;  CMD file
;     by
; MystikBlaze
;(mystik3984@hotmail.com)
;
;
;
;
;===========================================================================
;---------------------------------------------------------------------------
;Commands
;---------------------------------------------------------------------------
;===========================================================================

;-| AI/CPU Commands |------------------------------------------------------

[Command]
name = "cpu_1"
command = U, U, U, U, U
time = 1
[Command]
name = "cpu_2"
command = D, D, D, D, D
time = 1
[Command]
name = "cpu_3"
command = x, x, x, x, x
time = 1
[Command]
name = "cpu_4"
command = y, y, y, y, y
time = 1
[Command]
name = "cpu_5"
command = z, z, z, z, z
time = 1
[Command]
name = "cpu_6"
command = a, a, a, a, a
time = 1
[Command]
name = "cpu_7"
command = b, b, b, b, b
time = 1
[Command]
name = "cpu_8"
command = c, c, c, c, c
time = 1
[Command]
name = "cpu_9"
command = s, s, s, s, s
time = 1
[Command]
name = "cpu_10"
command = U, D, U, D, U
time = 1
[Command]
name = "cpu_11"
command = D, U, D, U, D
time = 1
[Command]
name = "cpu_12"
command = U, U, U, U, U
time = 1
[Command]
name = "cpu_13"
command = D, D, D, D, D
time = 1
[Command]
name = "cpu_14"
command = x, x, x, x, x
time = 1
[Command]
name = "cpu_15"
command = y, y, y, y, y
time = 1
[Command]
name = "cpu_16"
command = z, z, z, z, z
time = 1
[Command]
name = "cpu_17"
command = a, a, a, a, a
time = 1
[Command]
name = "cpu_18"
command = b, b, b, b, b
time = 1
[Command]
name = "cpu_19"
command = c, c, c, c, c
time = 1
[Command]
name = "cpu_20"
command = s, s, s, s, s
time = 1
[Command]
name = "cpu_21"
command = U, D, U, D, U
time = 1
[Command]
name = "cpu_22"
command = D, U, D, U, D
time = 1
[Command]
name = "cpu_23"
command = U, U, U, U, U
time = 1
[Command]
name = "cpu_24"
command = D, D, D, D, D
time = 1
[Command]
name = "cpu_25"
command = x, x, x, x, x
time = 1
[Command]
name = "cpu_26"
command = y, y, y, y, y
time = 1
[Command]
name = "cpu_27"
command = z, z, z, z, z
time = 1
[Command]
name = "cpu_28"
command = a, a, a, a, a
time = 1
[Command]
name = "cpu_29"
command = b, b, b, b, b
time = 1
[Command]
name = "cpu_30"
command = c, c, c, c, c
time = 1
[Command]
name = "cpu_31"
command = s, s, s, s, s
time = 1
[Command]
name = "cpu_32"
command = U, D, U, D, U
time = 1
[Command]
name = "cpu_33"
command = D, U, D, U, D
time = 1
[Command]
name = "cpu_34"
command = U, U, U, U, U
time = 1
[Command]
name = "cpu_35"
command = D, D, D, D, D
time = 1
[Command]
name = "cpu_36"
command = x, x, x, x, x
time = 1
[Command]
name = "cpu_37"
command = y, y, y, y, y
time = 1
[Command]
name = "cpu_38"
command = z, z, z, z, z
time = 1
[Command]
name = "cpu_39"
command = a, a, a, a, a
time = 1
[Command]
name = "cpu_40"
command = b, b, b, b, b
time = 1
[Command]
name = "cpu_41"
command = c, c, c, c, c
time = 1
[Command]
name = "cpu_42"
command = s, s, s, s, s
time = 1
[Command]
name = "cpu_43"
command = U, D, U, D, U
time = 1
[Command]
name = "cpu_44"
command = D, U, D, U, D
time = 1
[Command]
name = "cpu_45"
command = U, U, U, U, U
time = 1
[Command]
name = "cpu_46"
command = D, D, D, D, D
time = 1
[Command]
name = "cpu_47"
command = x, x, x, x, x
time = 1
[Command]
name = "cpu_48"
command = y, y, y, y, y
time = 1
[Command]
name = "cpu_49"
command = z, z, z, z, z
time = 1
[Command]
name = "cpu_50"
command = a, a, a, a, a
time = 1
[Command]
name = "cpu_51"
command = b, b, b, b, b
time = 1
[Command]
name = "cpu_52"
command = c, c, c, c, c
time = 1


;-| 2QCF Motions |--------------------------------------------------------

[Command]
name = "2QCF_xyz"
command = ~D, DF, F, D, DF, F, x
time = 20

[Command]
name = "2QCF_xyz"
command = ~D, DF, F, D, DF, F, y
time = 20

[Command]
name = "2QCF_xyz"
command = ~D, DF, F, D, DF, F, z
time = 20

;-| 2QCB Motions |--------------------------------------------------------

[Command]
name = "2QCB_xyz"
command = ~D, DB, B, D, DB, B, x
time = 20

[Command]
name = "2QCB_xyz"
command = ~D, DB, B, D, DB, B, y
time = 20

[Command]
name = "2QCB_xyz"
command = ~D, DB, B, D, DB, B, z
time = 20

[Command]
name = "2QCB_abc"
command = ~D, DB, B, D, DB, B, a
time = 20

[Command]
name = "2QCB_abc"
command = ~D, DB, B, D, DB, B, b
time = 20

[Command]
name = "2QCB_abc"
command = ~D, DB, B, D, DB, B, c
time = 20


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

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

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

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

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

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

;---| Super QCF Motions |-------------------------
[Command]
name = "QCF_xyz"
command = ~D, DF, F, x+y

[Command]
name = "QCF_xyz"
command = ~D, DF, F, x+z

[Command]
name = "QCF_xyz"
command = ~D, DF, F, y+z

[Command]
name = "QCF_abc"
command = ~D, DF, F, a+b

[Command]
name = "QCF_abc"
command = ~D, DF, F, a+c

[Command]
name = "QCF_abc"
command = ~D, DF, F, b+c

;---| QCB Motions |-------------------------------
[Command]
name = "QCB_x"
command = ~D, DB, B, x

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

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

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

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

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

;---| Super QCB Motions |-------------------------
[Command]
name = "QCB_xyz"
command = ~D, DB, B, x+y

[Command]
name = "QCB_xyz"
command = ~D, DB, B, x+z

[Command]
name = "QCB_xyz"
command = ~D, DB, B, y+z

[Command]
name = "QCB_abc"
command = ~D, DB, B, a+b

[Command]
name = "QCB_abc"
command = ~D, DB, B, a+c

[Command]
name = "QCB_abc"
command = ~D, DB, B, b+c

;---| HCF Motions |-------------------------------
[Command]
name = "HCF_x"
command = ~B, DB, D, DF, F, x

[Command]
name = "HCF_y"
command = ~B, DB, D, DF, F, y

[Command]
name = "HCF_z"
command = ~B, DB, D, DF, F, z

;---| HCB Motions |-------------------------------
[Command]
name = "HCB_x"
command = ~F, DF, D, DB, B, x

[Command]
name = "HCB_y"
command = ~F, DF, D, DB, B, y

[Command]
name = "HCB_z"
command = ~F, DF, D, DB, B, z

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

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

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

;---| Ashura Warp |-------------------------------

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

[Command]
name = "warpf_p"
command = ~F, D, DF, x+z

[Command]
name = "warpf_p"
command = ~F, D, DF, y+z

[Command]
name = "warpf_k"
command = ~F, D, DF, a+b

[Command]
name = "warpf_k"
command = ~F, D, DF, a+c

[Command]
name = "warpf_k"
command = ~F, D, DF, b+c

[Command]
name = "warpb_p"
command = ~B, D, DB, x+y

[Command]
name = "warpb_p"
command = ~F, D, DF, x+z

[Command]
name = "warpb_p"
command = ~B, D, DB, y+z

[Command]
name = "warpb_k"
command = ~B, D, DB, a+b

[Command]
name = "warpb_k"
command = ~B, D, DB, a+c

[Command]
name = "warpb_k"
command = ~B, D, DB, b+c

;---| Custom Combo |------------------------------

[Command]
name = "cc"
command = x+a
time = 5

[Command]
name = "cc"
command = y+b
time = 5

[Command]
name = "cc"
command = z+c
time = 5

;---| Raging Demon |------------------------------

[Command]
name = "demon"
command = x, x, F, a, z
time = 40

[Command]
name = "demon2"
command = x, x, F, a, c
time = 40


;---| Recovery Roll Motions |---------------------

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

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

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

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

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

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

;---| Alpha Counter Motions |---------------------

[Command]
name = "ac_p"
command = ~B, DB, D, x
time = 20

[Command]
name = "ac_p"
command = ~B, DB, D, y
time = 20

[Command]
name = "ac_p"
command = ~B, DB, D, z
time = 20

[Command]
name = "ac_k"
command = ~B, DB, D, a
time = 20

[Command]
name = "ac_k"
command = ~B, DB, D, b
time = 20

[Command]
name = "ac_k"
command = ~B, DB, D, c
time = 20


;-| Super Jump |-----------------------------------------------------------

[Command]
name = "superjump"
command = ~D, U


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

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

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

[Command]
name = "throw_p"
command = x+y
time = 5

[Command]
name = "throw_p"
command = x+z
time = 5

[Command]
name = "throw_p"
command = y+z
time = 5

[Command]
name = "throw_k"
command = a+b
time = 5

[Command]
name = "throw_k"
command = a+c
time = 5

[Command]
name = "throw_k"
command = b+c
time = 5

;-| Dir + Button |---------------------------------------------------------
[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_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 = "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 = "back_b"
command = /$B,b
time = 1

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

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

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

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

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

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

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

;-| Tap Dir |---------------------------------------------------------------
[Command]
name = "tapfwd"
command = F
time = 1

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

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

;-| 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

;---------------------------------------------------------------------------
; 2. State entry
;---------------------------------------------------------------------------
[Statedef -1]

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

;===========================================================================

;---------------------------------------------------------------------------
;Other Moves
;---------------------------------------------------------------------------
;Dash Fwd

[State -1, Dash Fwd]
type = ChangeState
value = 100
triggerall = Var(3) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Dash Back

[State -1, Dash Back]
type = ChangeState
value = 105
triggerall = Var(3) != 1
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;===========================================================================
;---------------------------------------------------------------------------
;Ashura Senkuu
;---------------------------------------------------------------------------

;Ashura Senkuu Forward P

[State -1, Ashura Warp Forward P]
type = ChangeState
value = 1600
triggerall = Var(3) != 1
triggerall = command = "warpf_p"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 400
trigger9 = MoveContact
trigger10 = stateno = 401
trigger10 = MoveContact
trigger11 = stateno = 402
trigger11 = MoveContact
trigger12 = stateno = 410
trigger12 = MoveContact
trigger13 = stateno = 411
trigger13 = MoveContact
trigger14 = stateno = 412
trigger14 = MoveContact

;---------------------------------------------------------------------------
;Ashura Senkuu Forward K

[State -1, Ashura Warp Forward K]
type = ChangeState
value = 1610
triggerall = Var(3) != 1
triggerall = command = "warpf_k"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 400
trigger9 = MoveContact
trigger10 = stateno = 401
trigger10 = MoveContact
trigger11 = stateno = 402
trigger11 = MoveContact
trigger12 = stateno = 410
trigger12 = MoveContact
trigger13 = stateno = 411
trigger13 = MoveContact
trigger14 = stateno = 412
trigger14 = MoveContact

;---------------------------------------------------------------------------
;Ashura Senkuu Back P

[State -1, Ashura Warp Back P]
type = ChangeState
value = 1620
triggerall = Var(3) != 1
triggerall = command = "warpb_p"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 400
trigger9 = MoveContact
trigger10 = stateno = 401
trigger10 = MoveContact
trigger11 = stateno = 402
trigger11 = MoveContact
trigger12 = stateno = 410
trigger12 = MoveContact
trigger13 = stateno = 411
trigger13 = MoveContact
trigger14 = stateno = 412
trigger14 = MoveContact

;---------------------------------------------------------------------------
;Ashura Senkuu Back K

[State -1, Ashura Warp Back K]
type = ChangeState
value = 1630
triggerall = Var(3) != 1
triggerall = command = "warpb_k"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 400
trigger9 = MoveContact
trigger10 = stateno = 401
trigger10 = MoveContact
trigger11 = stateno = 402
trigger11 = MoveContact
trigger12 = stateno = 410
trigger12 = MoveContact
trigger13 = stateno = 411
trigger13 = MoveContact
trigger14 = stateno = 412
trigger14 = MoveContact

;===========================================================================
;---------------------------------------------------------------------------
;Super Attacks (Continued)
;---------------------------------------------------------------------------

;Shinkuu Hadouken

[State -1, Shinkuu Hadouken]
type = ChangeState
value = 3000
triggerall = Var(3) != 1
triggerall = command = "QCF_xyz"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = statetype != A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype = S
trigger4 = hitdefattr = SC, HA
trigger4 = movecontact
trigger4 = StateNo != 3000
trigger5 = palno > 6
trigger5 = statetype = S
trigger5 = stateno = [3600,3601]
trigger5 = var(20) = 1

;---------------------------------------------------------------------------
;Air Shinkuu Hadouken

[State -1, Air Shinkuu Hadouken]
type = ChangeState
value = 3050
triggerall = Var(3) != 1
triggerall = command = "QCF_xyz"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = hitdefattr = A, NA, SA
trigger2 = movecontact
trigger3 = statetype = A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype = A
trigger4 = hitdefattr = A, HA
trigger4 = movecontact
trigger4 = StateNo != 3050
trigger5 = palno > 6
trigger5 = statetype = A
trigger5 = stateno = [3650,3651]
trigger5 = var(20) = 1
trigger6 = palno > 6
trigger6 = statetype = A
trigger6 = stateno = 3500
trigger6 = var(20) = 1
trigger7 = palno > 6
trigger7 = statetype = A
trigger7 = stateno = [3069,3074]
trigger7 = helper(3069), MoveContact

;---------------------------------------------------------------------------
;Variable Shinkuu Hadouken

[State -1, Variable Shinkuu Hadouken]
type = ChangeState
value = 3069
triggerall = Var(3) != 1
triggerall = command = "QCF_abc"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = hitdefattr = A, NA, SA
trigger2 = movecontact
trigger3 = statetype = A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype = A
trigger4 = hitdefattr = A, HA
trigger4 = movecontact
trigger4 = StateNo != [3069,3074]
trigger5 = palno > 6
trigger5 = statetype = A
trigger5 = stateno = [3650,3651]
trigger5 = var(20) = 1
trigger6 = palno > 6
trigger6 = statetype = A
trigger6 = stateno = 3500
trigger6 = var(20) = 1
trigger7 = palno > 6
trigger7 = statetype = A
trigger7 = stateno = 3050
trigger7 = helper(3000), MoveContact

;---------------------------------------------------------------------------
;Tenma Gou Zankuu

[State -1, Air Vacuum Fireball]
type = ChangeState
value = 3500
triggerall = Var(3) != 1
triggerall = command = "QCB_xyz"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = hitdefattr = A, NA, SA
trigger2 = movecontact
trigger3 = statetype = A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype = A
trigger4 = hitdefattr = A, HA
trigger4 = movecontact
trigger4 = StateNo != 3500
trigger5 = palno > 6
trigger5 = statetype = A
trigger5 = stateno = [3650,3651]
trigger5 = var(20) = 1
trigger6 = palno > 6
trigger6 = statetype = A
trigger6 = stateno = 3050
trigger6 = helper(3000), MoveContact
trigger7 = palno > 6
trigger7 = statetype = A
trigger7 = stateno = [3069,3074]
trigger7 = helper(3069), MoveContact

;---------------------------------------------------------------------------
;Shinkuu Tatsumaki Senpuu Kyaku

[State -1, Shinkuu Tatsumaki Senpuu Kyaku]
type = ChangeState
value = 3100
triggerall = Var(3) != 1
triggerall = command = "QCB_abc"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = statetype != A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype != A
trigger4 = hitdefattr = SC, HA
trigger4 = movecontact
trigger4 = StateNo != [3100,3152]
trigger5 = palno > 6
trigger5 = statetype = S
trigger5 = stateno = [3600,3601]
trigger5 = var(20) = 1
trigger6 = palno > 6
trigger6 = statetype = S
trigger6 = stateno = 3000
trigger6 = helper(3000), MoveContact

;---------------------------------------------------------------------------
;Air Shinkuu Tatsumaki Senpuu Kyaku

[State -1, Air Shinkuu Tatsumaki Senpuu Kyaku]
type = ChangeState
value = 3150
triggerall = Var(3) != 1
triggerall = command = "QCB_abc"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = hitdefattr = A, NA, SA
trigger2 = movecontact
trigger3 = statetype = A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype = A
trigger4 = hitdefattr = A, HA
trigger4 = movecontact
trigger4 = StateNo != [3100,3152]
trigger5 = palno > 6
trigger5 = statetype = A
trigger5 = stateno = [3650,3651]
trigger5 = var(20) = 1
trigger6 = palno > 6
trigger6 = statetype = A
trigger6 = stateno = 3500
trigger6 = var(20) = 1
trigger7 = palno > 6
trigger7 = statetype = A
trigger7 = stateno = 3050
trigger7 = helper(3000), MoveContact
trigger8 = palno > 6
trigger8 = statetype = A
trigger8 = stateno = [3069,3074]
trigger8 = helper(3069), MoveContact

;---------------------------------------------------------------------------
;Messatsu Gou Shouryuu

[State -1, Messatsu Gou Shouryuu]
type = ChangeState
value = 3200
triggerall = Var(3) != 1
triggerall = command = "QCF_abc"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = statetype != A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype != A
trigger4 = hitdefattr = SC, HA
trigger4 = movecontact
trigger4 = StateNo != 3200
trigger5 = palno > 6
trigger5 = statetype = S
trigger5 = stateno = [3600,3601]
trigger5 = var(20) = 1
trigger6 = palno > 6
trigger6 = statetype = S
trigger6 = stateno = 3000
trigger6 = helper(3000), MoveContact

;---------------------------------------------------------------------------
;Shin Shouryuu Ken

[State -1, Shin Shouryuu Ken]
type = ChangeState
value = 3210
triggerall = Var(3) != 1
triggerall = command = "QCB_xyz"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = statetype != A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype != A
trigger4 = hitdefattr = SC, HA
trigger4 = movecontact
trigger4 = StateNo != 3210
trigger5 = palno > 6
trigger5 = statetype = S
trigger5 = stateno = [3600,3601]
trigger5 = var(20) = 1
trigger6 = palno > 6
trigger6 = statetype = S
trigger6 = stateno = 3000
trigger6 = helper(3000), MoveContact

;---------------------------------------------------------------------------
;Custom Super 1

[State -1, Custom Super 1]
type = ChangeState
value = 3300
triggerall = Var(3) != 1
triggerall = command = "2QCB_xyz"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = statetype != A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype != A
trigger4 = hitdefattr = SC, HA
trigger4 = movecontact
trigger4 = StateNo != [3300,3305]
trigger5 = palno > 6
trigger5 = statetype = S
trigger5 = stateno = [3600,3601]
trigger5 = var(20) = 1
trigger6 = palno > 6
trigger6 = statetype = S
trigger6 = stateno = 3000
trigger6 = helper(3000), MoveContact

;---------------------------------------------------------------------------
;Custom Super 2 (Shippuujinrai Kyaku -> Shinryuuken)

[State -1, Custom Super 2]
type = ChangeState
value = 3400
triggerall = Var(3) != 1
triggerall = command = "2QCB_abc"
triggerall = power >= 2000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = statetype != A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype != A
trigger4 = hitdefattr = SC, HA
trigger4 = movecontact
trigger4 = StateNo != [3400,3405]
trigger5 = palno > 6
trigger5 = statetype = S
trigger5 = stateno = [3600,3601]
trigger5 = var(20) = 1
trigger6 = palno > 6
trigger6 = statetype = S
trigger6 = stateno = 3000
trigger6 = helper(3000), MoveContact

;---------------------------------------------------------------------------
;Denjin Hadouken

[State -1, Denjin Hadouken]
type = ChangeState
value = 3600
triggerall = Var(3) != 1
triggerall = command = "2QCF_xyz"
triggerall = power >= 1000
triggerall = Var(10) != 1
triggerall = StateNo != [3600,3651]
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = statetype != A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype != A
trigger4 = hitdefattr = SC, HA
trigger4 = movecontact
trigger4 = StateNo != [3600,3601]
trigger5 = palno > 6
trigger5 = statetype = S
trigger5 = stateno = 3000
trigger5 = helper(3000), MoveContact

;---------------------------------------------------------------------------
;Air Denjin Hadouken

[State -1, Air Denjin Hadouken]
type = ChangeState
value = 3650
triggerall = Var(3) != 1
triggerall = command = "2QCF_xyz"
triggerall = power >= 1000
triggerall = Var(10) != 1
triggerall = StateNo != [3600,3651]
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = hitdefattr = A, NA, SA
trigger2 = movecontact
trigger3 = statetype = A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype = A
trigger4 = hitdefattr = A, HA
trigger4 = movecontact
trigger4 = StateNo != [3650,3651]
trigger5 = palno > 6
trigger5 = statetype = A
trigger5 = stateno = 3500
trigger5 = var(20) = 1
trigger6 = palno > 6
trigger6 = statetype = A
trigger6 = stateno = 3050
trigger6 = helper(3000), MoveContact
trigger7 = palno > 6
trigger7 = statetype = A
trigger7 = stateno = [3069,3074]
trigger7 = helper(3069), MoveContact

;---------------------------------------------------------------------------
;Custom Combo

[State -1, Custom Combo]
type = ChangeState
value = 3900
triggerall = Var(3) != 1
triggerall = command = "cc"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = statetype != A
trigger3 = Var(57) = 1
;---- Super Cancel----
trigger4 = palno > 6
trigger4 = statetype != A
trigger4 = hitdefattr = SC, HA
trigger4 = movecontact
trigger4 = StateNo != [3400,3405]
trigger5 = palno > 6
trigger5 = statetype = S
trigger5 = stateno = [3600,3601]
trigger5 = var(20) = 1
trigger6 = palno > 6
trigger6 = statetype = S
trigger6 = stateno = 3000
trigger6 = helper(3000), MoveContact

;---------------------------------------------------------------------------
;Cancelling Custom Combo

[State -1, Cancelling Custom Combo]
type = ChangeState
value = 3910
triggerall = Var(3) != 1
triggerall = command = "cc"
triggerall = Var(10) = 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Raging Demon

[State -1, Raging Demon]
type = ChangeState
value = 3800
triggerall = Var(3) != 1
triggerall = command = "demon"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = stateno = 200
trigger4 = stateno = 202
trigger5 = stateno = 210

;---------------------------------------------------------------------------
;Custom Raging Demon

[State -1, Custom Raging Demon]
type = ChangeState
value = 3850
triggerall = Var(3) != 1
triggerall = command = "demon2"
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 212


;===========================================================================
;---------------------------------------------------------------------------
;Throws / Guard Push
;---------------------------------------------------------------------------

; Ground Throw P
[State -1]
type = ChangeState
value = 800
triggerall = command = "throw_p"
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"

;---------------------------------------------------------------------------
; Ground Throw K
[State -1]
type = ChangeState
value = 801
triggerall = command = "throw_k"
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"

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

; Air Throw P
[State -1]
type = ChangeState
value = 850
triggerall = command = "throw_p"
triggerall = statetype = A
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"

;---------------------------------------------------------------------------
; Ground Throw K
[State -1]
type = ChangeState
value = 851
triggerall = command = "throw_k"
triggerall = statetype = A
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"

;---------------------------------------------------------------------------
;Guard Push (Standing)

[State -1, Guard Push]
type = ChangeState
value = 980
triggerall = command = "throw_p"
triggerall = statetype = S
triggerall = PalNo <= 6
trigger1 = stateno = [150,153]

;---------------------------------------------------------------------------
;Guard Push (Crouching)

[State -1, Guard Push]
type = ChangeState
value = 982
triggerall = command = "throw_p"
triggerall = statetype = C
triggerall = PalNo <= 6
trigger1 = stateno = [150,153]

;---------------------------------------------------------------------------
;Guard Push (Air)

[State -1, Guard Push]
type = ChangeState
value = 983
triggerall = command = "throw_p"
triggerall = statetype = A
triggerall = PalNo <= 6
trigger1 = stateno = [154,155]


;===========================================================================
;---------------------------------------------------------------------------
;Special Attacks
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Recovery Roll X

[State -1, Recovery Roll X]
type = ChangeState
value = 910
triggerall = command = "rrollf_x"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071

;---------------------------------------------------------------------------
;Recovery Roll Y

[State -1, Recovery Roll Y]
type = ChangeState
value = 915
triggerall = command = "rrollf_y"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071

;---------------------------------------------------------------------------
;Recovery Roll Z

[State -1, Recovery Roll Z]
type = ChangeState
value = 920
triggerall = command = "rrollf_z"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071

;---------------------------------------------------------------------------
;Recovery Roll A

[State -1, Recovery Roll A]
type = ChangeState
value = 930
triggerall = command = "rrollb_a"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071

;---------------------------------------------------------------------------
;Recovery Roll B

[State -1, Recovery Roll B]
type = ChangeState
value = 935
triggerall = command = "rrollb_b"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071

;---------------------------------------------------------------------------
;Recovery Roll C

[State -1, Recovery Roll C]
type = ChangeState
value = 940
triggerall = command = "rrollb_c"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071

;---------------------------------------------------------------------------
;Alpha Counter Punch

[State -1, Alpha Counter Punch]
type = ChangeState
value = 950
triggerall = command = "ac_p"
triggerall = power >= 500
trigger1 = stateno = [150,153]

;---------------------------------------------------------------------------
;Shaku Netsu Hadouken X

[State -1, Flaming Hadouken X]
type = ChangeState
value = 1800
triggerall = Var(3) != 1
triggerall = command = "HCF_x"
triggerall = command != "holddown"
triggerall = NumProjID(1000) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Shaku Netsu Hadouken Y

[State -1, Flaming Hadouken Y]
type = ChangeState
value = 1810
triggerall = Var(3) != 1
triggerall = command = "HCF_y"
triggerall = command != "holddown"
triggerall = NumProjID(1000) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Shaku Netsu Hadouken Z

[State -1, Flaming Hadouken Z]
type = ChangeState
value = 1820
triggerall = Var(3) != 1
triggerall = command = "HCF_z"
triggerall = command != "holddown"
triggerall = NumProjID(1000) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Aerial Shaku Netsu Hadouken X (horizontal fireball)

[State -1, Air Flaming Hadouken X]
type = ChangeState
value = 1850
triggerall = Var(3) != 1
triggerall = command = "HCF_x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Aerial Shaku Netsu Hadouken Y (horizontal fireball)

[State -1, Air Flaming Hadouken Y]
type = ChangeState
value = 1851
triggerall = Var(3) != 1
triggerall = command = "HCF_y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Aerial Shaku Netsu Hadouken Z (horizontal fireball)

[State -1, Air Flaming Hadouken Z]
type = ChangeState
value = 1852
triggerall = Var(3) != 1
triggerall = command = "HCF_z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Aerial Shaku Netsu Hadouken X (diagonal fireball)

[State -1, Air Flaming Hadouken X]
type = ChangeState
value = 1860
triggerall = Var(3) != 1
triggerall = command = "HCB_x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Aerial Shaku Netsu Hadouken Y (diagonal fireball)

[State -1, Air Flaming Hadouken Y]
type = ChangeState
value = 1861
triggerall = Var(3) != 1
triggerall = command = "HCB_y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Aerial Shaku Netsu Hadouken Z (diagonal fireball)

[State -1, Air Flaming Hadouken Z]
type = ChangeState
value = 1862
triggerall = Var(3) != 1
triggerall = command = "HCB_z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Shouryuu Ken X

[State -1, Dragon Punch X]
type = ChangeState
value = 1500
triggerall = Var(3) != 1
triggerall = command = "DP_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Shouryuu Ken Y

[State -1, Dragon Punch Y]
type = ChangeState
value = 1510
triggerall = Var(3) != 1
triggerall = command = "DP_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Shouryuu Ken Z

[State -1, Dragon Punch Z]
type = ChangeState
value = 1520
triggerall = Var(3) != 1
triggerall = command = "DP_z"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Hadouken X

[State -1, Hadouken X]
type = ChangeState
value = 1000
triggerall = Var(3) != 1
triggerall = command = "QCF_x"
triggerall = command != "holddown"
triggerall = NumProjID(1000) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Hadouken Y

[State -1, Hadouken Y]
type = ChangeState
value = 1010
triggerall = Var(3) != 1
triggerall = command = "QCF_y"
triggerall = command != "holddown"
triggerall = NumProjID(1000) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Hadouken Z

[State -1, Hadouken Z]
type = ChangeState
value = 1020
triggerall = Var(3) != 1
triggerall = command = "QCF_z"
triggerall = command != "holddown"
triggerall = NumProjID(1000) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Zankuu Hadouken X (horizontal)

[State -1, Zankuu Hadouken X]
type = ChangeState
value = 1050
triggerall = Var(3) != 1
triggerall = command = "QCF_x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Zankuu Hadouken Y (horizontal)

[State -1, Zankuu Hadouken Y]
type = ChangeState
value = 1060
triggerall = Var(3) != 1
triggerall = command = "QCF_y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Zankuu Hadouken Z (horizontal)

[State -1, Zankuu Hadouken Z]
type = ChangeState
value = 1070
triggerall = Var(3) != 1
triggerall = command = "QCF_z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Zankuu Hadouken X (diagonal)

[State -1, Zankuu Hadouken X d]
type = ChangeState
value = 1100
triggerall = Var(3) != 1
triggerall = command = "QCB_x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Zankuu Hadouken Y (diagonal)

[State -1, Zankuu Hadouken Y d]
type = ChangeState
value = 1110
triggerall = Var(3) != 1
triggerall = command = "QCB_y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Zankuu Hadouken Z (diagonal)

[State -1, Zankuu Hadouken Z d]
type = ChangeState
value = 1120
triggerall = Var(3) != 1
triggerall = command = "QCB_z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Tenma Kuujin Kyaku A (Diving Kick)

[State -1, Diving Kick A]
type = ChangeState
value = 1400
triggerall = Var(3) != 1
triggerall = command = "QCF_a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact
trigger12 = Var(10) = 1
trigger12 = statetype = A
trigger12 = Var(57) = 1

;---------------------------------------------------------------------------
;Tenma Kuujin Kyaku B (Diving Kick)

[State -1, Diving Kick B]
type = ChangeState
value = 1400
triggerall = Var(3) != 1
triggerall = command = "QCF_b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact
trigger12 = Var(10) = 1
trigger12 = statetype = A
trigger12 = Var(57) = 1

;---------------------------------------------------------------------------
;Tenma Kuujin Kyaku C (Diving Kick)

[State -1, Diving Kick C]
type = ChangeState
value = 1400
triggerall = Var(3) != 1
triggerall = command = "QCF_c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact
trigger12 = Var(10) = 1
trigger12 = statetype = A
trigger12 = Var(57) = 1

;---------------------------------------------------------------------------
;Air Tatsumaki Senpuu Kyaku A

[State -1, Air Whirlwind Kick A]
type = ChangeState
value = 1300
triggerall = Var(3) != 1
triggerall = command = "QCB_a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact
trigger12 = Var(10) = 1
trigger12 = statetype = A
trigger12 = Var(57) = 1

;---------------------------------------------------------------------------
;Air Tatsumaki Senpuu Kyaku B

[State -1, Air Whirlwind Kick B]
type = ChangeState
value = 1310
triggerall = Var(3) != 1
triggerall = command = "QCB_b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact
trigger12 = Var(10) = 1
trigger12 = statetype = A
trigger12 = Var(57) = 1

;---------------------------------------------------------------------------
;Air Tatsumaki Senpuu Kyaku C

[State -1, Air Whirlwind Kick C]
type = ChangeState
value = 1320
triggerall = Var(3) != 1
triggerall = command = "QCB_c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = MoveContact
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = MoveContact
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = MoveContact
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact
trigger12 = Var(10) = 1
trigger12 = statetype = A
trigger12 = Var(57) = 1

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku A

[State -1, Whirlwind Kick A]
type = ChangeState
value = 1200
triggerall = Var(3) != 1
triggerall = command = "QCB_a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = SC, NA, SA
trigger16 = movecontact
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = Var(57) = 1

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku B

[State -1, Whirlwind Kick B]
type = ChangeState
value = 1210
triggerall = Var(3) != 1
triggerall = command = "QCB_b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = SC, NA, SA
trigger16 = movecontact
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = Var(57) = 1

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku C

[State -1, Whirlwind Kick C]
type = ChangeState
value = 1220
triggerall = Var(3) != 1
triggerall = command = "QCB_c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = SC, NA, SA
trigger16 = movecontact
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = Var(57) = 1

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku A (EX Style)

[State -1, Whirlwind Kick A (EX Style)]
type = ChangeState
value = 1700
triggerall = Var(3) != 1
triggerall = command = "QCF_a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = SC, NA, SA
trigger16 = movecontact
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = Var(57) = 1

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku B (EX Style)

[State -1, Whirlwind Kick B (EX Style)]
type = ChangeState
value = 1710
triggerall = Var(3) != 1
triggerall = command = "QCF_b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = SC, NA, SA
trigger16 = movecontact
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = Var(57) = 1

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku C (EX Style)

[State -1, Whirlwind Kick C (EX Style)]
type = ChangeState
value = 1720
triggerall = command = "QCF_c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = Var(3) != 1 ;AI doesn't do this move during launcher
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = SC, NA, SA
trigger16 = movecontact
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = Var(57) = 1


;===========================================================================
;---------------------------------------------------------------------------
;Other Moves
;---------------------------------------------------------------------------

;Zenhou Tenshin (Ground Roll) X

[State -1, Ground Roll X]
type = ChangeState
value = 900
triggerall = Var(3) != 1
triggerall = command = "QCB_x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact

;---------------------------------------------------------------------------
;Zenhou Tenshin (Ground Roll) Y

[State -1, Ground Roll Y]
type = ChangeState
value = 901
triggerall = Var(3) != 1
triggerall = command = "QCB_y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact

;---------------------------------------------------------------------------
;Zenhou Tenshin (Ground Roll) Z

[State -1, Ground Roll Z]
type = ChangeState
value = 902
triggerall = Var(3) != 1
triggerall = command = "QCB_z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact

;===========================================================================
;---------------------------------------------------------------------------
;Basic Attacks
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;Forward Y

[State -1, Forward Y]
type = ChangeState
value = 206
triggerall = Var(3) != 1
triggerall = command = "fwd_y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = stateno = 100
trigger16 = time >= 4
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = hitdefattr = SC, NA, SA
trigger17 = movecontact
trigger18 = Var(10) = 1
trigger18 = statetype != A
trigger18 = Var(57) = 1

;---------------------------------------------------------------------------
;Forward Z

[State -1, Forward Z]
type = ChangeState
value = 207
triggerall = Var(3) != 1
triggerall = command = "fwd_z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = stateno = 100
trigger16 = time >= 4
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = hitdefattr = SC, NA, SA
trigger17 = movecontact
trigger18 = Var(10) = 1
trigger18 = statetype != A
trigger18 = Var(57) = 1

;---------------------------------------------------------------------------
;Back B

[State -1, Back B]
type = ChangeState
value = 215
triggerall = Var(3) != 1
triggerall = command = "back_b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = stateno = 100
trigger16 = time >= 4
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = hitdefattr = SC, NA, SA
trigger17 = movecontact
trigger18 = Var(10) = 1
trigger18 = statetype != A
trigger18 = Var(57) = 1

;---------------------------------------------------------------------------
;Forward B

[State -1, Forward B]
type = ChangeState
value = 216
triggerall = Var(3) != 1
triggerall = command = "fwd_b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = stateno = 100
trigger16 = time >= 4
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = hitdefattr = SC, NA, SA
trigger17 = movecontact
trigger18 = Var(10) = 1
trigger18 = statetype != A
trigger18 = Var(57) = 1

;---------------------------------------------------------------------------
;Forward C

[State -1, Forward C]
type = ChangeState
value = 217
triggerall = Var(3) != 1
triggerall = command = "fwd_c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 202
trigger4 = MoveContact
trigger5 = stateno = 210
trigger5 = MoveContact
trigger6 = stateno = 211
trigger6 = MoveContact
trigger7 = stateno = 212
trigger7 = MoveContact
trigger8 = stateno = 301
trigger8 = MoveContact
trigger9 = stateno = 302
trigger9 = MoveContact
trigger10 = stateno = 400
trigger10 = MoveContact
trigger11 = stateno = 401
trigger11 = MoveContact
trigger12 = stateno = 402
trigger12 = MoveContact
trigger13 = stateno = 410
trigger13 = MoveContact
trigger14 = stateno = 411
trigger14 = MoveContact
trigger15 = stateno = 412
trigger15 = MoveContact
trigger16 = stateno = 100
trigger16 = time >= 4
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = hitdefattr = SC, NA, SA
trigger17 = movecontact
trigger18 = Var(10) = 1
trigger18 = statetype != A
trigger18 = Var(57) = 1

;---------------------------------------------------------------------------
;Close Y

[State -1, Close Y]
type = ChangeState
value = 301
triggerall = Var(3) != 1
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2BodyDist x <= 15
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 210
trigger3 = MoveContact
trigger4 = stateno = 400
trigger4 = MoveContact
trigger5 = stateno = 410
trigger5 = MoveContact
trigger6 = stateno = 100
trigger6 = time >= 4
trigger7 = stateno = 105
trigger7 = time >= 4
trigger8 = Var(10) = 1
trigger8 = statetype != A
trigger8 = hitdefattr = SC, NA, SA
trigger8 = movecontact
trigger9 = Var(10) = 1
trigger9 = statetype != A
trigger9 = Var(57) = 1

;---------------------------------------------------------------------------
;Close Z

[State -1, Close Z]
type = ChangeState
value = 302
triggerall = Var(3) != 1
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = P2BodyDist x <= 15
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 210
trigger4 = MoveContact
trigger5 = stateno = 211
trigger5 = MoveContact
trigger6 = stateno = 301
trigger6 = MoveContact
trigger7 = stateno = 400
trigger7 = MoveContact
trigger8 = stateno = 401
trigger8 = MoveContact
trigger9 = stateno = 410
trigger9 = MoveContact
trigger10 = stateno = 411
trigger10 = MoveContact
trigger11 = stateno = 100
trigger11 = time >= 4
trigger12 = stateno = 105
trigger12 = time >= 4
trigger13 = Var(10) = 1
trigger13 = statetype != A
trigger13 = hitdefattr = SC, NA, SA
trigger13 = movecontact
trigger14 = Var(10) = 1
trigger14 = statetype != A
trigger14 = Var(57) = 1

;---------------------------------------------------------------------------
;Stand X

[State -1, Stand X]
type = ChangeState
value = 200
triggerall = Var(3) != 1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 100
trigger2 = time >= 4
trigger3 = stateno = 105
trigger3 = time >= 4
trigger4 = Var(10) = 1
trigger4 = statetype != A
trigger4 = hitdefattr = SC, NA, SA
trigger4 = movecontact
trigger5 = Var(10) = 1
trigger5 = statetype != A
trigger5 = Var(57) = 1

;---------------------------------------------------------------------------
;Stand Y

[State -1, Stand Y]
type = ChangeState
value = 201
triggerall = Var(3) != 1
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 210
trigger3 = MoveContact
trigger4 = stateno = 400
trigger4 = MoveContact
trigger5 = stateno = 410
trigger5 = MoveContact
trigger6 = stateno = 100
trigger6 = time >= 4
trigger7 = stateno = 105
trigger7 = time >= 4
trigger8 = Var(10) = 1
trigger8 = statetype != A
trigger8 = hitdefattr = SC, NA, SA
trigger8 = movecontact
trigger9 = Var(10) = 1
trigger9 = statetype != A
trigger9 = Var(57) = 1

;---------------------------------------------------------------------------
;Stand Z

[State -1, Stand Z]
type = ChangeState
value = 202
triggerall = Var(3) != 1
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 210
trigger4 = MoveContact
trigger5 = stateno = 211
trigger5 = MoveContact
trigger6 = stateno = 301
trigger6 = MoveContact
trigger7 = stateno = 400
trigger7 = MoveContact
trigger8 = stateno = 401
trigger8 = MoveContact
trigger9 = stateno = 410
trigger9 = MoveContact
trigger10 = stateno = 411
trigger10 = MoveContact
trigger11 = stateno = 100
trigger11 = time >= 4
trigger12 = stateno = 105
trigger12 = time >= 4
trigger13 = Var(10) = 1
trigger13 = statetype != A
trigger13 = hitdefattr = SC, NA, SA
trigger13 = movecontact
trigger14 = Var(10) = 1
trigger14 = statetype != A
trigger14 = Var(57) = 1

;---------------------------------------------------------------------------
;Stand A

[State -1, Stand A]
type = ChangeState
value = 210
triggerall = Var(3) != 1
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 400
trigger3 = MoveContact
trigger4 = stateno = 100
trigger4 = time >= 4
trigger5 = stateno = 105
trigger5 = time >= 4
trigger6 = Var(10) = 1
trigger6 = statetype != A
trigger6 = hitdefattr = SC, NA, SA
trigger6 = movecontact
trigger7 = Var(10) = 1
trigger7 = statetype != A
trigger7 = Var(57) = 1

;---------------------------------------------------------------------------
;Stand B

[State -1, Stand B]
type = ChangeState
value = 211
triggerall = Var(3) != 1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 210
trigger4 = MoveContact
trigger5 = stateno = 301
trigger5 = MoveContact
trigger6 = stateno = 400
trigger6 = MoveContact
trigger7 = stateno = 401
trigger7 = MoveContact
trigger8 = stateno = 410
trigger8 = MoveContact
trigger9 = stateno = 100
trigger9 = time >= 4
trigger10 = stateno = 105
trigger10 = time >= 4
trigger11 = Var(10) = 1
trigger11 = statetype != A
trigger11 = hitdefattr = SC, NA, SA
trigger11 = movecontact
trigger12 = Var(10) = 1
trigger12 = statetype != A
trigger12 = Var(57) = 1

;---------------------------------------------------------------------------
;Stand C

[State -1, Stand C]
type = ChangeState
value = 212
triggerall = Var(3) != 1
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 210
trigger4 = MoveContact
trigger5 = stateno = 211
trigger5 = MoveContact
trigger6 = stateno = 301
trigger6 = MoveContact
trigger7 = stateno = 400
trigger7 = MoveContact
trigger8 = stateno = 401
trigger8 = MoveContact
trigger9 = stateno = 410
trigger9 = MoveContact
trigger10 = stateno = 411
trigger10 = MoveContact
trigger11 = stateno = 100
trigger11 = time >= 4
trigger12 = stateno = 105
trigger12 = time >= 4
trigger13 = Var(10) = 1
trigger13 = statetype != A
trigger13 = hitdefattr = SC, NA, SA
trigger13 = movecontact
trigger14 = Var(10) = 1
trigger14 = statetype != A
trigger14 = Var(57) = 1

;---------------------------------------------------------------------------
;Taunt

[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouch X

[State -1, Crouch X]
type = ChangeState
value = 400
triggerall = Var(3) != 1
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = Var(10) = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = Var(10) = 1
trigger3 = statetype != A
trigger3 = Var(57) = 1

;---------------------------------------------------------------------------
;Crouch Y

[State -1, Crouch Y]
type = ChangeState
value = 401
triggerall = Var(3) != 1
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 210
trigger3 = MoveContact
trigger4 = stateno = 400
trigger4 = MoveContact
trigger5 = stateno = 410
trigger5 = MoveContact
trigger6 = Var(10) = 1
trigger6 = statetype != A
trigger6 = hitdefattr = SC, NA, SA
trigger6 = movecontact
trigger7 = Var(10) = 1
trigger7 = statetype != A
trigger7 = Var(57) = 1

;---------------------------------------------------------------------------
;Crouch Z

[State -1, Crouch Z]
type = ChangeState
value = 402
triggerall = Var(3) != 1
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 210
trigger4 = MoveContact
trigger5 = stateno = 211
trigger5 = MoveContact
trigger6 = stateno = 301
trigger6 = MoveContact
trigger7 = stateno = 400
trigger7 = MoveContact
trigger8 = stateno = 401
trigger8 = MoveContact
trigger9 = stateno = 410
trigger9 = MoveContact
trigger10 = stateno = 411
trigger10 = MoveContact
trigger11 = Var(10) = 1
trigger11 = statetype != A
trigger11 = hitdefattr = SC, NA, SA
trigger11 = movecontact
trigger12 = Var(10) = 1
trigger12 = statetype != A
trigger12 = Var(57) = 1

;---------------------------------------------------------------------------
;Aerial Rave Super Jump
[State -1]
type = ChangeState
value = 999
triggerall = Var(3) != 1
triggerall = command = "holdup"
trigger1 = stateno = 402
trigger1 = MoveContact

;---------------------------------------------------------------------------
;Crouch A

[State -1, Crouch A]
type = ChangeState
value = 410
triggerall = Var(3) != 1
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 400
trigger3 = MoveContact
trigger4 = Var(10) = 1
trigger4 = statetype != A
trigger4 = hitdefattr = SC, NA, SA
trigger4 = movecontact
trigger5 = Var(10) = 1
trigger5 = statetype != A
trigger5 = Var(57) = 1

;---------------------------------------------------------------------------
;Crouch B

[State -1, Crouch B]
type = ChangeState
value = 411
triggerall = Var(3) != 1
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 210
trigger4 = MoveContact
trigger5 = stateno = 301
trigger5 = MoveContact
trigger6 = stateno = 400
trigger6 = MoveContact
trigger7 = stateno = 401
trigger7 = MoveContact
trigger8 = stateno = 410
trigger8 = MoveContact
trigger9 = Var(10) = 1
trigger9 = statetype != A
trigger9 = hitdefattr = SC, NA, SA
trigger9 = movecontact
trigger10 = Var(10) = 1
trigger10 = statetype != A
trigger10 = Var(57) = 1

;---------------------------------------------------------------------------
;Crouch C

[State -1, Crouch C]
type = ChangeState
value = 412
triggerall = Var(3) != 1
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = MoveContact
trigger3 = stateno = 201
trigger3 = MoveContact
trigger4 = stateno = 210
trigger4 = MoveContact
trigger5 = stateno = 211
trigger5 = MoveContact
trigger6 = stateno = 301
trigger6 = MoveContact
trigger7 = stateno = 400
trigger7 = MoveContact
trigger8 = stateno = 401
trigger8 = MoveContact
trigger9 = stateno = 410
trigger9 = MoveContact
trigger10 = stateno = 411
trigger10 = MoveContact
trigger11 = Var(10) = 1
trigger11 = statetype != A
trigger11 = hitdefattr = SC, NA, SA
trigger11 = movecontact
trigger12 = Var(10) = 1
trigger12 = statetype != A
trigger12 = Var(57) = 1

;---------------------------------------------------------------------------
;Jump Up A

[State -1, Jump Up A]
type = ChangeState
value = 615
triggerall = Var(3) != 1
triggerall = command = "holdup" && command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = Var(10) = 1
trigger3 = statetype = A
trigger3 = hitdefattr = A, NA, SA
trigger3 = movecontact
trigger4 = Var(10) = 1
trigger4 = statetype = A
trigger4 = Var(57) = 1

;---------------------------------------------------------------------------
;Jump Up B

[State -1, Jump Up B]
type = ChangeState
value = 616
triggerall = Var(3) != 1
triggerall = command = "holdup" && command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 610
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 615
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = Var(10) = 1
trigger6 = statetype = A
trigger6 = hitdefattr = A, NA, SA
trigger6 = movecontact
trigger7 = Var(10) = 1
trigger7 = statetype = A
trigger7 = Var(57) = 1

;---------------------------------------------------------------------------
;Jump Up C

[State -1, Jump Up C]
type = ChangeState
value = 617
triggerall = Var(3) != 1
triggerall = command = "holdup" && command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 610
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 611
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 615
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 616
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = Var(10) = 1
trigger8 = statetype = A
trigger8 = hitdefattr = A, NA, SA
trigger8 = movecontact
trigger9 = Var(10) = 1
trigger9 = statetype = A
trigger9 = Var(57) = 1

;---------------------------------------------------------------------------
;Jump X

[State -1, Jump X]
type = ChangeState
value = 600
triggerall = Var(3) != 1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Var(10) = 1
trigger2 = statetype = A
trigger2 = hitdefattr = A, NA, SA
trigger2 = movecontact
trigger3 = Var(10) = 1
trigger3 = statetype = A
trigger3 = Var(57) = 1

;---------------------------------------------------------------------------
;Jump Y

[State -1, Jump Y]
type = ChangeState
value = 601
triggerall = Var(3) != 1
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 610
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 615
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = Var(10) = 1
trigger5 = statetype = A
trigger5 = hitdefattr = A, NA, SA
trigger5 = movecontact
trigger6 = Var(10) = 1
trigger6 = statetype = A
trigger6 = Var(57) = 1

;---------------------------------------------------------------------------
;Jump Z

[State -1, Jump Z]
type = ChangeState
value = 602
triggerall = Var(3) != 1
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 610
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 611
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 615
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 616
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = Var(10) = 1
trigger8 = statetype = A
trigger8 = hitdefattr = A, NA, SA
trigger8 = movecontact
trigger9 = Var(10) = 1
trigger9 = statetype = A
trigger9 = Var(57) = 1

;---------------------------------------------------------------------------
;Jump A

[State -1, Jump A]
type = ChangeState
value = 610
triggerall = Var(3) != 1
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = Var(10) = 1
trigger3 = statetype = A
trigger3 = hitdefattr = A, NA, SA
trigger3 = movecontact
trigger4 = Var(10) = 1
trigger4 = statetype = A
trigger4 = Var(57) = 1

;---------------------------------------------------------------------------
;Jump B

[State -1, Jump B]
type = ChangeState
value = 611
triggerall = Var(3) != 1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 610
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 615
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = Var(10) = 1
trigger6 = statetype = A
trigger6 = hitdefattr = A, NA, SA
trigger6 = movecontact
trigger7 = Var(10) = 1
trigger7 = statetype = A
trigger7 = Var(57) = 1

;---------------------------------------------------------------------------
;Jump C

[State -1, Jump C]
type = ChangeState
value = 612
triggerall = Var(3) != 1
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = MoveContact
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = MoveContact
trigger3 = p2statetype = A
trigger4 = stateno = 610
trigger4 = MoveContact
trigger4 = p2statetype = A
trigger5 = stateno = 611
trigger5 = MoveContact
trigger5 = p2statetype = A
trigger6 = stateno = 615
trigger6 = MoveContact
trigger6 = p2statetype = A
trigger7 = stateno = 616
trigger7 = MoveContact
trigger7 = p2statetype = A
trigger8 = Var(10) = 1
trigger8 = statetype = A
trigger8 = hitdefattr = A, NA, SA
trigger8 = movecontact
trigger9 = Var(10) = 1
trigger9 = statetype = A
trigger9 = Var(57) = 1

;---------------------------------------------------------------------------
;Liedown Recovery Forward
;
[State -1]
type = ChangeState
value = 916
triggerall = command = "holdfwd"
triggerall = time = 1
trigger1 = stateno = 5120
trigger1 = alive = 1

;---------------------------------------------------------------------------
;Liedown Recovery Back
;
[State -1]
type = ChangeState
value = 936
triggerall = command = "holdback"
triggerall = time = 1
trigger1 = stateno = 5120
trigger1 = alive = 1

;---------------------------------------------------------------------------
;Super Jump
;
[State -1]
type = ChangeState
value = 999
triggerall = Var(3) != 1
triggerall = command = "superjump"
trigger1 = statetype = S
trigger1 = ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;AI
;---------------------------------------------------------------------------

[State -1, Activate AI]
type = VarSet
triggerall = ctrl = 0 || ctrl = 1
trigger1 = command = "cpu_1"
trigger2 = command = "cpu_2"
trigger3 = command = "cpu_3"
trigger4 = command = "cpu_4"
trigger5 = command = "cpu_5"
trigger6 = command = "cpu_6"
trigger7 = command = "cpu_7"
trigger8 = command = "cpu_8"
trigger9 = command = "cpu_9"
trigger10 = command = "cpu_10"
trigger11 = command = "cpu_11"
trigger12 = command = "cpu_12"
trigger13 = command = "cpu_13"
trigger14 = command = "cpu_14"
trigger15 = command = "cpu_15"
trigger16 = command = "cpu_16"
trigger17 = command = "cpu_17"
trigger18 = command = "cpu_18"
trigger19 = command = "cpu_19"
trigger20 = command = "cpu_20"
trigger21 = command = "cpu_21"
trigger22 = command = "cpu_22"
trigger23 = command = "cpu_23"
trigger24 = command = "cpu_24"
trigger25 = command = "cpu_25"
trigger26 = command = "cpu_26"
trigger27 = command = "cpu_27"
trigger28 = command = "cpu_28"
trigger29 = command = "cpu_29"
trigger30 = command = "cpu_30"
trigger31 = command = "cpu_31"
trigger32 = command = "cpu_32"
trigger33 = command = "cpu_33"
trigger34 = command = "cpu_34"
trigger35 = command = "cpu_35"
trigger36 = command = "cpu_36"
trigger37 = command = "cpu_37"
trigger38 = command = "cpu_38"
trigger39 = command = "cpu_39"
trigger40 = command = "cpu_40"
trigger41 = command = "cpu_41"
trigger42 = command = "cpu_42"
trigger43 = command = "cpu_43"
trigger44 = command = "cpu_44"
trigger45 = command = "cpu_45"
trigger46 = command = "cpu_46"
trigger47 = command = "cpu_47"
trigger48 = command = "cpu_48"
trigger49 = command = "cpu_49"
trigger50 = command = "cpu_50"
trigger51 = command = "cpu_51"
trigger52 = command = "cpu_52"
v = 59
value = 1

[State -1, Random Var(4)]
type = VarRandom
trigger1 = 1
v = 4
ignorehitpause = 1

;---------------------------------------------------------------------------
;------------------------------------
;AI Stand Guard
;------------------------------------
[State -1]
type = ChangeState
triggerall = Var(3) = 1
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = Statetype = S
triggerall = P2Movetype = A
trigger1 = Ctrl = 1
trigger1 = Random <= 900
value = 130

;------------------------------------
;AI Stand to Crouch Guard
;------------------------------------
[State -1]
type = ChangeState
triggerall = var(20) = 1
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
trigger1 = StateNo = 150
trigger1 = 1
value = 152

;------------------------------------
;AI Crouching Guard
;------------------------------------
[State -1]
type = ChangeState
triggerall = Var(3) = 1
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
trigger1 = Ctrl = 1
trigger1 = random <= 900
value = 131

;------------------------------------
;AI Crouch to Stand Guard
;------------------------------------
[State -1]
type = ChangeState
triggerall = Var(3) = 1
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = P2Movetype = A
trigger1 = 1
trigger1 = StateNo = 152
value = 150

;------------------------------------
;AI Aerial Guard
;------------------------------------
[State -1]
type = ChangeState
triggerall = Var(3) = 1
triggerall = Statetype = A
triggerall = P2Movetype = A
trigger1 = Ctrl = 1
trigger1 = random <= 900
value = 132

;------------------------------------
;AI Air Recover
;------------------------------------
[State -1, AI Air Recover]
type = ChangeState
value = 5210
triggerall = Var(3) = 1
triggerall = StateType = A
triggerall = StateType != L
triggerall = Pos Y < -20
triggerall = Alive = 1
trigger1 = CanRecover = 1
trigger1 = StateNo = 5050
trigger1 = Var(4) = [750,900]

;------------------------------------
;AI Recover Roll X
;------------------------------------
[State -1, AI Recovery Roll X]
type = ChangeState
value = 915
triggerall = Var(3) = 1
triggerall = StateType != S
triggerall = StateType != L
triggerall = P2life != 0
triggerall = Alive = 1
triggerall = Random = [71,200]
triggerall = Pos Y = [-10,0]
trigger1 = stateno = 5050 || stateno = 5071

;------------------------------------
;AI Recover Roll A
;------------------------------------
[State -1, AI Recovery Roll X]
type = ChangeState
value = 935
triggerall = Var(3) = 1
triggerall = StateType != S
triggerall = StateType != L
triggerall = P2life != 0
triggerall = Alive = 1
triggerall = Random = [0,70]
triggerall = Pos Y = [-10,0]
trigger1 = stateno = 5050 || stateno = 5071

;------------------------------------
;AI Liedown Recovery Forward
;------------------------------------
[State -1]
type = ChangeState
value = 916
triggerall = Var(3) = 1
triggerall = StateType != S
triggerall = StateType = L
triggerall = P2life != 0
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Alive = 1
triggerall = StateNo = 5120
trigger1 = Random >= 400

;------------------------------------
;AI Liedown Recovery Back
;------------------------------------
[State -1]
type = ChangeState
value = 936
triggerall = Var(3) = 1
triggerall = StateType != S
triggerall = StateType = L
triggerall = P2life != 0
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Alive = 1
triggerall = StateNo = 5120
trigger1 = Random <= 399

;------------------------------------
;AI Alpha Counter
;------------------------------------
[State -1, AI Alpha Counter]
type = ChangeState
value = 950
triggerall = Var(3) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = P2StateType != C
triggerall = P2life != 0
triggerall = power >= 500
trigger1 = P2BodyDist X <= 70
trigger1 = StateNo = [150,153]
trigger1 = Random = [0,500]

;------------------------------------
;AI Guard Push (Standing)
;------------------------------------
[State -1, AI Guard Push]
type = ChangeState
value = 980
triggerall = Var(3) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = P2life != 0
triggerall = StateType = S
triggerall = PalNo <= 6
trigger1 = StateNo = [150,153]
trigger1 = P2BodyDist X >= 71
trigger1 = Time >= 5

;------------------------------------
;AI Guard Push (Crouching)
;------------------------------------
[State -1, AI Guard Push]
type = ChangeState
value = 982
triggerall = Var(3) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = P2life != 0
triggerall = StateType = C
triggerall = PalNo <= 6
trigger1 = StateNo = [150,153]

;------------------------------------
;AI Guard Push (Air)
;------------------------------------
[State -1, AI Guard Push]
type = ChangeState
value = 983
triggerall = Var(3) = 1
triggerall = (StateType = A) && (StateType != L)
triggerall = P2StateType = A
triggerall = P2life != 0
triggerall = StateType = A
triggerall = PalNo <= 6
trigger1 = StateNo = [154,155]
trigger1 = Time >= 5

;------------------------------------
;AI Dash
;------------------------------------
[State -1, AI Dash Forward]
type = ChangeState
value = 100
triggerall = Var(3) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = MoveType != H
triggerall = P2StateType != A
triggerall = P2life != 0
trigger1 = Ctrl = 1
trigger1 = P2BodyDist X = [150,300]
trigger1 = Random >= 900

;---------------------------------------------------------------------------
;------------------------------------
;AI Ashura Senkuu Forward P
;------------------------------------
[State -1, AI Ashura Warp Forward P]
type = ChangeState
value = 1600
triggerall = Var(3) = 1
triggerall = Statetype != A
triggerall = P2life != 0
triggerall = Alive = 1
trigger1 = P2MoveType = A
trigger1 = P2BodyDist X >= 110
trigger1 = Ctrl = 1

;------------------------------------
;AI Ashura Senkuu Forward K
;------------------------------------
[State -1, AI Ashura Warp Forward K]
type = ChangeState
value = 1610
triggerall = Var(3) = 1
triggerall = Statetype != A
triggerall = P2life != 0
triggerall = Alive = 1
trigger1 = P2MoveType = A
trigger1 = P2BodyDist X = [10, 109]
trigger1 = Ctrl = 1

;------------------------------------
;AI Ashura Senkuu Back P
;------------------------------------
[State -1, AI Ashura Warp Back P]
type = ChangeState
value = 1620
triggerall = Var(3) = 1
triggerall = Statetype != A
triggerall = P2life != 0
triggerall = Alive = 1
trigger1 = P2StateNo = 5120
trigger1 = P2BodyDist X = [-10,40]
trigger1 = Ctrl = 1

;---------------------------------------------------------------------------
;------------------------------------
;AI Stand X
;------------------------------------
[State -1, AI Stand X]
type = ChangeState
value = 200
triggerall = Var(3) = 1
triggerall = P2StateType != A
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = StateType = S
trigger1 = P2BodyDist X <= 40
trigger1 = P2StateType != A
trigger1 = Ctrl = 1
trigger1 = Random <= 600

;------------------------------------
;AI Stand A
;------------------------------------
[State -1, AI Stand A]
type = ChangeState
value = 210
triggerall = Var(3) = 1
triggerall = P2StateType != A
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = StateType = S
trigger1 = P2BodyDist X <= 42
trigger1 = P2StateType = S
trigger1 = StateNo = 200
trigger1 = MoveHit
trigger2 = P2BodyDist X <= 42
trigger2 = P2StateType = S
trigger2 = StateNo = 200
trigger2 = MoveGuarded
trigger2 = Var(4) >= 100

;------------------------------------
;AI Stand B
;------------------------------------
[State -1, AI Stand B]
type = ChangeState
value = 211
triggerall = Var(3) = 1
triggerall = P2StateType != A
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = StateType != A
triggerall = Random <= 500
trigger1 = P2BodyDist X = [31,60]
trigger1 = StateNo = 210
trigger1 = MoveContact
trigger2 = P2BodyDist X = [6, 60]
trigger2 = P2StateType = C
trigger2 = StateNo = 411
trigger2 = MoveContact
trigger3 = P2BodyDist X = [31, 60]
trigger3 = P2StateType = S
trigger3 = StateNo = 411
trigger3 = MoveContact

;------------------------------------
;AI Stand C
;------------------------------------
[State -1, AI Stand C]
type = ChangeState
value = 212
triggerall = Var(3) = 1
triggerall = P2StateType != A
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = StateType = S
trigger1 = StateNo = 211
trigger1 = MoveContact
trigger1 = P2BodyDist X <= 40

;------------------------------------
;AI Crouch Z
;------------------------------------
[State -1, AI Crouch Z]
type = ChangeState
value = 402
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = (StateType != A) && (StateType != L)
triggerall = Var(4) >= 300
trigger1 = P2BodyDist X <= 30
trigger1 = StateNo = 210
trigger1 = MoveContact
trigger2 = P2BodyDist X <= 5
trigger2 = P2StateType = C
trigger2 = StateNo = 411
trigger2 = MoveContact
trigger3 = StateNo = 1400
trigger3 = MoveHit
trigger3 = Pos Y >= 0
trigger4 = P2BodyDist X <= 30
trigger4 = P2StateType = S
trigger4 = StateNo = 411
trigger4 = MoveContact

;------------------------------------
;AI Super Jump 1
;------------------------------------
[State -1, AI Super Jump]
type = ChangeState
value = 998
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = (StateType != A) && (StateType != L)
trigger1 = StateNo = 402
trigger1 = MoveHit
trigger1 = P2StateType = A
trigger1 = Time >= 10

;------------------------------------
;AI Super Jump 2
;------------------------------------
[State -1, AI Super Jump]
type = ChangeState
value = 999
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = (StateType != A) && (StateType != L)
trigger1 = P2BodyDist X >= 140
trigger1 = Ctrl = 1
trigger1 = Var(4) >= 400
trigger1 = Life > 400

;------------------------------------
;AI Crouch A
;------------------------------------
[State -1, AI Crouch A]
type = ChangeState
value = 410
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = (StateType != A) && (StateType != L)
trigger1 = P2BodyDist X <= 50
trigger1 = P2StateType != A
trigger1 = Ctrl = 1
trigger1 = Random >= 601
trigger2 = StateNo = 1602
trigger2 = AnimTime = 0
trigger2 = P2BodyDist X <= 50
trigger2 = P2StateType != A
trigger3 = P2StateType = C
trigger3 = Ctrl = 1
trigger3 = P2BodyDist X <= 50

;------------------------------------
;AI Crouch B
;------------------------------------
[State -1, AI Crouch B]
type = ChangeState
value = 411
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = (StateType != A) && (StateType != L)
triggerall = Random >= 501
trigger1 = P2BodyDist X <= 60
trigger1 = StateNo = 410
trigger1 = MoveContact

;------------------------------------
;AI Crouch C
;------------------------------------
[State -1, AI Crouch C]
type = ChangeState
value = 412
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = (StateType != A) && (StateType != L)
trigger1 = P2BodyDist X <= 70
trigger1 = StateNo = 411
trigger1 = MoveContact

;------------------------------------
;AI Forward Z
;------------------------------------
[State -1, AI Forward Z]
type = ChangeState
value = 207
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = (StateType != A) && (StateType != L)
trigger1 = P2BodyDist X <= 45
trigger1 = StateNo = 412
trigger1 = MoveContact

;------------------------------------
;AI Back B
;------------------------------------
[State -1, AI Back B]
type = ChangeState
value = 215
triggerall = Var(3) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = MoveType != H
triggerall = P2life != 0
trigger1 = Var(4) >= 500
trigger1 = StateNo = 412
trigger1 = MoveContact
trigger1 = P2BodyDist X >= 51

;------------------------------------
;AI Forward C
;------------------------------------
[State -1, AI Forward C]
type = ChangeState
value = 217
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
trigger1 = StateType = S
trigger1 = P2BodyDist X >= 31
trigger1 = P2StateType = S
trigger1 = StateNo = 210
trigger1 = MoveContact

;------------------------------------
;AI Jump X
;------------------------------------
[State -1, AI Jump X]
type = ChangeState
value = 600
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = StateType = A
triggerall = Ctrl = 1
trigger1 = StateNo = 998
trigger1 = P2BodyDist X = [0,10]
trigger2 = P2StateType = A
trigger2 = P2BodyDist X = [0,10]
trigger2 = P2BodyDist Y = [-15,0]
trigger3 = StateNo = 999
trigger3 = P2BodyDist X = [0,10]

;------------------------------------
;AI Jump Y
;------------------------------------
[State -1, AI Jump Y]
type = ChangeState
value = 601
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = StateType = A
triggerall = P2StateType = A
trigger1 = StateNo = 610
trigger1 = MoveContact

;------------------------------------
;AI Jump Z
;------------------------------------
[State -1, AI Jump Z]
type = ChangeState
value = 602
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = StateType = A
triggerall = P2StateType = A
trigger1 = StateNo = 611
trigger1 = MoveContact

;------------------------------------
;AI Jump A
;------------------------------------
[State -1, AI Jump A]
type = ChangeState
value = 610
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = StateType = A
triggerall = P2StateType = A
trigger1 = StateNo = 600
trigger1 = MoveContact

;------------------------------------
;AI Jump B
;------------------------------------
[State -1, AI Jump B]
type = ChangeState
value = 611
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = StateType = A
triggerall = P2StateType = A
trigger1 = StateNo = 601
trigger1 = MoveContact

;------------------------------------
;AI Ground Throw P
;------------------------------------
[State -1, AI Ground Throw P]
type = ChangeState
value = 800
triggerall = Var(3) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = Random >= 500
triggerall = P2MoveType != A
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [0,10]
triggerall = P2BodyDist Y >= 0
triggerall = Ctrl = 1
trigger1 = P2StateType = S
trigger2 = P2StateType = C

;------------------------------------
;AI Hadouken Z
;------------------------------------
[State -1, AI Hadouken Z]
type = ChangeState
value = 1020
triggerall = Var(3) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = NumProjID(1000) = 0
trigger1 = P2BodyDist X >= 130
trigger1 = Random <= 700
trigger1 = Ctrl = 1
trigger1 = Life > 400
trigger2 = P2BodyDist X >= 80
trigger2 = Random <= 700
trigger2 = Ctrl = 1
trigger2 = Life <= 400
trigger3 = P2BodyDist X <= 30
trigger3 = StateNo = 210
trigger3 = MoveContact
trigger3 = Var(4) < 300
trigger4 = P2BodyDist X <= 5
trigger4 = P2StateType = C
trigger4 = StateNo = 411
trigger4 = MoveContact
trigger4 = Var(4) < 300
trigger5 = StateNo = 1400
trigger5 = MoveHit
trigger5 = Pos Y >= 0
trigger5 = Var(4) < 300
trigger6 = P2BodyDist X <= 30
trigger6 = P2StateType = S
trigger6 = StateNo = 411
trigger6 = MoveContact
trigger6 = Var(4) < 300

;------------------------------------
;AI Tatsumaki Senpuu Kyaku C
;------------------------------------
[State -1, AI Whirlwind Kick C]
type = ChangeState
value = 1220
triggerall = Var(3) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = MoveType != H
triggerall = P2life != 0
trigger1 = Var(4) < 500
trigger1 = StateNo = 412
trigger1 = MoveContact
trigger1 = P2BodyDist X >= 51

;------------------------------------
;AI Air Tatsumaki Senpuu Kyaku C
;------------------------------------
[State -1, AI Air Whirlwind Kick C]
type = ChangeState
value = 1320
triggerall = Var(3) = 1
triggerall = StateType = A
triggerall = MoveType != H
triggerall = P2life != 0
trigger1 = Var(4) < 500
trigger1 = StateNo = 602
trigger1 = MoveContact

;------------------------------------
;AI Zankuu Hadouken Z (diagonal)
;------------------------------------
[State -1, AI Zankuu Hadouken Z]
type = ChangeState
value = 1120
triggerall = Var(3) = 1
triggerall = StateType = A
triggerall = MoveType != H
triggerall = P2life != 0
trigger1 = Var(4) >= 500
trigger1 = StateNo = 602
trigger1 = MoveContact

;------------------------------------
;AI Tatsumaki Senpuu Kyaku C (EX Style)
;------------------------------------
[State -1, AI Whirlwind Kick C (EX Style) 2]
type = ChangeState
value = 1725
triggerall = Var(3) = 1
triggerall = StateType = A
triggerall = MoveType != H
triggerall = P2life != 0
trigger1 = StateNo = 1720
trigger1 = Time >= 12

[State -1, AI Whirlwind Kick C (EX Style) 3]
type = ChangeState
value = 1726
triggerall = Var(3) = 1
triggerall = StateType = A
triggerall = MoveType != H
triggerall = P2life != 0
trigger1 = StateNo = 1725
trigger1 = Time >= 12

[State -1, AI Whirlwind Kick C (EX Style) 4]
type = ChangeState
value = 1727
triggerall = Var(3) = 1
triggerall = StateType = A
triggerall = MoveType != H
triggerall = P2life != 0
trigger1 = StateNo = 1726
trigger1 = Time >= 10

;------------------------------------
;AI Shouryuu Ken Z
;------------------------------------
[State -1, AI Shouryuu Ken Z]
type = ChangeState
value = 1520
triggerall = Var(3) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = P2StateType = A
triggerall = MoveType != H
triggerall = P2life != 0
trigger1 = (P2BodyDist X <= 80) && (P2BodyDist Y = [-160,-30])
trigger1 = Ctrl = 1
trigger1 = FrontEdgeBodyDist >= 80
trigger1 = StateNo != 402

;------------------------------------
;AI Tenma Kuujin Kyaku C
;------------------------------------
[State -1, AI Diving Kick C]
type = ChangeState
value = 1400
triggerall = Var(3) = 1
triggerall = StateType = A
triggerall = MoveType != H
triggerall = P2life != 0
trigger1 = Ctrl = 1
trigger1 = P2BodyDist X = [60,100]
trigger1 = Pos Y = [-160,-20]
trigger2 = Ctrl = 1
trigger2 = StateNo = 50
trigger2 = P2BodyDist X = [0,90]
trigger2 = Pos Y = [-100,-10]

;------------------------------------
;AI Shinkuu Hadouken
;------------------------------------
[State -1, AI Shinkuu Hadouken]
type = ChangeState
value = 3000
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = Power >= 1000
triggerall = Var(10) != 1
triggerall = StateType = S
trigger1 = Life <= 600
trigger1 = StateNo = 1020
trigger1 = Var(57) = 1
trigger2 = Life > 600
trigger2 = StateNo = 1020
trigger2 = Var(57) = 1
trigger2 = Var(4) >= 940
trigger2 = Time = [0,10]

;------------------------------------
;AI Air Shinkuu Hadouken
;------------------------------------
[State -1, AI Air Shinkuu Hadouken]
type = ChangeState
value = 3050
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = Power >= 1000
triggerall = Var(10) != 1
triggerall = StateType = A
trigger1 = StateNo = 218
trigger1 = MoveHit
trigger1 = Time >= 22
trigger2 = StateNo = 215
trigger2 = MoveHit
trigger3 = Life <= 400
trigger3 = StateNo = 1120
trigger3 = StateType = A
trigger3 = Var(57) = 1
trigger3 = Var(4) < 500
trigger4 = Life = [401,600]
trigger4 = StateNo = 1120
trigger4 = StateType = A
trigger4 = Var(57) = 1
trigger4 = Var(4) = [0,50]
trigger4 = Time = [0,10]
trigger5 = Life = [601,800]
trigger5 = StateNo = 1120
trigger5 = StateType = A
trigger5 = Var(57) = 1
trigger5 = Var(4) = [0,25]
trigger5 = Time = [0,10]

;------------------------------------
;AI Variable Shinkuu Hadouken
;------------------------------------
[State -1, AI Variable Shinkuu Hadouken]
type = ChangeState
value = 3069
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = Power >= 1000
triggerall = Var(10) != 1
trigger1 = StateType = A
trigger1 = StateNo = 1320
trigger1 = MoveHit
trigger1 = Time >= 16
trigger1 = FrontEdgeBodyDist > 50

;------------------------------------
;AI Tenma Gou Zankuu
;------------------------------------
[State -1, AI Air Vacuum Fireball]
type = ChangeState
value = 3500
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = Power >= 1000
triggerall = Var(10) != 1
trigger1 = StateType = A
trigger1 = StateNo = 1320
trigger1 = MoveHit
trigger1 = Time >= 16
trigger1 = FrontEdgeBodyDist <= 80
trigger1 = Var(4) < 500

;------------------------------------
;AI Air Shinkuu Tatsumaki Senpuu Kyaku
;------------------------------------
[State -1, AI Air Shinkuu Tatsumaki Senpuu Kyaku]
type = ChangeState
value = 3150
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = Power >= 1000
triggerall = Var(10) != 1
trigger1 = StateType = A
trigger1 = StateNo = 1320
trigger1 = MoveHit
trigger1 = Time >= 16
trigger1 = FrontEdgeBodyDist <= 80
trigger1 = Var(4) >= 500
trigger2 = Life <= 400
trigger2 = StateNo = 1120
trigger2 = StateType = A
trigger2 = Var(57) = 1
trigger2 = Var(4) >= 500
trigger3 = Life = [401,600]
trigger3 = StateNo = 1120
trigger3 = StateType = A
trigger3 = Var(57) = 1
trigger3 = Var(4) = [51,100]
trigger3 = Time = [0,10]
trigger4 = Life = [601,800]
trigger4 = StateNo = 1120
trigger4 = StateType = A
trigger4 = Var(57) = 1
trigger4 = Var(4) = [26,50]
trigger4 = Time = [0,10]

;------------------------------------
;AI Messatsu Gou Shouryuu
;------------------------------------
[State -1, AI Messatsu Gou Shouryuu]
type = ChangeState
value = 3200
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = Power >= 1000
triggerall = Var(10) != 1
trigger1 = StateType = S
trigger1 = StateNo = 207
trigger1 = MoveHit

;------------------------------------
;AI Shin Shouryuu Ken
;------------------------------------
[State -1, AI Shin Shouryuu Ken]
type = ChangeState
value = 3210
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = Power = [1000,1999]
triggerall = Var(10) != 1
trigger1 = StateType = S
trigger1 = StateNo = 212
trigger1 = MoveHit
trigger2 = StateType = S
trigger2 = StateNo = 211
trigger2 = MoveHit
trigger2 = P2BodyDist X = [41,70]

;------------------------------------
;AI Custom Super 1
;------------------------------------
[State -1, AI Custom Super 1]
type = ChangeState
value = 3300
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = Power >= 1000
triggerall = Var(10) != 1
triggerall = Var(4) >= 500
trigger1 = StateType = S
trigger1 = StateNo = 212
trigger1 = MoveHit
trigger2 = StateType = S
trigger2 = StateNo = 211
trigger2 = MoveHit
trigger2 = P2BodyDist X = [41,75]

;------------------------------------
;AI Custom Super 2 (Shippuujinrai Kyaku -> Shinryuuken)
;------------------------------------
[State -1, AI Custom Super 2]
type = ChangeState
value = 3400
triggerall = Var(3) = 1
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = Power >= 2000
triggerall = Var(10) != 1
triggerall = Var(4) < 500
trigger1 = StateType = S
trigger1 = StateNo = 212
trigger1 = MoveHit
trigger2 = StateType = S
trigger2 = StateNo = 211
trigger2 = MoveHit
trigger2 = P2BodyDist X = [41,75]

;------------------------------------
;AI Custom Raging Demon
;------------------------------------
[State -1, AI Custom Raging Demon]
type = ChangeState
value = 3850
triggerall = Var(3) = 1
triggerall = StateType != A
triggerall = MoveType != H
triggerall = P2life != 0
triggerall = Var(10) != 1
triggerall = power >= 3000
triggerall = P2StateType != L
triggerall = P2BodyDist X <= 100
trigger1 = Ctrl = 1
trigger1 = P2StateNo = [150,155]
trigger2 = StateNo = 200
trigger2 = MoveGuarded
trigger2 = Var(4) < 100
trigger3 = StateNo = 210
trigger3 = MoveGuarded