;-| Super Motions |--------------------------------------------------------
; Final Flash
[Command]
name = "fflash"
command = ~D, DB, B, F, x
time = 30

;Gyarric Gun Fire
[Command]
name = "gunfr"
command = ~D, DB, B, F, y
time = 30

;Big Bang Attack
[Command]
name = "bigbang"
command = ~D, DB, B, F, b
time = 30

;50 Renzokus
[Command]
name = "50renzoku"
command = ~D, DB, B, F, a
time = 30

;Suicide
[Command]
name = "suicide"
command = ~D, DF, F, D, DF, F, a+b
time = 30

;-| Special Motions |------------------------------------------------------
;-----------------
[Command]
name = "spulo"
command = ~D, U

[Command]
name = "spulofwd"
command = D, UF

[Command]
name = "spulobck"
command = D, UB

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

[Command]
name = "5renzoku"
command = ~B, D, DB, a

[Command]
name = "dash.elbow"
command = ~F, D, DF, x

[Command]
name = "back.elbow"
command = ~B, D, DB, x

[Command]
name = "sway.elbow"
command = ~B, D, DB, y

[Command]
name = "zanzoken1"
command = x+a

;Driving Elbow
[Command]
name = "elbow"
command = x+y

[Command]
name = "zanzoken"
command = y+b


[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

[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

;-----------------
; QCB
[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

[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

;-----------------
; Uppercut
[Command]
name = "uppercut_a"
command = ~F, D, DF, a

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

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

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

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

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


;--------------------
;Charge_Down_up
[Command]
name = "chargedownup_a"
command = ~60$D, U, a
time = 10

[Command]
name = "chargedownup_b"
command = ~60$D, U, b
time = 10

[Command]
name = "chargedownup_c"
command = ~60$D, U, c
time = 10

[Command]
name = "chargedownup_x"
command = ~60$D, U, x
time = 10

[Command]
name = "chargedownup_y"
command = ~60$D, U, y
time = 10

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
time = 10

;--------------------
;Charge_Back_fwd
[Command]
name = "chargebackfwd_a"
command = ~60$B, F, a
time = 10

[Command]
name = "chargebackfwd_b"
command = ~60$B, F, b
time = 10

[Command]
name = "chargedownup_c"
command = ~60$D, U, c
time = 10

[Command]
name = "chargedownup_x"
command = ~60$D, U, x
time = 10

[Command]
name = "chargedownup_y"
command = ~60$D, U, y
time = 10

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
time = 10



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

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

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

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

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

;-| 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_x"
command = /F,x
time = 1

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

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

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

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

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

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

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

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

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

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

;-| Single Button |---------------------------------------------------------
[Command]
name = "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 = "charge"
command = /s
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


;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1]                  ;Don't change this
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = "command_name"
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.  
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in. 


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

;===========================================================================
;---------------------------------------------------------------------------
;Instant Fall
[State -1]
type = ChangeState
value = 60
triggerall = command = "DD"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 3001
;---------------------------------------------------------------------------
;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
;---------------------------------------------------------------------------
;AIR back
[State -1]
type = ChangeState
value = 101
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;AIR back BACk
[State -1]
type = ChangeState
value = 106
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Stand_Throw (close dir+b)
; Complicated? Skip the throws and look at stand_a, etc, first.
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = ChangeState
value = 900
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 5 ;Near P2
trigger1 = command = "fwd_b";p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger2 = command = "fwd_b";p2 crouch
trigger2 = stateno != 100    ;Not running
trigger2 = p2statetype = C
trigger2 = p2movetype != H
trigger3 = command = "back_b";p2 stand
trigger3 = p2statetype = S
trigger3 = p2movetype != H
trigger4 = command = "back_b";p2 crouch
trigger4 = p2statetype = C
trigger4 = p2movetype != H

;---------------------------------------------------------------------------
;Air_Throw1 (close dir+b)
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = null; ChangeState
value = 950
triggerall = statetype = A
triggerall = ctrl = 1
triggerall = p2bodydist X < 9
triggerall = p2bodydist Y > -22
triggerall = p2bodydist Y < 22
triggerall = p2statetype = A
triggerall = p2movetype != H
trigger1 = command = "fwd_b"
trigger2 = command = "back_b"
;---------------------------------------------------------------------------
;Suicide
[State -1]
type = ChangeState
value = 8000
triggerall = command = "suicide"
triggerall = power >= 3000 ;Level 3
;triggerall = life >= 300 ;Level 3
trigger1 = statetype != A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;50 Renzokus
[State -1]
type = ChangeState
value = 7500
triggerall = command = "50renzoku"
triggerall = power >= 1500 ;Level 1.5
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 3001
;---------------------------------------------------------------------------
;Final Flash
[State -1]
type = ChangeState
value = 2000
triggerall = command = "fflash"
triggerall = power >= 1000 ;Level 2
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 3001
;---------------------------------------------------------------------------
;Gyarric Gun Fire
[State -1]
type = ChangeState
value = 3000
triggerall = command = "gunfr"
triggerall = power >= 2500 ;Level 2.5
trigger1 = statetype != A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Big Bang Attack
[State -1]
type = ChangeState
value = 5500
triggerall = command = "bigbang"
triggerall = power >= 1000 ;Level 1
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = StateNo = 3001
;---------------------------------------------------------------------------
;Big Bang Attack
[State -1]
type = ChangeState
value = 7000
triggerall = command = "bigbang"
triggerall = power >= 1000 
trigger1 = statetype != A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Carregamento
[State -1]
type = ChangeState
value = 730
triggerall = command = "charge"
triggerall = Power < 3000 
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 3001
;---------------------------------------------------------------------------
;Ki Release Counter
[State -1]
type = ChangeState
value = 6101
triggerall = command = "fly"
triggerall = pos y < 0
triggerall = P2MoveType = A
triggerall = MoveType = H
triggerall = GetHitVar(hitcount) < 6
triggerall = GetHitVar(hittime) < 40
triggerall = GetHitVar(slidetime) < 40
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5002
trigger4 = stateno = 5010
trigger5 = stateno = 5011
trigger6 = stateno = 5012
trigger7 = stateno = 5030
trigger8 = stateno = 5020
;---------------------------------------------------------------------------
;Dash Elbow
[State -1]
type = ChangeState
value = 7900
triggerall = command = "dash.elbow"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Back Elbow
[State -1]
type = ChangeState
value = 7800
triggerall = command = "sway.elbow"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;back Elbow
[State -1]
type = ChangeState
value = 7700
triggerall = command = "back.elbow"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Ki Release
[State -1]
type = ChangeState
value = 6100
triggerall = command = "QCB_b"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600
trigger2 = movecontact = 1  
trigger3 = stateno = 610
trigger3 = movecontact = 1  
trigger4 = stateno = 620
trigger4 = movecontact = 1  
trigger5 = stateno = 630
trigger5 = movecontact = 1  
trigger6 = stateno = 3001
;---------------------------------------------------------------------------
;5 Renzokus
[State -1]
type = ChangeState
value = 7200
triggerall = command = "5renzoku"
triggerall = command != "holddown"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
trigger6 = stateno = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Magia_A
[State -1]
type = ChangeState
value = 1000
triggerall = command = "QCF_a"
triggerall = command != "holddown"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
trigger6 = stateno = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Magia_B
[State -1]
type = ChangeState
value = 1500
triggerall = command = "QCF_b"
triggerall = command != "holddown"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
trigger6 = stateno = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
trigger11 = stateno = 3001
;---------------------------------------------------------------------------
;Big Bang (Chão)
[State -1]
type = ChangeState
value = 2500
triggerall = command = "QCB_x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
trigger6 = stateno = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Big Bang (Ar)
[State -1]
type = ChangeState
value = 6000
triggerall = command = "QCB_x"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 250
trigger2 = movecontact = 1  
trigger3 = stateno = 260
trigger3 = movecontact = 1  
trigger4 = stateno = 270
trigger4 = movecontact = 1  
trigger5 = stateno = 280
trigger5 = movecontact = 1  
;---------------------------------------------------------------------------
;Big Bang (Voa)
[State -1]
type = ChangeState
value = 6001
triggerall = command = "QCB_x"
trigger1 = stateno = 3001
trigger2 = stateno = 250
trigger2 = movecontact = 1  
trigger3 = stateno = 260
trigger3 = movecontact = 1  
trigger4 = stateno = 270
trigger4 = movecontact = 1  
trigger5 = stateno = 280
trigger5 = movecontact = 1  
;---------------------------------------------------------------------------
;Bakuhatsu Ha
[State -1]
type = ChangeState
value = 2600
triggerall = command = "QCB_y"
triggerall = command != "holddown"
triggerall = numprojid(2650) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
trigger6 = stateno = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Voa
[State -1]
type = ChangeState
value = 3001
triggerall = command = "fly"
trigger1 = ctrl = 1
trigger1 = statetype = A
trigger2 = stateno = 60
;---------------------------------------------------------------------------
;Voa
[State -1]
type = ChangeState
value = 3115
trigger1 = command = "fly"
trigger1 = ctrl = 1
trigger1 = statetype != A
;---------------------------------------------------------------------------
;Knee Attack Counter
[State -1]
type = ChangeState
value = 2701
triggerall = command = "fly"
triggerall = command != "holddown"
triggerall = P2StateType != A
triggerall = P2MoveType = A
triggerall = MoveType = H
triggerall = GetHitVar(hitcount) < 6
triggerall = GetHitVar(hittime) < 40
triggerall = GetHitVar(slidetime) < 40
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5002
trigger4 = stateno = 5010
trigger5 = stateno = 5011
trigger6 = stateno = 5012
;---------------------------------------------------------------------------
;Knee Attack
[State -1]
type = ChangeState
value = 2700
triggerall = command = "knee"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
trigger6 = stateno = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Renzoku Energy Dan (Ar)
[State -1]
type = ChangeState
value = 2800
triggerall = command = "QCB_a"
triggerall = command != "holddown"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = StateNo = 3001
;---------------------------------------------------------------------------
;Slide
[State -1]
type = ChangeState
value = 2900
triggerall = command = "QCF_x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
trigger6 = stateno = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Zanzoken
[State -1]
type = ChangeState
value = 4000
triggerall = command = "zanzoken"
triggerall = command != "holddown"
triggerall = numprojid(4050) = 0
;triggerall = FrontEdgeBodyDist > 115
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
trigger6 = stateno = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Zanzoken Tras
[State -1]
type = ChangeState
value = 4050
triggerall = command = "zanzoken1"
triggerall = command != "holddown"
triggerall = numprojid(4051) = 0
;triggerall = BackEdgeBodyDist > 30
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
trigger6 = stateno = 240
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1  
trigger8 = stateno = 410
trigger8 = movecontact = 1  
trigger9 = stateno = 420
trigger9 = movecontact = 1  
trigger10 = stateno = 430
trigger10 = movecontact = 1  
;---------------------------------------------------------------------------
;Zanzoken Aereo
[State -1]
type = ChangeState
value = 4100
triggerall = command = "zanzoken"
triggerall = command != "holddown"
triggerall = numprojid(4100) < 2
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Zanzoken Durante Voa
[State -1]
type = ChangeState
value = 4200
triggerall = command = "zanzoken"
triggerall = command != "holddown"
triggerall = numprojid(4200) < 2
trigger1 = StateNo = 3001
trigger2 = stateno = 250
trigger2 = movecontact = 1  
trigger3 = stateno = 260
trigger3 = movecontact = 1  
trigger4 = stateno = 270
trigger4 = movecontact = 1  
trigger5 = stateno = 280
trigger5 = movecontact = 1  
;---------------------------------------------------------------------------
;Super Pulo
[State -1]
type = ChangeState
value = 7100
triggerall = statetype != A
trigger1 = command = "spulo"
;trigger1 = command = "hold_c"
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Super Pulo Frente
[State -1]
type = ChangeState
value = 7110
triggerall = statetype != A
trigger1 = command = "spulofwd"
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Super Pulo Tras
[State -1]
type = ChangeState
value = 7120
triggerall = statetype != A
trigger1 = command = "spulobck"
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Freeza
[State -1]
type = null;ChangeState
value = 10000
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;===========================================================================
;---------------------------------------------------------------------------
;Driving Elbow
[State -1]
type = ChangeState
value = 7600
triggerall = command = "elbow"
triggerall = command != "holddown"
triggerall = pos y = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
;---------------------------------------------------------------------------
;Stand_B(Perto)
[State -1]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = P2bodydist X <= 15
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 230
trigger5 = movecontact = 1  
;---------------------------------------------------------------------------
;Stand_A
[State -1]
type = ChangeState
value = 200
triggerall = command = "a";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210
trigger2 = movecontact = 1  
trigger3 = stateno = 220
trigger3 = movecontact = 1  
trigger4 = stateno = 230
trigger4 = movecontact = 1  
trigger5 = stateno = 240
trigger5 = movecontact = 1  
trigger6 = stateno = 3001
;---------------------------------------------------------------------------
;Stand_B
[State -1]
type = ChangeState
value = 210
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 220
trigger3 = movecontact = 1  
trigger4 = stateno = 230
trigger4 = movecontact = 1  
trigger5 = stateno = 240
trigger5 = movecontact = 1  
trigger6 = stateno = 3001
;---------------------------------------------------------------------------
;Stand_X
[State -1]
type = ChangeState
value = 220
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 230
trigger4 = movecontact = 1  
trigger5 = stateno = 240
trigger5 = movecontact = 1  
trigger6 = stateno = 3001
;---------------------------------------------------------------------------
;Stand_Y
[State -1]
type = ChangeState
value = 230
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  
trigger3 = stateno = 210
trigger3 = movecontact = 1  
trigger4 = stateno = 220
trigger4 = movecontact = 1  
trigger5 = stateno = 240
trigger5 = movecontact = 1  
trigger6 = stateno = 3001
;---------------------------------------------------------------------------
;Crouch_A
[State -1]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 410
trigger2 = movecontact = 1  
trigger3 = stateno = 420
trigger3 = movecontact = 1  
trigger4 = stateno = 430
trigger4 = movecontact = 1  
;---------------------------------------------------------------------------
;Crouch_B
[State -1]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1  
trigger3 = stateno = 420
trigger3 = movecontact = 1  
trigger4 = stateno = 430
trigger4 = movecontact = 1  
;---------------------------------------------------------------------------
;Crouch_X
[State -1]
type = ChangeState
value = 420
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1  
trigger3 = stateno = 410
trigger3 = movecontact= 1  
trigger4 = stateno = 430
trigger4 = movecontact = 1  
;---------------------------------------------------------------------------
;Crouch_Y
[State -1]
type = ChangeState
value = 430
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1  
trigger3 = stateno = 410
trigger3 = movecontact = 1  
trigger4 = stateno = 420
trigger4 = movecontact = 1  
;---------------------------------------------------------------------------
;Jump_A
[State -1]
type = ChangeState
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = P2StateType = A
trigger2 = Stateno = 610
trigger2 = movecontact = 1
trigger3 = P2StateType = A
trigger3 = Stateno = 620
trigger3 = movecontact = 1
trigger4 = P2StateType = A
trigger4 = Stateno = 630
trigger4 = movecontact = 1

;---------------------------------------------------------------------------
;Jump_B
[State -1]
type = ChangeState
value = 610
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = P2StateType = A
trigger2 = Stateno = 600
trigger2 = movecontact = 1
trigger3 = P2StateType = A
trigger3 = Stateno = 620
trigger3 = movecontact = 1
trigger4 = P2StateType = A
trigger4 = Stateno = 630
trigger4 = movecontact = 1

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

;Jump_X
[State -1]
type = ChangeState
value = 620
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = P2StateType = A
trigger2 = Stateno = 600
trigger2 = movecontact = 1
trigger3 = P2StateType = A
trigger3 = Stateno = 610
trigger3 = movecontact = 1
trigger4 = P2StateType = A
trigger4 = Stateno = 630
trigger4 = movecontact = 1

;---------------------------------------------------------------------------
;Jump_Y
[State -1]
type = ChangeState
value = 630
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = P2StateType = A
trigger2 = Stateno = 600
trigger2 = movecontact = 1
trigger3 = P2StateType = A
trigger3 = Stateno = 610
trigger3 = movecontact = 1
trigger4 = P2StateType = A
trigger4 = Stateno = 620
trigger4 = movecontact = 1
;---------------------------------------------------------------------------
[State -1]
type = ChangeAnim
value = 9998
triggerall = var(3)= 1
triggerall = life = 0
trigger1 = stateno != 8000
trigger2 = stateno = 5100
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 5150
triggerall = var(3)= 1
triggerall = life = 0
trigger1 = stateno != 8000
trigger1 = stateno != 5150
trigger1 = anim = 9998
;---------------------------------------------------------------------------
[State -1]
type = PosSet
y = 0
triggerall = var(3) = 1
triggerall = life = 0
trigger1 = stateno != 8000
;trigger2 = stateno = 5100
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 5150
triggerall = var(3)= 1
triggerall = life = 1
trigger1 = stateno = 5120
;trigger2 = stateno = 0
;---------------------------------------------------------------------------
