;-| 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
time = 1

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

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

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

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

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

[Command]
name = "CPU9"
command = F, B, B, U, B, 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 |-----------------------------------------------------------------
;コマンドの一部が重なる場合、先に書かれたものが優先されるので
;気を付けてください。
[Command]
name = "Marokare"
command = ~D, DF, F, D, DF, F, z
time = 30

[Command]
name = "Omiwa1"
command = ~F, D, B, F, D, B, x
time = 30

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

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

[Command]
name = "Omiw1Omiw1Omiw1"
command = ~B,F,B,F,c
time = 30

[Command]
name = "Omiwe Omiwe"
command = ~D,B,c
time = 20

[Command]
name = "Pmiwe Pmiwe"
command = ~D,B,a
time = 20

[Command]
name = "Ymiwe Ymiwe"
command = ~D,B,x
time = 20

[Command]
name = "Omiwa2"
command = ~F, D, B, F, D, B, y
time = 30


;------------------------------------------------------------------------------
;-| 必殺技 |-------------------------------------------------------------------
;コマンドの一部が重なる場合、先に書かれたものが優先されるので
;623 → 236の順に登録されています。
;（注:236等はテンキーでコマンドを表しています）
[Command]
name = "Harae1"
command = ~F, B, DB, D, DF, F, x
time = 24

[Command]
name = "Harae2"
command = ~D, B, c
time = 25

[Command]
name = "Harae Harae"
command = ~D, B, y
time = 25

[Command]
name = "Tadasu1"
command = ~F, D, B, F, a
time = 24

[Command]
name = "Tadasu2"
command = ~F, D, B, F, b
time = 24

[Command]
name = "Utsushiiwai1"
command = ~F, D, DF, x

[Command]
name = "Utsushiiwai2"
command = ~F, D, DF, y

[Command]
name = "Honosusori1"
command = ~F, x
time = 10

[Command]
name = "Honosusori2"
command = ~F, a
time = 10

[Command]
name = "Honosusori3"
command = ~F, y
time = 10

[Command]
name = "Honosusori4"
command = ~F, b
time = 10

[Command]
name = "Honosusori5"
command = ~F, z
time = 10

[Command]
name = "Honosusori6"
command = ~B, x
time = 10

[Command]
name = "Honosusori7"
command = ~B, a
time = 10

[Command]
name = "Honosusori8"
command = ~B, y
time = 10

[Command]
name = "Honosusori9"
command = ~B, b
time = 10

[Command]
name = "Miho1"
command = ~D, DB, B, x

[Command]
name = "Miho2"
command = ~D, DB, B, y

[Command]
name = "ukei"
command = ~F, D, DF, b
time = 12


[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 = "FF_x"
command = F, F, x

[Command]
name = "FF_y"
command = F, F, y

[Command]
name = "longjump"    
command = ~$D,$U
time = 6


;------------------------------------------------------------------------------
;-| 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 = "helper"
command = y+b
time = 1

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

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

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

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

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

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

;---------------------------
[Command]
name = "UF"
command = UF

[Command]
name = "F"
command = F

[Command]
name = "DF"
command = DF

;------------------------------------------------------------------------------
;-| 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, 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

;------------------------------------------------------------------------------
[State -1, 0]
type = poweradd
trigger1 = time%1 =0
value = 500

;---------------------------------------------------------------------------
;ダウン回避
[State -1, daunkaihi]
type = ChangeState
value = 5200
triggerall = var(59) = 1
triggerall = Alive
triggerall = CanRecover
triggerall = Vel Y > 0
triggerall = Pos Y < -20
trigger1 = StateNo = 5050
trigger1 = random <= 500

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

;-----------------------------------------------------------------
;前転
[State -1, FRoll]
type = ChangeState
value  = 700
triggerall = var(59) = 1
triggerall = statetype != A 
triggerall = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist X = [0,60]
trigger1 = p2statetype != A
trigger1 = p2movetype = A
trigger1 = EnemyNear,HitDefAttr! = SC, AT
trigger1 = random <= 20
trigger2 = p2bodydist X = [0,40]
trigger2 = p2bodydist Y > -70
trigger2 = EnemyNear,Vel X >= 1
trigger2 = p2statetype = A
trigger2 = p2movetype = A
trigger2 = random <= 40;対空
trigger3 = p2bodydist X <= 0
trigger3 = p2bodydist Y > -80
trigger3 = EnemyNear,Vel X >= 1
trigger3 = p2movetype = A
trigger3 = random <= 200;めくりに対応
trigger4 = p2bodydist X = [5,40]
trigger4 = p2statetype = L
Trigger4 = P2StateNo = 5120
Trigger4 = EnemyNear,AnimTime = -12
Trigger4 = random < 40 ;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, AT
triggerall = ctrl
trigger1 = p2bodydist X = [0,60]
trigger1 = p2statetype != A
trigger1 = p2movetype = A
trigger1 = BackEdgeBodyDist > 60
Trigger1 = EnemyNear,HitDefAttr! = SC, AT
trigger1 = random = [21,50]
trigger2 = p2bodydist X <= 0
trigger2 = p2bodydist Y > -80
trigger2 = EnemyNear,Vel X >= 1
trigger2 = p2movetype = A
trigger2 = random = [201,230];めくりに対応
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 = Power >= 1000
triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153
trigger1 = p2bodydist X <= 50
trigger1 = p2statetype != A
trigger1 = p2movetype = A
trigger1 = BackEdgeBodyDist <= 40
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 = Power >= 1000
triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153
trigger1 = p2bodydist X <= 35
trigger1 = p2statetype != A
trigger1 = p2movetype = A
trigger1 = BackEdgeBodyDist <= 40
trigger1 = random <= 20

;---------------------------------------------------------------------------
;ジャンプ（投げ回避）
[State -1, Jump]
type = ChangeState
value = 39
TriggerAll = Var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = ctrl || stateno = 21 || stateno = 100
TriggerAll = StateType != A
TriggerAll = p2MoveType = I
TriggerAll = stateno != 39
trigger1 = p2bodydist X = [0,80]
trigger1 = enemynear,HitDefAttr = SC, AT

;---------------------------------------------------------------------------
;歩き（追い討ち用）
[State -1, Walk]
type = ChangeState
value = 21
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = !InGuardDist
Triggerall = stateno != 21
Triggerall = prevstateno != 21
Triggerall = stateno != 100
Triggerall = prevstateno != 100
trigger1 = p2bodydist X >= 60
trigger1 = p2bodydist Y < -100
trigger1 = stateno = 1230
trigger1 = AnimTime = 0
trigger1 = p2MoveType = H
trigger1 = p2statetype = A
trigger1 = enemynear,Vel X = 0
;trigger1 = enemynear,Vel Y < 0
trigger1 = NumTarget      ;弱 顕斎ヒット後追い討ち

trigger2 = ctrl
trigger2 = p2bodydist X = [0,80]
trigger2 = NumHelper(1050)
trigger2 = p2MoveType = H || EnemyNear,power < 1000
Trigger2 = random < 300      ;解除後追い討ち

;---------------------------------------------------------------------------
;ダッシュ（追い討ち用）
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
Triggerall = stateno != [10,12]
Triggerall = stateno != 100
Triggerall = prevstateno != 100

trigger1 = p2bodydist X > 0
trigger1 = stateno = 1210
trigger1 = AnimTime = 0
trigger1 = p2MoveType = H
trigger1 = p2statetype = A
trigger1 = EnemyNear,BackEdgeBodyDist >= 20
trigger1 = NumHelper(1250) = 1
trigger1 = var(16) < 5      ;強 顕斎ヒット後追い討ち

trigger2 = ctrl || stateno = 21
trigger2 = p2bodydist X = [81,170]
trigger2 = NumHelper(1050)
trigger2 = (1000*life/const(data.life)) > 250
trigger2 = p2MoveType = H || EnemyNear,power < 1000
Trigger2 = random < 300      ;解除後追い討ち

;------------------------------------------------------------------------------
;混
[State -1, hadouken]
type = ChangeState
value = 3100
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1 || Var(15) = 1,power >= 2500,power >= 2000)
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist Y = [-150,-60]
trigger1 = p2MoveType = H
trigger1 = p2statetype = A
trigger1 = !var(16)
trigger1 = !NumTarget(1200)
trigger1 = enemynear,Vel Y <= 0
trigger1 = random < 100

trigger2 = ctrl
trigger2 = p2bodydist Y = [-150,-60]
trigger2 = p2MoveType = H
trigger2 = p2statetype = A
trigger2 = var(16) > 2
trigger2 = enemynear,Vel X <= -4
trigger2 = random < (300+var(16)*30)     ;強 顕斎ヒット後追い討ち

trigger3 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
trigger3 = p2MoveType = H
trigger3 = p2statetype = A
trigger3 = random < 200

trigger4 = stateno = 3020 && (animelem=18,>1 && var(15))
trigger4 = p2bodydist Y > -40
trigger4 = p2MoveType = H
trigger4 = p2statetype = A
trigger4 = random < 300

trigger5 = ctrl || stateno = 21 || stateno = 100
trigger5 = (1000*life/const(data.life)) < 300
trigger5 = p2life <= 80 

ignorehitpause = 0

;------------------------------------------------------------------------------
;強 大神
[State -1, hadouken]
type = ChangeState
value = 3010
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2Stateno != 40
triggerall = P2Stateno != [120,155]
triggerall = P2stateno != 5120
triggerall = P2stateno != 5201
trigger1 = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist X = [0,80]
trigger1 = p2bodydist Y = [-25,0]
trigger1 = p2MoveType = A
trigger1 = enemynear,Vel X >= 0
trigger1 = enemynear,Vel Y > 0 || P2StateType != A
trigger1 = random < 30

trigger2 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
trigger2 = p2bodydist X = [41,80]
trigger2 = p2bodydist Y = [-35,0]
trigger2 = p2MoveType = H
trigger2 = random = [200,400]

trigger3 = ctrl
trigger3 = EnemyNear,Ctrl = 0
trigger3 = EnemyNear,AnimTime <= -18
trigger3 = P2stateno != [5000,5999]
trigger3 = P2stateno != [120,155]
trigger3 = p2bodydist X = [0,80]
trigger3 = p2statetype != A
trigger3 = p2MoveType = A
trigger3 = stateno = 5120
trigger3 = AnimTime = 0
trigger3 = random < 30

ignorehitpause = 0

;------------------------------------------------------------------------------
[State -1, hadouken]
type = ChangeState
value = 4566
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2Stateno != 40
triggerall = P2Stateno != [120,155]
triggerall = P2stateno != 5120
triggerall = P2stateno != 5201
trigger1 = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist X = [-5,40]
trigger1 = p2statetype != A
trigger1 = enemynear,prevstateno != [5000,5999]
trigger1 = random < 50

trigger2 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger2 = p2bodydist X = [-5,40]
trigger2 = p2MoveType = H
trigger2 = p2statetype != A
trigger2 = random < 200

trigger3 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
trigger3 = p2bodydist X = [-5,40]
trigger3 = p2bodydist Y = [-35,0]
trigger3 = p2MoveType = H
trigger3 = random = [200,400]

trigger4 = p2bodydist X = [0,30]
trigger4 = p2bodydist Y > -80
trigger4 = p2MoveType != H
trigger4 = p2statetype != A
trigger4 = stateno = 5120
trigger4 = AnimTime = 0
trigger4 = random <= 30
ignorehitpause = 0

;------------------------------------------------------------------------------
[State -1, hadouken]
type = ChangeState
value = 60000
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2Stateno != 40
triggerall = P2Stateno != [120,155]
triggerall = P2stateno != 5120
triggerall = P2stateno != 5201
trigger1 = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist X = [80,230]
trigger1 = p2statetype != A
trigger1 = enemynear,prevstateno != [5000,5999]
trigger1 = random < 50

trigger2 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger2 = p2bodydist X = [80,230]
trigger2 = p2MoveType = H
trigger2 = p2statetype != A
trigger2 = random < 200

trigger3 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
trigger3 = p2bodydist X = [-5,40]
trigger3 = p2bodydist Y = [-35,0]
trigger3 = p2MoveType = H
trigger3 = random = [200,400]

trigger4 = p2bodydist X = [0,30]
trigger4 = p2bodydist Y > -80
trigger4 = p2MoveType != H
trigger4 = p2statetype != A
trigger4 = stateno = 5120
trigger4 = AnimTime = 0
trigger4 = random <= 30
ignorehitpause = 0

;------------------------------------------------------------------------------
[State -1, hadouken]
type = ChangeState
value = 40000
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2Stateno != 40
triggerall = P2Stateno != [50,80]
triggerall = P2stateno != 5120
triggerall = P2stateno != 5201
trigger1 = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist X = [50,80]
trigger1 = p2statetype != A
trigger1 = enemynear,prevstateno != [5000,5999]
trigger1 = random < 50

trigger2 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger2 = p2bodydist X = [50,80]
trigger2 = p2MoveType = H
trigger2 = p2statetype != A
trigger2 = random < 200

trigger3 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
trigger3 = p2bodydist X = [-5,40]
trigger3 = p2bodydist Y = [-35,0]
trigger3 = p2MoveType = H
trigger3 = random = [50,80]

trigger4 = p2bodydist X = [0,30]
trigger4 = p2bodydist Y > -80
trigger4 = p2MoveType != H
trigger4 = p2statetype != A
trigger4 = stateno = 5120
trigger4 = AnimTime = 0
trigger4 = random <= 30
ignorehitpause = 0

;------------------------------------------------------------------------------
[State -1, hadouken]
type = ChangeState
value = 50000
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1 || Var(15) = 1,power >= 2500,power >= 2000)
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist Y = [-150,-60]
trigger1 = p2MoveType = H
trigger1 = p2statetype = A
trigger1 = !var(16)
trigger1 = !NumTarget(1200)
trigger1 = enemynear,Vel Y <= 0
trigger1 = random < 100

trigger2 = ctrl
trigger2 = p2bodydist Y = [-150,-60]
trigger2 = p2MoveType = H
trigger2 = p2statetype = A
trigger2 = var(16) > 2
trigger2 = enemynear,Vel X <= -4
trigger2 = random < (300+var(16)*30)     ;強 顕斎ヒット後追い討ち

trigger3 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
trigger3 = p2MoveType = H
trigger3 = p2statetype = A
trigger3 = random < 200

trigger4 = stateno = 3020 && (animelem=18,>1 && var(15))
trigger4 = p2bodydist Y > -40
trigger4 = p2MoveType = H
trigger4 = p2statetype = A
trigger4 = random < 300

trigger5 = ctrl || stateno = 21 || stateno = 100
trigger5 = (1000*life/const(data.life)) < 300
trigger5 = p2life <= 80

ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 大神
[State -1, hadouken]
type = ChangeState
value = 3000
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000)
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2Stateno != 40
triggerall = P2Stateno != [120,155]
triggerall = P2stateno != 5120
triggerall = P2stateno != 5201
trigger1 = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist X = [-5,40]
trigger1 = p2statetype != A
trigger1 = enemynear,prevstateno != [5000,5999]
trigger1 = random < 50

trigger2 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger2 = p2bodydist X = [-5,40]
trigger2 = p2MoveType = H
trigger2 = p2statetype != A
trigger2 = random < 200

trigger3 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
trigger3 = p2bodydist X = [-5,40]
trigger3 = p2bodydist Y = [-35,0]
trigger3 = p2MoveType = H
trigger3 = random = [200,400]

trigger4 = p2bodydist X = [0,30]
trigger4 = p2bodydist Y > -80
trigger4 = p2MoveType != H
trigger4 = p2statetype != A
trigger4 = stateno = 5120
trigger4 = AnimTime = 0
trigger4 = random <= 30
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降D'
[State -1, hadouken]
type = ChangeState
value = 1580
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L

trigger1 = ctrl
trigger1 = p2bodydist X = [171,220]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = Random = [251,300]

trigger2 = ctrl
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = I
trigger2 = p2statetype != A
trigger2 = Random = [151,200]

trigger3 = ctrl || stateno = 21
trigger3 = p2bodydist X = [221,280]
trigger3 = p2statetype = L
Trigger3 = P2StateNo = 5120
Trigger3 = EnemyNear,AnimTime <= -12
Trigger3 = random < 50 ;相手のダウン時

trigger4 = ctrl || stateno = 21
trigger4 = p2bodydist X = [221,280]
trigger4 = NumHelper(1050)
trigger4 = p2MoveType = H
Trigger4 = random < 50

trigger5 = ctrl || stateno = 21
trigger5 = p2bodydist X = [221,280]
trigger5 = enemynear,numproj
trigger5 = enemynear,HitDefAttr = SCA, NP,SP
trigger5 = random <= 30
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降C'
[State -1, hadouken]
type = ChangeState
value = 1570
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl
trigger1 = p2bodydist X = [131,170]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = Random = [151,200]

trigger2 = ctrl
trigger2 = p2bodydist X = [171,220]
trigger2 = p2MoveType = I
trigger2 = p2statetype != A
trigger2 = Random = [201,250]

trigger3 = ctrl
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = I
trigger3 = p2statetype != A
trigger3 = Random = [101,150]

trigger4 = ctrl || stateno = 21
trigger4 = p2bodydist X = [171,220]
trigger4 = p2statetype = L
Trigger4 = P2StateNo = 5120
Trigger4 = EnemyNear,AnimTime <= -12
Trigger4 = random < 50 ;相手のダウン時

trigger5 = ctrl || stateno = 21
trigger5 = p2bodydist X = [170,220]
trigger5 = NumHelper(1050)
trigger5 = p2MoveType = H
Trigger5 = random < 50

trigger6 = ctrl || stateno = 21
trigger6 = p2bodydist X = [171,220]
trigger6 = enemynear,numproj
trigger6 = enemynear,HitDefAttr = SCA, NP,SP
trigger6 = random <= 30
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降B'
[State -1, hadouken]
type = ChangeState
value = 1560
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl
trigger1 = p2bodydist X = [90,130]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = Random = [101,130]

trigger2 = ctrl
trigger2 = p2bodydist X = [131,170]
trigger2 = p2MoveType = I
trigger2 = p2statetype != A
trigger2 = Random = [101,150]

trigger3 = ctrl
trigger3 = p2bodydist X = [171,220]
trigger3 = p2MoveType = I
trigger3 = p2statetype != A
trigger3 = Random = [151,200]

trigger4 = ctrl || stateno = 21
trigger4 = p2bodydist X = [131,170]
trigger4 = p2statetype = L
Trigger4 = P2StateNo = 5120
Trigger4 = EnemyNear,AnimTime <= -12
Trigger4 = random < 50 ;相手のダウン時

trigger5 = ctrl || stateno = 21
trigger5 = p2bodydist X = [131,170]
trigger5 = enemynear,numproj
trigger5 = enemynear,HitDefAttr = SCA, NP,SP
trigger5 = random <= 30

ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降A'
[State -1, hadouken]
type = ChangeState
value = 1550
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl
trigger1 = p2bodydist X = [90,130]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = Random = [51,100]

trigger2 = ctrl || stateno = 21
trigger2 = p2bodydist X = [81,120]
trigger2 = p2statetype = L
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear,AnimTime <= -12
Trigger2 = random = [51,80] ;相手のダウン時

trigger3 = ctrl || stateno = 21
trigger3 = p2bodydist X = [70,130]
trigger3 = enemynear,numproj
trigger3 = enemynear,HitDefAttr = SCA, NP,SP
trigger3 = random <= 30

ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降E
[State -1, hadouken]
type = ChangeState
value = 1540
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl
trigger1 = p2bodydist X = [50,90]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = Random <= 10
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降D
[State -1, hadouken]
type = ChangeState
value = 1530
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L

trigger1 = ctrl
trigger1 = p2bodydist X = [171,220]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = Random = [101,150]

trigger2 = ctrl
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = I
trigger2 = p2statetype != A
trigger2 = Random = [50,100]
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降C
[State -1, hadouken]
type = ChangeState
value = 1520
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl
trigger1 = p2bodydist X = [131,170]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = Random = [50,100]

trigger2 = ctrl
trigger2 = p2bodydist X = [171,220]
trigger2 = p2MoveType = I
trigger2 = p2statetype != A
trigger2 = Random = [50,100]

trigger3 = ctrl
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = I
trigger3 = p2statetype != A
trigger3 = Random <= 50

ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降B
[State -1, hadouken]
type = ChangeState
value = 1510
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl
trigger1 = p2bodydist X = [90,130]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = Random = [21,50]

trigger2 = ctrl
trigger2 = p2bodydist X = [131,170]
trigger2 = p2MoveType = I
trigger2 = p2statetype != A
trigger2 = Random <= 50

trigger3 = ctrl
trigger3 = p2bodydist X = [171,220]
trigger3 = p2MoveType = I
trigger3 = p2statetype != A
trigger3 = Random <= 50

ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降A
[State -1, hadouken]
type = ChangeState
value = 1500
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl
trigger1 = p2bodydist X = [90,130]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = Random <= 20
ignorehitpause = 0

;------------------------------------------------------------------------------
;強 顕斎
[State -1, hadouken]
type = ChangeState
value = 1210
triggerall = var(59) = 1
triggerall = NumHelper(1220) = 0 || NumHelper(1250) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = !var(12)
trigger1 = ctrl
trigger1 = p2bodydist X = [50,90]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = random <= 50
trigger2 = ctrl
trigger2 = p2bodydist X = [-5,50]
trigger2 = p2MoveType = A
trigger2 = p2statetype = S
trigger2 = random = [51,100]
trigger3 = ctrl
trigger3 = p2bodydist X = [10,80]
trigger3 = p2bodydist Y = [-90,-50]
trigger3 = p2MoveType = A
trigger3 = p2statetype = A
trigger3 = enemynear,Vel Y > 0
trigger3 = random <= 100

trigger4 = ctrl || stateno = 21 || stateno = 100
trigger4 = p2bodydist X = [0,55]
trigger4 = p2bodydist Y = [-150,-70]
trigger4 = p2MoveType = H
trigger4 = p2statetype = A
trigger4 = enemynear,Vel X = 0
trigger4 = enemynear,Vel Y > 0
trigger4 = NumTarget      ;弱 顕斎ヒット後追い討ち

trigger5 = ctrl || stateno = 21 || stateno = 100
trigger5 = p2bodydist X = [-20,55]
trigger5 = p2bodydist Y = [-100,-30]
trigger5 = p2MoveType = H
trigger5 = p2statetype = A
trigger5 = enemynear,Vel X < 0
trigger5 = enemynear,Vel Y > 0
trigger5 = NumTarget
trigger5 = var(16) < 5     ;強 顕斎ヒット後追い討ち

trigger6 = ctrl || stateno = 21 || stateno = 100
trigger6 = p2bodydist X = [-20,55]
trigger6 = p2bodydist Y = [-100,0]
trigger6 = p2MoveType = H
trigger6 = NumHelper(1050)
trigger6 = random <= 100    ;解除ヒット後追い討ち

ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 顕斎
[State -1, hadouken]
type = ChangeState
value = 1200
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = !var(12)

trigger1 = (stateno = 240 && (animelem=4,>0 && animelem=7,<0)) || (stateno = 241 && (animelem=10,>0 && animelem=11,<0))
trigger1 = p2bodydist X = [0,70]
trigger1 = p2bodydist Y = [-50,0]
trigger1 = p2MoveType = H
trigger1 = P2StateNo != [120,155]

ignorehitpause = 0

;------------------------------------------------------------------------------
;強 糺
[State -1, hadouken]
type = ChangeState
value = 1310
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl
trigger1 = p2bodydist X = [0,50]
trigger1 = p2MoveType = A
trigger1 = p2statetype != A
trigger1 = random = [101,130]
ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 糺
[State -1, hadouken]
type = ChangeState
value = 1300
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl
trigger1 = p2bodydist X = [0,50]
trigger1 = p2bodydist Y = [-80,0]
trigger1 = p2MoveType = A
trigger1 = p2statetype != C
trigger1 = random = [131,160]

trigger2 = ctrl
trigger2 = p2bodydist X = [0,100]
trigger2 = p2bodydist Y = [-80,0]
trigger2 = p2MoveType = A
trigger2 = EnemyNear,HitDefAttr = SCA, NP, SP
trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
trigger2 = random <= 20

ignorehitpause = 0

;------------------------------------------------------------------------------
;強 解除
[State -1, hadouken]
type = ChangeState
value = 3001
triggerall = var(59) = 1
triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L

trigger1 = ctrl
trigger1 = p2bodydist X = [50,90]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = random = [51,80]

trigger2 = ctrl
trigger2 = p2bodydist X > 90
trigger2 = p2bodydist Y = [-90,0]
trigger2 = p2MoveType = I
trigger2 = Random = [201,240]

trigger3 = (stateno = 240 && (animelem=4,>0 && animelem=7,<0)) || (stateno = 241 && (animelem=10,>0 && animelem=11,<0))
trigger3 = p2bodydist X = [0,75]
trigger3 = p2bodydist Y = [-90,0]
trigger3 = P2StateNo = [120,155]
trigger3 = Random <= 400

ignorehitpause = 0

;------------------------------------------------------------------------------
;強 解除
[State -1, hadouken]
type = ChangeState
value = 1010
triggerall = var(59) = 1
triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L

trigger1 = ctrl
trigger1 = p2bodydist X = [50,90]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = random = [51,80]

trigger2 = ctrl
trigger2 = p2bodydist X > 90
trigger2 = p2bodydist Y = [-90,0]
trigger2 = p2MoveType = I
trigger2 = Random = [201,240]

trigger3 = (stateno = 240 && (animelem=4,>0 && animelem=7,<0)) || (stateno = 241 && (animelem=10,>0 && animelem=11,<0))
trigger3 = p2bodydist X = [0,75]
trigger3 = p2bodydist Y = [-90,0]
trigger3 = P2StateNo = [120,155]
trigger3 = Random <= 400

ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 解除
[State -1, hadouken]
type = ChangeState
value = 6000
triggerall = var(59) = 1
triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = stateno = 240 && (animelem=4,>0 && animelem=7,<0)
trigger1 = p2bodydist X > 60
trigger1 = MoveContact = 1
trigger1 = p2statetype = A
trigger1 = Random <= 500

trigger2 = ctrl || stateno = 21
trigger2 = p2bodydist X > 100
trigger2 = p2statetype = L
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear,AnimTime <= -10
Trigger2 = random = [51,200] ;相手のダウン時

ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 解除
[State -1, hadouken]
type = ChangeState
value = 7000
triggerall = var(59) = 1
triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = stateno = 240 && (animelem=4,>0 && animelem=7,<0)
trigger1 = p2bodydist X > 60
trigger1 = MoveContact = 1
trigger1 = p2statetype = A
trigger1 = Random <= 500

trigger2 = ctrl || stateno = 21
trigger2 = p2bodydist X > 100
trigger2 = p2statetype = L
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear,AnimTime <= -10
Trigger2 = random = [51,200] ;相手のダウン時

ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 解除
[State -1, hadouken]
type = ChangeState
value = 1000
triggerall = var(59) = 1
triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = stateno = 240 && (animelem=4,>0 && animelem=7,<0)
trigger1 = p2bodydist X > 60
trigger1 = MoveContact = 1
trigger1 = p2statetype = A
trigger1 = Random <= 500

trigger2 = ctrl || stateno = 21
trigger2 = p2bodydist X > 100
trigger2 = p2statetype = L
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear,AnimTime <= -10
Trigger2 = random = [51,200] ;相手のダウン時

ignorehitpause = 0

;------------------------------------------------------------------------------
;強 御大
[State -1, hadouken]
type = ChangeState
value = 1410
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype = A
trigger1 = ctrl
trigger1 = p2bodydist X = [0,45]
trigger1 = p2bodydist Y = [-50,30]
trigger1 = p2MoveType = H
trigger1 = p2statetype = A
trigger1 = random <= 100
ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 御大
[State -1, hadouken]
type = ChangeState
value = 1400
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype = A
trigger1 = ctrl
trigger1 = p2bodydist X = [0,45]
trigger1 = p2bodydist Y = [-50,-5]
trigger1 = p2MoveType != H
trigger1 = p2statetype = A
trigger1 = random <= 100
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 = p2movetype != A
triggerall = p2bodydist X = [0,22]
triggerall = ctrl
triggerall = enemynear,prevstateno != [5000,5999]
trigger1 = frontedgebodydist <= 40
trigger1 = Random = [251,400]
trigger2 = StateNo = 100 && frontedgebodydist <= 40
trigger2 = random < 200;ダッシュ投げ

;---------------------------------------------------------------------------
;K投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 810
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2statetype != A
triggerall = p2movetype != A
triggerall = p2bodydist X = [0,22]
triggerall = ctrl
triggerall = enemynear,prevstateno != [5000,5999]
trigger1 = frontedgebodydist > 40
trigger1 = Random = [251,400]
trigger2 = P2BodyDist X < 0
trigger2 = Random = [251,400]
trigger3 = StateNo = 100 && frontedgebodydist > 40
trigger3 = random < 200;ダッシュ投げ

;------------------------------------------------------------------------------
;近距離強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 241
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2BodyDist X <= 25
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist X = [0,25]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = Random = [0,200]

trigger2 = p2bodydist X = [0,25]
trigger2 = p2MoveType = H
trigger2 = p2statetype != A
trigger2 = Random <= 500

trigger3 = ctrl
trigger3 = EnemyNear,Ctrl = 0
trigger3 = p2bodydist X = [0,25]
trigger3 = p2MoveType = I
trigger3 = p2statetype != A
trigger3 = Random <= 500
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 = P2BodyDist X <= 15
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist X = [0,15]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = Random = [201,230]

ignorehitpause = 0

;------------------------------------------------------------------------------
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2BodyDist X > 25
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist X = [26,65]
trigger1 = p2MoveType = I
trigger1 = p2statetype != A
trigger1 = Random = [81,120]

trigger2 = p2bodydist X = [26,65]
trigger2 = p2MoveType = H
trigger2 = p2statetype != A
trigger2 = Random <= 500

trigger3 = p2bodydist X = [45,70]
trigger3 = p2bodydist Y = [-80,-10]
trigger3 = p2MoveType = I
trigger3 = p2statetype = A
trigger3 = enemynear,Vel Y > 0
trigger3 = !var(12)
trigger3 = random <= 30

ignorehitpause = 0

;------------------------------------------------------------------------------
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2BodyDist X > 15
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist X = [26,75]
trigger1 = p2MoveType = I
trigger1 = p2statetype = S
trigger1 = Random = [121,140]
ignorehitpause = 0

;------------------------------------------------------------------------------
;遠距離立ち強パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 210
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2BodyDist X > 25
triggerall = statetype != A
triggerall = ctrl || stateno = 21 || stateno = 100
trigger1 = p2bodydist X = [45,65]
trigger1 = p2MoveType = I
trigger1 = p2statetype = S
trigger1 = Random = [141,160]
ignorehitpause = 0

;------------------------------------------------------------------------------
;斜め空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = P2StateType != L
trigger1 = ctrl
trigger1 = P2bodydist X = [-10,55]
trigger1 = P2bodydist Y = [0,50]
trigger1 = p2MoveType != A
trigger1 = p2statetype != A
trigger1 = Vel Y > 0
trigger1 = Random = [0,500]
ignorehitpause = 0

;---------------------------------------------------------------------------
;ガード
[state -1, Guard]
type = ChangeState
value = 130
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = InGuardDist
triggerall = statetype != A
triggerall = ctrl
trigger1 = enemynear,numproj
trigger2 = enemynear,HitDefAttr = SCA, NA,SA,HA
trigger2 = random <= 500

;---------------------------------------------------------------------------
;空中ガード
[state -1, Guard]
type = ChangeState
value = 132
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = InGuardDist
triggerall = statetype = A
Triggerall = stateno != 1400
triggerall = ctrl
trigger1 = enemynear,numproj
trigger2 = enemynear,HitDefAttr = SCA, NA,SA,HA
trigger2 = random <= 400

;---------------------------------------------------------------------------
;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 != 100
Triggerall = prevstateno != 100
Triggerall = stateno != [120,159]
Triggerall = prevstateno != [120,159]
trigger1 = random%7 = 0
trigger1 = !NumTarget
trigger2 = P2BodyDist X >= 120
trigger2 = P2StateType = L
trigger2 = Random <= 300
trigger3 = p2bodydist X = [0,25]
trigger3 = p2MoveType = I
trigger3 = p2statetype != A
trigger3 = Random = [231,250]

;trigger3 = p2bodydist X > 60
;trigger3 = p2bodydist Y < -100
;trigger3 = stateno = 1230
;trigger3 = AnimTime = 0
;trigger3 = p2MoveType = H
;trigger3 = p2statetype = A
;trigger3 = enemynear,Vel X = 0
;trigger3 = enemynear,Vel Y < 0
;trigger3 = NumTarget      ;弱 顕斎ヒット後追い討ち

;---------------------------------------------------------------------------
;ダッシュ
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59) = 1
triggerall = RoundState = 2
triggerall = statetype != A
Triggerall = stateno != [10,12]
Triggerall = stateno != 100
Triggerall = prevstateno != 100
Triggerall = stateno != [120,159]
Triggerall = ctrl || (stateno = 21 && anim = 20)
trigger1 = P2BodyDist X >= 120
trigger1 = p2movetype = I && p2statetype != A
trigger1 = movetype = A;Random = [301,600]

;trigger2 = P2BodyDist X >= 100
;trigger2 = p2statetype = L
;trigger2 = Random <= 100
;trigger3 = P2BodyDist X <= 120
;trigger3 = p2movetype = I
;trigger3 = Random < 50  ;意表をつく接近

;---------------------------------------------------------------------------
;ジャンプ
[State -1, Jump]
type = ChangeState
value = 39
TriggerAll = Var(59) = 1
TriggerAll = RoundState = 2
TriggerAll = ctrl || (stateno = 21 && anim = 20) || stateno = 100
TriggerAll = StateType != A
TriggerAll = p2MoveType = I
TriggerAll = stateno != 39
Trigger1 = p2bodydist X <= 120
trigger1 = p2statetype != A
Trigger1 = Random <= 20
trigger1 = !NumTarget

;Trigger2 = p2bodydist X = [100,150]
;trigger2 = p2movetype = I && p2statetype != C
;Trigger2 = Random = [601,650]
;Trigger3 = p2bodydist X > 100
;trigger3 = EnemyNear,HitDefAttr = SCA, NP, SP
;trigger3 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
;trigger3 = random < 100;対飛び道具ジャンプ
ignorehitpause = 0


;-----------------------------------------------------------------------
;プレイヤー用
;==============================================================================
;混
[State -1, hadouken]
type = ChangeState
value = 3100
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1 || Var(15) = 1,power >= 2500,power >= 2000)
triggerall = command = "Marokare"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
trigger11 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
trigger12 = stateno = 3020 && (animelem=18,>1 && var(15))
ignorehitpause = 0

;------------------------------------------------------------------------------
;強 大神
[State -1, hadouken]
type = ChangeState
value = 3010
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000)
triggerall = command = "Omiwa2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
trigger11 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
ignorehitpause = 0

;------------------------------------------------------------------------------
[State -1, hadouken]
type = ChangeState
value = 60000
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000)
triggerall = command = "Omiwo Omiwo"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
trigger11 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
ignorehitpause = 0

;------------------------------------------------------------------------------
[State -1, hadouken]
type = ChangeState
value = 50000
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000)
triggerall = command = "Omiwa Omiwa"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
trigger11 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
ignorehitpause = 0

;------------------------------------------------------------------------------
[State -1, hadouken]
type = ChangeState
value = 40000
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000)
triggerall = command = "Omiw1Omiw1Omiw1"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
trigger11 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 大神
[State -1, hadouken]
type = ChangeState
value = 3000
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = ifelse(Var(14) = 1,power >= 1500,power >= 1000)
triggerall = command = "Omiwa1"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
trigger11 = stateno = 1100 && (animelem=3,>0 && animelem=7,<0) && var(14)
ignorehitpause = 0


;------------------------------------------------------------------------------
;強 解除
[State -1, hadouken]
type = ChangeState
value = 3001
triggerall = var(59) != 1
triggerall = NumHelper(1050) = 0;triggerall = Numproj = 0
triggerall = roundstate = 2
triggerall = command = "Harae Harae"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0


;------------------------------------------------------------------------------
;強 解除
[State -1, hadouken]
type = ChangeState
value = 1010
triggerall = var(59) != 1
triggerall = NumHelper(1050) = 0;triggerall = Numproj = 0
triggerall = roundstate = 2
triggerall = command = "Harae2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0


;------------------------------------------------------------------------------
;弱 解除
[State -1, hadouken]
type = ChangeState
value = 7000
triggerall = var(59) != 1
triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "Pmiwe Pmiwe"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 解除
[State -1, hadouken]
type = ChangeState
value = 6000
triggerall = var(59) != 1
triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "Ymiwe Ymiwe"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 解除
[State -1, hadouken]
type = ChangeState
value = 4566
triggerall = var(59) != 1
triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "c"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 解除
[State -1, hadouken]
type = ChangeState
value = 1000
triggerall = var(59) != 1
triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "Omiwe Omiwe"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;強 糺
[State -1, hadouken]
type = ChangeState
value = 1310
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "Tadasu2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 糺
[State -1, hadouken]
type = ChangeState
value = 1300
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "Tadasu1"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降D'
[State -1, hadouken]
type = ChangeState
value = 1580
triggerall = var(59) != 1
;triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "Honosusori9"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降C'
[State -1, hadouken]
type = ChangeState
value = 1570
triggerall = var(59) != 1
;triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "Honosusori8"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降B'
[State -1, hadouken]
type = ChangeState
value = 1560
triggerall = var(59) != 1
;triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "Honosusori7"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降A'
[State -1, hadouken]
type = ChangeState
value = 1550
triggerall = var(59) != 1
;triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "Honosusori6"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降E
[State -1, hadouken]
type = ChangeState
value = 1540
triggerall = var(59) != 1
;triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "Honosusori5"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降D
[State -1, hadouken]
type = ChangeState
value = 1530
triggerall = var(59) != 1
;triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "Honosusori4"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降C
[State -1, hadouken]
type = ChangeState
value = 1520
triggerall = var(59) != 1
;triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "Honosusori3"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降B
[State -1, hadouken]
type = ChangeState
value = 1510
triggerall = var(59) != 1
;triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "Honosusori2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;火闌降A
[State -1, hadouken]
type = ChangeState
value = 1500
triggerall = var(59) != 1
;triggerall = NumHelper(1050) = 0
triggerall = roundstate = 2
triggerall = command = "Honosusori1"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0


;------------------------------------------------------------------------------
;強 御大
[State -1, hadouken]
type = ChangeState
value = 1410
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "Miho2"
triggerall = statetype = A
trigger1 = ctrl
ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 御大
[State -1, hadouken]
type = ChangeState
value = 1400
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "Miho1"
triggerall = statetype = A
trigger1 = ctrl
ignorehitpause = 0

;------------------------------------------------------------------------------
;強 顕斎
[State -1, hadouken]
type = ChangeState
value = 1210
triggerall = var(59) != 1
triggerall = NumHelper(1220) = 0 || NumHelper(1250) = 0
triggerall = roundstate = 2
triggerall = command = "Utsushiiwai2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;弱 顕斎
[State -1, hadouken]
type = ChangeState
value = 1200
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "Utsushiiwai1"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 240 && (animelem=3,>0 && animelem=7,<0)
trigger6 = stateno = 241 && (animelem=3,>0 && animelem=11,<0)
trigger7 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger8 = stateno = 410 && (animelem=6,>0 && animelem=8,<0)
trigger9 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
trigger10 = stateno = 440 && (animelem=8,>0 && animelem=9,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;ダッシュ
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59) != 1
triggerall = roundstate = 2
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 = roundstate = 2
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
ignorehitpause = 0

;------------------------------------------------------------------------------
;回り込み、
[State -1, Roll]
type = ChangeState
value = ifelse(Command="holdback",710,700)
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "roll" 
trigger1 = statetype = S && Ctrl
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 = roundstate = 2
triggerall = command = "roll" 
triggerall = Power >= 1000
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

;------------------------------------------------------------------------------
;ACタクティカルステップ
[State -1, Roll]
type = null;ChangeState
value = 730 
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "roll" 
triggerall = Power >= 1000
trigger1 = stateno = 201 && movecontact = 1
trigger2 = stateno = 201 && movecontact = 1
trigger3 = stateno = 210 && movecontact = 1
trigger4 = stateno = 211 && movecontact = 1
trigger5 = stateno = 230 && movecontact = 1
trigger6 = stateno = 231 && movecontact = 1
trigger7 = stateno = 240 && movecontact = 1
trigger8 = stateno = 241 && movecontact = 1
trigger9 = stateno = 400 && movecontact = 1
trigger10 = stateno = 410 && movecontact = 1
trigger11 = stateno = 430 && movecontact = 1
trigger12 = stateno = 440 && movecontact = 1



;------------------------------------------------------------------------------
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = p2bodydist X <= 22
trigger1 = command = "holdfwd"
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
ignorehitpause = 0

;------------------------------------------------------------------------------
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 810
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = p2bodydist X <= 22
trigger1 = command = "holdfwd"
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
ignorehitpause = 0

;------------------------------------------------------------------------------
;ぶっとばし攻撃
[State -1, Jump Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "z"
triggerall = statetype != A
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 = roundstate = 2
triggerall = command = "z"
triggerall = statetype != A
triggerall = Power >= 1000
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

;------------------------------------------------------------------------------
;ジャンプぶっとばし攻撃
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "z"
triggerall = stateno != 105
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"
triggerall = command != "holddown"
triggerall = P2BodyDist X <= 15
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 201 && (animelem=3,>0 && animelem=4,<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 = roundstate = 2
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<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 = roundstate = 2
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2BodyDist X <= 25
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 = roundstate = 2
triggerall = command = "y"
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"
triggerall = command != "holddown"
triggerall = P2BodyDist X <= 15
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger3 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger4 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
ignorehitpause = 0

;------------------------------------------------------------------------------
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && (animelem=3,>0 && animelem=4,<0)
trigger3 = stateno = 201 && (animelem=3,>0 && animelem=4,<0)
trigger4 = stateno = 231 && (animelem=4,>0 && animelem=5,<0)
trigger5 = stateno = 400 && (animelem=2,>0 && animelem=3,<0)
trigger6 = stateno = 430 && (animelem=2,>0 && animelem=4,<0)
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 = command = "b"
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 = roundstate = 2
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
ignorehitpause = 0


;------------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "start"
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 = roundstate = 2
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400 && (animelem=2,>0 && animelem=3,<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 = roundstate = 2
triggerall = command = "y"
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 = roundstate = 2
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && (animelem=2,>0 && animelem=4,<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 = roundstate = 2
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
ignorehitpause = 0


;------------------------------------------------------------------------------
;斜め空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) != 1
triggerall = roundstate = 2
triggerall = command = "x"
triggerall = statetype = A
trigger1 = ctrl
ignorehitpause = 0


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

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


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