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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "back_xy"
command = /B, x+y
time = 1

[Command]
name = "back_yz"
command = /B, y+z
time = 1

[Command]
name = "back_xz"
command = /B, x+z
time = 1

[Command]
name = "fwd_a"
command = /F,a
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Statedef -1]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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