;===================================================================== 
;  CMD File For "Mai"	                                Made By H"
;=====================================================================

;=====================================================================
; Definition of the Commands
;=====================================================================
;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 15

command.buffer.time = 0

;-| Super Motions |---------------------------------------------------
[Command]
name = "Super Deadly Ninja Bees_Lv.1"
command = ~D, B, D, F, a
time = 26

[Command]
name = "Super Deadly Ninja Bees_Lv.2"
command = ~D, B, D, F, b
time = 26

[Command]
name = "Super Deadly Ninja Bees_Lv.3"
command = ~D, B, D, F, c
time = 26

[Command]
name = "Super Deadly Ninja Bees"
command = ~D, B, D, F, a
time = 26

[Command]
name = "Super Deadly Ninja Bees"
command = ~D, B, D, F, b
time = 26

[Command]
name = "Super Deadly Ninja Bees"
command = ~D, B, D, F, c
time = 26

[Command]
name = "Super Deadly Ninja Bees_Lv.1"
command = ~D, B, D, F, ~a
time = 26

[Command]
name = "Super Deadly Ninja Bees_Lv.2"
command = ~D, B, D, F, ~b
time = 26

[Command]
name = "Super Deadly Ninja Bees_Lv.3"
command = ~D, B, D, F, ~c
time = 26

[Command]
name = "Super Deadly Ninja Bees"
command = ~D, B, D, F, ~a
time = 26

[Command]
name = "Super Deadly Ninja Bees"
command = ~D, B, D, F, ~b
time = 26

[Command]
name = "Super Deadly Ninja Bees"
command = ~D, B, D, F, ~c
time = 26

[Command]
name = "Crimson Firebird Diver_Lv.1"
command = ~D, DB, B, D, DB, x
time = 25

[Command]
name = "Crimson Firebird Diver_Lv.2"
command = ~D, DB, B, D, DB, y
time = 25

[Command]
name = "Crimson Firebird Diver_Lv.3"
command = ~D, DB, B, D, DB, z
time = 25

[Command]
name = "Crimson Firebird Diver"
command = ~D, DB, B, D, DB, x
time = 25

[Command]
name = "Crimson Firebird Diver"
command = ~D, DB, B, D, DB, y
time = 25

[Command]
name = "Crimson Firebird Diver"
command = ~D, DB, B, D, DB, z
time = 25

[Command]
name = "Crimson Firebird Diver_Lv.1"
command = ~D, DB, B, D, DB, ~x
time = 25

[Command]
name = "Crimson Firebird Diver_Lv.2"
command = ~D, DB, B, D, DB, ~y
time = 25

[Command]
name = "Crimson Firebird Diver_Lv.3"
command = ~D, DB, B, D, DB, ~z
time = 25

[Command]
name = "Crimson Firebird Diver"
command = ~D, DB, B, D, DB, ~x
time = 25

[Command]
name = "Crimson Firebird Diver"
command = ~D, DB, B, D, DB, ~y
time = 25

[Command]
name = "Crimson Firebird Diver"
command = ~D, DB, B, D, DB, ~z
time = 25

[Command]
name = "Swan's Fandango_Lv.1"
command = ~D, DF, F, D, DF, x
time = 25

[Command]
name = "Swan's Fandango_Lv.2"
command = ~D, DF, F, D, DF, y
time = 25

[Command]
name = "Swan's Fandango_Lv.3"
command = ~D, DF, F, D, DF, z
time = 25

[Command]
name = "Swan's Fandango"
command = ~D, DF, F, D, DF, x
time = 25

[Command]
name = "Swan's Fandango"
command = ~D, DF, F, D, DF, y
time = 25

[Command]
name = "Swan's Fandango"
command = ~D, DF, F, D, DF, z
time = 25

[Command]
name = "Swan's Fandango_Lv.1"
command = ~D, DF, F, D, DF, ~x
time = 25

[Command]
name = "Swan's Fandango_Lv.2"
command = ~D, DF, F, D, DF, ~y
time = 25

[Command]
name = "Swan's Fandango_Lv.3"
command = ~D, DF, F, D, DF, ~z
time = 25

[Command]
name = "Swan's Fandango"
command = ~D, DF, F, D, DF, ~x
time = 25

[Command]
name = "Swan's Fandango"
command = ~D, DF, F, D, DF, ~y
time = 25

[Command]
name = "Swan's Fandango"
command = ~D, DF, F, D, DF, ~z
time = 25

;-| Special Motions |-------------------------------------------------
[Command]
name = "Deadly Ninja Bees_a"
command = ~B, DB, D, DF, F, a
time = 30

[Command]
name = "Deadly Ninja Bees_b"
command = ~B, DB, D, DF, F, b
time = 30

[Command]
name = "Deadly Ninja Bees_c"
command = ~B, DB, D, DF, F, c
time = 30

[Command]
name = "Swan's Fandango_Lv.1"
command = ~D, DF, F, D, DF, x
time = 25

[Command]
name = "Swan's Fandango_Lv.2"
command = ~D, DF, F, D, DF, y
time = 25

[Command]
name = "Swan's Fandango_Lv.3"
command = ~D, DF, F, D, DF, z
time = 25

[Command]
name = "Swan's Fandango"
command = ~D, DF, F, D, DF, ~x
time = 25

[Command]
name = "Swan's Fandango"
command = ~D, DF, F, D, DF, ~y
time = 25

[Command]
name = "Swan's Fandango"
command = ~D, DF, F, D, DF, ~z
time = 25

[Command]
name = "Kacho Sen_x"
command = ~D, DF, F, x

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

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

[Command]
name = "Kacho Sen_x"
command = ~D, DF, F, ~x

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

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

[Command]
name = "Ryu En Bu_x"
command = ~D, DB, B, x

[Command]
name = "Ryu En Bu_y"
command = ~D, DB, B, y

[Command]
name = "Ryu En Bu_z"
command = ~D, DB, B, z

[Command]
name = "Ryu En Bu_x"
command = ~D, DB, B, ~x

[Command]
name = "Ryu En Bu_y"
command = ~D, DB, B, ~y

[Command]
name = "Ryu En Bu_z"
command = ~D, DB, B, ~z

[Command]
name = "Flying Squirrel Furiante_x"
command = ~48$D,$U, x
time = 20

[Command]
name = "Flying Squirrel Furiante_y"
command = ~48$D,$U, y
time = 20

[Command]
name = "Flying Squirrel Furiante_z"
command = ~48$D,$U, z
time = 20

[Command]
name = "Flying Squirrel Furiante_x"
command = ~48$D,$U, ~x
time = 20

[Command]
name = "Flying Squirrel Furiante_y"
command = ~48$D,$U, ~y
time = 20

[Command]
name = "Flying Squirrel Furiante_z"
command = ~48$D,$U, ~z
time = 20

[Command]
name = "Burning Mai_a"
command = ~48$D,$U, a
time = 20

[Command]
name = "Burning Mai_b"
command = ~48$D,$U, b
time = 20

[Command]
name = "Burning Mai_c"
command = ~48$D,$U, c
time = 20

[Command]
name = "Burning Mai_a"
command = ~48$D,$U, ~a
time = 20

[Command]
name = "Burning Mai_b"
command = ~48$D,$U, ~b
time = 20

[Command]
name = "Burning Mai_c"
command = ~48$D,$U, ~c
time = 20

[Command]
name = "[Original]Flying Squirrel Furiante_x"
command = ~$D,$U, x
time = 20

[Command]
name = "[Original]Flying Squirrel Furiante_y"
command = ~$D,$U, y
time = 20

[Command]
name = "[Original]Flying Squirrel Furiante_z"
command = ~$D,$U, z
time = 20

[Command]
name = "[Original]Flying Squirrel Furiante_x"
command = ~$D,$U, ~x
time = 20

[Command]
name = "[Original]Flying Squirrel Furiante_y"
command = ~$D,$U, ~y
time = 20

[Command]
name = "[Original]Flying Squirrel Furiante_z"
command = ~$D,$U, ~z
time = 20

[Command]
name = "[Original]Burning Mai_a"
command = ~$D,$U, a
time = 20

[Command]
name = "[Original]Burning Mai_b"
command = ~$D,$U, b
time = 20

[Command]
name = "[Original]Burning Mai_c"
command = ~$D,$U, c
time = 20

[Command]
name = "[Original]Burning Mai_a"
command = ~$D,$U, ~a
time = 20

[Command]
name = "[Original]Burning Mai_b"
command = ~$D,$U, ~b
time = 20

[Command]
name = "[Original]Burning Mai_c"
command = ~$D,$U, ~c
time = 20

;-| 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

;-| 2/3 Button Combination |------------------------------------------
[Command]
name = "recovery_ground"
command = x+y+z
time = 1

[Command]
name = "Pow-MAX"
command = z+c
time = 1

[Command]
name = "recovery";Required (do not remove)
command = a+x
time = 1

;-| Dir + Button |----------------------------------------------------
[Command]
name = "GC_Attack"
command = /F,y+b
time = 1

[Command]
name = "GC_Attack"
command = /B,y+b
time = 1
[Command]
name = "GC_fwd"
command = /F,x+a
time = 1

[Command]
name = "GC_back"
command = /B,x+a
time = 1

[Command]
name = "fwd_c"
command = /F,c
time = 1

[Command]
name = "fwd_z"
command = /F,z
time = 1

[Command]
name = "back_c"
command = /B,c
time = 1

[Command]
name = "back_z"
command = /B,z
time = 1

[Command]
name = "charge1"
command = /c
time = 1

[Command]
name = "charge2"
command = /z
time = 1

[Command]
name = "fwd_b"
command = /F,b
time = 1

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

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

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

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

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

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

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

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

;----------------------------- 方向
[Command]
name = "fwd"
command = F
time = 1

[Command]
name = "downfwd"
command = DF
time = 1

[Command]
name = "down"
command = D
time = 1

[Command]
name = "downback"
command = DB
time = 1

[Command]
name = "back"
command = B
time = 1

[Command]
name = "upback"
command = UB
time = 1

[Command]
name = "up"
command = U
time = 1

[Command]
name = "upfwd"
command = UF
time = 1

[Command]
name = "Not-Neutral"
command = $U
time = 1

[Command]
name = "Not-Neutral"
command = $F
time = 1

[Command]
name = "Not-Neutral"
command = $D
time = 1

[Command]
name = "Not-Neutral"
command = $B
time = 1

;----------------------------- レバガチャ
[Command]
name = "random"
command = x
time = 1

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

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

[Command]
name = "random"
command = a
time = 1

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

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

[Command]
name = "random"
command = F
time = 1

[Command]
name = "random"
command = DF
time = 1

[Command]
name = "random"
command = D
time = 1

[Command]
name = "random"
command = DB
time = 1

[Command]
name = "random"
command = B
time = 1

[Command]
name = "random"
command = UB
time = 1

[Command]
name = "random"
command = U
time = 1

[Command]
name = "random"
command = UF
time = 1

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

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

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

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

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

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

[Command]
name = "hold_s"
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

;------------------------ For KOF Series Only
[Command]
name = "holdupfwd"
command = /UF
time = 1

[Command]
name = "holdupback"
command = /UB
time = 1

;=====================================================================
; State Entry for Commands
;=====================================================================

[Statedef -1]
;=====================================================================
; キャンセル設定
;=====================================================================

;---------------------------------------------------------------------
[State -1,キャンセル設定リセット]
type       = varset
trigger1   = var(22)
var(22)    = 0

;---------------------------------------------------------------------
[State -1,Lv.2スパコンキャンセル]
type = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = Var(30) = 1
trigger1   = ((ProjHitTime(3061)=[1,18])||(ProjHitTime(3062)=[1,18])||(ProjHitTime(3063)=[1,18]))&& StateNo = 3010
trigger2   = ((ProjHitTime(3064)=[1,18])||(ProjHitTime(3065)=[1,18])||(ProjHitTime(3066)=[1,18]))&& StateNo = 3010
trigger3   = ((ProjHitTime(3067)=[1,18])||(ProjHitTime(3068)=[1,18])||(ProjHitTime(3069)=[1,18]))&& StateNo = 3010
trigger4   = (PrevStateNo = 3110 && StateNo = 3105 || StateNo = 3110) && MoveHit && var(36) = 1
trigger5   = (PrevStateNo = 3210 && StateNo = 3205 || StateNo = 3210) && MoveHit && var(36) = 1
var(22)    = -1
ignorehitpause = 1

;------------------------
[State -1,スパコンキャンセル（EXグルーヴ）]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
TriggerAll = var(43)&&floor(var(50)/100000%10)=1 || var(30)=3&&floor(var(52)/100%10)=1 || var(30)=4 && floor(var(52)/10%10)=1 && fvar(8)=-1
triggerall = (StateNo = [1000,1999])|| StateNo = 4505
trigger1   = MoveHit && ((StateNo = [1100,1199]) || (StateNo = [1300,1399]) || (StateNo = [1400,1499]))
trigger2   = (ProjContactTime(1050)=[1,18]) && (StateNo = [1000,1099])
var(22)    = -2
ignorehitpause = 1

;------------------------
[State -1,空振りキャンセル]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = !movecontact
triggerall = time < 4 || var(47)
trigger1   = (StateNo = [200,799])
var(22)    = 1
ignorehitpause = 1

;------------------------
[State -1,必殺技キャンセル]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = MoveContact
trigger1   = StateNo = 205 || StateNo = 210 || StateNo = 225 || StateNo = 235 || StateNo = 245
trigger2   = StateNo = 400 || StateNo = 410 || StateNo = 420 || StateNo = 430 || StateNo = 450
trigger3   = StateNo = 600 || StateNo = 630
trigger4   = StateNo = 4000 && Time < 3
trigger5   = StateNo = 4020
trigger6   = StateNo = 52
trigger7   = (StateNo = [200,699]) && var(43)&&floor(var(50)/1000000%10)=1
var(22)    = 2
ignorehitpause = 1

;------------------------
[State -1,SC・超必キャンセル]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = MoveContact
trigger1   = StateNo = 200 || StateNo = 220 || StateNo = 230 || StateNo = 255
trigger2   = StateNo = 610 || StateNo = 620 || StateNo = 640 || StateNo = 650
var(22)    = 3
ignorehitpause = 1

;------------------------
[State -1,オリジナルコンボ（必殺技）]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
trigger1   = MoveContact && ((StateNo = [1100,1199]) || (StateNo = [1300,1399]) || (StateNo = [1400,1499]))
trigger2   = (ProjContactTime(1050)=[1,18]) && (StateNo = [1000,1099])
var(22)    = 4
ignorehitpause = 1

;------------------------
[State -1,オリジナルコンボ（通常技）]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = var(47)
trigger1   = StateNo = [200,799]
var(22)    = 5
ignorehitpause = 1

;=====================================================================
; スーパーコンボor超必殺技発動条件
;=====================================================================
[State -1,Lv.3発動条件OFF]
type       = VarAdd
triggerall = RoundState = 2
triggerall = floor(var(40)/100%10) = 1
trigger1   = var(30)=1 && Power < 3000
trigger2   = var(30)=3 && Power < 3000
trigger3   = var(30)=4 && (Fvar(8) ^^ (100*life/const(data.life))<=30)
trigger4   = var(30)=5 && (Power >= 1000 ^^ Fvar(8))
trigger5   = var(30)=6 && !Fvar(8)
var(40)    = -100
ignorehitpause = 1

[State -1,Lv.3発動条件ON]
type       = VarAdd
triggerall = RoundState = 2
triggerall = floor(var(40)/100%10) = 0
trigger1   = var(30)=1 && Power >= 3000
trigger2   = var(30)=3 && Power >= 3000
trigger3   = var(30)=4 && (Fvar(8) && (100*life/const(data.life))<=30)
trigger4   = var(30)=5 && Power >= 1000 && Fvar(8)
trigger5   = var(30)=6 && Fvar(8)
var(40)    = 100
ignorehitpause = 1

[State -1,Lv.2発動条件OFF]
type       = VarAdd
triggerall = RoundState = 2
triggerall = floor(var(40)/10%10) = 1
trigger1   = var(30)=1 && Power < 2000
var(40)    = -10
ignorehitpause = 1

[State -1,Lv.2発動条件ON]
type       = VarAdd
triggerall = RoundState = 2
triggerall = floor(var(40)/10%10) = 0
trigger1   = var(30)=1 && Power >= 2000
var(40)    = 10
ignorehitpause = 1

[State -1,Lv.1発動条件OFF]
type       = VarAdd
triggerall = RoundState = 2
triggerall = floor(var(40)%10) = 1
trigger1   = var(30)=1 && Power < 1000
trigger2   = var(30)=2 && !Fvar(8) && Power < 1500
trigger3   = var(30)=4 && (!Fvar(8) && (100*life/const(data.life))>30 || Fvar(8) && (100*life/const(data.life))<=30)
trigger4   = var(30)=5 && (!Fvar(8) && Power < 1000 || Fvar(8) && Power >= 1000)
var(40)    = -1
ignorehitpause = 1

[State -1,Lv.1発動条件ON]
type       = VarAdd
triggerall = RoundState = 2
triggerall = floor(var(40)%10) = 0
trigger1   = var(30)=1 && Power >= 1000
trigger2   = var(30)=2 && (Fvar(8) || Power >= 1500)
trigger3   = var(30)=4 && (Fvar(8) ^^ (100*life/const(data.life))<=30)
trigger4   = var(30)=5 && (Fvar(8) ^^ Power >= 1000)
var(40)    = 1
ignorehitpause = 1

;=====================================================================
; リバーサル
;=====================================================================

;---------------------------------------------------------------------
[State -1,超必殺忍蜂]
type     = varset
trigger1 = !var(0) && Command="Super Deadly Ninja Bees"
var(0)   = IfElse((Command="Super Deadly Ninja Bees_Lv.3"),1300,IfElse((Command="Super Deadly Ninja Bees_Lv.2"),1200,1100))

[State -1,水鳥の舞]
type     = varset
trigger1 = !var(0) && Command="Swan's Fandango"
var(0)   = IfElse((Command="Swan's Fandango_Lv.3"),2300,IfElse((Command="Swan's Fandango_Lv.2"),2200,2100))

[State -1,ムササビの舞]
type     = varset
trigger1 = !var(0) && (Command="Flying Squirrel Furiante_x"||Command="Flying Squirrel Furiante_y"||Command="Flying Squirrel Furiante_z")
var(0)   = IfElse((Command="Flying Squirrel Furiante_z"),13,IfElse((Command="Flying Squirrel Furiante_y"),12,11))

[State -1,陽炎の舞]
type     = varset
trigger1 = !var(0) && (Command="Burning Mai_a"||Command="Burning Mai_b"||Command="Burning Mai_c")
var(0)   = IfElse((Command="Burning Mai_c"),23,IfElse((Command="Burning Mai_b"),22,21))

[State -1,必殺忍蜂]
type     = varset
trigger1 = !var(0) && (Command="Deadly Ninja Bees_a"||Command="Deadly Ninja Bees_b"||Command="Deadly Ninja Bees_c")
var(0)   = IfElse((Command="Deadly Ninja Bees_c"),33,IfElse((Command="Deadly Ninja Bees_b"),32,31))

[State -1,龍炎舞]
type     = varset
trigger1 = !var(0) && (Command="Ryu En Bu_x"||Command="Ryu En Bu_y"||Command="Ryu En Bu_z")
var(0)   = IfElse((Command="Ryu En Bu_z"),43,IfElse((Command="Ryu En Bu_y"),42,41))

[State -1,花蝶扇]
type     = varset
trigger1 = !var(0) && (Command="Kacho Sen_x"||Command="Kacho Sen_y"||Command="Kacho Sen_z")
var(0)   = IfElse((Command="Kacho Sen_z"),53,IfElse((Command="Kacho Sen_y"),52,51))

;---------------------------------------------------------------------
[State -1]
type     = varset
trigger1 = var(0) && !var(1)
var(1)   = 10

[State -1]
type     = varadd
trigger1 = var(1) > 0
var(1)   = -1

[State -1]
type     = varset
trigger1 = var(0) && !var(1)
var(0)   = 0

;=====================================================================
; Super Arts
;=====================================================================

;---------------------------------------------------------------------
[State -1,超必殺忍蜂（LV.3）]
type       = ChangeState
value      =  3120
triggerall = StateType != A && floor(var(40)/100%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = (var(30)=[0,1]) && Command = "Super Deadly Ninja Bees_Lv.3" || (var(30)=[2,6]) && Command = "Super Deadly Ninja Bees"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = (var(30)=[0,1]) && Var(0)=1300 || (var(30)=[2,6]) && Var(0)=[1100,1300]

;---------------------------------------------------------------------
[State -1,超必殺忍蜂（LV.2）]
type       = ChangeState
value      =  3110
triggerall = StateType != A && floor(var(40)/10%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = Command = "Super Deadly Ninja Bees_Lv.3" && floor(var(40)/100%10)=0 || Command = "Super Deadly Ninja Bees_Lv.2"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=1300 && floor(var(40)/100%10)=0 || Var(0)=1200

;---------------------------------------------------------------------
[State -1,超必殺忍蜂（LV.1）]
type       = ChangeState
value      =  3100
triggerall = StateType != A && floor(var(40)%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = Command = "Super Deadly Ninja Bees_Lv.3" && floor(var(40)/100%10)=0 || Command = "Super Deadly Ninja Bees_Lv.2" && floor(var(40)/10%10)=0 || Command = "Super Deadly Ninja Bees_Lv.1"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=1300 && floor(var(40)/100%10)=0 || Var(0)=1200 && floor(var(40)/10%10)=0 || Var(0)=1100

;---------------------------------------------------------------------
[State -1,不知火流奥義　紅朱雀（LV.3）]
type       = ChangeState
value      =  3220
triggerall = StateType = A && Pos Y < -35 && var(32)!= 2 && floor(var(40)/100%10)=1
trigger1   = (Ctrl || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || var(22) = [-2,-1])
trigger1   = (var(30)=[0,1]) && Command = "Crimson Firebird Diver_Lv.3" || (var(30)=[2,6]) && Command = "Crimson Firebird Diver"

;---------------------------------------------------------------------
[State -1,不知火流奥義　紅朱雀（LV.2）]
type       = ChangeState
value      =  3210
triggerall = StateType = A && Pos Y < -35 && var(32)!= 2 && floor(var(40)/10%10)=1
trigger1   = (Ctrl || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || var(22) = [-2,-1])
trigger1   = Command = "Crimson Firebird Diver_Lv.3" && floor(var(40)/100%10)=0 || Command = "Crimson Firebird Diver_Lv.2"

;---------------------------------------------------------------------
[State -1,不知火流奥義　紅朱雀（LV.1）]
type       = ChangeState
value      =  3200
triggerall = StateType = A && Pos Y < -35 && var(32)!= 2 && floor(var(40)%10)=1
trigger1   = (Ctrl || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || var(22) = [-2,-1])
trigger1   = Command = "Crimson Firebird Diver_Lv.3" && floor(var(40)/100%10)=0 || Command = "Crimson Firebird Diver_Lv.2" && floor(var(40)/10%10)=0 || Command = "Crimson Firebird Diver_Lv.1"

;---------------------------------------------------------------------
[State -1,水鳥の舞（LV.3）]
type       = ChangeState
value      = 3020
triggerall = NumProjid(1050)=0
triggerall = NumProjid(3050)=0 && NumProjid(3051)=0 && NumProjid(3052)=0
triggerall = NumProjid(3060)=0 && NumProjid(3061)=0 && NumProjid(3062)=0
triggerall = NumProjid(3070)=0 && NumProjid(3071)=0 && NumProjid(3072)=0
triggerall = StateType != A && floor(var(40)/100%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = (var(30)=[0,1]) && Command = "Swan's Fandango_Lv.3" || (var(30)=[2,6]) && Command = "Swan's Fandango"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = (var(30)=[0,1]) && Var(0)=2300 || (var(30)=[2,6]) && Var(0)=[2100,2300]

;---------------------------------------------------------------------
[State -1,水鳥の舞（LV.2）]
type       = ChangeState
value      = 3010
triggerall = NumProjid(1050)=0
triggerall = NumProjid(3050)=0 && NumProjid(3051)=0 && NumProjid(3052)=0
triggerall = NumProjid(3060)=0 && NumProjid(3061)=0 && NumProjid(3062)=0
triggerall = NumProjid(3070)=0 && NumProjid(3071)=0 && NumProjid(3072)=0
triggerall = StateType != A && floor(var(40)/10%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = Command = "Swan's Fandango_Lv.3" && floor(var(40)/100%10)=0 || Command = "Swan's Fandango_Lv.2"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=2300 && floor(var(40)/100%10)=0 || Var(0)=2200

;---------------------------------------------------------------------
[State -1,水鳥の舞（LV.1）]
type       = ChangeState
value      =  3000
triggerall = NumProjid(1050)=0
triggerall = NumProjid(3050)=0 && NumProjid(3051)=0 && NumProjid(3052)=0
triggerall = NumProjid(3060)=0 && NumProjid(3061)=0 && NumProjid(3062)=0
triggerall = NumProjid(3070)=0 && NumProjid(3071)=0 && NumProjid(3072)=0
triggerall = StateType != A && floor(var(40)%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = Command = "Swan's Fandango_Lv.3" && floor(var(40)/100%10)=0 || Command = "Swan's Fandango_Lv.2" && floor(var(40)/10%10)=0 || Command = "Swan's Fandango_Lv.1"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=2300 && floor(var(40)/100%10)=0 || Var(0)=2200 && floor(var(40)/10%10)=0 || Var(0)=2100

;=====================================================================
; Special Arts
;=====================================================================

;---------------------------------------------------------------------
[State -1,ムササビの舞（地上）・弱]
type       = ChangeState
value      = 1300
triggerall = StateType != A
trigger1   = Ctrl || StateNo=40 || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = (Command = "Flying Squirrel Furiante_x" && !var(47)) || (Command = "[Original]Flying Squirrel Furiante_x" && var(47))
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=11

;---------------------------------------------------------------------
[State -1,ムササビの舞（地上）・中]
type       = ChangeState
value      = 1310
triggerall = StateType != A
trigger1   = Ctrl || StateNo=40 || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = (Command = "Flying Squirrel Furiante_y" && !var(47)) || (Command = "[Original]Flying Squirrel Furiante_y" && var(47))
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=12

;---------------------------------------------------------------------
[State -1,ムササビの舞（地上）・強]
type       = ChangeState
value      = 1320
triggerall = StateType != A
trigger1   = Ctrl || StateNo=40 || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = (Command = "Flying Squirrel Furiante_z" && !var(47)) || (Command = "[Original]Flying Squirrel Furiante_z" && var(47))
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=13

;---------------------------------------------------------------------
[State -1,陽炎の舞・弱]
type       = ChangeState
value      = 1400
triggerall = StateType != A
trigger1   = Ctrl || StateNo=40 || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = (Command = "Burning Mai_a" && !var(47)) || (Command = "[Original]Burning Mai_a" && var(47))
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=21

;---------------------------------------------------------------------
[State -1,陽炎の舞・中]
type       = ChangeState
value      = 1410
triggerall = StateType != A
trigger1   = Ctrl || StateNo=40 || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = (Command = "Burning Mai_b" && !var(47)) || (Command = "[Original]Burning Mai_b" && var(47))
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=22

;---------------------------------------------------------------------
[State -1,陽炎の舞・強]
type       = ChangeState
value      = 1420
triggerall = StateType != A
trigger1   = Ctrl || StateNo=40 || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = (Command = "Burning Mai_c" && !var(47)) || (Command = "[Original]Burning Mai_c" && var(47))
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=23

;---------------------------------------------------------------------
[State -1,必殺忍蜂]
type       = ChangeState
value      = 1200
triggerall = StateType != A
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger1   = Command = "Deadly Ninja Bees_a" || Command = "Deadly Ninja Bees_b" || Command = "Deadly Ninja Bees_c"
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=[31,33]

;---------------------------------------------------------------------
[State -1,ムササビの舞（空中）]
type       = ChangeState
value      = 1350
triggerall = Command = "Ryu En Bu_x" || Command = "Ryu En Bu_y" || Command = "Ryu En Bu_z"
triggerall = StateType = A && Pos Y < -35 && var(32)!= 2
trigger1   = Ctrl || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger2   = var(47) && MoveContact && StateNo = 1200 && AnimElem = 7,>=0

;---------------------------------------------------------------------
[State -1,龍炎舞・弱]
type       = ChangeState
value      = 1100
triggerall = StateType != A
trigger1   = Command = "Ryu En Bu_x"
trigger1   = Ctrl || StateNo=100 && animelemtime(2)>1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=41

;---------------------------------------------------------------------
[State -1,龍炎舞・中]
type       = ChangeState
value      = 1110
triggerall = StateType != A
trigger1   = Command = "Ryu En Bu_y"
trigger1   = Ctrl || StateNo=100 && animelemtime(2)>1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=42

;---------------------------------------------------------------------
[State -1,龍炎舞・強]
type       = ChangeState
value      = 1120
triggerall = StateType != A
trigger1   = Command = "Ryu En Bu_z"
trigger1   = Ctrl || StateNo=100 && animelemtime(2)>1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=43

;---------------------------------------------------------------------
[State -1,花蝶扇・弱]
type       = ChangeState
value      = 1000
triggerall = NumProjid(1050)=0
triggerall = NumProjid(3050)=0 && NumProjid(3051)=0 && NumProjid(3052)=0
triggerall = NumProjid(3060)=0 && NumProjid(3061)=0 && NumProjid(3062)=0
triggerall = NumProjid(3070)=0 && NumProjid(3071)=0 && NumProjid(3072)=0
triggerall = StateType != A
trigger1   = Command = "Kacho Sen_x"
trigger1   = Ctrl || StateNo=100 && animelemtime(2)>1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=51

;---------------------------------------------------------------------
[State -1,花蝶扇・中]
type       = ChangeState
value      = 1010
triggerall = NumProjid(1050)=0
triggerall = NumProjid(3050)=0 && NumProjid(3051)=0 && NumProjid(3052)=0
triggerall = NumProjid(3060)=0 && NumProjid(3061)=0 && NumProjid(3062)=0
triggerall = NumProjid(3070)=0 && NumProjid(3071)=0 && NumProjid(3072)=0
triggerall = StateType != A
trigger1   = Command = "Kacho Sen_y"
trigger1   = Ctrl || StateNo=100 && animelemtime(2)>1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=52

;---------------------------------------------------------------------
[State -1,花蝶扇・強]
type       = ChangeState
value      = 1020
triggerall = NumProjid(1050)=0
triggerall = NumProjid(3050)=0 && NumProjid(3051)=0 && NumProjid(3052)=0
triggerall = NumProjid(3060)=0 && NumProjid(3061)=0 && NumProjid(3062)=0
triggerall = NumProjid(3070)=0 && NumProjid(3071)=0 && NumProjid(3072)=0
triggerall = StateType != A
trigger1   = Command = "Kacho Sen_z"
trigger1   = Ctrl || StateNo=100 && animelemtime(2)>1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
trigger2   = (stateno=5001 || stateno=5011) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = var(0)=53

;=====================================================================
; Basic Animation
;=====================================================================

;---------------------------------------------------------------------
[State -1,ステップ]
type       = ChangeState
value      = 110
triggerall = Command = "FF" && StateType = S && Ctrl
trigger1   = (var(30) = 1 || var(30) = 2 || var(30) = 3) && !var(43)
trigger2   = var(43)&&floor(var(51)%10)=1

;---------------------------------------------------------------------
[State -1,ラン]
type       = ChangeState
value      = 100
triggerall = Command = "FF" && StateType = S && Ctrl && StateNo != 100
trigger1   = (var(30) = 4 || var(30) = 5 || var(30) = 6) && !var(43)
trigger2   = var(43)&&floor(var(51)%10)=2

;---------------------------------------------------------------------
[State -1,バックステップ]
type       = ChangeState
value      = 105
trigger1   = Command = "BB" && StateType = S && Ctrl

;=====================================================================
; Basic Throws
;=====================================================================

;---------------------------------------------------------------------
[State -1,不知火剛臨（Ｐ通常投げ）]
type       = ChangeState
value      = 800
triggerall = StateNo != 100 && StateType = S && (Ctrl ||var(22) = 5)
triggerall = P2MoveType != H && !P2StateType = A
trigger1   = Command = "fwd_z" && P2BodyDist X < 26
trigger2   = Command = "back_z" && P2BodyDist X < 26

;---------------------------------------------------------------------
[State -1,風車崩し（Ｋ通常投げ）]
type       = ChangeState
value      = 850
triggerall = !var(59)
triggerall = StateNo != 100 && StateType = S && (Ctrl ||var(22) = 5)
triggerall = P2MoveType != H && !P2StateType = A
trigger1   = Command = "fwd_c" && P2BodyDist X < 26
trigger2   = Command = "back_c" && P2BodyDist X < 26

;---------------------------------------------------------------------
[State -1,夢桜（空中投げ）]
type       = ChangeState
value      = 900
triggerall = StateNo != 110 && StateType = A && (Ctrl ||var(22) = 5)
triggerall = P2MoveType != H && P2StateType = A && P2BodyDist X < 20
trigger1   = Command = "z"
trigger1   = Command = "holdfwd" || Command = "holdback" || Command = "holddown"

;---------------------------------------------------------------------
; Special Attacks , Moves and so on.
;---------------------------------------------------------------------

;---------------------------------------------------------------------------
;ダウン回避
[State -1]
type = ChangeState
value = 5201
triggerall = Alive && fvar(21) = 0
triggerall = StateNo = 5050 || StateNo = 5071
triggerall = Vel Y > 0 && Pos Y >= 10
triggerall = command = "recovery"
trigger1   = var(30)=2 || var(30)=5 || var(30)=6
trigger2   = var(43)&&floor(var(51)/100000%10)=1
persistent = 0

;---------------------------------------------------------------------
[State -1,回り込み]
type       = ChangeState
value      = 4000
triggerall = Command = "recovery"  && StateType != A && ((Ctrl || Time < 2 && (stateno=[200,799]) || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger1   = (var(30)=1 || var(30)=2 || var(30)=5) && !var(43)
trigger2   = var(43)&&floor(var(51)/10%10)=1
trigger3   = var(43)&&floor(var(51)/10%10)=3 && Command = "holdfwd"

;---------------------------------------------------------------------
[State -1,避け]
type       = ChangeState
value      = 4010
triggerall = Command = "recovery"  && StateType != A && (Ctrl || Time < 2 && (stateno=[200,799]) || StateNo=100 && animelemtime(2) >1 || StateNo=101)
trigger1   = var(30)=4 && !var(43)
trigger2   = var(43)&&floor(var(51)/10%10)=2
trigger3   = var(43)&&floor(var(51)/10%10)=3

;---------------------------------------------------------------------
[State -1,カウンター攻撃（パンチ）]
type       = ChangeState
value      = 4020
triggerall = Command = "x" || Command = "y" || Command = "z"
trigger1   = StateNo = 4010
trigger1   = AnimElem = 3,>1

[State -1,カウンター攻撃（キック）]
type       = ChangeState
value      = 4025
triggerall = Command = "a" || Command = "b" || Command = "c"
trigger1   = StateNo = 4010
trigger1   = Time = [14,23]

;---------------------------------------------------------------------
[State -1,パワー溜め動作]
type       = ChangeState
value      = 4100
TriggerAll = command = "charge1" && command = "charge2" && fvar(8)!
TriggerAll = statetype!= A && (var(30)=6 && fvar(37) <72 || var(30)=4 && fvar(37) <100 || var(30)!=4 && Power < 3000)
TriggerAll   = var(30)=4 || var(43)&&floor(var(50)/10000000%10)=1
Trigger1   = (Ctrl || Time < 2 && (stateno=[200,799]) || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,パワーMAX発動]
type       = ChangeState
value      = 4150
TriggerAll = command = "Pow-MAX"
TriggerAll = statetype!= A && (Ctrl || Time < 2 && (stateno=[200,799]) || StateNo=100 && animelemtime(2) >1 || StateNo=101)
Trigger1   = var(30)=5 && Power >= 1000 && fvar(8)!
Trigger2   = var(30)=4 && floor(var(52)/10%10)=1 && fvar(8)=-1

[State -1,クイックMAX発動]
type       = ChangeState
value      = 4160
TriggerAll = command = "Pow-MAX"
triggerall = var(30)=4 && floor(var(52)/10%10)=1 && fvar(8)=-1
trigger1   = statetype != A && MoveContact
trigger1   = (StateNo = [200,799]) || var(22)=-2 || (StateNo = 150 || StateNo = 152)
ignorehitpause = 1

;---------------------------------------------------------------------
[State -1,オリコン発動（地上）]
type       = ChangeState
value      = 4200
triggerall = command = "Pow-MAX"
triggerall = statetype != A && var(30)=2 && Power >= 3000 && fvar(8)!
trigger1   = (Ctrl || Time < 2 && (stateno=[200,799]) || StateNo=100 && animelemtime(2) >1 || StateNo=101)

[State -1,オリコン発動（空中）]
type       = ChangeState
value      = 4210
triggerall = command = "Pow-MAX"
triggerall = statetype = A && var(30)=2 && Power >= 3000 && fvar(8)!
trigger1   = (Ctrl || Time < 2 && (stateno=[200,799]) || StateNo=100 && animelemtime(2) >1 || StateNo=101)

;---------------------------------------------------------------------
[State -1,ガードキャンセル攻撃]
type       = ChangeState
value      = IfElse(Var(29),14500,4500)
triggerall = Command = "GC_Attack"
triggerall = (StateNo = 150 || StateNo = 152) && StateType != A
trigger1   = (var(30)=1 && Power>=1000) || (var(30)=2 && (Power>=1500||Fvar(8))) || (var(30)=4 && Fvar(8)) || (var(30)=5 && (Power>=1000||Fvar(8)))
trigger2   = var(43)&&floor(var(51)/100%10)=1
trigger2   = (var(30)=3 && Power>=3000) || (var(30)=6 && Fvar(8))

;---------------------------------------------------------------------
[State -1,ガードキャンセル移動]
type       = ChangeState
value      = IfElse((Command = "GC_back"),4520,4510)
triggerall = Command = "GC_fwd" || Command = "GC_back"
triggerall = (StateNo = 150 || StateNo = 152) && StateType != A
trigger1   = (var(30)=1 && Power>=1000) || (var(30)=2 && (Power>=1500||Fvar(8))) || (var(30)=4 && Fvar(8)) || (var(30)=5 && (Power>=1000||Fvar(8)))
trigger2   = var(43)&&floor(var(51)/1000%10)=1
trigger2   = (var(30)=3 && Power>=3000) || (var(30)=6 && Fvar(8))


;=====================================================================
; Dir + Button
;=====================================================================

;---------------------------------------------------------------------
[State -1,天水の舞]
type       = ChangeState
value      = 700
triggerall = Command = "fwd_b" && StateType != A
trigger1   = (Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && (Var(22)=[3,4]))
trigger1   = StateNo != 105
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = (StateNo=[200,205]) || StateNo=210 || (StateNo=[230,235]) || StateNo=400 || StateNo=410 || StateNo=430

;=====================================================================
; Taunts
;=====================================================================

;---------------------------------------------------------------------
[State -1,挑発]
type       = ChangeState
value      = 195
triggerall = command = "start"
trigger1   = StateType = S
trigger1   = Ctrl || StateNo=100 && animelemtime(2)>1 || StateNo=101 || StateNo=52 && Time>=2 || (var(22)=[1,2]) || Var(30)=1&&var(22)=-1 || var(47)&&(var(22)=[3,5]) || var(22)=3&&var(43)&&floor(var(50)%100000)=1
;=====================================================================
; Basic Arts
;=====================================================================

;---------------------------------------------------------------------
[State -1,立ち弱パンチ]
type       = ChangeState
value      = IfElse(P2BodyDist X <= 15,205,200)
triggerall = Command = "x" && !Command = "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = (StateNo = 400 && AnimElem = 4,>= 0)
trigger3   = (StateNo = 430 && AnimElem = 3,>= 0)

;---------------------------------------------------------------------
[State -1,立ち中パンチ]
type       = ChangeState
value      = 210
triggerall = Command = "y" && !Command = "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = (StateNo=[200,205]) || (StateNo=[230,235]) || StateNo=400 || StateNo=430

;---------------------------------------------------------------------
[State -1,立ち強パンチ]
type       = ChangeState
value      = IfElse(P2BodyDist X <= 25,225,220)
triggerall = Command = "z" && !Command = "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = (StateNo=[200,205]) || StateNo=210 || (StateNo=[230,235]) || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=430 || StateNo=440 || StateNo=700

;---------------------------------------------------------------------
[State -1,立ち弱キック]
type       = ChangeState
value      = IfElse(P2BodyDist X <= 15,235,230)
triggerall = Command = "a" && !Command = "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = (StateNo = 400 && AnimElem = 4,>= 0)
trigger3   = (StateNo = 430 && AnimElem = 3,>= 0)
trigger4   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger4   = (StateNo=[200,205]) || StateNo=400

;---------------------------------------------------------------------
[State -1,立ち中キック]
type       = ChangeState
value      = IfElse(P2BodyDist X <= 15,245,240)
triggerall = Command = "b" && !Command = "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = (StateNo=[200,205]) || StateNo=210 || (StateNo=[230,235]) || StateNo=400 || StateNo=410 || StateNo=430

;---------------------------------------------------------------------
[State -1,立ち強キック]
type       = ChangeState
value      = IfElse(P2BodyDist X <= 25,255,250)
triggerall = Command = "c" && !Command = "holddown"
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = (StateNo=[200,205]) || StateNo=210 || (StateNo=[220,225]) || (StateNo=[230,235]) || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=420 || StateNo=430 || StateNo=440 || StateNo=700

;---------------------------------------------------------------------
[State -1,しゃがみ弱パンチ]
type       = ChangeState
value      = 400
triggerall = Command = "x" && Command = "holddown" && StateType != A
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = (StateNo = 400 && AnimElem = 4,>= 0)
trigger3   = (StateNo = 430 && AnimElem = 3,>= 0)

;---------------------------------------------------------------------
[State -1,しゃがみ中パンチ]
type       = ChangeState
value      = 410
triggerall = Command = "y" && Command = "holddown" && StateType != A
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = (StateNo=[200,205]) || (StateNo=[230,235]) || StateNo=400 || StateNo=430

;---------------------------------------------------------------------
[State -1,しゃがみ強パンチ]
type       = ChangeState
value      = 420
triggerall = Command = "z" && Command = "holddown" && StateType != A
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = (StateNo=[200,205]) || StateNo=210 || (StateNo=[230,235]) || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=430 || StateNo=440 || StateNo=700

;---------------------------------------------------------------------
[State -1,しゃがみ弱キック]
type       = ChangeState
value      = 430
triggerall = Command = "a" && Command = "holddown" && StateType != A
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = (StateNo = 400 && AnimElem = 4,>= 0)
trigger3   = (StateNo = 430 && AnimElem = 3,>= 0)
trigger4   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger4   = (StateNo=[200,205]) || StateNo=400

;---------------------------------------------------------------------
[State -1,しゃがみ中キック]
type       = ChangeState
value      = 440
triggerall = Command = "b" && Command = "holddown" && StateType != A
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = (StateNo=[200,205]) || StateNo=210 || (StateNo=[230,235]) || StateNo=400 || StateNo=410 || StateNo=430

;---------------------------------------------------------------------
[State -1,しゃがみ強キック]
type       = ChangeState
value      = 450
triggerall = Command = "c" && Command = "holddown" && StateType != A
trigger1   = StateType != A && ((Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101) || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5)))
trigger2   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger2   = (StateNo=[200,205]) || StateNo=210 || (StateNo=[220,225]) || (StateNo=[230,235]) || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=420 || StateNo=430 || StateNo=440 || StateNo=700

;---------------------------------------------------------------------
[State -1,ジャンプ弱パンチ]
type       = ChangeState
value      = 600
triggerall = Command = "x" && StateType = A
triggerall = StateNo != 105
trigger1   = Ctrl || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5))

;---------------------------------------------------------------------
[State -1,ジャンプ中パンチ]
type       = ChangeState
value      = 610
triggerall = Command = "y" && StateType = A
triggerall = StateNo != 105
trigger1   = Ctrl || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5))
trigger2   = var(43)&&floor(var(50)/10000%10)=1 && MoveContact = 1
trigger2   = StateNo=600 || StateNo=630

;---------------------------------------------------------------------
[State -1,ジャンプ強パンチ]
type       = ChangeState
value      = 620
triggerall = Command = "z" && StateType = A
triggerall = StateNo != 105
trigger1   = Ctrl || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5))
trigger2   = var(43)&&floor(var(50)/10000%10)=1 && MoveContact = 1
trigger2   = StateNo=600 || StateNo=610 || StateNo=630 || StateNo=640

;---------------------------------------------------------------------
[State -1,ジャンプ弱キック]
type       = ChangeState
value      = 630
triggerall = Command = "a" && StateType = A
triggerall = StateNo != 105
trigger1   = Ctrl || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5))
trigger2   = var(43)&&floor(var(50)/10000%10)=1 && MoveContact = 1
trigger2   = StateNo=600

;---------------------------------------------------------------------
[State -1,ジャンプ中キック]
type       = ChangeState
value      = 640
triggerall = Command = "b" && StateType = A
triggerall = StateNo != 105
trigger1   = Ctrl || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5))
trigger2   = var(43)&&floor(var(50)/10000%10)=1 && MoveContact = 1
trigger2   = StateNo=600 || StateNo=610 || StateNo=630

;---------------------------------------------------------------------
[State -1,ジャンプ強キック]
type       = ChangeState
value      = 650
triggerall = Command = "c" && StateType = A
triggerall = StateNo != 105
trigger1   = Ctrl || (var(47) && ((var(22)=[2,4]) || MoveContact && var(22)=5))
trigger2   = var(43)&&floor(var(50)/10000%10)=1 && MoveContact = 1
trigger2   = StateNo=600 || StateNo=610 || StateNo=620 || StateNo=630 || StateNo=640

;---------------------------------------------------------------------------
[State -1,三角跳び]
type       = ChangeState
value      = 53
triggerall = StateNo = 50
triggerall = pos y < -12 && PrevStateNo != 54
trigger1   = command = "holdfwd" && backedgebodydist < 3
trigger2   = command = "holdback" && frontedgebodydist < 3


 
