[Remap]
x = x
y = y
z = z
a = a
b = 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,


command.buffer.time = 1
;--|hypers|--------------------------------------------------
[Command]
name = "thkex"
command=~$D,$F,D,$F,x+y
time = 25
buffer.time=3
[Command]
name = "thkex"
command=~$D,$F,D,$F,y+z
time = 25
buffer.time=3
[Command]
name = "thkex"
command=~$D,$F,D,$F,x+z
time = 25
buffer.time=3

[Command]
name = "gpex"
command=~$D,$F,$D,B,x+y
time = 25
buffer.time=3
[Command]
name = "gpex"
command=~$D,$F,$D,B,x+z
time = 25
buffer.time=3
[Command]
name = "gpex"
command=~$D,$F,$D,B,y+z
time = 25
buffer.time=3
[Command]
name = "gpex"
command=~$D,$F,$D,B,~x
time = 25
buffer.time=3
[Command]
name = "cbex"
command=~$F,B,$D,F,x+y
time = 25
buffer.time=3

[Command]
name = "cbex"
command=~$F,B,$D,F,y+z
time = 25
buffer.time=3

[Command]
name = "cbex"
command=~$F,B,$D,F,x+z
time = 25
buffer.time=3

[Command]
name = "thk"
command=~$D,$F,D,$F,~x
time = 25
buffer.time=3

[Command]
name = "thk"
command=~$D,$F,D,$F,~y
time = 25
buffer.time=3

[Command]
name = "thk"
command=~$D,$F,D,$F,~z
buffer.time=3

[Command]
name = "thk"
command=~$D,$F,D,$F,x
time = 25
buffer.time=3
[Command]
name = "thk"
command=~$D,$F,D,$F,y
time = 25
buffer.time=3
[Command]
name = "thk"
command=~$D,$F,D,$F,z
time = 25
buffer.time=3

[Command]
name = "gp"
command=~$D,$F,$D,B,~y
time = 25
buffer.time=3
[Command]
name = "gp"
command=~$D,$F,$D,B,~z
time = 25
buffer.time=3
[Command]
name = "gp"
command=~$D,$F,$D,B,x
time = 25
buffer.time=3
[Command]
name = "gp"
command=~$D,$F,$D,B,y
time = 25
buffer.time=3
[Command]
name = "gp"
command=~$D,$F,$D,B,z
time = 25
buffer.time=3



[Command]
name = "cbx"
command=~$F,B,$D,F,~x
time = 25
buffer.time=3

[Command]
name = "cby"
command=~$F,B,$D,F,~y
time = 25
buffer.time=3

[Command]
name = "cbz"
command=~$F,B,$D,F,~z
time =25
buffer.time=3
[Command]
name = "cbx"
command=~$F,B,$D,F,x
time = 25
buffer.time=3
[Command]
name = "cby"
command=~$F,B,$D,F,y
time = 25
buffer.time=3
[Command]
name = "cbz"
command=~$F,B,$D,F,z
time =25
buffer.time=3

[Command]
name = "crr"
command=~$D,$F,$D,$F,a+c
time = 25
buffer.time=3
[Command]
name = "crr"
command=~$D,$F,$D,$F,a+b
time = 25
buffer.time=3
[Command]
name = "crr"
command=~$D,$F,$D,$F,b+c
time =25
buffer.time=3

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

[Command]
name = "mrsa"
command=~D,$F,~a
time = 10
buffer.time=3

[Command]
name = "mrsb"
command=~D,$F,~b
time = 10
buffer.time=3
[Command]
name = "mrsc"
command=~D,$F,~c
time = 10
buffer.time=3
[Command]
name = "mrsa"
command=~D,$F,a
time = 10
buffer.time=3
[Command]
name = "mrsb"
command=~D,$F,b
time = 10
buffer.time=3
[Command]
name = "mrsc"
command=~D,$F,c
time = 10
buffer.time=3
;----------------------------------------------------------------------------------
[Command]
name = "Zex"
command = ~F,B,F, x+y
time = 15
buffer.time=3
[Command]
name = "Zex"
command = ~F,B,F, x+z
time = 15
buffer.time=3
[Command]
name = "Zex"
command = ~F,B,F, y+z
time = 15
buffer.time=3s
[Command]
name = "mrsex"
command=~$D,F,a+b
time = 12
buffer.time=3
[Command]
name = "mrsex"
command=~$D,F,b+c
time = 12
buffer.time=3
[Command]
name = "mrsex"
command=~$D,F,a+c
time = 12
buffer.time=3

[Command]
name = "rbkex"
command=~F,$D,B,y+z
time = 10
buffer.time=3
[Command]
name = "rbkex"
command=~F,$D,B,a+z
time = 10
buffer.time=3
[Command]
name = "rbkex"
command=~F,$D,B,a+y
time = 10
buffer.time=3
[Command]
name = "hkex"
command = ~$D,F,x+y
time = 10
buffer.time=3
[Command]
name = "hkex"
command =~$D,F,y+z
time = 10
buffer.time=3
[Command]
name = "hkex"
command = ~$D,F,x+z
time = 10
buffer.time=3
[Command]
name = "Kex"
command = ~F,D,DF,x+y
time = 15
buffer.time=3
[Command]
name = "Kex"
command = ~F,D,DF,y+z
time = 15
buffer.time=3
[Command]
name = "Kex"
command = ~F,D,DF,x+z
time = 15
buffer.time=3
[Command]
name = "hskex"
command=~F,$D,B,a+c
time = 10
buffer.time=3
[Command]
name = "hskex"
command=~F,$D,B,a+b
time = 10
buffer.time=3
[Command]
name = "hskex"
command=~F,$D,B,b+c
time = 10
buffer.time=3



;-------------------------------------------------
[Command]
name = "rbkx"
command=~F,$D,B,~x
time = 14
buffer.time=3

[Command]
name = "rbky"
command=~F,$D,B,~y
time = 14
buffer.time=3
[Command]
name = "rbkz"
command=~F,$D,B,~z
time = 14
buffer.time=3
[Command]
name = "rbkx"
command=~F,$D,B,x
time = 14
buffer.time=3
[Command]
name = "rbky"
command=~F,$D,B,y
time = 14
buffer.time=3
[Command]
name = "rbkz"
command=~F,$D,B,z
time = 14
buffer.time=3

[Command]
name = "hska"
command=~F,$D,B,~a
time = 14
buffer.time=3
[Command]
name = "hskb"
command=~F,$D,B,~b
time = 14
buffer.time=3
[Command]
name = "hskc"
command=~F,$D,B,~c
time = 14
buffer.time=3

[Command]
name = "hska"
command=~F,$D,B,a
time = 14
buffer.time=3
[Command]
name = "hskb"
command=~F,$D,B,b
time = 14
buffer.time=3
[Command]
name = "hskc"
command=~F,$D,B,c
time = 14
buffer.time=3
[Command]
name = "hkx"
command = ~D,$F,~x
time = 10
buffer.time=3

[Command]
name = "hky"
command =~D,$F,~y
time = 8
buffer.time=3
[Command]
name = "hkz"
command = ~D,$F,~z
time =8
buffer.time=3

[Command]
name = "hkx"
command = ~D,$F,x
time = 8
buffer.time=3
[Command]
name = "hky"
command =~D,$F,y
time = 8
buffer.time=3
[Command]
name = "hkz"
command = ~D,$F,z
time = 8
buffer.time=3

[Command]
name = "Zx"
command = ~F,B,F, ~x
time = 10
buffer.time=3

[Command]
name = "Zy"
command = ~F,B,F, ~y
time = 10
buffer.time=3
[Command]
name = "Zz"
command = ~F,B,F, ~z
time = 10
buffer.time=3

[Command]
name = "Zx"
command = ~F,B,F, x
time = 13
buffer.time=3
[Command]
name = "Zy"
command = ~F,B,F, y
time = 13
buffer.time=3
[Command]
name = "Zz"
command = ~F,B,F, z
time = 13
buffer.time=3
[Command]
name = "Kx"
command = ~F,D,DF, ~x
time = 15
buffer.time=3

[Command]
name = "Ky"
command = ~F,D,DF, ~y
time = 15
buffer.time=3
[Command]
name = "Kz"
command = ~F,D,DF, ~z
time = 15
buffer.time=3
 
[Command]
name = "Kx"
command = ~F,D,DF, x
time = 15
buffer.time=3
[Command]
name = "Ky"
command = ~F,D,DF, y
time = 15
buffer.time=3
[Command]
name = "Kz"
command = ~F,D,DF, z
time = 15
buffer.time=3

;-| Double Tap |-----------------------------------------------------------


[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10
buffer.time=3
[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10
buffer.time=3
;-| 2/3 Button Combination |----------------------------------------------

[Command]
name="3p"
command=x+y+z
time=1
buffer.time=3
[Command]
name="recovery"
command=x+y
time=1
buffer.time=3
[Command]
name="recovery"
command=x+z
time=1
buffer.time=3
[Command]
name="recovery"
command=y+z
time=1
buffer.time=3
[Command]
name="charge1"
command= /z
buffer.time=3
[Command]
name="charge2"
command=/c
buffer.time=3

[Command]
name="2p"
command=x+y
time=5
buffer.time=3
[Command]
name="2p"
command=x+z
time=5
buffer.time=3
[Command]
name="2p"
command=y+z
time=5
buffer.time=3
[Command]
name="2k"
command=a+b
time=5
buffer.time=3
[Command]
name="2k"
command=a+c
time=5
buffer.time=3
[Command]
name="2k"
command=b+c
time=5
buffer.time=3
[Command]
name = "SJ"
command = D,U
time = 10
buffer.time=3
[Command]
name = "SJ"
command = D,UF
time = 10
buffer.time=3
[Command]
name = "SJ"
command = D,UB
time = 10
buffer.time=3

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

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

;-| Single Button |---------------------------------------------------------
[Command]
name="a"
command=a
time=1
buffer.time=3
[Command]
name="b"
command=b
time=1
buffer.time=3
[Command]
name="c"
command=c
time=1
buffer.time=3
[Command]
name="x"
command=x
time=1
buffer.time=3
[Command]
name="y"
command=y
time=1
buffer.time=3
[Command]
name="z"
command=z
time=1
buffer.time=3
[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
;--------------------------------------------------------------------------
[command]
name="fwd"
command=F
time=1
buffer.time=3
[command]
name="back"
command=B
time=1
buffer.time=3
[command]
name="up"
command=U
time=1
buffer.time=3
[command]
name="down"
command=D
time=1
buffer.time=3
[command]
name="downf"
command=DF
time=1
buffer.time=3
;---------------------------------------------------------------------------
[Command]
name="holda"
command=/a
time=1
[Command]
name="holdb"
command=/b
time=1
[Command]
name="holdc"
command=/c
time=1
[Command]
name="holdx"
command=/x
time=1
[Command]
name="holdy"
command=/y
time=1
[Command]
name="holdz"
command=/z
time=1
[Command]
name="holdstart"
command=/s
time=1
;------------------------------------------------------------------------------
[Statedef -1]


;===========================================================================
;---------------------------------------------------------------
[State -1, AI]
type = ChangeState
value =  3054
triggerall = AILevel >0 && StateType != A && Power >= 3000
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(5) < 399 && fvar(3)>=200
triggerall = p2statetype != A
triggerall = stateno !=[3000,3999]
triggerall = enemy,life <= lifemax/3
trigger1 = ctrl
triggerall = movetype != H
trigger2 = (stateno=[200,435])&&movehit
trigger3= (stateno=1050||stateno=1100||stateno=1200||stateno=1000) &&movehit
trigger4 = var(17)
triggerall = p2bodydist x=[0,80]
;---------------------------------------------------------------
[State -1, AI]
type = ChangeState
value =  3065
triggerall = AILevel >0 && StateType != A && Power >= 2000
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(5) < 299 && fvar(3)>=200
triggerall = p2bodydist y =[-70,0]
triggerall = stateno !=[3000,4999]
triggerall = movetype != H
trigger1 = p2movetype=A&&ctrl
triggerall = p2bodydist x=[0,80]
;---------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 3060
triggerall = AILevel >0 && StateType != A && Power >= 2000
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(5) < 299
triggerall = p2bodydist y =[-70,0]
triggerall = stateno !=[3000,4999]
trigger1 = ctrl
triggerall = movetype != H
trigger2 = (stateno=220||stateno=235||stateno=236||stateno=210||stateno=205||stateno=405||stateno=410||stateno=435)&&movehit
trigger3= (stateno=1050||stateno=1100||stateno=1200||stateno=1000) &&movehit 
trigger4 = var(17)

triggerall = p2bodydist x=[0,80]
;---------------------------------------------------------------
[State -1, AI]
type = ChangeState
value =  3058
triggerall = AILevel >0 && StateType != A && Power >= 2000
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(5) < 199
triggerall = p2statetype != A
triggerall = fvar(3)>=200
triggerall = stateno !=[3000,4999]
triggerall = p2bodydist x=[0,140]
triggerall = movetype != H
trigger1 = ctrl || stateno=20||stateno=100
trigger2 =(stateno=220||stateno=235||stateno=236||stateno=210||stateno=205||stateno=405||stateno=410||stateno=435)&&movehit
trigger3= (stateno=1050||stateno=1100||stateno=1200||stateno=1000) &&movehit
trigger4= var(17)
;---------------------------------------------------------------
[State -1, AI]
type = ChangeState
value =  3050
triggerall = AILevel >0 && StateType != A && Power >= 1000
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(5) < 199
triggerall = p2statetype != A
triggerall = stateno !=[3000,4999]
triggerall = p2bodydist x=[0,90]
triggerall = movetype != H
trigger1 = ctrl
trigger2 =(stateno=220||stateno=235||stateno=236||stateno=210||stateno=205||stateno=405||stateno=410||stateno=435)&&movehit
trigger3= (stateno=1050||stateno=1100||stateno=1200||stateno=1000) &&movehit
trigger4= var(17)
;---------------------------------------------------------------
[State -1, AI]
type = ChangeState
value =  3010
triggerall = AILevel >0 && StateType != A && Power >= 1000
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(5) < 99
triggerall = fvar(3)>=200
triggerall = p2statetype != A
triggerall = stateno !=[3000,4999]
triggerall = movecontact||p2bodydist x =[55,400]
triggerall = p2bodydist y=[-70,0]
triggerall = movetype != H
trigger1 = (ctrl || stateno=20 || stateno=100) && (p2movetype=A || enemy,numproj>0)
trigger2 = (stateno=220||stateno=235||stateno=236||stateno=210||stateno=205||stateno=405||stateno=410||stateno=435)&&movehit
trigger3 = (enemy,gethitvar(hitcount) > 2)  && movecontact
trigger4= (stateno=1050||stateno=1100||stateno=1200||stateno=1000) &&movehit
trigger5 = var(17)
trigger6=  p2movetype=H && p2statetype=A && enemynear,vel y <0&&ctrl

;---------------------------------------------------------------
[State -1, AI]
type = ChangeState
value =  3000
triggerall = AILevel >0 && StateType != A && Power >= 1000
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = var(5) < 99
triggerall = p2statetype != A
triggerall = stateno !=[3000,4999]
triggerall = p2bodydist x =[15,400]
triggerall = p2bodydist y=[-70,0]
triggerall = movetype != H
trigger1 = (ctrl || stateno=20 || stateno=100) && (p2movetype=A || enemy,numproj>0)
trigger2 = (stateno=220||stateno=235||stateno=236||stateno=210||stateno=205||stateno=405||stateno=410||stateno=435)&&movehit
trigger3 = (enemy,gethitvar(hitcount) > 2)  && movecontact
trigger4= (stateno=1050||stateno=1100||stateno=1200||stateno=1000) &&movehit
trigger5 = var(17)
trigger6=  p2movetype=H && p2statetype=A && enemynear,vel y <0&&ctrl

;-------------------------------------------------------------------
[State -1, Guard]
type = ChangeState
value = 120
triggerall = movetype !=H
triggerall = roundstate = 2
triggerall = stateno!=[120,155]
triggerall=AILevel>0
triggerall = (statetype!=A)||(statetype=A && p2bodydist x >10)
triggerall =(StateNo !=[200,3999])&&(StateNo != 105)
Triggerall =  Random < (113*AILevel)
triggerall =InGuardDist || ((enemynear,hitdefattr=SCA,NP,SP,HP&& random<499) || enemynear,hitdefattr = SCA,AA)
triggerall =((EnemyNear, movetype=A&& enemynear,hitdefattr!=SCA,AA)||((enemynear,hitdefattr=SCA,NP,SP,HP&& random<499) || enemynear,hitdefattr = SCA,AA))|| enemy,numproj >0
trigger1 = ctrl&& (statetype!= A||p2bodydist y <40) ||stateno=20  ||(prevstateno=5120 && p2movetype=A)
;---------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 3079
triggerall = AILevel >0 && Power >= 1000
triggerall = statetype = S
triggerall = p2statetype = S || p2statetype = C
triggerall = var(3) = 0
triggerall = fvar(3) = 0
triggerall = stateno !=[3000,4999]
triggerall = roundstate = 2
triggerall = stateno !=[2500,2509]
trigger1 =  stateno = 151
triggerall = var(5) < 499
triggerall = p2bodydist x < 30
;---------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 3081
triggerall = AILevel >0 && Power >= 1000
triggerall = statetype = C
triggerall = roundstate = 2
triggerall = var(3) = 0
triggerall = stateno !=[3000,4999]
triggerall = fvar(3) = 0
triggerall = stateno !=[2500,2509]
trigger1 =  stateno = 153
triggerall = var(5) < 499
triggerall = p2bodydist x < 30
;---------------------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 1050
triggerall = AILevel >0 && StateType != A
triggerall = roundstate = 2
triggerall = p2bodydist x<=50 || p2statetype=A && p2bodydist x =[-10,55]
triggerall = stateno !=[800,4999]

triggerall = p2statetype != L
triggerall = movetype != H
Triggerall = var(5) <=449
triggerall = p2stateno !=[5100,5199]
trigger1 = (ctrl || stateno =20||stateno=100) && (p2movetype=A || p2statetype=A && p2movetype!=H)
triggerall = (p2bodydist y = [-90,0])
triggerall = p2stateno !=[120,150]
;------------------------------------------------------------------------
[State -1, AI Throw]
type = ChangeState
value = 800
triggerall = AILevel >0
triggerall = var(5) <= 150
triggerall = statetype = S
triggerall = p2statetype = S|| p2statetype = C
triggerall = ctrl
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = (p2MoveType != H)
trigger1 = p2bodydist X < 25 && p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&(p2bodydist X < 25 && p2dist y <= 0)
trigger3= p2statetype=C && p2bodydist X < 25 && ctrl

;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = ifelse(p2bodydist x<15,200,201)
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,4999]
Triggerall = var(5) < 500
triggerall = p2statetype !=L
triggerall = p2statetype != A
triggerall = p2statetype != C
triggerall = p2bodydist x = [0,40]
triggerall = var(50) = 1
trigger1 = ctrl || stateno =20||stateno=100
trigger2= (stateno=[200,201]) && movecontact
trigger3= stateno=400 && movecontact


;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand strong Punch]
type = ChangeState
value = ifelse(p2bodydist x <15,205,210)
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,4999]
Triggerall = var(5) < 500
triggerall = p2statetype !=L
triggerall = p2statetype != A
triggerall = p2bodydist x = [0,60]
triggerall = p2statetype != C
triggerall = var(50) = 1
trigger1 =ctrl || stateno =20||stateno=100
trigger2 = (stateno = [200,201]) && movecontact
trigger3 = (stateno = [230,231]) && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 220
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,4999]
Triggerall = var(5) < 500
triggerall = p2statetype !=L
triggerall = p2statetype != A
triggerall = p2statetype != C
triggerall = p2bodydist x = [0,55]
triggerall = var(50) = 1
trigger1 = ctrl || stateno =20||stateno=100


;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = ifelse(p2bodydist x<15,230,231)
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = var(5) < 500
triggerall = p2statetype !=L
triggerall = p2statetype != A
triggerall = p2bodydist x = [0,50]
triggerall = var(50) = 1
triggerall = p2statetype != C
trigger1 = ctrl || stateno =20||stateno=100
trigger2 = (stateno = [200,201]) && movecontact
trigger3 = stateno = 400 && movecontact

;---------------------------------------------------------------------------
;Standing medium Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = ifelse(p2bodydist x<15,235,236)
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = var(5) < 500
triggerall = p2statetype !=L
triggerall = p2statetype != A
triggerall = p2bodydist x = [0,60]
triggerall = var(50) = 1
triggerall = p2statetype != C
trigger1 = ctrl || stateno =20||stateno=100
trigger2 = (stateno = [200,201]) && movecontact
trigger3 = (stateno = [230,231]) && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact

;--------------------------------------------------------
;Stand hard Kick
;立ち弱キック
[State -1, Stand hard Kick]
type = ChangeState
value = 240
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = var(5) < 500
triggerall = p2statetype !=L
triggerall = enemy,hitshakeover
triggerall = p2statetype != A
triggerall = p2bodydist x = [0,65]
triggerall = var(35)=0 || p2movetype=A
triggerall = var(50) = 1
triggerall = p2statetype != C
trigger1 =ctrl || stateno =20||stateno=100

;------------------------------------------------------
[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,40])&&(P2BodyDist Y = 0 )
Triggerall = var(5) < 500
triggerall = (p2statetype !=L)
triggerall = (movetype !=H)
trigger1 =ctrl || stateno =20||stateno=100
trigger2= (stateno=[200,201]) &&movecontact
trigger3= stateno=400 && statetime >6
value = 400
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,45])&&(P2BodyDist Y = 0 )
Triggerall = var(5) < 500
triggerall = p2statetype !=L
triggerall = (movetype !=H)
triggerall = p2statetype != L
triggerall = p2statetype != A
trigger1 = ctrl || stateno =20||stateno=100
trigger2 = (stateno = [200,201]) && movecontact
trigger3 = (stateno = [230,231]) && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
value = 405
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall =  (StateType != A)
triggerall = (stateno != [800,3999])
Triggerall = (P2BodyDist X = [0,35])||(p2statetype=A &&(p2bodydist x=[0,55]))
triggerall = p2bodydist y=[-95,0]
Triggerall = var(5) < 500
triggerall = p2statetype !=L
triggerall = p2movetype!=A || (p2statetype=A)
triggerall = (movetype !=H)&&(p2statetype=A&&p2movetype!=H)
trigger1 =ctrl || stateno =20||stateno=100

value = 410
;------------------------------------------------------
[State -1, AI9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,45]
triggerall = (movetype !=H)
triggerall = p2statetype != L
Triggerall = ( var(5) < 500) && (p2statetype != A && enemy,statetype !=L)
trigger1 = ctrl || stateno =20||stateno=100
trigger2 = stateno = 400 && movecontact
trigger3= p2statetype=S && ctrl
value = 430
;------------------------------------------------------
[State -1, AI 9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
triggerall = (movetype !=H)
triggerall = p2statetype != L
Triggerall = (P2BodyDist X = [0,50]) && (P2BodyDist Y = 0 )
Triggerall = ( var(5) < 500) && (p2statetype != A && enemy,statetype !=L)
Triggerall = stateno !=435
Trigger1 = ctrl || stateno =20||stateno=100
trigger2 = (stateno = [200,201]) && movecontact
trigger3 = (stateno = [230,231]) && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
trigger6= p2statetype=S && ctrl
value = 435
;------------------------------------------------------
[State -1, AI8]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType != A
triggerall = stateno != [800,3999]
trigger1 = ctrl || stateno =20||stateno=100
Triggerall = P2BodyDist X = [0,55]
triggerall = (movetype !=H)
triggerall = p2statetype != L
triggerall = var(35)=0 || p2movetype=A
Triggerall = ( var(5) < 500) && (p2statetype != A && enemy,statetype !=L)

trigger6= p2statetype=S && ctrl
value = 440
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = statetype = A
triggerall = stateno !=105
Triggerall = (RoundState = 2) && (AILevel >0)
triggerall = stateno != [800,3999]
Triggerall=(P2BodyDist X = [0,40])
triggerall = (movetype !=H)
triggerall = p2statetype=A &&  (p2stateno!=[5000,5299])
triggerall = vel y <=0
Triggerall =  (P2BodyDist Y = [-30,15])
Triggerall = ( Random < 25*AILevel) && p2statetype= A
trigger1=ctrl


;---------------------------------------------------------------------------
[State -1, Jump medium Punch]
type = ChangeState
value = 605
triggerall = statetype = A
triggerall = stateno !=105
Triggerall = (RoundState = 2) && (AILevel >0)
triggerall = stateno != [800,3999]
Triggerall=(P2BodyDist X = [0,55])
triggerall = (movetype !=H)

triggerall = p2statetype=A &&  (p2stateno!=[5000,5299])
triggerall = vel y <=0
Triggerall =  (P2BodyDist Y = [-30,25])
Triggerall = ( Random < 38*AILevel) && p2statetype= A
trigger1=ctrl
;---------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = statetype = A
triggerall = stateno !=105
Triggerall = (RoundState = 2) && (AILevel >0)
triggerall = stateno != [800,3999]
Triggerall=(P2BodyDist X = [0,55])
triggerall = (movetype !=H)

triggerall = vel y >=0
triggerall = (p2stateno!=[5000,5299])
Triggerall =  (P2BodyDist Y = [-40,25])
Triggerall = ( Random < 50*AILevel)
trigger1=ctrl
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = statetype = A
triggerall = stateno !=105
Triggerall = (RoundState = 2) && (AILevel >0)
triggerall = stateno != [800,3999]
Triggerall=(P2BodyDist X = [-15,60])
triggerall = (movetype !=H)

triggerall = vel y >=0
Triggerall =  (P2BodyDist Y = [-10,45])
Triggerall = ( Random <75*AILevel)  && p2statetype= A
trigger1=ctrl
;---------------------------------------------------------------------------
;Jump medium Kick
[State -1, Jump medium Kick]
type = ChangeState
value = 635
triggerall = statetype = A
triggerall = stateno !=105
Triggerall = (RoundState = 2) && (AILevel >0)
triggerall = stateno != [800,3999]
Triggerall=(P2BodyDist X = [-10,60])
triggerall = (movetype !=H)

Triggerall =  (P2BodyDist Y = [-60,15])
Triggerall = ( Random < 38*AILevel)  && p2statetype= A
trigger1=ctrl
;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = statetype = A
triggerall = stateno !=105
Triggerall = (RoundState = 2) && (AILevel >0)
triggerall = stateno != [800,3999]
Triggerall=(P2BodyDist X = [0,65])
triggerall = (movetype !=H)

Triggerall =  (P2BodyDist Y = [-60,15])
Triggerall = ( Random < 38*AILevel)  && p2statetype= A
trigger1=ctrl

;----------------------------------------
[State -1, AI]
type = ChangeState
value = 1200
triggerall = AILevel >0 && StateType != A
triggerall = roundstate = 2
triggerall = (p2bodydist x=[0,80]) &&p2statetype!=A
triggerall = stateno !=[800,4999]

triggerall = p2statetype != L
triggerall = movetype != H
Triggerall = var(5) <=249
triggerall = stateno !=[800,899]
trigger1 =ctrl || stateno =20||stateno=100
trigger2 = (stateno=220||stateno=235||stateno=236||stateno=210||stateno=205||stateno=405||stateno=410||stateno=435) && movehit 

;---------------------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 1150
triggerall = AILevel >0 && StateType != A
triggerall = roundstate = 2
triggerall = p2bodydist x<=80 && (p2statetype!=A||(p2movetype=H&&p2bodydist y =[-100,0])||p2movetype!=H&&p2bodydist y =[-60,0])
triggerall = stateno !=[800,4999]
triggerall = enemy,numproj =0 || movecontact
triggerall = p2statetype != L
triggerall = var(4)<15
triggerall = movetype != H
Triggerall = var(5) <=349 || movehit && var(35) || movehit && var(5)<500
triggerall = stateno !=[800,1299]
trigger1 = ctrl || stateno =20||stateno=100
trigger2 = (stateno=220||stateno=235||stateno=236||stateno=210||stateno=205||stateno=405||stateno=410||stateno=435) && movehit
triggerall = p2stateno !=[120,150]
;---------------------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 1100
triggerall = AILevel >0 && StateType != A
triggerall = roundstate = 2
triggerall = (p2bodydist x=[-8,209]) && (p2bodydist y=[-70,0])
triggerall = stateno !=[800,4999]
triggerall = enemy,numproj =0 || movecontact
triggerall = p2statetype != L
triggerall = movetype != H
triggerall = var(4)<15
Triggerall = var(5) <=149 || movehit && var(5)<500
triggerall = var(28)=0
trigger1 =ctrl || stateno =20||stateno=100
trigger2 = (stateno=220||stateno=235||stateno=236||stateno=210||stateno=205||stateno=405||stateno=410||stateno=435) && movehit
triggerall = p2stateno !=[120,150]
;---------------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 1000
triggerall = AILevel >0 && roundstate = 2 && statetype !=A
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = (p2bodydist y=[-120,0])
triggerall = numhelper(1001) <= 0
triggerall = ctrl
triggerall = p2statetype !=L
triggerall = p2bodydist x >60 || movecontact
triggerall = stateno !=[800,1299]
Triggerall = var(5) <=69
trigger1 = ctrl || stateno =20||stateno=100
trigger2 = (stateno= [200,435]) && movecontact
trigger3= var(15)&&ctrl
;---------------------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 1250
triggerall = AILevel >0 && StateType != A
triggerall = roundstate = 2
triggerall = p2bodydist x=[80,150]
triggerall = stateno !=[800,4999]
triggerall = enemy,numproj =0 || movecontact
triggerall = p2statetype != L
triggerall = movetype != H
Triggerall = var(5) <=349|| movehit && var(5)<500
triggerall = stateno !=[800,1299]
trigger1 = ctrl || stateno =20||stateno=100
trigger2 = (stateno= [200,435]) && moveguarded && p2statetype=C
trigger3 = p2statetype = C && ctrl
triggerall = p2stateno !=[120,150]
;-----------------------------------




;---------------------------------------------------------------------
[State -1, AI]
type = ChangeState
value = 1005
triggerall = AILevel >0 && roundstate = 2 && statetype =A
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = numhelper(1001) <= 0
triggerall = ctrl
triggerall = p2statetype !=L
Triggerall = var(5) <=79
triggerall = pos y <-50 || movecontact
triggerall = movecontact||pos x =[45,150]
trigger1 = ctrl
trigger2 = (stateno= [600,640]) && movehit




;-------------------------------------------------------------------
[State -1, AI]
type=changestate
value=900
Triggerall = (AILevel >0)
triggerall = power != 3000
triggerall = statetype = S
triggerall = roundstate = 2
triggerall= var(5) < 100
triggerall = p2bodydist x > 160
triggerall = numhelper(6001)<1
trigger1=ctrl

;------------------------------------------------------
[State -1, AI]
type=changestate
value=108
triggerall = AILevel >0 && StateType != A
triggerall = statetype = S
triggerall = roundstate = 2
triggerall = stateno !=108
triggerall = stateno !=[3000,9999]
triggerall = ((p2bodydist x = [30,755])) && var(5) < 22
trigger2 =(EnemyNear, HitDefAttr = SCA,AA,AP)
triggerall=ctrl
trigger1 = ctrl ||  backedgedist <= 40
trigger3 = enemy,numproj >= 1


;-------------------------------------------------
[state -1, AI jump]
type = changestate
triggerall = AILevel >0
triggerall = p2statetype !=L
triggerall = statetype != A
triggerall = var(5) <249
trigger1 = ctrl && var(30)=0
value = 40


[State -1, AI run]
type=changestate
value=100
triggerall = roundstate = 2
triggerall = var(58)!=2
triggerall=AILevel >0 && statetype!=A && ctrl
triggerall = p2bodydist y =[-150,0]
triggerall = (stateno!=[100,105])
trigger1=  p2movetype!=A && (p2bodydist x=[150,788])&& var(5) < 199
trigger2= p2movetype=H && p2statetype=A && enemy,vel y>0 &&ctrl && enemy,pos y<-10  &&p2bodydist x>40

[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall=AILevel >0 && statetype=S && ctrl && var(5) < 249
triggerall = p2movetype!=H
triggerall=p2statetype!=L
trigger1= (stateno!=[20,105]) && p2movetype!=A && (p2bodydist x=[20,149])

[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall = AILevel >0
triggerall = stateno !=105
triggerall = statetype != A
triggerall = var(5) < 149
triggerall = var(58)!=2
triggerall = roundstate = 2
triggerall = ctrl
trigger1 = (p2statetype =L || p2movetype = A) && (p2bodydist x=[-99,15])
;------------------------------------------------------------------------------
[State -1, Gigaton Punch]
type = ChangeState
value = ifelse(fvar(3)>=200&&command="gpex",3058,3050)
triggerall = command = "gp"||command="gpex"
triggerall = power>= 1000
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
triggerall = stateno !=[3050,3058]
triggerall = stateno !=3000
triggerall = !winko
trigger1 = ctrl
trigger2 = var(1)
trigger3= stateno=1000 && animelemtime(3)>0

;------------------------------------------------------------------------------
[State -1, Haoh Shikouken]
type = ChangeState
value = ifelse(fvar(3)>=200&&command="cbex",3010,3000)
triggerall = (command = "cbx" || command = "cby" || command = "cbz" || command="cbex")
triggerall = power>= 1000
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
triggerall = stateno !=[3000,3010]
triggerall = stateno !=3050
triggerall = !winko
trigger1 = ctrl
trigger2 = var(1)
trigger3 =stateno=1000 && animelemtime(3)>0
trigger4= (stateno=1050||stateno=1100||stateno=1200||stateno=1000) &&movehit

;------------------------------------------------------------------------------
[State -1, Chou Ryuuko Ranbu]
type = ChangeState
value = 3054
triggerall = command = "crr"
triggerall = power>= 3000
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1 && fvar(3)>=200
triggerall = stateno !=3054
triggerall = stateno !=3065
triggerall = p2life <= enemy,lifemax/3
triggerall = !winko
trigger1 = ctrl
trigger2 = var(1)
trigger3 = stateno=1000 && animelemtime(3)>0
trigger4= (stateno=1050||stateno=1100||stateno=1200||stateno=1000) &&movehit

;------------------------------------------------------------------------------
[State -1, Tenchi Haou Ken]
type = ChangeState
value = ifelse(fvar(3)>=200&&command = "thkex",3065,3060)
triggerall = command = "thk" || command = "thkex"
triggerall = power>= 2000
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
triggerall = stateno !=3050
triggerall = stateno !=[3060,3065]
triggerall = stateno !=3000
triggerall = !winko
trigger1 = ctrl
trigger2 = var(1)
trigger3 = stateno=1000 && animelemtime(3)>0
trigger4= (stateno=1050||stateno=1100||stateno=1200||stateno=1000) &&movehit

 ;-------------------------------------------------------------------------
[State -1, Counter]
type = ChangeState
value = 3079
triggerall = command = "b" && command = "y"
triggerall= statetype = S
triggerall = power >= 1000
triggerall = var(3) = 0
triggerall = fvar(3) = 0
triggerall = AILevel =0
triggerall = var(50) = 1
trigger1 = stateno = 140 || stateno = 150
;-------------------------------------------------------------------------
[State -1, Counterlow]
type = ChangeState
value = 3081
triggerall =command = "b" && command = "y"
triggerall= statetype = C
triggerall = power >= 1000
triggerall = AILevel =0
triggerall = var(3) = 0
triggerall = fvar(3) = 0
triggerall = var(50) = 1
trigger1 = stateno = 151 || stateno =  152 || stateno = 153


;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0

[State -1, Combo condition Check]
type = VarSet
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = stateno != 240 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1
;---------------------------------------------------------------------
[State -1, Zanretsu Ken]
type = ChangeState
value = 1150
triggerall =command ="Zx"|| command ="Zy"||command ="Zz"||command ="Zex"
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
;triggerall = numhelper(1001) <= 0 || var(3)
trigger1 = ctrl
trigger2 = var(1)
;---------------------------------------------------------------------
[State -1, Hien Shippuu Kyaku]
type = ChangeState
value = 1100
triggerall =command ="hska"|| command ="hskb"||command ="hskc"
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
;triggerall = numhelper(1001) <= 0 || var(3)
trigger1 = ctrl
trigger2 = var(1)


;---------------------------------------------------------------------
[State -1, Mouko Rajin Setsu]
type = ChangeState
value = 1250
triggerall =command ="mrsa"|| command ="mrsb"||command ="mrsc"
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
;triggerall = numhelper(1001) <= 0 || var(3)
trigger1 = ctrl
trigger2 = var(1)
;---------------------------------------------------------------------
[State -1, Kyokugen-ryuu Ren Bu Ken]
type = ChangeState
value = 1200
triggerall =command ="rbkx"|| command ="rbky"||command ="rbkz"
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
;triggerall = numhelper(1001) <= 0 || var(3)
trigger1 = ctrl
trigger2 = var(1)
;---------------------------------------------------------------------
[State -1, Kohou]
type = ChangeState
value = 1050
triggerall =command ="Kx"|| command ="Ky"||command ="Kz"||command = "Kex"
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
;triggerall = numhelper(1001) <= 0 || var(3)
trigger1 = ctrl
trigger2 = var(1)


;---------------------------------------------------------------------
[State -1, Kou' Ou Ken]
type = ChangeState
value = cond(statetype=A,1005,1000)
triggerall = command = "hkx"||command = "hky"||command = "hkz"||command = "hkex"
triggerall = AILevel =0
triggerall = var(50) = 1
triggerall = pos y <-50 || movecontact || statetype!=A
triggerall = numhelper(1001) <= 0
trigger1 = ctrl
trigger2 = var(1)
trigger3 = var(3) && movecontact
trigger4 = (stateno = [600,640]) && movecontact

;--------------------------------------------------------------------------
[State -1, dash]
type=changestate
value=108
triggerall =  command = "a" && command = "x"
triggerall = statetype != A
triggerall = var(3)=0
triggerall = AILevel =0
triggerall = var(50) = 1
trigger1=ctrl

;---------------------------------------------------------------------
;[State -1, rage]
;type = ChangeState
;value = 4005
;triggerall = command = "b" && command = "y"
;triggerall = statetype = S
;trigger1 =ctrl
;triggerall = var(50) = 1
;triggerall = var(3) = 0
;triggerall = fvar(3) = 0
;triggerall = var(58) = 1
;triggerall = power >= 1000


;--------------------------------------------------------------------------
[State -1, charge]
type=changestate
value=900
triggerall = command = "holdz" && command = "holdc"
triggerall = statetype = S
triggerall = fvar(3) < 200
triggerall = AILevel =0
triggerall = var(50) = 1
trigger1=ctrl

;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = AILevel =0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Jump]
type = changestate
value = 40
triggerall = AILevel =0
triggerall = statetype != A
triggerall = command = "up"
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

;---------------------------------------------------------------------------
;Throw
;投げ
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = AILevel =0
triggerall = var(50) = 1
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = p2bodydist X < 13
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = ifelse(p2bodydist x<15,200,201)
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = stateno != [800,3999]
triggerall = statetype = S
triggerall = AILevel =0
triggerall = var(50) = 1
trigger1 = ctrl
trigger2= (stateno=[200,201]) && statetime >6
trigger3= stateno=400 && movecontact

;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand strong Punch]
type = ChangeState
value = ifelse(p2bodydist x <15,205,210)
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = stateno != [800,3999]
triggerall = AILevel =0
triggerall = var(50) = 1
trigger1 = ctrl
trigger2 = (stateno = [200,201]) && movecontact
trigger3 = (stateno = [230,231]) && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
;trigger2 = stateno = 200 && movecontact && var(58) =1
;trigger3 = var(3) && movecontact


;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = stateno != [800,3999]
triggerall = AILevel =0
triggerall = statetype != A
triggerall = var(50) = 1
trigger1 = ctrl
;trigger2 = (stateno = [200,201]) && movecontact
;trigger3 = (stateno = [230,231]) && movecontact
;trigger4 = stateno = 400 && movecontact
;trigger5 = stateno = 430 && movecontact
;trigger2 = stateno = 205 && movecontact  && var(58) =1
;trigger3 = stateno = 210 && movecontact  && var(58) =1
;trigger4 = var(3) && movecontact




;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = ifelse(p2bodydist x<15,230,231)
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = stateno != [800,3999]
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
triggerall = stateno !=[800,899]
trigger1 = ctrl
trigger2 = (stateno = [200,201]) && movecontact
trigger3 = stateno = 400 && movecontact
;trigger2 = stateno = 200 && movecontact  && var(58) =1
;trigger4 = var(3) && movecontact

;---------------------------------------------------------------------------
;Standing medium Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = ifelse(p2bodydist x<15,235,236)
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = stateno != [800,3999]
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
trigger1 = ctrl
trigger2 = (stateno = [200,201]) && movecontact
trigger3 = (stateno = [230,231]) && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
;trigger2 = stateno = 205 && movecontact  && var(58) =1
;trigger3 = stateno = 210 && movecontact  && var(58) =1
;trigger4 = stateno = 200 && movecontact  && var(58) =1
;trigger5 = stateno = 230 && movecontact   && var(58) =1
;trigger6 = var(3) && movecontact

;--------------------------------------------------------
;Stand hard Kick
;立ち弱キック
[State -1, Stand hard Kick]
type = ChangeState
value = 240
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = stateno != [800,3999]
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
trigger1 = ctrl
;trigger2 = (stateno = [200,201]) && movecontact
;trigger3 = (stateno = [230,231]) && movecontact
;trigger4 = stateno = 400 && movecontact
;trigger5 = stateno = 430 && movecontact
;trigger2 = stateno = 205 && movecontact  && var(58) =1
;trigger3 = stateno = 210 && movecontact  && var(58) =1
;trigger4 = stateno = 220 && movecontact  && var(58) =1
;trigger5 = stateno = 215 && movecontact  && var(58) =1
;trigger6 = stateno = 235 && movecontact  && var(58) =1
;trigger7 = stateno = 236 && movecontact  && var(58) =1
;trigger13 = var(3) && movecontact

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

;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = stateno != [800,3999]
triggerall = statetype != A
triggerall = var(50) = 1
triggerall = AILevel =0
trigger1 = ctrl
trigger2= (stateno=[200,201]) &&movecontact
trigger3= stateno=400 && movecontact
;trigger2 = var(3) && movecontact
;trigger3 = stateno = 200 && movecontact && var(58) = 0

;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching strong Punch]
type = ChangeState
value = 405
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = stateno != [800,3999]
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
trigger1 = ctrl
trigger2 = (stateno = [200,201]) && movecontact
trigger3 = (stateno = [230,231]) && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
;trigger2= stateno = 400 && movecontact && var(58) =1
;trigger3= var(3) && movecontact

;-------------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching medium Punch]
type = ChangeState
value = 410
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = stateno != [800,3999]
triggerall = statetype != A
triggerall = AILevel =0
triggerall = var(50) = 1
trigger1 = ctrl
;trigger2 = (stateno = [200,201]) && movecontact
;trigger3 = (stateno = [230,231]) && movecontact
;trigger4 = stateno = 400 && movecontact
;trigger5 = stateno = 430 && movecontact
;trigger2 = stateno = 405&& movecontact  && var(58) =1
;trigger3 = var(3) && movecontact


;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = stateno != [800,3999]
triggerall = AILevel =0
triggerall = statetype != A
triggerall = var(50) = 1
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact
trigger3= stateno=400 && statetime >6
;trigger3 = stateno = 400 && movecontact  && var(58) =1
;------------------------------------------------------------------------
[State -1, Crouching medium Kick]
type = ChangeState
value = 435
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = stateno != [800,3999]
triggerall = AILevel =0
triggerall = statetype != A
triggerall = var(50) = 1
trigger1 = ctrl
trigger2 = (stateno = [200,201]) && movecontact
trigger3 = (stateno = [230,231]) && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
;trigger2= stateno = 400 && movecontact  && var(58) =1
;trigger3 = stateno = 430 && movecontact  && var(58) =1
;trigger4 = stateno = 410&& movecontact  && var(58) =1
;trigger5 = var(3) && movecontact

;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = stateno != [800,3999]
triggerall = AILevel =0
triggerall = var(50) = 1
triggerall = statetype = C
trigger1 = ctrl
;trigger2 = (stateno = [200,201]) && movecontact
;trigger3 = (stateno = [230,231]) && movecontact
;trigger4 = stateno = 400 && movecontact
;trigger5 = stateno = 430 && 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 = var(50) = 1
triggerall = stateno !=105
triggerall = AILevel =0
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Jump medium Punch]
type = ChangeState
value = 605
triggerall = command = "y"
triggerall = statetype = A
triggerall = var(50) = 1
triggerall = stateno !=105
triggerall = AILevel =0
trigger1 = ctrl


;---------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "z"
triggerall= statetype = A
triggerall = var(50) = 1
triggerall = stateno !=105
triggerall = AILevel =0
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
triggerall = statetype = A
triggerall = var(50) = 1
triggerall = stateno !=105
triggerall = AILevel =0
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump medium Kick
[State -1, Jump medium Kick]
type = ChangeState
value = 635
triggerall = command = "b"
triggerall = var(50) = 1
triggerall = statetype = A
triggerall = stateno !=105
triggerall = AILevel =0
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "c"
triggerall = statetype = A
triggerall = var(50) = 1
triggerall = stateno !=105
triggerall = AILevel =0
trigger1 = ctrl


