a+y, F, B, BF, a+z, D
time = 1

[Command]
name = "ai18"
command = U, U, c, D, D, b, D, F, a
time = 1

[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
;=| Commands |=============================================================
;---------------------------------------------------------------------------

[Statedef -1]

[State -1, AI Ativation]
type = VarSet
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1 = command = "ai1"
trigger2 = command = "ai2"
trigger3 = command = "ai3"
trigger4 = command = "ai4"
trigger5 = command = "ai5"
trigger6 = command = "ai6"
trigger7 = command = "ai7"
trigger8 = command = "ai8"
trigger9 = command = "ai9"
trigger10 = command = "ai10"
trigger11 = command = "ai11"
trigger12 = command = "ai12"
trigger13 = command = "ai13"
trigger14 = command = "ai14"
trigger15 = command = "ai15"
trigger16 = command = "ai16"
trigger17 = command = "ai17"
trigger18 = command = "ai18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
v=59
value=1

[State -1, タッグ用生死判別];
Type = VarSet
triggerall = var(59) > 0
triggerall = RoundState = 2
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear(0),life > 0
var(58) = 0
IgnoreHitPause = 1

[State -1, タッグ用生死判別];
Type = VarSet
triggerall = var(59) > 0
triggerall = RoundState = 2
trigger1 = NumEnemy = 2
trigger1 = EnemyNear(0),life <= 0
var(58) = 1
IgnoreHitPause = 1


[State -1, AI Deactivate] 
type = VarSet
triggerall = var(59)= 1
trigger1 = win = 1
trigger2 = loseko = 1
trigger3 = life <= 0
v = 59
value = 0


[State -1, Throw]
type=changestate
value=2060
triggerall = !var(20)
triggerall= (var(59)=1) && numenemy
triggerall= roundstate=2 && statetype!=A
triggerall = EnemyNear(var(52)),StateType != A && EnemyNear(var(52)),StateType != L
triggerall = EnemyNear(var(52)),stateno != 5120 && EnemyNear(var(52)),stateno != 5201
triggerall = EnemyNear(var(52)),prevstateno != 5120 && EnemyNear(var(52)),prevstateno != 5201
triggerall = EnemyNear(var(52)),movetype != H
triggerall = P2BodyDist X <= 15
trigger1= (ctrl || stateno = 21 || stateno = 22|| (stateno=[100,101]))
trigger1 = Random <= 200
trigger2 = stateno = 710 && animtime = 0
trigger2 = Random <= 500

[State -1, Run]
type=null;changestate
value=100
trigger1= (var(59)=1) && numenemy
trigger1= roundstate=2 && statetype=S
trigger1= ctrl && (stateno!=[100,106])
trigger1= (enemynear,movetype!=A) && p2bodydist x>=160 && random<25

[State -1, Dash Backward] ;Pots Honda
type = null;changestate
value = 105
triggerall = (var(59)=1) && numenemy
triggerall = roundstate = 2 && statetype = S
triggerall = ctrl && (stateno != [100, 106])
trigger1 = (enemynear, movetype = A) && backedgedist >= 80 && (p2bodydist x = [80, 120]) && (enemynear, vel x = [ -12, 2])
trigger1 = random < (ifelse((enemynear, hitdefattr = SC, AT), 150, 50) * ((var(59)=1) ** 2 / 64.0))
trigger2 = p2statetype = L && p2bodydist x < 80 && random < 100

[State -1, AI Run Fwd]
type = ChangeState
value = 100
triggerall = var(59)=1
triggerall = stateno != 20 && stateno != 100
triggerall = prevstateno!=100
trigger1 = (p2movetype != A) && statetype != A && ctrl
trigger1 = (p2bodydist x = [40,150]) ;&& (p2bodydist y = [-100,0])
trigger1 = random < 700 && enemy,vel x <= 0 

[State -1, AI Run Bwd]
type = ChangeState
value = 105
triggerall = var(59)=1
triggerall = stateno != 105 && backedgedist > 50 && p2movetype != A && enemy,vel x <= 0
trigger1 = frontedgedist < 70 && statetype = S && ctrl && random < 80
trigger2 = p2statetype = L && statetype = S && ctrl && random < 80 && (p2bodydist x = [0,40])

[State -1, Fall Recovery]
type = changestate
value = 5210
triggerall = roundstate = 2
trigger1 = (var(59)=1) && numenemy
trigger1 = roundstate = 2 && alive
trigger1 = stateno = 5050 && canrecover
trigger1 = vel y > 0 && pos y < -20
trigger1 = random < 500

[State -1, Fall Recovery]
type = changestate
value = 5200
triggerall = roundstate = 2
trigger1 = (var(59)=1) && numenemy
trigger1 = roundstate = 2 && alive
trigger1 = stateno = 5050 && gethitvar(fall.recover)
trigger1 = vel y > 0 && pos y >= -20
trigger1 = random < 500

[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, Crouching Light Kick]
type = ChangeState
value = 400
triggerall = (roundstate = 2) && var(59) = 1 && p2statetype != L
triggerall = statetype != A
triggerall = p2bodydist x <= 35
triggerall = p2bodydist y = [-5,5]
trigger1 = p2statetype != C && ctrl
trigger1 = p2statetype = S && (random%10 = [3,5])
trigger2 = p2statetype = S && (power >=1000) && ctrl && (random%10 = [2,6])
trigger3 = (stateno = 1410) && movecontact
trigger3 = p2statetype != A && (random%10 = [0,5])
trigger4 = p2statetype != A && (stateno = 650) && movecontact
trigger5 = stateno = 230 && moveguarded
trigger6 =  stateno = 430 && movecontact

[State -1, Crouching Medium Punch] ;+7
type = ChangeState
value = 440
triggerall = (enemynear,stateno != [5100, 5101]) && (enemynear,stateno != [5110, 5112]) && (enemynear,stateno != [5120, 5122])
triggerall = enemy, statetype != L && (var(59) =1) && statetype != A && enemy, statetype != A && p2bodydist x < 55 && roundstate = 2
triggerall = ctrl || var(8)
trigger1 = random < 375
trigger2 = enemy, statetype = S && !enemy, ctrl && enemy, movetype = I && random < 450

[State -1, Crouching Light Punch]
type = ChangeState
value = 430
triggerall = (enemynear,stateno != [5100, 5101]) && (enemynear,stateno != [5110, 5112]) && (enemynear,stateno != [5120, 5122])
triggerall = enemy, statetype != L && (var(59) =1) && statetype != A && enemy, statetype != A && p2bodydist x < 45 && roundstate = 2
triggerall = ctrl || var(8)
trigger1 = p2movetype = I && !enemy, ctrl && random < 175
trigger2 = random < 145

[State -1, Light Punch]
type = ChangeState
value = 230
triggerall = (roundstate = 2) && var(59) >= 1 && p2statetype != L
triggerall = p2bodydist x <= 30
triggerall = p2bodydist y = [-5,5]
triggerall = statetype != A
trigger1 = ctrl && (random%10 = [0,4])
trigger1 = p2statetype = S  && p2statetype != C
trigger2 = (stateno = 1410) && movecontact
trigger2 = p2statetype != A && (random%10 = [6,9])
trigger3 = p2statetype != A && (stateno = 650) && movecontact

[State -1, Standing Medium Kick]
type = ChangeState
value = 210
triggerall = (enemynear,stateno != [5100, 5101]) && (enemynear,stateno != [5110, 5112]) && (enemynear,stateno != [5120, 5122])
triggerall = enemy, statetype != L && (var(59) =1) && statetype != A && p2bodydist X >= 15 && roundstate = 2
triggerall = ctrl || var(8)
trigger1 = (p2bodydist x = [15, 85]) && random < 275
trigger1 = enemy,statetype = S && (enemy,movetype = A || (enemy, movetype = I && !enemy, ctrl) || random < 75)

[State -1, Crouching Medium Kick]
type = ChangeState
value = 410
triggerall = (roundstate = 2) && var(59) = 1 && p2statetype != L && p2statetype != C
trigger1 = stateno = 400 && movehit
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && moveguarded && (random%10=[0,3])

[State -1, Crouching Strong Punch]
type = ChangeState
value = 450
triggerall = (roundstate = 2) && var(59) = 1 && p2statetype != L && p2statetype != C
trigger1 = stateno = 410 && movecontact && (power >= 1000) && (random%10=9)
trigger1 = stateno = 410 && movecontact && (power < 1000) && (random%10=[6,9])

[State -1, Medium Punch]
type = ChangeState
value = 240
triggerall = (enemynear,stateno != [5100, 5101]) && (enemynear,stateno != [5110, 5112]) && (enemynear,stateno != [5120, 5122])
triggerall = enemy, statetype != L && (var(59) =1) && statetype != A && enemy, statetype = S && roundstate = 2 && p2bodydist x = [15, 65]
triggerall = ctrl || var(8)
trigger1 = ((!enemy, ctrl && enemy, movetype = I && random < 165) || (enemy, movetype = A && random < 100) || random < 115)
trigger2 = random < 125

[State -1, Crouching Strong Kick]
type = ChangeState
value = 420
triggerall = (enemynear,stateno != [5100, 5101]) && (enemynear,stateno != [5110, 5112]) && (enemynear,stateno != [5120, 5122])
triggerall = enemy, statetype != L && (var(59) =1) && statetype != A && enemy, statetype != A && roundstate = 2
triggerall = ctrl || var(8)
trigger1 = enemy, statetype = S && enemy, movetype = A && (p2bodydist x = [55, 75]) && random < 175

[State -1, SHP]
type = ChangeState
value = IfElse(P2BodyDist X > 28,250,255)
triggerall = (roundstate = 2) && var(59) = 1 && p2statetype != L && p2statetype != C
trigger1 = stateno = 410 && movecontact && (random%10=[2,6])
trigger2 = stateno = 410 && movecontact && (power > 1000)

[State -1, Standing Strong Kick]
type = ChangeState
value = 220
triggerall = enemy, stateno != [3000, 3500]
triggerall = (enemynear,stateno != [5100, 5101]) && (enemynear,stateno != [5110, 5112]) && (enemynear,stateno != [5120, 5122])
triggerall = enemy, statetype != L && (var(59) =1) && statetype != A && p2bodydist x >= 25 && enemy, statetype != A && roundstate = 2
triggerall = ctrl || var(8)
trigger1 = (p2bodydist x = [25, 90]) && (enemy,movetype = A && (enemy, stateno != [3000, 3500]) || !enemy, ctrl && enemy, movetype = I) && random < 160

[State -1, Light Kick]
type = ChangeState
value = 200
triggerall = (enemynear,stateno != [5100, 5101]) && (enemynear,stateno != [5110, 5112]) && (enemynear,stateno != [5120, 5122])
triggerall = enemy, statetype != L && (var(59) =1) && statetype != A && p2bodydist x >= 25 && enemy, statetype != C && roundstate = 2 && p2bodydist x >= 15
triggerall = ctrl || var(8)
trigger1 = p2bodydist x < 45 && random < 45


[State -1, Cannon Drill A]
type = ChangeState
value = 1005
triggerall = (roundstate = 2) && var(59) =1
trigger1 = (StateNo = 620) && (Movehit) && time >=7
trigger1 = P2BodyDist y = [-5,80]
trigger1 = (Pos Y >= -50)
trigger2 = (statetype = A) && (random%10 = 2) && ctrl
trigger2 = (p2bodydist x = [20,49]) && (p2bodydist y <= 10)

[State -1, Spiral Arrow]
type = ChangeState
value = 1008
triggerall = (roundstate = 2) && var(59) =1
trigger1 = (p2bodydist x = [60,99])
trigger1 = (p2movetype = A) && (random%10 = 6) && ctrl

[State -1, EX Spiral Arrow]
type = ChangeState
value = 1000
triggerall = (enemynear,stateno != [5100, 5101]) && (enemynear,stateno != [5110, 5112]) && (enemynear,stateno != [5120, 5122])
triggerall = enemy, statetype != L && enemy, statetype != A && random < 250 && roundstate = 2
triggerall = (var(59) =1) && statetype != A 
triggerall = ctrl || var(6)
trigger1 = p2bodydist x < 35 && numtarget
trigger2 = p2bodydist x < 55 && p2movetype = A && var(25) = 1 && (p2stateno = 1000 || p2stateno = 2000) && enemy, AnimElemtime(5) < 0

[State -1, Cannon Spike]
type=changestate
value=2110
triggerall = (enemynear,stateno != [5100, 5101]) && (enemynear,stateno != [5110, 5112]) && (enemynear,stateno != [5120, 5122])
triggerall = enemy, statetype != L && roundstate = 2
triggerall = (var(59) =1) && statetype != A
triggerall = ctrl || var(6) || (stateno = 5120 && !Animtime)
trigger1 = p2bodydist x < 35 && random < 350 && enemy,statetype != A && enemy, movetype = A
trigger2 = enemy, statetype = A && (enemy, movetype = A || !enemy, ctrl) && p2bodydist x < 30 && (p2bodydist y = [-25, -50]) && random < 450
trigger3 = stateno = 5120 && !Animtime && random < 350 && p2bodydist x < 35 && !enemy, ctrl
trigger4 = frontedgedist < 20 && var(2) < 1 && !var(4) && enemy, statetype = A && numtarget && p2bodydist x < 25 && p2bodydist y >= -45

[State -1, キャノンストライク小]
type = ChangeState
value = 1043
triggerall = (var(59) =1) && RoundState = 2 && Alive
triggerall = statetype = A
triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),MoveType != A
triggerall = pos y < -60
triggerall = P2BodyDist X = [ceil(50*const(size.xscale)),ceil(60*const(size.xscale))]
triggerall = random < 100
trigger1 = ctrl

[State -1, キャノンストライク中]
type = ChangeState
value = 1040
triggerall = (var(59) =1) && RoundState = 2 && Alive
triggerall = statetype = A
triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),MoveType != A
triggerall = pos y < -60
triggerall = P2BodyDist X = [ceil(60*const(size.xscale)),ceil(70*const(size.xscale))]
triggerall = random < 100
trigger1 = ctrl

[State -1, キャノンストライク大]
type = ChangeState
value = 1042
triggerall = (var(59) =1) && RoundState = 2 && Alive
triggerall = statetype = A
triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),MoveType != A
triggerall = pos y < -60
triggerall = P2BodyDist X = [ceil(70*const(size.xscale)),ceil(80*const(size.xscale))]
triggerall = random < 100
trigger1 = ctrl

[State -1, Hooligan Combination]
type = ChangeState
value = 1051
triggerall = (enemynear,stateno != [5100, 5101]) && (enemynear,stateno != [5110, 5112]) && (enemynear,stateno != [5120, 5122])
triggerall = enemy, statetype != L && roundstate = 2
triggerall = (var(59) =1) && statetype != A
triggerall = ctrl || var(6)
trigger1 = (p2bodydist x = [45, 65]) && random < 40 && enemy,statetype != A && !enemy, ctrl && enemy, movetype = I
trigger2 = enemy, statetype = A && !enemy, ctrl && enemy, movetype = I && random < 145 && p2bodydist x < 55 && p2bodydist y = [-15, -45]

[State -1, EX Hooligan Combination]
type = ChangeState
value = 1052
triggerall = (enemynear,stateno != [5100, 5101]) && (enemynear,stateno != [5110, 5112]) && (enemynear,stateno != [5120, 5122])
triggerall = enemy, statetype != L && roundstate = 2
triggerall = (var(59) =1) && statetype != A && power >= 500
triggerall = ctrl || var(6)
trigger1 = (p2bodydist x = [45, 65]) && random < 40 && enemy,statetype != A && !enemy, ctrl && enemy, movetype = I
trigger2 = enemy, statetype = A && !enemy, ctrl && enemy, movetype = I && random < 145 && p2bodydist x < 55 && p2bodydist y = [-15, -45]

[State -1, Spinning Knuckle X]
type = ChangeState
value = 1030
triggerall = (var(59) =1) && RoundState = 2 && Alive
triggerall = statetype != A
triggerall = EnemyNear(var(58)),StateType != L
triggerall = Numprojid(7010) > 0
triggerall = P2BodyDist X = [ceil(0*const(size.xscale)),ceil(50*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-90*const(size.yscale)),ceil(-60*const(size.yscale))]
triggerall = random < 200
trigger1 = ctrl || stateno = 20

[State -1, Spinning Knuckle Y]
type = ChangeState
value = 1032
triggerall = (enemynear,stateno != [5100, 5101]) && (enemynear,stateno != [5110, 5112]) && (enemynear,stateno != [5120, 5122])
triggerall = enemy, statetype != L && roundstate = 2
triggerall = (var(59) =1) && statetype != A
triggerall = ctrl || var(6)
trigger1 = p2bodydist x < 65 && random < 45 && p2bodydist y > -25 && enemy, movetype = I && !enemy, ctrl && enemy, statetype != C
trigger2 = var(25) = 1 && (enemy, stateno = 1008 || enemy, stateno = 1000) && enemy, movetype = A && enemy, Animelemtime(5) < 0 && random < 350
trigger3 = (enemy, movetype = A || enemy, movetype = I && !enemy, ctrl) && (p2bodydist x = [55, 75]) && enemy, statetype = S && random < 25

[State -1, Spinning Knuckle Z]
type = ChangeState
value = 1033
triggerall = (var(59) =1) && RoundState = 2 && Alive
triggerall = statetype != A
triggerall = EnemyNear(var(58)),StateType != L
triggerall = Numprojid(7010) > 0
triggerall = P2BodyDist X = [ceil(100*const(size.xscale)),ceil(150*const(size.xscale))]
triggerall = P2BodyDist Y = [ceil(-90*const(size.yscale)),ceil(-60*const(size.yscale))]
triggerall = random < 200
trigger1 = ctrl || stateno = 20

[State -1, Striker Bison]
type = ChangeState
value = 1605
triggerall = (roundstate = 2) && var(59) != 0 && (Statetype != A)
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(2300) = 0
triggerall = NumHelper(2400) = 0
trigger1 = (p2movetype != H) && (p2statetype != A) && ctrl && (random%10 = 4)
trigger1 = (p2bodydist x = [120,180]) && (p2bodydist y >= 0)

[State -1, Striker Juli]
type = ChangeState
value = 1020
triggerall = (roundstate = 2) && var(59) != 0 && (Statetype != A)
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(2300) = 0
triggerall = NumHelper(2400) = 0
trigger1 = (p2movetype != H) && (p2statetype = A) && ctrl && (random%10 = 5)
trigger1 = (p2bodydist x = [120,180]) && (p2bodydist y = [-200,-80])

[State -1, Striker Juni]
type = ChangeState
value = 1510
triggerall = (roundstate = 2) && var(59) != 0 && (Statetype != A)
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(2300) = 0
triggerall = NumHelper(2400) = 0
trigger1 = (p2movetype != H) && (p2statetype != A) && ctrl && (random%10 = 6)
trigger1 = (p2bodydist x = [170,190]) && (p2bodydist y >= 0)

; リベ
[State -1, guard_flg]
type = ChangeState
triggerall = statetype != A  
triggerall = movetype != H 
triggerall = roundstate = 2
trigger1 = var(59) = 1
trigger1 = StateType != L
trigger1 = p2movetype = A
trigger1 = P2Life > 0
trigger1 = ctrl
trigger1 = P2bodyDist X < 100
trigger1 = inguarddist
value = 1840
triggerall = Random <= 20

[State -1, Spin Drive Smasher]
type = ChangeState
value = 1530
triggerall = (var(59) =1) && RoundState = 2 && Alive
triggerall = power >= 1000
triggerall = statetype != A
triggerall = P2BodyDist X < ceil(40*const(size.xscale))
triggerall = P2BodyDist Y = [ceil(-60*const(size.yscale)),ceil(0*const(size.yscale))]
triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),MoveType = H
triggerall = EnemyNear(var(58)),StateNo != [120,155]
triggerall = random < 100
trigger1 = (stateno = 210) && movecontact
trigger2 = (stateno = [220,230]) && movecontact
trigger3 = (stateno = 410) && movecontact
trigger4 = (stateno = [1050,1052]) && movecontact 
trigger5 = (stateno = [1105,1107]) && movecontact

[State -1, リバースシャフトブレイカー]
type = ChangeState
value = 1527
triggerall = (var(59) =1) && RoundState = 2 && Alive
triggerall = power >= 1000
triggerall = statetype != A
triggerall = P2BodyDist X < ceil(30*const(size.xscale))
triggerall = P2BodyDist Y = [ceil(-60*const(size.yscale)),ceil(0*const(size.yscale))]
triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),MoveType = A
triggerall = random < 100
trigger1 = ctrl || stateno = 20

[State -1, killerbee]
type = ChangeState
value = 8888
triggerall = (var(59) =1) && RoundState = 2 && Alive
triggerall = power >= 3000
triggerall = statetype != A
triggerall = P2BodyDist X < ceil(150*const(size.xscale))
triggerall = P2BodyDist Y = [ceil(-60*const(size.yscale)),ceil(0*const(size.yscale))]
triggerall = EnemyNear(var(58)),StateType != L
triggerall = EnemyNear(var(58)),MoveType = A
triggerall = random < 500
trigger1 = ctrl || stateno = 20

[State -1, Cannon Spike Strike]
type = ChangeState
value = 1550
triggerall = (roundstate = 2) && var(59) =1 && (power >= 1000)
trigger1 = (StateNo = 620) && (Movecontact) && (P2statetype != A)
trigger2 = (StateNo = 650) && (Movecontact)
trigger2 = P2BodyDist y >= 14 && (random%10 = [5,9])
trigger3 = (p2stateno = 21380) && (p2bodydist x <= 50) && (p2bodydist y =[10,50])
trigger3 = (pos y <= -50) && ctrl
;---------------------------------------------------------------------------
; Heat-Drive Smasher 3
[State -1]
type = ChangeState
value = 1530
triggerall = power >= 3000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "heatsmasher3"
;---------------------------------------------------------------------------
; Heat-Drive Smasher 2
[State -1]
type = ChangeState
value = 2530
triggerall = power >= 2000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "heatsmasher2"
;---------------------------------------------------------------------------
; Heat-Drive Smasher 1
[State -1]
type = ChangeState
value = 3530
triggerall = power >= 1000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "heatsmasher1"

;---------------------------------------------------------------------------
; Spiral Cannon
[State -1]
type = ChangeState
value = 1520
triggerall = power >= 1000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "spiralcannon1"
;---------------------------------------------------------------------------
; Spiral Cannon2
[State -1]
type = ChangeState
value = 1525
triggerall = power >= 2000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "spiralcannon2"
;---------------------------------------------------------------------------
; Spiral Cannon3
[State -1]
type = ChangeState
value = 1527
triggerall = power >= 3000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "spiralcannon3"

;---------------------------------------------------------------------------
; Killer Bee
[State -1]
type = ChangeState
value = 8888
triggerall = power >= 3000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "spiralcannon4"

;---------------------------------------------------------------------------
; Super Spinning Knuckle
[State -1]
type = ChangeState
value = 1540
triggerall = power >= 1000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "superknuckle1"

; Super Spinning Knuckle2
[State -1]
type = ChangeState
value = 11540
triggerall = power >= 2000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "superknuckle2"

; Super Spinning Knuckle3
[State -1]
type = ChangeState
value = 21540
triggerall = power >= 3000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "superknuckle3"

;---------------------------------------------------------------------------
; Super Cannon Spike
[State -1]
type = ChangeState
value = 9551
triggerall = power >= 1000
triggerall = statetype = A
triggerall = ctrl = 1
trigger1 = command = "cannonspike1"
;---------------------------------------------------------------------------
; Super Cannon Spike
[State -1]
type = ChangeState
value = 9550
triggerall = power >= 2000
triggerall = statetype = A
triggerall = ctrl = 1
trigger1 = command = "cannonspike2"
;---------------------------------------------------------------------------
; Super Cannon Spike
[State -1]
type = ChangeState
value = 1550
triggerall = power >= 3000
triggerall = statetype = A
triggerall = ctrl = 1
trigger1 = command = "cannonspike3"
;---------------------------------------------------------------------------
; Vega Summon_SUPER (THANKS VK!! This Sprite were ripped by VK)
[State -1]
type = ChangeState
value = 1504
triggerall = power >= 1000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "vega21"
;---------------------------------------------------------------------------
; Vega Summon_SUPER (THANKS VK!! This Sprite were ripped by VK)
[State -1]
type = ChangeState
value = 1505
triggerall = power >= 2000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "vega22"
;---------------------------------------------------------------------------
; Vega Summon_SUPER (THANKS VK!! This Sprite were ripped by VK)
[State -1]
type = ChangeState
value = 1503
triggerall = power >= 3000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "vega23"
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Vega Summon_Scissor Kick
[State -1]
type = ChangeState
value = 1605
triggerall = power >= 1000
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "sci_a"

;---------------------------------------------------------------------------
; Juli_Summon
[State -1]
type = ChangeState
value = 1020
triggerall = power >= 500
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "juli_b"

;---------------------------------------------------------------------------
; Juni_Summon
[State -1]
type = ChangeState
value = 1510
triggerall = power >= 500
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "juni_c"

;---------------------------------------------------------------------------
; Hooligan ComboA
[State -1]
type = ChangeState
value = 1050
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "hc_a"

;---------------------------------------------------------------------------
; Hooligan ComboB
[State -1]
type = ChangeState
value = 1051
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "hc_b"

;---------------------------------------------------------------------------
; Hooligan ComboC
[State -1]
type = ChangeState
value = 1052
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "hc_c"

; Hooligan Combo Scissor Pressure
;[State -1]
;type = ChangeState
;value = 1746
;triggerall = time >= 12
;triggerall = p2bodydist x < 20
;trigger1 = command = "a"
;trigger1 = command = "holdfwd"
;trigger1 = stateno = 1050
;trigger2 = command = "a"
;trigger2 = command = "holdfwd"
;trigger2 = stateno = 1051
;trigger3 = command = "a"
;trigger3 = command = "holdfwd"
;trigger3 = stateno = 1052
;trigger4 = command = "b"
;trigger4 = command = "holdfwd"
;trigger4 = stateno = 1050
;trigger5 = command = "b"
;trigger5 = command = "holdfwd"
;trigger5 = stateno = 1051
;trigger6 = command = "b"
;trigger6 = command = "holdfwd"
;trigger6 = stateno = 1052
;trigger7 = command = "c"
;trigger7 = command = "holdfwd"
;trigger7 = stateno = 1050
;trigger8 = command = "c"
;trigger8 = command = "holdfwd"
;trigger8 = stateno = 1051
;trigger9 = command = "c"
;trigger9 = command = "holdfwd"
;trigger9 = stateno = 1052
;---------------------------------------------------------------------------
; Hooligan Combo_Slide
[State -1]
type = ChangeState
value = 1055
triggerall = time >= 12
trigger1 = command = "a"
trigger1 = stateno = 1050
trigger2 = command = "a"
trigger2 = stateno = 1051
trigger3 = command = "a"
trigger3 = stateno = 1052
trigger4 = command = "b"
trigger4 = stateno = 1050
trigger5 = command = "b"
trigger5 = stateno = 1051
trigger6 = command = "b"
trigger6 = stateno = 1052
trigger7 = command = "c"
trigger7 = stateno = 1050
trigger8 = command = "c"
trigger8 = stateno = 1051
trigger9 = command = "c"
trigger9 = stateno = 1052

;---------------------------------------------------------------------------
; Hooligan Combo_ThrowA
[State -1]
type = ChangeState
value = 1057
triggerall = time >= 12
triggerall = p2bodydist x < 8
trigger1 = command = "x"
trigger1 = command = "holdfwd"
trigger1 = stateno = 1050
trigger2 = command = "x"
trigger2 = command = "holdfwd"
trigger2 = stateno = 1051
trigger3 = command = "x"
trigger3 = command = "holdfwd"
trigger3 = stateno = 1052
trigger4 = command = "y"
trigger4 = command = "holdfwd"
trigger4 = stateno = 1050
trigger5 = command = "y"
trigger5 = command = "holdfwd"
trigger5 = stateno = 1051
trigger6 = command = "y"
trigger6 = command = "holdfwd"
trigger6 = stateno = 1052
trigger7 = command = "z"
trigger7 = command = "holdfwd"
trigger7 = stateno = 1050
trigger8 = command = "z"
trigger8 = command = "holdfwd"
trigger8 = stateno = 1051
trigger9 = command = "z"
trigger9 = command = "holdfwd"
trigger9 = stateno = 1052

;---------------------------------------------------------------------------
; Hooligan Combo_ThrowB
[State -1]
type = ChangeState
value = 1057
triggerall = time >= 12
triggerall = p2bodydist x < 8
trigger1 = command = "x"
trigger1 = command = "holdback"
trigger1 = stateno = 1050
trigger2 = command = "x"
trigger2 = command = "holdback"
trigger2 = stateno = 1051
trigger3 = command = "x"
trigger3 = command = "holdback"
trigger3 = stateno = 1052
trigger4 = command = "y"
trigger4 = command = "holdback"
trigger4 = stateno = 1050
trigger5 = command = "y"
trigger5 = command = "holdback"
trigger5 = stateno = 1051
trigger6 = command = "y"
trigger6 = command = "holdback"
trigger6 = stateno = 1052
trigger7 = command = "z"
trigger7 = command = "holdback"
trigger7 = stateno = 1050
trigger8 = command = "z"
trigger8 = command = "holdback"
trigger8 = stateno = 1051
trigger9 = command = "z"
trigger9 = command = "holdback"
trigger9 = stateno = 1052
;---------------------------------------------------------------------------
; Thrust Kick (Weak)
[State -1]
type = ChangeState
value = 1010
triggerall = command = "tk_a"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 225
trigger2 = MoveContact

;---------------------------------------------------------------------------
; Thrust Kick (Medium)
[State -1]
type = ChangeState
value = 2010
triggerall = command = "tk_b"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 225
trigger2 = MoveContact

;---------------------------------------------------------------------------
; Thrust Kick (Hard)
[State -1]
type = ChangeState
value = 2110
triggerall = command = "tk_c"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 225
trigger2 = MoveContact

;---------------------------------------------------------------------------
; Spinning Knuckle (Weak)
[State -1]
type = ChangeState
value = 1030
triggerall = statetype != A
triggerall = ctrl = 1
trigger1 = command = "sn_x"

;---------------------------------------------------------------------------
; Spinning Knuckle (Medium)
[State -1]
type = ChangeState
value = 1032
triggerall = statetype != A
triggerall = ctrl = 1
trigger1 = command = "sn_y"

;---------------------------------------------------------------------------
; Spinning Knuckle (Hard)
[State -1]
type = ChangeState
value = 1033
triggerall = statetype != A
triggerall = ctrl = 1
trigger1 = command = "sn_z"

;---------------------------------------------------------------------------
; Cannon Drill (Weak)
[State -1]
type = ChangeState
value = 1005
triggerall = statetype != A
triggerall = ctrl = 1
trigger1 = command = "cd_a"

;---------------------------------------------------------------------------
; Cannon Drill (Medium)
[State -1]
type = ChangeState
value = 1008
triggerall = statetype != A
triggerall = ctrl = 1
trigger1 = command = "cd_b"

;---------------------------------------------------------------------------
; Cannon Drill (Hard)
[State -1]
type = ChangeState
value = 1000
triggerall = statetype != A
triggerall = ctrl = 1
trigger1 = command = "cd_c"

;---------------------------------------------------------------------------
; Cannon Drill (Air)
[State -1]
type = ChangeState
value = 9051;1005
triggerall = command = "cd_a"
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 610 
trigger3 = MoveContact 
trigger4 = stateno = 620 
trigger4 = MoveContact 
trigger5 = stateno = 630 
trigger5 = MoveContact 
trigger6 = stateno = 640 
trigger6 = MoveContact 
trigger7 = stateno = 650 
trigger7 = MoveContact 
trigger8 = stateno = 1013
trigger8 = AnimElem = 3, >=0

;---------------------------------------------------------------------------
; Cannon Drill (Air)
[State -1]
type = ChangeState
value = 9054
triggerall = command = "cd_b"
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 610 
trigger3 = MoveContact 
trigger4 = stateno = 620 
trigger4 = MoveContact 
trigger5 = stateno = 630 
trigger5 = MoveContact 
trigger6 = stateno = 640 
trigger6 = MoveContact 
trigger7 = stateno = 650 
trigger7 = MoveContact 
trigger8 = stateno = 1013
trigger8 = AnimElem = 3, >=0
;---------------------------------------------------------------------------
; Cannon Drill (Air)
[State -1]
type = ChangeState
value = 9056
triggerall = command = "cd_c"
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 610 
trigger3 = MoveContact 
trigger4 = stateno = 620 
trigger4 = MoveContact 
trigger5 = stateno = 630 
trigger5 = MoveContact 
trigger6 = stateno = 640 
trigger6 = MoveContact 
trigger7 = stateno = 650 
trigger7 = MoveContact 
trigger8 = stateno = 1013
trigger8 = AnimElem = 3, >=0
;---------------------------------------------------------------------------
; Spike Cannon (Weak)
[State -1]
type = ChangeState
value = 1043
triggerall = command = "sc_a"
triggerall = pos Y < -30
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 610 
trigger3 = MoveContact 
trigger4 = stateno = 620 
trigger4 = MoveContact 
trigger5 = stateno = 630 
trigger5 = MoveContact 
trigger6 = stateno = 640 
trigger6 = MoveContact 
trigger7 = stateno = 650 
trigger7 = MoveContact 
trigger8 = stateno = 1013
trigger8 = AnimElem = 2, >=0

;---------------------------------------------------------------------------
; Spike Cannon (Medium)
[State -1]
type = ChangeState
value = 1040
triggerall = command = "sc_b"
triggerall = pos Y < -30
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 610 
trigger3 = MoveContact 
trigger4 = stateno = 620 
trigger4 = MoveContact 
trigger5 = stateno = 630 
trigger5 = MoveContact 
trigger6 = stateno = 640 
trigger6 = MoveContact 
trigger7 = stateno = 650 
trigger7 = MoveContact 
trigger8 = stateno = 1013
trigger8 = AnimElem = 2, >=0

;---------------------------------------------------------------------------
; Spike Cannon (Hard)
[State -1]
type = ChangeState
value = 1042
triggerall = command = "sc_c"
triggerall = pos Y < -30
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 610 
trigger3 = MoveContact 
trigger4 = stateno = 620 
trigger4 = MoveContact 
trigger5 = stateno = 630 
trigger5 = MoveContact 
trigger6 = stateno = 640 
trigger6 = MoveContact 
trigger7 = stateno = 650 
trigger7 = MoveContact 
trigger8 = stateno = 1013
trigger8 = AnimElem = 2, >=0
;---------------------------------------------------------------------------
; MVC2 Reverse
[State -1]
type = ChangeState
value = 1840
triggerall = command = "sc_p"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Run Foward
[State -1]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; Hop Backward
[State -1]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Throw_Suplex
[State -1]
type = ChangeState
value = 2060
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "fwd_yz";Command
trigger2 = command = "back_yz";Command
trigger3 = command = "fwd_z";Near
trigger3 = p2bodydist X < 5
trigger3 = p2statetype = S
trigger3 = p2movetype != H
trigger4 = command = "fwd_z";Near
trigger4 = p2bodydist X < 5
trigger4 = p2statetype = C
trigger4 = p2movetype != H
trigger5 = command = "back_z";Near
trigger5 = p2bodydist X < 5
trigger5 = p2statetype = S
trigger5 = p2movetype != H
trigger6 = command = "back_z";Near
trigger6 = p2bodydist X < 5
trigger6 = p2statetype = C
trigger6 = p2movetype != H

;---------------------------------------------------------------------------
; Throw_Frankensteiner
[State -1]
type = ChangeState
value = 2050
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "fwd_bc";Command
trigger2 = command = "back_bc";Command
trigger3 = command = "fwd_c";Near
trigger3 = p2bodydist X < 5
trigger3 = p2statetype = S
trigger3 = p2movetype != H
trigger4 = command = "fwd_z";Near
trigger4 = p2bodydist X < 5
trigger4 = p2statetype = C
trigger4 = p2movetype != H
trigger5 = command = "back_z";Near
trigger5 = p2bodydist X < 5
trigger5 = p2statetype = S
trigger5 = p2movetype != H
trigger6 = command = "back_z";Near
trigger6 = p2bodydist X < 5
trigger6 = p2statetype = C
trigger6 = p2movetype != H

;--------------------------------------------------------------------------- 
; Short Kick 
[State -1] 
type = ChangeState 
value = 200 
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2bodydist X > 22 
trigger1 = statetype = S 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 

;--------------------------------------------------------------------------- 
; Short Kick (Close) 
[State -1] 
type = ChangeState 
value = 205 
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 22 
trigger1 = statetype = S 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 

;--------------------------------------------------------------------------- 
; Forward Kick 
[State -1] 
type = ChangeState 
value = 210 
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2bodydist X > 22 
trigger1 = statetype = S 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 
trigger5 = MoveContact 
trigger5 = stateno = 200 
trigger6 = MoveContact 
trigger6 = stateno = 205 
trigger7 = MoveContact 
trigger7 = stateno = 400 
trigger8 = MoveContact 
trigger8 = stateno = 240 
trigger9 = MoveContact 
trigger9 = stateno = 245 
trigger10 = MoveContact 
trigger10 = stateno = 440 

;--------------------------------------------------------------------------- 
; Forward Kick (Close) 
[State -1] 
type = ChangeState 
value = 215 
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 22 
trigger1 = statetype = S 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 
trigger5 = MoveContact 
trigger5 = stateno = 200 
trigger6 = MoveContact 
trigger6 = stateno = 205 
trigger7 = MoveContact 
trigger7 = stateno = 400 
trigger8 = MoveContact 
trigger8 = stateno = 240 
trigger9 = MoveContact 
trigger9 = stateno = 245 
trigger10 = MoveContact 
trigger10 = stateno = 440 

;--------------------------------------------------------------------------- 
; Roundhouse Kick 
[State -1] 
type = ChangeState 
value = 220 
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = P2bodydist X > 22 
trigger1 = statetype = S 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 
trigger5 = MoveContact 
trigger5 = stateno = 200 
trigger6 = MoveContact 
trigger6 = stateno = 205 
trigger7 = MoveContact 
trigger7 = stateno = 400 
trigger8 = MoveContact 
trigger8 = stateno = 240 
trigger9 = MoveContact 
trigger9 = stateno = 245 
trigger10 = MoveContact 
trigger10 = stateno = 440 
trigger11 = MoveContact 
trigger11 = stateno = 210 
trigger12 = MoveContact 
trigger12 = stateno = 215 
trigger13 = MoveContact 
trigger13 = stateno = 410 
trigger14 = MoveContact 
trigger14 = stateno = 250 
trigger15 = MoveContact 
trigger15 = stateno = 255 
trigger16 = MoveContact 
trigger16 = stateno = 450 

;--------------------------------------------------------------------------- 
; Roundhouse Kick (close) 
[State -1] 
type = ChangeState 
value = 225 
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 22 
trigger1 = statetype = S 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 
trigger5 = MoveContact 
trigger5 = stateno = 200 
trigger6 = MoveContact 
trigger6 = stateno = 205 
trigger7 = MoveContact 
trigger7 = stateno = 400 
trigger8 = MoveContact 
trigger8 = stateno = 240 
trigger9 = MoveContact 
trigger9 = stateno = 245 
trigger10 = MoveContact 
trigger10 = stateno = 440 
trigger11 = MoveContact 
trigger11 = stateno = 210 
trigger12 = MoveContact 
trigger12 = stateno = 215 
trigger13 = MoveContact 
trigger13 = stateno = 410 
trigger14 = MoveContact 
trigger14 = stateno = 250 
trigger15 = MoveContact 
trigger15 = stateno = 255 
trigger16 = MoveContact 
trigger16 = stateno = 450 

;--------------------------------------------------------------------------- 
; Jab Punch 
[State -1] 
type = ChangeState 
value = 230 
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2bodydist X > 22 
trigger1 = statetype = S 
trigger1 = ctrl = 1 

;--------------------------------------------------------------------------- 
; Jab Punch (Close) 
[State -1] 
type = ChangeState 
value = 235 
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 22 
trigger1 = statetype = S 
trigger1 = ctrl = 1 

;--------------------------------------------------------------------------- 
; Strong Punch 
[State -1] 
type = ChangeState 
value = 240 
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2bodydist X > 22 
trigger1 = statetype = S 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 
trigger5 = MoveContact 
trigger5 = stateno = 200 
trigger6 = MoveContact 
trigger6 = stateno = 205 
trigger7 = MoveContact 
trigger7 = stateno = 400 

;--------------------------------------------------------------------------- 
; Strong Punch (close) 
[State -1] 
type = ChangeState 
value = 245 
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 22 
trigger1 = statetype = S 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 
trigger5 = MoveContact 
trigger5 = stateno = 200 
trigger6 = MoveContact 
trigger6 = stateno = 205 
trigger7 = MoveContact 
trigger7 = stateno = 400 

;--------------------------------------------------------------------------- 
; Fierce Punch 
[State -1] 
type = ChangeState 
value = 250 
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = P2bodydist X > 36 
trigger1 = statetype = S 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 
trigger5 = MoveContact 
trigger5 = stateno = 200 
trigger6 = MoveContact 
trigger6 = stateno = 205 
trigger7 = MoveContact 
trigger7 = stateno = 400 
trigger8 = MoveContact 
trigger8 = stateno = 240 
trigger9 = MoveContact 
trigger9 = stateno = 245 
trigger10 = MoveContact 
trigger10 = stateno = 440 
trigger11 = MoveContact 
trigger11 = stateno = 210 
trigger12 = MoveContact 
trigger12 = stateno = 215 
trigger13 = MoveContact 
trigger13 = stateno = 410 

;--------------------------------------------------------------------------- 
; Fierce Punch (Close) 
[State -1] 
type = ChangeState 
value = 255 
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 36 
trigger1 = statetype = S 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 
trigger5 = MoveContact 
trigger5 = stateno = 200 
trigger6 = MoveContact 
trigger6 = stateno = 205 
trigger7 = MoveContact 
trigger7 = stateno = 400 
trigger8 = MoveContact 
trigger8 = stateno = 240 
trigger9 = MoveContact 
trigger9 = stateno = 245 
trigger10 = MoveContact 
trigger10 = stateno = 440 
trigger11 = MoveContact 
trigger11 = stateno = 210 
trigger12 = MoveContact 
trigger12 = stateno = 215 
trigger13 = MoveContact 
trigger13 = stateno = 410 

;--------------------------------------------------------------------------- 
; Crouch_Short Kick 
[State -1] 
type = ChangeState 
value = 400 
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 

;--------------------------------------------------------------------------- 
; Crouch_Foward Kick 
[State -1] 
type = ChangeState 
value = 410 
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 
trigger5 = MoveContact 
trigger5 = stateno = 200 
trigger6 = MoveContact 
trigger6 = stateno = 205 
trigger7 = MoveContact 
trigger7 = stateno = 400 
trigger8 = MoveContact 
trigger8 = stateno = 240 
trigger9 = MoveContact 
trigger9 = stateno = 245 
trigger10 = MoveContact 
trigger10 = stateno = 440 

;--------------------------------------------------------------------------- 
; Crouch_Roundhouse Kick 
[State -1] 
type = ChangeState 
value = 420 
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 
trigger5 = MoveContact 
trigger5 = stateno = 200 
trigger6 = MoveContact 
trigger6 = stateno = 205 
trigger7 = MoveContact 
trigger7 = stateno = 400 
trigger8 = MoveContact 
trigger8 = stateno = 240 
trigger9 = MoveContact 
trigger9 = stateno = 245 
trigger10 = MoveContact 
trigger10 = stateno = 440 
trigger11 = MoveContact 
trigger11 = stateno = 210 
trigger12 = MoveContact 
trigger12 = stateno = 215 
trigger13 = MoveContact 
trigger13 = stateno = 410 
trigger14 = MoveContact 
trigger14 = stateno = 250 
trigger15 = MoveContact 
trigger15 = stateno = 255 
trigger16 = MoveContact 
trigger16 = stateno = 450 

;--------------------------------------------------------------------------- 
; Crouch_Jab Punch 
[State -1] 
type = ChangeState 
value = 430 
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C 
trigger1 = ctrl = 1 

;--------------------------------------------------------------------------- 
; Crouch_Strong Punch 
[State -1] 
type = ChangeState 
value = 440 
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 
trigger5 = MoveContact 
trigger5 = stateno = 200 
trigger6 = MoveContact 
trigger6 = stateno = 205 
trigger7 = MoveContact 
trigger7 = stateno = 400 

;--------------------------------------------------------------------------- 
; Crouch_Fierce Punch 
[State -1] 
type = ChangeState 
value = 450 
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C 
trigger1 = ctrl = 1 
trigger2 = MoveContact 
trigger2 = stateno = 230 
trigger3 = MoveContact 
trigger3 = stateno = 235 
trigger4 = MoveContact 
trigger4 = stateno = 430 
trigger5 = MoveContact 
trigger5 = stateno = 200 
trigger6 = MoveContact 
trigger6 = stateno = 205 
trigger7 = MoveContact 
trigger7 = stateno = 400 
trigger8 = MoveContact 
trigger8 = stateno = 240 
trigger9 = MoveContact 
trigger9 = stateno = 245 
trigger10 = MoveContact 
trigger10 = stateno = 440 
trigger11 = MoveContact 
trigger11 = stateno = 210 
trigger12 = MoveContact 
trigger12 = stateno = 215 
trigger13 = MoveContact 
trigger13 = stateno = 410 

;--------------------------------------------------------------------------- 
; Air_Short Kick 
[State -1] 
type = ChangeState 
value = 600 
triggerall = command = "a"
triggerall = Vel X = 0 
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 630 
trigger2 = MoveContact 

;--------------------------------------------------------------------------- 
; Air_Short Kick (moving) 
[State -1] 
type = ChangeState 
value = 600 
triggerall = command = "a"
triggerall = Vel X != 0 
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 630 
trigger2 = MoveContact 

;--------------------------------------------------------------------------- 
; Air_Forward Kick 
[State -1] 
type = ChangeState 
value = 610 
triggerall = command = "b"
triggerall = statetype = A 
trigger1 = ctrl = 1 
trigger1 = Vel X = 0 
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 630 
trigger3 = MoveContact 
trigger4 = stateno = 640 
trigger4 = MoveContact 


;--------------------------------------------------------------------------- 
; Air_Forward Kick (moving) 
[State -1] 
type = ChangeState 
value = 610 
triggerall = command = "b"
triggerall = statetype = A 
trigger1 = ctrl = 1 
trigger1 = Vel X != 0 
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 630 
trigger3 = MoveContact 
trigger4 = stateno = 640 
trigger4 = MoveContact 

;--------------------------------------------------------------------------- 
; Air_Roundhouse Kick 
[State -1] 
type = ChangeState 
value = 620 
triggerall = command = "c"
triggerall = Vel X = 0 
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 610 
trigger3 = MoveContact 
trigger4 = stateno = 630 
trigger4 = MoveContact 
trigger5 = stateno = 640 
trigger5 = MoveContact 
;trigger6 = stateno = 650 
;trigger6 = MoveContact 

;--------------------------------------------------------------------------- 
; Air_Roundhouse Kick (moving) 
[State -1] 
type = ChangeState 
value = 620 
triggerall = command = "c"
triggerall = Vel X != 0 
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 610 
trigger3 = MoveContact 
trigger4 = stateno = 630 
trigger4 = MoveContact 
trigger5 = stateno = 640 
trigger5 = MoveContact 
;trigger6 = stateno = 650 
;trigger6 = MoveContact 

;--------------------------------------------------------------------------- 
; Air_Jab Punch 
[State -1] 
type = ChangeState 
value = 630 
triggerall = command = "x"
triggerall = Vel X = 0 
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 600 
trigger2 = MoveContact 

;--------------------------------------------------------------------------- 
; Air_Jab Punch (moving) 
[State -1] 
type = ChangeState 
value = 630 
triggerall = command = "x"
triggerall = Vel X != 0 
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 600 
trigger2 = MoveContact 

;--------------------------------------------------------------------------- 
; Air_Strong Punch 
[State -1] 
type = ChangeState 
value = 640 
triggerall = command = "y"
triggerall = Vel X = 0 
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 630 
trigger3 = MoveContact 
trigger4 = stateno = 640 
trigger4 = MoveContact 

;--------------------------------------------------------------------------- 
; Air_Strong Punch (moving) 
[State -1] 
type = ChangeState 
value = 640 
triggerall = command = "y"
triggerall = Vel X != 0 
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 630 
trigger3 = MoveContact 
trigger4 = stateno = 640 
trigger4 = MoveContact 

;--------------------------------------------------------------------------- 
; Air_Fierce Punch 
[State -1] 
type = ChangeState 
value = 650 
triggerall = command = "z"
triggerall = Vel X = 0 
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 610 
trigger3 = MoveContact 
trigger4 = stateno = 630 
trigger4 = MoveContact 
trigger5 = stateno = 640 
trigger5 = MoveContact 
;trigger6 = stateno = 620 
;trigger6 = MoveContact 

;--------------------------------------------------------------------------- 
; Air_Fierce Punch (moving) 
[State -1] 
type = ChangeState 
value = 650 
triggerall = command = "z"
triggerall = Vel X != 0 
trigger1 = statetype = A 
trigger1 = ctrl = 1 
trigger2 = stateno = 600 
trigger2 = MoveContact 
trigger3 = stateno = 610 
trigger3 = MoveContact 
trigger4 = stateno = 630 
trigger4 = MoveContact 
trigger5 = stateno = 640 
trigger5 = MoveContact 
;trigger6 = stateno = 620 
;trigger6 = MoveContact 

;---------------------------------------------------------------------------
; Aerial Rave Jump
[State -1]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = stateno = 225
trigger1 = MoveContact
trigger2 = stateno = 450
trigger2 = MoveContact
