
;-| ボタン配置 |-----------------------------------------------------
;各ボタンの配置を簡単に変更できます。
;このキャラクターのボタン配置を変えたいときなどに使います。
;x = x を x = a に変えれば、xがaに変わります。

[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| 標準化 |-------------------------------------------------------
;[Defaults]
; timeを記述しなかった場合、以下の値が参照されます。最小値は1です。
;command.time = 15

; buffer.timeの値です。1〜30まで設定できます。
; 普通は1です。
;command.buffer.time = 1

;------------------------------------------------------------------------------
;-| AI |------------------------------------------------------
[Command]
name = "CPU1"
command = U, D, F, U, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU2"
command = U, B, F, U, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU3"
command = U, D, D, U, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU4"
command = F, B, U, U, D, F, U, B, U, D, F
time = 1

[Command]
name = "CPU5"
command = U, F, U, B, U, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU6"
command = U, D, B, U, B, U, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU7"
command = F, F, B, U, B, U, D, F, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU8"
command = U, D, U, U, B, U, D, F, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU9"
command = F, B, B, U, B, U, D, F, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU10"
command = F, F, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU11"
command = U, U, F, U, B, U, D, F
time = 1

[Command]
name = "CPU12"
command = U, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU13"
command = U, B, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU14"
command = U, F, B, U, U, B, U, D, F
time = 1

[Command]
name = "CPU15"
command = U, B, F, U, U, B, U, D, F
time = 1

[Command]
name = "CPU16"
command = U, B, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU17"
command = U, D, B, F, U, B, U, D, F
time = 1

[Command]
name = "CPU18"
command = U, D, B, D, U, B, U, D, F
time = 1

[Command]
name = "CPU19"
command = U, D, F, U, U, B, U, D, F
time = 1

[Command]
name = "CPU20"
command = U, D, U, B, U, B, U, D, F
time = 1

[Command]
name = "CPU21"
command = U, D, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU22"
command = F, F, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU23"
command = U, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU24"
command = B, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU25"
command = D, D, D, D, U, B, U, D, F
time = 1

[Command]
name = "CPU26"
command = D, D, D, U, B, U, D, F
time = 1

[Command]
name = "CPU27"
command = F, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU28"
command = U, U, U, U, B, U, D, F
time = 1

[Command]
name = "CPU29"
command = U, U, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU30"
command = D, D, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU31"
command = U, D, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU32"
command = U, B, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU33"
command = U, D, D, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU34"
command = F, B, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU35"
command = U, F, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU36"
command = U, D, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU37"
command = F, F, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU38"
command = U, D, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU39"
command = F, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU40"
command = F, F, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU41"
command = U, U, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU42"
command = U, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU43"
command = U, B, F, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU44"
command = U, F, B, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU45"
command = U, B, F, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU46"
command = U, B, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU47"
command = U, D, B, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU48"
command = U, D, B, D, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU49"
command = U, D, F, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU50"
command = U, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU51"
command = U, D, F, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU52"
command = U, B, F, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU53"
command = U, D, D, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU54"
command = F, B, U, U, D, F, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU55"
command = U, F, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU56"
command = U, D, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU57"
command = F, F, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU58"
command = U, D, U, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU59"
command = F, B, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU60"
command = F, F, B, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

;-| 超必殺技 |-----------------------------------------------------------------

[Command]
name = "rbg"
command = D, F, D, B, c
time = 30

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



[Command]
name = "freeze"
command = ~D, D, c
time = 30

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

[Command]
name = "voltic" 
command = D, F, D, F, x+y
time = 30

[Command]
name = "rba"
command = ~D, F, D, B, a
time = 30

[Command]
name = "rba"
command = ~D, F, D, B, b
time = 30


[Command]
name = "yaotome1"
command = ~D, F, D, B, x
time = 30

[Command]
name = "yaotome2"
command = ~D, F, D, B, y
time = 30


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

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


[Command]
name = "saika1"
command = ~D, F, D, F, a
time = 30

[Command]
name = "saika2"
command = ~D, F, D, F, b
time = 30


;------------------------------------------------------------------------------
;-| 必殺技 |-------------------------------------------------------------------

[Command]
name = "kuzukaze"
command = ~F, D, B, x
time = 30

[Command]
name = "kuzukaze"
command = ~F, D, B, y
time = 30

[Command]
name = "fwd"
command = F
time = 1

[Command]
name = "oniyaki1"
command = ~F, D, DF, x

[Command]
name = "oniyaki2"
command = ~F, D, DF, y

[Command]
name = "yamibarai1"
command = ~D, DF, F, x

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





[command]
name = "yamibarai3"
command = ~D,DB,B,a


[Command]
name = "yamibarai2"
command = ~D, DF, F, y

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

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

[Command]
name = "kotozuki1"
command = ~F, D, B, a

[Command]
name = "kotozuki2"
command = ~F, D, B, b

[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b

;[Command]
;name = "jump"    
;command = ~$D,$U
;time = 8

[Command]
name = "longjump"    
command = ~$D,$U
time = 20

;------------------------------------------------------------------------------
;-| キー２回連続入力 |---------------------------------------------------------
[Command]
name = "FF"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = F, F
time = 10

[Command]
name = "BB"     ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = B, B
time = 10

;------------------------------------------------------------------------------
;-| 同時押し |-----------------------------------------------------------------
[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = x+a
time = 1

[Command]
name = "recovery"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = a+x
time = 1


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

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

;------------------------------------------------------------------------------
;-| 方向キー＋ボタン |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;------------------------------------------------------------------------------
;-| ボタン単発 |---------------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

;---------------------------
;(パワー溜めステート用にコマンドを追加しています)
[Command]
name = "hold_c"
command = /c

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

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

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

;------------------------------------------------------------------------------
;-| 方向キー押しっぱなし |-----------------------------------------------------
[Command]
name = "holdfwd"   ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$F
time = 1

[Command]
name = "holdback"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$B
time = 1

[Command]
name = "holdup"    ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$U
time = 1

[Command]
name = "holddown"  ;要求済み (キーの変更は可能ですが名前を変えたり無効にしてはいけません)
command = /$D
time = 1

;==============================================================================
[Statedef -1];←この行は絶対に消さないでください。必須の項目です。







;==============================================================================
;-------------------------------------------------------------------
; AI swich -> ON
[State -1,AI]
type = Varset
triggerall = var(59) != 1
triggerall = RoundState != 3
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"
trigger31 = command = "CPU31"
trigger32 = command = "CPU32"
trigger33 = command = "CPU33"
trigger34 = command = "CPU34"
trigger35 = command = "CPU35"
trigger36 = command = "CPU36"
trigger37 = command = "CPU37"
trigger38 = command = "CPU38"
trigger39 = command = "CPU39"
trigger40 = command = "CPU40"
trigger41 = command = "CPU41"
trigger42 = command = "CPU42"
trigger43 = command = "CPU43"
trigger44 = command = "CPU44"
trigger45 = command = "CPU45"
trigger46 = command = "CPU46"
trigger47 = command = "CPU47"
trigger48 = command = "CPU48"
trigger49 = command = "CPU49"
trigger50 = command = "CPU50"
trigger51 = command = "CPU51"
trigger52 = command = "CPU52"
trigger53 = command = "CPU53"
trigger54 = command = "CPU54"
trigger55 = command = "CPU55"
trigger56 = command = "CPU56"
trigger57 = command = "CPU57"
trigger58 = command = "CPU58"
trigger59 = command = "CPU59"
trigger60 = command = "CPU60"
var(59) = 1

;-----------------------------------------------------------------------
[State -1, VarRandom]
Type     = null;VarRandom
TriggerAll = Var(59) = 1
Trigger1 = Time = 1
Trigger2 = Time%60 = 1
Trigger2 = MoveType != I
Trigger3 = Time%1 = 1
Trigger3 = MoveType = I
V   = 58
Range    = 0,99
IgnoreHitPause  = 1

;-----------------------------------------------------------------------
[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = 1
Trigger1 = RoundState = 4
Trigger2 = Win = 1
Trigger3 = Lose = 1
Trigger4 = DrawGame = 1
V = 59
Value = -1

;-----------------------------------------------------------------------
[State -1, AI]
Type = VarSet
TriggerAll = Var(59) = -1
Trigger1 = RoundState = 2
V = 59
Value = 1

;---------------------------------------------------------------------------
;歩き
[State -1, Walk]
type = ChangeState
value = 21
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = !InGuardDist
Triggerall = ctrl
Triggerall = stateno != [10,12]
Triggerall = stateno != 21
Triggerall = prevstateno != 21
Triggerall = stateno != [120,159]
Triggerall = prevstateno != [120,159]
trigger1 = random%7!=0

;---------------------------------------------------------------------------
;ダッシュ
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
Triggerall = ctrl
Triggerall = stateno != [10,12]
Triggerall = stateno != 100
Triggerall = prevstateno != 100
Triggerall = stateno != [120,159]
trigger1 = P2BodyDist X >= 141 && enemynear,movetype != A
Trigger1 = p2movetype = I && EnemyNear,statetype != A && Random = [21,140]
trigger2 = (abs(enemynear,Pos X - Pos X)> 100) && p2statetype = L
trigger3 = P2BodyDist X <= 120
trigger3 = p2movetype = I
trigger3 = Random < 50  ;意表をつく接近
trigger4 = P2BodyDist X > 110
trigger4 = p2movetype = I && p2statetype != A
trigger4 = NumProj = 1
trigger4 = Random < 100  ;闇払い後接近
trigger5 = ctrl && abs(enemynear,Pos X - Pos X) > 141 && enemynear,movetype  = A && enemynear,statetype = A
trigger5 = EnemyNear,HitDefAttr != SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
trigger5 = Random =[41,160];対空技などの空振りに接近

;-----------------------------------------------------------------
;バックステップ
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype = S
triggerall = BackEdgeBodyDist > 40 
Triggerall = ctrl && stateno != 10 && stateno != 12 && stateno != 100 && prevstateno != 100 && (stateno != [120,159])
trigger1 = (abs(enemynear,Pos X - Pos X)= [70,100]) && enemynear,movetype != A
trigger1 = p2movetype = I && EnemyNear,statetype != A
trigger1 = Random = [0,40]
trigger2 = (abs(enemynear,Pos X - Pos X) <= 50) && p2statetype = L && Random = [0,50]
;---------------------------------------------------------------------------
;ダウン回避
[State -1, daunkaihi]
type = ChangeState
value = 5200
triggerall = var(59) = 1 && Alive && CanRecover && Vel Y > -1 && Pos Y <= -20 && random <= 500
trigger1 = StateNo = 5050

;---------------------------------------------------------------------------
;ダウン回避（空中）
[State -1, Airdaunkaihi]
type = ChangeState
value = 5210
triggerall = var(59) = 1 && Alive && CanRecover && Vel Y > 0 && Pos Y >= -20 && random <= 500
trigger1 = StateNo = 5050

;-----------------------------------------------------------------
;対飛び道具前転
[State -1, FRoll]
type = null;ChangeState
value = 700
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = p2movetype = A
trigger1 = ctrl
trigger1 = enemynear,NumProj
trigger1 = p2bodydist X = [30,130]
trigger1 = random = [0,40]

;-----------------------------------------------------------------
;前転
[State -1, FRoll]
type  = ChangeState
value  = 700
triggerall = var(59) = 1
triggerall = statetype != A 
TriggerAll = EnemyNear,HitDefAttr! = SC, NT, ST, HT
Triggerall = ctrl
Trigger1 = enemynear,statetype != A
trigger1 = ((abs(enemynear,Pos X - Pos X) <=50) && enemynear,movetype = A)
trigger1 = BackEdgeBodyDist <= 40 && random = [0,100]
trigger1 = p2statetype != L
Trigger2 = enemynear,statetype != A
trigger2 = ((abs(enemynear,Pos X - Pos X) <=50) && enemynear,movetype = A)
trigger2 = BackEdgeBodyDist > 40 && random = [100,200]
trigger2 = p2statetype != L  
Trigger3 = (abs(enemynear,Pos X - Pos X)= [10,45])
Trigger3 = enemynear,statetype = A && enemynear,movetype = A && power < 1000
trigger3 = enemynear,movetype != H && (abs(enemynear,Pos Y - Pos Y) = [20,80]) && random = [401,500]
trigger3 = p2statetype != L
Trigger4 = (abs(enemynear,Pos X - Pos X)= [0,50])
trigger4 = p2statetype = L
trigger4 = random < 30;相手のダウン時
ignorehitpause = 0

;---------------------------------------------------------------------------
;後転
[State -1, BRoll]
type = ChangeState
value = 710
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = p2statetype != L
Triggerall = EnemyNear,HitDefAttr! = SC, NT, ST, HT
Trigger1 = ctrl
trigger1 = ((abs(enemynear,Pos X - Pos X) <=50) && enemynear,movetype  = A && enemynear,statetype != A)
trigger1 = BackEdgeBodyDist > 40 && random = [200,220]
ignorehitpause = 0

;-----------------------------------------------------------------
;ガードキャンセル前転
[State -1, GCRoll]
type  = ChangeState
value = 720
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = Power >= 1000
triggerall = stateno != 255
triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153
trigger1 = BackEdgeBodyDist <= 40
trigger1 = enemynear,MoveType = A && p2statetype != A && abs(enemynear,Pos X - Pos X)<= 50
trigger1 = random = [21,40]

;-----------------------------------------------------------------
;ガードキャンセルぶっ飛ばし攻撃
[State -1,GCA]
type = ChangeState
value = 255
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = Power >= 1000
triggerall = stateno != 255
triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153
trigger1 = BackEdgeBodyDist <= 40
trigger1 = enemynear,MoveType = A && p2statetype != A && abs(enemynear,Pos X - Pos X)<= 50
trigger1 = random <= 20

;-----------------------------------------------------------------
;三神器之弐
[State -1, jhadouken]
type = ChangeState
value = 12100
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = Stateno = 435  && enemynear,statetype != A && movehit = 1 && random > 300
trigger2 = Stateno = 210 && ((animelem=5,>0 && animelem=6,<0) && movehit = 1) && random > 300
trigger2 = enemynear,statetype != A
trigger3 = Stateno = 2002 && AnimElem = 23 && random > 300
trigger4 = Stateno = 20002 && AnimElem = 55 && random > 300
ignorehitpause = 0

[State -1, jhadouken]
type = ChangeState
value = 12111
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = power >= 3000
trigger1 = Stateno = 12213 && AnimElemtime(14) = 55 && random > 300 && var(22) = 1
ignorehitpause = 0


;-----------------------------------------------------------------
;三神器之弐
[State -1, jhadouken]
type = ChangeState
value = 12200
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = Stateno = 435  && enemynear,statetype != A && movehit = 1 && random > 300
trigger2 = Stateno = 210 && ((animelem=5,>0 && animelem=6,<0) && movehit = 1) && random > 300
trigger2 = enemynear,statetype != A
trigger3 = Stateno = 2002 && AnimElem = 23 && random > 300
trigger4 = Stateno = 20002 && AnimElem = 55 && random > 300
ignorehitpause = 0

;-----------------------------------------------------------------
;三神器之弐
[State -1, jhadouken]
type = ChangeState
value = 20000
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = ifelse(Var(11) = 1 || Var(12) = 1,power >= 2500,power >= 2000)
triggerall = statetype != A
trigger1 = Stateno = 435  && enemynear,statetype != A && movehit = 1 && random > 300
trigger2 = Stateno = 210 && ((animelem=5,>0 && animelem=6,<0) && movehit = 1) && random > 300
trigger2 = enemynear,statetype != A
trigger3 = Stateno = 2002 && AnimElem = 23 && var(12) = 1
ignorehitpause = 0

;-----------------------------------------------------------------
;三神器之弐
[State -1, jhadouken]
type = ChangeState
value = 10100
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = ifelse(Var(11) = 1 || Var(12) = 1,power >= 2500,power >= 2000)
triggerall = statetype != A
trigger1 = Stateno = 435  && enemynear,statetype != A && movehit = 1 && random > 300
trigger2 = Stateno = 210 && ((animelem=5,>0 && animelem=6,<0) && movehit = 1) && random > 300
trigger2 = enemynear,statetype != A
trigger3 = Stateno = 2002 && AnimElem = 23 && var(12) = 1
trigger4 = Stateno = 20002 && AnimElem = 55 && random > 300
ignorehitpause = 0

;-----------------------------------------------------------------
;弱 禁千弐百拾壱式・八稚女
[State -1, yhadouken]
type = ChangeState
value = 2000
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = ifelse(Var(11) = 1,power >= 1500,power >= 1000)
trigger1 = Stateno = 435 && movehit = 1 && enemynear,statetype != A && ifelse(power < 2000,random <= 999,random <= 300)
trigger2 = Stateno = 210 && ((animelem=5,>0 && animelem=6,<0) && movehit = 1) && ifelse(power < 2000,random <= 999,random <= 300)
trigger2 = enemynear,statetype != A
trigger3 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger3 = enemynear,statetype != A
trigger3 = power < 2000 && random <= 350
trigger4 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger4 = enemynear,statetype != A
trigger4 = power >= 2000 && random = [401,600]
ignorehitpause = 0

;-----------------------------------------------------------------
;サイカ
[State -1, shadouken]
type = ChangeState
value = 2100
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = ifelse(Var(11) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
Trigger1 = ctrl  
Trigger1 = (abs(enemynear,Pos X - Pos X)= [20,65])
Trigger1 = enemynear,statetype = A && enemynear,movetype = A
trigger1 = enemynear,movetype != H && (abs(enemynear,Pos Y - Pos Y) = [60,140]) && random = [301,999]
trigger2 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger2 = power < 2000 && random = [350,999]
trigger3 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger3 = power >= 2000 && random = [601,999]
ignorehitpause = 0

;-----------------------------------------------------------------
;強 百式・鬼焼き
[State -1, honi]
type = ChangeState
value = 3450
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
Trigger1 = ctrl
Trigger1 = (abs(enemynear,Pos X - Pos X)= [10,45])
Trigger1 = enemynear,statetype = A && enemynear,movetype = A
trigger1 = enemynear,movetype != H && (abs(enemynear,Pos Y - Pos Y) = [20,80]) && ifelse(power < 1000,random <= 400,random <= 300)
trigger1 = BackEdgeBodyDist > 20
trigger2 = Stateno = 211 && ((animelem=4,>0 && animelem=7,<0) && movehit = 1)
trigger2 = power >= 1000 && random = [100,149]
trigger3 = Stateno = 400 && ((animelem=3,>0 && animelem=5,<0) && movehit = 1)
trigger3 = power >= 1000 && random = [100,149]
trigger4 = Stateno = 231 && ((animelem=3,>0 && animelem=4,<0) && movehit = 1)
trigger4 = power >= 1000 && random = [100,149]
trigger5 = ctrl && (abs(enemynear,Pos X - Pos X)= [0,45]) && enemynear,movetype = A && (Prevstateno = 5120 || Prevstateno = 5200)
trigger5 = random = [150,350]
;Trigger3 = ctrl
;trigger3 = (abs(enemynear,Pos X - Pos X)= [0,30]) && enemynear,movetype  = A && enemynear,statetype != A
;trigger3 = BackEdgeBodyDist > 30
;trigger3 = random = [181,300]
;trigger4 = ctrl && abs(enemynear,Pos X - Pos X)<= 90 && enemynear,movetype  = A && enemynear,statetype = A
;trigger4 = EnemyNear,HitDefAttr != SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
ignorehitpause = 0

;-----------------------------------------------------------------
;弱 百式・鬼焼き
[State -1, joni]
type = ChangeState
value = 11115
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
Trigger1 = ctrl
trigger1 = abs(enemynear,Pos X - Pos X)<= 90 && enemynear,movetype  = A && enemynear,statetype != A
trigger1 = random < 100 && BackEdgeBodyDist > 40
Trigger2 = ctrl
trigger2 = abs(enemynear,Pos X - Pos X)<= 90 && enemynear,movetype  = A && enemynear,statetype != A
trigger2 = BackEdgeBodyDist <= 40
trigger2 = random = [101,260]
Trigger3 = ctrl
Trigger3 = (abs(enemynear,Pos X - Pos X)= [10,45])
Trigger3 = enemynear,statetype = A
trigger3 = enemynear,movetype != H && (abs(enemynear,Pos Y - Pos Y) = [20,80])
trigger3 = random <= 40
trigger4 = ctrl && abs(enemynear,Pos X - Pos X)<= 90 && enemynear,movetype  = A && enemynear,statetype != A
trigger4 = EnemyNear,HitDefAttr != SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
ignorehitpause = 0

;---------------------------------------------------------
[State -3]
type = ChangeState
value = 2100
triggerall = Alive   = 1
triggerall = var(59) = 1
triggerall = power >= 1000
triggerall = statetype  != A
triggerall = p2life > 0
triggerall = p2movetype = A
triggerall = P2BodyDist X = [20,60]
trigger1 = Ctrl        = 1
trigger1 = Random <= 250

[State -3]
type = ChangeState
value = 3310
triggerall = Alive   = 1
triggerall = var(59) = 1
triggerall = power >= 1000
triggerall = statetype  != A
triggerall = p2life > 0
trigger1 = stateno = 2100 && animelemtime(8) >= 10 && var(22) = 1 

[State -3]
type = ChangeState
value = 2000
triggerall = Alive   = 1
triggerall = var(59) = 1
triggerall = power >= 1500
triggerall = statetype  != A
triggerall = p2life > 0
trigger1 = stateno = 1304 && animelem = 11 

[State -3]
type = ChangeState
value = 5550
triggerall = Alive   = 1
triggerall = var(59) = 1
triggerall = power >= 1500
triggerall = statetype  != A
triggerall = p2life > 0
trigger1 = stateno = 2002 && animelem = 24 && var(22) = 1

[State -3]
type = ChangeState
value = 20000
triggerall = Alive   = 1
triggerall = var(59) = 1
triggerall = power >= 1500
triggerall = statetype  != A
triggerall = p2life > 0
trigger1 = stateno = 5552 && animelemtime(11) = 10 

;----------------------------------------------------------
[State -1]
type = ChangeState
value = 5510
triggerall = var(59) = 1
triggerall = statetype  != A 
triggerall = power >= 1000
triggerall = P2BodyDist X >= 50
triggerall = P2BodyDist Y = [-120,0]
triggerall = p2movetype = H
trigger1 = p2life > 0
trigger1 = Ctrl = 1
trigger1 = Random <= 10

[State -1]
type = ChangeState
value = 5511
triggerall = var(59) = 1
triggerall = statetype  != A
triggerall = power >= 1000
triggerall = P2BodyDist X >= 50
triggerall = P2BodyDist Y = [-120,-140]
triggerall = p2movetype = H
trigger1 = p2life > 0
trigger1 = Ctrl = 1
trigger1 = Random <= 10

;-----------------------------------------------------
[State -1]
type = null;ChangeState
value = 3350
triggerall = var(59) = 1
triggerall = p2bodydist X   >= 80
triggerall = statetype  != A
triggerall = p2life > 0
triggerall = numhelper(3355) = 0
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

[State -1]
type = null;ChangeState
value = 3450
triggerall = var(59) = 1
triggerall = p2bodydist X   <= 40
triggerall = statetype  != A
triggerall = p2life > 0
triggerall = numhelper(3455) = 0
trigger1 = Ctrl        = 1
trigger1 = Random <= 50

;-----------------------------------------------------------------
;屑風
[State -1, hadouken]
type = ChangeState
value = 1500
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = p2statetype != L
triggerall = statetype != A && p2statetype != A
triggerall = P2Stateno != [120,155]
triggerall = enemynear,prevstateno != [5000,5999]
trigger1 = ctrl && p2bodydist X <= 20 && enemynear,MoveType = I
trigger1 = random < 200
trigger2 = ctrl && (abs(enemynear,Pos X - Pos X)= [0,20]) && enemynear,movetype = A && (Prevstateno = 5120 || Prevstateno = 5200)
trigger2 = random < 150
trigger3 = StateNo = 100
trigger3 = p2bodydist X <= 20
trigger3 = random < 200;ダッシュ投げ
Trigger4 = ctrl
Trigger4 = enemynear,Vel Y > 0
Trigger4 = p2bodydist X <= 20
Trigger4 = (abs(enemynear,Pos Y - Pos Y) = [10,30])
Trigger4 = enemynear,statetype = A && enemynear,movetype != H
Trigger4 = random = [301,450];対空投げ
ignorehitpause = 0

;-----------------------------------------------------------------
;強 琴月
[State -1, hadouken]
type = ChangeState
value = 1350
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A && p2statetype != L
triggerall = ifelse(power < 1000,random <= 999,random = [200,999])
trigger1 = Stateno = 211 && ((animelem=4,>0 && animelem=7,<0) && movehit = 1)
trigger2 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && movehit = 1)
ignorehitpause = 0


;-----------------------------------------------------------------
;強 百弐拾七式・葵花
[State -1, hadouken]
type = ChangeState
value = 1240
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A && p2statetype != L
triggerall = ifelse(power < 1000,random <= 999,random = [200,999])
trigger1 = Stateno = 210 && ((animelem=5,>0 && animelem=6,<0) && movehit = 1)
;trigger2 = Stateno = 211 && ((animelem=4,>0 && animelem=7,<0) && movehit = 1)
;trigger2 = random <= 700
trigger2 = Stateno = 231 && ((animelem=3,>0 && animelem=4,<0) && movehit = 1)
trigger3 = Stateno = 400 && ((animelem=3,>0 && animelem=5,<0) && movehit = 1)
ignorehitpause = 0

;-----------------------------------------------------------------
;強 百八式・闇払い
[State -1, hadouken]
type = ChangeState
value = 1550
triggerall = var(59) = 1
triggerall = RoundState = 2 && p2statetype != A
triggerall = statetype != A && p2statetype != L
triggerall = frontedgebodydist >= 50
triggerall = Numproj = 0
trigger1 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0) && moveguarded
trigger1 = random < 180
trigger2 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0) && moveguarded
trigger2 = ifelse(p2statetype = S,random < 200,random = [30,200]) 
trigger3 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && moveguarded
trigger3 = ifelse(p2statetype = S,random < 50,random = [50,200]) 
trigger4 = ctrl
trigger4 = P2BodyDist X > 160
trigger4 = p2movetype = I
trigger4 = random = [181,260]
ignorehitpause = 0

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


;trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0


[State -1, Guard Impact]
type = hitoverride
triggerall = pos y = 0
triggerall = var(59) && statetype != A 
trigger1 = ctrl 
trigger2 = (stateno=[150,153]) && random < 5
attr = SCA, AA, AP
stateno = 1440
time = ifelse((stateno=[150,153]),10,12)

[State -1, HeavyCounter ]
type = ChangeState
value = 1266
triggerall = Var(59)
triggerall = statetype != A
triggerall = RoundState = 2
triggerall = ctrl
triggerall = !enemynear,numproj
triggerall = P2BodyDist X = [0+floor(3*(enemynear,vel X)),90+floor(3*(enemynear,vel X))]
triggerall = P2BodyDist Y = [-90-floor(3*(enemynear,vel Y)+3*fvar(11)),0-floor(3*(enemynear,vel Y)+3*fvar(11))]
triggerall = prevstateno != 1251
triggerall = prevstateno != 1266
triggerall = enemynear,movetype = A
triggerall = enemynear,statetype = S || enemynear,statetype = A
triggerall = enemynear,movetype != H
triggerall = Facing != EnemyNear,Facing
trigger1 = random <= 100*(Var(59))
;-----------------------------------------------------------------
;外式・夢弾
[State -1, rokotu]
type = ChangeState
value = 436
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A && p2statetype != L
triggerall = power >= 1000 && random < 200
trigger1 = stateno = 201 && ((animelem=3,>0 && animelem=4,<0) && movehit = 1)
trigger2 = Stateno = 211 && ((animelem=4,>0 && animelem=7,<0) && movehit = 1)
trigger3 = Stateno = 231 && ((animelem=3,>0 && animelem=4,<0) && movehit = 1)
trigger4 = stateno = 400 && ((animelem=3,>0 && animelem=5,<0) && movehit = 1)
trigger5 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && movehit = 1)
trigger5 = p2statetype != A
ignorehitpause = 0

;-----------------------------------------------------------------
;------外式・轟斧[キャンセル]  ------
[State -1]
type = ChangeState
value = 216
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A && p2statetype != L
triggerall = p2statetype = C && P2BodyDist X <= 35 && random < 30
trigger1 = Stateno = 211 && ((animelem=4,>0 && animelem=7,<0) && moveguarded)
trigger2 = stateno = 400 && ((animelem=3,>0 && animelem=5,<0) && moveguarded)
ignorehitpause = 0

;---------------------------------------------------------------------------
;P投げ
[State -1, Kung Fu Throw]
Type            = ChangeState
Value           = 800
triggerall      = var(59) = 1
triggerall      = statetype != A
triggerall      = p2statetype != L
triggerall      = p2statetype != A
triggerall      = ctrl
triggerall      = p2bodydist X = [0,22]
trigger1        = Random <= 250 && frontedgebodydist < 40 && p2movetype != A
trigger2        = StateNo = 100 && frontedgebodydist < 40 && p2movetype != A
trigger2        = random = [201,300];ダッシュ投げ
ignorehitpause = 0

;---------------------------------------------------------------------------
;K投げ
[State -1, Kung Fu Throw]
type            = ChangeState
value           = 900
triggerall      = var(59) = 1
triggerall      = statetype != A
triggerall      = p2statetype != L
triggerall      = p2statetype != A
triggerall      = ctrl
triggerall      = p2bodydist X = [0,22]
trigger1        = Random <= 250 && frontedgebodydist > 40 && p2movetype != A
trigger2        = Random <= 250 && P2BodyDist X < 0 && p2movetype != A
trigger3        = StateNo = 100 && frontedgebodydist > 40 && p2movetype != A
trigger3        = random = [201,300];ダッシュ投げ
ignorehitpause = 0

;-----------------------------------------------------------------
;近距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 201
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2BodyDist X <= 30
triggerall = statetype != A
triggerall = p2statetype != L
trigger1 = ctrl
trigger1 = p2statetype = S
trigger1 = random < 100
ignorehitpause = 0

;-----------------------------------------------------------------
;近距離立ち強パンチ
[State -1, kStand Strong Punch]
type = ChangeState
value = 211
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A && p2statetype != L
triggerall = P2BodyDist X <= 30
trigger1 = ctrl
trigger1 = p2statetype != A && (random = [371,999]) ;&& power < 2000
trigger2 = ctrl && ((enemynear,movetype = H) && (p2statetype = S)) && p2stateno = 1420
trigger3 = StateNo = 100 && p2movetype != A
trigger3 = random = [301,500];ダッシュ打撃
ignorehitpause = 0

;-----------------------------------------------------------------
;立ち強パンチ
[State -1, eStand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype = S && p2statetype != L
triggerall = P2BodyDist X > 30
trigger1 = ctrl
trigger1 = P2BodyDist X = [31,60]
trigger1 = enemynear,statetype != A && enemynear,movetype != A && random < 180
trigger2 = ctrl && ((enemynear,movetype = H) && (p2statetype = S)) && p2stateno = 1420
trigger3 = StateNo = 100 && p2movetype != A
trigger3 = random = [301,500];ダッシュ打撃
ignorehitpause = 0

;---------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 231
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = P2BodyDist X <= 30
trigger1 = (ctrl && enemynear,statetype != A) && random = [0,100]
trigger2 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger2 = moveguarded
trigger2 = P2BodyDist X <= 30
trigger2 = random < 500
trigger3 = (P2StateNo = 5120) && (EnemyNear,AnimTime = -3) && (random > 80)
ignorehitpause = 0

;---------------------------------------------------------------------------
;近距離強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 241
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype = S && p2statetype != L
triggerall = P2BodyDist X <= 30
Trigger1 = ctrl  
Trigger1 = (abs(enemynear,Pos X - Pos X)= [0,50])
Trigger1 = enemynear,statetype = A && enemynear,movetype != A
trigger1 = enemynear,movetype != H && (abs(enemynear,Pos Y - Pos Y) = [50,100]) && random <= 100
ignorehitpause = 0

;-----------------------------------------------------------------
;立ち強キック
[State -1, eStanding Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype = S && p2statetype != L
triggerall = P2BodyDist X > 30
trigger1 = ctrl
trigger1 = P2BodyDist X = [50,90]
trigger1 = enemynear,movetype != A && enemynear,statetype != A && random = [181,300]
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
trigger1 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) && movehit = 1
trigger2 = stateno = 430 && (animelem=4,>0 && animelem=6,<0) && movecontact = 1
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type  = ChangeState
value = 430
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = P2BodyDist X <= 35
trigger1 = (ctrl && enemynear,statetype != A && enemynear,statetype = S) && random = [100,370]
trigger2 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger2 = moveguarded
trigger2 = random < 500
trigger2 = P2BodyDist X > 30
trigger3 = (P2StateNo = 5120) && (EnemyNear,AnimTime = -3) && random = [80,200]
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
Trigger1 = ctrl  
Trigger1 = (abs(enemynear,Pos X - Pos X)= [0,50])
Trigger1 = enemynear,statetype = A && enemynear,movetype != A
trigger1 = enemynear,movetype != H && (abs(enemynear,Pos Y - Pos Y) = [30,50]) && random <= 100
ignorehitpause = 0

;---------------------------------------------------------------------------
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = 1
triggerall = RoundState = 2 && statetype = A
triggerall = StateNo != 132 && stateno != 5040
triggerall = p2statetype != L && ctrl
trigger1 = (abs(enemynear,Pos X - Pos X)= [0,70]) && (Pos Y - enemynear,Pos Y) > 30
trigger1 = enemynear,statetype = A && enemynear,movetype != A;空対空
trigger2 = var(8) = 0
trigger2 = p2bodydist X <= 50
trigger2 = Vel Y > 0
trigger2 = random = [301,400]
ignorehitpause = 0

;---------------------------------------------------------------------------
;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) = 1
triggerall = RoundState = 2 && statetype = A
triggerall = StateNo != 132 && stateno != 5040
triggerall = p2statetype != L && ctrl
trigger1 = StateNo = 99 && Var(8) = 2 && Vel Y > 0 && (p2bodydist X = [-9,30]) && random = [0,600];中ジャンプ
trigger1 = enemynear,statetype != A
trigger2 = StateNo = 99 && Var(8) = 1 && Vel Y > 0 && (p2bodydist X = [-9,30]) && random <= 650;小ジャンプ
trigger2 = enemynear,statetype != A
trigger3 = (abs(enemynear,Pos X - Pos X)= [0,70]) && (Pos Y - enemynear,Pos Y) = [10,30]
trigger3 = enemynear,statetype = A && enemynear,movetype != A;空対空
trigger4 = var(8) = 0
trigger4 = p2bodydist X <= 50
trigger4 = Vel Y > 0
trigger4 = random = [0,300]
ignorehitpause = 0

;---------------------------------------------------------------------------
;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) = 1
triggerall = RoundState = 2 && statetype = A
triggerall = StateNo != 132 && stateno != 5040
triggerall = p2statetype != L && ctrl
trigger1 = (abs(enemynear,Pos X - Pos X)= [0,70]) && (Pos Y - enemynear,Pos Y) = [0,10]
trigger1 = enemynear,statetype = A && enemynear,movetype != A;空対空
trigger2 = var(8) = 0
trigger2 = p2bodydist X > 50
trigger2 = Vel Y > 0
trigger2 = random = [0,300]
ignorehitpause = 0

;---------------------------------------------------------------------------
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = 1
triggerall = RoundState = 2 && statetype = A
triggerall = StateNo != 132 && stateno != 5040
triggerall = p2statetype != L && ctrl
trigger1 = StateNo = 99 && Var(8) = 2 && Vel Y > 0 && (p2bodydist X = [31,90]) && random = [0,600];中ジャンプ
trigger1 = enemynear,statetype != A
trigger2 = StateNo = 99 && Var(8) = 1 && Vel Y > 0 && (p2bodydist X = [31,90]) && random <= 650;小ジャンプ
trigger2 = enemynear,statetype != A
trigger3 = (abs(enemynear,Pos X - Pos X)= [0,70]) && (Pos Y - enemynear,Pos Y) = [-25,-1]
trigger3 = enemynear,statetype = A && enemynear,movetype != A;空対空
trigger4 = var(8) = 0
trigger4 = p2bodydist X > 50
trigger4 = Vel Y > 0
trigger4 = random = [301,500]
ignorehitpause = 0

;---------------------------------------------------------------------------
;------  百合折り  ------
[State -1]
type = ChangeState
value = 635
triggerall = var(59) = 1
triggerall = RoundState = 2 && statetype = A
triggerall = StateNo != 132 && stateno != 5040
triggerall = frontedgebodydist > 30
trigger1 = StateNo = 99 && Var(8) = 2 && Vel Y > 0 && (p2bodydist X = [-70,-10]) && random <= 650;中ジャンプ
trigger1 = p2statetype != L && ctrl
trigger2 = StateNo = 99 && Var(8) = 1 && Vel Y > 0 && (p2bodydist X = [-70,-10]) && random <= 650;小ジャンプ
trigger2 = p2statetype != L && ctrl
trigger3 = stateno = 106
ignorehitpause = 0

;---------------------------------------------------------------------------
;立ちガード
[State -1, SGuard]
type = ChangeState
Value = 130
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2movetype = A && MoveType = I && InGuardDist
Triggerall = ctrl
Trigger1 = StateNo = 151 || StateNo = 153
Trigger1 = StateType = S && p2statetype = S && p2bodydist X < 50 && BackEdgeBodyDist > 30 && random = [281,999]
trigger2 = StateType = S && p2statetype = A
trigger2 = p2bodydist X < 50 && random = [601,999]
trigger3 = StateType = S && p2statetype = S && p2bodydist X < 50 && BackEdgeBodyDist <= 30 && random = [261,999]
trigger4 = enemynear,statetype = S && enemynear,movetype = A && (Prevstateno = 5120 || Prevstateno = 5200)
trigger4 = p2bodydist X < 50 && random = [350,999]
trigger4 = EnemyNear,HitDefAttr != SC,AT
Trigger5 = enemynear,NumProj


;---------------------------------------------------------------------------
;しゃがみガード
[State -1, CGuard]
type = ChangeState
Value = 131
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = p2movetype = A && MoveType = I && InGuardDist
Triggerall = ctrl
Trigger1 = StateNo = 151 || StateNo = 153
Trigger1 = StateType = C && p2statetype = C && abs(enemynear,Pos X - Pos X)<= 70;&& BackEdgeBodyDist > 30
;Trigger2 = StateType = C && p2statetype = C && P2bodydist X < 70 && BackEdgeBodyDist <= 30
trigger2 = enemynear,statetype = C && enemynear,movetype = A && (Prevstateno = 5120 || Prevstateno = 5200)
trigger2 = p2bodydist X < 50 && random = [350,999]
trigger2 = EnemyNear,HitDefAttr != SC,AT
Trigger3 = enemynear,NumProj


;---------------------------------------------------------------------------
;空中ガード
[State -1, AGuard]
type = ChangeState
Value = 132
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = p2movetype = A && MoveType = I && InGuardDist
Triggerall = ctrl
trigger1 = P2bodydist X < 80;(abs(enemynear,Pos X - Pos X)<= 80
trigger2 = ctrl && enemynear,NumProj ;&& (enemynear,NumProj,Pos X - Pos X) >= 0;飛び道具

;---------------------------------------------------------------------------
;ジャンプ
[State -1, Jump]
type = ChangeState
value = 40
TriggerAll = Var(59) = 1 
TriggerAll = Ctrl
TriggerAll = StateType != A
TriggerAll = enemynear,MoveType = I
Trigger1 = P2bodydist X <= 100
Trigger1 = EnemyNear,MoveType != A
Trigger1 = ifelse((enemynear,StateType = C),Random <= 150,random = [151,200])
Trigger2 = P2bodydist X >= 190
Trigger2 = Random <= 100
trigger3 = (Enemy,NumHelper > 0 || Enemy,NumProj > 0)
trigger3 = P2bodydist X > 100
trigger3 = random < 200;対飛び道具ジャンプ
ignorehitpause = 0



;-----------------------------------------------------------------------
;ここから下はプレイヤー用
;=======================================================================================================================
;Raging Breeze Gamma
[State -1, Raging Breeze Gamma]
type = ChangeState
value = 12200
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "rbg"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger14 = stateno = 3350 && (animelem=3,>0) 
trigger15 = stateno = 1304 && (animelem=10,>0 && animelem=11,<0) 
trigger16 = stateno = 2002 && (animelem=10,>0 && animelem=24,<0) 
trigger17 = stateno = 5552 && (animelem=11,>0 && animelem=12,<0)
trigger18 = stateno = 20002 && (animelem=50,>0 && animelem=57,<0)
trigger19 = stateno = 12213 && (animelem=1,>0 && animelem=10,<0) && var(22) = 1




;Scorching Earth
[State -1, Scorching Earth]
type = ChangeState
value = 12100
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "searth"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger14 = stateno = 1304 && (animelem=10,>0 && animelem=11,<0) 
trigger15 = stateno = 2002 && (animelem=10,>0 && animelem=24,<0) 
trigger16 = stateno = 5552 && (animelem=11,>0 && animelem=12,<0)
trigger17 = stateno = 20002 && (animelem=50,>0 && animelem=57,<0)
trigger18 = stateno = 5510 && (animelem=5,>0)
trigger19 = stateno = 5511 && (animelem=4,>0)
trigger20 = stateno = 2100 && (animelem=10,>0)

;Aerial Scorching Earth
[State -1, Scorching Earth]
type = ChangeState
value = 12111
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "searth"
triggerall = power >= 3000
triggerall = statetype = A
trigger1 = ctrl

;Freezing Aura
[State -1, Freezing Aura]
type = ChangeState
value = 12000
triggerall = numhelper(12005) = 0
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "freeze"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)


;Raging Breeze : Beta
[State -1, Raging Breeze Beta]
type = ChangeState
value = 20000
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "rbb"
triggerall = ifelse(Var(11) || Var(12) = 1,power >= 2500,power >= 2000)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger14 = stateno = 3350 && (animelem=3,>0) 
trigger15 = stateno = 1304 && (animelem=10,>0 && animelem=11,<0) 
trigger16 = stateno = 2002 && (animelem=10,>0 && animelem=24,<0) 
trigger17 = stateno = 5552 && (animelem=11,>0 && animelem=12,<0)
trigger18 = stateno = 20002 && (animelem=50,>0 && animelem=57,<0) && var(22) = 1
ignorehitpause = 0

;Voltic Turbulence
[State -1, Voltic Turbulence]
type = ChangeState
value = 10100
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "voltic" 
triggerall = ifelse(Var(11) || Var(12) = 1,power >= 2500,power >= 2000)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger14 = stateno = 1240 && (animelem=6,>0) 
trigger15 = stateno = 1500 && (animelem=5,>0) 
trigger16 = stateno = 1550 && (animelem=5,>0) 
trigger17 = stateno = 11137 && (animelem=3,>0) 
trigger18 = stateno = 3350 && (animelem=3,>0) 
trigger19 = stateno = 3450 && (animelem=3,>0) 
trigger20 = stateno = 2100 && (animelem=10,>0)
trigger21 = stateno = 5510 && (animelem=5,>0)
trigger22 = stateno = 5511 && (animelem=4,>0) 
trigger23 = stateno = 1304 && (animelem=10,>0 && animelem=11,<0)
trigger24 = stateno = 2002 && (animelem=10,>0 && animelem=24,<0)
trigger25 = stateno = 5552 && (animelem=11,>0 && animelem=12,<0)
trigger26 = stateno = 3310 && (animelem=10,>0)
trigger27 = stateno = 20002 && (animelem=50,>0 && animelem=57,<0) && var(22) = 1
ignorehitpause = 0

;Elemental Deathblow
[State -1, Elemental Deathblow]
type = ChangeState
value = 2000
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "yaotome1" ;|| var(1) = 2000
triggerall = ifelse(Var(11) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
triggerall = enemy,stateno != [1445,1446]
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger14 = stateno = 3350 && (animelem=3,>0) 
trigger15 = stateno = 1304 && (animelem=10,>0 && animelem=11,<0)
trigger16 = stateno = 5552 && (animelem=11,>0 && animelem=12,<0) && var(22) = 1
ignorehitpause = 0

;Elemental Deathblow
[State -1, Elemental Deathblow]
type = ChangeState
value = 2000;2001
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "yaotome2" ;|| var(1) = 2001
triggerall = ifelse(Var(11) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
triggerall = enemy,stateno != [1445,1446]
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger14 = stateno = 3350 && (animelem=3,>0) 
trigger15 = stateno = 1304 && (animelem=10,>0 && animelem=11,<0)
trigger16 = stateno = 5552 && (animelem=11,>0 && animelem=12,<0) && var(22) = 1
ignorehitpause = 0

;Raging Breeze : Alpha
[State -1, Raging Breeze Alpha]
type = ChangeState
value = 5550
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "rba"
triggerall = ifelse(Var(11) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
triggerall = enemy,stateno != [1445,1446]
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger14 = stateno = 3350 && (animelem=3,>0) 
trigger15 = stateno = 1304 && (animelem=10,>0 && animelem=11,<0) 
trigger16 = stateno = 2002 && (animelem=10,>0 && animelem=24,<0) && var(22) = 1
ignorehitpause = 0

;Raging Breeze : Alpha
[State -1, Raging Breeze Alpha]
type = ChangeState
value = 5550
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "rba"
triggerall = ifelse(Var(11) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
triggerall = enemy,stateno != [1445,1446]
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger14 = stateno = 3350 && (animelem=3,>0) 
trigger15 = stateno = 1304 && (animelem=10,>0 && animelem=11,<0)
trigger16 = stateno = 2002 && (animelem=10,>0 && animelem=24,<0) && var(22) = 1
ignorehitpause = 0

;Lightning Trail
[State -1, Lightning Trail]
type = ChangeState
value = 5510
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "saika1" ;|| var(1) = 2100
triggerall = ifelse(Var(11) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger14 = stateno = 1240 && (animelem=6,>0) 
trigger15 = stateno = 1500 && (animelem=5,>0) 
trigger16 = stateno = 1550 && (animelem=5,>0) 
trigger17 = stateno = 11137 && (animelem=3,>0) 
trigger18 = stateno = 3350 && (animelem=3,>0) 
trigger19 = stateno = 3450 && (animelem=3,>0) 
trigger20 = stateno = 2100 && (animelem=10,>0) && var(22) = 1
trigger21 = stateno = 5511 && (animelem=4,>0) && var(22) = 1
trigger22 = stateno = 1304 && (animelem=10,>0 && animelem=11,<0)
trigger23 = stateno = 2002 && (animelem=10,>0 && animelem=24,<0) && var(22) = 1
trigger24 = stateno = 5552 && (animelem=11,>0 && animelem=12,<0) && var(22) = 1
trigger25 = stateno = 3310 && (animelem=10,>0) && var(22) = 1
ignorehitpause = 0

;Lightning Trail
[State -1, Lightning Trail]
type = ChangeState
value = 5511
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "saika2" ;|| var(1) = 2110
triggerall = ifelse(Var(11) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger14 = stateno = 1240 && (animelem=6,>0) 
trigger15 = stateno = 1500 && (animelem=5,>0) 
trigger16 = stateno = 1550 && (animelem=5,>0) 
trigger17 = stateno = 11137 && (animelem=3,>0) 
trigger18 = stateno = 3350 && (animelem=3,>0) 
trigger19 = stateno = 3450 && (animelem=3,>0) 
trigger20 = stateno = 2100 && (animelem=10,>0) && var(22) = 1
trigger21 = stateno = 5510 && (animelem=5,>0) && var(22) = 1
trigger22 = stateno = 1304 && (animelem=10,>0 && animelem=11,<0)
trigger23 = stateno = 2002 && (animelem=10,>0 && animelem=24,<0) && var(22) = 1
trigger24 = stateno = 5552 && (animelem=11,>0 && animelem=12,<0) && var(22) = 1
trigger25 = stateno = 3310 && (animelem=10,>0) && var(22) = 1
ignorehitpause = 0

;Searing Sorrow
[State -1, Searing Sorrow]
type = ChangeState
value = 3310
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "sear"
triggerall = ifelse(Var(11) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger14 = stateno = 1240 && (animelem=6,>0) 
trigger15 = stateno = 1500 && (animelem=5,>0) 
trigger16 = stateno = 1550 && (animelem=5,>0) 
trigger17 = stateno = 11137 && (animelem=3,>0) 
trigger18 = stateno = 3350 && (animelem=3,>0) 
trigger19 = stateno = 3450 && (animelem=3,>0) 
trigger20 = stateno = 2100 && (animelem=10,>0) && var(22) = 1
trigger21 = stateno = 5510 && (animelem=5,>0) && var(22) = 1
trigger22 = stateno = 5511 && (animelem=4,>0) && var(22) = 1
ignorehitpause = 0

;Breath of Ice
[State -1, Breath of Ice]
type = ChangeState
value = 2100
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "breath"
triggerall = ifelse(Var(11) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = Stateno = 1100 && Movehit = 1 && AnimElem = 1, >= 3
trigger12 = Stateno = 435 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger13 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger14 = stateno = 1240 && (animelem=6,>0) 
trigger15 = stateno = 1500 && (animelem=5,>0) 
trigger16 = stateno = 1550 && (animelem=5,>0) 
trigger17 = stateno = 11137 && (animelem=3,>0) 
trigger18 = stateno = 3310 && (animelem=10,>0) && var(22) = 1
trigger19 = stateno = 5510 && (animelem=5,>0) && var(22) = 1
trigger20 = stateno = 5511 && (animelem=4,>0) && var(22) = 1
trigger21 = stateno = 1304 && (animelem=10,>0 && animelem=11,<0)
trigger22 = stateno = 2002 && (animelem=10,>0 && animelem=24,<0) && var(22) = 1 
trigger23 = stateno = 5552 && (animelem=11,>0 && animelem=12,<0) && var(22) = 1 
trigger24 = stateno = 3350 && (animelem=3,>0) 
ignorehitpause = 0


;==============================================================================
;弱 百式・鬼焼き
[State -1, hadouken]
type = ChangeState
value = 1266;1000
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "oniyaki1" ;|| var(1) = 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
ignorehitpause = 0


;強 百式・鬼焼き
[State -1, hadouken]
type = ChangeState
value = 1240;1100
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "oniyaki2" ;|| var(1) = 1100
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
ignorehitpause = 0

[State -1, Guard Impact]
type = hitoverride
triggerall = pos y = 0
triggerall = !var(59) && statetype != A && command = "fwd"
trigger1 = ctrl 
trigger2 = (stateno=[150,153])
attr = SCA, AA, AP
stateno = 1440
time = ifelse((stateno=[150,153]),10,12)

[State -1, hadouken]
type = ChangeState
value = 1440
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "kuzukaze" ;|| var(1) = 1400
triggerall = statetype != A
triggerall = enemy,stateno != [1445,1446]
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
ignorehitpause = 0

;弱 百弐拾七式・葵花
[State -1, hadouken]
type = ChangeState
value = 11115
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "aoi" ;|| var(1) = 1200
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
trigger12 = stateno = 1255 && screenpos x = [0,320]
ignorehitpause = 0





;弱 琴月
[State -1, hadouken]
type = ChangeState
value = 1300
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "kotozuki1" ;|| var(1) = 1300
triggerall = statetype != A
triggerall = enemy,stateno != [1445,1446]
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
ignorehitpause = 0


;強 琴月
[State -1, hadouken]
type = ChangeState
value = 1350
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "kotozuki2" ;|| var(1) = 1350
triggerall = statetype != A
triggerall = enemy,stateno != [1445,1446]
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
ignorehitpause = 0


;屑風



;弱 百八式・闇払い
[State -1, hadouken]
type = ChangeState
value = 1500
triggerall = var(59) != 1
triggerall = numhelper(11100) <= 1
triggerall = roundstate = 2
triggerall =  command = "yamibarai1" ;|| var(1) = 1500
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
ignorehitpause = 0

;弱 百八式・闇払い
[State -1, hadouken]
type = ChangeState
value = 3350;1501
triggerall = var(59) != 1
triggerall = Numhelper(3355) = 0
triggerall = roundstate = 2
triggerall =  command = "yamibarai3" ;|| var(1) = 1500
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0)
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
ignorehitpause = 0

;弱 百八式・闇払い
[State -1, hadouken]
type = ChangeState
value = 3450;1501
triggerall = var(59) != 1
triggerall = Numhelper(3455) = 0
triggerall = roundstate = 2
triggerall =  command = "Fsplash"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0)
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
ignorehitpause = 0


;強 百八式・闇払い
[State -1, hadouken]
type = ChangeState
value = 1550
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = numhelper(11100) <= 1
triggerall =  command = "yamibarai2" ;|| var(1) = 1550
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = Stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger4 = Stateno = 210 && (animelem=5,>0 && animelem=6,<0)
trigger5 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger6 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger7 = Stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger8 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
trigger9 = Stateno =  215 && ((animelem=8,>0 && animelem=11,<0) && MoveContact = 1)
trigger10 = Stateno = 245 && (animelem=4,>0 && animelem=7,<0)
trigger11 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
ignorehitpause = 0


;------------------------------------------------------------------------------
;ダッシュ
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
ignorehitpause = 0

;バックステップ
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = var(59) != 1
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 1255 && screenpos x = [0,320]
ignorehitpause = 0

;回り込み、
[State -1, Roll]
type = ChangeState
value = ifelse(Command="holdback",710,700) ;後ろを押している時は710になる
triggerall = var(59) != 1
triggerall = command = "roll" || command = "recovery"
trigger1 = statetype = S && Ctrl
trigger2 = stateno = 1255 && screenpos x = [0,320]
ignorehitpause = 0

[State -1, offscreen]
type = ChangeState
value = 1256
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall =  command = "a" || command = "b" || command = "c" || command = "x" || command = "y"
triggerall = statetype != A
trigger1 = stateno = 1255 && screenpos x = [0,320]
ignorehitpause = 0


;ガードキャンセル前転
[State -1, Roll]
type = ChangeState
value = ifelse(Command="holdback",730,720) 
triggerall = var(59) != 1
triggerall = command = "roll" || command = "recovery"
triggerall = Power >= 1000
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

; Power Charge
[State -1, Power Charge]
type = ChangeState
triggerall = power < 6000
trigger1 = command = "hold_a" && command = "hold_b" && command = "hold_x" && statetype = S && ctrl
value = 660

;------------------------------------------------------------------------------
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) != 1
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X = (-5,3) ;負の方向にも制限を付けないと…
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X = (-3,5) ;相手の後ろに回った後も投げが出せてしまう
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
ignorehitpause = 0


;K投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 900
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X = (-5,3) ;負の方向にも制限を付けないと…
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X = (-3,5) ;相手の後ろに回った後も投げが出せてしまう
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
ignorehitpause = 0

;------------------------------------------------------------------------------
;------外式・轟斧　陽[ノーキャンセル]  ------
[State -1]
type = ChangeState
value = 215
triggerall = var(59) != 1
triggerall = command = "a"
triggerall = command != "holddown" && command = "holdfwd" || var(2) = 215
triggerall = statetype != A
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 436 && ((animelem=5,>0 && animelem=7,<0) && MoveContact = 1)
ignorehitpause = 0

;------外式・轟斧[キャンセル]  ------
[State -1]
type = ChangeState
value = 215
triggerall = var(59) != 1
triggerall = command = "a"
triggerall = command = "holdfwd" || var(2) = 215
triggerall = statetype != A
trigger1 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger2 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger3 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger4 = stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger5 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
ignorehitpause = 0


;外式・夢弾
[State -1, rokotu]
type = ChangeState
value = 436
triggerall = var(59) != 1
triggerall = command = "x"
triggerall = command = "holdfwd" || var(2) = 435
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 201 && (animelem=3,>0 && animelem=4,<0) ;&& MoveContact = 1
trigger3 = Stateno = 211 && (animelem=4,>0 && animelem=7,<0)
trigger4 = Stateno = 231 && (animelem=3,>0 && animelem=4,<0) 
trigger5 = stateno = 400 && (animelem=3,>0 && animelem=5,<0) && MoveContact = 1
trigger6 = Stateno = 410 && ((animelem=5,>0 && animelem=6,<0) && MoveContact = 1)
ignorehitpause = 0

;------  百合折り  ------
[State -1]
type = ChangeState
value = 635
triggerall = var(59) != 1
trigger1 = statetype = A && ctrl
trigger1 = P2bodydist X < 0 && (command = "holdfwd"  && command = "a")
trigger2 = statetype = A && ctrl
trigger2 = P2bodydist X >= 0 && (command = "holdback" && command = "a")
trigger3 = stateno = 106 && (command = "holdback" && command = "a")
ignorehitpause = 0

;ぶっ飛ばし攻撃
[State -1]
type = ChangeState
value = 245
triggerall = var(59) != 1
triggerall = command = "c" || command = "heavy" || var(2) = 6
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = ctrl
ignorehitpause = 0

;ガードキャンセルぶっ飛ばし攻撃
[State -1]
type = ChangeState
value = 255
triggerall = var(59) != 1
triggerall = command = "c" || command = "heavy" || var(2) = 6
triggerall = statetype != A
triggerall = Power >= 1000
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153
ignorehitpause = 0

;ジャンプぶっとばし攻撃
[State -1]
type = ChangeState
value = 650
triggerall = var(59) != 1
triggerall =  command = "c" || command = "heavy" || var(2) = 6
;triggerall = command != "holddown"
triggerall = statetype = A
trigger1 = ctrl
ignorehitpause = 0

;==============================================================================
;近距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 201
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "x" || var(2) = 2
triggerall = command != "holddown"
triggerall = P2BodyDist X <= 30
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 430 && (animelem=4,>0 && animelem=6,<0)
ignorehitpause = 0


;遠距離立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) != 1
triggerall = command = "x" || var(2) = 2
triggerall = command != "holddown"
triggerall = P2BodyDist X > 30
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 430 && (animelem=4,>0 && animelem=6,<0)
ignorehitpause = 0


;近距離立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = var(59) != 1
triggerall = command = "y" || var(2) = 3
triggerall = command != "holddown"
triggerall = P2BodyDist X <= 30
triggerall = statetype != A
trigger1 = ctrl
ignorehitpause = 0

;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) != 1
triggerall = command = "y" || var(2) = 3
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
ignorehitpause = 0

;------------------------------------------------------------------------------
;近距離立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 231
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "a" || var(2) = 4
triggerall = command != "holddown"
triggerall = P2BodyDist X <= 30
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 430 && (animelem=4,>0 && animelem=6,<0)
ignorehitpause = 0

;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) != 1
triggerall = command = "a" || var(2) = 4
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = P2BodyDist X > 30
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=4,>0 && animelem=5,<0)
ignorehitpause = 0

;近距離強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 241
triggerall = var(59) != 1
triggerall = command = "b" || var(2) = 5
triggerall = command != "holddown"
triggerall = P2BodyDist X <= 25
triggerall = statetype != A
trigger1 = ctrl
ignorehitpause = 0

;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) != 1
triggerall = command = "b" || var(2) = 5
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
ignorehitpause = 0

;------------------------------------------------------------------------------
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) != 1
triggerall = command = "x" || var(2) = 2
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 400 && (animelem=3,>0 && animelem=5,<0)
trigger5 = stateno = 430 && (animelem=4,>0 && animelem=6,<0)
ignorehitpause = 0

;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) != 1
triggerall = command = "y" || var(2) = 3
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
ignorehitpause = 0

;------------------------------------------------------------------------------
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) != 1
triggerall = command = "a" || var(2) = 4
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = Stateno = 200 && (animelem=4,>0 && animelem=5,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 400 && (animelem=3,>0 && animelem=5,<0)
trigger5 = stateno = 430 && (animelem=4,>0 && animelem=6,<0)
ignorehitpause = 0

;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) != 1
triggerall = command = "b" || var(2) = 5
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
ignorehitpause = 0

;------------------------------------------------------------------------------
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) != 1
triggerall = command = "x" || var(2) = 2
triggerall = stateno != 105  ;バックステップ中は禁止
triggerall = stateno != 5040
trigger1 = statetype = A
trigger1 = ctrl
ignorehitpause = 0


;空中強パンチ
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) != 1
triggerall = command = "y" || var(2) = 3
triggerall = stateno != 105
triggerall = stateno != 5040
trigger1 = statetype = A
trigger1 = ctrl
ignorehitpause = 0


;------------------------------------------------------------------------------
;空中弱キック
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) != 1
triggerall = command = "a" || var(2) = 4
triggerall = stateno != 105
triggerall = stateno != 5040
triggerall = statetype = A
trigger1 = ctrl
ignorehitpause = 0

;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) != 1
triggerall = command = "b" || var(2) = 5
triggerall = stateno != 105
triggerall = stateno != 5040
triggerall = statetype = A
trigger1 = ctrl
ignorehitpause = 0

;------------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 196
triggerall = var(59) != 1
triggerall = var(58) != 1
triggerall = command = "start" || var(1) = 195
;triggerall = (P2Name != "kyoXI" || P4Name != "kyoXI") && EnemyNear,AuthorName != "beppu"
;triggerall = (P2Name != "kyo99" || P4Name != "kyo99") && EnemyNear,AuthorName != "beppu"
trigger1 = statetype != A
trigger1 = ctrl

;挑発
[State -1, Taunt]
type = ChangeState
value = 197
triggerall = var(59) != 1
triggerall = var(58) = 1
triggerall = command = "start" || var(1) = 195
trigger1 = statetype != A
trigger1 = ctrl


