

;-| 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,F, a
time =30
buffer.time=8
[Command]
name = "FC"
command =~D, F, D,F,~a
time = 30
buffer.time=8
[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, B, D,B,a
time = 30
buffer.time=8
[Command]
name = "FD"   ;Same name as above
command = ~D, B, D,B,~a
time = 30
buffer.time=8



;-| Special Motions |------------------------------------------------------
[Command]
name = "rupper_x"
command = B, D, DB, y
buffer.time=8
[Command]
name = "rupper_y"
command = B, D, DB, z
buffer.time=8
[Command]
name = "rupper_xy"
command = B, D, DB,a
buffer.time=8
[Command]
name = "upper_x"
command = ~F, D, DF, y
buffer.time=5
[Command]
name = "upper_y"
command = ~F, D, DF, z
buffer.time=5
[Command]
name = "upper_xy"
command = ~F, D, DF, a
buffer.time=5

[Command]
name = "QCF1"
command = ~D,DF, F,x
time=12

[Command]
name = "QCF2"
command = ~D,DF, F,y
time=12

[Command]
name = "QCF3"
command = ~D,DF, F,z
time=12

[Command]
name = "QCF4"
command = ~D,DF, F,a
time=12



[Command]
name = "QCB1"
command = ~D,DB, B,a
time=12
[Command]
name = "QCB2"
command = ~D,DB, B,y
time=12
[Command]
name = "QCB3"
command = ~D,DB, B,z
time=12


[Command]
name = "HCBF1"
command = ~F, $D, B,F, y
time=20
buffer.time=5
[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

;-| 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

[Command]
name = "lockitem"     ;Required (do not remove)
command = D,s
time = 5
[Command]
name = "unlockitem"     ;Required (do not remove)
command = B,s
time = 5
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
buffer.time=3
[Command]
name = "recovery";Required (do not remove)
command = y+z
time = 1
buffer.time=3
[Command]
name = "recovery";Required (do not remove)
command = x+z
time = 1
buffer.time=3


[Command]
name = "push"
command = ~F+z
time=1
buffer.time=3

[Command]
name = "push"
command = F,z
time=3
buffer.time=3
[Command]
name = "ice"
command = /F,a
time=1

[Command]
name = "lightning"
command = /D,a
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



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

[Command]
name = "dwn";Required (do not remove)
command = D
time = 1
[Command]
name = "up1";Required (do not remove)
command = U
time = 1
[Command]
name = "fwd";Required (do not remove)
command = F
time = 1
[Command]
name = "back";Required (do not remove)
command = B
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]
;random bnb 1
[State -1, Null]
type = Null
triggerall = movehit=1 
triggerall = stateno!=3049
triggerall = p2stateno!=5120	
triggerall = var(21)<2
triggerall = AIlevel >6
triggerall = random<65*AIlevel || AIlevel =8
trigger1= (stateno=210)
trigger1 =var(31):=cond((numexplod(210)=2|| fvar(7)<-60),2,1)
trigger1 = var(38):=cond(var(31)=2,1050,210)
trigger1 = var(2):=1
trigger2= stateno=1050&& var(31)=2 
trigger2 =var(31):=3
trigger2= var(38):= 620
trigger3= stateno=620 && var(31)=3
trigger3 =var(31):=4
trigger3=var(38):=610
trigger4= stateno=610&& var(31)=4
trigger4 =var(31):=0
trigger4= var(38):=0
ignorehitpause=1

;random bnb 2 corner only
[State -1, Null]
type = Null
triggerall = movehit=1 
triggerall = stateno!=3049
triggerall = p2stateno!=5120
triggerall = AIlevel >6	
triggerall = var(21)<2  
triggerall = AIlevel >6
triggerall = random<65*AIlevel || AIlevel =8
trigger1= (stateno=206)&& (fvar(6)<110 &&enemy,backedgebodydist <90 || fvar(6)<110 && fvar(15)=.133545)&&  random <65*AIlevel 
trigger1 =var(31):=25
trigger1 = var(38):=200
trigger2= (stateno=200)&& var(31)=25 ;&& power <300
trigger2 =var(31):=26
trigger2 = var(38):=600
trigger3= (stateno=600)&&var(31)=26
trigger3=var(31):=cond(var(31)=27,28,27)
trigger3 = var(38):=cond(var(31)=27,600,605)
trigger4= stateno=605&& var(31)=28 
trigger4 =var(31):=29
trigger4= var(38):= 1050
trigger4 = var(2):=1
trigger5= stateno=1050&& var(31)=29 
trigger5 =var(31):=3
trigger5= var(38):= 620
trigger5 = var(2):=1
ignorehitpause=1

;throw into bnb 1
[State -1, Null]
type = Null
triggerall = movehit=1 
triggerall = stateno!=3049
triggerall = p2stateno!=5120	
triggerall = var(19)=1  
triggerall = AIlevel >6
trigger1= (stateno=810)
trigger1 =var(31):=21
trigger1 = var(38):=211
ignorehitpause=1



[State -1, Null]
type = Null
triggerall = numhelper(212) 
triggerall = helper(212),var(0)=1	
triggerall = AILevel >6
trigger1=var(31)=[21,22]
trigger1 =var(31):=cond(var(31)=21,22,1)
trigger1 =var(38):=cond(var(31)=22,211,210)
ignorehitpause=1

[State -1, AIgh4]
type = ChangeState
value = var(38)
triggerall = var(38)>0
triggerall = var(38)!=var(39) || stateno=610
triggerall = stateno!=[3001,3020]
;triggerall = var(38)=3000&&power>=500|| var(38)!=3000
triggerall = roundstate=2
triggerall = var(32)<=0&&AIlevel>0
;triggerall = stateno!=var(39)
;triggerall = numhelper(1001)=0 || var(45)!=[1000,1007]
trigger1 = (ctrl&& statetype!=A||stateno=20||stateno=100) 
trigger1=var(31)=1||var(31)=2||var(31)=25&& fvar(7)>-50 || var(31)=21 || var(31)=22
trigger2 = ctrl &&statetype=A&& fvar(6)<70
trigger2=(var(31)=3||var(31)=4||var(31)=26) 
trigger3 = movehit
trigger3 = (var(31)=26) 

;trigger4=(var(31)=152) 
;trigger4 = animelemtime(7)>0
;===========================================================================


;===========================================================================
;-----------------------------------------------------------------------
[State -1, Falcon Overdrive AI]
type = ChangeState
value = 3060
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = fvar(6) = [-15,70]
triggerall = stateno !=[800,899]
triggerall = fvar(7) =[-80,0]
triggerall = movetype!=H
triggerall = p2stateno!=[1025,1029]
triggerall = statetype!=A
triggerall = numenemy=1
triggerall= roundno>1
triggerall = enemynear,life <=var(9)
triggerall=power>=1000
trigger1 =(ctrl ||stateno=20) &&(Random <=82*AIlevel)
;----------------------------------------------------------------------------
[State -1, kokeshiAI]
type = ChangeState
value = 3050
triggerall = power >=500
triggerall = AILevel >0
triggerall = roundstate = 2
triggerall =(statetype=A && p2statetype!=A&& fvar(7)= [45,155])||(statetype=A && p2statetype=A&& fvar(7)= [-15,155])||statetype!=A &&fvar(7)=[-130,-45]
triggerall = (statetype!=A && (fvar(6)>0&&fvar(7)<-130||fvar(6)= [35,75])) ||(statetype!=A &&p2statetype=A && p2movetype=H&& fvar(6)= [-35,55])||(statetype=A && fvar(6)= [55,155])
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L && p2stateno!=5201
triggerall = movetype != H
triggerall = p2stateno!=[3002,3005]
triggerall = random < 50*AILevel && statetype!=A || random < 20*AILevel && statetype=A 
triggerall = p2stateno!=[833,834]
trigger1 =(ctrl ||stateno=20) && (var(31)=0)


;---------------------------------------------------------------------------
[State -1, PIYOSABURO KOREDETOJAAAAAI]
type = ChangeState
value = 3000
triggerall = power >=500
triggerall = AILevel >0
triggerall = roundstate = 2
triggerall =fvar(7)=[-100,0]
triggerall = (p2statetype=A && fvar(6)= [0,85]) ||(p2statetype=A && p2movetype=H&& fvar(6)= [-35,75])
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L && p2stateno!=5201 || p2stateno=5120
triggerall = movetype != H
triggerall = statetype!=A
triggerall = p2stateno!=[1029,1032]
triggerall = random < 30*AILevel 
triggerall = p2stateno!=[833,834]
trigger1 = (ctrl ||stateno=20) && (var(31)=0)
trigger2= (stateno=405||stateno=420) && moveguarded

 ;--------------------------------------------
[State -1, Guard]
type = ChangeState
value = 120
triggerall = roundstate = 2
triggerall = stateno!=[100,155]
triggerall=AILevel>0
triggerall =movetype=I || stateno=5210|| stateno=5040
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 && p2movetype!=H ||stateno=20||stateno=100
;-----------------------------------------------------------------------------
[State -1,Nope]
type = ChangeState
value = 700
triggerall = random = 20*AIlevel
triggerall = AILevel>0
triggerall =power>=350
triggerall = fvar(6) <80
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 = fvar(6) < 35
triggerall = stateno!=56
triggerall = p2statetype!=L
triggerall = var(31)=0
triggerall = helper(10003),var(10)=0&& helper(10003),var(11)=0
triggerall = (((p2statetype != A) ) && statetype!=A)||(statetype=A&&p2statetype=A&&p2movetype!=H)
trigger1 = (ctrl ||stateno=20)
trigger2 = stateno=200&&moveguarded
trigger3 = stateno=205&&moveguarded&&var(31)=0
trigger4 = stateno=210&&movecontact&&var(31)=0
trigger5 = stateno=400&&moveguarded
trigger6 = stateno=405&&moveguarded
trigger7 = stateno=410&&movecontact&&var(31)=0
trigger8=stateno=600&&movecontact&&var(31)=0
trigger9=(p2stateno=[120,155])&& ctrl
trigger10= var(33)=1 && ctrl
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch1]
type = ChangeState
value = 200
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = fvar(6) = [-10,75]
triggerall = (fvar(7)= [-60,10]) && enemy,vel y >=0 
Triggerall = (Random <=53*AIlevel)
triggerall = p2statetype !=L
triggerall = var(31)=0
triggerall = p2stateno!=2000
triggerall = p2stateno!=[833,835]
trigger1 = (ctrl ||stateno=20)&&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(31)=0 && fvar(6)=[45,70]
trigger2 = (ctrl ||stateno=20)&&(helper(10003),var(10)=1|| helper(10003),var(11)=1)&&var(31)=0
trigger3 = stateno = 200 && movecontact&&(var(31)=0||var(31)=2)
;trigger3= var(31)=32 && ctrl && var(32)=[0,1]


;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand strong Punch3]
type = ChangeState
value = 205
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
triggerall = helper(10003),var(8)=0
Triggerall = (Random <=80*AIlevel)||var(31)>0
triggerall = p2statetype !=L
triggerall = p2stateno!=[833,835]
triggerall = ((fvar(7)=[-35,15])&& enemy,vel y >=0)
triggerall = var(31)=0
triggerall = p2stateno!=2000
triggerall = p2movetype!=A || p2statetype=C && fvar(6)>45
triggerall = (fvar(6) = [-15,85])||((fvar(6)=[45,115])&&p2statetype=C);||(var(31)=5||var(31)=33||var(31)=41||var(31)=52||var(31)=58)
triggerall  =var(4)<12 ;|| var(21)=2||(var(31)=5||var(31)=32||var(31)=41||var(31)=52||var(31)=58)
trigger1 = (ctrl ||stateno=20)&&var(31)=0 && p2statetype=C&&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(31)=0 && fvar(6)=[55,110]
trigger2 = stateno=400&&movecontact
trigger3 = stateno=200&&movecontact
;trigger4=(var(31)=1)&&ctrl

;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand strong Punch3]
type = ChangeState
value = 206
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
triggerall = helper(10003),var(8)=0
Triggerall = (Random <=80*AIlevel)
triggerall = p2statetype !=L
triggerall = ((fvar(7)=[-35,15])&& enemy,vel y >=0)
triggerall = var(31)=0 && p2statetype!=A
triggerall = p2movetype!=A || fvar(6)>100
triggerall = (fvar(6) = [0,120]) && movecontact;||(var(31)=5||var(31)=33||var(31)=41||var(31)=52||var(31)=58)
triggerall  =var(4)<12 ;|| var(21)=2||(var(31)=5||var(31)=32||var(31)=41||var(31)=52||var(31)=58)
trigger1 = (ctrl ||stateno=20)&&var(31)=0 && p2movetype=H
trigger2 = stateno=405&&movehit
trigger3 = stateno=205&&movehit

;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 210
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = helper(10003),var(8)=0
triggerall = p2stateno!=[833,835]
triggerall = p2stateno!=5210
triggerall = stateno != [800,3999]
triggerall = p2stateno!=2000
triggerall = p2stateno!=[5200,5210]
Triggerall = (Random <=80*AIlevel) && numexplod(210)<2
triggerall = (fvar(7)= [-100,0]) ||(fvar(7)= [-141,0]) && enemy,vel y >=-1 && p2movetype=H
triggerall =(fvar(6) = [-20,45]) || ( (p2statetype=A&&p2movetype=H) && fvar(6) = [-20,55])
triggerall  =var(4)<14 || var(21)=2
trigger1 =(ctrl ||stateno=20)&&var(31)=0 && p2statetype=A
;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 211
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = p2statetype!=L
triggerall = stateno != [800,3999]
Triggerall = (Random <=70*AIlevel)
triggerall = helper(10003),var(8)=0
triggerall = p2stateno!=[833,835]
triggerall = (fvar(7)= [-155,-55]) && enemy,vel y >0 || (fvar(7)= [-155,0]) && enemy,vel y <=0  ||p2stateno=2000 ;|| (var(31)=8||var(31)=23||var(31)=30||var(31)=48||var(31)=77)
triggerall = p2stateno=2000&&(fvar(6) = [0,120])||(fvar(6) = [60,100])||p2movetype=H &&fvar(6) = [35,100]
triggerall  =var(4)<14 || var(21)=2
trigger1 = (ctrl ||stateno=20)&&var(31)=0&&p2statetype=A
trigger2 =  p2stateno=2000 && ctrl
;&&(var(31)=0||var(31)=8||var(31)=23||var(31)=30||var(31)=42||var(31)=48||var(31)=72||var(31)=77)

;----------------------------------------
[State -1, Stand strong Punch2]
type = ChangeState
value = 221
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=70*AIlevel)
triggerall = helper(10003),var(8)=0
triggerall = var(15)=0
triggerall = var(31)!=120 &&var(31)!=150
triggerall = p2stateno!=[833,835]
triggerall = p2statetype!=A 
triggerall = movecontact ||fvar(6) = [95,150]
triggerall  =var(4)<14 || var(21)=2
trigger1 = (ctrl ||stateno=20)&&p2statetype=S&&var(31)=0;&&(var(31)=0||var(31)=8||var(31)=23||var(31)=30||var(31)=42||var(31)=48||var(31)=72||var(31)=77)
trigger2 = stateno=205&&moveguarded&&p2statetype=S
trigger3 = stateno=405&&movecontact&& frontedgebodydist <500&& p2statetype!=L &&var(30)=0
trigger4= anim=206 && movehit

;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, crouch strong Punch2]
type = ChangeState
value = 410
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
triggerall = helper(10003),var(8)=0
Triggerall = (Random <=33*AIlevel) && fvar(6)<120 || (Random <=50*AIlevel) && fvar(6)>140 || p2statetype=L && (Random <=88*AIlevel)
triggerall = p2statetype !=L
triggerall = (fvar(7)=[-45,0]) && enemy,vel y >=0||p2statetype!=A
triggerall = p2movetype!=A|| var(31)>0 || fvar(6) > 120 || enemy,backedgebodydist <90
triggerall = p2statetype=L||(fvar(6) >= 100)
triggerall  =var(4)<14 || var(21)=2
triggerall = p2stateno!=[1025,1028]
trigger1 =(ctrl ||stateno=20)


;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 420
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = helper(10003),var(8)=0
triggerall = stateno != [800,3999]
Triggerall = (Random <=88*AIlevel); || (var(31)=27||var(31)=5||var(31)=70)
triggerall = p2statetype !=L
triggerall = fvar(7) >-25
triggerall = fvar(6) = [0,90]
triggerall = p2stateno!=[1025,1028]
trigger1 = (ctrl ||stateno=20)&&var(31)=0 && p2statetype=S&& fvar(6)=[45,85]
trigger2 = stateno=405&&moveguarded &&var(31)=0&& p2statetype=S
trigger3 = stateno=205&&movecontact &&var(31)=0&& p2statetype=S
trigger4 = (ctrl ||stateno=20)&&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(31)=0 && fvar(6)=[45,85]

;------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 220
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=80*AIlevel)
triggerall = p2stateno!=[833,835]
triggerall = helper(10003),var(8)=0
triggerall = (fvar(7)= [-55,0]) && (p2stateno=1035 || p2stateno=2000) ||(fvar(7)= [-95,-35]) && enemy,vel y >=6 || p2statetype!=A || p2stateno=1035 || p2stateno=2000
triggerall = p2statetype!=L
triggerall = ((fvar(6) = [130,170])||p2statetype=A&&fvar(6) = [0,140]) ||  (p2stateno=1035 || p2stateno=2000) && fvar(6)=[0,150]
triggerall  =var(4)<14 || var(21)=2
triggerall = p2stateno!=[1025,1029]
triggerall = var(31)=0
trigger1 = (ctrl ||stateno=20)
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch6]
type = ChangeState
value = 400
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = fvar(6) = [0,35]
triggerall = helper(10003),var(8)=0
Triggerall = (Random <=43*AIlevel)
triggerall = p2statetype !=L
triggerall =p2statetype != A
triggerall  =var(4)<4
trigger1 = (ctrl ||stateno=20)&&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(31)=0 && fvar(6)=[0,40]
trigger2 = (ctrl ||stateno=20)&&(helper(10003),var(10)=1|| helper(10003),var(11)=1)&&var(31)=0
trigger3 = stateno = 200 && movecontact&& p2statetype=S && AIlevel >4


;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand strong Punch8]
type = ChangeState
value = 405
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType !=A )
triggerall = stateno != [800,3999]
Triggerall = (Random <=80*AIlevel)
triggerall = p2statetype !=L
triggerall = p2statetype!=A
triggerall = helper(10003),var(8)=0
triggerall = p2movetype!=A|| var(31)>0
triggerall = var(15)=0&&var(31)=0
triggerall =(fvar(6) = [0,85])
triggerall  =var(4)<6
trigger1 = (ctrl ||stateno=20)&&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(31)=0 && fvar(6)=[45,85]
trigger2 = (ctrl ||stateno=20)&&(helper(10003),var(11)=1)&&var(31)=0
trigger3 = stateno=400&&movecontact
trigger4 = stateno=200&&movecontact
trigger5= prevstateno=205 &&(ctrl ||stateno=20)
;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Puncha]
type = ChangeState
value = 620
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=75*AIlevel)
triggerall = stateno!=[100,105]
triggerall = p2statetype !=L&& numexplod(620)=0
triggerall = stateno!=56
triggerall = (fvar(7)=[-80,-15])
triggerall = (fvar(6) = [-55,85])
trigger1 = ctrl&&(var(31)=0)


;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand strong Punch9]
type = ChangeState
value = 605
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType =A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=75*AIlevel)
triggerall = helper(10003),var(8)=0
triggerall = stateno!=56
triggerall = p2statetype !=L
triggerall = vel y >-6
triggerall = stateno!=[100,105]
triggerall = (fvar(7)=[45,90])
triggerall = (fvar(6) = [-15,75])
trigger1 = ctrl&&var(31)=0
;trigger2 = stateno=600&&movecontact&&var(31)=0
;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punchb]
type = ChangeState
value = 610
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = stateno!=[100,105]
Triggerall = (Random <=65*AIlevel)
triggerall = p2statetype !=L
triggerall = stateno!=610
triggerall = (stateno!=[55,56])&&(stateno!=[58,59])
triggerall = prevstateno!=1050
triggerall = (fvar(7)=[-90,105]) && p2statetype=A|| (fvar(7)=[-130,105]) && p2movetype=H && p2statetype=A;||(fvar(7)=[50,165]) && p2statetype!=A 
triggerall = (fvar(6) = [-15,65])
trigger1 = ctrl&&var(31)=0
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 600
Triggerall = (RoundState = 2) && (AILevel>0)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = fvar(7)=[-10,75]
triggerall = stateno!=[100,105]
triggerall = pos y > -80*var(20)
triggerall = fvar(6) = [-20,80]
Triggerall = (Random <=50*AIlevel)&&var(31)=0
triggerall = p2statetype !=L&&var(31)=0
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact



;--------------------------------------------------------------------
[State -1, item AI]
type = ChangeState
value = 1100
triggerall = AILevel>0 && roundstate = 2&& statetype!=A
triggerall = fvar(6) >= 40 && p2statetype!=L ||fvar(6) >= 40 && p2statetype=L &&Random <=25*AIlevel && (p2stateno=5120||p2stateno=5201||var(12)=2) || movecontact|| var(12)=3 || p2statetype=A && p2movetype!=H
triggerall = stateno !=[800,899]
triggerall = movetype!=H
triggerall = numhelper(1110)=0 || var(12)=3 || numhelper(1113)>0
triggerall= var(13)=0&&var(31)=0 
triggerall = p2stateno!=[833,834]
triggerall = Random <=45*AIlevel 
trigger1 = (ctrl ||stateno=20)
trigger2 = (stateno=205||stateno=405||stateno=220&&animelemtime(8)<0 &&fvar(6) >110)&&moveguarded 
trigger3= stateno=420 && movecontact
trigger4=  (stateno=205||stateno=405)&&movecontact && p2statetype=A 

;--------------------------------------------------------------------
[State -1, kiss the dirt AI]
type = ChangeState
value = 1010
triggerall = AILevel>0 && roundstate = 2 
triggerall = (p2stateno=[833,834])||(p2stateno=[3003,3005])||(p2statetype=L&& fvar(6)=[35,150])||moveguarded||(fvar(6) = [45,150])|| power>250 && fvar(6)>30 && (Random <=15*AIlevel)|| p2stateno=[5200,5210]
triggerall = stateno !=[800,899]
triggerall = (fvar(7) =[-85,0])
triggerall = movetype!=H&&var(31)=0
triggerall = p2movetype!=A||fvar(6)>70
triggerall = (Random <=35*AIlevel)
triggerall = p2stateno!=[5100,5110]
triggerall =p2stateno!=[1025,1027]
triggerall = p2stateno!=[1040,1045]
trigger1 = (ctrl ||stateno=20)
trigger2 = (stateno=205||stateno=405)&&moveguarded 
trigger3= ctrl &&p2stateno=834
trigger4= (stateno=600)&&moveguarded 
trigger5= stateno=420 && movecontact
;------------------------------------------------------------------------------
[State -1, DPAI]
type = ChangeState
value = 1050
triggerall = AILevel >0
triggerall = roundstate = 2
triggerall =fvar(7)=[-130,0]
triggerall = (p2statetype=A && fvar(6)= [45,85]) ||(p2statetype=A && p2movetype=H&& fvar(6)= [-15,105])
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L && p2stateno!=5201
triggerall = movetype != H
triggerall = statetype!=A
triggerall = p2stateno!=[1029,1032]
triggerall = random < 45*AILevel 
triggerall = p2stateno!=[833,834]
trigger1=(ctrl ||stateno=20)
trigger2 = stateno=200 && movehit && p2statetype=A && power>250
triggerall =p2movetype=A||p2statetype=A


;-----------------------------------------------------------------------
[State -1, BEES AI]
type = ChangeState
value = 1000
triggerall = AILevel>0 && roundstate = 2
triggerall = var(31)=0
triggerall = fvar(6) >= 50 && p2statetype!=L && p2movetype=H || movecontact || (p2statetype=L || p2movetype=H)&& fvar(6)=[45,130]
triggerall = stateno !=[800,899]
triggerall = stateno!=[3000,3065]
triggerall = p2stateno!=[3003,3005]
triggerall = (Random <=15*AIlevel)
triggerall = p2statetype=L && enemy,pos y =0 || p2statetype!=L
triggerall = movetype!=H&&numhelper(1007)=0 
triggerall = fvar(6)>20 
triggerall = statetype!=A || numhelper(1005)=0 &&numhelper(1006)=0&& (p2movetype!=H||p2stateno=[120,155])
triggerall = numexplod(1005)=0 && (p2statetype!=A || fvar(7)>-50) || numexplod(1006)=0 && p2statetype=A || numexplod(1007) && power>=250 && p2statetype=L && fvar(6)<50
triggerall = helper(10003),var(8)=0
trigger1 =(ctrl||stateno=20) && var(31)=0

;trigger2 = (stateno=210||stateno=410)&&movehit &&(var(31)=0) && p2bodydist x <60
trigger2 = (stateno=205&&fvar(6) >60||stateno=405||stateno=220&&animelemtime(8)<0 &&fvar(6) >110)&&moveguarded &&(var(31)=0) 
trigger3=( p2statetype=L && enemy,pos y=0 && enemy,time>20)  && ctrl 
trigger4= ctrl&&fvar(6) <75 &&(p2statetype!=A)&&p2stateno=[5200,5211]


;-------------------------------------------------
[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 && (ctrl ||stateno=20)
trigger2= stateno=200 && movehit && p2statetype=A && p2movetype=H
value = 40

[state -1, AI jump]
type = changestate
triggerall = stateno!=45 && prevstateno!=45
triggerall = statetype=A
triggerall = roundstate = 2
triggerall = AILevel>0 
triggerall = stateno!=[100,105]
triggerall= var(6)=0
triggerall = prevstateno!=1050
trigger1 = ctrl||(stateno=605 && animelemtime(8)>=0 && time >=26)||(anim=620) && movecontact&& time >30
trigger2= stateno=600 && movecontact
value = 45

[State -1, AISuper Jump]
type = ChangeState
value = 55
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall= var(8)=0
triggerall = statetype = A
triggerall = helper(10003),var(14) || var(31)>0
triggerall = random < 33*AIlevel
triggerall = pos y <-125
triggerall = (fvar(6)>120 && (p2movetype!=A || p2statetype!=A))||backedgebodydist <350
trigger1= ctrl
[State -1, AISuper Jump]
type = ChangeState
value = 59
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall= var(8)=0
triggerall = statetype = A
triggerall = helper(10003),var(15) || var(31)>0
triggerall = random < 33*AIlevel
triggerall = pos y <-125
triggerall = fvar(6)<90 && (p2movetype=A && p2statetype!=A&&backedgebodydist >350)
trigger1= ctrl
[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 = fvar(7) =[-180,15]
triggerall = p2stateno!=834 
trigger1= p2movetype!=H && (Random <=25*AIlevel)&& ctrl && var(31)=0&& fvar(6)>180
trigger2= p2stateno=1035&& p2movetype=H && fvar(6)>200&& (Random <=50*AIlevel)&& (ctrl ||stateno=20) && var(31)=0
trigger3 = (numhelper(1005)>0 || numhelper(1007)>0) && p2statetype=L && (ctrl ||stateno=20) && fvar(6)<100

[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall = p2stateno!=834 || fvar(6) >80
triggerall=AILevel>0 && statetype=S && ctrl && (Random <=31*AIlevel)
triggerall = p2movetype!=H || numhelper(1111)>0
triggerall=p2statetype!=L || fvar(6)>120
trigger1= (stateno!=[20,105]) && p2movetype!=A && (fvar(6)=[20,109])

[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall = AILevel>0
triggerall = stateno !=105
triggerall = statetype != A
triggerall = random < 20*AILevel
triggerall = roundstate = 2
triggerall = (ctrl ||stateno=20)&& var(31)=0
trigger1 = ( p2movetype = A) && (fvar(6)=[-99,25])
;===========================================================================
[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 = enemynear,life <=var(9)
trigger1 = ctrl ||stateno=40||stateno=52 ||stateno=55


;-----------------------------------------------------------------------------
[State -1, Renzokuken]
type = ChangeState
value = 3000
triggerall = command="FC"
triggerall = statetype !=A
triggerall = power >=500
triggerall = AILevel =0
triggerall = roundstate=2
trigger1 = ctrl||stateno=[100,101]
trigger2 = stateno=200&&movecontact&& anim!=201
trigger3 = stateno=205&&movecontact
trigger4 = stateno=400&&movecontact
trigger5 = stateno=405&&movecontact
trigger6 = (stateno=420)&&movecontact
trigger7 = stateno=220&&movecontact && animelemtime(8)<0
;---------------------------------------------------------------
[State -1, Renzokuken]
type = ChangeState
value = 3050
triggerall = command="FD"
triggerall = power >=500
triggerall = AILevel =0
triggerall = roundstate=2
trigger1 = ctrl||stateno=[100,101]
trigger2 = stateno=200&&movecontact&& anim!=201
trigger3 = stateno=205&&movecontact
trigger4 = stateno=400&&movecontact
trigger5 = stateno=405&&movecontact
trigger6 = (stateno=420)&&movecontact
trigger7 = stateno=220&&movecontact && animelemtime(8)<0
trigger8 = stateno=600 && movecontact


;------------------------------------------------------------
[State -1, POWER SAFE]
type = ChangeState
value = 1050
triggerall = AILevel =0
triggerall = command="upper_x" || command="upper_y"||command="upper_xy"&&power>=250
triggerall = statetype !=A
trigger1 = ctrl||stateno=[100,101]
trigger2 = stateno=200&&movecontact&& command="upper_xy"
trigger3 = stateno=205&&movecontact&& command="upper_xy"
trigger4 = stateno=400&&movecontact&& command="upper_xy"
trigger5 = stateno=405&&movecontact&& command="upper_xy"
trigger6 = (stateno=420)&&movecontact&& command="upper_xy"
trigger7 = stateno=220&&movecontact && animelemtime(8)<0&& command="upper_xy"
;------------------------------------------------------------
[State -1, DAT PUNCH]
type = ChangeState
value = 1100
triggerall = AILevel =0
triggerall = command="QCF2" || command="QCF3"||command="QCF4"&&power>=250
triggerall = statetype !=A
triggerall= var(13)=0
trigger1 = ctrl||stateno=[100,101]
trigger2 = stateno=200&&movecontact&& anim!=201
trigger3 = stateno=205&&movecontact
trigger4 = stateno=400&&movecontact
trigger5 = stateno=405&&movecontact
trigger6 = (stateno=420)&&movecontact
trigger7 = stateno=220&&movecontact && animelemtime(8)<0

;------------------------------------------------------------
[State -1, SUMMON SKELE]
type = ChangeState
value = 1010
triggerall = AILevel =0
triggerall = command="rupper_x" || command="rupper_y"||command="rupper_xy"&&power>=250
trigger1 = ctrl||stateno=[100,101]
trigger2 = stateno=200&&movecontact&& anim!=201
trigger3 = stateno=205&&movecontact
trigger4 = stateno=400&&movecontact
trigger5 = stateno=405&&movecontact
trigger6 = (stateno=420)&&movecontact
trigger7 = stateno=220&&movecontact && animelemtime(8)<0


;------------------------------------------------------------
[State -1, BEES]
type = ChangeState
value = 1000
triggerall = AILevel =0
triggerall =command="QCB3" || command="QCB2"||command="QCB1"&&power>=250
trigger1 = ctrl ||stateno=[100,101]
trigger2 = stateno=200&&movecontact&& anim!=201
trigger3 = stateno=205&&movecontact
trigger4 = stateno=400&&movecontact
trigger5 = stateno=405&&movecontact
trigger6 = (stateno=420)&&movecontact
trigger7 = stateno=220&&movecontact && animelemtime(8)<0

;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = AILevel =0
triggerall = stateno!=1000
trigger1 = command = "FF"
trigger1 = StateType != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = stateno!=1000
triggerall = AILevel =0
trigger1 = command = "BB"
trigger1 = StateType != A
trigger1 = ctrl

[State -1, air dash]
type = ChangeState
value = 55
triggerall = AILevel =0
triggerall= var(8)=0
triggerall = pos y <-125
trigger1 = command = "FF" && statetype = A
trigger1 = ctrl||(stateno=605 && animelemtime(8)>=0 && time >=26)
trigger2= (anim=620) && movecontact&& time >30&& command = "FF"
trigger3= stateno=600 && movecontact&&command = "FF" 
[State -1, air dash]
type = ChangeState
value = 59
triggerall = AILevel =0
triggerall= var(8)=0
triggerall = pos y <-125
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl

[State -1, SUPAH JAWMP]
type = ChangeState
value = 45
triggerall = AILevel =0
triggerall = stateno!=45
triggerall= var(6)=0
triggerall = (time >9 && stateno=50)|| (stateno=600 ||stateno=605 && animelemtime(8)>=0&& time >=26 ||stateno=620) || stateno=57
trigger1 = statetype = A&&command = "up"
trigger1 = ctrl||(stateno=605 && animelemtime(8)>=0 && time >=26)
trigger2= (anim=620) && movecontact&& time >30 &&command = "holdup" 
trigger3= stateno=600 && movecontact&&command = "holdup" 

[State -1,  JAWMP]
type = ChangeState
value = 40
triggerall = stateno!=1000
triggerall = AILevel =0
triggerall = statetype!=A
triggerall = command = "holdup"
trigger1 = ctrl
trigger2= (stateno=200) && movecontact 
;---------------------------------------------------------------------------
;Kung Fu Throw
;投げ
[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 = fvar(6) < 35
triggerall = command="holdfwd"||command="holdback"
triggerall = (((p2StateType != A) || (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,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
;立ち弱パンチ
[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 && anim!=201
;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 205
triggerall = AILevel =0
triggerall = command="y"
triggerall = command != "holddown" && command!="holdfwd"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=200&&movecontact && anim!=201
trigger3 = stateno=400&&movecontact
;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 206
triggerall = AILevel =0
triggerall = command="y"
triggerall = command != "holddown" && command="holdfwd"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=405 &&movecontact
trigger3 = anim=205 &&movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = AILevel =0
triggerall = command="z"
triggerall = command != "holddown"
triggerall = command != "holdback" && command!="holdfwd"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
trigger3 = stateno=200&&movecontact

;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value =211
triggerall = AILevel =0
triggerall = command="z"
triggerall = command != "holddown"
triggerall =  command="holdfwd"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
trigger3 = stateno=200&&movecontact

;----------------------------------------
[State -1, Falcon kick]
type = ChangeState
value = 220
triggerall = AILevel =0
triggerall = command="a"
triggerall = statetype != A
triggerall = command != "holdfwd"
triggerall = command != "holddown"
trigger1 = ctrl
trigger2 = (stateno=200||stateno=205||stateno=210||stateno=211||stateno=400||stateno=405||stateno=410)&&movecontact
;----------------------------------------
[State -1, Falcon kick]
type = ChangeState
value = 221
triggerall = AILevel =0
triggerall = command="a"
triggerall = statetype != A
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = ctrl
trigger2 = (stateno=200||stateno=205||stateno=210||stateno=211||stateno=400||stateno=405||stateno=410||stateno=220)&&movecontact


;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[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=200&&movecontact && anim!=201
;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[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&& anim!=201

;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[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
;----------------------------------------
[State -1, Falcon kick]
type = ChangeState
value = 420
triggerall = AILevel =0
triggerall = command="a"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno=200||stateno=205||stateno=210||stateno=211||stateno=400||stateno=405||stateno=410)&&movecontact
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[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

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command="a"
triggerall = statetype = A
triggerall = AILevel =0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact



