;-------------------------------------------------------------
;Evil Ken, by Reu
;-------------------------------------------------------------



 -;| CPU Activation Commands |-----------------------
[Command]
name = "cpu1"
command = ~D,UB, F, x, s, a, x, U,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu2"
command = ~D,UB, F, y, s, a, x, U,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu3"
command = ~D,UB, F, z, s, a, x, U,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu4"
command = ~D,DB, F, x, s,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu5"
command = ~D,DB, F, y, s,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu6"
command = ~D,DB, F, z, s,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu7"
command = ~D,DB, s, U, B, x ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu8"
command = ~D,DB, s, U, B, y ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu9"
command = ~D,DB, s, U, B, z ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu10"
command = ~D,DF, F, x, s, U ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu11"
command = ~D,DF, F, y, s, U ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu12"
command = ~D,DF, F, z, s, U ,x+y+z+a+b+c+s
time = 1

[Command]
name = "cpu13"
command = ~D,DF, F, a, s, U ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu14"
command = ~D,DF, F, b, s, U ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu15"
command = ~D,DF, F, c, s, U ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu16"
command = ~D,DB, B, a, s, U ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu17"
command = ~D,DB, B, b, s, U ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu18"
command = ~D,DB, B, c, s, U ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu19"
command = ~D,DB, F, a, s, U ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu20"
command = ~D,DB, F, b, s, U ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu21"
command = ~D,DB, F, c, s, U ,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu22"
command = ~D,UB, F, a, s, U,x+y+z+a+b+c+s
time = 1


[Command]
name = "cpu23"
command = ~D,UB, F, b, s, U,x+y+z+a+b+c+s
time = 1


;[Command]
;name = "cpu24"
;command = ~D,UB, F, c, s, U,x+y+z+a+b+c+s
;time = 1


;[Command]
;name = "cpu25"
;command = ~D,DF, F, s, s, U,x+y+z+a+b+c+s
;time = 1


;[Command]
;name = "cpu26"
;command = ~D,DB, B, s, a, s, U, x+y+z+a+b+c+s
;time = 1

;[Command]
;name = "cpu27"
;command = ~D,UB, F, b, s, U,x+y+z+a+b+c+s
;time = 1


;[Command]
;name = "cpu27"
;command = ~D,UB, F, c, s, U,x+y+z+a+b+c+s
;time = 1


;[Command]
;name = "cpu28"
;command = ~D,DF, F, s, s, U,x+y+z+a+b+c+s
;time = 1


;[Command]
;name = "cpu29"
;command = ~D,DB, B, s, a, s, U, x+y+z+a+b+c+s
;time = 1

;[Command]
;name = "cpu30"
;command = ~D,DB, B, s, a, s, U, x+y+z+a+b+c+s
;time = 1


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

; shinryuken
[Command]
name = "QCF2_a"
command = ~D, DF, F, D, DF, F, a
time = 20
[Command]
name = "QCF2_b"
command = ~D, DF, F, D, DF, F, b
time = 20
[Command]
name = "QCF2_c"
command = ~D, DF, F, D, DF, F, c
time = 20

; shoryureppa
[Command]
name = "QCF2_x"
command = ~D, DF, F, D, DF, F, x
time = 20
[Command]
name = "QCF2_y"
command = ~D, DF, F, D, DF, F, y
time = 20
[Command]
name = "QCF2_z"
command = ~D, DF, F, D, DF, F, z
time = 20

; shippu jinrai kyaku
[Command]
name = "QCB2_a"
command = ~D, DB, B, D, DB, B, a
time = 20
[Command]
name = "QCB2_b"
command = ~D, DB, B, D, DB, B, b
time = 20
[Command]
name = "QCB2_c"
command = ~D, DB, B, D, DB, B, c
time = 20

; Ken's Rave
[Command]
name = "QCB2_x"
command = ~D, DF, F, DF, D, DB, B, x
time = 30
[Command]
name = "QCB2_y"
command = ~D, DF, F, DF, D, DB, B, y
time = 30
[Command]
name = "QCB2_z"
command = ~D, DF, F, DF, D, DB, B, z
time = 30

; Shin Hadouken
[Command]
name = "HCF_x" 
command = ~D, DB, B, D, DB, B, x
time = 20
[Command]
name = "HCF_y"
command = ~D, DB, B, D, DB, B, y
time = 20
[Command]
name = "HCF_z"
command = ~D, DB, B, D, DB, B, z
time = 20

; Raging Demon
[Command]
name = "sshinshun"
command = x, x, F, a, z
time = 35

; MEGA END
[Command]
name = "dest1"
command = B, DB, D, DF, F, x+y
time = 30
[Command]
name = "dest2"
command = B, DB, D, DF, F, y+z
time = 30
[Command]
name = "dest3"
command = B, DB, D, DF, F, x+z
time = 30

; HadoBuster
[Command]
name = "bust1"
command = B, DB, D, DF, F, a+b
time = 30
[Command]
name = "bust2"
command = B, DB, D, DF, F, b+c
time = 30
[Command]
name = "bust3"
command = B, DB, D, DF, F, a+c
time = 30

; EarthShake!
[Command]
name = "d3a"
command = D, D, D, a
time = 25
[Command]
name = "d3b"
command = D, D, D, b
time = 25
[Command]
name = "d3c"
command = D, D, D, c
time = 25

;Rage Burst!
[Command]
name = "d3x"
command = D, D, D, x
time = 25
[Command]
name = "d3y"
command = D, D, D, y
time = 25
[Command]
name = "d3z"
command = D, D, D, z
time = 25



;-| Special Motions |------------------------------------------------------
; Asura Senkuu Forward
[Command]
name = "asuraf_a"
command = ~F, D, DF, a+b

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

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

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

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

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

;-----------------
; Asura Senkuu Backward
[Command]
name = "asurab_a"
command = ~B, D, DB, a+b

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

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

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

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

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


; fireball/hadoken
[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


; Rising Hurricane kick
[Command]
name = "RDP_a"
command = ~D, DF, F, a
[Command]
name = "RDP_b"
command = ~D, DF, F, b
[Command]
name = "RDP_c"
command = ~D, DF, F, c

; Renbukyaku
[Command]
name = "DP_a"
command = ~F, D, DF, a
[Command]
name = "DP_b"
command = ~F, D, DF, b
[Command]
name = "DP_c"
command = ~F, D, DF, c

; shoryuken/dragon punch
[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

; hurricane kick / tatsu maki senpu kyaku
[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

; ken's rolling 
[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


; alpha counters & ground recovery
[Command]
name = "BQCD_a"
command = ~B, DB, D, a
time = 10
[Command]
name = "BQCD_b"
command = ~B, DB, D, b
time = 10
[Command]
name = "BQCD_c"
command = ~B, DB, D, c
time = 10

; alpha counters & ground recovery
[Command]
name = "BQCD_x"
command = ~B, DB, D, x

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

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

;-| 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 = "DDs"
command = D, D, s
time = 30

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

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

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

[Command]
name = "xy"
command = x+y
time = 1

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

[Command]
name = "ax"
command = a+x
time = 1

[Command]
name = "by"
command = b+y
time = 1

[Command]
name = "cz"
command = c+z
time = 1

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

[Command]
name = "up_b"
command = /U, b
time = 1

[Command]
name = "up_c"
command = /U, c
time = 1

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

[Command]
name = "fwd_xy"
command = /F, x+y
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 ;	Start!
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

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

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

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

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

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

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

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

[Command]
name = "holdfwd2"  ;Required (do not remove)
command = ~D,$F
time = 5

[Command]
name = "holdback2" ;Required (do not remove)
command = ~D,$B
time = 5


[Command]
name = "holdup2" 
command = ~D,$U
time = 5

;=============================================================================================================
[Statedef -1]

;AI ACTIVATE!
[State -1, AI]
type = VarSet
trigger1  = command = "cpu1"
trigger2  = command = "cpu2"
trigger3  = command = "cpu3"
trigger4  = command = "cpu4"
trigger5  = command = "cpu5"
trigger6  = command = "cpu6"
trigger7  = command = "cpu7"
trigger8  = command = "cpu8"
trigger9  = command = "cpu9"
trigger10 = command = "cpu10"
trigger11 = command = "cpu11"
trigger12 = command = "cpu12"
trigger13 = command = "cpu13"
trigger14 = command = "cpu14"
trigger15 = command = "cpu15"
trigger16 = command = "cpu16"
trigger17 = command = "cpu17"
trigger18 = command = "cpu18"
trigger19 = command = "cpu19"
trigger20 = command = "cpu20"
trigger21 = command = "cpu21"
trigger22 = command = "cpu22"
trigger23 = command = "cpu23"
;trigger24 = command = "cpu24"
;trigger25 = command = "cpu25"
;trigger26 = command = "cpu26"
;trigger27 = command = "cpu27"
;trigger28 = command = "cpu28"
;trigger29 = command = "cpu29"
;trigger30 = command = "cpu30"
v = 30
value = 59

;CPU COMMANDS:

; Stand Still--If you win, STOP MOVING!!! AI shut up code by Big Eli King
[State -1]
type = ChangeState
value = 0
triggerall = Var(30) = 59
triggerall = Win = 1
trigger1 = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 0
triggerall = Var(30) = 59
triggerall = statetype != A
trigger1 = stateno = 40

; Roll Forward / Run Forward
[State -1]
type = ChangeState
value = 100
triggerall = var(30) = 59
triggerall = statetype != A
triggerall = var(23) = 0
trigger1 = ctrl = 1
trigger1 = P2BodyDist X = [50,999]

;[State -1, Random Roll forward]
;type = changestate
;value = 1200
;triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
;triggerall = Var(30) = 59
;triggerall = statetype = S
;triggerall = statetype != A
;triggerall = ctrl
;trigger1 = P2BodyDist X = [50,200]
;trigger1 = random <= 50

;[State -1, Random Roll forward]
;type = changestate
;value = 1210
;triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
;triggerall = Var(30) = 59
;triggerall = statetype = S
;triggerall = statetype != A
;triggerall = ctrl
;trigger1 = P2BodyDist X = [50,200]
;trigger1 = random <= 50

;[State -1, Random Roll forward]
;type = changestate
;value = 1220
;triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
;triggerall = Var(30) = 59
;triggerall = statetype = S
;triggerall = statetype != A
;triggerall = ctrl
;trigger1 = P2BodyDist X = [50,200]
;trigger1 = random <= 50

[State -1, random taunt]
type = changestate
value = 196
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X = [50,300]
triggerall = random <= 900
triggerall = Var(44) = 0
trigger1 = p2stateno = 5050
trigger2 = p2stateno = 5100
trigger3 = p2stateno = 5101
trigger4 = p2stateno = 5110
trigger5 = p2stateno = 5020
trigger6 = p2stateno = 5030


[State -1, cpu hadoken barrage]
type = changestate
value = 1002
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype = S
triggerall = statetype != A
triggerall = NumProjID(3) = 0
triggerall = ctrl
triggerall = p2stateno != 5050
triggerall = p2stateno != 5100
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = p2stateno != 5020
triggerall = p2stateno != 5030
triggerall = projcontact = 0
triggerall = NumProjID(4) = 0
triggerall = NumProjID(10) = 0
triggerall = Var(16) < 3
triggerall = P2movetype != A
triggerall = projcontact = 0, < 45
trigger1 = P2BodyDist X = [200,999]
trigger1 = random <= 100

[State -1, cpu warp crossup]
type = changestate
value = 3960
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
triggerall = projcontact4 = 0
triggerall = Frontedgebodydist > 150
;trigger1 = P2BodyDist X > 180
;trigger1 = prevstateno = 1002
trigger1 = P2BodyDist X > 200
trigger1 = random <= 100

[State -1, cpu warp counter close range]
type = changestate
value = 3970
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype != A
triggerall = ctrl
triggerall = frontedgedist > 180
trigger1 = P2BodyDist X = [20,100]
trigger1 = p2movetype = A
trigger1 = random <= 300
trigger2 = ProjGuardedTime(0) != -1 && ProjGuardedTime(0) < 30


[State -1, cpu warp counter medium range]
type = changestate
value = 3960
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype != A
triggerall = ctrl
triggerall = frontedgedist > 280
trigger1 = P2BodyDist X = [100,200]
trigger1 = p2movetype = A
trigger1 = random <= 700
trigger2 = ProjGuardedTime(0) != -1 && ProjGuardedTime(0) < 30

[State -1, cpu warp counter far range]
type = changestate
value = 3960
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype != A
triggerall = ctrl
triggerall = frontedgedist > 280
trigger1 = P2BodyDist X > 200
trigger1 = p2movetype = A
trigger1 = random <= 700

;[State -1, CVS dodge]
;type = changestate
;value = 1055
;triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
;triggerall = Var(30) = 59
;triggerall = statetype != A
;triggerall = ctrl
;trigger1 = P2BodyDist X < 80
;trigger1 = p2movetype = A
;trigger1 = random <= 700

[State -1, cpu warp]
type = changestate
value = 3960
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
triggerall = projcontact4 = 0
triggerall = Frontedgebodydist > 150
trigger1 = P2BodyDist X = [50,200]
trigger1 = random <= 100
;trigger2 = P2BodyDist X = [50,200]
;trigger2 = prevstateno = 1002

[State -1, cpu warp]
type = changestate
value = 3980
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
triggerall = projcontact4 = 0
triggerall = Backedgebodydist > 250
trigger1 = P2BodyDist X = [50,200]
trigger1 = random <= 100
;trigger2 = P2BodyDist X = [50,200]
;trigger2 = prevstateno = 1002

[State -1, random hadouken]
type = changestate
value = 1002
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = NumProjID(3) = 0
triggerall = projcontact = 0
triggerall = NumProjID(4) = 0
triggerall = NumProjID(10) = 0
triggerall = Var(16) < 3
triggerall = P2movetype != A
triggerall = projcontact = 0, < 45
trigger1 = statetype = S
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = P2BodyDist X = [50,200]
trigger1 = random <= 100
trigger2 = statetype = S
trigger2 = P2BodyDist X > 60
trigger2 = P2BodyDist Y > -30
trigger2 = random <= 200
trigger2 = statetype != A
trigger2 = ctrl
trigger3 = stateno = 425
trigger3 = moveguarded = 1
trigger4 = stateno = 220
trigger4 = moveguarded = 1


[State -1, earthshake if fall straight down]
type = changestate
value = 3900
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = power >= 1000
;triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X > 100
triggerall = P2BodyDist Y > -10
triggerall = roundstate = 2
triggerall = var(10) = 0
trigger1 = p2stateno = 5050
trigger2 = p2stateno = 5100
trigger3 = p2stateno = 5101
trigger4 = p2stateno = 5110

[State -1, earthshake blockimpact]
type = changestate
value = 3900
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = power >= 1000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = var(10) = 0
triggerall = projguarded = 1, < 10
triggerall = p2statetype != A
trigger1 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 1500 || stateno = 1600 || stateno = 1700
trigger1 = movecontact = 1
trigger2 = stateno = 1000 || stateno = 1001 || stateno = 1002
trigger2 = projcontact = 1, < 20
trigger3 = stateno = 3450 || stateno = 3455 || stateno = 3460 || stateno = 3700 || stateno = 3800 || stateno = 3820 || stateno = 3865 || stateno = 3866 || stateno = 3867 || stateno = 3871 || stateno = 3875
trigger3 = movecontact = 1
trigger4 = stateno = 2150 || stateno  =  2200 || stateno = 3885
trigger4 = movecontact = 1
trigger5 = stateno = 250 || stateno = 209 || stateno = 220 || stateno = 230 || stateno = 225 || stateno = 420 || stateno = 425
trigger5 = movecontact = 1
trigger6 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
trigger7 = movecontact = 1
trigger7 = stateno = 1550 || stateno = 1650 || stateno = 1750 || stateno = 4052
trigger8 = stateno = 3885
trigger8 = projcontact = 1, < 20

[State -1, earthshake MSSM initiate]
type = changestate
value = 3900
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = power >= 1000
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = var(10) = 0
;triggerall = p2statetype != A
trigger1 = stateno = 3885 && projcontact = 1 && var(28) = 2
trigger2 = stateno = 4052 && movecontact = 1


[State -1, psycic dragon punch! f]
type = changestate
value = 1700
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
;triggerall = statetype = S
triggerall = statetype != A && P2movetype != H
triggerall = ctrl
triggerall = P2BodyDist X = [40,80]
triggerall = P2BodyDist Y = [-150,-60]
triggerall = var(34) = 0
triggerall = var(16) <= 4
trigger1 = p2stateno = 50
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = 1

[State -1, psycic dragon punch! f extra ]
type = changestate
value = 1750
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
;triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X = [40,80]
triggerall = P2BodyDist Y = [-150,-30]
triggerall = var(34) > 0
triggerall = p2movetype = H
trigger1 = p2stateno = 50
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = 1
trigger7 = stateno = 1700
trigger7 = hitcount = 2

[State -1, psycic dragon punch! m]
type = changestate
value = 1600
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
;triggerall = statetype = S
triggerall = statetype != A && P2movetype != H
triggerall = ctrl
triggerall = P2BodyDist X = [20,40]
triggerall = P2BodyDist Y = [-150,-20]
triggerall = var(34) = 0
triggerall = var(16) <= 4
trigger1 = p2stateno = 50
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = 1

[State -1, psycic dragon punch! m extra]
type = changestate
value = 1650
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X = [20,40]
triggerall = P2BodyDist Y = [-150,-20]
triggerall = var(34) > 0
triggerall = p2movetype = H
trigger1 = p2stateno = 50
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = 1
trigger7 = stateno = 1600
trigger7 = hitcount = 2

[State -1, psycic dragon punch! l]
type = changestate
value = 1500
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype != A && P2movetype != H
triggerall = ctrl
triggerall = P2BodyDist X = [0,20]
triggerall = P2BodyDist Y = [-150,-10]
triggerall = var(34) = 0
triggerall = hitcount <= 4
trigger1 = p2stateno = 50
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = 1

[State -1, counter dragon punch! l]
type = changestate
value = 1500
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X = [0,20]
triggerall = P2BodyDist Y = [-150,0]
triggerall = var(34) = 0
trigger1 = p2movetype = A
trigger1 = random < 999

[State -1, coutner followup dragon punch! l extra ]
type = changestate
value = 1550
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = p2movetype = H
;triggerall = statetype = S
;triggerall = statetype != A
;triggerall = P2BodyDist X >= 40
;triggerall = P2BodyDist X <= 90
;triggerall = P2BodyDist Y <= -30
;triggerall = P2BodyDist Y >= -150
:triggerall = var(34) > 0
trigger1 = stateno = 1500
trigger1 = hitcount = 2



[State -1, psycic dragon punch! l extra]
type = changestate
value = 1550
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X = [0,20]
triggerall = P2BodyDist Y = [-150,0]
triggerall = var(34) > 0
triggerall = p2movetype = H
trigger1 = p2stateno = 50
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = 1
trigger7 = stateno = 1500
trigger7 = hitcount = 2

[State -1, psycic Shinryuken]
type = changestate
value = 3700
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = power >= 1000
triggerall = P2BodyDist X = [-10,15]
triggerall = P2BodyDist Y = [-200,-10]
triggerall = p2movetype != H
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = var(10) = 0
triggerall = hitcount < 20
trigger1= ctrl
trigger2 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
trigger2 = random <= 100
trigger3 = stateno = 3460
trigger3 = movehit = 1
trigger3 = random <= 400

[State -1,bamm Shinryuken]
type = changestate
value = 3700
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = power >= 1000
triggerall = var(10) = 0
trigger1 = stateno = 4052 && movecontact = 1 && power < 2000
trigger2 = stateno = 3900 && var(28) = 2 && movecontact = 1 && p2bodydist X > 50

;Stand Throw Knee
[State -1, Stand Kick Throw]
type = ChangeState
value = 905
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = Var(10) = 0
triggerall = p2statetype = S
triggerall = P2movetype != H
trigger1 = P2BodyDist X = [0,20]
trigger1 = P2BodyDist Y = [-10, 10]
trigger1 = random <= 700

; Kick Air Throw
[State -1]
type = ChangeState
value = 950
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype = A
triggerall = ctrl = 1
triggerall = p2statetype = A
triggerall = Var(10) = 0
triggerall = P2movetype != H
trigger1 = P2BodyDist X = [0,20]
trigger1 = P2BodyDist Y = [-10, 10]
trigger1 = random <= 700

; Ground Recovery
[State -1, Forward Ground Rec]
type = ChangeState
value = 2010
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = alive = 1 && canrecover = 1 && pos y >= -5
trigger1 = stateno = 5100 || stateno = 5101
trigger1 = random <= 999

; FC Ground Recovery
[State -1, Jab Ground Rec]
type = ChangeState
value = 2003
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = alive = 1 && canrecover = 1 && pos y > -5
trigger1 = stateno = 5050 || stateno = 5071
trigger1 = random <= 499

; Strong Ground Recovery
[State -1, Strong Ground Rec]
type = ChangeState
value = 2002
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = alive = 1 && canrecover = 1 && pos y > -5
trigger1 = stateno = 5050 || stateno = 5071
trigger1 = random <= 499

; JB Ground Recovery
[State -1, Fierce Ground Rec]
type = ChangeState
value = 2001
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = alive = 1 && canrecover && pos y > -5
trigger1 = stateno = 5050 || stateno = 5071
trigger1 = random <= 499

; Punch Alpha Counter
[State -1, Punch Alpha]
type = ChangeState
value = 2100
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = power >= 1000
triggerall = stateno >= 150 && stateno <= 153
triggerall = var(10) = 0
trigger1 = P2BodyDist X = [0,30]
trigger1 = random <= 600
;trigger2 = p2statetype = A

; Kick Alpha Counter
[State -1, Kick Alpha]
type = ChangeState
value = 2200
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = power >= 2000
triggerall = stateno >= 150 && stateno <= 153
triggerall = var(10) = 0
trigger1 = P2BodyDist X = [0,40]
trigger1 = random <= 600
trigger1 = p2statetype != A

; =====================
; AI Recover air   Thanks to Kenshin for these recover codes!
; =====================
[State -1]
type = ChangeState
value = 5210
triggerall = canrecover = 1
triggerall = Var(30) = 59
triggerall = random < 999
triggerall = life > 0
triggerall = time > 30
trigger1 = stateno = 5050


; =====================
; AI Recover ground
; =====================
[State -1]
type = ChangeState
value = 5201
triggerall = canrecover = 1
triggerall = Var(30) = 59
triggerall = random < 999
triggerall = life > 0
trigger1 = stateno = 5100
trigger1 = Pos Y < -20
persistent = 0

; =====================
; AI Standing Guard
; =====================
[State -1]
type = ChangeState
value = 130
triggerall = Var(30) = 59
triggerall = ctrl
trigger1 = random < 999
trigger1 = P2movetype = A
trigger1 = statetype = S
trigger1 = P2BodyDist X < 20

; =====================
; AI Crouching Guard
; =====================
[State -1]
type = ChangeState
value = 131
triggerall = Var(30) = 59
triggerall = ctrl
trigger1 = random < 999
trigger1 = P2movetype = A
trigger1 = statetype = C
trigger1 = P2statetype != S


; =====================
; AI Air Guard
; =====================
[State -1]
type = ChangeState
value = 132
triggerall = Var(30) = 59
triggerall = ctrl
trigger1 = random < 999
trigger1 = P2movetype = A
trigger1 = statetype = A
trigger2 = stateno = 5210
trigger2 = P2BodyDist Y > 0
trigger2 = random < 999

[State -1];S to C
type = ChangeState
value = 152
triggerall = var(30) = 59
triggerall = Statetype != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
trigger1 = stateno = 150
trigger2 = stateno = 151


[State -1]; C to S
type = ChangeState
value = 150
triggerall = var(30) = 59
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = P2Movetype = A
trigger1 = stateno = 152
trigger2 = stateno = 153

[State -1]; A to S
type = ChangeState
value = 150
triggerall = var(30) = 59
triggerall = Statetype != A
triggerall = Pos Y > 0
triggerall = P2statetype != C
triggerall = P2Movetype = A
trigger1 = stateno = 154
trigger2 = stateno = 155

[State -1]
type = ChangeState
value = 152
triggerall = var(30) = 59
triggerall = Statetype != A
triggerall = Pos Y > 0
triggerall = P2statetype = C
triggerall = P2Movetype = A
trigger1 = stateno = 154
trigger2 = stateno = 155

[State -1, CVS dodge]
type = changestate
value = 1055
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = statetype != A
trigger1 = stateno = 405 && movecontact = 0 && animtime = 0
trigger2 = stateno = 400 && movecontact = 0 && animtime = 0
trigger3 = stateno = 206 && movecontact = 0 && animtime = 0


;======================
;Evil Ken's Random Ground Combo Tree 1 - Short Opponents combos
[State -1]
type = ChangeState
value = 405
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = P2statetype != A
triggerall = P2movetype != H
triggerall = P2BodyDist Y = [-10,10]
triggerall = p2stateno != 5100
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = P2movetype != H
triggerall = P2statetype != A
triggerall = stateno != 400
trigger1 = P2statetype = C
trigger1 = P2Movetype != A
trigger1 = ctrl = 1
trigger1 = statetype != A
trigger1 = P2BodyDist X = [-10,50]
trigger1 = random < 800
trigger2 = P2statetype = C
trigger2 = P2Movetype != A
trigger2 = ctrl = 1
trigger2 = statetype != A
trigger2 = P2BodyDist X = [-10,50]
trigger2 = random < 800

[State -1]
type = ChangeState
value = 400
triggerall = Var(30) = 59
triggerall = random < 650
triggerall = P2statetype != A
trigger1 = stateno = 405
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 415
triggerall = Var(30) = 59
triggerall = random < 650
triggerall = P2statetype != A
trigger1 = stateno = 400
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 410
triggerall = Var(30) = 59
triggerall = random < 650
triggerall = P2statetype != A
trigger1 = stateno = 415
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 420
triggerall = Var(30) = 59
triggerall = random < 650
triggerall = P2statetype != A
trigger1 = stateno = 410
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 1840
triggerall = Var(30) = 59
triggerall = random < 650
triggerall = P2BodyDist X = [0,60]
trigger1 = stateno = 420
trigger1 = movehit = 1

[State -1]
type = ChangeState
value = 1002
triggerall = Var(30) = 59
triggerall = random < 650
triggerall = projcontact = 0, < 45
trigger1 = stateno = 420
trigger1 = movecontact = 1
trigger2 = stateno = 220
trigger2 = moveguarded = 1

[State -1]
type = ChangeState
value = 3885
triggerall = Var(30) = 59
triggerall = power >= 1000
triggerall = projhit4 = 0
triggerall = projhit10 = 0
triggerall = roundstate = 2
triggerall = var(10) = 0
trigger1 = stateno = 1002 && projhit = 1
trigger2 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
trigger2 = random <= 700 && projhit = 1
trigger3 = stateno = 3820 && movecontact = 1 && power >= 2000

[State -1]
type = ChangeState
value = 4040
triggerall = Var(30) = 59
triggerall = power >= 1000
triggerall = P2BodyDist X > 50
triggerall = roundstate = 2
triggerall = var(10) = 0
trigger1 = stateno = 3885
trigger1 = projhit = 1
trigger2 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
trigger2 = random <= 700
trigger2 = projhit = 1

[State -1]
type = ChangeState
value = 3450
triggerall = Var(30) = 59
triggerall = power >= 1000
triggerall = P2BodyDist X = [0,50]
triggerall = roundstate = 2
triggerall = var(10) = 0
trigger1 = stateno = 3885
trigger1 = projhit = 1
trigger2 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
trigger2 = random <= 700
trigger2 = projhit = 1
trigger3 = stateno = 4052 && movecontact = 1 && power >= 2000

[State -1]
type = ChangeState
value = 100
triggerall = Var(30) = 59
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = projcontact4 = 1

;OTG 
[State -1]
type = ChangeState
value = 400
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = P2Movetype != A
triggerall = ctrl = 1
triggerall = statetype != A
triggerall = P2BodyDist X <= 40
trigger1 = p2stateno = 5100
trigger2 = p2stateno = 5101
trigger3 = p2stateno = 5110
trigger4 = p2stateno = [5080,5081]

[State -1]
type = ChangeState
value = 425
triggerall = Var(30) = 59
;triggerall = P2statetype = A
trigger1 = stateno = 400
trigger1 = movecontact = 1
trigger1 = P2BodyDist Y > -40
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
trigger3 = stateno = 405
trigger3 = movecontact = 1
trigger3 = p2statetype = A

[State -1]
type = ChangeState
value = 425
triggerall = Var(30) = 59
triggerall = stateno = 400
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 41
triggerall = Var(30) = 59
trigger1 = stateno = 425
trigger1 = movehit = 1
ctrl = 1

;=======================
;Evil Ken Air Combo Tree 1

[State -1] ; CC mode activate!
type = ChangeState
value = 3911
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = P2statetype != S
triggerall = P2statetype != C
triggerall = vel X > 0
triggerall = projcontact4 = 0
triggerall = stateno != 101
triggerall = Var(10) = 0
triggerall = statetype = A
triggerall = power <= 1500
trigger1 = random <= 400
trigger1 = time >= 0
trigger1 = P2Movetype = H
trigger1 = ctrl = 1
trigger1 = statetype = A
trigger1 = P2BodyDist X = [0,70]
trigger1 = P2BodyDist Y = [-30,30]

[State -1] ; CC mode activate!
type = ChangeState
value = 3911
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = P2statetype != S
triggerall = P2statetype != C
triggerall = vel X <= 0
triggerall = projcontact4 = 0
triggerall = stateno != 101
triggerall = Var(10) = 0
triggerall = statetype = A
triggerall = power <= 1500
triggerall = random <= 400
trigger1 = time >= 0
trigger1 = P2Movetype = H
trigger1 = ctrl = 1
trigger1 = statetype = A
trigger1 = P2BodyDist X = [0,70]
trigger1 = P2BodyDist Y = [-30,30]

[State -1]
type = ChangeState
value = 605
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = P2statetype != S
triggerall = P2statetype != C
triggerall = vel X > 0
triggerall = projcontact4 = 0
triggerall = stateno != 101
trigger1 = time > 0
trigger1 = P2Movetype != A
trigger1 = ctrl = 1
trigger1 = statetype = A
trigger1 = P2BodyDist X = [-10,50]
trigger1 = P2BodyDist Y = [-30,30]
trigger2 = stateno = 1852 && var(10) > 1 && hitcount = 3

[State -1]
type = ChangeState
value = 600
triggerall = roundstate = 2
triggerall = Var(30) = 59
trigger1 = stateno = 605
trigger1 = movecontact = 1
trigger1 = random <= 900

[State -1]
type = ChangeState
value = 615
triggerall = Var(30) = 59
trigger1 = stateno = 600
trigger1 = movecontact = 1

;[State -1]
;type = ChangeState
;value = 1862
;triggerall = Var(30) = 59
;triggerall = Var(10) = 0
;trigger1 = stateno = 1852 && movecontact = 1

[State -1]
type = ChangeState
value = 4050
triggerall = Var(30) = 59
triggerall = power >= 2000
triggerall = P2BodyDist X < 100
triggerall = roundstate = 2
triggerall = var(10) = 0
triggerall = p2statetype = A
trigger1 = stateno = 1852 && vel X < 0 && hitcount = 4 && movehit = 1
trigger2 = stateno = 3451 && movecontact = 1 && p2statetype != A

[State -1]
type = ChangeState
value = 610
triggerall = Var(30) = 59
triggerall = random < 800 && var(10) = 0
trigger1 = stateno = 615
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 625
triggerall = Var(30) = 59
triggerall = Var(10) = 0
triggerall = p2movetype != A
trigger1 = stateno = 610
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 620
triggerall = Var(30) = 59
triggerall = Var(10) = 0
triggerall = p2movetype != A
trigger1 = stateno = 101
trigger1 = time > 3
trigger1 = P2BodyDist X = [0,50]


[State -1]
type = ChangeState
value = 1862
triggerall = Var(30) = 59
trigger1 = random < 800
trigger1 = Var(10) = 0
trigger1 = stateno = 625
trigger1 = movecontact = 1
;trigger2 = Var(10) > 1
;trigger2 = stateno = 1851
;trigger2 = movecontact = 1
;trigger2 = pos Y <= -250
;trigger3 = Var(10) > 1
;trigger3 = stateno = 1861
;trigger3 = movecontact = 1
;trigger3 = pos Y <= -250

[State -1]
type = ChangeState
value = 1852
triggerall = Var(30) = 59
triggerall = P2movetype != I
trigger1 = stateno = 620
trigger1 = movecontact = 1
trigger2 = P2statetype != S
trigger2 = P2statetype != C
trigger2 = Vel X = 0
trigger2 = ctrl = 1
trigger2 = time > 3
trigger2 = statetype = A
trigger3 = P2statetype != S
trigger3 = P2statetype != C
trigger3 = vel X < 0
trigger3 = ctrl = 1
trigger3 = statetype = A
trigger4 = stateno = 1863
;trigger4 = stateno = 1862
;trigger4 = movecontact = 1
trigger5 = Var(10) > 1
trigger5 = stateno = 1861
trigger5 = hitcount >= 3
;trigger6 = stateno = 610
;trigger6 = movecontact = 1

[State -1]
type = ChangeState
value = 1861
triggerall = Var(30) = 59
triggerall = random < 800
triggerall = Var(10) > 1
;trigger1 = stateno = 1852
;trigger1 = movecontact = 1
trigger1 = stateno = 1851
trigger1 = hitcount = 3
trigger2 = stateno = 615 && movecontact = 1

;[State -1]
;type = ChangeState
;value = 1851
;triggerall = Var(30) = 59
;triggerall = random < 800
;triggerall = Var(10) > 1
;trigger1 = stateno = 615 && movecontact = 1

[State -1]
type = ChangeState
value = 4020
triggerall = Var(30) = 59
triggerall = power >= 1000
triggerall = P2statetype = A
triggerall = roundstate = 2
triggerall = var(10) = 0
;trigger1 = stateno = 1852
;trigger1 = Var(33) = 1
;trigger1 = hitcount = 4
;trigger1 = movecontact = 1
;trigger2 = stateno = 1852
;trigger2 = vel X > 0
;trigger2 = movecontact = 1
;trigger2 = Var(33) = 0
;trigger3 = stateno = 1852
;trigger3 = vel X < 0
;trigger3 = hitcount = 4
;trigger3 = movecontact = 1
trigger1 = stateno = 4030
trigger1 = projcontact4 = 1, > 5 && time > 4
trigger2 = stateno = 1560 || stateno = 1660 || stateno = 1760
trigger2 = vel Y = 0
trigger2 = P2BodyDist Y = [-40,40]
trigger2 = frontedgedist <= -100
trigger3 = stateno = 3860
trigger3 = movehit = 1
trigger3 = P2BodyDist Y = [-40,40]
trigger3 = hitcount = 16
trigger4 = stateno = 271
trigger4 = hitcount = 2

[State -1]
type = ChangeState
value = 4030
triggerall = Var(30) = 59
triggerall = power >= 1000
triggerall = random < 800
triggerall = P2statetype = A
triggerall = roundstate = 2
triggerall = var(10) = 0
trigger1 = P2BodyDist Y = [-40,40]
trigger1 = stateno = 1852
trigger1 = Var(33) = 1
trigger1 = hitcount = 4
trigger1 = movehit = 1
trigger2 = stateno = 1852
trigger2 = P2BodyDist Y = [-40,40]
trigger2 = vel X > 0
trigger2 = movehit= 1
trigger2 = Var(33) = 0
;trigger3 = stateno = 1852
;trigger3 = vel X < 0
;trigger3 = hitcount = 4
;trigger3 = movecontact = 1
trigger3 = stateno = 4021
trigger3 = projhit2000 = 1
trigger3 = time > 15
trigger4 = stateno = 1834
trigger4 = moveHit = 1

;Raging demon Random
[State -1]
type = ChangeState
value = 3890
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = power >= 3000
triggerall = P2BodyDist Y = [-10,10]
triggerall = life >= 1
triggerall = var(10) = 0
trigger1 = P2Movetype != H
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger1 = P2BodyDist X <= 100
trigger1 = random < 100
trigger2 = ctrl = 1
trigger2 = statetype = S
trigger2 = P2BodyDist X <= 100
trigger2 = random < 100
trigger2 = projguarded = 1

;Evil Ken's Random Ground Combo Tree 2 - Universal Opponents combos.
[State -1]
type = ChangeState
value = 206
triggerall = (roundstate != [0,1]) || (roundstate != [3,4]) 
triggerall = Var(30) = 59
triggerall = P2BodyDist Y = [-20,20]
triggerall = P2statetype != C
triggerall = P2statetype != A
trigger1 = P2Movetype != A
trigger1 = ctrl = 1
trigger1 = statetype != A
trigger1 = P2BodyDist X <= 50
trigger1 = random < 800

[State -1]
type = ChangeState
value = 201
triggerall = Var(30) = 59
triggerall = random < 850
triggerall = P2statetype != A
trigger1 = stateno = 206
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 240
triggerall = Var(30) = 59
triggerall = random < 850
triggerall = P2statetype != A
trigger1 = stateno = 201
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 210
triggerall = Var(30) = 59
triggerall = random < 850
triggerall = P2statetype != A
trigger1 = stateno = 240
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 220
triggerall = Var(30) = 59
triggerall = random < 850
triggerall = P2statetype != A
trigger1 = stateno = 210
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 280
triggerall = Var(30) = 59
triggerall = random < 400
triggerall = P2statetype != A
trigger1 = stateno = 220
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 281
triggerall = Var(30) = 59
triggerall = random < 850
triggerall = P2statetype != A
trigger1 = stateno = 280
trigger1 = animtime = 0

[State -1]
type = ChangeState
value = 250
triggerall = Var(30) = 59
triggerall = random < 850
triggerall = P2statetype != A
trigger1 = stateno = 281
trigger1 = animtime = 0

[State -1]
type = ChangeState
value = 275
triggerall = Var(30) = 59
trigger1 = stateno = 250
trigger1 = movecontact = 1

[State -1]
type = ChangeState
value = 3800
triggerall = Var(30) = 59
triggerall = power >= 1000
triggerall = projhit4 = 0
triggerall = projhit10 = 0
triggerall = random < 400
triggerall = P2statetype = S
triggerall = roundstate = 2
triggerall = var(10) = 0
trigger1 = stateno = 220
trigger1 = movehit = 1

[State -1]
type = ChangeState
value = 3865
triggerall = Var(30) = 59
triggerall = power >= 2000
triggerall = random < 400
triggerall = P2statetype != A
triggerall = roundstate = 2
triggerall = var(10) = 0
trigger1 = stateno = 220
trigger1 = movehit = 1

[State -1]
type = ChangeState
value = 4000
triggerall = Var(30) = 59
triggerall = power >= 2000
triggerall = random < 400
triggerall = P2statetype != A
triggerall = roundstate = 2
triggerall = var(10) = 0
trigger1 = stateno = 220
trigger1 = movehit = 1


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

; Ground Recovery
[State -1, Forward Ground Rec]
type = ChangeState
value = 2010
triggerall = command = "ab"
triggerall = alive = 1 && canrecover = 1 && pos y >= -5
trigger1 = stateno = 5100 || stateno = 5101

; Jab Ground Recovery
[State -1, Jab Ground Rec]
type = ChangeState
value = 2001
triggerall = command = "BQCD_x"
triggerall = alive = 1 && canrecover = 1 && pos y > -5
trigger1 = stateno = 5050 || stateno = 5071

; Strong Ground Recovery
[State -1, Strong Ground Rec]
type = ChangeState
value = 2002
triggerall = command = "BQCD_y" || command = "ab" || command = "bc"
triggerall = alive = 1 && canrecover = 1 && pos y > -5
trigger1 = stateno = 5050 || stateno = 5071

; Fierce Ground Recovery
[State -1, Fierce Ground Rec]
type = ChangeState
value = 2003
triggerall = command = "BQCD_z"
triggerall = alive = 1 && canrecover && pos y > -5
trigger1 = stateno = 5050 || stateno = 5071

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

; SHORYUREPPA
[State -1, Fierce Shoryureppa]
type = ChangeState
value = 3450
triggerall = var(30) = 0
triggerall = command = "QCF2_x" || command = "QCF2_y" || command = "QCF2_z"
triggerall = var(10) = 0
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 1500 || stateno = 1600 || stateno = 1700 
trigger3 = movecontact = 1
trigger4 = stateno = 1000 || stateno = 1001 || stateno = 1002
trigger4 = projcontact = 1, < 20
trigger5 = stateno = 3700 || stateno = 3800 || stateno = 3820 || stateno = 3865 || stateno = 3866 || stateno = 3867 || stateno = 3871 || stateno = 3875 || stateno = 3900
trigger5 = movecontact = 1
trigger6 = stateno = 2150 || stateno  =  2200 || stateno = 3885
trigger6 = movecontact = 1
trigger7 = stateno = 250 || stateno = 209 || stateno = 220 || stateno = 230 || stateno = 225 || stateno = 420 || stateno = 425
trigger7 = movecontact = 1
trigger8 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991 || stateno = 750
trigger9 = movecontact = 1
trigger9 = stateno = 1550 || stateno = 1650 || stateno = 1750 || stateno = 4052 || stateno = 275 || stateno = 270 || stateno = 280 || stateno = 281
trigger10 = stateno = 3885
trigger10 = projcontact = 1, < 80


;==========================================================================================================
;SHINRYUKEN
[State -1, 16]
type = ChangeState
value = 3700
triggerall = var(30) = 0
triggerall = command = "QCF2_a" || command = "QCF2_b" || command = "QCF2_c"
triggerall = power >= 1000
triggerall = var(10) = 0
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 1500 || stateno = 1600 || stateno = 1700
trigger3 = movecontact = 1
trigger4 = stateno = 1000 || stateno = 1001 || stateno = 1002
trigger4 = projcontact = 1, < 20
trigger5 = stateno = 3450 || stateno = 3455 || stateno = 3460 || stateno = 3800 || stateno = 3820 || stateno = 3865 || stateno = 3866 || stateno = 3867 || stateno = 3871 || stateno = 3875 || stateno = 3900
trigger5 = movecontact = 1
trigger6 = stateno = 2150 || stateno  =  2200 || stateno = 3885
trigger6 = movecontact = 1
trigger7 = stateno = 250 || stateno = 209 || stateno = 220 || stateno = 230 || stateno = 225 || stateno = 420 || stateno = 425
trigger7 = movecontact = 1
trigger8 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
trigger9 = movecontact = 1
trigger9 = stateno = 1550 || stateno = 1650 || stateno = 1750 || stateno = 4052 || stateno = 750 || stateno = 275 || stateno = 270 || stateno = 280 || stateno = 281
trigger10 = stateno = 3885
trigger10 = projcontact = 1, < 80

;===========================================================================================================
; SHIPPU JINRAI KYAKU
[State -1, Shippu Jinrai Kyaku]
type = ChangeState
value = 3800
triggerall = var(30) = 0
triggerall = command = "QCB2_a" || command = "QCB2_b" || command = "QCB2_c"
triggerall = power >= 1000
triggerall = var(10) = 0
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 1500 || stateno = 1600 || stateno = 1700
trigger3 = movecontact = 1
trigger4 = stateno = 1000 || stateno = 1001 || stateno = 1002
trigger4 = projcontact = 1, < 20
trigger5 = stateno = 3450 || stateno = 3455 || stateno = 3460 || stateno = 3700 || stateno = 3865 || stateno = 3866 || stateno = 3867 || stateno = 3871 || stateno = 3875 || stateno = 3900
trigger5 = movecontact = 1
trigger6 = stateno = 2150 || stateno  =  2200 || stateno = 3885
trigger6 = movecontact = 1
trigger7 = stateno = 250 || stateno = 209 || stateno = 220 || stateno = 230 || stateno = 225 || stateno = 420 || stateno = 425
trigger7 = movecontact = 1
trigger8 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
trigger9 = movecontact = 1
trigger9 = stateno = 1550 || stateno = 1650 || stateno = 1750 || stateno = 4052 || stateno = 750 || stateno = 275 || stateno = 270 || stateno = 280 || stateno = 281
trigger10 = stateno = 3885
trigger10 = projcontact = 1, < 80

;===========================================================================================================
; Ken's Rave
[State -1, Ken's Rave]
type = ChangeState
value = 3865
triggerall = var(30) = 0
triggerall = command = "QCB2_x" || command = "QCB2_y" || command = "QCB2_z"
triggerall = power >= 2000
triggerall = var(10) = 0
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 1500 || stateno = 1600 || stateno = 1700
trigger3 = movecontact = 1
trigger4 = stateno = 1000 || stateno = 1001 || stateno = 1002
trigger4 = projcontact = 1, < 20
trigger5 = stateno = 3450 || stateno = 3455 || stateno = 3460 || stateno = 3700 || stateno = 3800 || stateno = 3820 || stateno = 3875 || stateno = 3900
trigger5 = movecontact = 1
trigger6 = stateno = 2150 || stateno  =  2200 || stateno = 3885
trigger6 = movecontact = 1
trigger7 = stateno = 250 || stateno = 209 || stateno = 220 || stateno = 230 || stateno = 225 || stateno = 420 || stateno = 425
trigger7 = movecontact = 1
trigger8 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
trigger9 = movecontact = 1
trigger9 = stateno = 1550 || stateno = 1650 || stateno = 1750 || stateno = 4052 || stateno = 750 || stateno = 275 || stateno = 270 || stateno = 280 || stateno = 281
trigger10 = stateno = 3885
trigger10 = projcontact = 1, < 80

;===========================================================================================================
; Shin Hadouken
[State -1, Shin Hadouken]
type = ChangeState
value = 3885
triggerall = var(30) = 0
triggerall = command = "HCF_x" || command = "HCF_y" || command = "HCF_z"
triggerall = power >= 1000
triggerall = var(10) = 0
triggerall = projcontact4 = 0, < 60
triggerall = numproj = 0
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 1500 || stateno = 1600 || stateno = 1700
trigger3 = movecontact = 1
trigger4 = stateno = 1000 || stateno = 1001 || stateno = 1002
trigger4 = projcontact = 1, < 20
trigger5 = stateno = 3450 || stateno = 3455 || stateno = 3460 || stateno = 3700 || stateno = 3800 || stateno = 3820 || stateno = 3865 || stateno = 3866 || stateno = 3867 || stateno = 3871 || stateno = 3875 || stateno = 3900
trigger5 = movecontact = 1
trigger6 = stateno = 2150 || stateno  =  2200
trigger6 = movecontact = 1
trigger7 = stateno = 250 || stateno = 209 || stateno = 220 || stateno = 230 || stateno = 225 || stateno = 420 || stateno = 425
trigger7 = movecontact = 1
trigger8 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
trigger9 = movecontact = 1
trigger9 = stateno = 1550 || stateno = 1650 || stateno = 1750 || stateno = 4052 || stateno = 750 || stateno = 275 || stateno = 270 || stateno = 280 || stateno = 281
trigger10 = stateno = 3885
trigger10 = projcontact = 1, < 20

;===========================================================================
;---------------------------------------------------------------------------
; Raging demon by Tenebrous and VK ; if you think this is bad, look below =p
[State -1]
type = ChangeState
value = 3890
triggerall = var(30) = 0
triggerall = command = "sshinshun"
triggerall = power >= 3000 ;Level 3
triggerall = var(10) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 202
trigger5 = stateno = 203
trigger6 = stateno = 204
trigger7 = stateno = 205
trigger8 = stateno = 206
trigger9 = movecontact = 1
trigger9 = stateno = 400
trigger10 = movecontact = 1
trigger10 = stateno = 401
trigger11 = movecontact = 1
trigger11 = stateno = 402
trigger12 = movecontact = 1
trigger12 = stateno = 403
trigger13 = movecontact = 1
trigger13 = stateno = 404
trigger14 = movecontact = 1
trigger14 = stateno = 405
trigger15 = movecontact = 1
trigger15 = stateno = 406
trigger16 = stateno = 301
trigger17 = stateno = 302
trigger18 = stateno = 304
trigger19 = stateno = 305
trigger20 = stateno = 306
trigger21 = stateno = 500
trigger22 = stateno = 550
trigger23 = movecontact = 1
trigger23 = stateno = 1100
trigger24 = movecontact = 1
trigger24 = stateno = 1110
trigger25 = movecontact = 1
trigger25 = stateno = 1120
trigger26 = movecontact = 1
trigger26 = stateno = 1050
trigger27 = movecontact = 1
trigger27 = stateno = 1060
trigger28 = movecontact = 1
trigger28 = stateno = 1070
trigger29 = projcontact = 1
trigger29 = stateno = 3000
trigger30 = projcontact = 1
trigger30 = stateno = 3010
trigger31 = projcontact = 1
trigger31 = stateno = 3020
trigger32 = projcontact = 1
trigger32 = stateno = 1010
trigger33 = projcontact = 1
trigger33 = stateno = 1011
trigger34 = projcontact = 1
trigger34 = stateno = 1012
trigger35 = projcontact = 1
trigger35 = stateno = 1000
trigger36 = projcontact = 1
trigger36 = stateno = 1001
trigger37 = projcontact = 1
trigger37 = stateno = 1002
trigger38 = movecontact = 1
trigger38 = stateno = 900
trigger39 = movecontact = 1
trigger39 = stateno = 910
trigger40 = movecontact = 1
trigger40 = stateno = 920
trigger41 = movecontact = 1
trigger41 = stateno = 945
trigger42 = stateno = 100
trigger43 = stateno = 950
trigger44 = stateno = 951
trigger45 = stateno = 952
trigger46 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991


;---------------------------------------------------------------------------
; EarthShake!
[State -1]
type = ChangeState
value = 3900
triggerall = var(30) = 0
triggerall = command = "d3a" || command = "d3b" || command = "d3c"
triggerall = power >= 1000
triggerall = var(10) = 0
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 1500 || stateno = 1600 || stateno = 1700
trigger3 = movecontact = 1
trigger4 = stateno = 1000 || stateno = 1001 || stateno = 1002
trigger4 = projcontact = 1, < 20
trigger5 = stateno = 3450 || stateno = 3455 || stateno = 3460 || stateno = 3700 || stateno = 3800 || stateno = 3820 || stateno = 3865 || stateno = 3866 || stateno = 3867 || stateno = 3871 || stateno = 3875
trigger5 = movecontact = 1
trigger6 = stateno = 2150 || stateno  =  2200 || stateno = 3885
trigger6 = movecontact = 1
trigger7 = stateno = 250 || stateno = 209 || stateno = 220 || stateno = 230 || stateno = 225 || stateno = 420 || stateno = 425
trigger7 = movecontact = 1
trigger8 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
trigger9 = movecontact = 1
trigger9 = stateno = 1550 || stateno = 1650 || stateno = 1750 || stateno = 4052 || stateno = 750 || stateno = 275 || stateno = 270 || stateno = 280 || stateno = 281
trigger10 = stateno = 3885
trigger10 = projcontact = 1, < 80

;---------------------------------------------------------------------------
; MEGA END
[State -1]
type = ChangeState
value = 4000
triggerall = var(30) = 0
triggerall = command = "dest1" || command = "dest2" || command = "dest3"
triggerall = power >= 2000
triggerall = var(10) = 0
trigger1 = statetype != A && ctrl = 1
;trigger2 = hitdefattr = C, NA && movecontact = 1
trigger2 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 1500 || stateno = 1600 || stateno = 1700
trigger2 = movecontact = 1
trigger3 = stateno = 1000 || stateno = 1001 || stateno = 1002
trigger3 = projcontact = 1, < 20
trigger4 = stateno = 3450 || stateno = 3455 || stateno = 3460 || stateno = 3700 || stateno = 3800 || stateno = 3820 || stateno = 3865 || stateno = 3866 || stateno = 3867 || stateno = 3871 || stateno = 3875
trigger4 = movecontact = 1
trigger5 = stateno = 2150 || stateno  =  2200 || stateno = 3885
trigger5 = movecontact = 1
trigger6 = stateno = 250 || stateno = 209 || stateno = 220 || stateno = 230 || stateno = 225 || stateno = 420 || stateno = 425
trigger6 = movecontact = 1
trigger7 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
trigger8 = movecontact = 1
trigger8 = stateno = 1550 || stateno = 1650 || stateno = 1750 || stateno = 4052 || stateno = 750 || stateno = 275 || stateno = 270 || stateno = 280 || stateno = 281
trigger9 = stateno = 3885
trigger9 = projcontact = 1, < 80

;---------------------------------------------------------------------------
; Hado Buster
[State -1]
type = ChangeState
value = 4040
triggerall = var(30) = 0
triggerall = command = "bust1" || command = "bust2" || command = "bust3"
triggerall = power >= 1000
triggerall = var(10) = 0
trigger1 = statetype != A && ctrl = 1
;trigger2 = hitdefattr = C, NA && movecontact = 1
trigger2 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 1500 || stateno = 1600 || stateno = 1700
trigger2 = movecontact = 1
trigger3 = stateno = 1000 || stateno = 1001 || stateno = 1002
trigger3 = projcontact = 1, < 20
trigger4 = stateno = 3450 || stateno = 3455 || stateno = 3460 || stateno = 3700 || stateno = 3800 || stateno = 3820 || stateno = 3865 || stateno = 3866 || stateno = 3867 || stateno = 3871 || stateno = 3875
trigger4 = movecontact = 1
trigger5 = stateno = 2150 || stateno  =  2200 || stateno = 3885
trigger5 = movecontact = 1
trigger6 = stateno = 250 || stateno = 209 || stateno = 220 || stateno = 230 || stateno = 225 || stateno = 420 || stateno = 425
trigger6 = movecontact = 1
trigger7 = stateno = 3961 || stateno = 3971 || stateno = 3981 || stateno = 3991
trigger8 = movecontact = 1
trigger8 = stateno = 1550 || stateno = 1650 || stateno = 1750 || stateno = 4052 || stateno = 750 || stateno = 275 || stateno = 270 || stateno = 280 || stateno = 281
trigger9 = stateno = 3885
trigger9 = projcontact = 1, < 80

; Kuuchuu Hado Buster
[State -1, 16]
type = ChangeState
value = 4020
triggerall = var(30) = 0
triggerall = command = "QCB2_a" || command = "QCB2_b" || command = "QCB2_c"
triggerall = power >= 1000
triggerall = var(10) = 0
trigger1 = statetype = A && ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
trigger3 = stateno = 721
trigger3 = movecontact = 1
trigger4 = stateno = 1853
trigger4 = movecontact = 1
trigger5 = stateno = 1854
trigger5 = movecontact = 1
trigger6 = stateno = 1855
trigger6 = movecontact = 1
trigger7 = stateno = 1510
trigger7 = movecontact = 1
trigger8 = stateno = 1610
trigger8 = movecontact = 1
trigger9 = stateno = 1710
trigger9 = movecontact = 1
trigger10 = stateno = 1800
trigger10 = movecontact = 1
trigger11 = stateno = 1802
trigger11 = movecontact = 1
trigger12 = stateno = 1810
trigger12 = movecontact = 1
trigger13 = stateno = 1812
trigger13 = movecontact = 1
trigger14 = stateno = 1820
trigger14 = movecontact = 1
trigger15 = stateno = 1822
trigger15 = movecontact = 1
trigger16 = stateno = 1830
trigger16 = movecontact = 1
trigger17 = stateno = 1832
trigger17 = movecontact = 1
trigger18 = stateno = 1834
trigger18 = movecontact = 1
trigger19 = stateno = 1835
trigger19 = movecontact = 1
trigger20 = stateno = 1832
trigger20 = movecontact = 1
trigger21 = stateno = 1840
trigger21 = movecontact = 1
trigger22= stateno = 1842
trigger22 = movecontact = 1
trigger23 = stateno = 1850
trigger23 = movecontact = 1
trigger24 = stateno = 1851
trigger24 = movecontact = 1
trigger25 = stateno = 1852
trigger25 = movecontact = 1
trigger26 = stateno = 4030
trigger26 = projcontact10 = 1, < 20
trigger27 = stateno = 3454 || stateno = 3451 || stateno = 3470 || stateno = 3710 || stateno = 3840 || stateno = 3869 || stateno = 3873 ||  stateno = 3880 ||  stateno = 3860
trigger27 = movecontact = 1
trigger28 = stateno = 4040 || stateno = 271 || stateno = 282
trigger28 = movecontact = 1
trigger29 = stateno = 4041
trigger29 = projcontact2000 = 1, < 20
trigger30 = movecontact = 1
trigger30 = stateno = 1560 || stateno = 1660 || stateno = 1760
trigger31 = stateno = 1860 || stateno = 1861 || stateno = 1862 || stateno = 4050 || stateno = 4053 || stateno = 271
trigger31 = movecontact = 1
trigger32 = stateno = 1863

;Kuuchuu Super Dive Kick
[State -1, 16]
type = ChangeState
value = 4050
triggerall = var(30) = 0
triggerall = command = "QCF2_a" || command = "QCF2_b" || command = "QCF2_c"
triggerall = power >= 1000
triggerall = var(10) = 0
trigger1 = statetype = A && ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
trigger3 = stateno = 721
trigger3 = movecontact = 1
trigger4 = stateno = 1853 || stateno = 271 || stateno = 282
trigger4 = movecontact = 1
trigger5 = stateno = 1854
trigger5 = movecontact = 1
trigger6 = stateno = 1855
trigger6 = movecontact = 1
trigger7 = stateno = 1510
trigger7 = movecontact = 1
trigger8 = stateno = 1610
trigger8 = movecontact = 1
trigger9 = stateno = 1710
trigger9 = movecontact = 1
trigger10 = stateno = 1800
trigger10 = movecontact = 1
trigger11 = stateno = 1802
trigger11 = movecontact = 1
trigger12 = stateno = 1810
trigger12 = movecontact = 1
trigger13 = stateno = 1812
trigger13 = movecontact = 1
trigger14 = stateno = 1820
trigger14 = movecontact = 1
trigger15 = stateno = 1822
trigger15 = movecontact = 1
trigger16 = stateno = 1830
trigger16 = movecontact = 1
trigger17 = stateno = 1832
trigger17 = movecontact = 1
trigger18 = stateno = 1834
trigger18 = movecontact = 1
trigger19 = stateno = 1835
trigger19 = movecontact = 1
trigger20 = stateno = 1832
trigger20 = movecontact = 1
trigger21 = stateno = 1840
trigger21 = movecontact = 1
trigger22= stateno = 1842
trigger22 = movecontact = 1
trigger23 = stateno = 1850
trigger23 = movecontact = 1
trigger24 = stateno = 1851
trigger24 = movecontact = 1
trigger25 = stateno = 1852
trigger25 = movecontact = 1
trigger26 = stateno = 4030
trigger26 = projcontact10 = 1, < 20
trigger27 = stateno = 3454 || stateno = 3451 || stateno = 3470 || stateno = 3710 || stateno = 3840 || stateno = 3869 || stateno = 3873 ||  stateno = 3880 ||  stateno = 3860
trigger27 = movecontact = 1
trigger28 = stateno = 4040
trigger28 = movecontact = 1
trigger29 = stateno = 4041
trigger29 = projcontact2000 = 1, < 20
trigger30 = movecontact = 1
trigger30 = stateno = 1560 || stateno = 1660 || stateno = 1760
trigger31 = stateno = 1860 || stateno = 1861 || stateno = 1862 || stateno = 271
trigger31 = movecontact = 1
trigger32 = stateno = 1863

; Air Shin Hadouken
[State -1, 16]
type = ChangeState
value = 4030
triggerall = var(30) = 0
triggerall = command = "HCF_x" || command = "HCF_y" || command = "HCF_z"
triggerall = power >= 1000
triggerall = var(10) = 0
trigger1 = statetype = A && ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
trigger3 = stateno = 721
trigger3 = movecontact = 1
trigger4 = stateno = 1853
trigger4 = movecontact = 1
trigger5 = stateno = 1854 || stateno = 271 || stateno = 282
trigger5 = movecontact = 1
trigger6 = stateno = 1855
trigger6 = movecontact = 1
trigger7 = stateno = 1510
trigger7 = movecontact = 1
trigger8 = stateno = 1610
trigger8 = movecontact = 1
trigger9 = stateno = 1710
trigger9 = movecontact = 1
trigger10 = stateno = 1800
trigger10 = movecontact = 1
trigger11 = stateno = 1802
trigger11 = movecontact = 1
trigger12 = stateno = 1810
trigger12 = movecontact = 1
trigger13 = stateno = 1812
trigger13 = movecontact = 1
trigger14 = stateno = 1820
trigger14 = movecontact = 1
trigger15 = stateno = 1822
trigger15 = movecontact = 1
trigger16 = stateno = 1830
trigger16 = movecontact = 1
trigger17 = stateno = 1832
trigger17 = movecontact = 1
trigger18 = stateno = 1834
trigger18 = movecontact = 1
trigger19 = stateno = 1835
trigger19 = movecontact = 1
trigger20 = stateno = 1832
trigger20 = movecontact = 1
trigger21 = stateno = 1840
trigger21 = movecontact = 1
trigger22= stateno = 1842
trigger22 = movecontact = 1
trigger23 = stateno = 1850
trigger23 = movecontact = 1
trigger24 = stateno = 1851
trigger24 = movecontact = 1
trigger25 = stateno = 1852
trigger25 = movecontact = 1
trigger26 = stateno = 4021
trigger26 = projcontact2000 = 1, < 20
trigger27 = stateno = 4020
trigger27 = movecontact = 1
trigger28 = stateno = 3454 || stateno = 3451 || stateno = 3470 || stateno = 3710 || stateno = 3840 || stateno = 3869 || stateno = 3873 ||  stateno = 3880 ||  stateno = 3860
trigger28 = movecontact = 1
trigger29 = stateno = 4040
trigger29 = movecontact = 1
trigger30 = stateno = 4041
trigger30 = projcontact2000 = 1, < 20
trigger31 = movecontact = 1
trigger31 = stateno = 1560 || stateno = 1660 || stateno = 1760
trigger32 = stateno = 1860 || stateno = 1861 || stateno = 1862 || stateno = 4050 || stateno = 4053 || stateno = 271
trigger32 = movecontact = 1
trigger33 = stateno = 1863

;---------------------------------------------------------------------------
; Rage Burst!
[State -1]
type = ChangeState
value = 3910
triggerall = var(30) = 0
triggerall = power >= 1000
;triggerall = command = "d3x" || command = "d3y" || command = "d3z"
triggerall = command = "cz"
triggerall = var(10) = 0
triggerall = p2life > 300
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1

;---------------------------------------------------------------------------
; Rage Burst Air!
[State -1]
type = ChangeState
value = 3911
triggerall = var(30) = 0
triggerall = power >= 1000
;triggerall = command = "d3x" || command = "d3y" || command = "d3z"
triggerall = command = "cz"
triggerall = var(10) = 0
triggerall = p2life > 300
trigger1 = statetype = A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1


;---------------------------------------------------------------------------
; FATALITY! (Ahem, Fatalation :D)
[State -1]
type = ChangeState
value = 60050
triggerall = var(30) = 0 && power >= 3000 && var(10) = 0 && p2life <= 300
triggerall =  command = "d3x" || command = "d3y" || command = "d3z"
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1


;============================================================================
;---------------------------------------------------------------------------
; Asura Senkuu Forward X
[State -1]
type = ChangeState
value = 3960
triggerall = var(30) = 0
triggerall = command = "asuraf_x"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1

;---------------------------------------------------------------------------
; Asura Senkuu Forward Y
[State -1]
type = ChangeState
value = 3960
triggerall = var(30) = 0
triggerall = command = "asuraf_y"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1


;---------------------------------------------------------------------------
; Asura Senkuu Forward Z
[State -1]
type = ChangeState
value = 3960
triggerall = var(30) = 0
triggerall = command = "asuraf_z"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 100


;---------------------------------------------------------------------------
; Asura Senkuu Forward A
[State -1]
type = ChangeState
value = 3970
triggerall = var(30) = 0
triggerall = command = "asuraf_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 100


;---------------------------------------------------------------------------
; Asura Senkuu Forward B
[State -1]
type = ChangeState
value = 3970
triggerall = var(30) = 0
triggerall = command = "asuraf_b"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 100


;---------------------------------------------------------------------------
; Asura Senkuu Forward C
[State -1]
type = ChangeState
value = 3970
triggerall = var(30) = 0
triggerall = command = "asuraf_c"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 100


;===========================================================================
;---------------------------------------------------------------------------
; Asura Senkuu Backward X
[State -1]
type = ChangeState
value = 3980
triggerall = var(30) = 0
triggerall = command = "asurab_x"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 100

;---------------------------------------------------------------------------
; Asura Senkuu Backward Y
[State -1]
type = ChangeState
value = 3980
triggerall = var(30) = 0
triggerall = command = "asurab_y"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 100

;---------------------------------------------------------------------------
; Asura Senkuu Backward Z
[State -1]
type = ChangeState
value = 3980
triggerall = var(30) = 0
triggerall = command = "asurab_z"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 100

;---------------------------------------------------------------------------
; Asura Senkuu Backward A
[State -1]
type = ChangeState
value = 3990
triggerall = var(30) = 0
triggerall = command = "asurab_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 100

;---------------------------------------------------------------------------
; Asura Senkuu Backward B
[State -1]
type = ChangeState
value = 3990
triggerall = var(30) = 0
triggerall = command = "asurab_b"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 100

;---------------------------------------------------------------------------
; Asura Senkuu Backward C
[State -1]
type = ChangeState
value = 3990
triggerall = var(30) = 0
triggerall = command = "asurab_c"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype = C
trigger2 = ctrl = 1
trigger3 = stateno = 100

;-----------------------
;Super jump
[State -1]
type = ChangeState
value = 41
triggerall = Var(30) = 0
triggerall = command = "holdup2"
trigger1 = StateType != A
trigger1 = ctrl = 1
trigger2 = stateno = 200 
trigger2 = movecontact = 1
trigger3 = stateno = 210 
trigger3 = movecontact = 1
trigger4 = stateno = 220 
trigger4 = movecontact = 1
trigger5 = stateno = 400
trigger5 = movecontact = 1
trigger6 = stateno = 410
trigger6 = movecontact = 1
trigger7 = stateno = 420 
trigger7 = movecontact = 1
trigger8 = stateno = 710
trigger8 = movecontact = 1
trigger9 = stateno = 720
trigger9 = movecontact = 1
trigger10 = stateno = 100
trigger11 = stateno = 105
trigger12 = stateno = 250 || stateno = 209 || stateno = 220 || stateno = 230 || stateno = 225 || stateno = 420 || stateno = 425 || stateno = 270
trigger12 = movecontact = 1


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



; Punch Alpha Counter
[State -1, Punch Alpha]
type = ChangeState
value = 2100
triggerall = var(30) = 0
triggerall = power >= 1000
triggerall = stateno >= 150 && stateno <= 153
trigger1 = command = "BQCD_x" || command = "BQCD_y" || command = "BQCD_z"
trigger2 = command = "holdfwd" && command = "cz"
trigger2 = p2statetype = A

; Kick Alpha Counter
[State -1, Kick Alpha]
type = ChangeState
value = 2200
triggerall = var(30) = 0
triggerall = power >= 1000
triggerall = stateno >= 150 && stateno <= 153
trigger1 = command = "BQCD_a" || command = "BQCD_b" || command = "BQCD_c"
trigger2 = command = "holdfwd" && command = "cz"
trigger2 = p2statetype != A

;============================================================================================================
; Standing Throw Punch
[State -1, Stand Punch Throw]
type = ChangeState
value = 900
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = var(30) = 0
triggerall = var(10) = 0
trigger1 = (command = "holdfwd" || command = "holdback") && command = "xy"
trigger2 = (command = "holdfwd" || command = "holdback") && command = "yz"
;trigger1 = command = "xy" || command = "yz"

;Stand Throw Knee
[State -1, Stand Kick Throw]
type = ChangeState
value = 905
triggerall = var(30) = 0
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = var(10) = 0
trigger1 = (command = "holdfwd" || command = "holdback") && command = "ab"
trigger2 = (command = "holdfwd" || command = "holdback") && command = "bc"
;trigger1 = command = "ab" || command = "bc"

;---------------------------------------------------------------------------
; Kick Air Throw
[State -1]
type = ChangeState
value = 950
triggerall = var(30) = 0
triggerall = statetype = A
triggerall = ctrl = 1
triggerall = var(10) = 0
trigger1 = command = "xy" || command = "yz"

;--------------------------------------------------------------------------
;Forward Overhead Kick 
;[State -1]
;type = ChangeState
;value = 700
;trigger1 = command = "holdfwd" && command = "b"
;trigger1 = statetype = S
;trigger1 = ctrl = 1

;-----------------------------------------------------
;Charge up
[State -1]
type = changestate
value = 1050
triggerall = var(30) = 0
triggerall = power < 3000
trigger1 = command = "by"
trigger1 = statetype = s
trigger1 = ctrl = 1

;-----------------------------------------------------
;Roll
[State -1]
type = changestate
value = 1055
triggerall = var(30) = 0
trigger1 = command = "ax"
trigger1 = statetype = s
trigger1 = ctrl = 1


;============================================================================================================
; JAB Dragon Punch
[State -1, Jab DP]
type = ChangeState
value = 1500
triggerall = command = "DP_x"
triggerall = statetype != A
triggerall = var(30) = 0
triggerall = var(34) = 0
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1
trigger6 = stateno = 210 || stateno = 750
trigger6 = movecontact = 1

; JAB Dragon Punch Extra
[State -1, Jab DP]
type = ChangeState
value = 1550
triggerall = command = "DP_x"
triggerall = statetype != A
triggerall = var(30) = 0
trigger1 = var(34) > 0
trigger2 = stateno = 1500
trigger2 = movecontact = 1
trigger3 = stateno = 1600
trigger3 = movecontact = 1
trigger4 = stateno = 1700
trigger4 = movecontact = 1

; STRONG Dragon Punch
[State -1, Strong DP]
type = ChangeState
value = 1600
triggerall = command = "DP_y"
triggerall = var(30) = 0
triggerall = statetype != A
triggerall = var(34) = 0
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1
trigger6 = stateno = 210 || stateno = 750
trigger6 = movecontact = 1

; STRONG Dragon Punch Extra
[State -1, Jab DP]
type = ChangeState
value = 1650
triggerall = command = "DP_y"
triggerall = statetype != A
triggerall = var(30) = 0
trigger1 = var(34) > 0
trigger2 = stateno = 1500
trigger2 = movecontact = 1
trigger3 = stateno = 1600
trigger3 = movecontact = 1
trigger4 = stateno = 1700
trigger4 = movecontact = 1

; FIERCE Dragon Punch
[State -1, Fierce DP]
type = ChangeState
value = 1700
triggerall = command = "DP_z"
triggerall = var(30) = 0
triggerall = statetype != A
triggerall = var(34) = 0
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1
trigger6 = stateno = 210 || stateno = 750
trigger6 = movecontact = 1

; FIERCE Dragon Punch Extra
[State -1, Jab DP]
type = ChangeState
value = 1750
triggerall = command = "DP_z"
triggerall = statetype != A
triggerall = var(30) = 0
trigger1 = var(34) > 0
trigger2 = stateno = 1500
trigger2 = movecontact = 1
trigger3 = stateno = 1600
trigger3 = movecontact = 1
trigger4 = stateno = 1700
trigger4 = movecontact = 1

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

; Ken's Twin Kick
[State -1, Twin Kick]
type = ChangeState
value = 270
triggerall = command = "DP_a"
triggerall = var(30) = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1
trigger6 = stateno = 210 || stateno = 750
trigger6 = movecontact = 1

; Ken's Twin Kick
[State -1, Twin Kick]
type = ChangeState
value = 275
triggerall = command = "DP_b"
triggerall = var(30) = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1
trigger6 = stateno = 210 || stateno = 750
trigger6 = movecontact = 1

; Ken's Twin Kick
[State -1, Twin Kick]
type = ChangeState
value = 280
triggerall = command = "DP_c"
triggerall = var(30) = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1
trigger6 = stateno = 210 || stateno = 750
trigger6 = movecontact = 1

;===========================================================================
;Ken's Hurricane Kick - Short Kick (GROUND version)
[State -1, Short HK]
type = ChangeState
value = 1800
triggerall = command = "QCB_a"
triggerall = var(30) = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 210 || stateno = 750
trigger5 = movecontact = 1

;Ken's Hurricane Kick - Forward Kick (GROUND version)
[State -1, Forward HK]
type = ChangeState
value = 1810
triggerall = command = "QCB_b"
triggerall = var(30) = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 210 || stateno = 750
trigger5 = movecontact = 1

;Ken's Hurricane Kick - RoundHouse Kick (GROUND version)
[State -1, Roundhouse HK]
type = ChangeState
value = 1820
triggerall = command = "QCB_c"
triggerall = var(30) = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 210 || stateno = 750
trigger5 = movecontact = 1


;===========================================================================
;Ken's Rising Hurricane Kick - Short Kick (GROUND ONLY)
[State -1, Short HK]
type = ChangeState
value = 1830;3920
triggerall = command = "RDP_a"
triggerall = var(30) = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 210 || stateno = 750
trigger5 = movecontact = 1

;Ken's Rising Hurricane Kick - Forward Kick (GROUND ONLY)
[State -1, Forward HK]
type = ChangeState
value = 1835;3930
triggerall = command = "RDP_b"
triggerall = var(30) = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 210 || stateno = 750
trigger5 = movecontact = 1

;Ken's Rising Hurricane Kick - RoundHouse Kick (GROUND ONLY)
[State -1, Roundhouse HK]
type = ChangeState
value = 1840;3940
triggerall = command = "RDP_c"
triggerall = var(30) = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 210 || stateno = 750
trigger5 = movecontact = 1




;===========================================================================
;Ken's Hurricane Kick - SHORT AIR version
[State -1, Short A.HK]
type = ChangeState
value = 1850
triggerall = command = "QCB_a"
triggerall = var(10) = 0
triggerall = var(30) = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
trigger3 = stateno = 1863


;===========================================================================
;Ken's Hurricane Kick (EYE) - SHORT AIR version
[State -1, Short A.HK]
type = ChangeState
value = 1853
triggerall = command = "QCB_a"
triggerall = Var(10) > 1
triggerall = var(30) = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
trigger3 = var(10) > 1
trigger3 = stateno = 721
trigger3 = movecontact = 1
trigger4 = var(10) > 1
trigger4 = stateno = 1853
trigger5 = var(10) > 1
trigger5 = stateno = 1854
trigger6 = var(10) > 1
trigger6 = stateno = 1855
trigger7 = var(10) > 1
trigger7 = stateno = 1510
trigger8 = var(10) > 1
trigger8 = stateno = 1610
trigger9 = var(10) > 1
trigger9 = stateno = 1710
trigger10 = var(10) > 1
trigger10 = stateno = 1800
trigger11 = var(10) > 1
trigger11 = stateno = 1802
trigger12 = var(10) > 1
trigger12 = stateno = 1810
trigger13 = var(10) > 1
trigger13 = stateno = 1812
trigger14 = var(10) > 1
trigger14 = stateno = 1820
trigger15 = var(10) > 1
trigger15 = stateno = 1822
trigger16 = var(10) > 1
trigger16 = stateno = 1830
trigger17 = var(10) > 1
trigger17 = stateno = 1832
trigger18 = var(10) > 1
trigger18 = stateno = 1834
trigger19 = var(10) > 1
trigger19 = stateno = 1835
trigger20 = var(10) > 1
trigger20 = stateno = 1837
trigger21 = var(10) > 1
trigger21 = stateno = 1840
trigger22 = var(10) > 1
trigger22= stateno = 1842
trigger23 = stateno = 1863


;Ken's Hurricane Kick - FORWARD AIR version
[State -1, Forward A.HK]
type = ChangeState
value = 1851
triggerall = command = "QCB_b"
triggerall = var(10) = 0
triggerall = statetype = A
triggerall = var(30) = 0
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
trigger3 = stateno = 1863

;Ken's Hurricane Kick (EYE)- FORWARD AIR version
[State -1, Forward A.HK]
type = ChangeState
value = 1854
triggerall = command = "QCB_b"
triggerall = var(30) = 0
triggerall = var(10) > 1
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
trigger3 = var(10) > 1
trigger3 = stateno = 721
trigger3 = movecontact = 1
trigger4 = var(10) > 1
trigger4 = stateno = 1853
trigger5 = var(10) > 1
trigger5 = stateno = 1854
trigger6 = var(10) > 1
trigger6 = stateno = 1855
trigger7 = var(10) > 1
trigger7 = stateno = 1510
trigger8 = var(10) > 1
trigger8 = stateno = 1610
trigger9 = var(10) > 1
trigger9 = stateno = 1710
trigger10 = var(10) > 1
trigger10 = stateno = 1800
trigger11 = var(10) > 1
trigger11 = stateno = 1802
trigger12 = var(10) > 1
trigger12 = stateno = 1810
trigger13 = var(10) > 1
trigger13 = stateno = 1812
trigger14 = var(10) > 1
trigger14 = stateno = 1820
trigger15 = var(10) > 1
trigger15 = stateno = 1822
trigger16 = var(10) > 1
trigger16 = stateno = 1830
trigger17 = var(10) > 1
trigger17 = stateno = 1832
trigger18 = var(10) > 1
trigger18 = stateno = 1834
trigger19 = var(10) > 1
trigger19 = stateno = 1835
trigger20 = var(10) > 1
trigger20 = stateno = 1837
trigger21 = var(10) > 1
trigger21 = stateno = 1840
trigger22 = var(10) > 1
trigger22= stateno = 1842
trigger23 = stateno = 1863

;Ken's Hurricane Kick - RoundHouse AIR version
[State -1, Roundhouse A.HK]
type = ChangeState
value = 1852
triggerall = command = "QCB_c"
triggerall = var(30) = 0
triggerall = var(10) = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
trigger3 = stateno = 1863

;Ken's Hurricane Kick (EYE) - RoundHouse AIR version
[State -1, Roundhouse A.HK]
type = ChangeState
value = 1855
triggerall = command = "QCB_c"
triggerall = var(30) = 0
triggerall = var(10) > 1
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
trigger3 = var(10) > 1
trigger3 = stateno = 721
trigger3 = movecontact = 1
trigger4 = var(10) > 1
trigger4 = stateno = 1853
trigger5 = var(10) > 1
trigger5 = stateno = 1854
trigger6 = var(10) > 1
trigger6 = stateno = 1855
trigger7 = var(10) > 1
trigger7 = stateno = 1510
trigger8 = var(10) > 1
trigger8 = stateno = 1610
trigger9 = var(10) > 1
trigger9 = stateno = 1710
trigger10 = var(10) > 1
trigger10 = stateno = 1800
trigger11 = var(10) > 1
trigger11 = stateno = 1802
trigger12 = var(10) > 1
trigger12 = stateno = 1810
trigger13 = var(10) > 1
trigger13 = stateno = 1812
trigger14 = var(10) > 1
trigger14 = stateno = 1820
trigger15 = var(10) > 1
trigger15 = stateno = 1822
trigger16 = var(10) > 1
trigger16 = stateno = 1830
trigger17 = var(10) > 1
trigger17 = stateno = 1832
trigger18 = var(10) > 1
trigger18 = stateno = 1834
trigger19 = var(10) > 1
trigger19 = stateno = 1835
trigger20 = var(10) > 1
trigger20 = stateno = 1837
trigger21 = var(10) > 1
trigger21 = stateno = 1840
trigger22 = var(10) > 1
trigger22= stateno = 1842
trigger23 = stateno = 1863

;SHORT Diving Kick
[State -1, Short A.HK]
type = ChangeState
value = 1860
triggerall = command = "RDP_a"
triggerall = var(10) = 0
triggerall = var(30) = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
;trigger3 = stateno = 1850 || stateno = 1851 || stateno = 1852 || stateno = 1853 || stateno = 1854 || stateno = 1855
;trigger3 = movecontact = 1
trigger3 = stateno = 1863
trigger3 = time > 15

;Forward Diving Kick
[State -1, Short A.HK]
type = ChangeState
value = 1860
triggerall = command = "RDP_a"
triggerall = var(10) > 1
triggerall = var(30) = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
trigger3 = stateno = 1850 || stateno = 1851 || stateno = 1852 || stateno = 1853 || stateno = 1854 || stateno = 1855
trigger3 = movecontact = 1
trigger4 = stateno = 1863
trigger5 = stateno = 1830 || stateno = 1831 || stateno = 1832 || stateno = 1833 || stateno = 1834 
|| stateno = 1835 || stateno = 1836 || stateno = 1837 
trigger5 = movecontact = 1
trigger6 = stateno = 1840 || stateno = 1841 || stateno = 1842
trigger6 = movecontact = 1
trigger7 = var(10) > 1
trigger7 = stateno = 721
trigger8 = movecontact = 1
trigger8 = var(10) > 1
trigger9 = stateno = 1853
trigger9 = var(10) > 1
trigger10 = stateno = 1854
trigger10 = var(10) > 1
trigger11 = stateno = 1855
trigger11 = var(10) > 1
trigger12 = stateno = 1510
trigger12 = var(10) > 1
trigger13 = stateno = 1610
trigger14 = var(10) > 1
trigger14 = stateno = 1710
trigger15 = var(10) > 1
trigger15 = stateno = 1800
trigger16 = var(10) > 1
trigger16 = stateno = 1802
trigger17 = var(10) > 1
trigger17 = stateno = 1810
trigger18 = var(10) > 1
trigger18 = stateno = 1812
trigger19 = var(10) > 1
trigger19 = stateno = 1820
trigger20 = var(10) > 1
trigger20 = stateno = 1822
trigger21 = var(10) > 1
trigger21 = stateno = 1830
trigger22 = var(10) > 1
trigger22 = stateno = 1832
trigger23 = var(10) > 1
trigger23 = stateno = 1834
trigger24 = var(10) > 1
trigger24 = stateno = 1835
trigger25 = var(10) > 1
trigger25 = stateno = 1837
trigger26 = var(10) > 1
trigger26 = stateno = 1840
trigger27 = var(10) > 1
trigger27= stateno = 1842
trigger28 = stateno = 1863


;Roundhouse Diving Kick
[State -1, Short A.HK]
type = ChangeState
value = 1861
triggerall = command = "RDP_b"
triggerall = var(10) = 0
triggerall = var(30) = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
;trigger3 = stateno = 1850 || stateno = 1851 || stateno = 1852 || stateno = 1853 || stateno = 1854 || stateno = 1855
;trigger3 = movecontact = 1
trigger3 = stateno = 1863
trigger3 = time > 15

;SHORT Diving Kick
[State -1, Short A.HK]
type = ChangeState
value = 1861
triggerall = command = "RDP_b"
triggerall = var(10) > 1
triggerall = var(30) = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
trigger3 = stateno = 1850 || stateno = 1851 || stateno = 1852 || stateno = 1853 || stateno = 1854 || stateno = 1855
trigger3 = movecontact = 1
trigger4 = stateno = 1863
trigger5 = stateno = 1830 || stateno = 1831 || stateno = 1832 || stateno = 1833 || stateno = 1834 
|| stateno = 1835 || stateno = 1836 || stateno = 1837 
trigger5 = movecontact = 1
trigger6 = stateno = 1840 || stateno = 1841 || stateno = 1842
trigger6 = movecontact = 1
trigger7 = var(10) > 1
trigger7 = stateno = 721
trigger8 = movecontact = 1
trigger8 = var(10) > 1
trigger9 = stateno = 1853
trigger9 = var(10) > 1
trigger10 = stateno = 1854
trigger10 = var(10) > 1
trigger11 = stateno = 1855
trigger11 = var(10) > 1
trigger12 = stateno = 1510
trigger12 = var(10) > 1
trigger13 = stateno = 1610
trigger14 = var(10) > 1
trigger14 = stateno = 1710
trigger15 = var(10) > 1
trigger15 = stateno = 1800
trigger16 = var(10) > 1
trigger16 = stateno = 1802
trigger17 = var(10) > 1
trigger17 = stateno = 1810
trigger18 = var(10) > 1
trigger18 = stateno = 1812
trigger19 = var(10) > 1
trigger19 = stateno = 1820
trigger20 = var(10) > 1
trigger20 = stateno = 1822
trigger21 = var(10) > 1
trigger21 = stateno = 1830
trigger22 = var(10) > 1
trigger22 = stateno = 1832
trigger23 = var(10) > 1
trigger23 = stateno = 1834
trigger24 = var(10) > 1
trigger24 = stateno = 1835
trigger25 = var(10) > 1
trigger25 = stateno = 1837
trigger26 = var(10) > 1
trigger26 = stateno = 1840
trigger27 = var(10) > 1
trigger27= stateno = 1842
trigger28 = stateno = 1863


;SHORT Diving Kick
[State -1, Short A.HK]
type = ChangeState
value = 1862
triggerall = command = "RDP_c"
triggerall = var(10) = 0
triggerall = var(30) = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
;trigger3 = stateno = 1850 || stateno = 1851 || stateno = 1852 || stateno = 1853 || stateno = 1854 || stateno = 1855
;trigger3 = movecontact = 1
trigger3 = stateno = 1863
trigger3 = time > 15

;SHORT Diving Kick
[State -1, Short A.HK]
type = ChangeState
value = 1862
triggerall = command = "RDP_c"
triggerall = var(10) > 1
triggerall = var(30) = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
trigger2 = movecontact = 1
trigger3 = stateno = 1850 || stateno = 1851 || stateno = 1852 || stateno = 1853 || stateno = 1854 || stateno = 1855
trigger3 = movecontact = 1
trigger4 = stateno = 1863
trigger5 = stateno = 1830 || stateno = 1831 || stateno = 1832 || stateno = 1833 || stateno = 1834 
|| stateno = 1835 || stateno = 1836 || stateno = 1837 
trigger5 = movecontact = 1
trigger6 = stateno = 1840 || stateno = 1841 || stateno = 1842
trigger6 = movecontact = 1
trigger7 = var(10) > 1
trigger7 = stateno = 721
trigger8 = movecontact = 1
trigger8 = var(10) > 1
trigger9 = stateno = 1853
trigger9 = var(10) > 1
trigger10 = stateno = 1854
trigger10 = var(10) > 1
trigger11 = stateno = 1855
trigger11 = var(10) > 1
trigger12 = stateno = 1510
trigger12 = var(10) > 1
trigger13 = stateno = 1610
trigger14 = var(10) > 1
trigger14 = stateno = 1710
trigger15 = var(10) > 1
trigger15 = stateno = 1800
trigger16 = var(10) > 1
trigger16 = stateno = 1802
trigger17 = var(10) > 1
trigger17 = stateno = 1810
trigger18 = var(10) > 1
trigger18 = stateno = 1812
trigger19 = var(10) > 1
trigger19 = stateno = 1820
trigger20 = var(10) > 1
trigger20 = stateno = 1822
trigger21 = var(10) > 1
trigger21 = stateno = 1830
trigger22 = var(10) > 1
trigger22 = stateno = 1832
trigger23 = var(10) > 1
trigger23 = stateno = 1834
trigger24 = var(10) > 1
trigger24 = stateno = 1835
trigger25 = var(10) > 1
trigger25 = stateno = 1837
trigger26 = var(10) > 1
trigger26 = stateno = 1840
trigger27 = var(10) > 1
trigger27= stateno = 1842
trigger28 = stateno = 1863

;===========================================================================
;Bakuretsuken jab
;[State -1, Short A.HK]
;type = ChangeState
;value = 1865
;triggerall = command = "QCF_x"
;triggerall = var(10) = 0
;triggerall = var(30) = 0
;triggerall = statetype = A
;trigger1 = ctrl = 1
;trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615 || stateno = 623 ||  stateno = 620 || stateno = 625
;trigger2 = movecontact = 1
;trigger3 = stateno = 1863




;---------------------------------------------------------------------------
; Jab Hadouken
[State -1, Jab FB]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"
triggerall = var(30) = 0
triggerall = NumProjID(3) = 0
triggerall = statetype != A
triggerall = Var(10) = 0
persistent = 0
trigger1 = ctrl = 1
trigger2 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 210 && movecontact = 1 && time < 8
trigger4 = hitdefattr = C, NA && movecontact = 1
trigger5 = stateno = 210 || stateno = 750
trigger5 = movecontact = 1
;trigger1 = stateno != 1006

; Jab Hadouken while in rage
[State -1, Jab FB]
type = ChangeState
value = 1003
triggerall = command = "QCF_x"
triggerall = var(30) = 0
triggerall = statetype != A
triggerall = Var(10) > 0
trigger1 = ctrl = 1
trigger2 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 210 && movecontact = 1 && time < 8
trigger4 = hitdefattr = C, NA && movecontact = 1
trigger5 = stateno = 210 || stateno = 750
trigger5 = movecontact = 1
;trigger1 = stateno != 1006

;---------------------------------------------------------------------------
; Strong Hadoken
[State -1, Strong FB]
type = ChangeState
value = 1001
triggerall = command = "QCF_y"
triggerall = var(30) = 0
triggerall = NumProjID(3) = 0
triggerall = statetype != A
triggerall = Var(10) = 0
triggerall = NumHelper(3) = 0
trigger1 = ctrl = 1
trigger2 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 210 && movecontact = 1 && time < 8
trigger4 = hitdefattr = C, NA && movecontact = 1
trigger5 = stateno = 210 || stateno = 750
trigger5 = movecontact = 1
;trigger1 = stateno != 1006

; Strong Hadoken While in Rage mode
[State -1, Strong FB]
type = ChangeState
value = 1004
triggerall = command = "QCF_y"
triggerall = statetype != A
triggerall = var(30) = 0
triggerall = Var(10) > 0
trigger1 = ctrl = 1
trigger2 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 210 && movecontact = 1 && time < 8
trigger4 = hitdefattr = C, NA && movecontact = 1
trigger5 = stateno = 210 || stateno = 750
trigger5 = movecontact = 1
;trigger1 = stateno != 1006

;---------------------------------------------------------------------------
; Fierce Hadoken
[State -1, Fierce FB]
type = ChangeState
value = 1002
triggerall = command = "QCF_z"
triggerall = NumProjID(3) = 0
triggerall = var(30) = 0
triggerall = statetype != A
triggerall = Var(10) = 0
triggerall = NumHelper(3) = 0
trigger1 = ctrl = 1
trigger2 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 210 && movecontact = 1 && time < 8
trigger4 = hitdefattr = C, NA && movecontact = 1
trigger5 = stateno = 210 || stateno = 750
trigger5 = movecontact = 1
;trigger1 = stateno != 1006

; Fierce Hadoken
[State -1, Fierce FB]
type = ChangeState
value = 1005
triggerall = command = "QCF_z"
triggerall = var(30) = 0
triggerall = statetype != A
triggerall = Var(10) > 0
trigger1 = ctrl = 1
trigger2 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 210 && movecontact = 1 && time < 8
trigger4 = hitdefattr = C, NA && movecontact = 1
trigger5 = stateno = 210 || stateno = 750
trigger5 = movecontact = 1
;trigger1 = stateno != 1006

;=============================================================================================================
; Jab Roll (x)
[State -1, Jab Roll]
type = ChangeState
value = 1200
triggerall = command = "QCB_x"
triggerall = var(30) = 0
triggerall = Statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1

; Strong Roll (y)
[State -1, Strong Roll]
type = ChangeState
value = 1210
triggerall = command = "QCB_y"
triggerall = var(30) = 0
triggerall = Statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1

; Fierce Roll (z)
[State -1, roll]
type = ChangeState
value = 1220
triggerall = command = "QCB_z"
triggerall = var(30) = 0
triggerall = Statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 201 || stateno = 206 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240 || stateno = 225 || stateno = 250 || stateno = 220
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1

;=============================================================================================================
; Roll Forward / Run Forward
[State -1]
type = ChangeState
value = 100
triggerall = var(30) = 0
triggerall = statetype != A
triggerall = var(23) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1

;RunBack (done)
[State -1]
type = ChangeState
value = 105
triggerall = var(30) = 0
triggerall = statetype != A
trigger1 = command = "BB"
trigger1 = statetype != A
trigger1 = ctrl = 1

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



; Taunt
[State -1, Taunt]
type = ChangeState
value = 196
triggerall = var(30) = 0
triggerall = command  = "s"
triggerall = statetype = S
trigger1 = ctrl = 1

; Taunt
[State -1, Taunt]
type = ChangeState
value = 11050
triggerall = var(30) = 0
triggerall = command  = "DDs"
triggerall = statetype != A
trigger1 = ctrl = 1

;============================================================================================================
; Standing Short
[State -1, S.Short]
type = ChangeState
value = 201
triggerall = var(30) = 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 206 
trigger2 = movecontact = 1
trigger3 = stateno = 405
trigger3 = movecontact = 1
trigger4 = stateno = 100
;trigger5 = stateno = 201
;trigger5 = movecontact = 1
trigger5 = var(10) > 0
trigger5 = statetype = S
trigger5 = movecontact = 1

;---------------------------------------------------------------------------
;Stand_X Jab
[State -1, S.Jab]
type = ChangeState
value = 206
triggerall = var(30) = 0
triggerall = command != "holddown"
triggerall = command = "x"
;triggerall = statetype = S
trigger1 = statetype = S && ctrl = 1
;trigger2 = stateno = 206
trigger2 = stateno = 100
trigger3 = var(10) > 0
trigger3 = statetype = S
trigger3 = movecontact = 1

;---------------------------------------------------------------------------
;New Forward Kick
[State -1, New Forward Kick]
type = ChangeState
value = 210
triggerall = var(30) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
;triggerall = statetype = S
trigger1 = Statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 206
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 201
trigger5 = movecontact = 1
trigger5 = stateno = 215
trigger6 = MoveContact = 1
trigger6 = stateno = 405
trigger7 = MoveContact = 1
trigger7 = stateno = 415
trigger8 = MoveContact = 1
trigger8 = stateno = 400
trigger9 = stateno = 100
trigger10 = var(10) > 0
trigger10 = statetype = S
trigger10 = movecontact = 1

;Stand_B Forward Kick
[State -1, S.Forward]
type = ChangeState
value = 750
triggerall = var(30) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 206
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 201
trigger5 = movecontact = 1
trigger5 = stateno = 215
trigger6 = MoveContact = 1
trigger6 = stateno = 405
trigger7 = MoveContact = 1
trigger7 = stateno = 415
trigger8 = MoveContact = 1
trigger8 = stateno = 400
trigger9 = stateno = 100
trigger10 = var(10) > 0
trigger10 = statetype = S
trigger10 = movecontact = 1

;Stand_B Hop Kick
[State -1, S.Forward]
type = ChangeState
value = 720
triggerall = var(30) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command = "holdfwd"
trigger1 = Statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 206
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 201
trigger5 = movecontact = 1
trigger5 = stateno = 215
trigger6 = MoveContact = 1
trigger6 = stateno = 405
trigger7 = MoveContact = 1
trigger7 = stateno = 415
trigger8 = MoveContact = 1
trigger8 = stateno = 400
trigger9 = stateno = 100
trigger10 = var(10) > 0
trigger10 = statetype = S
trigger10 = movecontact = 1

;---------------------------------------------------------------------------
; Stand Y Close Strong Punch
[State -1, Close S.Strong]
type = ChangeState
value = 215
triggerall = var(30) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = command = "holdback"
;trigger1 = P2bodydist X < 10
;triggerall = statetype = S
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 206
trigger3 = movecontact = 1
trigger3 = stateno = 201
trigger4 = MoveContact = 1
trigger4 = stateno = 405
trigger5 = MoveContact = 1
trigger5 = stateno = 400
trigger6 = stateno = 100
trigger7 = var(10) > 0
trigger7 = statetype = S
trigger7 = movecontact = 1


;Stand_Y Strong
[State -1, S.Strong]
type = ChangeState
value = 240
triggerall = var(30) = 0
triggerall = command = "y"
triggerall = command != "holddown"
;triggerall = statetype = S
trigger1 = statetype = S && ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 206
trigger3 = movecontact = 1
trigger3 = stateno = 201
trigger4 = MoveContact = 1
trigger4 = stateno = 405
trigger5 = MoveContact = 1
trigger5 = stateno = 400
trigger6 = stateno = 100
trigger7 = var(10) > 0
trigger7 = statetype = S
trigger7 = movecontact = 1

;---------------------------------------------------------------------------
;Stand_C Forward RoundHOuse
[State -1, Guard Crusher]
type = ChangeState
value = 250
triggerall = var(30) = 0
triggerall = command = "holdfwd" && command = "c"
triggerall = command != "holddown"
;triggerall = statetype = S
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 206
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 201
trigger5 = movecontact = 1
trigger5 = stateno = 205
trigger6 = movecontact = 1
trigger6 = stateno = 750
trigger7 = movecontact = 1
trigger7 = stateno = 405
trigger8 = MoveContact = 1
trigger8 = stateno = 415
trigger9 = MoveContact = 1
trigger9 = stateno = 400
trigger10 = MoveContact = 1
trigger10 = stateno = 410
trigger11 = movecontact = 1
trigger11 = stateno = 210
trigger12 = stateno = 100
trigger13 = var(10) > 0
trigger13 = statetype = S
trigger13 = movecontact = 1

; Stand C Close RoundHouse Kick
[State -1, Close S.RoundHouse]
type = ChangeState
value = 209
triggerall = var(30) = 0
triggerall = command = "holdback" && command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 206
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 201
trigger5 = movecontact = 1
trigger5 = stateno = 205
trigger6 = movecontact = 1
trigger6 = stateno = 750
trigger7 = movecontact = 1
trigger7 = stateno = 405
trigger8 = MoveContact = 1
trigger8 = stateno = 415
trigger9 = MoveContact = 1
trigger9 = stateno = 400
trigger10 = MoveContact = 1
trigger10 = stateno = 410
trigger11 = movecontact = 1
trigger11 = stateno = 210
trigger12 = stateno = 100
trigger13 = var(10) > 0
trigger13 = statetype = S
trigger13 = movecontact = 1

;Stand_C Roundhouse (done)
[State -1, S.Rounhouse]
type = ChangeState
value = 220
triggerall = var(30) = 0
triggerall = command = "c"
triggerall = command != "holddown"
;triggerall = statetype = S
trigger1 = statetype = S && ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 206
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 201
trigger5 = movecontact = 1
trigger5 = stateno = 205
trigger6 = movecontact = 1
trigger6 = stateno = 750
trigger7 = movecontact = 1
trigger7 = stateno = 405
trigger8 = MoveContact = 1
trigger8 = stateno = 415
trigger9 = MoveContact = 1
trigger9 = stateno = 400
trigger10 = MoveContact = 1
trigger10 = stateno = 410
trigger11 = movecontact = 1
trigger11 = stateno = 210
trigger12 = stateno = 100
trigger13 = var(10) > 0
trigger13 = statetype = S
trigger13 = movecontact = 1

;---------------------------------------------------------------------------
;Stand_Z Close Fierce (done)
[State -1, Close S.Fierce]
type = ChangeState
value = 230
triggerall = var(30) = 0
triggerall = command = "holdback" && command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;trigger1 = p2dist x <= 10
trigger2 = movecontact = 1
trigger2 = stateno = 206
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 201
trigger5 = movecontact = 1
trigger5 = stateno = 750
trigger6 = movecontact = 1
trigger6 = stateno = 215
trigger7 = MoveContact = 1
trigger7 = stateno = 405
trigger8 = MoveContact = 1
trigger8 = stateno = 415
trigger9 = MoveContact = 1
trigger9 = stateno = 400
trigger10 = MoveContact = 1
trigger10 = stateno = 410
trigger11 = movecontact = 1
trigger11 = stateno = 210 ; ZEK
trigger12 = stateno = 100
trigger13 = movecontact = 1
trigger13 = stateno = 210
trigger14 = var(10) > 0
trigger14 = statetype = S
trigger14 = movecontact = 1


;Stand_Z Fierce (done)
[State -1, S.Fierce]
type = ChangeState
value = 225
triggerall = var(30) = 0
triggerall = command = "z"
triggerall = command != "holddown"
;triggerall = statetype = S
trigger1 = statetype = S && ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 206
trigger3 = movecontact = 1
trigger3 = stateno = 240
trigger4 = movecontact = 1
trigger4 = stateno = 201
trigger5 = movecontact = 1
trigger5 = stateno = 750
trigger6 = movecontact = 1
trigger6 = stateno = 215
trigger7 = MoveContact = 1
trigger7 = stateno = 405
trigger8 = MoveContact = 1
trigger8 = stateno = 415
trigger9 = MoveContact = 1
trigger9 = stateno = 400
trigger10 = MoveContact = 1
trigger10 = stateno = 410
trigger11 = movecontact = 1
trigger11 = stateno = 210 ; ZEK
trigger12 = stateno = 100
trigger13 = movecontact = 1
trigger13 = stateno = 210
trigger14 = var(10) > 0
trigger14 = statetype = S
trigger14 = movecontact = 1

;---------------------------------------------------------------------------
;Aerial Rave Jump
[State -1]
type = ChangeState
value = 40
triggerall = var(30) = 0
triggerall = command = "holdup"
trigger1 = movecontact = 1
trigger1 = stateno = 425
trigger2 = stateno = 250 || stateno = 209 || stateno = 220 || stateno = 230 || stateno = 225 || stateno = 420 || stateno = 425 || stateno = 270
trigger2 = movecontact = 1


;---------------------------------------------------------------------------
;Crouch_A Short (done)
[State -1, C.Short]
type = ChangeState
value = 400
triggerall = var(30) = 0
triggerall = command = "a"
triggerall = command = "holddown"
;triggerall = statetype = C
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = time >= 5
trigger2 = stateno = 405
trigger3 = movecontact = 1
trigger3 = stateno = 201
trigger4 = time >= 5
trigger4 = stateno = 405
trigger5 = time >= 5
trigger5 = stateno = 206
trigger6 = movecontact = 1
trigger6 = stateno = 405
trigger7 = stateno = 100
trigger8 = var(10) > 0
trigger8 = movecontact = 1
trigger8 = statetype != A



;---------------------------------------------------------------------------
;Crouch_X Jab (done)
[State -1, C.Jab]
type = ChangeState
value = 405
triggerall = var(30) = 0
triggerall = command = "x"
triggerall = command = "holddown"
;triggerall = statetype = C
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 100
trigger3 = time >= 5
trigger3 = stateno = 400
trigger4 = time >= 5
trigger4 = stateno = 206
trigger5 = var(10) > 0
trigger5 = movecontact = 1
trigger5 = statetype != A


;---------------------------------------------------------------------------
;Crouch_B Forward (done)
[State -1, C.Forward]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = var(30) = 0
triggerall = command = "holddown"
;triggerall = statetype = C
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 405
trigger3 = movecontact = 1
trigger3 = stateno = 415
trigger4 = movecontact = 1
trigger4 = stateno = 400
trigger5 = movecontact = 1
trigger5 = stateno = 206
trigger6 = movecontact = 1
trigger6 = stateno = 240
trigger7 = movecontact = 1
trigger7 = stateno = 201
trigger8 = movecontact = 1
trigger8 = stateno = 215
trigger9 = movecontact = 1
trigger9 = stateno = 208 ; ZEK
trigger10 = stateno = 100
trigger11 = var(10) > 0
trigger11 = movecontact = 1
trigger11 = statetype != A


;---------------------------------------------------------------------------
;Crouch_Y Strong (done)
[State -1, C.Strong]
type = ChangeState
value = 415
triggerall = command = "y"
triggerall = var(30) = 0
triggerall = command = "holddown"
;triggerall = statetype = C
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 405
trigger3 = movecontact = 1
trigger3 = stateno = 400
trigger4 = movecontact = 1
trigger4 = stateno = 206
trigger5 = movecontact = 1
trigger5 = stateno = 201
trigger6 = movecontact = 1
trigger6 = stateno = 207 ; ZEK
trigger7 = stateno = 100
trigger8 = var(10) > 0
trigger8 = movecontact = 1
trigger8 = statetype != A

;---------------------------------------------------------------------------
;Crouch_C Roundhouse (done)
[State -1, C.Roundhouse]
type = ChangeState
value = 420
triggerall = command = "c"
triggerall = var(30) = 0
triggerall = command = "holddown"
;triggerall = statetype = C
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 405
trigger3 = movecontact = 1
trigger3 = stateno = 415
trigger4 = movecontact = 1
trigger4 = stateno = 400
trigger5 = movecontact = 1
trigger5 = stateno = 206
trigger6 = movecontact = 1
trigger6 = stateno = 240
trigger7 = movecontact = 1
trigger7 = stateno = 201
trigger8 = movecontact = 1
trigger8 = stateno = 215
trigger9 = movecontact = 1
trigger9 = stateno = 208; ZEK
trigger10 = movecontact = 1
trigger10 = stateno = 750
trigger11 = movecontact = 1
trigger11 = stateno = 410
trigger12 = movecontact = 1
trigger12 = stateno = 210
trigger13 = stateno = 100
trigger14 = var(10) > 0
trigger14 = movecontact = 1
trigger14 = statetype != A

;---------------------------------------------------------------------------
;Crouch_Z Fierce (YAY)
[State -1, C.Fierce]
type = ChangeState
value = 425
triggerall = command = "z"
triggerall = var(30) = 0
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
;trigger2 = statetype = C
trigger2 = stateno = 405
trigger3 = movecontact = 1
;trigger3 = statetype = C
trigger3 = stateno = 415
trigger4 = movecontact = 1
;trigger4 = statetype = C
trigger4 = stateno = 400
trigger5 = movecontact = 1
;trigger5 = statetype = C
trigger5 = stateno = 410
trigger6 = movecontact = 1
;trigger6 = statetype = C
trigger6 = stateno = 206
trigger7 = movecontact = 1
;trigger7 = statetype = C
trigger7 = stateno = 240
trigger8 = movecontact = 1
;trigger8 = statetype = C
trigger8 = stateno = 201
trigger9 = movecontact = 1
;trigger9 = statetype = C
trigger9 = stateno = 750
trigger10 = movecontact = 1
;trigger10 = statetype = C
trigger10 = stateno = 215
trigger11 = movecontact = 1
;triggerall = statetype = C
trigger11 = stateno = 208 ; ZEK
trigger12 = stateno = 100
;trigger13 = movecontact = 1
;triggerall = statetype = C
trigger13 = stateno = 215
trigger14 = movecontact = 1
trigger14 = stateno = 210
;triggerall = statetype = C
trigger15 = var(10) > 0
trigger15 = movecontact = 1
trigger15 = statetype != A

;---------------------------------------------------------------------------
;Jump_A Short Forward/Backwards (done)
[State -1, J.Short NN]
type = ChangeState
value = 600
triggerall = var(30) = 0
triggerall = Vel X != 0
triggerall = statetype = A
triggerall = command = "a"
trigger1 = ctrl = 1
trigger2 = stateno = 605 && movecontact = 1
trigger3 = var(10) > 0
trigger3 = movecontact = 1

;Jump_A Short Neutral (done)
[State -1, J.Short]
type = ChangeState
value = 603
triggerall = var(30) = 0
triggerall = command = "a"
triggerall = Statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 605 && movecontact = 1
trigger3 = var(10) > 0
trigger3 = movecontact = 1

;---------------------------------------------------------------------------
;Jump_X Jab (done)
[State -1, J.Jab]
type = ChangeState
value = 605
triggerall = var(30) = 0
triggerall = command = "x"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603
trigger2 = movecontact = 1
trigger3 = var(10) > 0
trigger3 = movecontact = 1

;---------------------------------------------------------------------------
;Force Jump_B Nuetral Forward Kick (done)
[State -1, Forced J.Forward N]
type = ChangeState
value = 613
triggerall = var(30) = 0
triggerall = command = "up_b" && (command != "holdfwd" || command != "holdback")
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 615
trigger2 = movecontact = 1
trigger3 = var(10) > 0
trigger3 = movecontact = 1

;Jump_B Forward Kick
[State -1, J.Forward]
type = ChangeState
value = 610
triggerall = var(30) = 0
triggerall = Vel X != 0
triggerall = command = "b"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 615
trigger2 = movecontact = 1
trigger3 = var(10) > 0
trigger3 = movecontact = 1

;Jump_B Nuetral Forward Kick
[State -1, J.Forward N]
type = ChangeState
value = 613
triggerall = var(30) = 0
triggerall = command = "b" && Vel X = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 615
trigger2 = movecontact = 1
trigger3 = var(10) > 0
trigger3 = movecontact = 1

;--------------------------------------------------------------------------
;Jump_Y Strong
[State -1, J.Strong]
type = ChangeState
value = 615
triggerall = var(30) = 0
triggerall = command = "y"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605
trigger2 = movecontact = 1
trigger3 = var(10) > 0
trigger3 = movecontact = 1

;--------------------------------------------------------------------------
;Forced Jump_C RoundHouse Neutral
[State -1, Forced J.Rounhouse]
type = ChangeState
value = 623
triggerall = var(30) = 0
triggerall = command = "up_c" && (command != "holdfwd" || command != "holdback")
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615
trigger2 = movecontact = 1
trigger3 = var(10) > 0
trigger3 = movecontact = 1

;Jump_C RoundHouse Non-Neutral (done)
[State -1, J.Roundhouse NN]
type = ChangeState
value = 620
triggerall = var(30) = 0
triggerall = Vel X != 0
triggerall = command = "c"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615
trigger2 = movecontact = 1
trigger3 = var(10) > 0
trigger3 = movecontact = 1

[State -1, J.Rounhouse]
type = ChangeState
value = 623
triggerall = var(30) = 0
triggerall = command = "c" && Vel X = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615
trigger2 = movecontact = 1
trigger3 = var(10) > 0
trigger3 = movecontact = 1

;--------------------------------------------------------------------------
;Jump_Z Fierce (done)
[State -1, J.Fierce]
type = ChangeState
value = 625
triggerall = var(30) = 0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615
trigger2 = movecontact = 1
trigger3 = var(10) > 0
trigger3 = movecontact = 1



;============================================ E O F ============================================================