;-| Super Motions |--------------------------------------------------------
[Command]
name = "Tgenocide_1"
command = ~D, DF, F, D, DF, a
time = 30

[Command]
name = "Tgenocide_2"
command = ~D, DF, F, D, DF, b
time = 30

[Command]
name = "Tgenocide_3"
command = ~D, DF, F, D, DF, c
time = 30

[Command]
name = "Tiger_Cannon_1"
command = ~D, DF, F, D, DF, F, x
time = 30

[Command]
name = "Tiger_Cannon_2"
command = ~D, DF, F, D, DF, F, y
time = 30

[Command]
name = "Tiger_Cannon_3"
command = ~D, DF, F, D, DF, F, z
time = 30

[Command]
name = "Tiger_Raid_1"
command = ~D, DB, B, D, DB, B, a
time = 30

[Command]
name = "Tiger_Raid_2"
command = ~D, DB, B, D, DB, B, b
time = 30

[Command]
name = "Tiger_Raid_3"
command = ~D, DB, B, D, DB, B, c
time = 30

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

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

[Command]
name = "alpha_counter"
command = ~B, DB, D, z

[Command]
name = "alpha3_counter"
command = /F, x+a

[Command]
name = "alpha3_counter"
command = /F, y+b

[Command]
name = "alpha3_counter"
command = /F, z+c

[Command]
name = "alpha_counter2"
command = ~B, DB, D, a

[Command]
name = "alpha_counter2"
command = ~B, DB, D, b

[Command]
name = "alpha_counter2"
command = ~B, DB, D, c

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

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

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

[Command]
name = "Tiger_uppercut_z"
command = ~F, D, DF, z

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

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

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

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

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

[Command]
name = "Tiger_Shot_z"
command = ~D, DF, F, z

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

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

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

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

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

;-| Recovery |---------------------------------------------------------------
[Command]
name = "SFA3AirRecovery"
command = x+y
time = 1

[Command]
name = "SFA3AirRecovery"
command = y+z
time = 1

[Command]
name = "SFA3AirRecovery"
command = x+z
time = 1

[Command]
name = "SFA2RollRecovery_x"
command = ~B, DB, D, x

[Command]
name = "SFA2RollRecovery_y"
command = ~B, DB, D, y

[Command]
name = "SFA2RollRecovery_z"
command = ~B, DB, D, z

[Command]
name = "recovery"
command = ~D,DF,F,UF,U,UB,B,DB,D, x+y+z+a+b+c+s
time = 1

;-| Dir + Button |---------------------------------------------------------

[Command]
name = "fwd_2p"
command = /F, x+y
time = 1

[Command]
name = "fwd_2p"
command = /F, y+z
time = 1

[Command]
name = "fwd_2p"
command = /F, x+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_xz"
command = /B, x+z
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_y"
command = /F,y
time = 1

[Command]
name = "fwd_z"
command = /F,z
time = 1

[Command]
name = "downfwd_a"
command = /DF,a
time = 1

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

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

;-| Single Button |---------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

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

[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 = "POW"
command = y + z
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----------------------------------------------------------------------
;AIフラグ 
[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0

[Statedef -1]

[State -1,AI by Colosse]
type = varset
TriggerAll = !var(59)
triggerall = RoundState != 3
Trigger1 = Command = "AI0"
Trigger2 = Command = "AI1"
Trigger3 = Command = "AI2"
Trigger4 = Command = "AI3"
Trigger5 = Command = "AI4"
Trigger6 = Command = "AI5"
Trigger7 = Command = "AI6"
Trigger8 = Command = "AI7"
Trigger9 = Command = "AI8"
Trigger10 = Command = "AI9"
Trigger11 = Command = "AI10"
Trigger12 = Command = "AI11"
Trigger13 = Command = "AI12"
Trigger14 = Command = "AI13"
Trigger15 = Command = "AI14"
Trigger16 = Command = "AI15"
Trigger17 = Command = "AI16"
Trigger18 = Command = "AI17"
Trigger19 = Command = "AI18"
Trigger20 = Command = "AI19"
Trigger21 = Command = "AI20"
v=59
value=1

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

[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall=var(59) >= 1 && statetype=S && ctrl && random <199
trigger1= (stateno!=[20,105]) && p2movetype!=A && (p2bodydist x=[0,100])

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

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

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

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

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



[State -1, Stand Light Punch]
type = ChangeState
value = 201
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = (StateType = S)
triggerall = stateno !=[10010,10020]
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,35]
Triggerall = Random < 400
triggerall = p2statetype !=L
triggerall = enemy, statetype != A
triggerall = p2bodydist x <= 20
trigger1 = ctrl
trigger2 = movecontact
trigger3 = stateno=20


;Stand Strong Punch
;立ち強パンチ
[State -1, Stand strong Punch]
type = ChangeState
value = 211
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
triggerall = stateno !=[10010,10020]
Triggerall = Random < 500
triggerall = p2statetype !=L
triggerall = enemy, statetype != A
triggerall = p2bodydist x = [0,40]
trigger1 = ctrl
trigger2 = movecontact
trigger3 = (stateno =201) && movecontact
trigger4 = (stateno = 231) && movecontact
trigger5 = (stateno = 241) && movecontact
trigger6 = stateno = 400 && movecontact
trigger7= stateno = 405 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 435 && movecontact


;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = ifelse(p2bodydist x <=20,222,221)
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = (StateType = S)
triggerall = stateno !=[10010,10020]
triggerall = stateno != [800,3999]
Triggerall = Random < 500
triggerall = p2statetype !=L
triggerall = enemy, statetype != A
triggerall = p2bodydist x = [0,40]
;triggerall = var(50) = 1
trigger1 = ctrl
trigger2=  movecontact
trigger3 = (stateno = [200,210]) && movecontact
trigger5 = (stateno = [230,235]) && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6= stateno = 405 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 435 && movecontact


;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 231
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = (StateType = S)
triggerall = stateno !=[10010,10020]
triggerall = stateno != [800,3999]
Triggerall = Random < 800
triggerall = p2statetype !=L
triggerall = enemy, statetype != A
triggerall = p2bodydist x = [0,40]
trigger1 = ctrl


;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 241
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
triggerall = stateno !=[10010,10020]
Triggerall = Random < 500
triggerall = p2statetype !=L
triggerall = enemy, statetype != A
triggerall = p2bodydist x = [0,40]
triggerall = var(50) = 1
trigger1 = ctrl
trigger2=  movecontact
trigger3 = (stateno = [201,211]) && movecontact
trigger4= (stateno = [231,241]) && movecontact
trigger5 = stateno = 400 && movecontact
trigger6= stateno = 405 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 435 && movecontact



;Stand hard Kick
;立ち弱キック
[State -1, Stand hard Kick]
type = ChangeState
value = 251
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = (StateType = S)
triggerall = stateno !=[10010,10020]
triggerall = stateno != [800,3999]
Triggerall = Random < 500
triggerall = p2statetype !=L
triggerall = (enemy, statetype != A)
triggerall = p2bodydist x = [0,40]
;triggerall = var(50) = 1
trigger1 = ctrl
trigger3 = (stateno = [201,212]) && movecontact
trigger5 = (stateno = [231,241]) && movecontact
trigger4 = stateno = 240 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6= stateno = 405 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 435 && movecontact


[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
triggerall = stateno !=[10010,10020]
Triggerall = (P2BodyDist X = [0,40])&&(P2BodyDist Y = 0 )
Triggerall = Random < 800
triggerall = (p2statetype !=L)
triggerall = (movetype !=H)
trigger1 = ctrl
trigger2 = enemy,statetype = C  && ctrl
trigger3 =  movecontact
trigger3 = stateno = 200 && movecontact 
value = 400

[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
triggerall = stateno !=[10010,10020]
Triggerall = (P2BodyDist X = [0,40])&&(P2BodyDist Y = 0 )
Triggerall = Random < 800
triggerall = p2statetype !=L
triggerall = (movetype !=H)
triggerall = enemy, statetype != A
trigger1 = ctrl
trigger2 = enemy,statetype = C  && ctrl
trigger3 = var(3) && movecontact
trigger4 = (stateno = 201) && movecontact
trigger5 = (stateno = 231) && movecontact
trigger6 = (stateno = 241) && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact
value = 410

[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall =  (StateType != A)
triggerall = p2bodydist x > 30
triggerall = stateno !=[10010,10020]
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,40]) && (P2BodyDist Y = 0)
Triggerall = enemy, statetype != A
Triggerall = Random < 800
triggerall = p2statetype !=L
triggerall = (movetype !=H)
trigger1 = ctrl
trigger2 = enemy,statetype = C  && ctrl
trigger3 = movecontact
trigger4 = (stateno = 201) && movecontact
trigger5 = (stateno = 231) && movecontact
trigger6 = (stateno = 241) && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
value = 420

[State -1, AI9]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = StateType != A
triggerall = stateno !=[10010,10020]
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,40]
triggerall = (movetype !=H)
Triggerall = ( Random < 800) && ((enemy, statetype != A && enemy,statetype !=L)|| var(3) =1 && enemy,statetype=L)
trigger1 = ctrl
trigger2 = enemy,statetype = C  && ctrl
trigger3 = movecontact
value = 430

[State -1, AI 9]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
triggerall = stateno !=[10010,10020]
Trigger1 = ctrl
triggerall = (movetype !=H)
Triggerall = (P2BodyDist X = [0,40]) && (P2BodyDist Y = 0 )
Triggerall = ( Random < 800) && ((enemy, statetype != A && enemy,statetype !=L)|| var(3) =1 && enemy,statetype=L)
Triggerall = stateno !=435
trigger2 = enemy,statetype = C && ctrl
trigger3 =  movecontact
trigger4 = (stateno = 201) && movecontact
trigger5 = (stateno = 231) && movecontact
trigger6 = (stateno = 241) && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
value = 440


[State -1, AI8]
Type = ChangeState
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
triggerall = stateno !=[10010,10020]
trigger1 = ctrl
Triggerall = P2BodyDist X = [0,40]
triggerall = (movetype !=H)
Triggerall = ( Random < 800) && (((enemy, statetype != A && enemy,statetype !=L)|| var(3) =1 && enemy,statetype=L))
trigger2 = enemy,statetype = C && ctrl
trigger3 = movecontact
trigger4 = (stateno = 201) && movecontact
trigger5 = (stateno = 231) && movecontact
trigger6 = (stateno = 241) && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
value = 450

[State -1,Grab]
type = ChangeState
value = 901
triggerall = (var(59) = 1)
triggerall = stateno != [4000,4060]
triggerall = (prevstateno != [4000,4060])
trigger1 =  random <= 400 && stateno != [100,107]
trigger1 = p2stateno != 131 && p2stateno != 130 && P2bodydist X <= 30 && p2stateno != 1302 && statetype != A && p2statetype != A && p2statetype != L && p2stateno != 5120
trigger1 = p2movetype != H && p2movetype != A && ctrl

[State -1, AI]
type = ChangeState
value = 2040
triggerall = var(59) >= 1 && StateType != A
triggerall = roundstate = 2
trigger3 = (p2bodydist y < -30)&&  (random = [55,77])
triggerall = p2bodydist x<=40
triggerall = stateno !=[10010,10020]
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = !(EnemyNear,IsHelper)
triggerall = movetype != H
triggerall = enemy,stateno=[5050,5300]
triggerall = random <77
trigger1= ctrl
trigger2 = (stateno=[201,450])&&movehit
triggerall = p2stateno !=[120,150]
trigger3 =  movecontact
trigger4= p2bodydist x<=20 && enemynear,hitdefattr=SCA,AP
trigger5=stateno=20

[State -1, AI tiger blow ]
type = ChangeState
value = 1001
triggerall = var(59) = 1 && roundstate = 2 && statetype!=A
triggerall = (p2stateno !=[120,155]) && (p2statetype!=L)
triggerall = (enemy,vel y>-1)
triggerall = stateno !=[800,899]
triggerall = stateno !=[10010,10020]
triggerall = numhelper(1001) <= 0 
triggerall = ctrl || var(3)
triggerall = time%10 = 0 
Triggerall = Random <=21
trigger1 = ctrl
trigger2 = (stateno= [201,440]) && movehit

[State -1, AI]
type = ChangeState
value = 1002
triggerall = var(59) = 1 && roundstate = 2 && statetype!=A
triggerall = (p2stateno !=[120,155]) && (p2statetype!=L)
triggerall = (enemy,vel y>-1)
triggerall = stateno !=[800,899]
triggerall = stateno !=[10010,10020]
triggerall = numhelper(1002) <= 0 
triggerall = ctrl 
triggerall = time%10 = 0 
Triggerall = Random <=21
trigger1 = ctrl
trigger2 = (stateno= [201,450]) && movehit

[State -1, AI crouch tiger blow ]
type = ChangeState
value = 1003
triggerall = var(59)=1 && roundstate = 2 && statetype!=A
triggerall = (p2stateno!=[120,155])
triggerall = p2statetype != A
triggerall = stateno !=[10010,10020]
triggerall = (enemy,vel y>-1)
triggerall = numhelper(1001) <= 0 
triggerall = ctrl || var(3)
Triggerall = Random <=21
triggerall = stateno !=[800,899]
triggerall = time%10 = 0 
trigger1 = ctrl
trigger2 = (stateno= [201,440]) && movehit

[State -1, AI]
type = ChangeState
value = 1004
triggerall= var(59)=1&&roundstate=2&&statetype!=A
triggerall= (p2stateno!=[120,155])
triggerall = p2statetype != A
triggerall = stateno !=[10010,10020]
triggerall = (enemy,vel y>-1)
triggerall = numhelper(1001) <= 0 
triggerall = ctrl 
triggerall = stateno !=[800,899]
Triggerall = Random <=21
triggerall = time%10 = 0 
trigger1 = ctrl
trigger2 = (stateno= [201,440]) && movehit

[State -1, AI tiger blow crouch]
type = ChangeState
value = 1005
triggerall = var(59)=1 && roundstate = 2 && statetype!=A
triggerall=(p2stateno!=[120,155])
triggerall = p2statetype != A
triggerall = stateno !=[10010,10020]
triggerall=(enemy,vel y>-1)
triggerall = numhelper(1001) <= 0 
triggerall = ctrl || var(3)
triggerall = stateno !=[800,899]
Triggerall = Random <=21
triggerall = time%10 = 0 
trigger1 = ctrl
trigger2 = (stateno= [201,440]) && movehit

[State -1, AI]
type = ChangeState
value = 2030
triggerall = var(59) >= 1 && StateType != A
triggerall = roundstate = 2
trigger3 = (p2bodydist y < -30)&&  (random = [19,25])
triggerall = p2bodydist x<=30
triggerall = stateno !=[10010,10020]
triggerall = stateno !=[800,4999]
triggerall = !(EnemyNear,IsHelper)
triggerall = stateno !=420
triggerall = movetype != H
triggerall = p2statetype != L
triggerall = random <66
triggerall= p2stateno!=[800,899]
trigger1= ctrl
trigger2 = (stateno=[201,450])&&movehit
triggerall = p2stateno !=[120,150]
trigger3 =  movecontact
trigger4=stateno=20

[State -1, AI tiger uppercut]
type = ChangeState
value = 2020
triggerall = var(59) >= 1 && StateType != A
triggerall = roundstate = 2
trigger3 = (p2bodydist y < -30)&&  (random = [12,18])
triggerall = p2bodydist x<=30
triggerall = stateno !=[10010,10020]
triggerall = stateno !=[800,4999]
triggerall = !(EnemyNear,IsHelper)
triggerall = stateno !=420
triggerall = p2statetype != L
triggerall = movetype != H
triggerall = random <33
triggerall= p2stateno!=[800,899]
trigger1= ctrl
trigger2 = (stateno=[201,450])&&movehit
triggerall = p2stateno !=[120,150]
trigger3 =  movecontact
trigger4=stateno=20

[State -1, AI tiger crush]
type = ChangeState
value = 2060
triggerall = var(59) >= 1 && StateType != A
triggerall = roundstate = 2
triggerall = p2bodydist x<=45
triggerall = stateno !=[800,4999]
triggerall = stateno !=[10010,10020]
triggerall = !(EnemyNear,IsHelper)
triggerall = stateno !=415
triggerall = movetype != H
triggerall = p2statetype != L
triggerall = random <66
triggerall= p2stateno!=[800,899]
trigger1= ctrl
trigger2 = (stateno=[201,450])&&movehit
triggerall = p2stateno !=[120,150]
trigger3 = movecontact
trigger4=stateno=20


[State -1, AI crush]
type = ChangeState
value = 2050
triggerall = var(59) >= 1 && StateType != A
triggerall = roundstate = 2
triggerall = p2bodydist x<=40
triggerall = stateno !=[800,4999]
triggerall = stateno !=[10010,10020]
triggerall = !(EnemyNear,IsHelper)
triggerall = stateno !=415
triggerall = p2statetype != L
triggerall = movetype != H
triggerall = random <33
triggerall= p2stateno!=[800,899]
trigger1= ctrl
trigger2 = (stateno=[201,450])&&movehit
triggerall = p2stateno !=[120,150]
trigger3 = movecontact
trigger4=stateno=20

[State -1, AI tigger crush]
type = ChangeState
value = 2070
triggerall = var(59) >= 1 && StateType != A
triggerall = roundstate = 2
triggerall = p2bodydist x<=50
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = !(EnemyNear,IsHelper)
triggerall = stateno !=[10010,10020]
triggerall = movetype != H
triggerall = enemy,stateno=[5050,5300]
triggerall = random <77
triggerall= p2stateno!=[800,899]
trigger1= ctrl
trigger2 = (stateno=[201,450])&&movehit
triggerall = p2stateno !=[120,150]
trigger3 = movecontact
trigger4=stateno=20

[State -1, AI super tiger blow]
type = ChangeState
value =  4000
triggerall = var(59) >= 1 && StateType != A && Power >= 1000
triggerall = random < 125
triggerall = stateno !=[800,899]
triggerall = p2stateno !=[800,899]
triggerall = stateno !=[3000,4900]
triggerall = stateno !=[10010,10020]
triggerall = p2bodydist x > 150
triggerall = var(59) = 1
triggerall = p2statetype !=L
triggerall = roundstate =2
triggerall = movetype !=H
triggerall = movetype != H
triggerall = numhelper(3004) < 1
trigger1 = ctrl
trigger2 = movecontact
trigger3 = stateno=20

[State -1, AI super tiger crush]
type = ChangeState
value = 4030
triggerall = var(59) >= 1 && StateType != A 
triggerall = statetype = C
triggerall = roundstate = 2
triggerall = numhelper(3006) <= 0
triggerall =  p2statetype != L
triggerall = p2stateno !=[800,899]
triggerall = stateno !=[10010,10020]
trigger2 = p2statetype != A
triggerall = movetype !=H
triggerall = p2stateno !=[120,150]
triggerall = random < 125
trigger1 = ctrl
trigger2 = stateno=20
triggerall = p2bodydist x =[100,149]

[State -1, AI]
type = ChangeState
value = 4060
triggerall = var(59) >= 1 && StateType != A && Power >= 1000
triggerall = movetype != H
triggerall = statetype != L
triggerall = roundstate =2
triggerall = random <299
triggerall = stateno !=[800,899]
triggerall = stateno !=[3000,4900]
triggerall = stateno !=[10010,10020]
triggerall = p2statetype != L && p2bodydist y =[-20,0]
triggerall = p2bodydist x < 25
trigger1 = ctrl
trigger2 = movecontact
trigger3 = stateno=20

;---------------------------------------------------------------------------
; Supers
;---------------------------------------------------------------------------
; Tiger Cannon  (Level 1)
[State -1]
type = ChangeState
value = 4000
triggerall = power >= 1000 ;Level 1 super
triggerall = NumProj = 0
trigger1 = command = "Tiger_Cannon_1"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = power < 2000 
trigger2 = command = "Tiger_Cannon_2"
trigger2 = statetype != A
trigger2 = ctrl = 1
trigger3 = power < 2000 
trigger3 = command = "Tiger_Cannon_3"
trigger3 = statetype != A
trigger3 = ctrl = 1
trigger4 = command = "Tiger_Cannon_1"
trigger4 = statetype != A
trigger4 = hitdefattr = SC, NA
trigger5 = power < 2000 
trigger5 = command = "Tiger_Cannon_2"
trigger5 = statetype != A
trigger5 = hitdefattr = SC, NA
trigger6 = power < 2000 
trigger6 = command = "Tiger_Cannon_3"
trigger6 = statetype != A
trigger6 = hitdefattr = SC, NA

;---------------------------------------------------------------------------
; Tiger Cannon  (Level 2)
[State -1]
type = ChangeState
value = 4010
triggerall = power >= 2000 ;Level 2 super
trigger1 = command = "Tiger_Cannon_2"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = power < 3000
trigger2 = command = "Tiger_Cannon_3"
trigger2 = statetype != A
trigger2 = ctrl = 1
trigger3 = command = "Tiger_Cannon_2"
trigger3 = statetype != A
trigger3 = hitdefattr = SC, NA
trigger4 = power < 3000
trigger4 = command = "Tiger_Cannon_3"
trigger4 = statetype != A
trigger4 = hitdefattr = SC, NA

;---------------------------------------------------------------------------
; Tiger Cannon  (Level 3)
[State -1]
type = ChangeState
value = 4020
triggerall = command = "Tiger_Cannon_3"
triggerall = power >= 3000 ;Level 3 super
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA

;---------------------------------------------------------------------------
; Tiger Raid (Level 1)
[State -1]
type = ChangeState
value = 4030
triggerall = power >= 1000 ;Level 1 super
triggerall = NumProj = 0
trigger1 = command = "Tiger_Raid_1"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = power < 2000 
trigger2 = command = "Tiger_Raid_2"
trigger2 = statetype != A
trigger2 = ctrl = 1
trigger3 = power < 2000 
trigger3 = command = "Tiger_Raid_3"
trigger3 = statetype != A
trigger3 = ctrl = 1
trigger4 = command = "Tiger_Raid_1"
trigger4 = statetype != A
trigger4 = hitdefattr = SC, NA
trigger5 = power < 2000 
trigger5 = command = "Tiger_Raid_2"
trigger5 = statetype != A
trigger5 = hitdefattr = SC, NA
trigger6 = power < 2000 
trigger6 = command = "Tiger_Raid_3"
trigger6 = statetype != A
trigger6 = hitdefattr = SC, NA

;---------------------------------------------------------------------------
; Tiger Raid (Level 2)
[State -1]
type = ChangeState
value = 4040
triggerall = power >= 2000 ;Level 2 super
trigger1 = command = "Tiger_Raid_2"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = power < 3000
trigger2 = command = "Tiger_Raid_3"
trigger2 = statetype != A
trigger2 = ctrl = 1
trigger3 = command = "Tiger_Raid_2"
trigger3 = statetype != A
trigger3 = hitdefattr = SC, NA
trigger4 = power < 3000
trigger4 = command = "Tiger_Raid_3"
trigger4 = statetype != A
trigger4 = hitdefattr = SC, NA

;---------------------------------------------------------------------------
; Tiger Raid (Level 3)
[State -1]
type = ChangeState
value = 4050
triggerall = command = "Tiger_Raid_3"
triggerall = power >= 3000 ;Level 3 super
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA

;---------------------------------------------------------------------------
; Tiger Genocide (Level 1)
[State -1]
type = ChangeState
value = 4060
triggerall = command = "Tgenocide_1"
triggerall = power >= 1000 ;Level 1 super
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = power < 2000 
trigger2 = command = "Tgenocide_2"
trigger2 = statetype != A
trigger2 = ctrl = 1
trigger3 = power < 2000 
trigger3 = command = "Tgenocide_3"
trigger3 = statetype != A
trigger3 = ctrl = 1
trigger4 = command = "Tgenocide_1"
trigger4 = statetype != A
trigger4 = hitdefattr = SC, NA
trigger5 = power < 2000 
trigger5 = command = "Tgenocide_2"
trigger5 = statetype != A
trigger5 = hitdefattr = SC, NA
trigger6 = power < 2000 
trigger6 = command = "Tgenocide_3"
trigger6 = statetype != A
trigger6 = hitdefattr = SC, NA

;---------------------------------------------------------------------------
 Tiger Genocide  (Level 2)
[State -1]
type = ChangeState
value = 4070
triggerall = power >= 2000 ;Level 2 super
trigger1 = command = "Tgenocide_2"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = power < 3000
trigger2 = command = "Tgenocide_3"
trigger2 = statetype != A
trigger2 = ctrl = 1
trigger3 = command = "Tgenocide_2"
trigger3 = statetype != A
trigger3 = hitdefattr = SC, NA
trigger4 = power < 3000
trigger4 = command = "Tgenocide_3"
trigger4 = statetype != A
trigger4 = hitdefattr = SC, NA

;---------------------------------------------------------------------------
; Tiger Genocide (Level 3)
[State -1]
type = ChangeState
value = 4080
triggerall = command = "Tgenocide_3"
triggerall = power >= 3000 ;Level 3 super
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA

;---------------------------------------------------------------------------
; Alpha Counter 2 (Trip)
;[State -1]
;type = ChangeState
;value = 2130
;triggerall = command = "alpha_counter2"
;triggerall = power > 1000
;triggerall = Var(3) = 1
;trigger1 = stateno >= 150 ;Cancel guard
;trigger1 = stateno <= 153

;---------------------------------------------------------------------------
; Tiger Uppercut Jab (X)
[State -1]
type = ChangeState
value = 2020
triggerall = command = "Tiger_uppercut_x"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 210        ;stand_b
trigger2 = movecontact = 1
trigger3 = stateno = 420        ;crouch_z
trigger3 = movecontact = 1
trigger4 = stateno = 450        ;crouch_c
trigger4 = movecontact = 1

;---------------------------------------------------------------------------
; Tiger Uppercut Medium Punch (Y)
[State -1]
type = ChangeState
value = 2030
triggerall = command = "Tiger_uppercut_y"
trigger1 = statetype != A
trigger1 = ctrl = 1             
trigger2 = stateno = 200        ;stand_x    
trigger2 = movecontact = 1                  
trigger3 = stateno = 400        ;crouch_a
trigger3 = movecontact = 1
trigger4 = stateno = 210        ;stand_b
trigger4 = movecontact = 1
trigger5 = stateno = 410        ;crouch_c
trigger5 = movecontact = 1
trigger6 = stateno = 500        ;crouch_fwd_a
trigger6 = movecontact = 1
trigger7 = stateno = 1052       ;flykick_b3
trigger7 = movecontact = 1
trigger8 = stateno = 450        ;crouch_z
trigger8 = movecontact = 1
trigger9 = stateno = 430        ;crouch_x
trigger9 = movecontact = 1

;---------------------------------------------------------------------------
; Tiger Uppercut Fierce Punch (Z)
[State -1]
type = ChangeState
value = 2040
triggerall = command = "Tiger_uppercut_z"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 400        ;crouch_a
trigger3 = movecontact = 1
trigger4 = stateno = 210        ;stand_b
trigger4 = movecontact = 1
trigger5 = stateno = 410        ;crouch_b
trigger5 = movecontact = 1
trigger6 = stateno = 500        ;crouch_fwd_a
trigger6 = movecontact = 1
trigger7 = stateno = 450        ;crouch_z
trigger7 = movecontact = 1
trigger8 = stateno = 430        ;crouch_x
trigger8 = movecontact = 1

;---------------------------------------------------------------------------
; Tiger Knee Light Kick (A)
[State -1]
type = ChangeState
value = 2050
triggerall = command = "Tiger_Knee_a"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1        
trigger3 = stateno = 400        ;Crouch_a
trigger3 = movecontact = 1      
trigger4 = stateno = 210        ;Stand_b
trigger4 = movecontact = 1

;---------------------------------------------------------------------------
; Tiger Knee Strong Kick (B)
[State -1]
type = ChangeState
value = 2060
triggerall = command = "Tiger_Knee_b";-------
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1        
trigger3 = stateno = 400        ;Crouch_a
trigger3= movecontact = 1      
trigger4 = stateno = 210        ;Stand_b
trigger4 = movecontact = 1

;---------------------------------------------------------------------------
; Tiger Knee Roundhouse (C)
[State -1]
type = ChangeState
value = 2070
triggerall = command = "Tiger_Knee_c"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1        
trigger3 = stateno = 400        ;Crouch_a
trigger3 = movecontact = 1      
trigger4 = stateno = 210        ;Stand_b
trigger4 = movecontact = 1

;---------------------------------------------------------------------------
; Tiger Shot jab (X)
[State -1]
type = ChangeState
value = 1000
triggerall = command = "Tiger_Shot_x"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 220        ;Stand_z
trigger3 = movecontact = 1
trigger4 = stateno = 500        ;Crouch_b
trigger4 = movecontact = 1
trigger6 = stateno = 210        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 400        ;crouch_a
trigger7 = movecontact = 1
trigger8 = stateno = 450        ;crouch_z
trigger8 = movecontact = 1
trigger9 = stateno = 430        ;crouch_x
trigger9 = movecontact = 1
trigger10 = stateno = 410       ;crouch_c
trigger10 = movecontact = 1     

;---------------------------------------------------------------------------
; Tiger Shot Medium Punch (Y)
[State -1]
type = ChangeState
value = 1001
triggerall = numproj = 0
triggerall = command = "Tiger_Shot_y";-------
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210        ;stand_b 
trigger2 = movecontact = 1
trigger3 = stateno = 400        ;crouch_a
trigger3 = movecontact = 1
trigger4 = stateno = 500        ;crouch_fwd_a
trigger4 = movecontact = 1
trigger5 = stateno = 450        ;crouch_z
trigger5 = movecontact = 1
trigger6 = stateno = 410        ;crouch_c
trigger6 = movecontact = 1
trigger7 = stateno = 430        ;crouch_x
trigger7 = movecontact = 1

;---------------------------------------------------------------------------
; Tiger Shot Medium Fierce (Z)
[State -1]
type = ChangeState
value = 1002
triggerall = numproj = 0
triggerall = command = "Tiger_Shot_z";-------
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210        ;stand_b 
trigger2 = movecontact = 1
trigger3 = stateno = 400        ;crouch_a
trigger3 = movecontact = 1
trigger4 = stateno = 500        ;crouch_fwd_a
trigger4 = movecontact = 1
trigger5 = stateno = 450        ;crouch_z
trigger5 = movecontact = 1
trigger6 = stateno = 410        ;crouch_c
trigger6 = movecontact = 1
trigger7 = stateno = 430        ;crouch_x
trigger7 = movecontact = 1

;---------------------------------------------------------------------------
; Tiger Shot Light Kick (A)
[State -1]
type = ChangeState
value = 1003
triggerall = command = "Tiger_Shot_a";-------
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 220        ;Stand_z
trigger3 = movecontact = 1
trigger4 = stateno = 500        ;Crouch_b
trigger4 = movecontact = 1
trigger6 = stateno = 210        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 400        ;crouch_a
trigger7 = movecontact = 1
trigger8 = stateno = 450        ;crouch_z
trigger8 = movecontact = 1
trigger9 = stateno = 430        ;crouch_x
trigger9 = movecontact = 1
trigger10 = stateno = 410       ;crouch_c
trigger10 = movecontact = 1     

;---------------------------------------------------------------------------
; Tiger Shot Medium Kick (B)
[State -1]
type = ChangeState
value = 1004
triggerall = numproj = 0
triggerall = command = "Tiger_Shot_b";-------
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210        ;stand_b 
trigger2 = movecontact = 1
trigger3 = stateno = 400        ;crouch_a
trigger3 = movecontact = 1
trigger4 = stateno = 500        ;crouch_fwd_a
trigger4 = movecontact = 1
trigger5 = stateno = 450        ;crouch_z
trigger5 = movecontact = 1
trigger6 = stateno = 410        ;crouch_c
trigger6 = movecontact = 1
trigger7 = stateno = 430        ;crouch_x
trigger7 = movecontact = 1

;---------------------------------------------------------------------------
; Tiger Shot Roundhouse (C)
[State -1]
type = ChangeState
value = 1005
triggerall = numproj = 0
triggerall = command = "Tiger_Shot_c";-------
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210        ;stand_b 
trigger2 = movecontact = 1
trigger3 = stateno = 400        ;crouch_a
trigger3 = movecontact = 1
trigger4 = stateno = 500        ;crouch_fwd_a
trigger4 = movecontact = 1
trigger5 = stateno = 450        ;crouch_z
trigger5 = movecontact = 1
trigger6 = stateno = 410        ;crouch_c
trigger6 = movecontact = 1
trigger7 = stateno = 430        ;crouch_x
trigger7 = movecontact = 1

;---------------------------------------------------------------------------
;Dash Foward (Maybe later if I can find the sprites..-__-)
;[State -1]
;type = ChangeState
;value = 100
;trigger1 = command = "FF"
;trigger1 = statetype = S
;trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;RunBack (Maybe later if I can find the sprites..-__-)
;[State -1]
;type = ChangeState
;value = 105
;trigger1 = command = "BB"
;trigger1 = statetype = S
;trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Air Recovery
[State -1]
type = ChangeState
value = 4500
triggerall = command = "SFA3AirRecovery"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = Pos Y < 0
triggerall = CanRecover = 1
triggerall = Alive = 1
triggerall = Var(3) != 1
trigger1 = stateno = 5050
trigger2 = stateno = 5071

;---------------------------------------------------------------------------
;Air Recovery (Forward)
[State -1]
type = ChangeState
value = 4501
triggerall = command = "SFA3AirRecovery"
triggerall = command = "holdfwd"
triggerall = Pos Y < 0
triggerall = CanRecover = 1
triggerall = Alive = 1
triggerall = Var(3) != 1
trigger1 = stateno = 5050
trigger2 = stateno = 5071

;---------------------------------------------------------------------------
; Air Recovery (Backward)
[State -1]
type = ChangeState
value = 4502
triggerall = command = "SFA3AirRecovery"
triggerall = command = "holdback"
triggerall = Pos Y < 0
triggerall = CanRecover = 1
triggerall = Alive = 1
triggerall = Var(3) != 1
trigger1 = stateno = 5050
trigger2 = stateno = 5071

;---------------------------------------------------------------------------
; Roll Recovery X
[State -1]
type = ChangeState
value = 4510
triggerall = command = "SFA2RollRecovery_x"
triggerall = alive = 1
triggerall = CanRecover = 1
triggerall = Var(3) = 1
trigger1 = stateno = 5050
trigger2 = stateno = 5071

;---------------------------------------------------------------------------
; Roll Recovery Y
[State -1]
type = ChangeState
value = 4520
triggerall = command = "SFA2RollRecovery_y"
triggerall = alive = 1
triggerall = CanRecover = 1
triggerall = Var(3) = 1
trigger1 = stateno = 5050
trigger2 = stateno = 5071
;trigger3 = stateno = 5030

;---------------------------------------------------------------------------
; Roll Recovery Z
[State -1]
type = ChangeState
value = 4530
triggerall = command = "SFA2RollRecovery_z"
triggerall = alive = 1
triggerall = CanRecover = 1
triggerall = Var(3) = 1
trigger1 = stateno = 5050
trigger2 = stateno = 5071
;trigger3 = stateno = 5030

;----------------------------------------------------------------------------
; Throw
[State -1]
type = ChangeState
value = 901+2*(statetype = A)
triggerall = statetype != C
triggerall = ctrl
triggerall = !var(2)
trigger1 = command = "fwd_2p" ; || (command = "fwd_yz") || (command = "fwd_xz")

; Throw back
[State -1]
type = ChangeState
value = 901+2*(statetype = A)
triggerall = statetype != C
triggerall = ctrl
triggerall = !var(2)
trigger1 = command = "back_xy"
trigger2 = command = "back_xz"
trigger3 = command = "back_yz"

;---------------------------------------------------------------------------
;Standing Jab (X)
[State -1]
type = ChangeState
value = 201
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = Var(3) != 1
triggerall = P2bodydist X > 20
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 201
trigger2 = Time >= 5
trigger3 = stateno = 202
trigger3 = Time >= 5
trigger4 = stateno = 100
trigger4 = Time >= 5

;---------------------------------------------------------------------------
; Standing Jab Close (Close + X)
[State -1]
type = ChangeState
value = 202
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = Var(3) != 1
triggerall = P2bodydist X <= 20
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 202
trigger2 = Time >= 5
trigger3 = stateno = 201
trigger3 = Time >= 5
trigger4 = stateno = 100
trigger4 = Time >= 5

;---------------------------------------------------------------------------
; Standing Medium Punch (Y)
[State -1]
type = ChangeState
value = 211
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2bodydist X > 20
triggerall = Var(3) != 1
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch Close (Close + Y)
[State -1]
type = ChangeState
value = 212
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 20
triggerall = Var(3) != 1
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Standing Fierce Punch (Z)
[State -1]
type = ChangeState
value = 221
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = P2bodydist X > 20
triggerall = Var(3) != 1
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Standing Fierce Punch Close (Close + Z)
[State -1]
type = ChangeState
value = 222
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 20
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick (A)
[State -1]
type = ChangeState
value = 231
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = Var(3) != 1
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 201
trigger2 = Time >= 5
trigger3 = stateno = 202
trigger3 = Time >= 5

;---------------------------------------------------------------------------
; Standing Strong Kick (B)
[State -1]
type = ChangeState
value = 241
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = Var(3) != 1
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Standing Roundhouse (C)
[State -1]
type = ChangeState
value = 251
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = P2bodydist X > 20
triggerall = Var(3) != 1
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Standing Roundhouse Close (Close + C)
[State -1]
type = ChangeState
value = 252
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 20
triggerall = Var(3) != 1
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Ducking Jab (x)
[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400   ;Crouch X
trigger2 = Time >= 5
trigger3 = stateno = 430   ;Crouch A
trigger3 = Time >= 5

;---------------------------------------------------------------------------
; Ducking Medium Punch (Y)
[State -1]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Ducking Fierce Punch (Z)
[State -1]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Ducking Light Kick (A)
[State -1]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1                
trigger2 = stateno = 400   ;Crouch X
trigger2 = Time >= 5
trigger3 = stateno = 430   ;Crouch A
trigger3 = Time >= 5

;---------------------------------------------------------------------------
; Ducking Strong Kick (B)
[State -1]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Ducking Roundhouse (C)
[State -1]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Jumping Light Punch (X)
[State -1]
type = ChangeState
value = 600
trigger1 = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Jumping Medium Punch (Y)
[State -1]
type = ChangeState
value = 610
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Jumping Fierce Punch (Z)
[State -1]
type = ChangeState
value = 620
trigger1 = command = "z"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Jumping Light Kick Not Moving (While in air + A)
[State -1]
type = ChangeState
value = 630
triggerall = Vel X = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = command = "a"

;---------------------------------------------------------------------------
; Jumping Light Kick Moving (While in air + A)
[State -1]
type = ChangeState
value = 632
triggerall = Vel X != 0
triggerall = Var(3) != 1
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = command = "a"

;---------------------------------------------------------------------------
; Jumping Strong Kick Not Moving (While in air + B)
[State -1]
type = ChangeState
value = 640
triggerall = Vel X = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = command = "b"

;---------------------------------------------------------------------------
; Jumping Strong Kick Moving (While in air + B)
[State -1]
type = ChangeState
value = 642
triggerall = Vel X != 0
triggerall = Var(3) != 1 
trigger1 = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Jumping Roundhouse Not Moving (While in air + C)
[State -1]
type = ChangeState
value = 650
triggerall = Vel X = 0
trigger1 = command = "c"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Jumping Roundhouse Moving (While in air + C)
[State -1]
type = ChangeState
value = 652
triggerall = Vel X !=0
triggerall = Var(3) != 1 
trigger1 = command = "c"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Taunt
[State -1]
type = ChangeState
value = 9000
triggerall = command = "s"
triggerall = Var(2) != 1
trigger1 = statetype = S
trigger1 = ctrl = 1