

;-| 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
;remove the ";" to use this layout but
;add the ";" to the layout above it.
;[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 = "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 = "FC"   ;Same name as above
command = ~D, $F, D, $F,a
time = 20
[Command]
name = "FC"   ;Same name as above
command =~D, $F, D, $F,~a
time = 20
buffer.time=8

[Command]
name = "FD"
command = ~F, $D, B, F, z
time =25

[Command]
name = "FD"
command =~F, $D, B, F, ~z
time = 25
buffer.time=5

;-| Special Motions |------------------------------------------------------

[Command]
name = "HCF2"
command = ~D,DF,$F,y

[Command]
name = "HCF3"
command = ~D,DF, $F,z

[Command]
name = "HCF4"
command = ~D,DF,$F,a
[Command]
name = "DP_y"
command = ~F, D,DF, y
time=15
[Command]
name = "DP_y"
command = F, D,DF, ~y
time=15
[Command]
name = "DP_z"
command = ~F, D,DF, z
time=15
[Command]
name = "DP_z"
command = F, D,DF, ~z
time=15
[Command]
name = "DP_a"
command = ~F, D,DF,a
time=15
[Command]
name = "DP_a"
command = F, D,DF,~a
time=15

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


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

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

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


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

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

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



[Command]
name = "DD_x"
command = D, D, x
[Command]
name = "DD_x"
command = D, D, ~x

[Command]
name = "DD_y"
command = D, D, y
[Command]
name = "DD_y"
command = D, D, ~y

[Command]
name = "DD_z"
command = D, D, z
[Command]
name = "DD_z"
command = D, D, ~z

[Command]
name = "DD_a"
command = D, D, a
[Command]
name = "DD_a"
command = D, D, ~a


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

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

[Command]
name = "recovery";Required (do not remove)
command = /x+y
time = 1
[Command]
name = "recovery";Required (do not remove)
command = /y+z
time = 1
[Command]
name = "recovery";Required (do not remove)
command = /x+z
time = 1
[Command]
name = "cancel";Required (do not remove)
command = x+y+z
time = 1

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

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

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

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time =2
[Command]
name = "b"
command = b
time = 2
[Command]
name = "c"
command = c
time = 2
[Command]
name = "x"
command = x
time = 1 
[Command]
name = "y"
command = y
time = 2
[Command]
name = "z"
command = z
time = 2
[Command]
name = "start"
command = s
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

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

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

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

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

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


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

;===========================================================================
;-----------------------------------------------------------------------
[State -1, Falcon Overdrive AI]
type = ChangeState
value = 3060
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = fvar(22) = [-5,90]
triggerall = fvar(21) = [-45,0]
triggerall = stateno !=[800,899]
triggerall = movetype!=H
triggerall = p2stateno!=5120
triggerall = p2stateno!=[5200,5210]
triggerall = p2stateno!=[1025,1029]
triggerall = statetype!=A
triggerall = numenemy=1
triggerall= roundno>1 && random<75 * var(45)
triggerall = enemynear,life <=var(9)
triggerall=power>=1000
trigger1= ctrl && (p2movetype=H || p2statetype=A)&&var(34)<=0
trigger2 = !var(35) && AIlevel >6&&var(34)=3060
;;;-----------------------------------------------------------------------
[State -1, TMAI]
type = ChangeState
value = 3050
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) 
triggerall = movetype!=H
triggerall = p2stateno!=5120
triggerall = p2stateno!=[5201,5210]
triggerall = (helper(10003),var(10)=0&& helper(10003),var(11)=0)
triggerall =(Random <=60*var(45))
triggerall =  power >=500
triggerall = StateType != A && var(31)=0
triggerall = (fvar(21)=[-95,-15]) || p2statetype!=A
triggerall = p2statetype!=L
triggerall = stateno!=212
triggerall = fvar(22)<80
triggerall =var(31)=0
triggerall = movehit &&(((fvar(22) / fvar(21)) < -.43 && (fvar(22) / fvar(21)) >= -2.4))|| (((fvar(22) / fvar(21)) < -0.2 && (fvar(22) / fvar(21)) >= -1.35) && fvar(22) > 0) || (FrontEdgeBodyDist < 50 && fvar(22) <= (FrontEdgeBodyDist - 20))
triggerall = roundstate = 2&& fvar(22) =[-10,85]
triggerall = stateno !=[3000,9999]
trigger1 =(ctrl||stateno=20||stateno=[100,101]) &&( p2movetype=A || enemy,hitfall && fvar(21) <-20) && (var(34)<=0 || p2life<250)
trigger2 = stateno=205&&movecontact
trigger3 = var(35) && AIlevel >6&&var(34)=3050
trigger4 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=3050

;;;-----------------------------------------------------------------------
[State -1, TMAI]
type = ChangeState
value = 3055
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) ||p2statetype=S
triggerall = movetype!=H
triggerall = p2stateno!=5120
triggerall = p2stateno!=[5201,5210]
triggerall = (helper(10003),var(10)=0&& helper(10003),var(11)=0)
triggerall =(Random <=60*var(45))
triggerall =  power >=500
triggerall = stateno!=212
triggerall = var(6)=300
triggerall = StateType != A && var(32)=0
triggerall = (fvar(21)=[-15,-35]) || p2statetype!=A|| p2stateno=[20011,20015]
triggerall = p2statetype!=L
triggerall = roundstate = 2&&(fvar(22) >80 || movecontact || p2movetype=A)
triggerall = stateno !=[3000,9999]
trigger1 =(ctrl||stateno=20||stateno=[100,101]) &&( p2movetype=A || enemy,hitfall && fvar(21) <-20||enemy,numproj>0)
trigger2 = stateno=210&&(movecontact && var(45) <6 || movehit&& var(45)>=6)
trigger3 = var(35) && AIlevel >6&&var(34)=3055
trigger4 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=3055
;----------------------------------------------------------------------------
[State -1, Rapter DriveAI]
type = ChangeState
value = 3000
triggerall = power >=500
Triggerall = (Random <=45*var(45))|| var(34)>0 && AIlevel >6
triggerall = statetype!=A&&var(32)<=0
triggerall = (helper(10003),var(10)=0&& helper(10003),var(11)=0)
Triggerall = (RoundState = 2) && (AILevel >0) && var(32)=0 
triggerall = var(6)<200
triggerall = stateno!=212
triggerall = stateno!=var(34)
trigger1 = (ctrl||stateno=20||stateno=[100,101]) && (fvar(22) > 90 && enemy,hitfall &&var(6)<200|| fvar(22) > 160 && p2statetype=A || p2statetype=L && fvar(22) >90) && p2movetype!=A && random<22*AIlevel&& var(34)<=0
trigger2= (stateno=410||stateno=210) && movehit&& var(34)<=0
trigger3= var(35) && AIlevel >6&&var(34)=3000
trigger4 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=3000
;-----------------------------------------------------------------------------
[State -1,Nope]
type = ChangeState
value = 700
triggerall = random = 15*var(45)
triggerall = AILevel>0
triggerall =power>=350
triggerall = fvar(22) <70
trigger1 = ((stateno=[150,155])&&statetype!=A)
;------------------------------------------------------------------------
[State -1, AI Throw]
type = ChangeState
value = ifelse(statetype=A,830,800)
triggerall = AILevel>0
triggerall = (Random <=40*var(45))
triggerall = stateno != [1000,9999]
Triggerall = (RoundState = 2)
triggerall = (MoveType != H)
triggerall = (statetype!=A&&fvar(22) = [-5,30])||(statetype=A&&fvar(22) = [-5,35])
triggerall = fvar(21) = [-30,30]
triggerall = stateno!=56 || ctrl
triggerall = helper(10003),var(8)=0
triggerall = helper(10003),var(10)=0
triggerall = p2statetype!=L
triggerall = var(32)=0
triggerall = p2movetype!=H||(p2stateno=[120,155])
triggerall = (p2statetype != A&& statetype!=A)||(statetype=A&&p2statetype=A)||var(33)=1
trigger1 = ctrl
trigger2 = stateno=200&&moveguarded&& random<99 && p2statetype=S
trigger3 = stateno=210&&movecontact&&var(34)<=0&& random<99
trigger4= stateno=400&&moveguarded&& random<99 && p2statetype=S
trigger5=stateno=600&&movecontact&&var(34)<=0
trigger6=stateno=605&&movecontact&&var(34)<=0
trigger7=stateno=610&&movecontact&&var(31)=56 && random<99
trigger8=(p2stateno=[120,155])&& ctrl
trigger9 = (stateno=205||stateno=405||stateno=200||stateno=400)&&movehit &&p2stateno!=[5000,5020]
trigger10= var(33)=1 && ctrl
 ;--------------------------------------------
[State -1, Guard]
type = ChangeState
value = 120
triggerall = movetype !=H || stateno=5210
triggerall = roundstate = 2
triggerall = movetype!=A
triggerall = var(45)<6||p2stateno!=[800,899]
triggerall = stateno!=[120,155]
triggerall = ctrl||stateno!=[55,59]
triggerall=AILevel>0
triggerall = (statetype!=A)||(statetype=A && fvar(22) >5)
triggerall =(StateNo !=[200,3999])&&(StateNo != 105)
Triggerall =  Random < (113*var(45))
triggerall =InGuardDist||((EnemyNear, movetype=A&& enemynear,hitdefattr!=SCA,AA)||( enemynear,hitdefattr=SCA,NP,SP,HP || enemynear,hitdefattr = SCA,AA))|| enemy,numproj >0
trigger1 = ctrl ||stateno=20||(stateno=[100,101])


;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
Triggerall = (RoundState = 2) && (AILevel >0) && var(32)=0
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
triggerall = helper(10003),var(8)=0 || p2movetype!=A
Triggerall = (stateno=1002&&ctrl && fvar(22)<30||fvar(22) = [-10,47])
triggerall = p2statetype!=A||((fvar(21)= [-45,-10]));||var(31)=32&&var(32)<=0;||((fvar(21)= [-125,5])&& (p2movetype=H)&&p2stateno=[300,303])
Triggerall = (Random <=43*var(45))&&var(34)<=0
triggerall = p2statetype !=L
triggerall =p2statetype != C
trigger1 =(ctrl||stateno=20)&& helper(10003),var(10)>0&& fvar(22) <43 && var(34)<=0
trigger2 = (ctrl||stateno=20||stateno=100)&& (fvar(22)=[-8,45]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0);&&var(34)<=0
trigger3 = var(35) && AIlevel >6&&var(34)=200
trigger4 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=200
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 205
Triggerall = (RoundState = 2) && (AILevel >0) && var(32)=0
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=55*var(45))|| var(34)>0 && AIlevel >6 
triggerall = p2statetype !=L|| var(34)>0 && AIlevel >6 
triggerall = helper(10003),var(8)=0 || movecontact|| AIlevel <6
triggerall = p2stateno!=[20010,20014]
triggerall = (p2statetype!=A&&(stateno=1002&&ctrl && fvar(22)<0||fvar(22) = [-15,40]))||((fvar(21)=[-60,0])&&(fvar(22)=[-15,45])&&p2statetype=A)
trigger1 = (ctrl||stateno=20||stateno=100)&&( helper(10003),var(11)>0)&&var(34)<=0
trigger2 =( stateno=200 || stateno=400) 
trigger3 = (ctrl||stateno=20||stateno=100)&& (fvar(22)=[-10,40]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger4 = var(35) && AIlevel >6&&var(34)=205
trigger5 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=205
;trigger4=(var(31)=5||var(31)=32||var(31)=41||var(31)=52||var(31)=58||var(31)=1||var(31)=95)&&ctrl
;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 210
Triggerall = (RoundState = 2) && (AILevel >0) && var(32)=0
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=60*var(45))|| var(34)>0 && AIlevel >6 ;|| (var(31)>0) ;|| (AILevel=8&&(var(31)=8||var(31)=23||var(31)=30||var(31)=48||var(31)=72||var(31)=77||var(31)=91) )
triggerall = helper(10003),var(8)=0|| movecontact || AIlevel <6
triggerall = p2statetype !=L 
triggerall = (fvar(22)= [-10,87])|| var(34)>0 && AIlevel >6 && fvar(22)<90
triggerall = stateno!=var(34)
triggerall = p2stateno!=[20010,20014]
triggerall = ((fvar(21)= [-95,0]) && (enemy,vel y >=0) && (enemy,hitfall||p2stateno=[301,302])) ||p2statetype!=A||movecontact; || movehit && var(31)>0 
triggerall = p2statetype != C
trigger1 = (ctrl||stateno=20||stateno=100)&& (fvar(22)=[-10,90]) && p2statetype=A&&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)>0)&&var(34)<=0
trigger2 = (stateno=205||stateno=405)&&(movecontact && AIlevel <6 || movehit&&AIlevel>=6)&&var(34)<=0;;&& AIlevel <7
trigger3 = (ctrl||stateno=20||stateno=100)&& (statetype=A && fvar(22)<90||fvar(22)=[45,95]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger4 = var(35) && AIlevel >6&&var(34)=210
trigger5 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=210
;---------------------------------------------------------------------------------------------
 [State -1, Stand strong Punch2]
type = ChangeState
value = 211
Triggerall = (RoundState = 2) && (AILevel >0) && var(32)=0
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (fvar(22) = [-0,70]) && ((fvar(21)= [-9,0]) &&(enemy,vel y >0)||p2statetype!=A)
Triggerall =Random <= 15*var(45) || var(34)>0 && AIlevel >6 
triggerall = p2statetype!=L || var(4)<var(10)
triggerall = movetype != H
triggerall = p2statetype!=S
triggerall = helper(10003),var(8)=0
triggerall = p2stateno!=20014
trigger1 = (ctrl||stateno=20||stateno=[100,101])&&var(34)<=0 &&p2stateno=[20012,20013]
trigger2 = (stateno = 205||stateno=405) && (movecontact && AIlevel <6 || moveguarded&&AIlevel>=6) && fvar(22) <55&&var(34)<=0
trigger3 =  (ctrl||stateno=20||stateno=[100,101])&& (fvar(22)=[45,85]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0&& p2statetype=C
trigger4 = var(35) && AIlevel >6&&var(34)=211
trigger5 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=211
;trigger5 = (ctrl||stateno=20) && var(31)=21
;---------------------------------------------------------------------------------------------
[State -1, Stand strong Punch2]
type = ChangeState
value = 212
Triggerall = (RoundState = 2) && (AILevel >0) && var(32)=0
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (fvar(22) = [-15,90]) 
triggerall = (fvar(21)= [-90,-10]) || var(34)>0 && AIlevel >6 
triggerall = (enemy,vel y >1||var(11))||p2statetype!=A  || p2stateno=[20010,20013]
Triggerall =Random <= 25*var(45) || var(34)>0 && AIlevel >6 
triggerall = p2statetype!=L
triggerall = movetype != H
triggerall = helper(10003),var(8)=0
triggerall = p2stateno!=20014
trigger1 = (ctrl||stateno=20||stateno=[100,101])&&var(34)<=0 &&p2stateno=[20012,20013]
trigger2 = (stateno = 205||stateno=405) && (movecontact && AIlevel <6 || moveguarded&&AIlevel>=6) && fvar(22) <75&&var(34)<=0
trigger3 =  (ctrl||stateno=20||stateno=[100,101])&& (fvar(22)=[45,85]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0&& p2statetype=C
trigger4 = var(35) && AIlevel >6&&var(34)=212
trigger5 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=212
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 400
Triggerall = (RoundState = 2) && (AILevel >0) && var(32)=0
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = stateno=1002&&ctrl && fvar(22)<20||fvar(22) = [-5,35]
Triggerall = (Random <=63*var(45))
triggerall = p2statetype!=L
triggerall = helper(10003),var(8)=0|| movecontact || AIlevel <6
triggerall = fvar(21) >-10
triggerall  =var(4)<4
trigger1 = (ctrl||stateno=20)&& helper(10003),var(10)>0&& fvar(22) <30 &&var(34)<=0
trigger2 = stateno = 400 && movecontact && fvar(22) <15 &&var(34)<=0
trigger3= p2stateno=20014 && ctrl && p2statetype=C &&var(34)<=0
trigger4 = var(35) && AIlevel >6&&var(34)=400
trigger5 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=400
;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 405
Triggerall = (RoundState = 2) && (AILevel >0) && var(32)=0
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=65*var(45)) || var(34)>0 && AIlevel >6 ;|| (var(31)=27||var(31)=5||var(31)=70)
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0|| movecontact || AIlevel <6
triggerall = p2statetype=S || movecontact&& p2statetype!=A || var(34) =405 && p2stateno=[20013,20014]
trigger1 = ctrl&& (fvar(22)=[0,50]) && (p2statetype=S) && (enemy,vel x >0 ||p2movetype=I)&&random <199 &&var(34)<=0 && helper(10003),var(10)=0&& helper(10003),var(11)=0
trigger2 = stateno=400&&movecontact&&var(34)<=0 
trigger3 = stateno=200&&movecontact && p2statetype=S &&var(34)<=0 
trigger4 =  ctrl&& (fvar(22)=[0,45]) &&(helper(10003),var(10)=0&& helper(10003),var(11)>0)&&var(34)<=0 
trigger5 = var(35) && AIlevel >6&&var(34)=405
trigger6 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=405

;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 410
Triggerall = (RoundState = 2) && (AILevel >0) && var(32)=0
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
triggerall = p2statetype != L || movehit
Triggerall = (fvar(22) = [-10,70])|| var(34)>0 && AIlevel >6 && fvar(22)<65
Triggerall = Random <= 75*var(45) || var(34)>0 && AIlevel >6
triggerall = movetype != H
triggerall = (fvar(21) = [-15,10]) || p2stateno=[20011,20013]
triggerall = helper(10003),var(8)=0|| movecontact || AIlevel <6
triggerall = p2stateno!=[20010,20012]
triggerall = p2stateno!=[5200,5210]
triggerall = p2stateno!=[3002,3005]
triggerall = p2statetype=S || movecontact || enemy,hitfall
trigger1 = (stateno=405||stateno=205)&&movecontact && var(34)<=0 && fvar(22) <60
trigger2= ctrl && p2statetype=S&&(helper(10003),var(10)=0|| helper(10003),var(11)=0)&&var(34)<=0 && fvar(22)>45
trigger3 = var(35) && AIlevel >6&&var(34)=410
trigger4 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=410

;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 600
Triggerall = (RoundState = 2) && (AILevel >0) 
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = fvar(21)=[-30,45]
triggerall = fvar(22) = [-10,40]
Triggerall = (Random <=25*var(45)) || var(34)>0 && AIlevel >6
triggerall = (p2statetype=A &&p2stateno!=5201&& p2stateno=[5200,5299]) || p2statetype=C|| var(34)>0 && AIlevel >6
triggerall = var(32)<=0
triggerall = p2statetype !=L
triggerall = var(4)<=2||var(34)>0
trigger1 = ctrl &&var(34)<=0
trigger2= var(35) && AIlevel >6&&var(34)=600
trigger3 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=600

;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 610
Triggerall = (RoundState = 2) && (AILevel >0) 
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=100*var(45))  || var(34)>0 && AIlevel >6
triggerall = p2statetype !=L&& pos y <-38
triggerall =((fvar(21)=[-13,80])&& (p2statetype!=C))||(p2statetype=C&&fvar(21)= [-10,60])
triggerall = (fvar(22) = [-5,57])
triggerall =vel y>0  || (p2statetype=A && p2stateno!=5201&&p2stateno=[5200,5299])|| var(34)>0
trigger1 = ctrl &&var(34)<=0 
trigger2 = stateno=605&&movecontact&&var(34)<=0 && fvar(21)>20;&& AIlevel <7
trigger3 = var(35) && AIlevel >6&&var(34)=410
trigger4 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=410
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 605
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = (StateType =A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=75*var(45)) || var(34)>0 && AIlevel >6 ;(var(31)=3||Var(31)=10||Var(31)=21||Var(31)=25||Var(31)=32||Var(31)=44||Var(31)=50||Var(31)=74||Var(31)=79||Var(31)=93||Var(31)=96)
triggerall = p2statetype !=L
triggerall = var(32)<=0
triggerall =((fvar(21)=[-33,70])&& (p2statetype!=C))||(p2statetype=C&&fvar(21)= [-30,50])
triggerall = (fvar(22) = [-5,80])
triggerall =vel y>=0 || (p2statetype=A && p2stateno!=5201&&p2stateno=[5200,5299])||stateno=1003 || var(34)>0
trigger1 =( ctrl) &&var(34)<=0;&& AIlevel <7
trigger2 = stateno=600&&movecontact&&var(34)<=0;&& AIlevel <7
trigger3 = var(35) && AIlevel >6&&var(34)=605
trigger4 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=605




;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 1004
Triggerall = (RoundState = 2) && (AILevel >0) 
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=100*var(45))  || var(34)>0 && AIlevel >6
triggerall = p2statetype !=L
triggerall = helper(10003),var(11)=0|| AIlevel <6
triggerall = helper(10003),var(10)=0|| AIlevel <6
triggerall = var(32)<=0
triggerall =((fvar(21)=[-13,90])&& (p2statetype!=C))||(p2statetype=C&&fvar(21)= [-10,60]) || var(34)>0 && AIlevel >6
triggerall = (fvar(22) = [-25,60])
triggerall = pos y <-10
triggerall = p2movetype!=A || p2statetype!=A
trigger1 = ctrl  && p2statetype=C &&var(34)<=0
trigger2 = (stateno=[600,605])&&(moveguarded||movehit  && var(21)=1 )&&var(34)<=0
trigger3= var(35) && AIlevel >6&&var(34)=1004
trigger4 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=1004

[State -1, AI_DownS] ; °­
type = ChangeState
value = 1100
triggerall = P2Life > 0&& roundstate = 2
triggerall = AIlevel>0
triggerall = pos Y <= -25||stateno=1003
triggerall = var(32)<=0
triggerall = p2stateno!=5120
triggerall = AIlevel <6||p2statetype=C||p2stateno!=[120,155]
triggerall = (Random <=25*var(45))  || var(34)>0 && AIlevel >6
triggerall = helper(10003),var(11)=0|| AIlevel <6
triggerall = helper(10003),var(10)=0|| AIlevel <6
triggerall = var(4)<18
;triggerall = fvar(22)<160
triggerall =fvar(22)<65|| enemy,pos y >-10 || p2stateno!=[3003,3004]
triggerall = stateno!=var(34)
triggerall = var(19)=1 || p2statetype!=L || AIlevel <6 || var(34)>0 && AIlevel >6
triggerall= statetype = A
triggerall = p2statetype=L&&(((fvar(22) / fvar(21)) > 0 && (fvar(22) / fvar(21)) <= 3.45))||movehit &&(p2statetype!=A||((fvar(22) / fvar(21)) > 0 && (fvar(22) / fvar(21)) <= 2.75))|| (((fvar(22) / fvar(21)) > 0.2 && (fvar(22) / fvar(21)) <= 1.75) && fvar(22) > 0) || (FrontEdgeBodyDist < 50 )
trigger1 = (ctrl||stateno=57)&&var(34)<=0 && p2movetype!=I

trigger2 = stateno=605 &&movehit && !var(19)&&var(34)<=0
trigger3= p2statetype!=S && ( ctrl||movecontact&&stateno=[600,610])&&var(34)<=0
trigger4= var(35) && AIlevel >6&&var(34)=1100
trigger5 = (ctrl||stateno=57)&&!var(35) && AIlevel >6&&var(34)=1100

;--------------------------------------------------------------------
[State -1, sokoAI]
type = ChangeState
value = 1010
triggerall = AILevel>0 && roundstate = 2&& statetype!=A
triggerall = var(32)<=0
triggerall = (fvar(22) = [-25,cond(Var(6)=0,100,cond(var(6)=100,115,cond(var(6)=200,140,115)))])
triggerall = stateno !=[800,899]
triggerall = p2stateno !=[800,899]
triggerall =p2statetype!=L
triggerall = stateno!=[3000,3065]
triggerall = (Random <=55*var(45)) || var(34)>0 && AIlevel >6
triggerall = (fvar(21) =[-45,0]) && enemy,vel y >=0 || movecontact ||p2stateno=1030 && p2movetype=H|| var(34)>0 && AIlevel >6
triggerall = movetype!=H
triggerall = stateno!=212
triggerall = helper(10003),var(8)=0
trigger1 =(ctrl||stateno=20||stateno=100) && (fvar(22)=[40,85]) && (enemy,vel x >0 ||p2movetype!=H)&&random <88 && var(31)=0&&var(34)<=0
trigger2 = (((stateno=210||stateno=405)&& (power >=250 ||var(6)=300))||stateno=410) &&movecontact&&var(34)<=0
trigger3 = (ctrl||stateno=20||stateno=100) && fvar(22) <85 && p2stateno=1030 && p2movetype=H&&var(34)<=0
trigger4 = stateno=1010 && var(2)=0 && movecontact  &&var(34)<=0
trigger5 = stateno=1010 && var(2)=1 && movehit && power>=250 && (p2statetype!=A || var(6)>=200)&&var(34)<=0
trigger6= var(35) && AIlevel >6&&var(34)=1010
trigger7 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=[1010,1011]

;------------------------------------------------------------------------------
[State -1, DPAI]
type = ChangeState
value = 1050
triggerall = AILevel >0
triggerall = roundstate = 2
triggerall =(fvar(21)=[-80,0])||movecontact
triggerall =  (fvar(22)=[-8,100])||movecontact ;&& fvar(22) <50;|| var(31)>0
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L && p2stateno!=5201&& p2stateno!=5210&& p2stateno!=[301,303]
triggerall = movetype != H && !numhelper(1013)
triggerall = statetype!=A&& var(32)=0
triggerall = p2stateno!=[833,834]
triggerall = (helper(10003),var(10)=0&& helper(10003),var(11)=0)
triggerall = stateno!=212 && helper(10003),var(8)=0
triggerall = random < 55*var(45) || var(34)>0 && AIlevel >6 ;|| var(31)>0
triggerall = p2movetype!=I || p2statetype=A
trigger1=  (ctrl||stateno=20||stateno=[100,101]) && var(34)<=0 && (!enemy,hitfall) && fvar(22)=[35,80]
trigger2 = movecontact && (stateno=210||stateno=410 ||stateno=211 &&  animelemtime(11)>=0 && movehit=1) && var(34)<=0
trigger3= var(35) && AIlevel >6&&var(34)=1050
trigger4 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=1050

;;--------------------
[State -1, SUPAH JAWMP]
type = ChangeState
value =1001
Triggerall = (Random <=75*var(45))|| var(34)>0 && AIlevel >6
triggerall = statetype!=A&&var(32)<=0
triggerall = (helper(10003),var(10)=0&& helper(10003),var(11)=0)
Triggerall = (RoundState = 2) && (AILevel >0) && var(32)=0 
triggerall = var(6)<300
triggerall = stateno!=[800,899]
triggerall = stateno!=212
trigger1 = (ctrl||stateno=20||stateno=[100,101]) && (fvar(22) > 90 && enemy,hitfall &&var(6)<200|| fvar(22) > 160 || p2statetype=L && fvar(22) >90) && p2movetype!=A && random<22*AIlevel&& var(34)<=0
trigger2= stateno=410 && movehit&& var(34)<=0
trigger3= var(35) && AIlevel >6&&var(34)=1001
trigger4 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=1001
;--------------------------------------
[State -1, SUPAH JAWMP]
type = ChangeState
value =1000
triggerall = AILevel >0
triggerall = roundstate = 2
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0 
triggerall = helper(10003),var(8)=0 
triggerall = p2statetype!=A ||fvar(21)=[-60,-1]
triggerall = ( fvar(22)= [-9,cond(var(6)=300,45,55)])||(p2statetype=A &&enemy,vel x >0&& fvar(22)= [-9,65]);|| var(31)>0
triggerall = (stateno !=[800,4999])&&p2stateno!=5210&& p2stateno!=[301,303]
triggerall = (p2statetype != L) || p2stateno=5201 || p2stateno=5120
triggerall = movetype != H
triggerall = statetype!=A
triggerall =random < 45*var(45)|| var(34)>0 && AIlevel >6 ;|| var(31)>0
trigger1=( ctrl || stateno=20 ||stateno=[100,101])&& (var(6)<300 &&random<12*var(45)|| var(6)=300 && fvar(22) >25&&(p2movetype=A||p2stateno=5120))&& var(34)<=0
trigger2 = (stateno=210||stateno=410) && moveguarded && var(6)<300&& var(34)<=0 && random<12*var(45)
trigger3= var(35) && AIlevel >6&&var(34)=1000
trigger4 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=1000
;--------------------------------------
[State -1, SUPAH JAWMP]
type = ChangeState
value =1002
triggerall = AILevel >0
triggerall = roundstate = 2
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0 
triggerall = helper(10003),var(8)=0 
triggerall = var(6)>=100 || stateno!=[200,1100]
triggerall = ( fvar(22)= [75,155])||movecontact || var(34)>0 && AIlevel >6;|| var(31)>0
triggerall = (stateno !=[800,899])&&p2stateno!=5210
triggerall = (p2statetype != L) || p2stateno=5201 || p2stateno=5120
triggerall = movetype != H
triggerall = statetype!=A
triggerall =random < 25*var(45) || var(34)>0 && AIlevel >6;|| var(31)>0
trigger1=( ctrl || stateno=20 ||stateno=[100,101]) && (p2statetype=A && (enemy,hitfall || p2movetype!=H)||enemy,numproj>0)&& var(34)<=0
trigger1 = random < 35*var(45)
trigger2 = (anim=1000)  && var(6)>=200 && var(34)<=0
trigger2 =  movehit&&p2statetype=A || moveguarded
trigger2 = random<15*AIlevel
trigger3 = (stateno=210 ||stateno=410) && var(6)>=100&& var(34)<=0
trigger3 = moveguarded && p2statetype!=A
trigger4= var(35) && AIlevel >6&&var(34)=1002
trigger5 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=1002

;--------------------------------------
[State -1, SUPAH JAWMP]
type = ChangeState
value =1003
triggerall = AILevel >0
triggerall = roundstate = 2
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0 
triggerall = helper(10003),var(8)=0 
triggerall = var(6)>=200 || stateno!=[200,1100]
triggerall = ( fvar(22)= [75,185])||movecontact || var(34)>0 && AIlevel >6;|| var(31)>0
triggerall = (stateno !=[800,899])&&p2stateno!=5210
triggerall = (p2statetype != L) || p2stateno=5201 || p2stateno=5120
triggerall = movetype != H
triggerall = statetype!=A
triggerall =random < 25*var(45) || var(34)>0 && AIlevel >6;|| var(31)>0
trigger1 = (anim=1000)  && var(6)>=200 && var(34)<=0
trigger1 =  movehit&&p2statetype=A || moveguarded
trigger1 = random<15*AIlevel
trigger2 = (stateno=210 ||stateno=410) && var(6)>=200&& var(34)<=0
trigger2 = moveguarded && p2statetype!=A
trigger3= var(35) && AIlevel >6&&var(34)=1003
trigger4 = (ctrl||stateno=20||stateno=100)&&!var(35) && AIlevel >6&&var(34)=1003
;;--------------------------------------------------------
[State -1, launch kick]
type = ChangeState
value =1005
triggerall = AILevel >0
triggerall = roundstate = 2 && var(32)=0
triggerall = p2statetype!=A &&p2movetype=A ||fvar(21)=[-95,-10]
triggerall = ( fvar(22)= [-35,75]);|| var(31)>0
triggerall = (stateno !=[800,999])&&p2stateno!=5210
triggerall = (p2statetype != L) || p2stateno=5201 || p2stateno=5120
triggerall = movetype != H
triggerall = statetype!=A
triggerall = p2statetype!=C
triggerall =random < 45*var(45) || var(34)>0 && AIlevel >6;|| var(31)>0
trigger1= stateno=1002 && time >8&& var(34)<=0
trigger1 = p2movetype!=I || p2statetype=A
trigger2 = (stateno=1002 && time >8)&&!var(35) && AIlevel >6&&var(34)=1005
;-------------------------------------------------------------------------
[State -1, futbal kick]
type = ChangeState
value =1006
triggerall = AILevel >0
triggerall = roundstate = 2 && var(31)=0
triggerall = helper(10003),var(10)=0
triggerall = enemy,numproj >0|| var(34)>0 && AIlevel >6 ||fvar(21)=[-90,-40]
triggerall = ( fvar(22)= [-25,125]);|| var(31)>0
triggerall = (stateno !=[800,999])&&p2stateno!=5210
triggerall = (p2statetype != L) 
triggerall = movetype != H
triggerall = statetype!=A
triggerall =random < 45*var(45)|| var(34)>0 && AIlevel >6 ;|| var(31)>0
trigger1= stateno=1002 && time >8&& var(34)<=0
trigger1 = enemy,numproj >0 &&p2stateno!=[120,155]
trigger2 = (stateno=1002 && time >8)&&!var(35) && AIlevel >6&&var(34)=1006


;-------------------------------------------------
[state -1, AI jump]
type = changestate
triggerall = stateno!=40
triggerall = statetype!=A && var(32)=0
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall = stateno!=[3000,3055]
trigger1= var(30)=1 &&(ctrl || stateno=20 || stateno=100)
value = 40
[State -1, AISuper Jump]
type = ChangeState
value = 55
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall= var(8)=0
triggerall = statetype = A
triggerall = random < 43*var(45)|| var(31)>0
triggerall = pos y <-cond(var(34)>0,65,41)
triggerall = fvar(21) =[-90,250]
triggerall = helper(10003),var(14) || var(31)>0
trigger1= ctrl&&var(34)<=0

[State -1, AISuper Jump]
type = ChangeState
value = 59
triggerall = roundstate = 2
triggerall = AILevel>0
triggerall= var(8)=0 &&  var(31)=0
triggerall = statetype = A
triggerall = helper(10003),var(15)
triggerall = random < 33*var(45)
triggerall = pos y <-41
trigger1= ctrl

[State -1, AI run]
type=changestate
value=100
triggerall = roundstate = 2
triggerall=AILevel>0 && statetype!=A 
triggerall = (stateno!=[100,105])
triggerall = fvar(21) =[-180,15]
triggerall = p2stateno!=834 || fvar(22) >100 || var(31)>0
trigger1= p2movetype!=A && (fvar(22)=[110,788])&& (Random <=25*var(45))&& (ctrl || stateno=20) && var(31)=0
trigger2= p2movetype=H && p2statetype=A && fvar(22)>75&& (Random <=50*var(45))&& (ctrl || stateno=20) 
trigger3= (p2stateno=[1029,1030]) && fvar(22) >80&& (ctrl||stateno=20) && var(31)=0
trigger4= var(15)=1 && fvar(22) >60 && (ctrl||stateno=20)&& var(31)=0
trigger5=  fvar(22) >40 && (ctrl||stateno=20) && var(34)>0 && var(34)!=[1010,1011]

[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall = p2stateno!=834 || fvar(22) >20
triggerall=AILevel>0 && statetype=S && ctrl && (Random <=31*var(45)) || var(31)>0&& statetype=S 
trigger1= (stateno!=[20,105]) && p2movetype!=A && (fvar(22)=[20,109]) && var(31)=0
trigger2 = p2stateno=1030 && fvar(22) >20&& var(31)=0
trigger3 = var(31)>0 && ctrl && (fvar(22) >40 || fvar(22) <15) && p2stateno!=[300,303] 

[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall = AILevel>0
triggerall = stateno !=105
triggerall = statetype != A
triggerall = random < 149
triggerall = backedgebodydist >30
triggerall = roundstate = 2
triggerall =var(31)=0
trigger1 = ( p2movetype = A) && (fvar(22)=[-99,100])&& (ctrl || stateno=20)
trigger2 = p2movetype=A && prevstateno=140 && (ctrl || stateno=20)

;===========================================================================
[State -1, Falcon Overdrive]
type = ChangeState
value = 3060
triggerall = command="FE";
triggerall = statetype !=A
triggerall = power >=1000
triggerall = AILevel=0
triggerall = numenemy=1
triggerall = roundstate=2
;triggerall= roundno>1
;triggerall =p2life <=var(9)
trigger1= ctrl || stateno=40 || stateno=52
;
;;-----------------------------------------------------------------------------
[State -1, Dragon Kick]
type = ChangeState
value = 3050
triggerall =command="FD"
triggerall = power >=500
triggerall = statetype!=A
triggerall = AILevel=0
triggerall = roundstate=2
trigger1 = ctrl
trigger2 = stateno=400 && movecontact
trigger3 = stateno=200 && movecontact
trigger4 = stateno=205 && movecontact
trigger5 = stateno=210 && movecontact
trigger6 = stateno=410 && movecontact
trigger7 = stateno=211 && movecontact && animelemtime(11)>=0
trigger8 = stateno=1010 && movecontact && var(6)>=100 
trigger9 = stateno=211 && movecontact && animelemtime(11)>=0
trigger10 = stateno=1100 && movecontact&& var(6)>=100 
trigger11 = stateno=405&& movecontact
;---------------------------------------------------------------------------
[State -1, Falcon Dive]
type = ChangeState
value = cond(var(6)<300,3000,3055)
triggerall =command="FC"
triggerall = power >=500
triggerall = AILevel=0
triggerall = statetype!=A
triggerall = roundstate=2
trigger1 = ctrl
trigger2 = stateno=400 && movecontact
trigger3 = stateno=200 && movecontact
trigger4 = stateno=205 && movecontact
trigger5 = stateno=210 && movecontact
trigger6 = stateno=410 && movecontact
trigger7 = stateno=211 && movecontact && animelemtime(11)>=0
trigger8 = stateno=405&& movecontact
;---------------------------------------------------------------------------
[State -1, Falcon kick]
type = ChangeState
value = 1050
triggerall = AILevel=0
triggerall = statetype!=A
triggerall = numhelper(1013)=0
triggerall =  command="DP_y" ||command="DP_z"||(command="DP_a"&&power>=250);
trigger1 = ctrl
trigger2 = stateno=400 && movecontact
trigger3 = stateno=200 && movecontact
trigger4 = stateno=205 && movecontact
trigger5 = stateno=210 && movecontact
trigger6 = stateno=410 && movecontact
trigger7 = stateno=1010 && movecontact&& var(2)<=1 && var(6)>=100 
trigger8 = stateno=211 && movecontact && animelemtime(11)>=0
trigger9 = stateno=1100 && movecontact&& var(6)>=100 
trigger10 = stateno=405&& movecontact
;---------------------------------------------------------------------------

[State -1, Rapter Boost]
type = ChangeState
value = 1010
triggerall = command="QCB_y"||command="QCB_z"||command="QCB_a"&&power>=250
triggerall = statetype !=A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=400 && movecontact
trigger3 = stateno=200 && movecontact
trigger4 = stateno=205 && movecontact
trigger5 = stateno=210 && movecontact
trigger6 = stateno=410 && movecontact
trigger7 = stateno=1010 && movecontact && var(2)=0 && (command="QCB_z" || command="QCB_a")
trigger8 = stateno=1010 && movecontact && var(2)=1 && command="QCB_a"
trigger9 = stateno=211 && movecontact && animelemtime(11)>=0
trigger10 = stateno=1100 && movecontact&& var(6)>=100 
trigger11 = stateno=405&& movecontact
;---------------------------------------------------------------------------

[State -1, Rapter Boost]
type = ChangeState
value = 1100
triggerall =  command="QCB_y"||command="QCB_z"||command="QCB_a"&&power>=250
triggerall = statetype =A
triggerall = AILevel=0
triggerall = pos Y <= -20
trigger1 = ctrl
trigger2=stateno=600&&movecontact
trigger3=stateno=605&&movecontact
trigger4=stateno=610&&movecontact


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

;---------------------------------------------------------------------------
;Run Back
;Œã‘Þƒ_ƒbƒVƒ…
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = AILevel=0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl


[State -1, air dash]
type = ChangeState
value = 55
triggerall = AILevel =0
triggerall= var(8)=0
triggerall = pos y <-41
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl
trigger2= (stateno=[600,610]) && movecontact && command = "FF"

[State -1, air dash]
type = ChangeState
value = 59
triggerall = AILevel =0
triggerall= var(8)=0
triggerall = pos y <-41
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||stateno=610)
;trigger1 = statetype = A&&command = "up"
;trigger1 = ctrl
;trigger2= (stateno=[600,610]) && movecontact &&command = "holdup"

[State -1,  JAWMP]
type = ChangeState
value = 40
triggerall = stateno!=1000
triggerall = AILevel =0
triggerall = statetype!=A
triggerall = command = "holdup"
trigger1 = ctrl

;---------------------------------------------------------------------------
;Kung Fu Throw
;“Š‚°
[State -1, Throw]
type = ChangeState
value = ifelse(statetype=A,830,800)
triggerall = AILevel=0
triggerall =(command="y" && command="z") || (command="b")
triggerall = stateno != 100
triggerall = fvar(22) < 35
triggerall = command="holdfwd"||command="holdback"
triggerall = (((p2statetype = S) || (p2statetype = C)) && statetype!=A)||(statetype=A&&p2statetype=A)
trigger1 = ctrl
trigger2 = anim=201&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=206&&movecontact
trigger8=stateno=600&&movecontact
trigger9=stateno=605&&movecontact
trigger10=stateno=610&&movecontact

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


;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel=0
triggerall = command="x"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno=400 && movecontact
trigger3 = stateno=200 && movecontact
;---------------------------------------------------------------------------
;Stand Light Kick
;—§‚¿ŽãƒLƒbƒN
[State -1, Stand Light Kick]
type = ChangeState
value =205
triggerall = AILevel=0
triggerall = command="y"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno=400 && movecontact
trigger3 = stateno=200 && movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = AILevel=0
triggerall = command="z"
triggerall = command = "holdback"|| command="back"
triggerall = command!="holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno=205 && movecontact
trigger3 = stateno=405 && movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand Strong Punch]
type = ChangeState
value = 212
triggerall = AILevel=0
triggerall = command="z"
triggerall = command = "holdfwd"|| command="fwd"

triggerall = command!="holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno=205 && movecontact
trigger3 = stateno=405 && movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = AILevel=0
triggerall = command="z"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno=205 && movecontact
trigger3 = stateno=405 && movecontact



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

;---------------------------------------------------------------------------
;Crouching Light Punch
;‚µ‚á‚ª‚ÝŽãƒpƒ“ƒ`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = AILevel=0
triggerall = command="x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno=400&&movecontact
trigger3 = stateno=200&&movecontact
;---------------------------------------------------------------------------
;Crouching Light Kick
;‚µ‚á‚ª‚ÝŽãƒLƒbƒN
[State -1, Crouching Light Kick]
type = ChangeState
value = 405
triggerall =command="y"
triggerall = command = "holddown"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno=400&&movecontact
trigger3= stateno=200&&movecontact

;---------------------------------------------------------------------------
;Crouching Strong Punch
;‚µ‚á‚ª‚Ý‹­ƒpƒ“ƒ`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall =command="z"
triggerall = command = "holddown"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno=405&&movecontact
trigger3 = stateno=205&&movecontact
;----------------------------------------------------------------------
[State -1, quick charge]
type = ChangeState
value = 1001
triggerall = AILevel=0
triggerall = command="holddown"|| command="dwn"
triggerall = command="a"
triggerall=statetype!=A&& var(6)<300
trigger1=ctrl
trigger2 = stateno=400 && movecontact
trigger3 = stateno=200 && movecontact
trigger4 = stateno=405 && movecontact
trigger5 = stateno=205 && movecontact
trigger6 = stateno=210 && movecontact
trigger7 = stateno=410 && movecontact
;----------------------------------------------------------------------
[State -1, charge]
type = ChangeState
value = 1000
triggerall = AILevel=0
triggerall = command!="holdback"
triggerall = command!="holdfwd" 
triggerall = command!="holddown"
triggerall = command="a"
triggerall=statetype!=A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno=400 && movecontact
trigger3 = stateno=200 && movecontact
trigger4 = stateno=405 && movecontact
trigger5 = stateno=205 && movecontact
trigger6 = stateno=210 && movecontact
trigger7 = stateno=410 && movecontact
;----------------------------------------------------------------------
[State -1, follow up 1]
type = ChangeState
value = 1006
triggerall = AILevel=0
triggerall = command="holddown"
triggerall = command="a"
triggerall = statetype!=A
trigger1 = var(16)=2 && time >8
;----------------------------------------------------------------------
[State -1, roll]
type = ChangeState
value =1003
triggerall = AILevel=0
triggerall = command!="holdback"
triggerall = command="holdfwd"|| command="fwd"
triggerall = command!="holddown"
triggerall = command="a"
triggerall = stateno!=1003
triggerall = var(6)>=100&& var(7)>=100
trigger1 = ctrl|| (stateno=[100,101])
trigger2 = stateno=400 && movecontact && var(7)>=200
trigger3 = stateno=200 && movecontact && var(7)>=200
trigger4 = stateno=405 && movecontact && var(7)>=200
trigger5 = stateno=205 && movecontact && var(7)>=200
trigger6 = stateno=210 && movecontact && var(7)>=200
trigger7 = stateno=410 && movecontact && var(7)>=200
trigger8 = stateno=600 && movecontact && var(7)>=200
trigger9 = stateno=605 && movecontact && var(7)>=200
trigger10 = stateno=610 && movecontact && var(7)>=200
trigger11 = stateno=1010 && movecontact && var(6)>=200
trigger12 = stateno=1100 && movecontact && var(6)>=200
trigger13 = stateno=211 && movecontact && var(7)>=200
trigger14 = stateno=212 && movecontact && var(7)>=200
trigger15 = stateno=810 && movehit && var(7)>=200
;----------------------------------------------------------------------
[State -1, dodge]
type = ChangeState
value = 1005
triggerall = AILevel=0
triggerall = command!="holddown"
triggerall = command="a"
triggerall = statetype!=A
trigger1 = var(16)=1 && time >8
;----------------------------------------------------------------------
[State -1, dodge]
type = ChangeState
value = 1002
triggerall = AILevel=0
triggerall = (command="holdback"|| command="back") || !ctrl
triggerall = command!="holdfwd"
triggerall = command!="holddown"
triggerall = command="a"
triggerall = stateno!=1002 
triggerall = statetype!=A
trigger1 = ctrl
trigger2 = stateno=400 && movecontact && var(7)>=100
trigger3 = stateno=200 && movecontact && var(7)>=100
trigger4 = stateno=405 && movecontact && var(7)>=100
trigger5 = stateno=205 && movecontact && var(7)>=100
trigger6 = stateno=210 && movecontact && var(7)>=100
trigger7 = stateno=410 && movecontact && var(7)>=100
trigger8 = stateno=1010 && movecontact && var(7)>=200
trigger9 = stateno=211 && movecontact && var(7)>=100
trigger10 = stateno=212 && movecontact && var(7)>=100
trigger11 = stateno=810 && movehit && var(7)>=100
;---------------------------------------------------------------------------
;Jump Light Punch
;‹ó’†Žãƒpƒ“ƒ`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command="x"
triggerall = statetype = A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact

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

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command="z"
triggerall = statetype = A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=605&&movecontact
;----------------------------------------------------------------------
[State -1, SUPAH JAWMP]
type = ChangeState
value =1004
triggerall = AILevel =0
triggerall = stateno!=45
trigger1 = command = "a"
trigger1 = ctrl &&((stateno=50)||statetype = A&&stateno!=50)
trigger2= (stateno=[600,610]) && movecontact &&command = "a"
