; IM BACK

;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1


;-| Super Motions |--------------------------------------------------------
[Command]
name = "バーニングSHINGO"
command = ~D, B, D, F, y
time = 30

[Command]
name = "バーニングSHINGO"
command = ~D, B, D, F, x
time = 30


[Command]
name = "名称未設定"
command = ~DB,F,DF,D,DB,B,DF, b
time = 40

[Command]
name = "名称未設定"
command = ~DB,F,DF,D,DB,B,DF, y
time = 40

[Command]
name = "名称未設定"
command = ~DB,F,DF,D,DB,B,DF, a
time = 40

[Command]
name = "名称未設定"
command = ~DB,F,DF,D,DB,B,DF, x
time = 40


[Command]
name = "アウェイキングブラッド"
command = ~D, F, D, F, a+b
time = 30


[Command]
name = "拘束斬り"
command = ~D, F, D, F, y
time = 30

[Command]
name = "拘束斬り"
command = ~D, F, D, F, x
time = 30


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

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


;-| Special Motions |------------------------------------------------------
[Command]
name = "ひょうが"
command = ~D, DB, B, c

[Command]
name = "ひょうが"
command = ~D, DB, B, b

[Command]
name = "ひょうが"
command = ~D, DB, B, a


[Command]
name = "体力吸収"
command = ~F,D, B, F, y
time = 30

[Command]
name = "体力吸収"
command = ~F,D, B, F, x
time = 30


[Command]
name = "血液噴出"
command = ~F,B, D, F, x+y
time = 30

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

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

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

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


[Command]
name = "堕落の刻印"
command = ~D, DF, F, b

[Command]
name = "堕落の刻印"
command = ~D, DF, F, a


[Command]
name = "飛び道具"
command = ~D, DF, F, y

[Command]
name = "飛び道具"
command = ~D, DF, F, x


[Command]
name = "絢爛たる幽鬼"
command = ~D, DB, B, y

[Command]
name = "絢爛たる幽鬼"
command = ~D, DB, B, x

[Command]
name = "血溜まり"
command = ~D, D, x

[Command]
name = "血溜まり"
command = ~D, D, y




[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

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

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


[Command]
name = "ゲージ溜め";Required (do not remove)
command = z+c
time = 1


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

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

[Command]
name = "アドガ"
command = a+y
time = 1

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


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

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

[Command]
name = "緊急回避後"
command = /$B,x+a
time = 1

[Command]
name = "緊急回避後"
command = /$B,z
time = 1

[Command]
name = "ふっ飛ばし"
command = c
time = 1

[Command]
name = "ふっ飛ばし"
command = y+b
time = 1

[Command]
name = "ストライカー"
command = a+y
time = 1


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

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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


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


;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

[Command]
name = "holdx";Required (do not remove)
command = /$x
time = 1

[Command]
name = "holdy";Required (do not remove)
command = /$y
time = 1

[Command]
name = "holdz";Required (do not remove)
command = /$z
time = 1

[Command]
name = "holdc";Required (do not remove)
command = /$c
time = 1



; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
;---------------------------------------------------------------------------
[State -1, AI Guard]
Type = ChangeState
Value = 120
triggerall = StateType != A && AILevel != 0 && Ctrl
trigger1 = (AILevel*AILevel*AILevel*2)*0.1
trigger1 = !(enemynear,hitdefattr=SCA,AT) && inguarddist
trigger1 = (stateno!=[120,155])

;===========================================================================
;---------------------------------------------------------------------------
[State -1, Level3]
type = ChangeState
value = 2300
triggerall = power >= 3000
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "PRETZEL" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.4 > random && RoundState = 2 ; AI counters
trigger2 = (EnemyNear,MoveType = A || EnemyNear,StateType = A && Abs(P2Dist Y) > 24) && P2BodyDist X > 40 && EnemyNear,StateNo < 5000 && EnemyNear,MoveType != H

;---------------------------------------------------------------------------
[State -1, 2QCFab]
type = ChangeState
value = 2200
triggerall = power >= 2000
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "2QCFab" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.5 > random && RoundState = 2 ; AI finishes
trigger2 = (StateNo = 250 && MoveHit && (Time = [32,33]) && P2StateType != A) || (StateNo = 215 && MoveHit && P2StateType != A)
trigger2 = EnemyNear,Life <= 420 && Life > 250
trigger3 = AILevel && (AILevel**3)*2*0.4 > random && RoundState = 2 ; AI combos out for fun
trigger3 = StateNo = 250 && MoveHit && (Time = [32,33]) && P2StateType != A && power >= 3500

;---------------------------------------------------------------------------
[State -1, 2QCFp MAX]
type = ChangeState
value = 2150
triggerall = life <= 250
triggerall = power >= 1000
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "2QCFp" && !AILevel

;---------------------------------------------------------------------------
[State -1, 2QCFp]
type = ChangeState
value = 2100
triggerall = life > 250
triggerall = power >= 1000
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "2QCFp" && !AILevel

;---------------------------------------------------------------------------
[State -1, DBDFp MAX]
type = ChangeState
value = 2050
triggerall = life <= 250
triggerall = power >= 1000
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "DBDFp" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.5 > random && RoundState = 2 ; AI finishes
trigger2 = (StateNo = 250 && MoveHit && (Time = [32,33]) && P2StateType != A) || (StateNo = 215 && MoveHit && P2StateType != A)
trigger2 = EnemyNear,Life <= 484
trigger3 = AILevel && (AILevel**3)*2*0.5 > random && RoundState = 2 ; AI combos out for fun
trigger3 = StateNo = 250 && MoveHit && (Time = [32,33]) && P2StateType != A

;---------------------------------------------------------------------------
[State -1, DBDFp]
type = ChangeState
value = 2000
triggerall = life > 250
triggerall = power >= 1000
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "DBDFp" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.5 > random && RoundState = 2 ; AI finishes
trigger2 = (StateNo = 250 && MoveHit && (Time = [32,33]) && P2StateType != A) || (StateNo = 215 && MoveHit && P2StateType != A)
trigger2 = EnemyNear,Life <= 324
trigger3 = AILevel && (AILevel**3)*2*0.3 > random && RoundState = 2 ; AI combos out for fun
trigger3 = StateNo = 250 && MoveHit && (Time = [32,33]) && P2StateType != A && power >= 2500

;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, QCBk]
type = ChangeState
value = 1500
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "QCBk" && !AILevel
;trigger2 = AILevel && (AILevel**3)*2*0.05 > random && RoundState = 2 ; AI dodges
;trigger2 = EnemyNear,MoveType = A && ctrl
trigger2 = AILevel && (AILevel**3)*2*0.4 > random && RoundState = 2 ; AI dodges
trigger2 = EnemyNear,MoveType = A && ctrl && (P2BodyDist X = [50,150]) && Facing != EnemyNear,Facing

;---------------------------------------------------------------------------
[State -1, F HCF xy]
type = ChangeState
value = 1000
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "FHCFxy" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.1 > random && RoundState = 2 ; AI throws out
trigger2 = P2BodyDist X > 96 && Abs(P2Dist Y) < 40 && ((P2StateNo != [5000,5120]) || P2StateNo = 5120 && EnemyNear,AnimTime > -8)
trigger3 = AILevel && (AILevel**3)*2*0.9 > random && RoundState = 2 ; AI follows up from air basic
trigger3 = MoveHit && P2StateType = A

;---------------------------------------------------------------------------
[State -1, HCB F p]
type = ChangeState
value = 1700
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "HCBFp" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.9 > random && RoundState = 2 ; AI combos from f+LK
trigger2 = StateNo = 250 && MoveHit && (Time = [32,33]) && P2BodyDist X <= 32 && P2StateType != A && Life <= 950
trigger3 = AILevel && (AILevel**3)*2*0.3 > random && RoundState = 2 ; AI throws occasionally
trigger3 = EnemyNear,PrevStateNo != 5120 && StateNo < 100 && P2Dist X < 55 && P2StateType = S
trigger4 = AILevel && (AILevel**3)*2*0.3 > random && RoundState = 2 ; AI tries countering
trigger4 = EnemyNear,MoveType = A && P2Dist X < 55 && P2StateType != A

;---------------------------------------------------------------------------
[State -1, DP]
type = ChangeState
value = 1300
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "DP" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.4 > random && RoundState = 2 ; AI antiairs
trigger2 = P2Dist X >= 72 && EnemyNear,StateType = A && Abs(P2Dist Y) > 40 && EnemyNear,StateNo < 5000 && EnemyNear,MoveType != H

;---------------------------------------------------------------------------
[State -1, QCFk]
type = ChangeState
value = 1400
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "QCFk" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.3 > random && RoundState = 2 ; AI attempts to counter
trigger2 = (enemynear,hitdefattr=SCA,AA) && P2Dist X < 64 && Facing != Enemy,Facing && EnemyNear,MoveType = A

;---------------------------------------------------------------------------
[State -1, QCBp]
type = ChangeState
value = 1200
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "QCBp" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.9 > random && RoundState = 2 ; AI combos from f+LK
trigger2 = StateNo = 250 && MoveHit && (Time = [32,33]) && P2StateType != A && P2BodyDist X < 48

;---------------------------------------------------------------------------
[State -1, QCFp]
type = ChangeState
value = 1600
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "QCFp" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.9 > random && RoundState = 2 ; AI combos from close HP if too far
trigger2 = StateNo = 215 && MoveHit && P2StateType != A && P2BodyDist X > 16
trigger3 = AILevel && (AILevel**3)*2*0.9 > random && RoundState = 2 ; AI combos from f+LK if too far
trigger3 = StateNo = 250 && MoveHit && (Time = [32,33]) && P2StateType != A && P2BodyDist X >= 48

;---------------------------------------------------------------------------
[State -1, DDp]
type = ChangeState
value = 1100
triggerall = numhelper(4000)
triggerall = ctrl || (stateno = [200,440]) && stateno != 210 && stateno != 240 && stateno != 299 && movecontact
triggerall = statetype != A
trigger1 = command = "DDp" && !AILevel

;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State Charge]
type = ChangeState
value = 900
triggerall = power < 5000
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "Charge" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.4 > random && RoundState = 2 ; AI throws out
trigger2 = P2Dist X > 64 && P2StateNo > 5030

;---------------------------------------------------------------------------
[State Double Heavy Cancel]
type = ChangeState
value = 299
triggerall = power >= 1000
triggerall = stateno = 150 || stateno = 151
trigger1 = command = "yb" && !AILevel

;---------------------------------------------------------------------------
[State Double Heavy A]
type = ChangeState
value = 690
triggerall = statetype = A
triggerall = stateno = 50
trigger1 = command = "yb" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.9 > random && RoundState = 2 ; AI throws out
trigger2 = P2Dist X < 64 && Abs(P2Dist Y) < 48

;---------------------------------------------------------------------------
[State Double Heavy S]
type = ChangeState
value = 290
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "yb" && !AILevel

;---------------------------------------------------------------------------
[State Dodge Cancel B]
type = ChangeState
value = 701
triggerall = var(20) = 0
triggerall = var(21) = 0
triggerall = power >= 1000
triggerall = stateno = 150 || stateno = 151
trigger1 = command = "xa" && command = "holdback" && !AILevel

;---------------------------------------------------------------------------
[State Dodge Cancel F]
type = ChangeState
value = 700
triggerall = var(20) = 0
triggerall = var(21) = 0
triggerall = power >= 1000
triggerall = stateno = 150 || stateno = 151
trigger1 = command = "xa" && !AILevel

;---------------------------------------------------------------------------
; Dodge B
[State Dodge B]
type = ChangeState
value = 701
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "xa" && command = "holdback" && !AILevel

;---------------------------------------------------------------------------
; Dodge F
[State Dodge F]
type = ChangeState
value = 700
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "xa" && !AILevel

;---------------------------------------------------------------------------
[State Recover?]
type = ChangeState
value = 703
triggerall = var(9) >= 1
triggerall = alive
triggerall = pos y >= 0
trigger1 = stateno = 5050
trigger2 = stateno = 5071
trigger3 = stateno = 5100

;---------------------------------------------------------------------------
[State Taunt]
type = ChangeState
value = 199
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "start" && !AILevel

;---------------------------------------------------------------------------
[State Run Back]
type = ChangeState
value = 105
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "BB" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.9 > random && RoundState = 2 ; AI jumps back
trigger2 = P2BodyDist X < 56 && (EnemyNear,StateNo = [5100,5120])

;---------------------------------------------------------------------------
[State Run Fwd]
type = ChangeState
value = 100
triggerall = statetype = S
triggerall = ctrl && StateNo != 100
trigger1 = command = "FF" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.8 > random && RoundState = 2 ; AI runs in
trigger2 = P2BodyDist X > 48 && StateNo < 100 && EnemyNear,StateNo < 5000 && EnemyNear,MoveType != A
trigger3 = AILevel && (AILevel**3)*2*0.5 > random && RoundState = 2 ; AI runs in when enemy is getting up
trigger3 = P2BodyDist X > 80 && StateNo < 100 && EnemyNear,StateNo = 5120 && EnemyNear,AnimTime > -8
trigger4 = AILevel && (AILevel**3)*2*0.9 > random && RoundState = 2 ; AI runs in
trigger4 = P2BodyDist X > 48 && StateNo = 20
trigger5 = AILevel && (AILevel**3)*2*0.9 > random && RoundState = 2 ; AI runs in
trigger5 = Facing = EnemyNear,Facing && P2BodyDist X > 1

;---------------------------------------------------------------------------
[State Throw K]
type = ChangeState
value = 810
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 100
triggerall = p2dist X < 56
triggerall = p2statetype != A
triggerall = p2movetype != H
trigger1 = command = "b" && (command = "holdfwd" ||command = "holdback") && command != "holddown" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.3 > random && RoundState = 2 ; AI throws occasionally
trigger2 = EnemyNear,PrevStateNo != 5120 && StateNo < 100

;---------------------------------------------------------------------------
[State Throw P]
type = ChangeState
value = 800
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 100
triggerall = p2dist X < 56
triggerall = p2statetype != A
triggerall = p2movetype != H
trigger1 = command = "y" && (command = "holdfwd" ||command = "holdback") && command != "holddown" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.3 > random && RoundState = 2 ; AI throws occasionally
trigger2 = EnemyNear,PrevStateNo != 5120 && StateNo < 100

;===========================================================================
;---------------------------------------------------------------------------
[State Stand f+LP]
type = ChangeState
value = 250
triggerall = statetype != A
triggerall = ctrl || (stateno = [205,440]) && stateno != 210 && stateno != 240 && stateno != 250 && stateno != 299 && movecontact
trigger1 = command = "x" && command = "holdfwd" && command != "holddown" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.9 > random && RoundState = 2 ; AI starts on grounded opponent
trigger2 = MoveHit && P2StateType != A && P2BodyDist X <= 16

;---------------------------------------------------------------------------
[State Stand Light Punch Close]
type = ChangeState
value = 205
triggerall = P2dist X <=55 || p2bodydist x <= 10
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "x" && command != "holddown" && !AILevel

;---------------------------------------------------------------------------
[State Stand Light Punch]
type = ChangeState
value = 200
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "x" && command != "holddown" && !AILevel

;---------------------------------------------------------------------------
[State Stand Heavy Punch Close]
type = ChangeState
value = 215
triggerall = P2dist X <=55 || p2bodydist x <= 10
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "y" && command != "holddown" && !AILevel
trigger2 = AILevel && (AILevel**3)*2*0.9 > random && RoundState = 2 ; AI starts on grounded opponent
trigger2 = P2BodyDist X <= 40 && P2StateType != A && P2StateNo < 5100
trigger3 = AILevel && (AILevel**3)*2*0.9 > random && RoundState = 2 ; AI backstabs
trigger3 = P2StateType != A && (Facing = EnemyNear,Facing || Anim = 5)

;---------------------------------------------------------------------------
[State Stand Heavy Punch]
type = ChangeState
value = 210
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "y" && command != "holddown" && !AILevel

;---------------------------------------------------------------------------
[State Stand Light Kick Close]
type = ChangeState
value = 235
triggerall = P2dist X <=55 || p2bodydist x <= 10
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "a" && command != "holddown" && !AILevel

;---------------------------------------------------------------------------
[State Stand Light Kick]
type = ChangeState
value = 230
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "a" && command != "holddown" && !AILevel

;---------------------------------------------------------------------------
[State Stand Heavy Kick Close]
type = ChangeState
value = 245
triggerall = P2dist X <=55 || p2bodydist x <= 10
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "b" && command != "holddown" && !AILevel

;---------------------------------------------------------------------------
[State Stand Heavy Kick]
type = ChangeState
value = 240
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "b" && command != "holddown" && !AILevel

;---------------------------------------------------------------------------
[State Crouch Light Punch]
type = ChangeState
value = 400
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "x" && command = "holddown" && !AILevel

;---------------------------------------------------------------------------
[State Crouch Heavy Punch]
type = ChangeState
value = 410
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "y" && command = "holddown" && !AILevel

;---------------------------------------------------------------------------
[State Crouch Light Kick]
type = ChangeState
value = 430
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "a" && command = "holddown" && !AILevel

;---------------------------------------------------------------------------
[State Crouch Heavy Kick]
type = ChangeState
value = 440
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "b" && command = "holddown" && !AILevel

;---------------------------------------------------------------------------
[State Jump Light Punch]
type = ChangeState
value = 600
triggerall = statetype = A
triggerall = stateno = 50
trigger1 = command = "x" && !AILevel

;---------------------------------------------------------------------------
[State Jump Strong Punch]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = stateno = 50
trigger1 = command = "y" && !AILevel

;---------------------------------------------------------------------------
[State Jump Light Kick]
type = ChangeState
value = 630
triggerall = statetype = A
triggerall = stateno = 50
trigger1 = command = "a" && !AILevel

;---------------------------------------------------------------------------
[State Jump Strong Kick]
type = ChangeState
value = 640
triggerall = statetype = A
triggerall = stateno = 50
trigger1 = command = "b" && !AILevel