

;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
;stick user blazblue
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;controller user blazblue
;[Remap]
;x = x
;y = y
;b = z
;a = a
;z = b
;c = c
;s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.


command.buffer.time = 1

;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "FC"
command = ~D, $F, D,$B, z
time =25

[Command]
name = "FC"
command =~D, $F, D,$B, ~z
time = 25
buffer.time=12
[command]
name = "FE"
command = ~$F,D,$B,$U,a
time = 40
buffer.time=10
[command]
name = "FE"
command = ~$F,D,$B,$U,~a
time =40
buffer.time=10
[command]
name = "FE"
command = ~D,$B,$U,$F,a
time = 40
buffer.time=10
[command]
name = "FE"
command =~D,$B,$U,$F,~a
time = 40
buffer.time=10
[command]
name = "FE"
command = ~$B,$U,$F,D,a
time = 40
buffer.time=10
[command]
name = "FE"
command =~$B,$U,$F,D,~a
time = 40
buffer.time=10
[command]
name = "FE"
command = ~$U,$F,D,$B,a
time =40
buffer.time=10
[command]
name = "FE"
command =~$U,$F,D,$B,~a
time = 40
buffer.time=10



[Command]
name = "FD"   ;Same name as above
command = ~D, $F, D, $F,y
time = 20
[Command]
name = "FD"   ;Same name as above
command = ~D, $F, D, $F,~y
time = 20
buffer.time=8



;-| Special Motions |------------------------------------------------------
[Command]
name = "upper_x"
command = ~F, D, DF, x

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

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

[Command]
name = "HCB"
command = ~$F,D, $B,a
time=25



[Command]
name = "HCF2"
command = ~$B,D, $F,y
time=20


[Command]
name = "HCF3"
command = ~$B,D, $F,z
time=20

[Command]
name = "HCF4"
command = ~$B,D, $F,a
time=20

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

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

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

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

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

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

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

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

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

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10
[Command]
name = "SJ"
command = ~$D,$U
time = 15
[Command]
name = "FF+"     ;Required (do not remove)
command = F, F
time = 15
buffer.time = 2
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = y+z
time = 1
[Command]
name = "recovery";Required (do not remove)
command = x+z
time = 1
[Command]
name = "cancel";Required (do not remove)
command = x+y+z
time = 1

[Command]
name = "cancel";Required (do not remove)
command = c
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 =2

[Command]
name = "b"
command = b
time = 2

[Command]
name = "c"
command = c
time = 2

[Command]
name = "x"
command = x
time = 2

[Command]
name = "y"
command = y
time = 2

[Command]
name = "z"
command = z
time = 2

[Command]
name = "start"
command = s
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
;-| Hold button |--------------------------------------------------------------
[Command]
name = "holda";Required (do not remove)
command = /a
time = 1

[Command]
name = "holdb";Required (do not remove)
command = /b
time = 1

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

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

[Command]
name = "holdy";Required (do not remove)
command = /y
time = 1
[Command]
name = "holdz";Required (do not remove)
command = /z
time = 1
;---------------------------------------------------------------------------
; 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]
;--ordered list of combos
;roman cancel rapter


;ex raptor
[State -1, Null]
type = Null
triggerall = !helper(10003),var(37)
triggerall = movehit=1 || p2statetype=A && p2movetype=A
triggerall = stateno!=3049
triggerall = p2stateno!=5120	
triggerall = AIlevel >6
triggerall = var(31)>=40 ||var(31)=0
trigger1= stateno=1010 &&((var(2)=3 && var(31)=0)||(var(31)=49||var(31)=43))
trigger1 =var(31):=ifelse((var(31)=[43,44]),44,ifelse((var(31)=[49,50]),50,41))
trigger2= stateno=1000&&var(31)=41;&&(var(31)=1||var(31)=5)
trigger2=var(31):=42;ifelse((var(31)=[5,6]),6,2)
trigger3= stateno=605&&(var(31)=44||var(31)=50)
trigger3=var(31):=ifelse((var(31)=[50,51]),51,45)
trigger4=stateno=610&&(var(31)=45||var(31)=51)
trigger4=var(31):=ifelse((var(31)=[51,52]),52,46) 
trigger5=(stateno=210)&& (var(31)=42||var(31)=48) ;&& p2bodydist x <65
trigger5=var(31):=ifelse((var(31)=[48,49]),49,43)
trigger6=stateno=1050&&(var(31)=52 || var(31)=46)
trigger6=var(31):=ifelse((var(31)=[52,53]),53,47)
trigger7=stateno=1050&&(var(31)=47)
trigger7=var(31):=48
trigger8=stateno=1050&&(var(31)=46)
trigger8=var(31):=53
trigger9=stateno=1005&& var(31)=46
trigger9=var(31):=47
ignorehitpause=1

;fatal1
[State -1, Null]
type = Null
triggerall = !helper(10003),var(37)
triggerall = movehit=1 || p2statetype=A && p2movetype=A
triggerall = stateno!=3049
triggerall = p2stateno!=5120	
triggerall = var(31)<20
triggerall = AIlevel >6
trigger1= stateno=1010 &&((var(2)=1 && var(21)=2&&p2statetype!=A)||(var(31)=9||var(31)=2))
trigger1 =var(31):=ifelse((var(31)=[2,3]),3,ifelse((var(31)=[9,10]),10,1))
trigger2= (stateno=205||stateno=405)&&var(31)=1;&&(var(31)=1||var(31)=5)
trigger2=var(31):=2;ifelse((var(31)=[5,6]),6,2)
trigger3= stateno=605&&(var(31)=3||var(31)=10)
trigger3=var(31):=ifelse((var(31)=[10,11]),11,4)
trigger4=stateno=610&&(var(31)=11||var(31)=4)
trigger4=var(31):=ifelse((var(31)=[11,12]),12,5) 
trigger5=(stateno=410||stateno=210)&& (var(31)=5)
trigger5=var(31):=6 
trigger6=(stateno=210)&& (var(31)=8) 
trigger6=var(31):=9 
trigger7=stateno=1050&&(var(31)=6 || var(31)=12)
trigger7=var(31):=ifelse((var(31)=[12,13]),13,7)
trigger8=stateno=1000&& var(31)=7
trigger8=var(31):= 8
trigger9=stateno=3000 && var(31)=12 
trigger9=var(31):=13
ignorehitpause=1

;fatal2
[State -1, Null]
type = Null
triggerall = !helper(10003),var(37)
triggerall = movehit=1 || p2statetype=A && p2movetype=A
triggerall = stateno!=3049
triggerall = p2stateno!=5120
triggerall = AIlevel >6
triggerall = var(31)>=20 ||var(31)=0	
trigger1= stateno=1010 &&((var(2)=2 && var(21)=2)||(var(31)=21||var(31)=24||var(31)=31))
trigger1 =var(31):=ifelse((var(31)=[24,25]),25,ifelse((var(31)=[31,32]),32,21))
trigger2= stateno=605&&(var(31)=21||var(31)=25)
trigger2=var(31):=ifelse((var(31)=[25,26]),26,22)
trigger3=stateno=610&&(var(31)=22||var(31)=26)
trigger3=var(31):=ifelse((var(31)=[26,27]),27,23)
trigger4=(stateno=210||p2bodydist x >65)&& (var(31)=23||var(31)=30)
trigger4=var(31):=ifelse((var(31)=[30,31]),31,24)
trigger5=(stateno=410||stateno=210)&& (var(31)=27)
trigger5=var(31):=28
trigger6=stateno=1050&&var(31)=28
trigger6=var(31):=ifelse((var(31)=[34,35]),35,29)
trigger7=stateno=1000&& var(31)=29
trigger7=var(31):= 30
trigger8=stateno=3000 && var(31)=31
trigger8=var(31):=33
ignorehitpause=1


;fatal from falcon punch
[State -1, Null]
type = Null
triggerall = !helper(10003),var(37)
triggerall = movehit=1 || p2statetype=A && p2movetype=A
triggerall = stateno!=3049
triggerall = p2stateno!=5120	
triggerall = AIlevel >6&&var(21)=2
triggerall = var(31)>=70 ||var(31)=0
trigger1=stateno=1000
trigger1=var(31):= 70
trigger2= stateno=1010 &&((var(2)<3)||(var(31)=77||var(31)=73||var(31)=82))
trigger2 =var(31):=ifelse((var(31)=[77,78]),78,ifelse((var(31)=[82,83]),83,74))
trigger3= stateno=605&&(var(31)=74||var(31)=78)
trigger3=var(31):=ifelse((var(31)=[78,79]),79,75)
trigger4=stateno=610&&(var(31)=75||var(31)=79)
trigger4=var(31):=ifelse((var(31)=[79,80]),80,76) 
trigger5=(stateno=410)&& (var(31)=70)
trigger5=var(31):=71
trigger6=(stateno=210)&& (var(31)=76||var(31)=72) 
trigger6=var(31):=ifelse((var(31)=[76,77]),77,73)
trigger7=stateno=3000 && var(31)=82 
trigger7=var(31):=83
trigger8=stateno=1050&&(var(31)=71 || var(31)=82)
trigger8=var(31):=ifelse((var(31)=[82,83]),83,72)
ignorehitpause=1

;The NXL for building dat meter
[State -1, Null]
type = Null
triggerall = !helper(10003),var(37)
triggerall = movehit=1 || p2statetype=A && p2movetype=A
triggerall = stateno!=3049
triggerall = p2stateno!=5120	
triggerall = var(21)=0&&AIlevel >6
triggerall = var(31)>=90 ||var(31)=0
trigger1=stateno=1010&&(p2statetype!=A||var(31)=96)
trigger1=var(31):= ifelse((var(31)=[92,93]),93,90)
trigger2=stateno=1010&&((var(31)=92||p2statetype=A&&var(21)=0))
trigger2=var(31):=93
trigger3= stateno=1050 && (var(31)=90|| var(31)=98)
trigger3 =var(31):=ifelse((var(31)=[98,99]),99,91) 
trigger4= stateno=210&& var(31)=91
trigger4=var(31):=92
trigger5= stateno=605&&(var(31)=93||var(31)=96)
trigger5=var(31):=ifelse((var(31)=[96,97]),97,94)
trigger6=stateno=610&&(var(31)=94||var(31)=97)
trigger6=var(31):=ifelse((var(31)=[97,98]),98,95) 
trigger7=(stateno=600)&& (var(31)=95)
trigger7=var(31):=96
trigger8=(stateno=210)&& (var(31)=76||var(31)=72) 
trigger8=var(31):=ifelse((var(31)=[76,77]),77,73)
trigger9=stateno=3000 && var(31)=98
trigger9=var(31):=99
ignorehitpause=1

;===========================================================================
;-----------------------------------------------------------------------
[State -1, Falcon Overdrive AI]
type = ChangeState
value = 3060
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = p2bodydist x = [0,105]
triggerall = stateno !=[800,899]
triggerall = p2bodydist y =0
triggerall = movetype!=H
triggerall = p2stateno!=[1025,1029]
triggerall = statetype!=A
triggerall = p2statetype!=A
triggerall = numenemy=1
triggerall= roundno>1
triggerall = p2stateno!=[30003,30005]
triggerall = enemynear,life <=var(9)
triggerall=power>=1000
trigger1 = ctrl &&(Random <=62*AIlevel)
trigger2= (p2stateno=[120,150]) && ctrl&&(Random <=62*AIlevel)
;----------------------------------------------------------------------------
[State -1, Rapter DriveAI]
type = ChangeState
value = 3050
triggerall = power >=500
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [-10,90]
triggerall =( p2bodydist y= [-75,-30])&& enemy,vel y >=0
Triggerall = (Random <=63*AIlevel)||var(31)>0
triggerall = p2statetype !=L
triggerall = movetype!=H
triggerall = stateno!=[3000,3055]
triggerall =((p2stateno=[1025,1030])&&(p2life <=225))||(p2statetype=A&&p2movetype=A)||var(31)>0
triggerall = p2stateno!=[120,150]
triggerall = p2stateno!=5201
triggerall = var(31)=0||(var(31)=82)
triggerall = var(21)!=2||(var(31)=82)
triggerall = p2stateno!=[30003,30005]
trigger1 = ctrl && (var(31)=0||var(31)=82)
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact&& var(31)=0
trigger4 = stateno=210&&movecontact&& var(31)=0
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact&& var(31)=0

;---------------------------------------------------------------------------
[State -1, Falcon DiveAI]
type = ChangeState
value = 3000
triggerall = power >=500
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = stateno != 810
Triggerall = P2BodyDist X = [0,70]
triggerall = var(31)>0||p2bodydist y= [-90,-1]
Triggerall = (Random <=31*AIlevel)||var(31)>0
triggerall = p2statetype !=L
triggerall =p2statetype=A
triggerall = p2stateno!=5201
triggerall = p2stateno!=[150,155]
triggerall = stateno!=[3000,3055]
triggerall = ( p2movetype=A)||(var(4)>4)||(p2stateno=[1025,1030])||(p2movetype=H && p2bodydist x>50)||var(31)>0
triggerall = movetype!=H
triggerall = var(31)=0||var(31)>0
triggerall = var(21)!=2||var(31)>0
triggerall = p2stateno!=[30003,30005]
trigger1 = ctrl&&(var(31)=0)
trigger2 = stateno=200&&movecontact && var(31)=0
trigger3 = stateno=205&&movecontact&& var(31)=0
trigger4 = stateno=210&&movecontact&& var(31)=0
trigger5 = stateno=400&&movecontact&& var(31)=0
trigger6 = stateno=405&&movecontact&& var(31)=0
trigger7 = stateno=410&&movecontact&& var(31)=0
trigger8=stateno=1010&&movecontact && var(2)<3 && animelemtime(5)>6&& var(31)=0
trigger9 = stateno=600&&movecontact&& var(31)=0
trigger10 = stateno=605&&movecontact&& var(31)=0
trigger11 = stateno=610&&movecontact&& var(31)=0
trigger12= ( var(31)=49 ||var(31)=14||var(31)=63||var(31)=31||var(31)=98||var(31)=82) && movecontact
 ;--------------------------------------------
[State -1, Guard]
type = ChangeState
value = 120
triggerall = movetype !=H || stateno=5210
triggerall = roundstate = 2
triggerall = stateno!=[120,155]
triggerall=AILevel>0
triggerall = (statetype!=A)||(statetype=A && p2bodydist x >5)
triggerall =(StateNo !=[200,3999])&&(StateNo != 105)
Triggerall =  Random < (113*AILevel)
triggerall =InGuardDist||((EnemyNear, movetype=A&& enemynear,hitdefattr!=SCA,AA)||( enemynear,hitdefattr=SCA,NP,SP,HP || enemynear,hitdefattr = SCA,AA))|| enemy,numproj >0
trigger1 = ctrl ||stateno=20||stateno=100
;-----------------------------------------------------------------------------
[State -1,Nope]
type = ChangeState
value = 700
triggerall = random = 25*AIlevel
triggerall = AILevel>0
triggerall =power>=350
triggerall = p2bodydist x <70
trigger1 = ((stateno=[150,155])&&statetype!=A)
;------------------------------------------------------------------------
[State -1, AI Throw]
type = ChangeState
value = ifelse(statetype=A,830,800)
triggerall = AILevel>0
triggerall = (Random <=41*AIlevel)
triggerall = stateno != [1000,9999]
Triggerall = (RoundState = 2)
triggerall = (MoveType != H)
triggerall = p2bodydist X < 30
triggerall = stateno!=56
triggerall = p2statetype!=L
triggerall = var(31)=0
triggerall = (((p2statetype != A) ) && statetype!=A)||(statetype=A&&p2statetype=A&&p2movetype!=H)
trigger1 = ctrl
trigger2 = stateno=200&&movecontact&& random<99
trigger3 = stateno=205&&movecontact&&var(31)=0&& random<99
trigger4 = stateno=210&&movecontact&&var(31)=0&& random<99
trigger5 = stateno=400&&movecontact&& random<99
trigger6 = stateno=405&&movecontact&& random<99
trigger7 = stateno=410&&movecontact&&var(31)=0
trigger8=stateno=600&&movecontact&&var(31)=0
trigger9=stateno=605&&movecontact&&var(31)=0
trigger10=stateno=610&&movecontact&&var(31)=56 && random<99
trigger11=(p2stateno=[120,155])&& ctrl
trigger12= var(33)=1 && ctrl
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [-15,37]
triggerall = (p2bodydist y= [-55,0]) && enemy,vel y >=0 && p2movetype=A||var(31)=32
Triggerall = (Random <=63*AIlevel)||var(31)=32
triggerall = p2statetype !=L
triggerall = var(15)=0||var(31)=32
triggerall = p2statetype != C
triggerall = helper(10003),var(8)=0
triggerall  =var(4)<4||var(31)=32
triggerall = var(31)=0||var(31)=32
trigger1 =(ctrl||stateno=20)&& helper(10003),var(10)>0&& p2bodydist x <35 && var(31)=0
trigger2 = ctrl&& (p2bodydist x=[0,27]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(31)=0
trigger3 = stateno = 200 && movecontact
trigger4= var(31)=32 && ctrl && var(32)=[0,1]


;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 205
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = (Random <=100*AIlevel)||(var(31)=5||var(31)=32||var(31)=41||var(31)=52||var(31)=58||var(31)=1||var(31)=95)
triggerall = p2statetype !=L
triggerall = ((p2bodydist y=[-65,15])&& enemy,vel y >=0)
triggerall = (p2bodydist x = [-15,75])||((p2bodydist x=[-15,95])&&p2statetype=A)||(var(31)=5||var(31)=33||var(31)=41||var(31)=52||var(31)=58||var(31)=1||var(31)=95)
triggerall = p2statetype != C||var(31)=1
triggerall = helper(10003),var(8)=0
triggerall  =var(4)<12 || var(21)=2||(var(31)=5||var(31)=32||var(31)=41||var(31)=52||var(31)=58||var(31)=1||var(31)=95)
trigger1 = ctrl && p2statetype!=C&&(helper(10003),var(10)>0|| helper(10003),var(11)>0)&&var(31)=0
trigger2 = stateno=400&&movecontact
trigger3 = stateno=200&&movecontact
trigger4=(var(31)=5||var(31)=32||var(31)=41||var(31)=52||var(31)=58||var(31)=1||var(31)=95)&&ctrl
trigger5=ctrl&& helper(10003),var(11)=0&& p2bodydist x <60&&var(31)=0 && p2movetype=H
trigger6=ctrl&& helper(10003),var(11)=0&& (p2bodydist x =[30,70])&&var(31)=0 


;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 210
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = (Random <=100*AIlevel) || var(31)>0
triggerall = var(15)=0
triggerall = p2statetype !=L
triggerall = (p2bodydist y= [-85,0]) && (enemy,vel y >=0|| var(31)>0)
triggerall = p2statetype != C
triggerall = var(33)=0
triggerall = helper(10003),var(8)=0 
triggerall = p2bodydist x = [-15,70]
triggerall  =var(4)<14 || var(21)=2
trigger1 = ctrl&&(var(31)=8||var(31)=23||var(31)=30||var(31)=42||var(31)=48||var(31)=72||var(31)=77||var(31)=91&&var(32)=0)
trigger2=ctrl&& (p2bodydist x=[0,25]) && p2statetype=A&&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)>0)&&var(31)=0
trigger3= ctrl&& (p2bodydist x=[40,65]) && p2statetype=A&&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(31)=0
trigger4 = stateno=400&&movecontact
trigger5 = stateno=405&&movecontact&&var(31)=0
trigger6 = stateno=200&&movecontact
trigger7 = stateno=205&&movecontact&&var(31)=0
trigger8= (var(31)=5||var(31)=27)&&ctrl && frontedgebodydist >40
trigger9= ctrl&& (p2bodydist x=[0,65]) && p2movetype=H
;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 410
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=88*AIlevel) || var(31)>0
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0 || p2statetype=C
triggerall = p2statetype=C || p2statetype=A
triggerall = (p2bodydist y=[-55,0]) && enemy,vel y >=0|| (p2bodydist y >-95&&(var(31)>0))
triggerall = p2statetype=A &&p2bodydist x <60||p2statetype!=A&&p2bodydist x = [-15,77]
triggerall  =var(4)<14 || var(21)=2
trigger1 = ctrl&& (p2bodydist x=[35,77]) && p2statetype=S && (enemy,vel x >0 ||p2movetype=I)&&random <199 && var(31)=0&&(helper(10003),var(10)=0&& helper(10003),var(11)=0)
trigger2 = stateno=205&&movecontact && p2bodydist x >=25&&var(31)=0
trigger3= var(15)=1&&ctrl && p2bodydist x <60
;trigger4 = (var(31)=5||Var(31)=37)&&ctrl
trigger4= (var(31)=27&& frontedgebodydist <40||var(31)=5&& frontedgebodydist <40||var(31)=70)&&ctrl
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 400
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,40]
Triggerall = (Random <=63*AIlevel)
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0
triggerall = p2statetype != A
triggerall  =var(4)<4
trigger1 = ctrl&& helper(10003),var(10)>0&& p2bodydist x <35&&var(31)=0
trigger2 = stateno = 400 && movecontact


;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 405
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType !=A )
triggerall = stateno != [800,3999]
Triggerall = (Random <=100*AIlevel) || var(31)=1
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0
triggerall = p2statetype!=A
triggerall = var(15)=0|| var(31)=1
triggerall = (p2bodydist x = [-5,65])
triggerall  =var(4)<6|| var(31)=1
trigger1 = ctrl && (p2bodydist x=[0,43]) && p2statetype=S&&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0) && var(31)=0
trigger2 = stateno=400&&movecontact
trigger3 = stateno=200&&movecontact
trigger4=ctrl&& helper(10003),var(11)>0&& p2bodydist x <60&&var(31)=0
trigger5=(var(31)=1)&&ctrl



;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 605
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType =A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=75*AIlevel) || (var(31)>0)
triggerall = stateno!=56
triggerall = helper(10003),var(8)=0
triggerall = p2statetype !=L
triggerall = var(32)<=0
triggerall =(var(31)>0)|| p2bodydist y=[-35,50] 
triggerall = (p2bodydist x = [-15,65])
triggerall = vel y >0|| (var(31)>0)
trigger1 = ctrl && (p2statetype!=A || ((var(31)=3||Var(31)=10||Var(31)=21||Var(31)=25||Var(31)=32||Var(31)=44||Var(31)=50||Var(31)=74||Var(31)=79)||var(31)=0||Var(31)=93||Var(31)=96))
trigger2 = stateno=600&&movecontact



;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 610
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=70*AIlevel)||(var(31)>0)
triggerall = p2statetype !=L || p2stateno=5120
triggerall = stateno!=56
triggerall = helper(10003),var(8)=0
triggerall = var(32)<=0
triggerall =(var(31)>0)|| p2bodydist y=[-35,60] 
triggerall = (p2bodydist x = [-8,60])
trigger1 = ctrl
trigger2=((var(31)=4||Var(31)=11||Var(31)=22||Var(31)=26||Var(31)=33||Var(31)=45||Var(31)=51||Var(31)=75||Var(31)=80)||var(31)=0||Var(31)=94||Var(31)=97)&&movecontact
triggerall = (stateno=[600,605])&&movecontact


;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 600
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = (var(31)=95)||p2bodydist y=[-50,45]
triggerall = (var(31)=95)||p2bodydist x = [0,45]
Triggerall = (Random <=50*AIlevel)||(var(31)=95)
triggerall = stateno!=56
triggerall = var(32)<=0
triggerall = p2statetype !=L
triggerall = var(4)<=2||var(31)=95
trigger1 = ctrl&&(var(31)=0||var(31)=95 &&stateno=50)
trigger2 = stateno = 600 && movecontact



;-----------------------------------------------------------------------
[State -1, EX Falcon punchAI]
type = ChangeState
value = 1005
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = ((p2bodydist x = [45,85]) && statetype!=A)||((p2bodydist x =[-15,105])&& statetype=A)||var(31)=46||var(31)=80
triggerall = stateno !=[800,899]
triggerall = var(31)=80||var(31)=46 ||p2bodydist y =[-85,75]
triggerall = movetype!=H
triggerall = (p2stateno!=[120,155])
triggerall = power >=250
triggerall = helper(10003),var(8)=0
triggerall = p2stateno!=[1025,1029]
triggerall = var(12)=0||var(31)=46||var(31)=80
triggerall = statetype!=A || (statetype=A && stateno=56)||(statetype=A && p2movetype!=A&& (p2bodydist y =[-75,55])&& (var(31)=46||var(31)=80 ))
trigger1 = stateno=410&&movehit &&(Random <=50*AIlevel) && var(31)=0
trigger2 = stateno=610&&movehit&&(Random <=62*AIlevel)&& var(31)=0
trigger3= stateno=210 && p2statetype=A && (var(31)=46||var(31)=80)&&movehit
trigger4=(var(31)=46||var(31)=80 )&& movecontact && statetype=A&&power>=250

;----------------------------------------------------------------------------
[State -1, Falcon kickAI]
type = ChangeState
value = 1050
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L||(p2stateno=[833,834]))
triggerall = ((p2bodydist x = [120,165])&&statetype!=A||var(31)>0)||((p2bodydist x = [-15,155])&&statetype=A&&(p2statetype=A||p2statetype=L))
triggerall = stateno !=[800,899]
triggerall = ((movehit||p2bodydist y =[-25,0])&&statetype!=A)||((p2bodydist y=[-25,300])&& statetype=A)|| (var(31)=90||var(31)=6||var(31)=12||var(31)=28||(var(31)=47&&(power<250||(statetype=A&&ctrl)))||var(31)=61&&power<250||var(31)=90||var(31)=98)
triggerall = movetype!=H
triggerall= enemy,id!=999&& stateno!=1005
triggerall = stateno!=[55,56]
triggerall = stateno!=1050
triggerall = stateno!=[3000,3065]
triggerall = helper(10003),var(8)=0
triggerall = pos y <-15  || ((p2stateno=[833,834])||(p2stateno=[1051,1052])||(p2stateno=[30003,30005]))||statetype!=A|| (var(31)=6||var(31)=14||var(31)=28||(var(31)=47&&(power<250||(statetype=A&&ctrl)))||var(31)=61&&power<250||var(31)=90||var(31)=98)
triggerall = p2stateno!=[1025,1029]
triggerall = (var(31)=90||var(31)=6||var(31)=12||var(31)=28||var(31)=64||(var(31)=47&&(power<250||(statetype=A&&ctrl)))||var(31)=61&&power<250||var(31)=90||var(31)=98) || var(31)=0
trigger1 = ctrl &&Random <=199 && (p2statetype!=L||(statetype=A&&(p2stateno=[833,834])||(p2stateno=[1051,1052])||(p2stateno=[30003,30005])))&&var(31)=0
trigger2 = stateno=410&&movehit &&(Random <=62*AIlevel)&& var(31)=0
trigger3 = stateno=605&&movecontact &&(Random <=62*AIlevel)&& var(31)=0
trigger4 = stateno=610&&movecontact&&(Random <=62*AIlevel)  && var(31)=0
trigger5 =(p2stateno=[833,834]) && ((statetype=A&& ctrl)||stateno=57)  && p2bodydist x <140
trigger6 =(p2stateno=[1051,1052]) && ((statetype=A&& ctrl)||stateno=57)  && p2bodydist x <140
trigger7 = (var(31)=6||(var(31)=98&&power<500)||var(31)=12||var(31)=28||var(31)=52||(var(31)=46&&(power<250||(statetype=A&&ctrl))||var(31)=71)||var(31)=61&&power<250)&& movecontact
trigger8= (var(31)=90||var(31)=47) && ctrl && statetype=A 
trigger9 =(p2stateno=[30003,30005]) && ((statetype=A&& ctrl)||stateno=57)  && p2bodydist x <140
;-----------------------------------------------------------------------
[State -1, Falcon punchAI]
type = ChangeState
value = 1000
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = ((p2bodydist x = [45,97]) && statetype!=A)||((p2bodydist x =[0,105])&& statetype=A)||var(31)>0
triggerall = stateno !=[800,899]
triggerall = (p2bodydist y =[-85,40])||var(31)>0
triggerall = movetype!=H
triggerall = p2stateno!=[1025,1052]
triggerall = var(12)=0
triggerall = statetype!=A || (statetype=A && stateno=56)||(statetype=A &&var(31)=0&& p2movetype!=A&& ((p2bodydist y =[-15,75])||var(31)>0))
trigger1 = ctrl &&Random <=199&&var(31)=0
trigger2= (p2stateno=[120,150]) && ctrl&&Random <=199
trigger3=ctrl&& prevstateno=4 && p2movetype=H && (p2bodydist y=[-55,0]) &&Random <=199 && var(31)=0
trigger4= stateno=56 && p2movetype=H  && (time=[0,24])
trigger5= p2movetype=A && p2bodydist x >70 && enemy,vel x >0 && (Random <=50*AIlevel)  && ctrl&& var(31)=0
trigger6= p2movetype =A && p2bodydist y <-70 && enemy,vel x >0 && (Random <=50*AIlevel) && ctrl&& var(31)=0
trigger7= (var(31)=39)&& movecontact
trigger8= (var(31)=7||var(31)=29)&& ctrl && var(32)=0

;--------------------------------------------------------------------
[State -1, Rapter BoostAI]
type = ChangeState
value = 1010
triggerall = AILevel>0 && roundstate = 2&& statetype!=A
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = movecontact||(p2statetype!=A&&p2bodydist x =[35,145]) ||p2statetype=A &&p2bodydist x = [-15,145]
triggerall = stateno !=[800,899]
triggerall = stateno!=1010
triggerall = stateno!=[3000,3065]
triggerall = stateno!=1000
triggerall = (p2bodydist y =[-95,0]) && enemy,vel y >=0||var(31)>0
triggerall = movetype!=H
triggerall = helper(10003),var(8)=0
triggerall= enemynear,id!=998||(var(31)>0)||var(31)=0
triggerall = (var(4)<=5 && statetype!=A&&(p2stateno!=[1029,1030]))||(var(4)>=5 && statetype!=A&&(p2stateno=[1029,1030]))||(var(31)>0)
triggerall = p2stateno!=[1025,1028]
triggerall = p2stateno!=[1040,1045]
trigger1 = ctrl&&Random <=199 && (p2statetype!=A||p2movetype=A)&&var(31)=0
trigger2 = (stateno=405||stateno=205||stateno=210)&&movecontact&&(Random <=75*AIlevel || AIlevel>6) &&(var(31)=0)
trigger3 = movehit && p2statetype=A && var(31)=0 && (stateno=205||stateno=210)&&(Random <=75*AIlevel)&&var(31)=0
trigger4 = stateno=410&&movehit&&(Random <=50*AIlevel)&&(var(31)=0||Var(31)=60&&power>=250)
trigger5=(var(31)=2||var(31)=9||var(31)=24||var(31)=31||var(31)=43||var(31)=73||var(31)=77||var(31)=82&& power<500||var(31)=92)&& movecontact
;-------------------------------------------------
[state -1, AI jump]
type = changestate
triggerall = stateno!=40
triggerall = statetype!=A
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall = stateno!=[3000,3055]
trigger1= (var(30)=1 && stateno!=1010)|| (var(30)=1 &&var(31)!=0 &&stateno=1010 && animelemtime(5)>9)
value = 40
[State -1, AISuper Jump]
type = ChangeState
value = 55
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall = statetype != A
triggerall = random < 22||( var(2)=3 && movehit&&stateno=1010)
triggerall = p2bodydist y < -104||( var(2)=3 && movehit&&stateno=1010)
triggerall = var(30) = 1||( var(2)=3&& movehit&&stateno=1010)
trigger1= var(2)=3 && movehit&&stateno=1010

[State -1, AI run]
type=changestate
value=100
triggerall = roundstate = 2
triggerall = var(58)!=2
triggerall=AILevel>0 && statetype!=A 
triggerall = (stateno!=[100,105])
triggerall = p2bodydist y =[-150,15]
triggerall = p2stateno!=834 || p2bodydist x >80 || var(31)=51|| var(31)=1 || var(31)=91
trigger1= p2movetype!=A && (p2bodydist x=[110,788])&& (Random <=25*AIlevel)&& ctrl && var(31)=0
trigger2= anim=1000 && movehit && time>52 && var(31)=0
trigger3= p2movetype=H && p2statetype=A && p2bodydist x>35&& (Random <=50*AIlevel)&& ctrl && var(31)=0
trigger4= (p2stateno=[1029,1030]) && p2bodydist x >30&& ctrl && var(31)=0
trigger5= var(15)=1 && p2bodydist x >60 && ctrl && var(31)=0
trigger6= (var(31)=51) && p2bodydist x >40 && ctrl
trigger7= (var(31)=5||var(31)=27||var(31)=42||var(31)=72||var(31)=76) && p2bodydist x >35 && ctrl
trigger8= (var(31)=70) && p2bodydist x >70 && ctrl
trigger9 = var(31)=91 && var(32)!=0 && ctrl
[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall = p2stateno!=834 || p2bodydist x >80
triggerall=AILevel>0 && statetype=S && ctrl && (Random <=31*AIlevel)
triggerall = p2movetype!=H
triggerall=p2statetype!=L
trigger1= (stateno!=[20,105]) && p2movetype!=A && (p2bodydist x=[20,109])

[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall = AILevel>0
triggerall = stateno !=105
triggerall = statetype != A
triggerall = random < 149
triggerall = backedgebodydist >30
triggerall = roundstate = 2
triggerall =var(31)=0
trigger1 = ( p2movetype = A) && (p2bodydist x=[-99,100])&& (ctrl || stateno=20)
trigger2 = p2movetype=A && prevstateno=140 && (ctrl || stateno=20)
;===========================================================================
[State -1, Falcon Overdrive]
type = ChangeState
value = 3060
triggerall = command="FE"
triggerall = statetype !=A
triggerall = power >=1000
triggerall = AILevel=0
triggerall = numenemy=1
triggerall = roundstate=2
triggerall= roundno>1
triggerall =p2life <=var(9)
trigger1 = ctrl ||stateno=40||stateno=52 ||stateno=55

;-----------------------------------------------------------------------------
[State -1, Rapter Drive]
type = ChangeState
value = 3050
triggerall = command="FC"
triggerall = statetype !=A
triggerall = power >=500
triggerall = AILevel=0
triggerall = roundstate=2
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8=stateno=1010&&movecontact && var(2)<3 && animelemtime(5)>6

;---------------------------------------------------------------------------
[State -1, Falcon Dive]
type = ChangeState
value = 3000
triggerall = command="FD"
triggerall = power >=500
triggerall = AILevel=0
triggerall = roundstate=2
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8=stateno=1010&&movecontact && var(2)<3 && animelemtime(5)>6
trigger9 = stateno=600&&movecontact
trigger10 = stateno=605&&movecontact
trigger11 = stateno=610&&movecontact
;---------------------------------------------------------------------------

[State -1,EX Falcon Punch]
type = ChangeState
value = 1005
triggerall = command="HCB"
triggerall = AILevel=0
triggerall =power>=250
trigger1 = ctrl ||((stateno=[150,155])&&power>=500&&statetype!=A)
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8 = stateno=600&&movecontact
trigger9 = stateno=605&&movecontact
trigger10 = stateno=610&&movecontact
;---------------------------------------------------------------------------

[State -1, Rapter Boost]
type = ChangeState
value = 1010
triggerall = command="HCF2"||command="HCF3"||command="HCF4"
triggerall = statetype !=A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact

;---------------------------------------------------------------------------
;Run Fwd
;ƒ_ƒbƒVƒ…
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = AILevel=0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
trigger2= anim=1000 && movehit && time>52&&command="holdfwd"
trigger3= anim=1005 && movehit && time>5&&command="holdfwd"

;---------------------------------------------------------------------------
;Run Back
;Œã‘Þƒ_ƒbƒVƒ…
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = AILevel=0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
[State -1, SUPAH JAWMP]
type = ChangeState
value = 55
triggerall = AILevel=0
trigger1 = command = "SJ"
trigger1 = statetype = S
trigger1 = ctrl
trigger2= var(2)=3 && command="holdup" && movehit&&stateno=1010

[State -1, SUPAH JAWMP]
type = ChangeState
value = 40
triggerall = AILevel=0
trigger1 = command = "holdup"
trigger1 = statetype = S
trigger1 = ctrl
trigger2= var(2)!=3 && command="holdup" && movehit&&stateno=1010 && animelemtime(5)>9
;---------------------------------------------------------------------------
;Kung Fu Throw
;“Š‚°
[State -1, Throw]
type = ChangeState
value = ifelse(statetype=A,830,800)
triggerall = AILevel=0
triggerall =(command="y" && command="z") || (command="b")
triggerall = stateno != 100
triggerall = p2bodydist X < 35
triggerall = command="holdfwd"||command="holdback"
triggerall = (((p2statetype = S) || (p2statetype = C)) && statetype!=A)||(statetype=A&&p2statetype=A)
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8=stateno=600&&movecontact
trigger9=stateno=605&&movecontact
trigger10=stateno=610&&movecontact

[State -1, Falcon punch]
type = ChangeState
value = 1000
triggerall = AILevel=0
triggerall = command="a"

triggerall = command != "holddown"
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8 = stateno=600&&movecontact
trigger9 = stateno=605&&movecontact
trigger10 = stateno=610&&movecontact
[State -1, Falcon kick]
type = ChangeState
value = 1050
triggerall = AILevel=0
triggerall = command="a"
triggerall = command = "holddown"
;triggerall = command != "holdfwd"
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8 = stateno=600&&movecontact
trigger9 = stateno=605&&movecontact
trigger10 = stateno=610&&movecontact


[State -1,Nope]
type = ChangeState
value = 700
triggerall = command="x"&& command="y"
triggerall = AILevel=0
triggerall =power>=350
trigger1 = ((stateno=[150,155])&&statetype!=A)

;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel=0
triggerall = command="x"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=200&&movecontact

;---------------------------------------------------------------------------
;Stand Light Kick
;—§‚¿ŽãƒLƒbƒN
[State -1, Stand Light Kick]
type = ChangeState
value = 205
triggerall = AILevel=0
triggerall = command="y"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=400&&movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = AILevel=0
triggerall = command="z"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
trigger3 = stateno=405&&movecontact
trigger4 = stateno=200&&movecontact
trigger5 = stateno=205&&movecontact



;---------------------------------------------------------------------------
;Taunt
;’§”­
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = AILevel=0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
;‚µ‚á‚ª‚ÝŽãƒpƒ“ƒ`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = AILevel=0
triggerall = command="x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
;---------------------------------------------------------------------------
;Crouching Light Kick
;‚µ‚á‚ª‚ÝŽãƒLƒbƒN
[State -1, Crouching Light Kick]
type = ChangeState
value = 405
triggerall =command="y"
triggerall = command = "holddown"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
trigger3= stateno=200&&movecontact

;---------------------------------------------------------------------------
;Crouching Strong Punch
;‚µ‚á‚ª‚Ý‹­ƒpƒ“ƒ`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall =command="z"
triggerall = command = "holddown"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
trigger3 = stateno=405&&movecontact
trigger4 = stateno=200&&movecontact
trigger5 = stateno=205&&movecontact

;---------------------------------------------------------------------------
;Jump Light Punch
;‹ó’†Žãƒpƒ“ƒ`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command="x"
triggerall = statetype = A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 605
triggerall = command="y"
triggerall = statetype = A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command="z"
triggerall = statetype = A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=605&&movecontact

