;===================================================================== 
;  CMD File For "raiden"	                            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 = 1

;-| Super Motions |---------------------------------------------------
[Command]
name = "Destruction Drop_LV.3"
command = F,D,B,U,F,D,B, c
time = 50

[Command]
name = "Destruction Drop_LV.3"
command = D,B,U,F,D,B,U, c
time = 50

[Command]
name = "Destruction Drop_LV.3"
command = B,U,F,D,B,U,F, c
time = 50

[Command]
name = "Destruction Drop_LV.3"
command = U,B,D,F,U,B,D, c
time = 50

[Command]
name = "Destruction Drop_LV.2"
command = F,D,B,U,F,D,B, b
time = 50

[Command]
name = "Destruction Drop_LV.2"
command = D,B,U,F,D,B,U, b
time = 50

[Command]
name = "Destruction Drop_LV.2"
command = B,U,F,D,B,U,F, b
time = 50

[Command]
name = "Destruction Drop_LV.2"
command = U,B,D,F,U,B,D, b
time = 50

[Command]
name = "Destruction Drop_LV.1"
command = F,D,B,U,F,D,B, a
time = 50

[Command]
name = "Destruction Drop_LV.1"
command = D,B,U,F,D,B,U, a
time = 50

[Command]
name = "Destruction Drop_LV.1"
command = B,U,F,D,B,U,F, a
time = 50

[Command]
name = "Destruction Drop_LV.1"
command = U,B,D,F,U,B,D, a
time = 50

[Command]
name = "Destruction Drop"
command = F,D,B,U,F,D,B, c
time = 50

[Command]
name = "Destruction Drop"
command = D,B,U,F,D,B,U, c
time = 50

[Command]
name = "Destruction Drop"
command = B,U,F,D,B,U,F, c
time = 50

[Command]
name = "Destruction Drop"
command = U,B,D,F,U,B,D, c
time = 50

[Command]
name = "Destruction Drop"
command = F,D,B,U,F,D,B, b
time = 50

[Command]
name = "Destruction Drop"
command = D,B,U,F,D,B,U, b
time = 50

[Command]
name = "Destruction Drop"
command = B,U,F,D,B,U,F, b
time = 50

[Command]
name = "Destruction Drop"
command = U,B,D,F,U,B,D, b
time = 50

[Command]
name = "Destruction Drop"
command = F,D,B,U,F,D,B, a
time = 50

[Command]
name = "Destruction Drop"
command = D,B,U,F,D,B,U, a
time = 50

[Command]
name = "Destruction Drop"
command = B,U,F,D,B,U,F, a
time = 50

[Command]
name = "Destruction Drop"
command = U,B,D,F,U,B,D, a
time = 50

[Command]
name = "Destruction Drop_LV.3"
command = F,D,B,U,F,D,B, ~c
time = 50

[Command]
name = "Destruction Drop_LV.3"
command = D,B,U,F,D,B,U, ~c
time = 50

[Command]
name = "Destruction Drop_LV.3"
command = B,U,F,D,B,U,F, ~c
time = 50

[Command]
name = "Destruction Drop_LV.3"
command = U,B,D,F,U,B,D, ~c
time = 50

[Command]
name = "Destruction Drop_LV.2"
command = F,D,B,U,F,D,B, ~b
time = 50

[Command]
name = "Destruction Drop_LV.2"
command = D,B,U,F,D,B,U, ~b
time = 50

[Command]
name = "Destruction Drop_LV.2"
command = B,U,F,D,B,U,F, ~b
time = 50

[Command]
name = "Destruction Drop_LV.2"
command = U,B,D,F,U,B,D, ~b
time = 50

[Command]
name = "Destruction Drop_LV.1"
command = F,D,B,U,F,D,B, ~a
time = 50

[Command]
name = "Destruction Drop_LV.1"
command = D,B,U,F,D,B,U, ~a
time = 50

[Command]
name = "Destruction Drop_LV.1"
command = B,U,F,D,B,U,F, ~a
time = 50

[Command]
name = "Destruction Drop_LV.1"
command = U,B,D,F,U,B,D, ~a
time = 50

[Command]
name = "Destruction Drop"
command = F,D,B,U,F,D,B, ~c
time = 50

[Command]
name = "Destruction Drop"
command = D,B,U,F,D,B,U, ~c
time = 50

[Command]
name = "Destruction Drop"
command = B,U,F,D,B,U,F, ~c
time = 50

[Command]
name = "Destruction Drop"
command = U,B,D,F,U,B,D, ~c
time = 50

[Command]
name = "Destruction Drop"
command = F,D,B,U,F,D,B, ~b
time = 50

[Command]
name = "Destruction Drop"
command = D,B,U,F,D,B,U, ~b
time = 50

[Command]
name = "Destruction Drop"
command = B,U,F,D,B,U,F, ~b
time = 50

[Command]
name = "Destruction Drop"
command = U,B,D,F,U,B,D, ~b
time = 50

[Command]
name = "Destruction Drop"
command = F,D,B,U,F,D,B, ~a
time = 50

[Command]
name = "Destruction Drop"
command = D,B,U,F,D,B,U, ~a
time = 50

[Command]
name = "Destruction Drop"
command = B,U,F,D,B,U,F, ~a
time = 50

[Command]
name = "Destruction Drop"
command = U,B,D,F,U,B,D, ~a
time = 50

[Command]
name = "Fire Breath_LV.3"
command = ~F, D, B, F, D, B, z
time = 32

[Command]
name = "Fire Breath_LV.2"
command = ~F, D, B, F, D, B, y
time = 32

[Command]
name = "Fire Breath_LV.1"
command = ~F, D, B, F, D, B, x
time = 32

[Command]
name = "Fire Breath"
command = ~F, D, B, F, D, B, z
time = 32

[Command]
name = "Fire Breath"
command = ~F, D, B, F, D, B, y
time = 32

[Command]
name = "Fire Breath"
command = ~F, D, B, F, D, B, x
time = 32

[Command]
name = "Fire Breath_LV.3"
command = ~F, D, B, F, D, B, ~z
time = 32

[Command]
name = "Fire Breath_LV.2"
command = ~F, D, B, F, D, B, ~y
time = 32

[Command]
name = "Fire Breath_LV.1"
command = ~F, D, B, F, D, B, ~x
time = 32

[Command]
name = "Fire Breath"
command = ~F, D, B, F, D, B, ~z
time = 32

[Command]
name = "Fire Breath"
command = ~F, D, B, F, D, B, ~y
time = 32

[Command]
name = "Fire Breath"
command = ~F, D, B, F, D, B, ~x
time = 32

[Command]
name = "Crazy Train_LV.3"
command = ~D, DF, F, D, DF, F, z
time = 25

[Command]
name = "Crazy Train_LV.2"
command = ~D, DF, F, D, DF, F, y
time = 25

[Command]
name = "Crazy Train_LV.1"
command = ~D, DF, F, D, DF, F, x
time = 25

[Command]
name = "Crazy Train"
command = ~D, DF, F, D, DF, F, z
time = 25

[Command]
name = "Crazy Train"
command = ~D, DF, F, D, DF, F, y
time = 25

[Command]
name = "Crazy Train"
command = ~D, DF, F, D, DF, F, x
time = 25

[Command]
name = "Crazy Train_LV.3"
command = ~D, DF, F, D, DF, F, ~z
time = 25

[Command]
name = "Crazy Train_LV.2"
command = ~D, DF, F, D, DF, F, ~y
time = 25

[Command]
name = "Crazy Train_LV.1"
command = ~D, DF, F, D, DF, F, ~x
time = 25

[Command]
name = "Crazy Train"
command = ~D, DF, F, D, DF, F, ~z
time = 25

[Command]
name = "Crazy Train"
command = ~D, DF, F, D, DF, F, ~y
time = 25

[Command]
name = "Crazy Train"
command = ~D, DF, F, D, DF, F, ~x
time = 25

;-| Special Motions |-------------------------------------------------
[Command]
name = "Thunder Crush Bomb_a"
command = F,D,B,U, a
time = 30

[Command]
name = "Thunder Crush Bomb_a"
command = D,B,U,F, a
time = 30

[Command]
name = "Thunder Crush Bomb_a"
command = B,U,F,D, a
time = 30

[Command]
name = "Thunder Crush Bomb_a"
command = U,B,D,F, a
time = 30

[Command]
name = "Thunder Crush Bomb_b"
command = F,D,B,U, b
time = 30

[Command]
name = "Thunder Crush Bomb_b"
command = D,B,U,F, b
time = 30

[Command]
name = "Thunder Crush Bomb_b"
command = B,U,F,D, b
time = 30

[Command]
name = "Thunder Crush Bomb_b"
command = U,B,D,F, b
time = 30

[Command]
name = "Thunder Crush Bomb_c"
command = F,D,B,U, c
time = 30

[Command]
name = "Thunder Crush Bomb_c"
command = D,B,U,F, c
time = 30

[Command]
name = "Thunder Crush Bomb_c"
command = B,U,F,D, c
time = 30

[Command]
name = "Thunder Crush Bomb_c"
command = U,B,D,F, c
time = 30

[Command]
name = "Thunder Crush Bomb_a"
command = F,D,B,U, ~a
time = 30

[Command]
name = "Thunder Crush Bomb_a"
command = D,B,U,F, ~a
time = 30

[Command]
name = "Thunder Crush Bomb_a"
command = B,U,F,D, ~a
time = 30

[Command]
name = "Thunder Crush Bomb_a"
command = U,B,D,F, ~a
time = 30

[Command]
name = "Thunder Crush Bomb_b"
command = F,D,B,U, ~b
time = 30

[Command]
name = "Thunder Crush Bomb_b"
command = D,B,U,F, ~b
time = 30

[Command]
name = "Thunder Crush Bomb_b"
command = B,U,F,D, ~b
time = 30

[Command]
name = "Thunder Crush Bomb_b"
command = U,B,D,F, ~b
time = 30

[Command]
name = "Thunder Crush Bomb_c"
command = F,D,B,U, ~c
time = 30

[Command]
name = "Thunder Crush Bomb_c"
command = D,B,U,F, ~c
time = 30

[Command]
name = "Thunder Crush Bomb_c"
command = B,U,F,D, ~c
time = 30

[Command]
name = "Thunder Crush Bomb_c"
command = U,B,D,F, ~c
time = 30

[Command]
name = "Dokugiri_x"
command = ~F, DF, D, DB, B, x
time = 15

[Command]
name = "Dokugiri_y"
command = ~F, DF, D, DB, B, y
time = 15

[Command]
name = "Dokugiri_z"
command = ~F, DF, D, DB, B, z
time = 15

[Command]
name = "Dokugiri_x"
command = ~F, DF, D, DB, B, ~x
time = 15

[Command]
name = "Dokugiri_y"
command = ~F, DF, D, DB, B, ~y
time = 15

[Command]
name = "Dokugiri_z"
command = ~F, DF, D, DB, B, ~z
time = 15

[Command]
name = "Jumping Lariat Drop_x"
command = ~F, D, DF, x

[Command]
name = "Jumping Lariat Drop_y"
command = ~F, D, DF, y

[Command]
name = "Jumping Lariat Drop_z"
command = ~F, D, DF, z

[Command]
name = "Jumping Lariat Drop_x"
command = ~F, D, DF, ~x

[Command]
name = "Jumping Lariat Drop_y"
command = ~F, D, DF, ~y

[Command]
name = "Jumping Lariat Drop_z"
command = ~F, D, DF, ~z

[Command]
name = "Combination Bodyblow_x"
command = ~B, D, DB, x

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

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

[Command]
name = "Combination Bodyblow_x"
command = ~B, D, DB, ~x

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

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

[Command]
name = "Headbutt"
command = ~D, DB, B, x

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

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

[Command]
name = "Headbutt"
command = ~D, DB, B, ~x

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

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

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

[Command]
name = "Front Suplex"
command = ~D, DB, B, b

[Command]
name = "Front Suplex"
command = ~D, DB, B, c

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

[Command]
name = "Front Suplex"
command = ~D, DB, B, ~b

[Command]
name = "Front Suplex"
command = ~D, DB, B, ~c

[Command]
name = "Giant Bomb_x"
command = ~42$B, $F, x
time = 20

[Command]
name = "Giant Bomb_y"
command = ~42$B, $F, y
time = 20

[Command]
name = "Giant Bomb_z"
command = ~42$B, $F, z
time = 20

[Command]
name = "Giant Bomb_x"
command = ~42$B, $F, ~x
time = 20

[Command]
name = "Giant Bomb_y"
command = ~42$B, $F, ~y
time = 20

[Command]
name = "Giant Bomb_z"
command = ~42$B, $F, ~z
time = 20

[Command]
name = "[Original]Giant Bomb_x"
command = ~$B,$F, x
time = 20

[Command]
name = "[Original]Giant Bomb_y"
command = ~$B,$F, y
time = 20

[Command]
name = "[Original]Giant Bomb_z"
command = ~$B,$F, z
time = 20

[Command]
name = "[Original]Giant Bomb_x"
command = ~$B,$F, ~x
time = 20

[Command]
name = "[Original]Giant Bomb_y"
command = ~$B,$F, ~y
time = 20

[Command]
name = "[Original]Giant Bomb_z"
command = ~$B,$F, ~z
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_fwd"
command = /F,x+a
time = 1

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

[Command]
name = "fwd_a"
command = /F,a
time = 1

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

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

[Command]
name = "fwd_x"
command = /F,x
time = 1

[Command]
name = "fwd_y"
command = /F,y
time = 1

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

[Command]
name = "back_a"
command = /B,a
time = 1

[Command]
name = "back_b"
command = /B,b
time = 1

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

[Command]
name = "back_x"
command = /B,x
time = 1

[Command]
name = "back_y"
command = /B,y
time = 1

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

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

[Command]
name = "down_z"
command = /D,z
time = 1

[Command]
name = "downfwd_c"
command = /DF,c
time = 1

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

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

[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 && var(36) = 1
trigger1   = ProjHitTime(3052)=[1,18]
trigger2   = MoveHit && StateNo = 3110
trigger3   = MoveHit && PrevStateNo = 3110 && StateNo = 3105
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 = [1100,1249]) || (StateNo = [1400,1499]) || StateNo = 1505)
trigger2   = ProjHitTime(1000)!=0 && AnimElem = 6,>0 && (StateNo = [1000,1099])
trigger3   = MoveHit && (StateNo = [200,799])
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 = 200 || StateNo = 215 || StateNo = 235
trigger2   = StateNo = 400 || StateNo = 430 || StateNo = 440
trigger3   = StateNo = 4000 && Time < 3
trigger4   = StateNo = 4025
trigger5   = StateNo = 52
trigger6   = (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 = 225 || StateNo = 230 || StateNo = 245
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)
triggerall = var(47)
trigger1   = MoveContact && ((StateNo = [1100,1249]) || (StateNo = [1400,1499]) || StateNo = 1505)
trigger2   = ProjContactTime(1000)!=0 && AnimElem = 6,>0 && (StateNo = [1000,1099])
trigger3   = MoveContact && (StateNo = [200,799])
var(22)    = 4
ignorehitpause = 1

;------------------------
[State -1,オリジナルコンボ(通常）]
type       = varset
triggerall = RoundState = 2
triggerall = !var(22)
triggerall = var(47)
trigger1   = Time > 0 && 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,デストラクションドロップ]
type     = varset
trigger1 = !var(0) && Command="Destruction Drop"
var(0)   = IfElse((Command="Destruction Drop_LV.3"),1300,IfElse((Command="Destruction Drop_LV.2"),1200,1100))

[State -1,ファイアーブレス]
type     = varset
trigger1 = !var(0) && Command="Fire Breath"
var(0)   = IfElse((Command="Fire Breath_LV.3"),2300,IfElse((Command="Fire Breath_LV.2"),2200,2100))

[State -1,クレイジートレイン]
type     = varset
trigger1 = !var(0) && Command="Crazy Train"
var(0)   = IfElse((Command="Crazy Train_LV.3"),3300,IfElse((Command="Crazy Train_LV.2"),3200,3100))

[State -1,サンダークラッシュボム]
type     = varset
trigger1 = !var(0) && (Command="Thunder Crush Bomb_a" || Command="Thunder Crush Bomb_b" || Command="Thunder Crush Bomb_c")
var(0)   = IfElse((Command="Thunder Crush Bomb_c"),13,IfElse((Command="Thunder Crush Bomb_b"),12,11))

[State -1,毒霧]
type     = varset
trigger1 = !var(0) && (Command="Dokugiri_x" || Command="Dokugiri_y" || Command="Dokugiri_z")
var(0)   = IfElse((Command="Dokugiri_z"),23,IfElse((Command="Dokugiri_y"),22,21))

[State -1,ジャンピングネックブリーカードロップ]
type     = varset
trigger1 = !var(0) && (Command="Jumping Lariat Drop_x" || Command="Jumping Lariat Drop_y" || Command="Jumping Lariat Drop_z")
var(0)   = 30

[State -1,コンビネーションブロー]
type     = varset
trigger1 = !var(0) && (Command="Combination Bodyblow_x" || Command="Combination Bodyblow_y" || Command="Combination Bodyblow_z")
var(0)   = IfElse((Command="Combination Bodyblow_z"),43,IfElse((Command="Combination Bodyblow_y"),42,41))

[State -1,ジャイアントボム]
type     = varset
trigger1 = !var(0) && (Command="Giant Bomb_x" || Command="Giant Bomb_y" || Command="Giant Bomb_z")
var(0)   = IfElse((Command="Giant Bomb_z"),53,IfElse((Command="Giant Bomb_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,デストラクションドロップ（LV.3）]
type       = ChangeState
value      = 3220
triggerall = StateType != A && floor(var(40)/100%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=40 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = (var(30)=[0,1]) && Command = "Destruction Drop_LV.3" || (var(30)=[2,6]) && Command = "Destruction Drop"
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,デストラクションドロップ（LV.2）]
type       = ChangeState
value      = 3210
triggerall = StateType != A && floor(var(40)/10%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=40 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = Command = "Destruction Drop_LV.3" && floor(var(40)/100%10)=0 || Command = "Destruction Drop_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,デストラクションドロップ（LV.1）]
type       = ChangeState
value      = 3200
triggerall = StateType != A && floor(var(40)%10)=1
trigger1   = Ctrl || StateNo=100 && animelemtime(2) >1 || StateNo=101 || StateNo=40 || StateNo=52 && Time>=2 || (var(22)=[1,3]) || var(47)&&(var(22)=[4,5]) || (var(22) = [-2,-1])
trigger1   = Command = "Destruction Drop_LV.3" && floor(var(40)/100%10)=0 || Command = "Destruction Drop_LV.2" && floor(var(40)/10%10)=0 || Command = "Destruction Drop_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,ファイアーブレス（LV.3)]
type       = ChangeState
value      = 3020
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 = "Fire Breath_LV.3" || (var(30)=[2,6]) && Command = "Fire Breath"
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,ファイアーブレス（LV.2)]
type       = ChangeState
value      = 3010
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 = "Fire Breath_LV.3" && floor(var(40)/100%10)=0 || Command = "Fire Breath_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,ファイアーブレス（LV.1)]
type       = ChangeState
value      = 3000
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 = "Fire Breath_LV.3" && floor(var(40)/100%10)=0 || Command = "Fire Breath_LV.2" && floor(var(40)/10%10)=0 || Command = "Fire Breath_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

;---------------------------------------------------------------------
[State -1,クレイジートレイン（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 = "Crazy Train_LV.3" || (var(30)=[2,6]) && Command = "Crazy Train"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = (var(30)=[0,1]) && Var(0)=3300 || (var(30)=[2,6]) && Var(0)=[3100,3300]

;---------------------------------------------------------------------
[State -1,クレイジートレイン（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 = "Crazy Train_LV.3" && floor(var(40)/100%10)=0 || Command = "Crazy Train_LV.2"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=3300 && floor(var(40)/100%10)=0 || Var(0)=3200

;---------------------------------------------------------------------
[State -1,クレイジートレイン（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 = "Crazy Train_LV.3" && floor(var(40)/100%10)=0 || Command = "Crazy Train_LV.2" && floor(var(40)/10%10)=0 || Command = "Crazy Train_LV.1"
trigger2   = (stateno=5001 || stateno=5011 || stateno=151 || stateno=153 || stateno=140) && HitOver || stateno=5120 && AnimTime = 0
trigger2   = Var(0)=3300 && floor(var(40)/100%10)=0 || Var(0)=3200 && floor(var(40)/10%10)=0 || Var(0)=3100

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

;---------------------------------------------------------------------
[State -1,サンダークラッシュボム]
type       = ChangeState
value      = 1300
triggerall = StateType != A
trigger1   = Command = "Thunder Crush Bomb_a" || Command = "Thunder Crush Bomb_b" || Command = "Thunder Crush Bomb_c"
trigger1   = Ctrl || StateNo=100 && animelemtime(2)>1 || StateNo=101 || StateNo=40 || 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)=[11,13]

;---------------------------------------------------------------------
[State -1, 毒霧・弱]
type       = ChangeState
value      = 1000
triggerall = StateType != A
trigger1   = Command = "Dokugiri_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)=21

;---------------------------------------------------------------------
[State -1,毒霧・中]
type       = ChangeState
value      = 1010
triggerall = StateType != A
trigger1   = Command = "Dokugiri_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)=22

;---------------------------------------------------------------------
[State -1,毒霧・強]
type       = ChangeState
value      = 1020
triggerall = StateType != A
trigger1   = Command = "Dokugiri_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)=23

;---------------------------------------------------------------------
[State -1,ジャンピングネックブリーカードロップ]
type       = ChangeState
value      = 1600
triggerall = StateType != A
trigger1   = Command = "Jumping Lariat Drop_x" || Command = "Jumping Lariat Drop_y" || Command = "Jumping Lariat Drop_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)=30

;---------------------------------------------------------------------
[State -1,コンビネーションブロー・弱]
type       = ChangeState
value      = 1100
triggerall = StateType != A
trigger1   = Command = "Combination Bodyblow_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,コンビネーションブロー・中]
type       = ChangeState
value      = 1110
triggerall = StateType != A
trigger1   = Command = "Combination Bodyblow_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,コンビネーションブロー・強]
type       = ChangeState
value      = 1120
triggerall = StateType != A
trigger1   = Command = "Combination Bodyblow_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,ヘッドバッド・フロントスープレックス]
type       = ChangeState
value      = IfElse(var(15)=1,1200,1250)
triggerall = var(15)
triggerall = AnimElem = 7,> 0
trigger1   = StateNo = 1100 || StateNo = 1110 || StateNo = 1120

;------------------------
[State -1,ヘッドバッド・フロントスープレックス（先行入力）]
type       = VarSet
var(15)    = IfElse((Command = "Headbutt"),1,2)
triggerall = Command = "Headbutt" || Command = "Front Suplex"
triggerall = Time > 0 && !var(15)
triggerall = AnimElem = 4,> 2
trigger1   = StateNo = 1100 && AnimElem = 7,< 7
trigger2   = StateNo = 1110 && AnimElem = 7,< 8
trigger3   = StateNo = 1120 && AnimElem = 7,< 9

;---------------------------------------------------------------------
[State -1,ジャイアントボム・弱]
type       = ChangeState
value      = 1400
triggerall = StateType != A
trigger1   = (Command = "Giant Bomb_x" && !var(47)) || (Command = "[Original]Giant Bomb_x" && var(47))
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,ジャイアントボム・中]
type       = ChangeState
value      = 1410
triggerall = StateType != A
trigger1   = (Command = "Giant Bomb_y" && !var(47)) || (Command = "[Original]Giant Bomb_y" && var(47))
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,ジャイアントボム・強]
type       = ChangeState
value      = 1420
triggerall = StateType != A
trigger1   = (Command = "Giant Bomb_z" && !var(47)) || (Command = "[Original]Giant Bomb_z" && var(47))
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

;---------------------------------------------------------------------
[State -1,スーパードロップキック・1段階]
type       = ChangeState
value      = 1500
triggerall = (Var(16) = [42,337]) && Var(17) = 0
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

;---------------------------------------------------------------------
[State -1,スーパードロップキック・2段階]
type       = ChangeState
value      = 1510
triggerall = (Var(16) = [337,1011]) && Var(17) =0
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

;---------------------------------------------------------------------
[State -1,スーパードロップキック・3段階]
type       = ChangeState
value      = 1520
triggerall = (Var(16) = [1011,2358]) && Var(17) = 0
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

;---------------------------------------------------------------------
[State -1,スーパードロップキック・4段階]
type       = ChangeState
value      = 1530
triggerall = Var(16) > 2358 && Var(17) = 0
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

;------------------------ ボタン押しフラグ1
[State -1,Varadd(16)]
type       = varadd
var(16)    = 1
trigger1   = var(17)
removeongethit = 1

[State -1,VarSet(16)]
type       = varset
var(16)    = 0
triggerall = !var(17)
trigger1   = !Ctrl && !((var(22)=[1,2]) || (Var(30) = 1 && var(22) = -1))
trigger2   = Var(16) < 42

;=====================================================================
; 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,クラッシャーボム（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 < 55
trigger2   = Command = "back_z" && P2BodyDist X < 20

;---------------------------------------------------------------------
[State -1,ネックハンギングツリー（K通常投げ）]
type       = ChangeState
value      = 850
triggerall = StateNo != 100 && StateType = S && (Ctrl ||var(22) = 5)
triggerall = P2MoveType != H && !P2StateType = A
trigger1   = Command = "fwd_c" && P2BodyDist X < 30
trigger2   = Command = "back_c" && P2BodyDist X < 20

;---------------------------------------------------------------------
; 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 = !Var(59)
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)

;---------------------------------------------------------------------
[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,スタンプキック（3＋C）]
type       = ChangeState
value      = 700
triggerall = Command = "downfwd_c"
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 || (StateNo=[210,215]) || (StateNo=[220,225]) || (StateNo=[230,235]) || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=420 || StateNo=430 || StateNo=440

;---------------------------------------------------------------------
[State -1,フライングボディプレス（斜めジャンプ中↓＋Z）]
type       = ChangeState
value      = 710
triggerall = Command = "down_z" && Vel X != 0
trigger1   = StateType = A && Ctrl
trigger2   = var(43)&&floor(var(50)/10000%10)=1 && MoveContact = 1
trigger2   = StateNo=600 || StateNo=610 || StateNo=630 || StateNo=640

;=====================================================================
; 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      = 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,> 1)

;---------------------------------------------------------------------
[State -1,立ち中パンチ]
type       = ChangeState
value      = IfElse(P2BodyDist X <= 15,215,210)
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 || (StateNo=[230,235]) || StateNo=400 || StateNo=430

;---------------------------------------------------------------------
[State -1,立ち強パンチ]
type       = ChangeState
value      = IfElse(P2BodyDist X <= 44,225,220)
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 || (StateNo=[210,215]) || (StateNo=[230,235]) || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=430 || StateNo=440

;---------------------------------------------------------------------
[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,> 1)
trigger3   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger3   = StateNo=200 || StateNo=400

;---------------------------------------------------------------------
[State -1,立ち中キック]
type       = ChangeState
value      = IfElse(P2BodyDist X <= 20,245,240)
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 || (StateNo=[210,215]) || (StateNo=[230,235]) || StateNo=400 || StateNo=210 || StateNo=430

;---------------------------------------------------------------------
[State -1,立ち強キック]
type       = ChangeState
value      = 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 || (StateNo=[210,215]) || (StateNo=[220,225]) || (StateNo=[230,235]) || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=420 || StateNo=430 || StateNo=440

;---------------------------------------------------------------------
[State -1,しゃがみ弱パンチ]
type       = ChangeState
value      = 400
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,> 1)

;---------------------------------------------------------------------
[State -1,しゃがみ中パンチ]
type       = ChangeState
value      = 410
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 || StateNo=230 || StateNo=400 || StateNo=430

;---------------------------------------------------------------------
[State -1,しゃがみ強パンチ]
type       = ChangeState
value      = 420
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 || (StateNo=[210,215]) || StateNo=230 || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=430 || StateNo=440

;---------------------------------------------------------------------
[State -1,しゃがみ弱キック]
type       = ChangeState
value      = 430
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,> 1)
trigger3   = var(43)&&floor(var(50)/1000%10)=1 && MoveContact = 1
trigger3   = StateNo=200 || StateNo=400

;---------------------------------------------------------------------
[State -1,しゃがみ中キック]
type       = ChangeState
value      = 440
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 || (StateNo=[210,215]) || StateNo=230 || 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"
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 || (StateNo=[210,215]) || (StateNo=[220,225]) || StateNo=230 || (StateNo=[240,245]) || StateNo=400 || StateNo=410 || StateNo=420 || StateNo=430 || StateNo=440

;---------------------------------------------------------------------
[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))

;---------------------------------------------------------------------
[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 || StateNo=710

 
