;-| Super Motions |--------------------------------------------------------

[Command]
name = "shin_shoryuken"
command = ~F, D, DF, x+y
time = 30

[Command]
name = "shin_shoryuken"
command = ~F, D, DF, y+z
time = 30

[Command]
name = "shin_shoryuken"
command = ~F, D, DF, x+z
time = 30

[Command]
name = "denjin_hadoken"
command = ~D, DB, B, x+y
time = 30

[Command]
name = "denjin_hadoken"
command = ~D, DB, B, x+z
time = 30

[Command]
name = "denjin_hadoken"
command = ~D, DB, B, y+z
time = 30

[Command]
name = "shinkuu_hadoken"
command = ~D, DF, F, x+y
time = 30

[Command]
name = "shinkuu_hadoken"
command = ~D, DF, F, y+z
time = 30

[Command]
name = "shinkuu_hadoken"
command = ~D, DF, F, x+z
time = 30

[Command]
name = "super_hurricane"
command = ~D, DB, B, a+b
time = 30

[Command]
name = "super_hurricane"
command = ~D, DB, B, b+c
time = 30

[Command]
name = "super_hurricane"
command = ~D, DB, B, a+c
time = 30

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

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

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

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

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

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

;-| AI ONLY! |------------------------------------------------------
[Command]
name = "AI1"
command = U, D, U, D, U, D, x, x, x, x, x, x, y, z, x, a, b, c
time = 1

[Command]
name = "AI2"
command = B, F, U, D, U, F, B, F, D, U, y, y, x, y, s, a, b, x, y, z
time = 1

[Command]
name = "AI3"
command = D, D, D, D, D, D, DF, D, D, a, b, c, a, b, x, y, z, x+z, a+b, b+z
time = 1

[Command]
name = "AI4"
command = U, U, U, U, x, y, x+y, U, D, a+b, b+c, F, B, F, B, U, U, a+b+c
time = 1

[Command]
name = "AI5"
command = U, U, U, U, x, y, x+y, U, D, a+b, b+c, F, B, F, B, U, U, a+b+c, B, D, D, D
time = 1

[Command]
name = "AI6"
command = U, U, U, U, x, y, x+y, U, D, a+b, b+c, F, B, F, B, U, U, a+b+c, B, B, F
time = 1

[Command]
name = "AI7"
command = U, U, U, U, x, y, x+y, U, D, a+b, b+c, F, B, F, B, U, U, a+b, U, F
time = 1

[Command]
name = "AI8"
command = U, U, U, U, x, y, x+y, U, D, a+b, b+c, F, B, F, B, U, U, a+b+c, D, U
time = 1

[Command]
name = "AI9"
command = U, U, U, U, x, y, x+y, U, D, a+b, b+c, F, B, F, B, U, U, a+b+c, D, F
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "xy"
command = x+y
time = 2

[Command]
name = "yz"
command = y+z
time = 2

[Command]
name = "xz"
command = x+z
time = 2

[Command]
name = "xyz"
command = x+y+z
time = 4

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

[Command]
name = "fwd_b"
command = /F,b
time = 1

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

[Command]
name = "fwd_y"
command = /F,y
time = 1

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

[Command]
name = "back_z"
command = /B,z
time = 1

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

[Command]
name = "downfwd_b"
command = /DF,b
time = 1

[Command]
name = "back_a"
command = /B,a
time = 1

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

[Command]
name = "back_c"
command = /B,c
time = 1

[Command]
name = "down_a"
command = /$D,a
time = 1

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

[Command]
name = "down_c"
command = /$D,c
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Statedef -1]
;---------------------------------------------------------------------------
;Recovery Roll Variable Set
[State -1]
type = VarSet
trigger1 = MoveType = H
trigger1 = command = "recoveryroll"
v = 2
value = 1

;---------------------------------------------------------------------------
;Begin the AI
[State -1]
type = VarSet
triggerall = Var(0) = 0
trigger1 = command = "AI1"
trigger2 = command = "AI2"
trigger3 = command = "AI3"
trigger4 = command = "AI4"
trigger5 = command = "AI5"
trigger6 = command = "AI6"
trigger7 = command = "AI7"
trigger8 = command = "AI8"
trigger9 = command = "AI9"
v = 0
value = 1

;---------------------------------------------------------------------------
;RunFwd
[State -1]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;RunBack
[State -1]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Denjin Hadoken!
[State -1]
type = ChangeState
value = 25000
triggerall = command = "denjin_hadoken"
triggerall = power >= 1000 ;Level 1 super
triggerall = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 210        ;Stand_y
trigger3 = movecontact = 1
trigger4 = stateno = 300        ;Stand_z
trigger4 = movecontact = 1
trigger5 = stateno = 230        ;Stand_a
trigger5 = movecontact = 1
trigger6 = stateno = 240        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 250        ;Stand_c
trigger7 = movecontact = 1
trigger8 = stateno = 430        ;crouch_x
trigger8 = movecontact = 1
trigger9 = stateno = 440        ;crouch_y
trigger9 = movecontact = 1
trigger10 = stateno = 450        ;crouch_z
trigger10 = movecontact = 1
trigger11 = stateno = 400        ;crouch_a
trigger11 = movecontact = 1
trigger12 = stateno = 500        ;Crouch_b
trigger12 = movecontact = 1
trigger13 = stateno = 410        ;crouch_c
trigger13 = movecontact = 1
trigger14 = stateno = 1500       ;Shin Shoryuken(hit)
trigger14 = movecontact = 1
trigger15 = stateno = 100        ;Dash!
trigger16 = stateno = 105        ;DashBack!
trigger17 = stateno = 1000       ;Hadoken_X(Hit)
trigger17 = movecontact = 1
trigger18 = stateno = 1000       ;Hadoken_X(miss)
trigger18 = movecontact = 0
trigger19 = stateno = 1001       ;Hadoken_Y(Hit)
trigger19 = movecontact = 1
trigger20 = stateno = 1001       ;Hadoken_Y(miss)
trigger20 = movecontact = 0
trigger21 = stateno = 1002       ;Hadoken_Z(Hit)
trigger21 = movecontact = 1
trigger22 = stateno = 1002       ;Hadoken_Z(miss)
trigger22 = movecontact = 0
trigger23 = stateno = 1700       ;Shinkuu Hadoken(hit)
trigger23 = movecontact = 1
trigger24 = stateno = 1700       ;Shinkuu Hadoken(miss)
trigger24 = movecontact = 0
trigger25 = stateno = 1500       ;Shin Shoryuken(hit)
trigger25 = movecontact = 1

;---------------------------------------------------------------------------
;Shin_Shoryuken
[State -1]
type = ChangeState
value = 1500
triggerall = command = "shin_shoryuken"
triggerall = power >= 1000 ;Level 1 super
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
;trigger2 = movecontact = 1
trigger3 = stateno = 200        ;Stand_x
trigger3 = movecontact = 1
trigger4 = stateno = 210        ;Stand_y
trigger4 = movecontact = 1
trigger5 = stateno = 300        ;Stand_z
trigger5 = movecontact = 1
trigger6 = stateno = 230        ;Stand_a
trigger6 = movecontact = 1
trigger7 = stateno = 240        ;stand_b
trigger7 = movecontact = 1
trigger8 = stateno = 250        ;Stand_c
trigger8 = movecontact = 1
trigger9 = stateno = 430        ;crouch_x
trigger9 = movecontact = 1
trigger10 = stateno = 440        ;crouch_y
trigger10 = movecontact = 1
trigger11 = stateno = 450        ;crouch_z
trigger11 = movecontact = 1
trigger12 = stateno = 400        ;crouch_a
trigger12 = movecontact = 1
trigger13 = stateno = 500        ;Crouch_b
trigger13 = movecontact = 1
trigger14 = stateno = 410        ;crouch_c
trigger14 = movecontact = 1
trigger15 = stateno = 1700       ;Shinkuu Hadoken(hit)
trigger15 = movecontact = 1
trigger16 = stateno = 1700       ;Shinkuu Hadoken(miss)
trigger16 = movecontact = 0
trigger17 = stateno = 100        ;Dash!
trigger18 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Shinkuu_Hadoken
[State -1]
type = ChangeState
value = 1700
triggerall = command = "shinkuu_hadoken"
triggerall = power >= 1000 ;Level 1 super
triggerall = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 210        ;Stand_y
trigger3 = movecontact = 1
trigger4 = stateno = 300        ;Stand_z
trigger4 = movecontact = 1
trigger5 = stateno = 230        ;Stand_a
trigger5 = movecontact = 1
trigger6 = stateno = 240        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 250        ;Stand_c
trigger7 = movecontact = 1
trigger8 = stateno = 430        ;crouch_x
trigger8 = movecontact = 1
trigger9 = stateno = 440        ;crouch_y
trigger9 = movecontact = 1
trigger10 = stateno = 450        ;crouch_z
trigger10 = movecontact = 1
trigger11 = stateno = 400        ;crouch_a
trigger11 = movecontact = 1
trigger12 = stateno = 500        ;Crouch_b
trigger12 = movecontact = 1
trigger13 = stateno = 410        ;crouch_c
trigger13 = movecontact = 1
trigger14 = stateno = 1500       ;Shin Shoryuken(hit)
trigger14 = movecontact = 1
trigger15 = stateno = 100        ;Dash!
trigger16 = stateno = 105        ;DashBack!
trigger17 = stateno = 1000       ;Hadoken_X(Hit)
trigger17 = movecontact = 1
trigger18 = stateno = 1000       ;Hadoken_X(miss)
trigger18 = movecontact = 0
trigger19 = stateno = 1001       ;Hadoken_Y(Hit)
trigger19 = movecontact = 1
trigger20 = stateno = 1001       ;Hadoken_Y(miss)
trigger20 = movecontact = 0
trigger21 = stateno = 1002       ;Hadoken_Z(Hit)
trigger21 = movecontact = 1
trigger22 = stateno = 1002       ;Hadoken_Z(miss)
trigger22 = movecontact = 0

;---------------------------------------------------------------------------
;Air Shinkuu_Hadoken
[State -1]
type = ChangeState
value = 12000
triggerall = command = "shinkuu_hadoken"
triggerall = power >= 1000 ;Level 1 super
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 1800        ;Super hurricane(hit)
trigger2 = movecontact = 1
trigger3 = stateno = 1041       ;Hurricane Kick A(hit)
trigger3 = movecontact = 1
trigger4 = stateno = 1041       ;Hurricane Kick A(miss)
trigger4 = movecontact = 0
trigger5 = stateno = 1051       ;Hurricane Kick B(hit)
trigger5 = movecontact = 1
trigger6 = stateno = 1051       ;Hurricane Kick B(miss)
trigger6 = movecontact = 0
trigger7 = stateno = 1054       ;Hurricane Kick C(hit)
trigger7 = movecontact = 1
trigger8 = stateno = 1054       ;Hurricane Kick C(miss)
trigger8 = movecontact = 0
trigger9 = stateno = 600        ;jump_x
trigger9 = movecontact = 1
trigger10 = stateno = 610        ;jump_y
trigger10 = movecontact = 1
trigger11 = stateno = 650        ;jump_z
trigger11 = movecontact = 1
trigger12 = stateno = 810        ;(moving)jump_a
trigger12 = movecontact = 1
trigger13 = stateno = 640        ;jump_a
trigger13 = movecontact = 1
trigger14 = stateno = 800        ;(moving)jump_b
trigger14 = movecontact = 1
trigger15 = stateno = 660        ;jump_b
trigger15 = movecontact = 1
trigger16 = stateno = 620        ;(moving)jump_c
trigger16 = movecontact = 1
trigger17 = stateno = 630        ;jump_c
trigger17 = movecontact = 1
trigger18 = stateno = 100        ;Dash!
trigger19 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Super_Hurricane
[State -1]
type = ChangeState
value = 1800
triggerall = power >= 1000
triggerall = command = "super_hurricane"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger3 = stateno = 300        ;Stand_fwd_a
trigger3 = movecontact = 1
trigger4 = stateno = 200        ;Stand_x
trigger4 = movecontact = 1
trigger5 = stateno = 210        ;Stand_y
trigger5 = movecontact = 1
trigger6 = stateno = 300        ;Stand_z
trigger6 = movecontact = 1
trigger7 = stateno = 230        ;Stand_a
trigger7 = movecontact = 1
trigger8 = stateno = 240        ;stand_b
trigger8 = movecontact = 1
trigger9 = stateno = 250        ;Stand_c
trigger9 = movecontact = 1
trigger10 = stateno = 430        ;crouch_x
trigger10 = movecontact = 1
trigger11 = stateno = 440        ;crouch_y
trigger11 = movecontact = 1
trigger12 = stateno = 450        ;crouch_z
trigger12 = movecontact = 1
trigger13 = stateno = 400        ;crouch_a
trigger13 = movecontact = 1
trigger14 = stateno = 500        ;Crouch_b
trigger14 = movecontact = 1
trigger15 = stateno = 1500       ;Shin Shoryuken(hit)
trigger15 = movecontact = 1
trigger16 = stateno = 1700       ;Shinkuu Hadoken(hit)
trigger16 = movecontact = 1
trigger17 = stateno = 1700       ;Shinkuu Hadoken(miss)
trigger17 = movecontact = 0
trigger18 = stateno = 100        ;Dash!
trigger19 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Alpha Counter
[State -1]
type = ChangeState
value = 1100
triggerall = command = "alpha_counter"
triggerall = power > 1000
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

;---------------------------------------------------------------------------
;RedFireball_X
[State -1]
type = ChangeState
value = 2000
triggerall = command = "redfireball_x";-------
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 210        ;Stand_y
trigger3 = movecontact = 1
trigger4 = stateno = 300        ;Stand_z
trigger4 = movecontact = 1
trigger5 = stateno = 230        ;Stand_a
trigger5 = movecontact = 1
trigger6 = stateno = 240        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 250        ;Stand_c
trigger7 = movecontact = 1
trigger8 = stateno = 430        ;crouch_x
trigger8 = movecontact = 1
trigger9 = stateno = 440        ;crouch_y
trigger9 = movecontact = 1
trigger10 = stateno = 450        ;crouch_z
trigger10 = movecontact = 1
trigger11 = stateno = 400        ;crouch_a
trigger11 = movecontact = 1
trigger12 = stateno = 500        ;Crouch_b
trigger12 = movecontact = 1
trigger13 = stateno = 410        ;crouch_c
trigger13 = movecontact = 1
trigger14 = stateno = 100        ;Dash!
trigger15 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;RedFireball_Y
[State -1]
type = ChangeState
value = 2001
triggerall = numproj = 0
triggerall = command = "redfireball_y";-------
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 210        ;Stand_y
trigger3 = movecontact = 1
trigger4 = stateno = 300        ;Stand_z
trigger4 = movecontact = 1
trigger5 = stateno = 230        ;Stand_a
trigger5 = movecontact = 1
trigger6 = stateno = 240        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 250        ;Stand_c
trigger7 = movecontact = 1
trigger8 = stateno = 430        ;crouch_x
trigger8 = movecontact = 1
trigger9 = stateno = 440        ;crouch_y
trigger9 = movecontact = 1
trigger10 = stateno = 450        ;crouch_z
trigger10 = movecontact = 1
trigger11 = stateno = 400        ;crouch_a
trigger11 = movecontact = 1
trigger12 = stateno = 500        ;Crouch_b
trigger12 = movecontact = 1
trigger13 = stateno = 410        ;crouch_c
trigger13 = movecontact = 1
trigger14 = stateno = 100        ;Dash!
trigger15 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;RedFireball_Z
[State -1]
type = ChangeState
value = 2002
triggerall = numproj = 0
triggerall = command = "redfireball_z";-------
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 210        ;Stand_y
trigger3 = movecontact = 1
trigger4 = stateno = 300        ;Stand_z
trigger4 = movecontact = 1
trigger5 = stateno = 230        ;Stand_a
trigger5 = movecontact = 1
trigger6 = stateno = 240        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 250        ;Stand_c
trigger7 = movecontact = 1
trigger8 = stateno = 430        ;crouch_x
trigger8 = movecontact = 1
trigger9 = stateno = 440        ;crouch_y
trigger9 = movecontact = 1
trigger10 = stateno = 450        ;crouch_z
trigger10 = movecontact = 1
trigger11 = stateno = 400        ;crouch_a
trigger11 = movecontact = 1
trigger12 = stateno = 500        ;Crouch_b
trigger12 = movecontact = 1
trigger13 = stateno = 410        ;crouch_c
trigger13 = movecontact = 1
trigger14 = stateno = 100        ;Dash!
trigger15 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;shoryuken_x
[State -1]
type = ChangeState
value = 2020
triggerall = command = "shoryuken_x";-------
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 210        ;Stand_y
trigger3 = movecontact = 1
trigger4 = stateno = 300        ;Stand_z
trigger4 = movecontact = 1
trigger5 = stateno = 230        ;Stand_a
trigger5 = movecontact = 1
trigger6 = stateno = 240        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 250        ;Stand_c
trigger7 = movecontact = 1
trigger8 = stateno = 430        ;crouch_x
trigger8 = movecontact = 1
trigger9 = stateno = 440        ;crouch_y
trigger9 = movecontact = 1
trigger10 = stateno = 450        ;crouch_z
trigger10 = movecontact = 1
trigger11 = stateno = 400        ;crouch_a
trigger11 = movecontact = 1
trigger12 = stateno = 500        ;Crouch_b
trigger12 = movecontact = 1
trigger13 = stateno = 410        ;crouch_c
trigger13 = movecontact = 1
trigger14 = stateno = 100        ;Dash!
trigger15 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;shoryuken_y
[State -1]
type = ChangeState
value = 2030
triggerall = command = "shoryuken_y"
trigger1 = statetype != A
trigger1 = ctrl = 1             
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 210        ;Stand_y
trigger3 = movecontact = 1
trigger4 = stateno = 300        ;Stand_z
trigger4 = movecontact = 1
trigger5 = stateno = 230        ;Stand_a
trigger5 = movecontact = 1
trigger6 = stateno = 240        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 250        ;Stand_c
trigger7 = movecontact = 1
trigger8 = stateno = 430        ;crouch_x
trigger8 = movecontact = 1
trigger9 = stateno = 440        ;crouch_y
trigger9 = movecontact = 1
trigger10 = stateno = 450        ;crouch_z
trigger10 = movecontact = 1
trigger11 = stateno = 400        ;crouch_a
trigger11 = movecontact = 1
trigger12 = stateno = 500        ;Crouch_b
trigger12 = movecontact = 1
trigger13 = stateno = 410        ;crouch_c
trigger13 = movecontact = 1
trigger14 = stateno = 100        ;Dash!
trigger15 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;shoryuken_z
[State -1]
type = ChangeState
value = 2040
triggerall = command = "shoryuken_z";-------
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 210        ;Stand_y
trigger3 = movecontact = 1
trigger4 = stateno = 300        ;Stand_z
trigger4 = movecontact = 1
trigger5 = stateno = 230        ;Stand_a
trigger5 = movecontact = 1
trigger6 = stateno = 240        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 250        ;Stand_c
trigger7 = movecontact = 1
trigger8 = stateno = 430        ;crouch_x
trigger8 = movecontact = 1
trigger9 = stateno = 440        ;crouch_y
trigger9 = movecontact = 1
trigger10 = stateno = 450        ;crouch_z
trigger10 = movecontact = 1
trigger11 = stateno = 400        ;crouch_a
trigger11 = movecontact = 1
trigger12 = stateno = 500        ;Crouch_b
trigger12 = movecontact = 1
trigger13 = stateno = 410        ;crouch_c
trigger13 = movecontact = 1
trigger14 = stateno = 100        ;Dash!
trigger15 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Hurricane Kick A
[State -1]
type = ChangeState
value = 1040
triggerall = command = "tatsumaki_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = command = "tatsumaki_a"
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 200        ;Stand_x
trigger3 = movecontact = 1
trigger4 = stateno = 210        ;Stand_y
trigger4 = movecontact = 1
trigger5 = stateno = 300        ;Stand_z
trigger5 = movecontact = 1
trigger6 = stateno = 230        ;Stand_a
trigger6 = movecontact = 1
trigger7 = stateno = 240        ;stand_b
trigger7 = movecontact = 1
trigger8 = stateno = 250        ;Stand_c
trigger8 = movecontact = 1
trigger9 = stateno = 430        ;crouch_x
trigger9 = movecontact = 1
trigger10 = stateno = 440        ;crouch_y
trigger10 = movecontact = 1
trigger11 = stateno = 450        ;crouch_z
trigger11 = movecontact = 1
trigger12 = stateno = 400        ;crouch_a
trigger12 = movecontact = 1
trigger13 = stateno = 500        ;Crouch_b
trigger13 = movecontact = 1
trigger14 = stateno = 410        ;crouch_c
trigger14 = movecontact = 1
trigger15 = stateno = 100        ;Dash!
trigger16 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Hurricane Kick B
[State -1]
type = ChangeState
value = 1050
triggerall = command = "tatsumaki_b";-------
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 200        ;Stand_x
trigger3 = movecontact = 1
trigger4 = stateno = 210        ;Stand_y
trigger4 = movecontact = 1
trigger5 = stateno = 300        ;Stand_z
trigger5 = movecontact = 1
trigger6 = stateno = 230        ;Stand_a
trigger6 = movecontact = 1
trigger7 = stateno = 240        ;stand_b
trigger7 = movecontact = 1
trigger8 = stateno = 250        ;Stand_c
trigger8 = movecontact = 1
trigger9 = stateno = 430        ;crouch_x
trigger9 = movecontact = 1
trigger10 = stateno = 440        ;crouch_y
trigger10 = movecontact = 1
trigger11 = stateno = 450        ;crouch_z
trigger11 = movecontact = 1
trigger12 = stateno = 400        ;crouch_a
trigger12 = movecontact = 1
trigger13 = stateno = 500        ;Crouch_b
trigger13 = movecontact = 1
trigger14 = stateno = 410        ;crouch_c
trigger14 = movecontact = 1
trigger15 = stateno = 100        ;Dash!
trigger16 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Hurricane Kick C
[State -1]
type = ChangeState
value = 1053
triggerall = command = "tatsumaki_c";-------
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = command = "tatsumaki_c";-------
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 200        ;Stand_x
trigger3 = movecontact = 1
trigger4 = stateno = 210        ;Stand_y
trigger4 = movecontact = 1
trigger5 = stateno = 300        ;Stand_z
trigger5 = movecontact = 1
trigger6 = stateno = 230        ;Stand_a
trigger6 = movecontact = 1
trigger7 = stateno = 240        ;stand_b
trigger7 = movecontact = 1
trigger8 = stateno = 250        ;Stand_c
trigger8 = movecontact = 1
trigger9 = stateno = 430        ;crouch_x
trigger9 = movecontact = 1
trigger10 = stateno = 440        ;crouch_y
trigger10 = movecontact = 1
trigger11 = stateno = 450        ;crouch_z
trigger11 = movecontact = 1
trigger12 = stateno = 400        ;crouch_a
trigger12 = movecontact = 1
trigger13 = stateno = 500        ;Crouch_b
trigger13 = movecontact = 1
trigger14 = stateno = 410        ;crouch_c
trigger14 = movecontact = 1
trigger15 = stateno = 100        ;Dash!
trigger16 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Hurr. Kick Air A
[State -1]
type = ChangeState
value = 1060
triggerall = command = "tatsumaki_a"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600        ;jump_x
trigger2 = movecontact = 1
trigger3 = stateno = 610        ;jump_y
trigger3 = movecontact = 1
trigger4 = stateno = 650        ;jump_z
trigger4 = movecontact = 1
trigger5 = stateno = 810        ;(moving)jump_a
trigger5 = movecontact = 1
trigger6 = stateno = 640        ;jump_a
trigger6 = movecontact = 1
trigger7 = stateno = 800        ;(moving)jump_b
trigger7 = movecontact = 1
trigger8 = stateno = 660        ;jump_b
trigger8 = movecontact = 1
trigger9 = stateno = 620        ;(moving)jump_c
trigger9 = movecontact = 1
trigger10 = stateno = 630        ;jump_c
trigger10 = movecontact = 1

;---------------------------------------------------------------------------
;Hurr. Kick Air B
[State -1]
type = ChangeState
value = 1070
triggerall = command = "tatsumaki_b"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600        ;jump_x
trigger2 = movecontact = 1
trigger3 = stateno = 610        ;jump_y
trigger3 = movecontact = 1
trigger4 = stateno = 650        ;jump_z
trigger4 = movecontact = 1
trigger5 = stateno = 810        ;(moving)jump_a
trigger5 = movecontact = 1
trigger6 = stateno = 640        ;jump_a
trigger6 = movecontact = 1
trigger7 = stateno = 800        ;(moving)jump_b
trigger7 = movecontact = 1
trigger8 = stateno = 660        ;jump_b
trigger8 = movecontact = 1
trigger9 = stateno = 620        ;(moving)jump_c
trigger9 = movecontact = 1
trigger10 = stateno = 630        ;jump_c
trigger10 = movecontact = 1

;---------------------------------------------------------------------------
;Hurr. Kick Air C
[State -1]
type = ChangeState
value = 1080
triggerall = command = "tatsumaki_c"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600        ;jump_x
trigger2 = movecontact = 1
trigger3 = stateno = 610        ;jump_y
trigger3 = movecontact = 1
trigger4 = stateno = 650        ;jump_z
trigger4 = movecontact = 1
trigger5 = stateno = 810        ;(moving)jump_a
trigger5 = movecontact = 1
trigger6 = stateno = 640        ;jump_a
trigger6 = movecontact = 1
trigger7 = stateno = 800        ;(moving)jump_b
trigger7 = movecontact = 1
trigger8 = stateno = 660        ;jump_b
trigger8 = movecontact = 1
trigger9 = stateno = 620        ;(moving)jump_c
trigger9 = movecontact = 1
trigger10 = stateno = 630        ;jump_c
trigger10 = movecontact = 1

;---------------------------------------------------------------------------
;Air Red Fireball_X
[State -1]
type = ChangeState
value = 10003
triggerall = command = "redfireball_x";-------
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600        ;jump_x
trigger2 = movecontact = 1
trigger3 = stateno = 610        ;jump_y
trigger3 = movecontact = 1
trigger4 = stateno = 650        ;jump_z
trigger4 = movecontact = 1
trigger5 = stateno = 810        ;(moving)jump_a
trigger5 = movecontact = 1
trigger6 = stateno = 640        ;jump_a
trigger6 = movecontact = 1
trigger7 = stateno = 800        ;(moving)jump_b
trigger7 = movecontact = 1
trigger8 = stateno = 660        ;jump_b
trigger8 = movecontact = 1
trigger9 = stateno = 620        ;(moving)jump_c
trigger9 = movecontact = 1
trigger10 = stateno = 630        ;jump_c
trigger10 = movecontact = 1

;---------------------------------------------------------------------------
;Air Red Fireball_Y
[State -1]
type = ChangeState
value = 10004
triggerall = command = "redfireball_y";-------
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600        ;jump_x
trigger2 = movecontact = 1
trigger3 = stateno = 610        ;jump_y
trigger3 = movecontact = 1
trigger4 = stateno = 650        ;jump_z
trigger4 = movecontact = 1
trigger5 = stateno = 810        ;(moving)jump_a
trigger5 = movecontact = 1
trigger6 = stateno = 640        ;jump_a
trigger6 = movecontact = 1
trigger7 = stateno = 800        ;(moving)jump_b
trigger7 = movecontact = 1
trigger8 = stateno = 660        ;jump_b
trigger8 = movecontact = 1
trigger9 = stateno = 620        ;(moving)jump_c
trigger9 = movecontact = 1
trigger10 = stateno = 630        ;jump_c
trigger10 = movecontact = 1

;---------------------------------------------------------------------------
;Air Red Fireball_Z
[State -1]
type = ChangeState
value = 10005
triggerall = command = "redfireball_z";-------
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600        ;jump_x
trigger2 = movecontact = 1
trigger3 = stateno = 610        ;jump_y
trigger3 = movecontact = 1
trigger4 = stateno = 650        ;jump_z
trigger4 = movecontact = 1
trigger5 = stateno = 810        ;(moving)jump_a
trigger5 = movecontact = 1
trigger6 = stateno = 640        ;jump_a
trigger6 = movecontact = 1
trigger7 = stateno = 800        ;(moving)jump_b
trigger7 = movecontact = 1
trigger8 = stateno = 660        ;jump_b
trigger8 = movecontact = 1
trigger9 = stateno = 620        ;(moving)jump_c
trigger9 = movecontact = 1
trigger10 = stateno = 630        ;jump_c
trigger10 = movecontact = 1

;---------------------------------------------------------------------------
;Air Fireball_X
[State -1]
type = ChangeState
value = 10000
triggerall = command = "fireball_x";-------
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600        ;jump_x
trigger2 = movecontact = 1
trigger3 = stateno = 610        ;jump_y
trigger3 = movecontact = 1
trigger4 = stateno = 650        ;jump_z
trigger4 = movecontact = 1
trigger5 = stateno = 810        ;(moving)jump_a
trigger5 = movecontact = 1
trigger6 = stateno = 640        ;jump_a
trigger6 = movecontact = 1
trigger7 = stateno = 800        ;(moving)jump_b
trigger7 = movecontact = 1
trigger8 = stateno = 660        ;jump_b
trigger8 = movecontact = 1
trigger9 = stateno = 620        ;(moving)jump_c
trigger9 = movecontact = 1
trigger10 = stateno = 630        ;jump_c
trigger10 = movecontact = 1

;---------------------------------------------------------------------------
;Air Fireball_Y
[State -1]
type = ChangeState
value = 10001
triggerall = command = "fireball_y";-------
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600        ;jump_x
trigger2 = movecontact = 1
trigger3 = stateno = 610        ;jump_y
trigger3 = movecontact = 1
trigger4 = stateno = 650        ;jump_z
trigger4 = movecontact = 1
trigger5 = stateno = 810        ;(moving)jump_a
trigger5 = movecontact = 1
trigger6 = stateno = 640        ;jump_a
trigger6 = movecontact = 1
trigger7 = stateno = 800        ;(moving)jump_b
trigger7 = movecontact = 1
trigger8 = stateno = 660        ;jump_b
trigger8 = movecontact = 1
trigger9 = stateno = 620        ;(moving)jump_c
trigger9 = movecontact = 1
trigger10 = stateno = 630        ;jump_c
trigger10 = movecontact = 1

;---------------------------------------------------------------------------
;Air Fireball_Z
[State -1]
type = ChangeState
value = 10002
triggerall = command = "fireball_z";-------
triggerall = numproj = 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600        ;jump_x
trigger2 = movecontact = 1
trigger3 = stateno = 610        ;jump_y
trigger3 = movecontact = 1
trigger4 = stateno = 650        ;jump_z
trigger4 = movecontact = 1
trigger5 = stateno = 810        ;(moving)jump_a
trigger5 = movecontact = 1
trigger6 = stateno = 640        ;jump_a
trigger6 = movecontact = 1
trigger7 = stateno = 800        ;(moving)jump_b
trigger7 = movecontact = 1
trigger8 = stateno = 660        ;jump_b
trigger8 = movecontact = 1
trigger9 = stateno = 620        ;(moving)jump_c
trigger9 = movecontact = 1
trigger10 = stateno = 630        ;jump_c
trigger10 = movecontact = 1

;---------------------------------------------------------------------------
;Fireball_X
[State -1]
type = ChangeState
value = 1000
triggerall = command = "fireball_x";-------
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 210        ;Stand_y
trigger3 = movecontact = 1
trigger4 = stateno = 300        ;Stand_z
trigger4 = movecontact = 1
trigger5 = stateno = 230        ;Stand_a
trigger5 = movecontact = 1
trigger6 = stateno = 240        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 250        ;Stand_c
trigger7 = movecontact = 1
trigger8 = stateno = 430        ;crouch_x
trigger8 = movecontact = 1
trigger9 = stateno = 440        ;crouch_y
trigger9 = movecontact = 1
trigger10 = stateno = 450        ;crouch_z
trigger10 = movecontact = 1
trigger11 = stateno = 400        ;crouch_a
trigger11 = movecontact = 1
trigger12 = stateno = 500        ;Crouch_b
trigger12 = movecontact = 1
trigger13 = stateno = 410        ;crouch_c
trigger13 = movecontact = 1
trigger14 = stateno = 100        ;Dash!
trigger15 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Fireball_Y
[State -1]
type = ChangeState
value = 1001
triggerall = numproj = 0
triggerall = command = "fireball_y";-------
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 210        ;Stand_y
trigger3 = movecontact = 1
trigger4 = stateno = 300        ;Stand_z
trigger4 = movecontact = 1
trigger5 = stateno = 230        ;Stand_a
trigger5 = movecontact = 1
trigger6 = stateno = 240        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 250        ;Stand_c
trigger7 = movecontact = 1
trigger8 = stateno = 430        ;crouch_x
trigger8 = movecontact = 1
trigger9 = stateno = 440        ;crouch_y
trigger9 = movecontact = 1
trigger10 = stateno = 450        ;crouch_z
trigger10 = movecontact = 1
trigger11 = stateno = 400        ;crouch_a
trigger11 = movecontact = 1
trigger12 = stateno = 500        ;Crouch_b
trigger12 = movecontact = 1
trigger13 = stateno = 410        ;crouch_c
trigger13 = movecontact = 1
trigger14 = stateno = 100        ;Dash!
trigger15 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Fireball_Z
[State -1]
type = ChangeState
value = 1002
triggerall = numproj = 0
triggerall = command = "fireball_z";-------
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200        ;Stand_x
trigger2 = movecontact = 1
trigger3 = stateno = 210        ;Stand_y
trigger3 = movecontact = 1
trigger4 = stateno = 300        ;Stand_z
trigger4 = movecontact = 1
trigger5 = stateno = 230        ;Stand_a
trigger5 = movecontact = 1
trigger6 = stateno = 240        ;stand_b
trigger6 = movecontact = 1
trigger7 = stateno = 250        ;Stand_c
trigger7 = movecontact = 1
trigger8 = stateno = 430        ;crouch_x
trigger8 = movecontact = 1
trigger9 = stateno = 440        ;crouch_y
trigger9 = movecontact = 1
trigger10 = stateno = 450        ;crouch_z
trigger10 = movecontact = 1
trigger11 = stateno = 400        ;crouch_a
trigger11 = movecontact = 1
trigger12 = stateno = 500        ;Crouch_b
trigger12 = movecontact = 1
trigger13 = stateno = 410        ;crouch_c
trigger13 = movecontact = 1
trigger14 = stateno = 100        ;Dash!
trigger15 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;RunFwd
;[State -1]
;type = ChangeState
;value = 100
;trigger1 = command = "FF"
;trigger1 = statetype = S
;trigger1 = ctrl = 1
;
;---------------------------------------------------------------------------
;RunBack
;[State -1]
;type = ChangeState
;value = 105
;trigger1 = command = "BB"
;trigger1 = statetype = S
;trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Throw 1
[State -1]
type = ChangeState
value = 900
triggerall = command = "fwd_z"
triggerall = command != "holddown"
triggerall = P2BodyDist X <=22 
triggerall = P2statetype = S
triggerall = P2Movetype !=H
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Throw 1 (Back)
[State -1]
type = ChangeState
value = 901
triggerall = command = "back_z"
triggerall = command != "holddown"
triggerall = P2BodyDist X <=22 
triggerall = P2statetype = S
triggerall = P2Movetype !=H
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Throw 2
[State -1]
type = ChangeState
value = 15603
triggerall = command = "fwd_c"
triggerall = command != "holddown"
triggerall = P2BodyDist X <=22 
triggerall = P2Statetype = S
triggerall = P2movetype !=H
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Throw 2 (back)
[State -1]
type = ChangeState
value = 15602
triggerall = command = "back_c"
triggerall = command != "holddown"
triggerall = P2BodyDist X <=22 
triggerall = P2Statetype = S
triggerall = P2Movetype !=H
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Throw 3
[State -1]
type = ChangeState
value = 950
triggerall = command = "fwd_z"
triggerall = command != "holddown"
triggerall = P2BodyDist X <=22 
triggerall = statetype = A
triggerall = P2Statetype = A
triggerall = P2Movetype !=H
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Throw 3 (back)
[State -1]
type = ChangeState
value = 951
triggerall = command = "back_z"
triggerall = command != "holddown"
triggerall = P2BodyDist X <=22 
triggerall = statetype = A
triggerall = P2Statetype = A
triggerall = P2Movetype !=H
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Stand_fwd_B
[State -1]
type = ChangeState
value = 310
triggerall = command = "fwd_b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 100        ;Dash!
trigger3 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Stand_fwd_Y
[State -1]
type = ChangeState
value = 260
triggerall = command = "fwd_y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 100        ;Dash!
trigger3 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Stand_A
[State -1]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;trigger2 = movecontact = 1 
;trigger2 = stateno = 200  ;stand_x 
trigger2 = stateno = 440  ;crouch_y
trigger2 = movecontact = 1 
trigger3 = stateno = 100        ;Dash!
trigger4 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Stand_B
[State -1]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1 
trigger2 = stateno = 200   ;stand_x 
trigger3 = movecontact = 1 
trigger3 = stateno = 430   ;crouch_x
trigger4 = movecontact = 1 
trigger4 = stateno = 230   ;stand_a 
trigger5 = movecontact = 1 
trigger5 = stateno = 400   ;crouch_a
trigger6 = movecontact = 1 
trigger6 = stateno = 300   ;stand_z 
trigger7 = movecontact = 1 
trigger7 = stateno = 450   ;crouch_z
;trigger8 = stateno = 210   ;stand_y
;trigger8 = movecontact = 1
trigger8 = stateno = 100        ;Dash!
trigger9 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Stand_C
[State -1]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1 
trigger2 = stateno = 200   ;stand_x
trigger3 = movecontact = 1 
trigger3 = stateno = 430   ;crouch_x
trigger4 = movecontact = 1 
trigger4 = stateno = 230   ;stand_a 
trigger5 = movecontact = 1 
trigger5 = stateno = 400   ;crouch_a 
trigger6 = movecontact = 1 
trigger6 = stateno = 210   ;stand_y
trigger7 = movecontact = 1 
trigger7 = stateno = 440   ;crouch_y 
trigger8 = movecontact = 1 
trigger8 = stateno = 240   ;stand_b 
trigger9 = movecontact = 1 
trigger9 = stateno = 500   ;crouch_b 
;trigger10 = movecontact = 1 
;trigger10 = stateno = 300  ;stand_z 
;trigger11 = movecontact = 1 
;trigger11 = stateno = 450  ;crouch_z
trigger10 = stateno = 100        ;Dash!
trigger11 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Stand_X
[State -1]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200  ;stand_x
trigger2 = Time >= 8
;trigger2 = movecontact = 1
;trigger2 = stateno = 440  ;crouch_y
trigger3 = stateno = 100        ;Dash!
trigger4 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Stand_Y
[State -1]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200   ;stand_x
trigger3 = movecontact = 1 
trigger3 = stateno = 430   ;crouch_x
trigger4 = movecontact = 1 
trigger4 = stateno = 230   ;stand_a
trigger5 = movecontact = 1 
trigger5 = stateno = 400   ;crouch_a
;trigger6 = movecontact = 1
;trigger6 = stateno = 240   ;stand_b
trigger6 = stateno = 105        ;DashBack!
trigger7 = stateno = 100        ;Dash!

;---------------------------------------------------------------------------
;Stand_Z
[State -1]
type = ChangeState
value = 300
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1 
trigger2 = stateno = 200   ;stand_x
trigger3 = movecontact = 1 
trigger3 = stateno = 430   ;crouch_x
trigger4 = movecontact = 1 
trigger4 = stateno = 230   ;stand_a
trigger5 = movecontact = 1 
trigger5 = stateno = 400   ;crouch_a
trigger6 = movecontact = 1 
trigger6 = stateno = 210   ;stand_y
trigger7 = movecontact = 1 
trigger7 = stateno = 500   ;crouch_b 
trigger8 = movecontact = 1 
trigger8 = stateno = 240   ;stand_b 
trigger9 = movecontact = 1 
trigger9 = stateno = 440   ;crouch_y
trigger10 = stateno = 100        ;Dash!
trigger11 = stateno = 105        ;DashBack!

;---------------------------------------------------------------------------
;Crouch_A
[State -1]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400   ;crouch_a
trigger2 = Time >= 8
;trigger3 = stateno = 430   ;crouch_x
;trigger3 = Time >= 8

;---------------------------------------------------------------------------
;Crouch_B
[State -1]
type = ChangeState
value = 500
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1 
trigger2 = stateno = 200   ;stand_x
trigger3 = movecontact = 1 
trigger3 = stateno = 430   ;crouch_x
trigger4 = movecontact = 1 
trigger4 = stateno = 230   ;stand_a 
trigger5 = movecontact = 1 
trigger5 = stateno = 400   ;crouch_a 
trigger6 = movecontact = 1 
trigger6 = stateno = 300   ;stand_z
trigger7 = movecontact = 1 
trigger7 = stateno = 450   ;crouch_z
;trigger8 = movecontact = 1
;trigger8 = stateno = 440   ;crouch_y

;---------------------------------------------------------------------------
;Crouch_C
[State -1]
type = ChangeState
value = 410
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1 
trigger2 = stateno = 200    ;stand_x
trigger3 = movecontact = 1 
trigger3 = stateno = 430    ;crouch_x
trigger4 = movecontact = 1 
trigger4 = stateno = 210    ;stand_y 
trigger5 = movecontact = 1 
trigger5 = stateno = 400    ;crouch_a 
;trigger5 = movecontact = 1 
;trigger5 = stateno = 300    ;stand_z 
trigger6 = movecontact = 1 
trigger6 = stateno = 240    ;stand_b 
trigger7 = movecontact = 1 
trigger7 = stateno = 500    ;crouch_b 
trigger8 = movecontact = 1 
trigger8 = stateno = 230    ;stand_a 
trigger9 = movecontact = 1 
trigger9 = stateno = 440   ;crouch_y

;---------------------------------------------------------------------------
;Crouch_X
[State -1]
type = ChangeState
value = 430
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 430   ;crouch_x
trigger2 = Time >= 8
;trigger3 = stateno = 400   ;crouch_a
;trigger3 = Time >= 8

;---------------------------------------------------------------------------
;Crouch_Y
[State -1]
type = ChangeState
value = 440
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1 
trigger2 = stateno = 200   ;stand_x
trigger3 = movecontact = 1 
trigger3 = stateno = 430   ;crouch_x
trigger4 = movecontact = 1 
trigger4 = stateno = 230   ;stand_a
trigger5 = movecontact = 1
trigger5 = stateno = 400   ;crouch_a

;---------------------------------------------------------------------------
;Crouch_Z
[State -1]
type = ChangeState
value = 450
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1 
trigger2 = stateno = 200    ;stand_x
trigger3 = movecontact = 1 
trigger3 = stateno = 430    ;crouch_x
trigger4 = movecontact = 1 
trigger4 = stateno = 230    ;stand_a 
trigger5 = movecontact = 1 
trigger5 = stateno = 400    ;crouch_a 
trigger6 = movecontact = 1 
trigger6 = stateno = 300    ;stand_z 
trigger7 = movehit = 1 
trigger7 = stateno = 210    ;stand_y	 
trigger8 = movecontact = 1 
trigger8 = stateno = 240    ;stand_b 
trigger9 = movecontact = 1 
trigger9 = stateno = 500    ;crouch_b 
trigger10 = movecontact = 1
trigger10 = stateno = 440   ;crouch_y

;---------------------------------------------------------------------------
;Aerial Rave Jump
[State -1]
type = ChangeState
value = 55650
triggerall = Command = "holdup"
trigger1 = movecontact = 1
trigger1 = StateNo = 450

;---------------------------------------------------------------------------
;Jump_A (rising)
[State -1]
type = ChangeState
value = 810
triggerall = command = "a"
triggerall = Vel Y < 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = p2statetype = A
trigger2 = movecontact = 1 
trigger2 = stateno = 600    ;jump_x 

;Jump_A (falling)
[State -1]
type = ChangeState
value = 640
triggerall = command = "a"
triggerall = Vel Y >= 0 
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = p2statetype = A
trigger2 = movecontact = 1 
trigger2 = stateno = 600    ;jump_x 

;---------------------------------------------------------------------------
;Jump_B (rising)
[State -1]
type = ChangeState
value = 800
triggerall = command = "b"
triggerall = Vel Y < 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = p2statetype = A
trigger2 = movecontact = 1
trigger2 = stateno = 810  ;jump_a (moving)
trigger3 = p2statetype = A
trigger3 = movecontact = 1
trigger3 = stateno = 640  ;jump_a
trigger4 = p2statetype = A
trigger4 = movecontact = 1
trigger4 = stateno = 600  ;jump_x
trigger5 = p2statetype = A
trigger5 = movecontact = 1 
trigger5 = stateno = 610  ;jump_y

;Jump_B (falling)
[State -1]
type = ChangeState
value = 660
triggerall = command = "b"
triggerall = Vel Y >= 0 
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = p2statetype = A
trigger2 = movecontact = 1
trigger2 = stateno = 810  ;jump_a (moving)
trigger3 = p2statetype = A
trigger3 = movecontact = 1 
trigger3 = stateno = 640  ;jump_a
trigger4 = p2statetype = A
trigger4 = movecontact = 1
trigger4 = stateno = 600  ;jump_x
trigger5 = p2statetype = A
trigger5 = movecontact = 1 
trigger5 = stateno = 610  ;jump_y

;---------------------------------------------------------------------------
;Jump_C (rising)
[State -1]
type = ChangeState
value = 620
triggerall = command = "c"
triggerall = Vel Y < 0
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = command = "recovery";-------
trigger2 = stateno = 600 ;jump_a
trigger2 = statetime >= 3
trigger3 = command = "recovery";-------
trigger3 = stateno = 610 ;jump_b
trigger3 = movecontact = 1
trigger4 = p2statetype = A
trigger4 = movecontact = 1
trigger4 = stateno = 640   ;jump_a
trigger5 = p2statetype = A
trigger5 = movecontact = 1 
trigger5 = stateno = 810   ;jump_a (moving)
trigger6 = p2statetype = A
trigger6 = movecontact = 1 
trigger6 = stateno = 660   ;jump_b
trigger7 = p2statetype = A
trigger7 = movecontact = 1
trigger7 = stateno = 800   ;jump_b (moving)
trigger8 = p2statetype = A
trigger8 = movecontact = 1 
trigger8 = stateno = 600   ;jump_x 
trigger9 = p2statetype = A
trigger9 = movecontact = 1 
trigger9 = stateno = 610   ;jump_y 
trigger10 = p2statetype = A
trigger10 = movecontact = 1 
trigger10 = stateno = 650   ;jump_z  


;Jump_C (falling)
[State -1]
type = ChangeState
value = 630
triggerall = command = "c"
triggerall = Vel Y >= 0 
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = p2statetype = A
trigger2 = movecontact = 1
trigger2 = stateno = 640   ;jump_a
trigger3 = p2statetype = A
trigger3 = movecontact = 1 
trigger3 = stateno = 810   ;jump_a (moving)
trigger4 = p2statetype = A
trigger4 = movecontact = 1 
trigger4 = stateno = 660   ;jump_b
trigger5 = p2statetype = A
trigger5 = movecontact = 1
trigger5 = stateno = 800   ;jump_b (moving)
trigger6 = p2statetype = A
trigger6 = movecontact = 1 
trigger6 = stateno = 600   ;jump_x 
trigger7 = p2statetype = A
trigger7 = movecontact = 1 
trigger7 = stateno = 610   ;jump_y 
trigger8 = p2statetype = A
trigger8 = movecontact = 1 
trigger8 = stateno = 650   ;jump_z  

;---------------------------------------------------------------------------
;Jump_X
[State -1]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = command = "a";-------
trigger2 = stateno = 600 ;jump_a
trigger2 = statetime >= 3
trigger3 = p2statetype = A
trigger3 = movecontact = 1 
trigger3 = stateno = 640 ;jump_a
trigger4 = p2statetype = A
trigger4 = movecontact = 1
trigger4 = stateno = 810 ;jump_a (moving)

;---------------------------------------------------------------------------
;Jump_Y
[State -1]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = command = "fwd_a";-------
trigger2 = stateno = 600   ;jump_a
trigger2 = statetime >= 3
trigger3 = p2statetype = A
trigger3 = movecontact = 1
trigger3 = stateno = 640   ;jump_a
trigger4 = p2statetype = A
trigger4 = movecontact = 1
trigger4 = stateno = 810   ;jump_a (moving)
trigger5 = p2statetype = A
trigger5 = movecontact = 1
trigger5 = stateno = 600   ;jump_x
trigger6 = p2statetype = A
trigger6 = movecontact = 1 
trigger6 = stateno = 640   ;jump_y

;---------------------------------------------------------------------------
;Jump_Z
[State -1]
type = ChangeState
value = 650
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = p2statetype = A
trigger2 = movecontact = 1 
trigger2 = stateno = 640  ;jump_a
trigger3 = p2statetype = A
trigger3 = movecontact = 1 
trigger3 = stateno = 810  ;jump_a (moving)
trigger4 = p2statetype = A
trigger4 = movecontact = 1
trigger4 = stateno = 610  ;jump_b (moving)
trigger5 = p2statetype = A
trigger5 = movecontact = 1
trigger5 = stateno = 660  ;jump_b
trigger6 = p2statetype = A
trigger6 = movecontact = 1 
trigger6 = stateno = 600  ;jump_x
trigger7 = p2statetype = A
trigger7 = movecontact = 1 
trigger7 = stateno = 800  ;jump_y
trigger8 = p2statetype = A
trigger8 = movecontact = 1 
trigger8 = stateno = 630  ;jump_c
trigger9 = p2statetype = A
trigger9 = movecontact = 1 
trigger9 = stateno = 620  ;jump_c (moving) 

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

;---------------------------------------------------------------------------
;Super Jump
[State -1]
type = ChangeState
value = 55650
triggerall = command = "superjump"
trigger1 = statetype = S
trigger1 = ctrl = 1


