[Command]
name = "CPU1"
command = D,F,U,B,F
time = 1


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


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


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


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


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


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


[Command]
name = "CPU8"
command = DF,DB,UF,D,D,D
time = 1


[Command]
name = "CPU9"
command = DB,DB,DB,UF,DB
time = 1


[Command]
name = "CPU10"
command = U,UF,F,DF,D,DB,B,UB
time = 1


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


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


[Command]
name = "CPU13"
command = a,b,c,x,y,z
time = 1


[Command]
name = "CPU14"
command = x,y,U,D,b,c
time = 1


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

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


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


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


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


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


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


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


[Command]
name = "CPU23"
command = DF,DB,UF,D,D,D
time = 1


[Command]
name = "CPU24"
command = DB,DB,DB,UF,DB
time = 1


[Command]
name = "CPU25"
command = U,UF,F,DF,D,DB,B,UB
time = 1


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


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


[Command]
name = "CPU28"
command = a,b,c,x,y,z
time = 1


[Command]
name = "CPU29"
command = x,y,U,D,b+c
time = 1


[Command]
name = "CPU30"
command = D,U,x,y,z,B,F
time = 1
;----------------------------------------------------------------------------------------------------------------------------------------------------------
[Command]
name = "LDM"
command = D,DF,F,DF,D,DB,B,z
time = 30

[Command]
name = "Moon Slasherx"
command = D,DF,F,D,DF,F,x
time = 30

[Command]
name = "Moon Slashery"
command = D,DF,F,D,DF,F,y
time = 30

[Command]
name = "Hyper2"
command = D,DB,B,D,DB,B,y
time = 30

[Command]
name = "Hyper1"
command = D,DB,B,D,DB,B,x
time = 30

;----------------------------------------------------------------------------------------------------------------------------------------------------------
[Command]
name = "Taitou Hogetsua"
command = B,D,DB,x
time = 20

[Command]
name = "Taitou Hogetsub"
command = B,D,DB,a
time = 20

[Command]
name = "Taitou Hogetsuc"
command = B,D,DB,y
time = 20

[Command]
name = "Slashc"
command = D,DB,B,y
time = 15

[Command]
name = "Slashb"
command = D,DB,B,a
time = 15

[Command]
name = "Slasha"
command = D,DB,B,x
time = 15

[Command]
name = "Slashb"
command = D,DB,B,a
time = 15

[Command]
name = "Ittou Shingetsu"
command = F,D,DF,x
time = 20

[Command]
name = "Ittou Shingetsub"
command = F,D,DF,y
time = 20

[Command]
name = "QCFa"
command = D,DF,F,x
time = 15

[Command]
name = "QCFc"
command = D,DF,F,y
time = 15
;----------------------------------------------------------------------------------------------------------------------------------------------------------
[Command]
name = "FF"
command = F,F
time = 10


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

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "troca"
command = z+c
time = 1

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

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

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

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

[Command]
name = "rolamento"
command = x+a;/F, x+a
time = 1

[Command]
name = "rolamentoTras"
command = /B, x+a
time = 1


[Command]
name = "rolamento2"
command = x+a
time = 20

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


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


[Command]
name = "DU"
command = D, $U
time = 11

;-| 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

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


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


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


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

[Command]
name = "longjump"
command = D, $U
time = 12

[Command]
name = "holdlowpunch"
command = /$x
time = 1

[Command]
name = "holdlowkick"
command = /$a
time = 1

[Command]
name = "holdhighpunch"
command = /$y
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]
[State -1, AI]
type = null;VarSet
value = 1
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = command = "CPU6"
trigger7 = command = "CPU7"
trigger8 = command = "CPU8"
trigger9 = command = "CPU9"
trigger10 = command = "CPU10"
trigger11 = command = "CPU11"
trigger12 = command = "CPU12"
trigger13 = command = "CPU13"
trigger14 = command = "CPU14"
trigger15 = command = "CPU15"
trigger16 = command = "CPU16"
trigger17 = command = "CPU17"
trigger18 = command = "CPU18"
trigger19 = command = "CPU19"
trigger20 = command = "CPU20"
trigger21 = command = "CPU21"
trigger22 = command = "CPU22"
trigger23 = command = "CPU23"
trigger24 = command = "CPU24"
trigger25 = command = "CPU25"
trigger26 = command = "CPU26"
trigger27 = command = "CPU27"
trigger28 = command = "CPU28"
trigger29 = command = "CPU29"
trigger30 = command = "CPU30"
v = 59;53

[State -1, DPx, QCFx]
type = ChangeState
value = ifelse(random <= 500,1000,1400);(p2movetype != A && p2stateno = 330 && movehit && (random <= 350),1000, ifelse(p2movetype != A && p2stateno = 245 && movehit && (random <= 350), 1000,ifelse(p2movetype != A && p2stateno = 330 && movecontact && (random <= 350), 330,ifelse(p2movetype != A && p2stateno = 245 && movecontact && (random <= 350),310))))
triggerall = (var(53) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) && (p2statetype != L)
Triggerall = ctrl
trigger1 = p2statetype != A && stateno = 330 && movehit && (random <= 700)
trigger1 = time = [5,10]
trigger2 = p2statetype != A && stateno = 245 && movehit && (random <= 700)
trigger2 = time = [8,12]
trigger3 = p2statetype != A && stateno = 330 && movecontact && (random <= 700)
trigger3 = time = [5,10]
trigger4 = p2statetype != A && stateno = 245 && movecontact && (random <= 700)
trigger4 = time = [8,12]
persistent = 0

[State -1, GOlpes fortes de perto, chute fraco agachado e Gancho]
type = ChangeState
value = ifelse(p2movetype != A && P2BodyDist X <= 23&& (random <= 250),215, ifelse(p2movetype != A && P2BodyDist X <= 23 && (random <= 250), 245,ifelse(p2movetype != A && P2BodyDist X <= 10 && (random <= 500), 330,310)))
triggerall = (var(53) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) && (p2statetype != L)
Triggerall = ctrl
trigger1 = p2movetype != A && P2BodyDist X <= 24 && (random <= 250)
trigger2 = p2movetype != A && P2BodyDist X <= 24 && (random <= 250)
trigger3 = p2movetype != A && P2BodyDist X <= 12 && (random <= 300)
persistent = 0

[State -1, GOlpes fortes de longe, CD e Rasteira]
type = ChangeState
value = ifelse(p2movetype != A && P2BodyDist X >= 24 && P2BodyDist X < 40 && (random <= 400),210, ifelse(p2movetype != A && P2BodyDist X >= 21 &&P2BodyDist X < 35 &&(random <= 250),240,ifelse(p2movetype != A&&P2BodyDist X<=25 &&(random <= 500),250,340)))
triggerall = (var(53) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) && (p2statetype != L)
Triggerall = ctrl
trigger1 = p2movetype != A && P2BodyDist X >= 25 && P2BodyDist X < 29 && (random <= 250)
trigger2 = p2movetype != A && P2BodyDist X >= 25 && P2BodyDist X < 29 && (random <= 250)
persistent = 0

[State -1,chute agachado]
type = ChangeState
value = ifelse(P2BodyDist X <= 30 && P2BodyDist X >= 24 && stateno =330 && movecontact &&(random <= 700), 330,1000)
triggerall = (var(53) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) && (p2statetype != L)
trigger1 = P2BodyDist X <= 30 && P2BodyDist X >= 10 && stateno =330 && movecontact &&(random <= 400) && ctrl
persistent = 0

[State -1,soco agachado]
type = ChangeState
value = ifelse(P2BodyDist X <= 30 && P2BodyDist X >= 24 &&(random <= 700), 300,1000)
triggerall = (var(53) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) && (p2statetype != L)
trigger1 = P2BodyDist X <= 30 && P2BodyDist X >= 24 &&(random <= 400) && ctrl
persistent = 0

[State -1, grab]
type = ChangeState
value = ifelse(P2BodyDist X <= 5 && random <= (300), 800,801)
triggerall = (var(53) = 1) && (statetype != A) && (movetype != H) && (statetype != L) && (P2life != 0) && (p2statetype != L)
trigger1 = P2BodyDist X <= 5 && (random <= 400) && ctrl
persistent = 0
;-------------------------------------------------------------
; ============================
[State -1, Taitou Hogetsua]
type = ChangeState
value = 3500
triggerall = command = "LDM"
triggerall = statetype != A
triggerall = Power >= 2000
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl
trigger11 = Stateno = 1400 && Animelem = 5, > 1 && Animelem = 9, <= 2
trigger12 = Stateno = 1410 && Animelem = 2, > 1 && Animelem = 7, <= 2
trigger13 = Stateno = 1500 && Animelem = 5, > 1 && Animelem = 9, <= 2
trigger14 = Stateno = 1510 && Animelem = 5, > 1 && Animelem = 8, <= 5
trigger15 = Stateno = 1520 && Animelem = 2, > 1 && Animelem = 7, <= 2
trigger16 = Stateno = 2011 && animelem = 5, > 1
trigger17 = Stateno = 2001 && animelem = 5, > 1

; ============================
[State -1, Taitou Hogetsua]
type = ChangeState
value = 3010
triggerall = command = "Hyper2"
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl
trigger11 = Stateno = 1400 && Animelem = 5, > 1 && Animelem = 9, <= 2
trigger12 = Stateno = 1410 && Animelem = 2, > 1 && Animelem = 7, <= 2
trigger13 = Stateno = 1500 && Animelem = 5, > 1 && Animelem = 9, <= 2
trigger14 = Stateno = 1510 && Animelem = 5, > 1 && Animelem = 8, <= 5
trigger15 = Stateno = 1520 && Animelem = 2, > 1 && Animelem = 7, <= 2
trigger16 = Stateno = 2011 && animelem = 5, > 1
trigger17 = Stateno = 2001 && animelem = 5, > 1

[State -1, Taitou Hogetsua]
type = ChangeState
value = 3200
triggerall = command = "Moon Slashery"
triggerall = statetype = A
triggerall = Power >= 1000
triggerall = var(53) = 0
trigger1 = Stateno = 410 && time = [10,15]
trigger1 = movecontact
trigger2 = Stateno = 440 && time = [7,13]
trigger2 = movecontact
trigger3 = Stateno = 650 && time = [7,13]
trigger3 = movecontact
trigger4 = ctrl

[State -1, Taitou Hogetsua]
type = ChangeState
value = 3205
triggerall = command = "Moon Slasherx"
triggerall = statetype = A
triggerall = Power >= 1000
triggerall = var(53) = 0
trigger1 = Stateno = 410 && time = [10,15]
trigger1 = movecontact
trigger2 = Stateno = 440 && time = [7,13]
trigger2 = movecontact
trigger3 = Stateno = 650 && time = [7,13]
trigger3 = movecontact
trigger4 = ctrl


[State -1, Taitou Hogetsua]
type = ChangeState
value = 3000
triggerall = command = "Hyper1"
triggerall = statetype != A
triggerall = Power >= 1000
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl
trigger11 = Stateno = 1400 && Animelem = 5, > 1 && Animelem = 9, <= 2
trigger12 = Stateno = 1410 && Animelem = 2, > 1 && Animelem = 7, <= 2
trigger13 = Stateno = 1500 && Animelem = 5, > 1 && Animelem = 9, <= 2
trigger14 = Stateno = 1510 && Animelem = 5, > 1 && Animelem = 8, <= 5
trigger15 = Stateno = 1520 && Animelem = 2, > 1 && Animelem = 7, <= 2
trigger16 = Stateno = 2011 && animelem = 5, > 1
trigger17 = Stateno = 2001 && animelem = 5, > 1

[State -1, Taitou Hogetsua]
type = ChangeState
value = 2002
triggerall = statetype != A
triggerall = stateno = 2001 && Time = [3,35]
triggerall = var(53) = 0
trigger1 = command = "a" && command = "b"
trigger2 = command = "c"

[State -1, Taitou Hogetsua]
type = ChangeState
value = 2002
triggerall = statetype != A
triggerall = stateno = 2011 && Time = [3,35]
triggerall = var(53) = 0
trigger1 = command = "a" && command = "b"
trigger2 = command = "c"

[State -1, Taitou Hogetsua]
type = ChangeState
value = 2000
triggerall = command = "holdfwd"
triggerall = statetype != A
triggerall = ctrl
triggerall = var(53) = 0
trigger1 = command = "a" && command = "b"
trigger2 = command = "c"

[State -1, Taitou Hogetsua]
type = ChangeState
value = 2010
triggerall = command = "holdback"
triggerall = statetype != A
triggerall = ctrl
triggerall = var(53) = 0
trigger1 = command = "a" && command = "b"
trigger2 = command = "c"


[State -1, Taitou Hogetsua]
type = ChangeState
value = 1300
triggerall = command = "Taitou Hogetsua"
triggerall = statetype != A
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl

[State -1, Taitou Hogetsua]
type = ChangeState
value = 1310
triggerall = command = "Taitou Hogetsuc"
triggerall = statetype != A
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl

[State -1, Taitou Hogetsub]
type = ChangeState
value = 1320
triggerall = command = "Taitou Hogetsub"
triggerall = statetype != A
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl

[State -1, Taitou Hogetsua]
type = ChangeState
value = 1230
triggerall = command = "Slashc"
triggerall = statetype != A
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl

[State -1, Taitou Hogetsua]
type = ChangeState
value = 1220
triggerall = command = "Slashb"
triggerall = statetype != A
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl

[State -1, Taitou Hogetsua]
type = ChangeState
value = 1200
triggerall = command = "Slasha"
triggerall = statetype != A
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl

[State -1, Taitou Hogetsua]
type = ChangeState
value = 1020
triggerall = command = "Ittou Shingetsub"
triggerall = statetype != A
triggerall = var(53) = 0
trigger1 = Stateno = 1000 && Time = [6,18]

[State -1, Taitou Hogetsua]
type = ChangeState
value = 1000
triggerall = command = "Ittou Shingetsu"
triggerall = statetype != A
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl
trigger11 = Stateno = 1400 && AnimTime >= 18
trigger12 = Stateno = 1410 && AnimTime >= 8
trigger13 = Stateno = 1500 && AnimTime >= 26
trigger14 = Stateno = 1510 && AnimTime >= 11
trigger15 = Stateno = 1520 && AnimTime >= 8

[State -1, Taitou Hogetsua]
type = ChangeState
value = 1010
triggerall = command = "Ittou Shingetsub"
triggerall = statetype != A
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl
trigger11 = Stateno = 1400 && AnimTime >= 18
trigger12 = Stateno = 1410 && AnimTime >= 8
trigger13 = Stateno = 1500 && AnimTime >= 26
trigger14 = Stateno = 1510 && AnimTime >= 11
trigger15 = Stateno = 1520 && AnimTime >= 8

[State -1, Taitou Hogetsua]
type = ChangeState
value = 1500
triggerall = command = "QCFc"
triggerall = statetype != A
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl

[State -1, Taitou Hogetsua]
type = ChangeState
value = 1400
triggerall = command = "QCFa"
triggerall = statetype != A
triggerall = var(53) = 0
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = ctrl
;---------------------------------------------------------------------------
[State -1, reset pulo]
type=Varset
trigger1=var(3)
trigger1=Stateno!=[40,50]
trigger1=Movetype!=A
var(3)=0

[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl


;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, esquiva]
type = ChangeState
value = 750
triggerall = power >= 1000
triggerall = command = "rolamento"
triggerall = statetype != A
triggerall = movecontact
trigger1 = Stateno = 200 && time = [6,12]
trigger2 = Stateno = 205 && time = [5,10]
trigger3 = Stateno = 215 && time = [8,15]
trigger4 = Stateno = 250 && time = [14,23]
trigger5 = Stateno = 245 && time = [8,12]
trigger6 = Stateno = 300 && time = [8,14]
trigger7 = Stateno = 310 && time = [17,27]
trigger8 = Stateno = 330 && time = [5,11]
trigger9 = Stateno = 340 && time = [8,17]
trigger10 = Stateno = 210 && time = [11,20]
trigger11 = Stateno = 240 && time = [9,16]
trigger12 = Stateno = 300 && time = [8,11]
ignorehitpause = 1

;---------------------------------------------------------------------------
;;Kung Fu Throw
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(53) = 0
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100 && stateno != 101
triggerall = p2stateno != 40 && p2stateno != 52
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;;Kung Fu Throw
[State -1, Kung Fu Throw]
type = ChangeState
value = 801
triggerall = var(53) = 0
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100 && stateno != 101
triggerall = p2stateno != 40 && p2stateno != 52
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

[State -1, esquivatras]
type = ChangeState
value = 701
triggerall = var(53) = 0
triggerall = var(58) = 0
triggerall = command = "rolamentoTras"
triggerall = stateno != [200,5000]
trigger1 = statetype != A
trigger1 = ctrl

[State -1, esquiva]
type = ChangeState
value = 700
triggerall = var(53) = 0
triggerall = var(58) = 0
triggerall = command = "rolamento"
triggerall = stateno != [200,5000]
trigger1 = statetype != A
trigger1 = ctrl

[State -1, CD]
type = ChangeState
value = 250
triggerall = var(53) = 0
triggerall = var(58) = 0
triggerall = command = "z"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, CD]
type = ChangeState
value = 650
triggerall = var(53) = 0
triggerall = var(58) = 0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl

;==========================================================================
;---------------------------------------------------------------------------
------------------------------------------------------------------------------
------------------------------------------------------------------------------
;--------------------------------------------------------------------------
[State -1, esquivatrass]
type = ChangeState
value = 706
triggerall = command = "rolamentoTras"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 140
trigger4 = stateno = 141

[State -1, esquivafentes]
type = ChangeState
value = 705
triggerall = command = "rolamento"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 140
trigger4 = stateno = 141

[State -1, CD]
type = ChangeState
value = 261
triggerall = command = "z" && command = "holdback"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 140
trigger4 = stateno = 141
;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(53) = 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2BodyDist X > 23
trigger1 = statetype = S
trigger1 = ctrl

;Stand Light Punch Longe
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(53) = 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2BodyDist X <= 23
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, soco forte perto]
type = ChangeState
value = 215
triggerall = var(53) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2BodyDist X <= 24
trigger1 = statetype = S
trigger1 = ctrl

[State -1, soco forte longe]
type = ChangeState
value = 210
triggerall = var(53) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(53) = 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(53) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2BodyDist X > 23
trigger1 = statetype = S
trigger1 = ctrl

;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(53) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2BodyDist X <= 23
trigger1 = statetype = S
trigger1 = ctrl

;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(53) = 0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl


;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 300
triggerall = var(53) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl


;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 310
triggerall = var(53) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl


;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 330
triggerall = var(53) = 0
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = stateno = 330 && Movecontact


;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 340
triggerall = var(53) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl


;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 400
triggerall = var(53) = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl


;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 410
triggerall = var(53) = 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl


;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 430
triggerall = var(53) = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl


;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 440
triggerall = var(53) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl


