

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

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

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

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


command.buffer.time = 1

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "longjump"
command = D,$U
time = 10

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

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x
time = 1
[Command]
name = "recovery";Required (do not remove)
command = y
time = 1

[Command]
name = "recovery";Required (do not remove)
command = a
time = 1
[Command]
name = "recovery";Required (do not remove)
command = b
time = 1
[Command]
name = "recovery";Required (do not remove)
command = z
time = 1
buffer.time=3


[Command]
name = "cancel"
command = y+b
time = 10

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

[Command]
name = "back"     ; REQUIRED for command buffering
command = B
time = 1

[Command]
name = "fwd"      ; REQUIRED for command buffering
command = F
time = 1

[Command]
name = "up"       ; REQUIRED for command buffering
command = U
time = 1

[Command]
name = "down"     ; REQUIRED for command buffering
command = D
time = 1

[Command]
name = "downback" ; REQUIRED for command buffering
command = DB
time = 1

[Command]
name = "downfwd"  ; REQUIRED for command buffering
command = DF
time = 1

[Command]
name = "fwd2"     ; REQUIRED for command buffering
command = $F
time = 1

[Command]
name = "back2"    ; REQUIRED for command buffering
command = $B
time = 1

[Command]
name = "up2"
command = $U      ; REQUIRED for command buffering
time = 1

[Command]
name = "down2"    ; REQUIRED for command buffering
command = $D
time = 1

;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

[Command]
name = "hold_y"
command = /y
time = 1

[Command]
name = "hold_z"
command = /z
time = 1

[Command]
name = "hold_a"
command = /a
time = 1

[Command]
name = "hold_b"
command = /b
time = 1

[Command]
name = "hold_c"
command = /c
time = 1

[Command]
name = "hold_start"
command = /s
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1

[Command]
name = "holddown" ;Required (do not remove)
command = /$D
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 = "holdfwd_r" ; Raw hold forward (REQUIRED for command buffering)
command = /F
time = 1
[Command]
name = "holddown_r" ; Raw hold forward (REQUIRED for command buffering)
command = /D
time = 1
[Command]
name = "holdback_r" ; Raw hold forward (REQUIRED for command buffering)
command = /B
time = 1
[Command]
name = "holdup_r" ; Raw hold forward (REQUIRED for command buffering)
command = /U
time = 1

;-| Release Dir |-----------------------------------------------------------
[Command]
name = "release_fwd"
command = ~F
time = 1

[Command]
name = "release_down"
command = ~D
time = 1

[Command]
name = "release_back"
command = ~B
time = 1

[Command]
name = "release_up"
command = ~U
time = 1

[Command]
name = "release_fwd_g"    ; REQUIRED for command buffering
command = ~$F
time = 1

[Command]
name = "release_down_g"   ; REQUIRED for command buffering
command = ~$D
time = 1

[Command]
name = "release_back_g"   ; REQUIRED for command buffering
command = ~$B
time = 1

[Command]
name = "release_up_g"     ; REQUIRED for command buffering
command = ~$U
time = 1

[Command]
name = "release_downback" ; REQUIRED for command buffering
command = ~DB
time = 1

[Command]
name = "release_downfwd"  ; REQUIRED for command buffering
command = ~DF
time = 1

;-| Release Button |---------------------------------------------------------
[Command]
name = "release_a"
command = ~a
time = 1

[Command]
name = "release_b"
command = ~b
time = 1

[Command]
name = "release_c"
command = ~c
time = 1

[Command]
name = "release_x"
command = ~x
time = 1

[Command]
name = "release_y"
command = ~y
time = 1

[Command]
name = "release_z"
command = ~z
time = 1

[Command]
name = "release_start"
command = ~s
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.
;




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


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

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

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

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

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time =2
;buffer.time=3
[Command]
name = "b"
command = b
time = 2
buffer.time=3
[Command]
name = "c"
command = c
time = 2
buffer.time=3
[Command]
name = "x"
command = x
time = 2
;buffer.time=3
[Command]
name = "y"
command = y
time = 2
;buffer.time=3
[Command]
name = "z"
command = z
time = 2
;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
;-| Hold button |--------------------------------------------------------------
[Command]
name = "holda";Required (do not remove)
command = /a
time = 1

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

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

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

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


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


;===========================================================================
;-----------------------------------------------------------------------
[State -1, Falcon Overdrive AI]
type = ChangeState
value = 3060
triggerall = AILevel>0 && roundstate = 2
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = fvar(15) = [0,105]
triggerall = stateno !=[800,899]
triggerall = p2bodydist y =0
triggerall = movetype!=H
triggerall = p2stateno!=[1025,1029]
triggerall = statetype!=A
triggerall = p2statetype!=A
triggerall = numenemy=1
triggerall= var(57)>0&&(Random <=(450*(AILevel**2/64.0)))
triggerall = p2stateno!=[30003,30005]
triggerall = enemynear,life <=var(9)
triggerall=power>=1000
trigger1 = (ctrl||stateno=20||stateno=100) 
trigger2= (p2stateno=[120,150])
;----------------------------------------------------------------------------
[State -1, Rapter DriveAI]
type = ChangeState
value = 3050
triggerall = power >=500
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = fvar(15) = [-10,90]
triggerall =( p2bodydist y= [-75,-30])&& enemy,vel y >=0
Triggerall = (Random <=(500*(AILevel**2/64.0)))
triggerall = p2statetype !=L
triggerall = p2stateno!=[1045,1048]
triggerall = movetype!=H
triggerall = stateno!=[3000,3055]
triggerall =((p2stateno=[1025,1030])&&(p2life <=225))||(p2statetype=A&&p2movetype=A)
triggerall = p2stateno!=[120,150]
triggerall = p2stateno!=5201
triggerall = var(21)!=2
triggerall = p2stateno!=[30003,30005]
trigger1 = (ctrl||stateno=20||stateno=100)&&(var(34)<=0)
trigger2 = stateno=205&&movecontact&& var(34)<=0
trigger3 = stateno=210&&movecontact&& var(34)<=0
trigger4 = stateno=405&&movecontact&& var(34)<=0
trigger5 = stateno=410&&movecontact&& var(34)<=0
trigger6 = stateno=211&&movecontact&& var(34)<=0
trigger7 = var(34)=3050 && !var(35)&& (ctrl||stateno=[20,101])
trigger8 = var(34)=3050 && var(35)
;
;;---------------------------------------------------------------------------
[State -1, Falcon DiveAI]
type = ChangeState
value = 3000
triggerall = power >=500
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = stateno != 810
Triggerall = fvar(15) = [-8,70]
triggerall = movehit ||p2bodydist y= [-90,-1]
Triggerall = (Random <=(499*(AILevel**2/64.0)))
triggerall = p2statetype !=L
triggerall =p2statetype=A
triggerall = p2stateno!=[833,834]
triggerall = p2stateno!=[1045,1048]
triggerall = p2stateno!=[5200,5299]
triggerall = stateno!=[3000,3055]
triggerall = ( p2movetype=A)||(p2movetype=H && fvar(15)>50||p2life<200)||p2statetype=A
triggerall = movetype!=H
triggerall = var(21)!=2
triggerall = p2stateno!=[30003,30005]
trigger1 = (ctrl||stateno=20||stateno=100)&&(var(34)<=0)
trigger2 = stateno=205&&movecontact&& var(34)<=0
trigger3 = stateno=210&&movecontact&& var(34)<=0
trigger4 = stateno=405&&movecontact&& var(34)<=0
trigger5 = stateno=410&&movecontact&& var(34)<=0
trigger6 = stateno=605&&movecontact&& var(34)<=0
trigger7= stateno=610&&movecontact&& var(34)<=0
trigger8 = var(34)=3000 && !var(35)&& (ctrl||stateno=[20,101])
trigger9 = var(34)=3000 && var(35)
trigger10 = stateno=211&&movecontact&& var(34)<=0
;trigger12= ( var(31)=49 ||var(31)=14||var(31)=63||var(31)=31||var(31)=98||var(31)=82) && movecontact
 ;--------------------------------------------
[State -1, AI_Guard]
type = ChangeState
value = 120
triggerall = P2Life > 0
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = roundstate = 2 ;&& stateno!=5040
triggerall = AIlevel >0
triggerall = p2movetype = a && InGuardDist || enemy,numproj>0 && (fvar(15)>40||statetype=A)
triggerall = p2bodydist X > -30
triggerall = stateno!=[120,155]
triggerall = p2statetype!=L
trigger1 = ctrl || stateno=20 ||stateno=5040&&hitover
trigger1 = random <= (496* (AIlevel ** 2 / 64.0))
trigger2 = enemynear,NumProj >= 1
trigger2 = ctrl
;------------------------------------------------------------------------
[State -1, AI Throw]
type = ChangeState
value = ifelse(statetype=A,830,800)
triggerall = AILevel>0
triggerall = (Random <=(459*(AILevel**2/64.0)))
triggerall = stateno != [1000,9999]
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (MoveType != H)
triggerall = fvar(15) < 25 || statetype=A && fvar(15)<35
triggerall = stateno!=56 && (helper(10003),var(3)=0)
triggerall = p2statetype!=L
triggerall = var(34)<=0
triggerall = (((p2statetype != A) ) && statetype!=A)||(statetype=A&&p2statetype=A&&p2movetype!=H)
trigger1 = (ctrl||stateno=20||stateno=100)||stateno=57
trigger2 = stateno=200&(moveguarded || AIlevel<6 && movecontact)&& random<99
trigger3 = stateno=205&&(moveguarded || AIlevel<6 && movecontact)&& random<99
trigger4 = stateno=210&&(moveguarded || AIlevel<6 && movecontact)&&var(34)<=0&& random<99
trigger5 = stateno=400&&(moveguarded || AIlevel<6 && movecontact)&& random<99
trigger6 = stateno=405&&(moveguarded || AIlevel<6 && movecontact)&& random<99
trigger7 = stateno=410&&(moveguarded || AIlevel<6 && movecontact)
trigger8=stateno=600&&(moveguarded || AIlevel<6 && movecontact)
trigger9=stateno=605&&(moveguarded || AIlevel<6 && movecontact)
trigger10=stateno=610&&(moveguarded || AIlevel<6 && movecontact)&& random<99
trigger11=(p2stateno=[120,155])&& ctrl
trigger12= var(33)=1 && ctrl
;-------------------------------------------------------------
[State -1, SC]
type = ChangeState
value = 211
;triggerall = helper(10003),sysvar(2)>0||!movecontact
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = roundstate=2  && (AILevel>0)
Triggerall = (StateType != A)
triggerall = helper(10003),var(10)=0
triggerall = helper(10003),var(11)=0
triggerall = AIlevel <5 || p2stateno!=[5200,5299]
triggerall = helper(10003),var(8)=0
triggerall = stateno != [800,3999]
triggerall = p2stateno!=[1045,1048]
Triggerall = (fvar(15) = [-8,70]) 
triggerall = p2bodydist y =[-85,0]
Triggerall = Random < (cond(var(34)>0,399,249)* (AIlevel ** 2 / 64.0)) || var(34)>0 && AIlevel>6
triggerall = p2statetype !=L || (p2stateno=[833,834]) || p2stateno=30005||p2stateno=20014
triggerall = p2statetype=C&&p2movetype!=A ||p2statetype =L || enemy,hitfall
trigger1 = ( ctrl||stateno=20 ||stateno=[100,101])&&var(34)<=0 && (fvar(15)>40 || p2statetype=L&&p2stateno!=5120)
trigger2 = var(34)=211 && !var(35)&& (ctrl||stateno=[20,101])
trigger3 = var(34)=211 && var(35)
;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
Triggerall =(StateType != A)
triggerall = stateno != [800,3999]
Triggerall = fvar(15) = [-15,35]
triggerall = (p2bodydist y= [-55,0]) && enemy,vel y >=0 && p2movetype=A
Triggerall = (Random <=(300*(AILevel**2/64.0)))
triggerall = p2statetype !=L
triggerall = AIlevel <5 || p2stateno!=[5200,5299]
triggerall = var(15)=0
triggerall = p2statetype != C
triggerall = helper(10003),var(8)=0
triggerall  =var(4)<4
trigger1 =(ctrl||stateno=20||stateno=100)&& (helper(10003),var(10)=[4,5])&& fvar(15) <35 && var(34)<=0
trigger2 = (ctrl||stateno=20||stateno=100)&& (fvar(15)=[0,27]) &&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger3 = stateno = 200 && movecontact&&var(34)<=0
trigger4 = var(34)=200 && !var(35)&& (ctrl||stateno=[20,101])
trigger5 = var(34)=200 && var(35)
trigger6 = stateno = 400 && movecontact&&var(34)<=0

;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 205
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=(350*(AILevel**2/64.0)))|| var(34)>0&&AIlevel>6
triggerall = p2statetype !=L
triggerall = AIlevel <5 || p2stateno!=[5200,5299]
triggerall = ((p2bodydist y=[-65,15])&& enemy,vel y >=0)
triggerall = (fvar(15) = [-15,85])||((fvar(15)=[-15,95])&&p2statetype=A)
triggerall = p2statetype != C
triggerall = p2stateno!=833
triggerall = helper(10003),var(8)=0
trigger1 = (ctrl||stateno=20||stateno=100) && p2statetype!=C&&((helper(10003),var(10)=[7,9]))&&var(34)<=0
trigger2 = stateno=400&&movecontact&&var(34)<=0
trigger3 = stateno=200&&movecontact&&var(34)<=0
trigger4=ctrl&& helper(10003),var(11)=0&& fvar(15) <60&&var(34)<=0 && p2movetype=H
trigger5=ctrl&& helper(10003),var(11)=0&& (fvar(15) =[30,70])&&var(34)<=0 
trigger6 = var(34)=205 && !var(35)&& (ctrl||stateno=[20,101])
trigger7 = var(34)=205 && var(35)


;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 210
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=(400*(AILevel**2/64.0))) 
triggerall = p2statetype !=L
triggerall = (p2bodydist y= [-cond(fvar(15)<15,105,82),0]) && (enemy,vel y >=0)
triggerall = p2statetype != C
triggerall = helper(10003),var(8)=0 
triggerall = fvar(15) = [-15,85]
trigger1=(ctrl||stateno=20||stateno=100)&& (fvar(15)=[0,85]) && p2statetype=A&&random <199 &&(helper(10003),var(10)>8+(fvar(15)>15)*2)&&var(34)<=0
trigger2= (ctrl||stateno=20||stateno=100)&& (fvar(15)=[55,80]) && p2statetype=A&&random <199 &&(helper(10003),var(10)=0&& helper(10003),var(11)=0)&&var(34)<=0
trigger3 = stateno=400&&movecontact&&var(34)<=0&& fvar(15) <50
trigger4 = stateno=405&&movecontact&&var(34)<=0&& fvar(15) <50
trigger5 = stateno=200&&movecontact&&var(34)<=0&& fvar(15) <50
trigger6 = stateno=205&&movecontact&&var(34)<=0&& fvar(15) <50
trigger7 = var(34)=210 && !var(35)&& (ctrl||stateno=[20,101])
trigger8 = var(34)=210 && var(35)


;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 400
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
triggerall = AIlevel <5 || p2stateno!=[5200,5299]
Triggerall = fvar(15) = [0,40]
Triggerall = (Random <=(300*(AILevel**2/64.0)))
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0
triggerall = p2statetype != A
triggerall  =var(4)<4
trigger1 = (ctrl||stateno=20||stateno=100)&& (helper(10003),var(10)=[3,5])&& fvar(15) <35&&var(34)<=0
trigger2 = stateno = 400 && movecontact&&var(34)<=0
trigger3 = stateno = 200 && movecontact&&var(34)<=0
trigger4 = var(34)=400 && !var(35)&& (ctrl||stateno=[20,101])
trigger5 = var(34)=400 && var(35)
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 405
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
Triggerall = (StateType !=A )
triggerall = AIlevel <5 || p2stateno!=[5200,5299]
triggerall = stateno != [800,3999]
Triggerall = (Random <=(350*(AILevel**2/64.0))) 
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0
triggerall = p2statetype!=A
triggerall = var(15)=0
triggerall = (fvar(15) = [-5,65])
trigger1 = (ctrl||stateno=20||stateno=100) && (fvar(15)=[0,60]) && p2statetype=S&&random <199 &&(helper(10003),var(10)=[6,8]) && var(34)<=0
trigger2 = stateno=400&&movecontact&&var(34)<=0
trigger3 = stateno=200&&movecontact&&var(34)<=0
trigger4=ctrl&& (helper(10003),var(10)=[6,8])&& fvar(15) <60&&var(34)<=0
trigger5 = var(34)=405 && !var(35)&& (ctrl||stateno=[20,101])
trigger6 = var(34)=405 && var(35)

;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 410
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
Triggerall = (StateType != A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=(400*(AILevel**2/64.0))) 
triggerall = p2statetype !=L
triggerall = helper(10003),var(8)=0 
triggerall = (p2bodydist y=[-60,0]) && enemy,vel y >=0
triggerall = p2statetype=A &&fvar(15) <60||p2statetype!=A&&fvar(15) = [-15,85]

trigger1 = (ctrl||stateno=20||stateno=100)&& (fvar(15)=[45,80]) && p2statetype=S && (enemy,vel x >0 ||p2movetype=I)&&random <199 && var(34)<=0&&(helper(10003),var(10)=0)
trigger2 = (stateno=205||stateno=405)&&movecontact &&var(34)<=0 && fvar(15)<45
trigger3 = var(34)=410 && !var(35)&& (ctrl||stateno=[20,101])
trigger4 = var(34)=410 && var(35)
trigger5=ctrl&& (helper(10003),var(10)>8)&& fvar(15) <75&&var(34)<=0





;---------------------------------------------------------------------------
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 600
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = p2bodydist y=[-40,45]
triggerall = fvar(15) = [-8,45]
Triggerall = (Random <=(300*(AILevel**2/64.0)))
triggerall = stateno!=56
triggerall = AIlevel <5 || p2stateno!=[5200,5299]
triggerall = p2statetype !=L
trigger1 = ( ctrl|| stateno=57) && var(34)<=0
trigger2 = stateno = 600 && movecontact&& var(34)<=0
trigger3 = var(34)=600 && !var(35)&& (ctrl||stateno=[20,101])
trigger4 = var(34)=600 && var(35)

;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand strong Punch]
type = ChangeState
value = 605
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
Triggerall = (StateType =A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=(350*(AILevel**2/64.0))) 
triggerall = stateno!=56
triggerall = AIlevel <5 || p2stateno!=[5200,5299]
triggerall = helper(10003),var(8)=0
triggerall = p2statetype !=L
triggerall = p2bodydist y=[-55,75] 
triggerall = (fvar(15) = [-10,75])
triggerall = vel y >0 || p2statetype=A 
trigger1 =( ctrl|| stateno=57) && var(34)<=0
trigger2 = stateno=600&&movecontact&& var(34)<=0
trigger3 = var(34)=605 && !var(35)&& (ctrl||stateno=[20,101])
trigger4 = var(34)=605 && var(35)

;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 610
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
Triggerall = (Random <=(400*(AILevel**2/64.0)))|| var(34)>0&&AIlevel>6
triggerall = p2statetype !=L
triggerall = AIlevel <5 || p2stateno!=[5200,5299]
triggerall = stateno!=56
triggerall = helper(10003),var(8)=0
triggerall =p2bodydist y=[-95,cond(p2statetype=C,55,85)]
triggerall = vel y >-2 || p2statetype=A  ||var(34)>0
triggerall = (fvar(15) = [-cond(p2statetype=A,8,-10),cond(p2statetype=A,75,45)])
triggerall = stateno!=610
trigger1 =( ctrl|| stateno=57) && var(34)<=0 && prevstateno!=45
trigger2 = stateno=600&&movecontact&& var(34)<=0
trigger3 = stateno=605&&movecontact&& var(34)<=0
trigger4 = var(34)=610 && !var(35)&& (ctrl||stateno=[20,101])
trigger5 = var(34)=610 && var(35)
;---------------------------------------------------------------------------
;Stand Strong Punch  2
[State -1, Stand strong Punch2]
type = ChangeState
value = 611
Triggerall = (RoundState = 2) && (AILevel>0)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
Triggerall = (StateType = A)
triggerall = stateno != [800,3999]
triggerall = AIlevel <5 || p2stateno!=[5200,5299]
Triggerall = (Random <=(400*(AILevel**2/64.0)))|| var(34)>0&&AIlevel>6
triggerall = p2statetype !=L || p2stateno=5120
triggerall = stateno!=56&&stateno!=45
triggerall = helper(10003),var(8)=0
triggerall =p2bodydist y=[-55,90]
triggerall = (fvar(15) = [-25,45])
trigger1 = ( ctrl|| stateno=57) && var(34)<=0 && p2statetype=A && p2bodydist y >0
trigger2= var(34)=611 && !var(35)&& (ctrl||stateno=[20,101])
trigger3 = var(34)=611 && var(35)
trigger4 = stateno=610&&movecontact&& var(34)<=0 && (vel y <0 || var(6) && pos y <-60) && fvar(15)<20 && p2bodydist y >-0
;-----------------------------------------------------------------------
[State -1, EX Falcon punchAI]
type = ChangeState
value = 1001
triggerall = AILevel>0
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L) && p2stateno!=5120
triggerall = ((fvar(15) = [-15,cond(p2statetype=A,35,20)]) )
triggerall = stateno !=[800,899]
triggerall =p2bodydist y =[-cond(enemy,vel y >0||movehit,125,95),0]
Triggerall = (Random <=(450*(AILevel**2/64.0)))|| var(34)>0&&AIlevel>6
triggerall = movetype!=H
triggerall = p2statetype=A || movehit
triggerall = AIlevel <5 || p2stateno!=[5200,5299]
triggerall = helper(10003),var(8)=0
triggerall = statetype!=A&& p2movetype!=A
triggerall = p2stateno!=[833,834]
trigger1 = (ctrl||(stateno=[11,20])||stateno=100) && var(34)<=0&&(helper(10003),var(10)=0&& helper(10003),var(11)=0)
trigger2 = var(34)=1001 && !var(35)&& (ctrl||stateno=[11,101])
trigger3 = var(34)=1001 && var(35)
trigger4 = stateno=410&&movehit&& var(34)<=0&& enemy,backedgebodydist <40
trigger5 = stateno=210&&movehit&& var(34)<=0 && enemy,backedgebodydist <40
;-----------------------------------------------------------------------
[State -1, EX Falcon punchAI]
type = ChangeState
value = 1005
triggerall = AILevel>0
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = (fvar(15) = [-8,cond((p2stateno=[1025,1028]),85,70)] )
triggerall = stateno !=[800,899]
Triggerall = (Random <=(450*(AILevel**2/64.0)))|| var(34)>0&&AIlevel>6
triggerall = movetype!=H
triggerall = stateno!=[1000,1050]
triggerall = helper(10003),var(8)=0
triggerall = statetype!=A&& p2movetype!=A&& (p2bodydist y =[-cond(p2movetype=H&&enemy,vel y>0,95,65),0])
trigger1 =(ctrl||stateno=20||stateno=100)&& (fvar(15)=[35,75])  && (enemy,vel x >0 ||p2movetype=I)&&random <199 && var(34)<=0&&(helper(10003),var(3)=0)
trigger2 = stateno=410&&movehit &&(Random <=50*AIlevel) && var(34)<=0
trigger3 = stateno=210&&movehit&&(Random <=62*AIlevel)&& var(34)<=0
trigger4 = var(34)=1005 && !var(35)&& (ctrl||stateno=[20,101])
trigger5 = var(34)=1005 && var(35)
;----------------------------------------------------------------------------
[State -1, Falcon kickAI]
type = ChangeState
value = 1050
triggerall = AILevel>0 
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L||((p2stateno=[833,834])||(p2stateno=[1051,1052])||(p2stateno=[30003,30005])))
triggerall = ((fvar(15) = [cond(movehit,0,120),165])&&statetype!=A)||((fvar(15) = [-45,155])&&statetype=A&&(p2statetype=A||p2statetype=L||p2stateno=1035))
triggerall = stateno !=[800,899]
triggerall = ((movehit||p2bodydist y =[-35,0])&&statetype!=A)||((p2bodydist y=[-25,300])&& statetype=A)
triggerall = movetype!=H&&(helper(10003),var(10)=0&& helper(10003),var(11)=0)
triggerall= !numtarget(999)&& stateno!=1005
Triggerall = (Random <=(450*(AILevel**2/64.0)))|| var(34)>0&&AIlevel>6
triggerall = stateno!=[55,56]
triggerall = stateno!=40
triggerall = p2statetype!=L || statetype=A
triggerall = stateno!=[1010,1050]
triggerall = stateno!=[3000,3065]
triggerall = helper(10003),var(8)=0
triggerall = pos y <-15  || ((p2stateno=[833,834])||(p2stateno=[1051,1052])||(p2stateno=[30003,30005]))||statetype!=A
triggerall = p2stateno!=[1025,1029]
trigger1 = (ctrl||stateno=20||stateno=100) &&Random <=199 && (p2statetype!=L&&fvar(15)>125||(statetype=A&&(p2stateno=[833,834])||(p2stateno=[1051,1052])||(p2stateno=[30003,30005])))&& var(34)<=0
trigger2 = stateno=211&&movehit && var(34)<=0
trigger3 = stateno=610&&movecontact && var(34)<=0
trigger4 =(p2stateno=[833,834]) && ((statetype=A&& ctrl)||stateno=57)  && fvar(15) <140&& var(34)<=0
trigger5 =(p2stateno=[1051,1052]) && ((statetype=A&& ctrl)||stateno=57)  && fvar(15) <140&& var(34)<=0
trigger6 =(p2stateno=[30003,30005]) && ((statetype=A&& ctrl)||stateno=57)  && fvar(15) <140&& var(34)<=0
trigger7 = var(34)=1050 && !var(35)&& (ctrl||stateno=[20,101])
trigger8 = var(34)=1050 && var(35)
;-----------------------------------------------------------------------
[State -1, Falcon punchAI]
type = ChangeState
value = 1000
triggerall = AILevel>0
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (p2statetype!=L)
triggerall = ((fvar(15) = [cond(p2movetype=H&&numtarget,-18,45),95]) && statetype!=A)||((fvar(15) =[0,105])&& statetype=A)
triggerall = stateno !=[800,899]
triggerall = (p2bodydist y =[-cond(movehit,140,85),60])
triggerall = movetype!=H&&(helper(10003),var(10)=0&& helper(10003),var(11)=0)
triggerall = p2stateno!=[1025,1052]
triggerall = stateno!=[1010,1050]
triggerall = stateno!=55 &&stateno!=40
Triggerall = (Random <=(450*(AILevel**2/64.0)))|| var(34)>0&&AIlevel>6
trigger1 = (ctrl||stateno=20||stateno=100) &&Random <=199&&var(34)<=0 && p2movetype=H && fvar(15)>70
trigger2= (p2stateno=[120,150]) && ctrl&&Random <=129
trigger3= stateno=56 && p2movetype=H  && (time=[0,24])
trigger4 = var(34)=1000 && !var(35)&& (ctrl||stateno=[20,101])
trigger5 = var(34)=1000 && var(35)
trigger6 = stateno=1001&&movehit &&(Random <=62*AIlevel)&& var(34)<=0 &&hitcount=2&& (time>24 || var(21)>0)
;--------------------------------------------------------------------
[State -1, Rapter BoostAI]
type = ChangeState
value = 1010
triggerall = AILevel>0
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = movecontact||(p2statetype!=A&&fvar(15) =[55,145]) ||p2statetype=A &&fvar(15) = [-15,165]
triggerall = stateno !=[800,899]
triggerall = stateno!=1010
triggerall = stateno!=[3000,3065]
triggerall = stateno!=1000
triggerall = ((statetype=A&&p2bodydist y =[-10,-(enemy,const(size.mid.pos.y)+20)])||statetype!=A&&p2bodydist y =[-95,0]) && (enemy,vel y >=0||p2movetype=H&&p2stateno=[1025,1048]) || movehit
triggerall = movetype!=H
triggerall = helper(10003),var(8)=0
triggerall= !numtarget(998)||var(34)<=0
Triggerall = (Random <=(550*(AILevel**2/64.0)))|| var(34)>0&&AIlevel>6
triggerall = statetype!=A|| pos y <-15
triggerall = p2stateno!=[1025,1028]
triggerall = p2stateno!=[1040,1045]
trigger1 = (ctrl||stateno=20||stateno=100||stateno=57)&&Random <=199 && (statetype=A&&p2statetype=C&&p2movetype!=H||p2movetype=A)&&var(34)<=0
trigger2 = (stateno=410||stateno=210||stateno=211&&p2statetype!=A||(stateno=205||stateno=405)&&fvar(15)>50||stateno=610&&numexplod(610)>1||stateno=611&&(time>22||AIlevel<5))&&movecontact &&(var(34)<=0)
trigger3 = var(34)=1010 && !var(35)&& (ctrl||stateno=[20,101])
trigger4 = var(34)=1010 && var(35)
;-------------------------------------------------
[state -1, AI jump]
type = changestate
triggerall = stateno!=40
triggerall = statetype!=A && var(32)=0
triggerall = roundstate = 2
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall =random < (999 * (AIlevel ** 2 / 64.0))
triggerall = AILevel>0
triggerall = stateno!=[3000,3055]
trigger1= helper(10003),var(30)=1 &&(ctrl || stateno=20 || stateno=100|| movehit&&stateno=1010 && animelemtime(5)>9&&var(2)<2)
value = 40
[State -1, AISuper Jump]
type = ChangeState
value = 55
triggerall = roundstate = 2
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = AILevel>0
triggerall = statetype != A
triggerall = random < 22||( var(2)=2 && movehit&&stateno=1010)
triggerall = p2bodydist y < -104||( var(2)=2 && movehit&&stateno=1010)
trigger1= var(2)=2 && movehit&&stateno=1010
;[State -1, AISuper Jump]
;type = ChangeState
;value = 45
;triggerall = roundstate = 2
;triggerall = !IsHelper(10006) ;Always add this as well!
;triggerall = numhelper(10006)
;triggerall= var(6)=0
;triggerall = AILevel>0
;triggerall = random < (650 * (AIlevel ** 2 / 64.0)) || var(34)>0&&AIlevel>6
;trigger1= movehit&&stateno=610 && p2statetype=A && var(34)<=0 && vel y <0
;trigger2= var(34)=45 && var(35)
[State -1, AI run]
type=changestate
value=100
triggerall = roundstate = 2
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall=AILevel>0 && statetype!=A 
triggerall = (stateno!=[100,105])
triggerall = fvar(21) =[-180,15]
triggerall = p2stateno!=834 || fvar(15) >100 || var(34)>0
trigger1= p2movetype!=A && (fvar(15)=[110,788])&& (Random <=25*AIlevel)&& (ctrl || stateno=20) && var(34)<=0
trigger2= p2movetype=H && p2statetype=A && fvar(15)>75&& (Random <=50*AIlevel)&& (ctrl || stateno=20) 
trigger3= (p2stateno=[1029,1030]) && fvar(15) >80&& (ctrl||stateno=20) && var(34)<=0
trigger4= fvar(15) >60 && (ctrl||stateno=20)&& var(34)>0
trigger5=  fvar(15) >40 && (ctrl||stateno=20) && var(34)>0 && var(34)!=[1010,1011]

[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = p2stateno!=834 || fvar(15) >100
triggerall=AILevel>0 && statetype=S && ctrl && (Random <=31*AIlevel)
triggerall = p2movetype!=H
triggerall=p2statetype!=L
trigger1= (stateno!=[20,105]) && p2movetype!=A && (fvar(15)=[20,109])

[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall = AILevel>0
triggerall = stateno !=105
triggerall = statetype != A
triggerall = random < 30*AIlevel
triggerall = backedgebodydist >30
triggerall = roundstate = 2
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall =var(34)<=0
trigger1 = ( p2movetype = A||fvar(15)<20&&p2stateno=[5200,5210]) && (fvar(15)=[-99,100])&& (ctrl || stateno=20)
trigger2 = p2movetype=A && prevstateno=140 && (ctrl || stateno=20)
;===========================================================================
[State -1, Falcon Overdrive]
type = ChangeState
value = 3060
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall =  (helper(10006), Var(59)&(2**18)) > 0
triggerall =  (helper(10006), var(0)&2064) >0
triggerall = statetype !=A
triggerall = power >=1000
triggerall = AILevel=0
triggerall = numenemy=1
Triggerall = (RoundState = 2)
triggerall= var(57)>0
triggerall =p2life <=var(9)
trigger1 = ctrl ||stateno=40||stateno=52 ||stateno=55

;-----------------------------------------------------------------------------
[State -1, Rapter Drive]
type = ChangeState
value = 3050
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall =  (helper(10006), Var(59)&(2**14)) > 0
triggerall =  (helper(10006), var(0)&516) >0
triggerall = statetype !=A
triggerall = power >=500
triggerall = AILevel=0
Triggerall = (RoundState = 2)
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8=stateno=211&&movecontact
trigger9=stateno=1001&&movecontact
trigger10=stateno=1005&&movecontact
;---------------------------------------------------------------------------
[State -1, Falcon Dive]
type = ChangeState
value = 3000
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall =  (helper(10006), Var(59)&(2**10)) > 0
triggerall =  (helper(10006), var(0)&258) >0
triggerall = power >=500
triggerall = AILevel=0
Triggerall = (RoundState = 2)
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8= stateno=211&&movecontact
trigger9 = stateno=600&&movecontact
trigger10 = stateno=605&&movecontact
trigger11 = stateno=610&&movecontact
trigger12=stateno=1001&&movecontact
trigger13=stateno=1005&&movecontact
;---------------------------------------------------------------------------

[State -1, Rapter Boost]
type = ChangeState
value = 1010
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006),  Var(59)&(2**4)) > 0
triggerall =  (helper(10006), var(0)&516) > 0 ||  (helper(10006), var(0)&258) > 0||((helper(10006), var(0)&2064) > 0&&power>=250)
;triggerall = statetype !=A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8 = stateno=211 && movecontact
trigger9 = stateno=1001 && movecontact
trigger10= stateno=1005 && movecontact
trigger11= (stateno=600||stateno=605||stateno=610||stateno=611)&& movecontact
trigger12 = stateno=1005|| stateno=[200,410]
trigger12 = time<3
;---------------------------------------------------------------------------
;Run Fwd
;ƒ_ƒbƒVƒ…
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = AILevel=0
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
trigger1 =  (helper(10006), Var(59)&(2**30)) > 0
trigger1 = statetype = S
trigger1 = ctrl
;trigger2= anim=1000 && movehit && animelemtime(8)>0&&animelemtime(9)<0&&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
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
trigger1 =  (helper(10006), Var(59)&-2147483648) = -2147483648
trigger1 = statetype = S
trigger1 = ctrl
[State -1, SUPAH JAWMP]
type = ChangeState
value = 55
triggerall = AILevel=0

trigger1 = command = "SJ"
trigger1 = statetype = S
trigger1 = ctrl
trigger2= var(2)=2 && command="holdup" && movehit&&stateno=1010
;[State -1, SUPAH JAWMP]
;type = ChangeState
;value = 45
;triggerall = AILevel =0
;triggerall = stateno!=45
;triggerall= var(6)=0
;trigger1= (stateno=610) && movecontact &&command = "holdup" && statetype=A
[State -1, SUPAH JAWMP]
type = ChangeState
value = 40
triggerall = AILevel=0
trigger1 = command = "holdup"
trigger1 = statetype = S
trigger1 = ctrl
trigger2= var(2)!=2 && command="holdup" && movehit&&stateno=1010 && animelemtime(5)>9
;---------------------------------------------------------------------------
;Kung Fu Throw
;“Š‚°
[State -1, Throw]
type = ChangeState
value = ifelse(statetype=A,830,800)
triggerall = AILevel=0
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall =((helper(10006), var(0)&258) > 0 && (helper(10006), var(0)&516) > 0) || ((helper(10006), var(0)&4128) > 0)
triggerall = stateno != 100&& var(6)=0
triggerall = fvar(15) < 35
triggerall = command="holdfwd"||command="holdback"
triggerall = (((p2statetype = S) || (p2statetype = C)) && statetype!=A)||(statetype=A&&p2statetype=A)
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8=stateno=600&&movecontact
trigger9=stateno=605&&movecontact
trigger10=stateno=610&&movecontact

;---------------------------------------------------------------------------
[State -1,EX Falcon Punch]
type = ChangeState
value = 1001
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&2064) > 0 && command="holdback"
triggerall = AILevel=0
Triggerall = (RoundState = 2)
triggerall =statetype!=A
trigger1 = ctrl ||((stateno=[150,155])&&power>=500&&statetype!=A)
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8 = stateno=600&&movecontact
trigger9 = stateno=605&&movecontact
trigger10 = stateno=610&&movecontact
trigger11 = stateno=211&&movecontact
[State -1,EX Falcon Punch]
type = ChangeState
value = 1005
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&2064) > 0 && command="holdfwd"
triggerall = AILevel=0
triggerall =statetype!=A
trigger1 = ctrl ||((stateno=[150,155])&&power>=500&&statetype!=A)
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8 = stateno=600&&movecontact
trigger9 = stateno=605&&movecontact
trigger10 = stateno=610&&movecontact
trigger11 = stateno=211&&movecontact
[State -1, Falcon kick]
type = ChangeState
value = 1050
triggerall = AILevel=0
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&2064) > 0
triggerall = command = "holddown"
;triggerall = command != "holdfwd"
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8 = stateno=600&&movecontact
trigger9 = stateno=605&&movecontact
trigger10 = stateno=610&&movecontact
trigger11 = stateno=1001 && movecontact
trigger12= stateno=1005 && movecontact
trigger13 = stateno=211&&movecontact
[State -1, Falcon punch]
type = ChangeState
value = 1000
triggerall = AILevel=0
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&2064) > 0

;triggerall = command != "holddown"
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=205&&movecontact
trigger4 = stateno=210&&movecontact
trigger5 = stateno=400&&movecontact
trigger6 = stateno=405&&movecontact
trigger7 = stateno=410&&movecontact
trigger8 = stateno=600&&movecontact
trigger9 = stateno=605&&movecontact
trigger10 = stateno=610&&movecontact
trigger11 = stateno=1001 && movecontact
trigger12= stateno=1005 && movecontact
trigger13 = stateno=211&&movecontact



[State -1,Nope]
type = ChangeState
value = 700
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = helper(10006),var(30) > 0
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 = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&129) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=400&&movecontact
;---------------------------------------------------------------------------
;Stand Light Kick
;—§‚¿ŽãƒLƒbƒN
[State -1, Stand Light Kick]
type = ChangeState
value = 205
triggerall = AILevel=0
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&258) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=200&&movecontact
trigger3 = stateno=400&&movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = AILevel=0
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&516) > 0
triggerall = command = "holdfwd"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
trigger3 = stateno=405&&movecontact
trigger4 = stateno=200&&movecontact
trigger5 = stateno=205&&movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;—§‚¿‹­ƒpƒ“ƒ`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = AILevel=0
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&516) > 0
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
trigger3 = stateno=405&&movecontact
trigger4 = stateno=200&&movecontact
trigger5 = stateno=205&&movecontact



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

;---------------------------------------------------------------------------
;Crouching Light Punch
;‚µ‚á‚ª‚ÝŽãƒpƒ“ƒ`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = AILevel=0
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&129) > 0
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
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 = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall =(helper(10006), var(0)&258) > 0
triggerall = command = "holddown"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
trigger3= stateno=200&&movecontact

;---------------------------------------------------------------------------
;Crouching Strong Punch
;‚µ‚á‚ª‚Ý‹­ƒpƒ“ƒ`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall =(helper(10006), var(0)&516) > 0
triggerall = command = "holddown"
triggerall = statetype != A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=400&&movecontact
trigger3 = stateno=405&&movecontact
trigger4 = stateno=200&&movecontact
trigger5 = stateno=205&&movecontact

;---------------------------------------------------------------------------
;Jump Light Punch
;‹ó’†Žãƒpƒ“ƒ`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&129) > 0
triggerall = statetype = A&& var(6)=0
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 605
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&258) > 0
triggerall = statetype = A && var(6)=0
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 611
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&516) > 0 && command="holddown"
triggerall = statetype = A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=605&&movecontact
trigger4 = stateno=610&&movecontact
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
Triggerall = (RoundState = 2)
triggerall = !IsHelper(10006) ;Always add this as well!
triggerall = numhelper(10006)
triggerall = (helper(10006), var(0)&516) > 0
triggerall = statetype = A
triggerall = AILevel=0
trigger1 = ctrl
trigger2 = stateno=600&&movecontact
trigger3 = stateno=605&&movecontact

