; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional -- defaults to 15 if omitted)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas.
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their command detection.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;
[Command]
name = "cpu1"
command = D, F, U, UF, D, F, x+y
time = 0

[Command]
name = "cpu2"
command = B, F, U, DB, D, F, a+b
time = 0

[Command]
name = "cpu3"
command = B, U, DB, D, F, D, c
time = 0

[Command]
name = "cpu4"
command = F, D, UB, F, B, D, a
time = 0

[Command]
name = "cpu5"
command = F+a, b+c+D, c+x+a+UB
time = 0

[Command]
name = "cpu6"
command = F+b+c, D, UB, c+a, c+x+UF
time = 0

[Command]
name = "cpu7"
command = F, U, B, F, UF, U, B, DF, c+z
time = 0

[Command]
name = "cpu8"
command = F, U, B, F, UF, U, B, DU, c+z
time = 0

[Command]
name = "cpu9"
command = F, U, B, F, UF, U, B, D, D, c+z
time = 0

[Command]
name = "cpu10"
command = F, U, B, F, UF, U, B, c+z+UB
time = 0

[Command]
name = "cpu11"
command = F, U, B, F, UF, U, B, c+z+UD
time = 0

[Command]
name = "cpu12"
command = F, U, B, F, UF, U, B, a+b
time = 0

[Command]
name = "cpu13"
command = F, U, B, F, UF, U, B, c+y
time = 0

[Command]
name = "cpu14"
command = F, U, B, F, UF, U, B, c+x
time = 0

[Command]
name = "cpu15"
command = F, U, B, F, UF, U, B, c+b
time = 0

[Command]
name = "cpu16"
command = F, U, B, F, UF, U, B, c+a
time = 0

[Command]
name = "cpu17"
command = F, U, B, F, UF, U, B, c+z+b
time = 0

[Command]
name = "cpu18"
command = F, U, B, F, UF, U, B, c+z+a
time = 0

[Command]
name = "cpu19"
command = F, U, B, F, UF, U, B, c+z+x
time = 0

[Command]
name = "cpu20"
command = F, U, B, F, UF, U, B, c+z+B
time = 0

[Command]
name = "cpu21"
command = F, U, B, F, UF, U, B, c+z+y
time = 0

[Command]
name = "cpu22"
command = F, U, B, F, UF, U, B, a+b
time = 0

[Command]
name = "cpu23"
command = F, U, B, F, UF, U, B, c+y
time = 0

[Command]
name = "cpu24"
command = F, U, B, F, UF, U, B, c+x
time = 0

[Command]
name = "cpu25"
command = F, U, B, F, UF, U, B, c+b
time = 0

[Command]
name = "cpu26"
command = F, U, B, F, UF, U, B, c+a
time = 0

[Command]
name = "cpu27"
command = F, U, B, F, UF, U, B, c+z+b
time = 0

[Command]
name = "cpu28"
command = F, U, B, F, UF, U, B, c+z+a
time = 0

[Command]
name = "cpu29"
command = F, U, B, F, UF, U, B, c+z+x
time = 0

[Command]
name = "cpu30"
command = F, U, B, F, UF, U, B, c+z+B
time = 0

[Command]
name = "cpu31"
command = F, UD, B, F, UF, U, B, c+z+y
time = 0

[Command]
name = "cpu32"
command = F, U, BD, F, UF, U, B, c+z+y
time = 0

[Command]
name = "cpu33"
command = F, UF, B, F, UF, U, B, c+z+y
time = 0

[Command]
name = "cpu34"
command = D, D, D, D, D, D, D, x
time = 1
[Command]
name = "cpu"
command = D, F, U, UF, D, F, x+y
time = 0

[Command]
name = "cpu2"
command = B, F, U, DB, D, F, a+b
time = 0

[Command]
name = "cpu3"
command = B, U, DB, D, F, D, c
time = 0

[Command]
name = "cpu4"
command = F, D, UB, F, B, D, a
time = 0

[Command]
name = "cpu5"
command = F+a, b+c+D, c+x+a+UB
time = 0

[Command]
name = "cpu6"
command = F+b+c, D, UB, c+a, c+x+UF
time = 0

[Command]
name = "cpu7"
command = F, U, B, F, UF, U, B, DF, c+z
time = 0

[Command]
name = "cpu8"
command = F, U, B, F, UF, U, B, DU, c+z
time = 0

[Command]
name = "cpu9"
command = F, U, B, F, UF, U, B, D, D, c+z
time = 0

[Command]
name = "cpu10"
command = F, U, B, F, UF, U, B, c+z+UB
time = 0

[Command]
name = "cpu11"
command = F, U, B, F, UF, U, B, c+z+UD
time = 0

[Command]
name = "cpu12"
command = F, U, B, F, UF, U, B, a+b
time = 0

[Command]
name = "cpu13"
command = F, U, B, F, UF, U, B, c+y
time = 0

[Command]
name = "cpu14"
command = F, U, B, F, UF, U, B, c+x
time = 0

[Command]
name = "cpu15"
command = F, U, B, F, UF, U, B, c+b
time = 0

[Command]
name = "cpu16"
command = F, U, B, F, UF, U, B, c+a
time = 0

[Command]
name = "cpu17"
command = F, U, B, F, UF, U, B, c+z+b
time = 0

[Command]
name = "cpu18"
command = F, U, B, F, UF, U, B, c+z+a
time = 0

[Command]
name = "cpu19"
command = F, U, B, F, UF, U, B, c+z+x
time = 0

[Command]
name = "cpu20"
command = F, U, B, F, UF, U, B, c+z+B
time = 0

[Command]
name = "cpu21"
command = F, U, B, F, UF, U, B, c+z+y
time = 0

[Command]
name = "cpu22"
command = F, U, B, F, UF, U, B, a+b
time = 0

[Command]
name = "cpu23"
command = F, U, B, F, UF, U, B, c+y
time = 0

[Command]
name = "cpu24"
command = F, U, B, F, UF, U, B, c+x
time = 0

[Command]
name = "cpu25"
command = F, U, B, F, UF, U, B, c+b
time = 0

[Command]
name = "cpu26"
command = F, U, B, F, UF, U, B, c+a
time = 0

[Command]
name = "cpu27"
command = F, U, B, F, UF, U, B, c+z+b
time = 0

[Command]
name = "cpu28"
command = F, U, B, F, UF, U, B, c+z+a
time = 0

[Command]
name = "cpu29"
command = F, U, B, F, UF, U, B, c+z+x
time = 0

[Command]
name = "cpu30"
command = F, U, B, F, UF, U, B, c+z+B
time = 0

[Command]
name = "cpu31"
command = F, UD, B, F, UF, U, B, c+z+y
time = 0

[Command]
name = "cpu32"
command = F, U, BD, F, UF, U, B, c+z+y
time = 0

[Command]
name = "cpu33"
command = F, UF, B, F, UF, U, B, c+z+y
time = 0

[Command]
name = "cpu34"
command = D, D, D, D, D, D, D, x
time = 1



[Command] ;Two quarter circles forward + y
name = "Ult"
command = ~D, DF, F, DF, D, DB, B, x+y
time = 30

[Command] ;Two quarter circles forward + y
name = "Ult"
command = ~D, DF, F, DF, D, DB, B, y+z
time = 30

[Command] ;Two quarter circles forward + y
name = "Ult"
command = ~D, DF, F, DF, D, DB, B, x+z
time = 30

[Command] ;Two quarter circles forward + y
name = "2QCF_x"
command = ~D, DF, F, D, DF, F, x
time = 25

[Command] ;Two quarter circles forward + y
name = "2QCF_x"
command = ~D, DF, F, D, DF, F, y
time = 25

[Command] ;Two quarter circles forward + y
name = "2QCF_x"
command = ~D, DF, F, D, DF, F, z
time = 25

[Command] ;Two quarter circles forward + y
name = "Ult1"
command = ~D, DB, B, D, DB, B, x
time = 25

[Command] ;Two quarter circles forward + y
name = "Ult1"
command = ~D, DB, B, D, DB, B, y
time = 25

[Command] ;Two quarter circles forward + y
name = "Ult1"
command = ~D, DB, B, D, DB, B, z
time = 25

[Command] ;Two quarter circles forward + y
name = "Ult2"
command = ~D, DB, B, D, DB, B, a
time = 25

[Command] ;Two quarter circles forward + y
name = "Ult2"
command = ~D, DB, B, D, DB, B, b
time = 25

[Command] ;Two quarter circles forward + y
name = "Ult2"
command = ~D, DB, B, D, DB, B, c
time = 25

[Command] ;Two quarter circles forward + y
name = "2QCF_a"
command = ~D, DF, F, D, DF, F, a
time = 25

[Command] ;Two quarter circles forward + y
name = "2QCF_a"
command = ~D, DF, F, D, DF, F, b
time = 25

[Command] ;Two quarter circles forward + y
name = "2QCF_a"
command = ~D, DF, F, D, DF, F, c
time = 25
[Command]
name = "QCFp_EX"
command = ~D, DF, F, x+y

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

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

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

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

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

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

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

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


[Command]
name = "HCBp_EX"
command = ~F,DF, D, DB, B, x+y
time = 17

[Command]
name = "HCBp_EX"
command = ~F,DF, D, DB, B, y+z
time = 17

[Command]
name = "HCBp_EX"
command = ~F,DF, D, DB, B, x+z
time = 17

[Command]
name = "QCFk_EX"
command = ~D, DF, F, a+b

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

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

[Command]
name = "QCBk_EX"
command = ~D, DB, B, a+b

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

[Command]
name = "QCBk_EX"
command = ~D, DB, B, b+c
[Command]
name = "QCF_x"
command = ~D, DF, F, x

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

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

[Command]
name = "HCB_x"
command = ~F,DF, D, DB, B, x
time = 17

[Command]
name = "HCB_y"
command = ~F, DF, D, DB, B, y
time = 17

[Command]
name = "HCB_z"
command = ~F, DF, D, DB, B, z
time = 17

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;-| 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

;-| 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 = "hparry"
command = F
time = 1

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

[Command]
name = "holdp";Required (do not remove)
command = /x
time = 1
[Command]
name = "holdp";Required (do not remove)
command = /y
time = 1
[Command]
name = "holdp";Required (do not remove)
command = /z
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.

[Statedef -1]

; Tetsu Thrasher
[State -1]
type = ChangeState
value = 4000
triggerall = command = "Ult"
triggerall = statetype != A
trigger1 = power = 3000
trigger1 = ctrl = 1
trigger2 = power = 3000
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact
trigger3 = power >= 2000
trigger3 = hitdefattr = SC, HA
trigger3 = movecontact
trigger4 = power = 3000
trigger4 = (stateno = [100,101]) && time > 5



; Shoryureppa
[State -1]
type = ChangeState
value = 3000
triggerall = stateno !=3000
triggerall = power >= 1000
triggerall = command = "2QCF_a"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = (hitdefattr = SC, NA, SA, HA) &&  !(stateno = [260,289]) &&  !(stateno =1104)
trigger2 = movecontact
trigger3 = NumHelper = 1
trigger3 = helper, movecontact
trigger4 = (stateno = [100,101]) && time > 5


; Typhoon Kick
[State -1]
type = ChangeState
value = ifelse(statetype = A,3045,3040)
triggerall = stateno !=[3040,3047]
triggerall = power >= 1000
triggerall = command = "Ult2"
trigger1 = ctrl = 1
trigger2 = (hitdefattr = SCA, NA, SA, HA) &&  !(stateno = [260,289]) &&  !(stateno =1104)
trigger2 = movecontact
trigger3 = NumHelper = 1
trigger3 = helper, movecontact
trigger4 = (stateno = [100,101]) && time > 5

[State -1]
type = ChangeState
value = 3090
triggerall = stateno !=[3090,3093]
triggerall = power >= 1000
triggerall = command = "2QCF_a" 
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (hitdefattr = A, NA, SA, HA) &&  !(stateno = [260,289]) &&  !(stateno =1104)
trigger2 = movecontact
trigger3 = NumHelper = 1
trigger3 = helper, movecontact 
trigger4 = (stateno = [100,101]) && time > 5

; Fatal Lightning
[State -1]
type = ChangeState
value = 3080
triggerall = stateno !=3080
triggerall = power >= 1000
triggerall = command = "Ult1"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (hitdefattr = A, NA, SA, HA) &&  !(stateno = [260,289]) &&  !(stateno =1104)
trigger2 = movecontact
trigger3 = NumHelper = 1
trigger3 = helper, movecontact 
trigger4 = (stateno = [100,101]) && time > 5

; Shinkuu Hadoken
[State -1]
type = ChangeState
value = ifelse(statetype=A,3070,3010)
triggerall = stateno !=3070 && stateno !=3010
triggerall = power >= 1000
triggerall = command = "2QCF_x" 
trigger1 = ctrl = 1
trigger2 = (hitdefattr = SCA, NA, SA, HA) &&  !(stateno = [260,289]) &&  !(stateno =1104)
trigger2 = movecontact
trigger3 = NumHelper = 1
trigger3 = helper, movecontact
trigger4 = (stateno = [100,101]) && time > 5

; Final Bomber
[State -1]
type = ChangeState
value = 3050
triggerall = stateno !=[3050,3055] 
triggerall = power >= 1000
triggerall = command = "Ult1"
triggerall = statetype !=A 
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, HA
trigger2 = movecontact
trigger3 = NumHelper = 1
trigger3 = helper, movecontact 
trigger4 = (stateno = [100,101]) && time > 5

;Dragon Punch_EX
[State -1]
type = ChangeState
value = 2020
triggerall = power >= 500
triggerall = command = "DPp_EX"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Dragon Punch_EX
[State -1]
type = ChangeState
value = 2050
triggerall = power >= 500
triggerall = command = "RDPp_EX"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Hadoken_EX
[State -1]
type = ChangeState
value = 2000
triggerall = !NumHelper(11000)
triggerall = power >= 500
triggerall = command = "QCFp_EX"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Cyclone Kick_EX
[State -1]
type = ChangeState
value = ifelse(statetype =A,2080,2010)
triggerall = power >= 500
triggerall = command = "QCBk_EX"
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Cyclone Kick_EX
;[State -1]
;type = ChangeState
;value = 2070
;triggerall = power >= 500
;triggerall = command = "HCBp_EX"
;triggerall = statetype != A
;trigger1 = ctrl = 1
;trigger2 = (stateno = [200,299]) || (stateno = [400,499]) 
;trigger2 = movecontact

;Cyclone Kick_EX
[State -1]
type = ChangeState
value = 2090
triggerall = power >= 500
triggerall = command = "QCFk_EX"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Hadoken_EX
[State -1]
type = ChangeState
value = 1068
triggerall = !NumHelper(11000)
triggerall = power >= 500
triggerall = command = "QCFp_EX"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,699])
trigger2 = movecontact

;Dive Kick_EX
[State -1]
type = ChangeState
value = 2030
triggerall = power >= 500
triggerall = command = "QCFk_EX"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,699])  
trigger2 = movecontact

;Neo Recovery
[State -1]
type = ChangeState
value = 910
triggerall = power = 3000 && CanRecover = 0
triggerall = command = "QCFp_EX"
triggerall = life > 0
trigger1 = stateno = 5050


;Kikkoken_X
[State -1]
type = ChangeState
value = 1020
triggerall = command = "DP_x"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;---------------------------------------------------------------------------
;Kikkoken_Y
[State -1]
type = ChangeState
value = 1022
triggerall = command = "DP_y"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5



;---------------------------------------------------------------------------
;Kikkoken_Z
[State -1]
type = ChangeState
value = 1024
triggerall = command = "DP_z"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Kikkoken_X
[State -1]
type = ChangeState
value = 1050
triggerall = command = "RDP_x"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Kikkoken_X
[State -1]
type = ChangeState
value = 1051
triggerall = command = "RDP_y"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Kikkoken_X
[State -1]
type = ChangeState
value = 1052
triggerall = command = "RDP_z"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Kikkoken_X
[State -1]
type = ChangeState
value = 1000
triggerall = !NumHelper(11000)
triggerall = command = "QCF_x"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;---------------------------------------------------------------------------
;Kikkoken_Y
[State -1]
type = ChangeState
value = 1001
triggerall =!NumHelper(11000)
triggerall = command = "QCF_y"
triggerall = numproj = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5



;---------------------------------------------------------------------------
;Kikkoken_Z
[State -1]
type = ChangeState
value = 1002
triggerall = !NumHelper(11000)
triggerall = numproj = 0
triggerall = command = "QCF_z"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Kikkoken_X
[State -1]
type = ChangeState
value = 1060
triggerall = !NumHelper(11000)
triggerall = command = "QCF_x"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,699]) 
trigger2 = movecontact

;---------------------------------------------------------------------------
;Kikkoken_Y
[State -1]
type = ChangeState
value = 1061
triggerall =!NumHelper(11000)
triggerall = command = "QCF_y"
triggerall = numproj = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,699])  
trigger2 = movecontact



;---------------------------------------------------------------------------
;Kikkoken_Z
[State -1]
type = ChangeState
value = 1062
triggerall = !NumHelper(11000)
triggerall = numproj = 0
triggerall = command = "QCF_z"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,699])  
trigger2 = movecontact


;Kikkoken_X
[State -1]
type = ChangeState
value = ifelse(statetype = A,1082,1010)
triggerall = command = "QCB_a"
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;---------------------------------------------------------------------------
;Kikkoken_Y
[State -1]
type = ChangeState
value = ifelse(statetype = A,1083,1012)
triggerall = command = "QCB_b"
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5



;---------------------------------------------------------------------------
;Kikkoken_Z
[State -1]
type = ChangeState
value = ifelse(statetype = A,1084,1014)
triggerall = command = "QCB_c"
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Tetsu Rave
[State -1]
type = ChangeState
value = 1070
triggerall = command = "HCB_x" 
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Tetsu Rave
[State -1]
type = ChangeState
value = 1071
triggerall = command = "HCB_y" 
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Tetsu Rave
[State -1]
type = ChangeState
value = 1072
triggerall = command = "HCB_z" 
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Dive
[State -1]
type = ChangeState
value = 1030
triggerall = command = "QCF_a"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,699]) 
trigger2 = movecontact

;---------------------------------------------------------------------------
;Kikkoken_Y
[State -1]
type = ChangeState
value = 1031
triggerall = command = "QCF_b"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,699]) 
trigger2 = movecontact

;Kikkoken_Z
[State -1]
type = ChangeState
value = 1034
triggerall = command = "QCF_c"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,699]) 
trigger2 = movecontact


;Assassin's Slide
[State -1]
type = ChangeState
value = 1090
triggerall = command = "QCF_a" 
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5

;Assassin's Slide
[State -1]
type = ChangeState
value = 1091
triggerall = command = "QCF_b"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5
;---------------------------------------------------------------------------


;Assassin's Slide
[State -1]
type = ChangeState
value = 1092
triggerall = command = "QCF_c"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = ((stateno = [200,299]) || (stateno = [400,499])) &&  !(stateno = [260,289])
trigger2 = movecontact
trigger3 = (stateno = [100,101]) && time > 5
;===========================================================================
;---------------------------------------------------------------------------

;Kung Fu Throw
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800 + (statetype = A)
triggerall = (command = "y") || (command = "z")
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd" && (statetype = S)
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback" && (statetype = S)
trigger2 = p2bodydist X < 12
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
trigger3 = command = "holdfwd" && (statetype = A)
trigger3 = p2bodydist X < 5
trigger3 = p2statetype = A
trigger4 = command = "holdback" && (statetype = A)
trigger4 = p2bodydist X < 12
trigger4 = p2statetype = A 

;Kung Fu Throw
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 850 
triggerall = (command = "b") || (command = "c")
triggerall = statetype !=A
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd" && (statetype = S)
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback" && (statetype = S)
trigger2 = p2bodydist X < 12
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

; Dash
[State -1]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = stateno != 100
trigger1 = command != "holddown"
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; BackDash
[State -1]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = stateno != 105
trigger1 = command != "holddown"
trigger1 = ctrl = 1

;Power Kick 
[State -1]
type = ChangeState
value = 1101
triggerall = command = "holdfwd"
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = stateno = 1073
trigger1 = movecontact

;Power Kick 
[State -1]
type = ChangeState
value = 1100
triggerall = command = "holdup"
triggerall = command = "a" || command = "b" || command = "c"
trigger1 = stateno = 1073
trigger1 = movecontact

;Power Kick 
[State -1]
type = ChangeState
value = 1103
triggerall = command = "holdup"
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = stateno = 1073
trigger1 = movecontact

;Power Kick 
[State -1]
type = ChangeState
value = 1091
triggerall = command = "holddown"
triggerall = command = "a" || command = "b" || command = "c"
trigger1 = stateno = 1073
trigger1 = movecontact


;Jacknife Kick 
[State -1]
type = ChangeState
value = 1102
trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = (stateno = [1090,1092]) || stateno = 2090
trigger1 = AnimElemtime(3) > 4
trigger2 = command = "holddown"
trigger2 = command = "x" || command = "y" || command = "z"
trigger2 = stateno = 1073
trigger2 = movecontact


;Jacknife Kick 
[State -1]
type = ChangeState
value = ifelse(stateno=2090,2092,260)
triggerall = command = "b" 
trigger1 = (stateno = [1090,1092]) || stateno = 2090
trigger1 = AnimElemtime(3) > 4

;Jacknife Kick 
[State -1]
type = ChangeState
value = ifelse(stateno=2090,2093,1093)
triggerall = command = "a" 
trigger1 = (stateno = [1090,1092]) || stateno = 2090
trigger1 = AnimElemtime(3) > 4

;Tetsu Crescent slice
[State -1]
type = ChangeState
value = ifelse(stateno=2090,2094,1094)
triggerall = command = "c" 
trigger1 = (stateno = [1090,1092]) || stateno = 2090
trigger1 = AnimElemtime(3) > 4

;Headbutt
[State -1]
type = ChangeState
value = 280
triggerall = command = "z"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,210]) && movecontact
trigger3 = (stateno = [400,410]) && movecontact
trigger4 = (stateno = [230,240]) && movecontact
trigger5 = (stateno = [430,440]) && movecontact
trigger6 = (stateno = [1040,1042]) && time > 30
trigger7 = (stateno = [100,101]) && time > 5

;Jacknife Kick 
[State -1]
type = ChangeState
value = 260
triggerall = command = "c"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,210]) && movecontact
trigger3 = (stateno = [400,410]) && movecontact
trigger4 = (stateno = [230,240]) && movecontact
trigger5 = (stateno = [430,440]) && movecontact
trigger6 = (stateno = [1040,1042]) && time > 30
trigger7 = (stateno = [100,101]) && time > 5


;---------------------------------------------------------------------------
;Standing Light Kick
[State -1]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [1040,1042]) && time > 30
trigger3 = (stateno = [100,101]) && time > 5

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


;Tricky Kick 
[State -1]
type = ChangeState
value = 270
triggerall = command = "c"
triggerall = command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,210]) && movecontact
trigger3 = (stateno = [400,410]) && movecontact
trigger4 = (stateno = [230,240]) && movecontact
trigger5 = (stateno = [430,440]) && movecontact
trigger6 = (stateno = [1040,1042]) && time > 30
trigger7 = (stateno = [100,101]) && time > 5

;Standing Medium Kick 
[State -1]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = 200 || stateno = 230) && movecontact
trigger3 = (stateno = 400 || stateno = 430) && movecontact
trigger4 = (stateno = [1040,1042]) && time > 30
trigger5 = (stateno = [100,101]) && time > 5

;---------------------------------------------------------------------------
;Standing Heavy Kick
[State -1]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,210]) && movecontact
trigger3 = (stateno = [400,410]) && movecontact
trigger4 = (stateno = [230,240]) && movecontact
trigger5 = (stateno = [430,440]) && movecontact
trigger6 = (stateno = [1040,1042]) && time > 30
trigger7 = (stateno = [100,101]) && time > 5
;---------------------------------------------------------------------------
;Standing Light Punch
[State -1]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [1040,1042]) && time > 30
trigger3 = (stateno = [100,101]) && time > 5
;---------------------------------------------------------------------------
;Standing Medium Punch
[State -1]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = 200 || stateno = 230) && movecontact
trigger3 = (stateno = 400 || stateno = 430) && movecontact
trigger4 = (stateno = [1040,1042]) && time > 30
trigger5 = (stateno = [100,101]) && time > 5
;---------------------------------------------------------------------------
;Standing Heavy Punch
[State -1]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,210]) && movecontact
trigger3 = (stateno = [400,410]) && movecontact
trigger4 = (stateno = [230,240]) && movecontact
trigger5 = (stateno = [430,440]) && movecontact
trigger6 = (stateno = [1040,1042]) && time > 30
trigger7 = (stateno = [100,101]) && time > 5
;-------------------------------------------------------------------------------
;Crouching Light Punch
[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = (stateno = [100,101]) && time > 5

;---------------------------------------------------------------------------
;Crouching Medium Punch
[State -1]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = (stateno = 200 || stateno = 230) && movecontact
trigger3 = (stateno = 400 || stateno = 430) && movecontact
trigger4 = (stateno = [100,101]) && time > 5
;---------------------------------------------------------------------------
;Crouching Heavy Punch
[State -1]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = (stateno = [200,210]) && movecontact
trigger3 = (stateno = [400,410]) && movecontact
trigger4 = (stateno = [230,240]) && movecontact
trigger5 = (stateno = [430,440]) && movecontact
trigger6 = (stateno = [100,101]) && time > 5
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = (stateno = [100,101]) && time > 5

;---------------------------------------------------------------------------
;Crouching Medium Kick
[State -1]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = (stateno = 200 || stateno = 230) && movecontact
trigger3 = (stateno = 400 || stateno = 430) && movecontact
trigger4 = (stateno = [100,101]) && time > 5
;---------------------------------------------------------------------------
;Crouching Heavy Kick
[State -1]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = (stateno = [200,210]) && movecontact
trigger3 = (stateno = [400,410]) && movecontact
trigger4 = (stateno = [230,240]) && movecontact
trigger5 = (stateno = [430,440]) && movecontact
trigger6 = (stateno = [100,101]) && time > 5
;---------------------------------------------------------------------------
;Jumping Light Kick (neutral)
[State -1]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jumping Medium Kick (neutral)
[State -1]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = 600 || stateno = 630) && movecontact
;---------------------------------------------------------------------------
;Jumping Heavy Kick (neutral)
[State -1]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,610]) && movecontact
trigger3 = (stateno = [630,640]) && movecontact

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

;---------------------------------------------------------------------------
;Jumping Medium Punch (neutral)
[State -1]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = 600 || stateno = 630) && movecontact
;---------------------------------------------------------------------------
;Jumping Heavy Punch (neutral)
[State -1]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,610]) && movecontact
trigger3 = (stateno = [630,640]) && movecontact

;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;-------------------
;MEE Template Files
;   provided by
;  Kitsune Sniper
;       ***
; Thanks, Kitsune!
;-------------------

[State -3, ai]
type = varset
trigger1 = command = "cpu1"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu5"
trigger6 = command = "cpu6"
trigger7 = command = "cpu7"
trigger8 = command = "cpu8"
trigger9 = command = "cpu9"
trigger10 = command = "cpu10"
trigger11 = command = "cpu11"
trigger12 = command = "cpu12"
trigger13 = command = "cpu13"
trigger14 = command = "cpu14"
trigger15 = command = "cpu15"
trigger16 = command = "cpu16"
trigger17 = command = "cpu17"
trigger18 = command = "cpu18"
trigger19 = command = "cpu19"
trigger20 = command = "cpu20"
trigger21 = command = "cpu21"
trigger22 = command = "cpu22"
trigger23 = command = "cpu23"
trigger24 = command = "cpu24"
trigger25 = command = "cpu25"
trigger26 = command = "cpu26"
trigger27 = command = "cpu27"
trigger28 = command = "cpu28"
trigger29 = command = "cpu29"
var(59) = 1


[State -3]
Type = VarRandom
TriggerAll = Var(59) = 1
Trigger1 = Time = 1
Trigger2 = Time%60 = 1
Trigger2 = MoveType != I
Trigger3 = Time%1 = 0
Trigger3 = MoveType = I
V = 58
Range = 0,99
IgnoreHitPause = 1


[State -1, コンボリセット]
type = varset
triggerall = var(59) = 1 || (fvar(39) = [1,101]) 
trigger1 = roundstate != 2
trigger2 = enemynear,movetype != H && P2statetype !=A
trigger3 = stateno = 52
fvar(39) = 0

[State -1, コンボ1-1セット]
type = varset
triggerall = var(59) = 1 && fvar(39) = 0
trigger1 = stateno = 400
trigger1 = enemynear,movetype = H
fvar(39) = ifelse((P2bodyDist x = [0,10]),1,ifelse((P2bodyDist x = [11,18]),2,0))

[State -1, コンボ1-2セット]
type = varset
triggerall = var(59) = 1; && fvar(39) = 1
trigger1 = stateno = 1100
trigger1 = enemynear,movetype = H
fvar(39) = 101

[State -1, コンボ2-1セット]
type = varset
triggerall = var(59) = 1 && fvar(39) = 0
trigger1 = stateno = 410
trigger1 = enemynear,movetype = H
fvar(39) = ifelse((P2bodyDist x = [0,15]),2,ifelse((P2bodyDist x = [16,30]),12,13))

[State -1, コンボ2-1その２セット]
type = varset
triggerall = var(59) = 1 && fvar(39) = 0
trigger1 = stateno = 250
trigger1 = enemynear,movetype = H
fvar(39) = ifelse((P2bodyDist x = [0,16]),0,ifelse((P2bodyDist x = [17,40]),2,13))


[State -1]; Tetsu Thrasher
type = ChangeState
value = 4000
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = fvar(39) = 101 && life > 500
trigger1 = ctrl && time = 15
trigger2 = P2bodyDist x <= 65
trigger2 = fvar(39) != 101 && (p2life < 500 && P2life >= 150)
trigger2 = (stateno = [220,250]) || (stateno = [420,440])
trigger2 = movehit = 1 && P2movetype = H

[State -1];超必殺投げ
type = ChangeState
value = 3050
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = P2bodydist X = [-5,18]
triggerall = stateno !=[3050,3055] 
triggerall = power >= 1000
triggerall = statetype !=A 
triggerall = (P2StateType = S || P2StateType = C)
triggerall = (P2stateno != [130,131]) || (p2stateno != 40) ||(P2stateno != [5120,5122])
trigger1 = ctrl && random%10 < 3 
trigger1 = prevstateno = 99 || (prevstateno = [5120,5122])
Trigger2 = P2MoveType = A && EnemyNear(IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)),AnimTime <= -5
trigger2 = ctrl && random%10 < 1 


;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = Var(59) = 1
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = !InGuardDist
triggerall = stateno != 100 || stateno != 105
triggerall = EnemyNear,movetype != A
Triggerall = !Enemy,NumProj && !Enemy(IfElse(NumEnemy = 2,1,0)),NumProj
trigger1   = Ctrl
trigger1   = (P2Movetype = I)||(P2statetype != A)
trigger1   = Random <= 60
trigger1   = p2bodydist X >= 80
trigger2   = Ctrl
trigger2   = EnemyNear,Ctrl = 0
trigger2   = Random <= 80
trigger2   = p2bodydist X >= 100

;バックステップ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = Var(59) = 1
triggerall = statetype != A
Triggerall = BackEdgeBodyDist > 40
Triggerall = stateno != 100 || stateno != 105
triggerall = P2MoveType != A
triggerall = P2MoveType != H
trigger1 = ctrl && random < 80 
trigger1 = P2BodyDist X = [0,90]
trigger2 = ctrl && (random = [50,100])
trigger2 = (P2StateType = A && enemyNear,Vel Y >= 0)
trigger2 = (P2BodyDist X = [30,90]) || (P2BodyDist Y = [-100,0])
trigger2 = BackEdgeBodyDist > 60


;Standing Light Punch
[State -1]
type = ChangeState
value = 200
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != L
trigger1 = (ctrl  || ((stateno = [100,101]) && time > 5)) && random < 50
trigger1 = P2bodyDist x = [-5,30]

;Standing Medium Punch
[State -1]
type = ChangeState
value = 210
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != L
trigger1 = P2bodyDist x = [-5,45]
trigger1 = (ctrl  || ((stateno = [100,101]) && time > 5)) && random < 50
trigger2 = stateno = 200 && movehit

;Standing Heavy Punch
[State -1]
type = ChangeState
value = 220
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = P2statetype != L
triggerall = statetype != A
trigger1 = FrontEdgeBodyDist >= 50
trigger1 = movehit = 1 && fvar(39) = 1
trigger1 = stateno = 410
trigger2 = movehit = 1 && fvar(39) = 13
trigger2 = stateno = 440
trigger3 = fVar(39) = 0
trigger3 = (P2bodyDist x = [-5,60])
trigger3 = (ctrl  || ((stateno = [100,101]) && time > 5)) && random < 50
trigger4 = fVar(39) = 0
trigger4 = stateno = 210 && movehit = 1

;Standing Light Kick
[State -1]
type = ChangeState
value = 230
triggerall = Var(59) = 1 && fVar(39) = 0
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != L
trigger1 = (ctrl  || ((stateno = [100,101]) && time > 5)) && random < 50
trigger1 = P2bodyDist x = [-5,50]


;Standing Medium Kick 
[State -1]
type = ChangeState
value = 240
triggerall = Var(59) = 1 && fVar(39) = 0
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != L
trigger1 = P2bodyDist x = [-5,55]
trigger1 = (ctrl  || ((stateno = [100,101]) && time > 5)) && random < 50
trigger2 = stateno = 230 && movehit = 1

;Standing Heavy Kick
[State -1]
type = ChangeState
value = 250
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = P2statetype != L
triggerall = statetype != A
trigger1 = fvar(39) = 2
trigger1 = movehit = 1
trigger1 = stateno = 430 && P2movetype = H
trigger2 = fVar(39) = 0
trigger2 = (P2bodyDist x = [30,75]) && P2statetype != L
trigger2 = (ctrl  || ((stateno = [100,101]) && time > 5)) && random < 50
trigger3 = fVar(39) = 0
trigger3 = (stateno = 210 || stateno = 240) && movehit = 1

;Crouching Light Punch
[State -1]
type = ChangeState
value = 400
triggerall = Var(59) = 1 && fVar(39) = 0
triggerall = Roundstate = 2
triggerall = P2statetype != L && P2statetype != A
triggerall = statetype = C
trigger1 = P2BodyDist x = [0,18]
trigger1 = (ctrl || (stateno =[98,99]) || ((stateno =[98,99]) && InguardDist)) && random < 650;Var(59) = [0,49]


;Crouching Medium Punch
[State -1]
type = ChangeState
value = 410
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = P2statetype != L && P2statetype != A
triggerall = statetype != A
trigger1 = movehit = 1
trigger1 = stateno = 400 && fvar(39) = 1
trigger2 = fVar(39) = 0
trigger2 = P2BodyDist x = [0,18]
trigger2 = ctrl && Random < 65

;Crouching Heavy Punch
[State -1]
type = ChangeState
value = 420
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = statetype != A
trigger1 = FrontEdgeBodyDist < 50
trigger1 = movehit = 1
trigger1 = stateno = 410 && fvar(39) = 1

;Crouching Light Kick
[State -1]
type = ChangeState
value = 430
triggerall = Var(59) = 1 && fVar(39) = 0
triggerall = Roundstate = 2
triggerall = P2statetype != L && P2statetype != A
triggerall = statetype = C
trigger1 = P2BodyDist x = [0,50]
trigger1 = (ctrl || (stateno =[98,99]) || ((stateno =[98,99]) && InguardDist))&& random < 400;Var(59) = [50,99];
trigger2 = ctrl && enemynear,facing + facing != 0
trigger2 = (P2BodyDist x = [0,50]) && P2movetype = I

;Crouching Medium Kick
[State -1]
type = ChangeState
value = 440
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
triggerall = P2statetype != L
trigger1 = fvar(39) = 2 || fvar(39) = 12
trigger1 = movehit = 1
trigger1 = (stateno = 400 || stateno = 430 )&& P2movetype = H
trigger2 = fvar(39) = 0
trigger2 = (stateno = [200,210]) && movecontact
trigger3 = fvar(39) = 0
trigger3 = P2BodyDist x = [-5,45]
trigger3 = ctrl && random < 50

;Crouching Heavy Kick
[State -1]
type = ChangeState
value = 450
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != L && P2statetype != A
trigger1 = ctrl && random < 50
trigger1 = (P2BodyDist x = [-5,50]) && P2movetype = I
trigger2 = (stateno = [420,430]) && movecontact



;---------------------------------------------------------------------------
;防御
[State -3, AI]
Type = ChangeState
Value = 5200
TriggerAll = Var(59) = 1
TriggerAll = Vel Y > 0
TriggerAll = Pos Y = [-20,-10]
TriggerAll = Alive
TriggerAll = CanRecover
TriggerAll = MoveType = H
TriggerAll = StateNo != [5200,5210]
Trigger1 = Var(58) = [0,64]
Trigger1 = StateNo = 5050
Trigger1 = P2MoveType != A
Trigger2 = Var(58) = [0,84]
Trigger2 = StateNo = 5050
Trigger2 = P2MoveType = A
Trigger2 = P2BodyDist X = [-40,50]
Trigger2 = P2BodyDist Y = [-40,50]

[State -3, AI]
Type = ChangeState
Value = 5210
TriggerAll = Var(59) = 1
TriggerAll = Vel Y > -1
TriggerAll = Alive
TriggerAll = CanRecover
TriggerAll = MoveType = H
TriggerAll = StateNo != [5200,5210]
Trigger1 = Var(58) = [0,24]
Trigger1 = StateNo = 5050
Trigger1 = P2MoveType != A
Trigger2 = Var(58) = [0,74]
Trigger2 = StateNo = 5050
Trigger2 = P2MoveType = A
Trigger2 = P2BodyDist X = [-40,50]
Trigger2 = P2BodyDist Y = [-40,50]

[State -3, AI]
Type = ChangeState
Value = 120
TriggerAll = Var(59) = 1
TriggerAll = Ctrl || Var(2)/100%10 = 5 && MoveType != H
TriggerAll = StateNo != [120,159]
TriggerAll = StateNo != [920,923]
Trigger1 = InguardDist
Trigger1 = P2BodyDist X >= 0
Trigger1 = P2MoveType = A
Trigger1 = EnemyNear,HitDefAttr = SCA, NA, SA, HA
Trigger2 = InguardDist
Trigger2 = EnemyNear,MoveType = A
Trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger3 =! EnemyNear,HitDefAttr = SCA, NT, ST, HT
Trigger3 = EnemyNear,MoveType = A
Trigger3 = Enemy,MoveType = A
Trigger3 = P2BodyDist X < 0
IgnoreHitPause = 1

[State -1, AI Standing Guard];立ちガード
Type = ChangeState 
value = 130
TriggerAll = var(59) = 1
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2Movetype = A
triggerall = enemynear,facing + facing = 0
TriggerAll = ctrl
Triggerall = !EnemyNear,HitDefAttr = ,NT,ST,HT 
triggerall = Random<=800
trigger1 = InGuardDist

[State -1, AI Crouch Guard];屈みガード
type = ChangeState
value = 131
triggerall = var(59) = 1
triggerall = NumEnemy
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = P2StateType != A
Triggerall = enemynear,facing + facing = 0
Triggerall = !EnemyNear,HitDefAttr = ,NT,ST,HT 
triggerall = Random<=980
TriggerAll = ctrl
trigger1 = InGuardDist
Trigger1 = Enemy,NumProj > 0 || Enemy,NumHelper > 0
Trigger2 = EnemyNear,HitDefAttr = C,AA,AP || EnemyNear,HitDefAttr = SA,AP 
Trigger3 = EnemyNear,HitDefAttr = S,AA 
Trigger3 = EnemyNear,Time < 1 
Trigger3 = EnemyNear,Vel Y <= 0 
Trigger4 = EnemyNear,StateType != S 
Trigger4 = EnemyNear,HitDefAttr = S,AA 
Trigger4 = EnemyNear,Time >= 1 
Trigger4 = EnemyNear,Vel Y <= 0 

[State -1,空中ガード];空中ガード
Type = ChangeState
value = 132
triggerall = var(59) = 1
Triggerall = RoundState = 2
Triggerall = Random<=800
triggerall = StateType = A
Triggerall = enemynear,facing + facing = 0
triggerall = ctrl
trigger1 = ((enemynear,hitdefattr = SCA,NP,SP,HP,NA,SA,HA) && (inguarddist) && (random = [0,20]))
Trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger2 = EnemyNear,MoveType = A



;Jumping Light Punch (neutral)
[State -1]
type = ChangeState
value = 600
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = statetype = A
triggerall = P2statetype != L && P2statetype = A
trigger1 = ctrl && random < 50
trigger1 = P2BodyDist x = [-5,10]

;Jumping Medium Punch (neutral)
[State -1]
type = ChangeState
value = 610
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = statetype = A
triggerall = P2statetype != L && P2statetype = A
trigger1 = ctrl && random < 50
trigger1 = P2BodyDist x = [-5,10]
trigger2 = stateno = 600 && movecontact

;Jumping Heavy Punch (neutral)
[State -1]
type = ChangeState
value = 620
triggerall = Var(59) = 1 && fvar(39) =0
triggerall = Roundstate = 2
triggerall = statetype = A
triggerall = P2statetype != L && P2statetype = A
trigger1 = P2bodyDist x < 15
trigger1 = ctrl && random < 50
trigger2 = fvar(39) = 0
trigger2 = stateno = 610 && movecontact

[State -1];Jumping Light Kick (neutral)
type = ChangeState
value = 630
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = statetype = A
trigger1 = ctrl && P2life >= 100
trigger1 = P2movetype = H && fvar(39) = 101
trigger1 = P2bodyDist x < 3

;Jumping Medium Kick (neutral)
[State -1]
type = ChangeState
value = 640
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = statetype = A
trigger1 = fvar(39) = 101
trigger1 = movehit = 1 && P2movetype = H
trigger1 = stateno = 630

;Jumping Heavy Kick (neutral)
[State -1]
type = ChangeState
value = 650
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = statetype = A
trigger1 = fvar(39) = 101
trigger1 = movehit = 1 && P2movetype = H
trigger1 = stateno = 640
trigger2 = fvar(39) = 0
trigger2 = ctrl && random < 80
trigger2 = (P2BodyDist x = [-5,80]) && (P2BodyDist Y = [-20,40]) && Pos Y < -30
 

;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800 + (statetype = A)
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = ctrl
triggerall = stateno != 100
Trigger1 = P2BodyDist X  = [-5,5]
trigger1 = fvar(39) = 101 && P2life < 100
trigger2 = fvar(39) = 0 && statetype = A
trigger2 = P2bodydist X  < 5 && (P2bodydist Y = [-30,30])
trigger2 = p2MoveType != H && p2StateType = A

;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 850 
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = statetype !=A
triggerall = stateno != 100
Triggerall = P2BodyDist X  = [-5,5]
Triggerall = P2StateType != A && P2StateType != L
Triggerall = Ctrl || StateNo = 20 || StateNo = 52
Triggerall = Random = [50,500]
Trigger1 = P2MoveType = A && EnemyNear(IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)),AnimTime <= -1
Trigger2 = P2MoveType = I


[State -1];波動拳弱
type = ChangeState
value = 1000
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = !InGuardDist
triggerall = !NumHelper(11000)
triggerall = statetype != A
triggerall = P2statetype != L
trigger1 = P2BodyDist x > 80
trigger1 = ctrl && random < 10

[State -1];波動拳中
type = ChangeState
value = 1001
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = !InGuardDist
triggerall =!NumHelper(11000)
triggerall = numproj = 0
triggerall = statetype != A
triggerall = P2statetype != L
trigger1 = P2BodyDist x > 80 || (P2BodyDist x > 80 && InGuardDist)
trigger1 = ctrl && random < 10
trigger2 = movehit = 1 && fvar(39) = 0
trigger2 = var(58) != [0,29]
trigger2 = stateno = 240 || stateno = 250

[State -1];波動拳強
type = ChangeState
value = 1002
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = !NumHelper(11000)
triggerall = numproj = 0
triggerall = statetype != A
trigger1 = life >= 300 || (life < 300 && power < 1000) 
trigger1 = movehit = 1 && fvar(39) = 12
trigger1 = stateno = 430 && (var(58) = [0,24])
trigger2 = life >= 300 || (life < 300 && power < 1000)
trigger2 = movehit = 1 && fvar(39) = 13
trigger2 = stateno = 250 && (var(58) = [0,69])

[State -1];昇竜＿弱
type = ChangeState
value = 1020
triggerall = Var(59) = 1 && fvar(39) != 101
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != L
trigger1 = ctrl && random < 300
trigger1 = (P2BodyDist x = [-5,30]) && P2statetype = A

[State -1];昇竜＿中
type = ChangeState
value = 1022
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = statetype != A
trigger1 = P2BodyDist x = [-5,50]
trigger1 = fvar(39) !=1
trigger1 = (stateno = [220,250]) || (stateno = [420,440]) 
trigger1 = movehit = 1 && (var(58) = [84,93])

[State -1];昇竜＿強
type = ChangeState
value = 1024
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = P2statetype = A
triggerall = P2statetype != L
trigger1 = movehit = 1 && fvar(39) = 1
trigger1 = stateno =250 || stateno = 440 

[State -1];旋風脚弱
type = ChangeState
value = 1010
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = P2statetype != L
trigger1 = (stateno = [220,230]) || (stateno = [420,430])
trigger1 = movehit = 1 && (var(58) = [79,83])

[State -1];旋風脚中･空
type = ChangeState
value = 1012
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = statetype = A
triggerall = P2statetype = A && pos Y < -50
trigger1 = ctrl && random < 25
trigger1 = P2BodyDist x = [-5,150]

[State -1];旋風脚強･空
type = ChangeState
value = 1084
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = (power >= 2000 && life >= 500) ||(power >=1000 && (p2life < 500 || life < 500))
triggerall = statetype = A
trigger1 = fvar(39) = 101
trigger1 = movehit = 1 && P2movetype = H
trigger1 = stateno = 670

[State -1];斬空小
type = ChangeState
value = 1060
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = !NumHelper(11000)
triggerall = statetype = A
triggerall = P2statetype != L
trigger1 = ctrl && random < 80
trigger1 = (P2BodyDist x = [25,150]) && Pos Y < -40 && P2BodyDist y > -30
trigger1 = P2statetype !=A && P2movetype = A
trigger2 = movehit = 1 && stateno = 670
trigger2 = Var(58) = [50,99]

[State -1];斬空中
type = ChangeState
value = 1061
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall =!NumHelper(11000)
triggerall = numproj = 0
triggerall = statetype = A
trigger1 = fvar(39) = 101 && (life >=500 && power < 2000 || life < 500 && power < 1000)
trigger1 = stateno = 670
trigger1 = movehit = 1

[State -1];斬空強
type = ChangeState
value = 1062
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = !NumHelper(11000)
triggerall = numproj = 0
triggerall = statetype = A
triggerall = P2statetype != L
trigger1 = P2BodyDist x > 30 && Pos Y < -40 && P2BodyDist y > -30
trigger1 = ctrl && random < 80

[State -1];断空脚弱
type = ChangeState
value = 1030
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = statetype = A
trigger1 = ctrl && random < 80
trigger1 = (P2BodyDist x = [-5,80]) && pos Y < -35
trigger2 = (stateno = [630,650]) 
trigger2 = movecontact

[State -1];スライドキック弱
type = ChangeState
value = 1091
triggerall = Var(59) = 1
triggerall = Roundstate = 2 
triggerall = statetype != A
triggerall = P2statetype != A
trigger1 = movehit = 1 && fvar(39) = 2
trigger1 = (stateno = 240 || stateno = 250)&& P2movetype = H
trigger2 = movehit = 1 && fvar(39) = 12
trigger2 = stateno = 430 && (var(58) = [25,59])
trigger3 = movecontact = 1 && fvar(39) = 0
trigger3 = var(58) = [0,49]
trigger3 = stateno = 240 || stateno = 250 || stateno = 450

[State -1];スライドキック中
type = ChangeState
value = 1090
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
triggerall = Enemy,numproj = 0 || Enemy,numhelper = 0
trigger1 = ctrl && (var(58) = [74,75])
trigger1 = P2movetype = A && P2BodyDist x = [100,200]
trigger2 = movecontact = 1 && fvar(39) = 0
trigger2 = var(58) = [50,99]
trigger2 = stateno = 240 || stateno = 250 || stateno = 450

;スライド追加弱
[State -1]
type = ChangeState
value = 1093
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = P2statetype != A
trigger1 = (var(58) = [0,24])||(var(58) = [75,99])
trigger1 = stateno = 1090 || stateno = 1091
trigger1 = moveGuarded = 1
trigger2 = (var(58) = [0,24])||(var(58) = [75,99])
trigger2 = stateno = 1090 || stateno = 1091
trigger2 = movehit = 1

;スライド追加中
[State -1]
type = ChangeState
value = 1102
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = P2statetype != A
trigger1 = var(58) = [25,74]
trigger1 = stateno = 1090 || stateno = 1091
trigger1 = moveGuarded = 1

;スライド追加強
[State -1]
type = ChangeState
value = 1094
triggerall = Var(59) = 1
triggerall = Roundstate = 2
trigger1 = fvar(39) = 2 || fvar(39) = 12
trigger1 = movehit = 1
trigger1 = stateno =1090 ||stateno = 1091 && P2movetype = H
trigger2 = movehit = 1 && fvar(39) = 0
trigger2 = stateno =1090 ||stateno = 1091 && P2movetype = H
trigger2 = (P2statetype != A && (var(58) = [25,74]))|| P2statetype = A

;スライド追加強2
[State -1]
type = ChangeState
value = 1096
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = life >= 600 || Life < 500 && power < 1000
;trigger1 = fvar(39) = 2 || fvar(39) = 12
trigger1 = movehit = 1
trigger1 = (stateno = 1095 && time >4) && P2movetype = H

[State -1];テツレイヴ
type = ChangeState
value = 1070
triggerall = Var(59) = 1 
triggerall = Roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A && P2statetype != L
trigger1 = movehit = 1 && fvar(39) = 1
trigger1 = stateno = 250 || stateno = 440
trigger2 = ctrl && fvar(39) != 101
trigger2 = (P2BodyDist x = [-5,90]) && random < 20
trigger3 = movehit = 1 && fvar(39) = 0
trigger3 = var(58) = [0,29]
trigger3 = stateno = 220 || stateno = 250

;スライド追加強
[State -1]
type = ChangeState
value = 1100+(random%2)
triggerall = Var(59) = 1
triggerall = Roundstate = 2
;trigger1 = fvar(39) = 2 || fvar(39) = 12
trigger1 = movehit = 1
trigger1 = stateno =1073 && P2movetype = H
trigger2 = movehit = 1 && fvar(39) = 0
trigger2 = stateno =1073 && P2movetype = H
trigger2 = (P2statetype != A && (var(58) = [25,74]))|| P2statetype = A

;スライド追加強
[State -1]
type = ChangeState
value = 1102+(random%2)
triggerall = Var(59) = 1
triggerall = Roundstate = 2
;trigger1 = fvar(39) = 2 || fvar(39) = 12
trigger1 = moveguarded = 1
trigger1 = stateno =1073 && P2movetype = H


[State -1];溜めハイキック
type = ChangeState
value = 1051
triggerall = Var(59) = 1 && fvar(39) = 0
triggerall = Roundstate = 2
triggerall = statetype != A
trigger1 = ctrl && random < 50
trigger1 = (P2statetype = L || P2statetype = C) && (P2BodyDist x = [-5,70])


[State -1];波動拳_EX
type = ChangeState
value = 2000
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = !NumHelper(11000)
triggerall = power >= 500
triggerall = statetype != A
trigger1 = movehit = 1 && fvar(39) = 12
trigger1 = stateno = 430
trigger1 = var(58) = [80,99]

[State -1];昇竜_EX
type = ChangeState
value = 2020
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = statetype != A
trigger1 = P2BodyDist x = [-5,50]
trigger1 = fvar(39) !=1
trigger1 = (stateno = [220,250]) || (stateno = [420,440]) 
trigger1 = movehit = 1 && (var(58) = [94,99])

[State -1];スライドキック_EX
type = ChangeState
value = 2090
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = power >= 500
triggerall = statetype != A
trigger1 = movehit = 1 && fvar(39) = 12
trigger1 = stateno = 430
trigger1 = var(58) = [60,79]

[State -1];レイヴ_EX
type = ChangeState
value = 2050
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = power >= 500
triggerall = statetype != A
triggerall = P2statetype != A
trigger1 = movehit = 1 && fvar(39) = 13
trigger1 = stateno = 250
trigger1 = (var(58) = [70,99]) || power >= 1500 && life < 500 


[State -1];超必殺昇竜烈破
type = ChangeState
value = 3000
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = stateno !=3000
triggerall = power >= 1000 && life < 700
triggerall = statetype != A
trigger1 = P2life > 100
trigger1 = movehit = 1 && fvar(39) = 13
trigger1 = stateno = 2071 && time > 30
trigger2 = movehit = 1 && fvar(39) = 0
trigger2 = P2life > 100 && stateno = 1091
trigger3 = movehit = 1 && fvar(39) = 101
trigger3 = P2life < 200 && (stateno = 1071 && time > 25)

[State -1];超必殺真空竜巻･空
type = ChangeState
value = 3045
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = stateno !=[3040,3047]
triggerall = statetype = A
trigger1 = p2life > 200 && power >= 1000
trigger1 = movehit = 1 && fvar(39) = 101
trigger1 = stateno = 1084 && time >= 20
trigger2 = power >= 2000 && life < 700 && P2life >=200
trigger2 = fvar(39) = 2 || fvar(39) = 12
trigger2 = (stateno = 1093 && time >5) && P2movetype = H
trigger3 = P2life > 100 && power >= 1000
trigger3 = fvar(39) = 13 && movehit = 1
trigger3 = stateno = 3001 && time > 3
trigger4 = P2bodyDist x <= 50
trigger4 = fvar(39) = 0 && movehit = 1
trigger4 = (stateno = 1093 && time >4) && P2movetype = H
trigger4 = power >=2000 && Life < 600

[State -1];超必殺断空脚
type = ChangeState
value = 3090
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = stateno !=3080
triggerall = power >= 1000 
triggerall = statetype = A
trigger1 = fvar(39) = 101 && (P2life < 200 && P2life > 50) || (power >= 2000 && p2life > 200)
trigger1 = movehit = 1
trigger1 = stateno = 3046 && time >= 90
trigger2 = P2life < 200 && P2life > 70 || power >=2000 && Life < 700
trigger2 = fvar(39) = 2 || fvar(39) = 12
trigger2 = (stateno = 1093 && time >5) && P2movetype = H
trigger3 = fvar(39) = 0 && movehit = 1
trigger3 = life < 500 || (P2life < 200 && P2life > 70)
trigger3 = stateno = 3041 && time >= 90 || stateno = 3046 && time >= 90
trigger4 = (stateno = 2091 && time >= 13) && (var(58) = [70,79])
trigger5 = fvar(39) = 0 && movehit = 1
trigger5 = (stateno = 3046 && time >= 80) && P2movetype = H
trigger5 = (power >=2000 && Life < 600)

[State -1];超必殺斬空波動
type = ChangeState
value = 3080
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = stateno !=3080
triggerall = power >= 1000 && P2life > 50
triggerall = FrontEdgeBodyDist > 100 && P2BodyDist y > -30
triggerall = statetype = A
trigger1 = (fvar(39) = 2 || fvar(39) = 12) &&movehit = 1
trigger1 = stateno = 3091 && time > 90
trigger2 = fvar(39) = 12 && movehit = 1
trigger2 = life < 700 && life > 300
trigger2 = ((stateno = 1093 && time >5) || (stateno = 3046 && time >= 90))&& P2movetype = H
trigger3 = fvar(39) = 13 && movehit = 1 
trigger3 = stateno = 3046 && time >= 90
trigger4 = ctrl && pos Y < -40
trigger4 = fvar(39) = 0 && random < 100
trigger4 = P2movetype = A && P2bodydist x = [40,250]
trigger5 = (stateno = 2091 && time >= 13) && (var(58) = [80,89])

[State -1];超必殺真空竜巻
type = ChangeState
value = ifelse(statetype = A,3045,3040)
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = stateno !=[3040,3047]
triggerall = power >= 1000 && life < 600
triggerall = P2StateType != L
triggerall = P2bodydist X = [0,45]
Triggerall = !EnemyNear,NumProj
Trigger1 = ifelse(P2statetype != A && statetype = A,(pos Y = [-35,-20]),(pos Y = [-50,0]))
trigger1 = ctrl && (random = [150,450])
trigger1 = P2bodydist X = [0,30]
trigger1 = P2StateType != A
trigger1 = enemynear,Vel X >= 0
Trigger2 = ifelse(P2statetype != A && statetype = A,(pos Y = [-35,-20]),(pos Y = [-50,0]))
trigger2 = ctrl && (random = [450,750])
trigger2 = P2bodydist Y = [-60,-30]
trigger2 = P2StateType = A && P2MoveType != H
trigger2 = enemynear,Vel X >= 0 && enemynear,Vel Y >= 0

[State -1];超必殺真空波動･地
type = ChangeState
value = 3010
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = stateno !=3070 && stateno !=3010
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = P2life <= 200 && life < 500
trigger1 = movehit = 1 && fvar(39) = 13
trigger1 = stateno = 2071 && time > 30
trigger2 = ctrl && (power < 3000 && random < 110 || power >= 3000 && random < 650)
trigger2 = InguardDist
trigger2 = life < 500
trigger2 = P2movetype = A && P2bodyDist x > 150
trigger3 = life < 300
trigger3 = movehit = 1 && fvar(39) = 12
trigger3 = stateno = 430 && (var(58) = [0,24])
trigger4 = life < 300
trigger4 = movehit = 1 && fvar(39) = 13
trigger4 = stateno = 250 && (var(58) = [0,69])

[State -1];超必殺真空波動･空
type = ChangeState
value = 3070
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = stateno !=3070 && stateno !=3010
triggerall = power >= 1000
triggerall = statetype = A && P2movetype = H
trigger1 = fvar(39) = 101 && P2life > 50
trigger1 = movehit = 1
trigger1 = stateno = 3091 && time > 90
trigger2 = fvar(39) = 101 && P2life < 200
trigger2 = movehit = 1
trigger2 = stateno = 1084 && time >= 20
trigger3 = (fvar(39) = 0 && life< 600 && power < 2000) || ((fvar(39) = 2 || fvar(39) = 12) && Life < 600 && power < 2000)
trigger3 = ((stateno = 1093 && time >5) || (((stateno = 3001 && time > 3) ||(stateno = 3046 && time >= 85))&& FrontEdgebodyDist <=100))
trigger4 = (stateno = 2091 && time >= 13) && (var(58) = [90,99])
trigger5 = fvar(39) = 0 && movehit
trigger5 = (stateno = 3091 && time > 100) && P2life > 75

[State -1];Jump
type = ChangeState
value = 40
triggerall = Var(59) = 1
triggerall = Roundstate = 2
triggerall = !InGuardDist
triggerall = statetype != A
triggerall = enemynear,facing + facing = 0
triggerall = (stateno != [1040,1042]) || (prevstateno != [1040,1042])
trigger1 = (Power < 3000 && life >= 500) || life < 500
trigger1 = ctrl && fvar(39) = 101
trigger2 = P2BodyDist X > 60 && P2statetype != L
trigger2 = stateno = 100 && fvar(39) = 0 && random < 50
trigger3 = fvar(39) = 0
trigger3 = Ctrl || StateNo = 20 || StateNo = 52 || StateNo = 100
trigger3 = EnemyNear,HitDefAttr = ,NT,ST,HT
trigger4 = fvar(39) = 0
Trigger4 = !Enemy,NumProj && !Enemy(IfElse(NumEnemy = 2,1,0)),NumProj
Trigger4 = P2BodyDist X - EnemyNear(IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)),Vel X * 10 = [0,50]
Trigger4 = Ctrl || StateNo = 20 || StateNo = 52 || StateNo = 100
Trigger4 = (P2MoveType = A && (P2StateNo != [0,700)) && !EnemyNear(IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)),Ctrl)
Trigger4 = EnemyNear(IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0)),Vel X > 3
