[Defaults]
command.buffer.time = 2
;
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

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

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

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

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

;-| Hold Button |----------------------------------------------------------
; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these
; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir
; commands at the very top of your CMD list, as demonstrated here.
; In this version of the AI code, these commands are only used by the XOR
; method, and thus are optional.  But there remains a possibility that a
; future version of the helper method might be helped by having these
; commands placed here, and Anim 74140108 would then be used to indicate
; that a partner character has a compatible CMD.

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

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

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

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

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

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

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

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

[Command]
name = "holdp"
command = /x
time = 1
[Command]
name = "holdp"
command = /y
time = 1
[Command]
name = "holdp"
command = /z
time = 1
;-| Super Motions |--------------------------------------------------------
;---------------------------------Ground supers--------------------------
[Command]
name = "SupremeRoll"
command = ~D, DB, B, x+y
time = 20
[Command]
name = "SupremeRoll"
command = ~D, DB, B, x+z
time = 20
[Command]
name = "SupremeRoll"
command = ~D, DB, B, z+y
time = 20

[Command]
name = "hyper2"
command = ~D, DF, F, x+y
time = 20
[Command]
name = "hyper2"
command = ~D, DF, F, x+z
time = 20
[Command]
name = "hyper2"
command = ~D, DF, F, z+y
time = 20

[Command]
name = "hyper3"
command = ~D, DF, F, a+b
time = 20
[Command]
name = "hyper3"
command = ~D, DF, F, b+c
time = 20
[Command]
name = "hyper3"
command = ~D, DF, F, a+c
time = 20

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

;=========================;Special Move 1
[Command]
name = "torb"
command = D, DF, F, y
time = 18

[Command]
name = "torb2"
command = D, DF, F, z
time = 18

[Command]
name = "torb3"
command = D, DF, F, x
time = 18

;=========================;Special Move 2
[Command]
name = "QCB_x"
command = ~D, DB, B, x
[Command]
name = "QCB_y"
command = ~D, DB, B, y
[Command]
name = "QCB_z"
command = ~D, DB, B, z

;=========================;Special Move 3 (currently an air move)
[Command]
name = "echute"
command = D, DB, B, a
time = 18

[Command]
name = "echute"
command = D, DB, B, b
time = 18

[Command]
name = "echute"
command = D, DB, B, c
time = 18

;=========================;Power Sets
[Command]
name = "QCF_a"
command = D, DF, F, a
time = 18

[Command]
name = "QCF_b"
command = D, DF, F, b
time = 18

[Command]
name = "QCF_c"
command = D, DF, F, c
time = 18

;-| Tap |-----------------------------------------------------------
[Command]
name="fwd"
command=F
time=1
[Command]
name="back"
command=B
time=1
[Command]
name="up"
command=U
time=1
[Command]
name="down"
command=D
time=1
;-| 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

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "recoverf"     ;Required (do not remove)
command = F, F
time = 20

[Command]
name = "recoverb"     ;Required (do not remove)
command = B, B
time = 20

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

[Command]
name = "recovery"
command = y+z
time = 1

[Command]
name = "recovery"
command = x+z
time = 1

[Command]
name = "recovery"
command = a+b
time = 1

[Command]
name = "recovery"
command = b+c
time = 1

[Command]
name = "recovery"
command = a+c
time = 1

;Power Set Selection
[Command]
name = "PowerSet1"
command = ~D, D, a
time = 20

[Command]
name = "PowerSet2"
command = ~D, D, b
time = 20

[Command]
name = "PowerSet3"
command = ~D, D, c
time = 20

[Command]
name = "PowerSet4"
command = ~D, D, x
time = 20

[Command]
name = "PowerSet5"
command = ~D, D, y
time =20

[Command]
name = "PowerSet6"
command = ~D, D, z
time = 20

[Command]
name = "PowerSet0"
command = ~D, D, s
time = 20


;-| Dir + Button |---------------------------------------------------------
[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_x"
command = /$D,x
time = 1

[Command]
name = "down_y"
command = /$D,y
time = 1

[Command]
name = "down_z"
command = /$D,z
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 = "up_x"
command = /$U,x
time = 1

[Command]
name = "up_y"
command = /$U,y
time = 1

[Command]
name = "up_z"
command = /$U,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 = "down_a"
command = /$D,a
time = 1

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

[Command]
name = "down_c"
command = /$D,c
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 = "up_a"
command = /$U,a
time = 1

[Command]
name = "up_b"
command = /$U,b
time = 1

[Command]
name = "up_c"
command = /$U,c
time = 1

;---------------------------------------------------------------------------------------------
;Super Jump
[Command]
name = "SJ"
command = $D, $U

[Command]
name = "Super_Jump"
command = ~D, U

[Command]
name="bdx"
command=~B,DB,D,x
time=20
[Command]
name="bdy"
command=~B,DB,D,y
time=20
[Command]
name="bdz"
command=~B,DB,D,z
time=20
[Command]
name="bdx"
command=~B,DB,D,~x
time=20
[Command]
name="bdy"
command=~B,DB,D,~y
time=20
[Command]
name="bdz"
command=~B,DB,D,~z
time=20

[Command]
name="bda"
command=~B,DB,D,a
time=20
[Command]
name="bdb"
command=~B,DB,D,b
time=20
[Command]
name="bdc"
command=~B,DB,D,c
time=20
[Command]
name="bda"
command=~B,DB,D,~a
time=20
[Command]
name="bdb"
command=~B,DB,D,~b
time=20
[Command]
name="bdc"
command=~B,DB,D,~c
time=20

[Command]
name = "guardpush"
command = x+a
time = 5

[Command]
name = "guardpush"
command = y+b
time = 5

[Command]
name = "guardpush"
command = z+c
time = 5

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

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

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

[Statedef -1]

; Hyper 3
[State -1, Hyper3]
type = ChangeState
value = 3200
triggerall = power >= 1000
triggerall = command = "hyper3"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,450])
trigger3 = (stateno = [1000,1999])

; Hyper 2
[State -1, Hyper2]
type = ChangeState
value = 3100
triggerall = power >= 1000
triggerall = command = "hyper2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,450])

; Typhoon Spin (No ar)
[State -1, hyper4]
type = ChangeState
value = 3002
triggerall = power >= 1000
triggerall = command = "SupremeRoll"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,650])

; Typhoon Spin
[State -1,hyper]
type = ChangeState
value = 3000
triggerall = power >= 1000
triggerall = command = "SupremeRoll"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,450])
trigger3 = (stateno = [1000,1999])

;---------------------------------------------------------------------------
[State -1, Special 2 - Buster Change Anim]
type = ChangeState
value = 1800
triggerall = statetype = S && ctrl && (StateType !=A)
trigger1 = command = "PowerSet1"
trigger2 = command = "PowerSet2"
trigger3 = command = "PowerSet3"
trigger4 = command = "PowerSet4"
trigger5 = command = "PowerSet5"
trigger6 = command = "PowerSet6"
trigger7 = command = "PowerSet0"

[State 0, VarSet]
type = null;VarSet
trigger1 = command = "PowerSet0"
v = 16
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = command = "PowerSet1"
v = 16
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = command = "PowerSet2"
v = 16
value = 2

[State 0, VarSet]
type = VarSet
trigger1 = command = "PowerSet3"
v = 16
value = 3

[State 0, VarSet]
type = VarSet
trigger1 = command = "PowerSet4"
v = 16
value = 4

[State 0, VarSet]
type = VarSet
trigger1 = command = "PowerSet5"
v = 16
value = 5

[State 0, VarSet]
type = VarSet
trigger1 = command = "PowerSet6"
v = 16
value = 6

;---------------------------------------------------------------------------
;Special Move 1,Pequeno Tornado para frente
[State -1]
type = ChangeState
value = 1000
triggerall = command = "torb"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,450])

;Special Move 1,Pequeno Tornado para cima
[State -1]
type = ChangeState
value = 1001
triggerall = command = "torb2"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,450])

;Special Move 1,Pequeno Tornado para cima
[State -1]
type = ChangeState
value = 1003
triggerall = command = "torb3"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,450])

;Special Move 1,Pequeno Tornado para frente (no Ar)
[State -1]
type = ChangeState
value = 1005
triggerall = command = "torb"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,650])

;Special Move 1,Pequeno Tornado para cima (no Ar)
[State -1]
type = ChangeState
value = 1006
triggerall = command = "torb2"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,650])

;Special Move 1, Pequeno Tornado para cima  (no Ar)
[State -1]
type = ChangeState
value = 1007
triggerall = command = "torb3"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = (stateno = [600,650])

;Special Move 2, Tornado Spin
[State -1, Tornado Spin]
type = ChangeState
value = 1100
triggerall = numhelper(1100) = 0
triggerall = command = "QCB_x" || command = "QCB_y" || command = "QCB_z"
;triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,650])

;Special Move 3, Especial Chute Aereo
[State -1, Especial Chute Aereo]
type = ChangeState
value = 1600
triggerall = command = "echute"
triggerall = statetype = A
trigger1 = ctrl = 1

;Special Move 3, Especial Chute Aereo
[State -1, Especial Chute Aereo]
type = ChangeState
value = 1610
triggerall = command = "echute"
triggerall = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = [200,450])

;---------------------------------------------------------------------------
;Power Set 6, Air Kick
[State -1, Air Kick]
type = ChangeState
value = 1850
triggerall = var(16) = 6
triggerall = command = "QCF_a" || command = "QCF_b" || command = "QCF_c"
triggerall = statetype != A
trigger1 = ctrl

;Power Set 5, Aspirando Lixo
[State -1, Tornado Spin]
type = ChangeState
value = 1400
triggerall = var(16) = 5
triggerall = (numhelper(1502) = 0) && (numhelper(1503) = 0) && (numhelper(1504) = 0) && (numhelper(1505) = 0) && (numhelper(1506) = 0)
triggerall = command = "QCF_a" || command = "QCF_b" || command = "QCF_c"
triggerall = statetype = S
trigger1 = ctrl = 1

;Power Set 4, Tornado Man
[State -1, Tornado Man]
type = ChangeState
value = 1350
triggerall = var(16) = 4
triggerall = command = "QCF_a" || command = "QCF_b" || command = "QCF_c"
triggerall = statetype != A
trigger1 = ctrl

;Power Set 3, Air Man Typhoon
[State -1]
type = ChangeState
value = 1700
triggerall = var(16) = 3
triggerall = command = "QCF_a" || command = "QCF_b" || command = "QCF_c"
triggerall = statetype != A
trigger1 = ctrl

;Power Set 2, Tornado Push
[State -1, Tornado Push]
type = ChangeState
value = 1200
triggerall = var(16) = 2
triggerall = command = "QCF_a" || command = "QCF_b" || command = "QCF_c"
triggerall = statetype != A
trigger1 = ctrl

;Power Set 1, 4 Tornados
[State -1]
type = ChangeState
value = 1300
triggerall = numhelper (1302) = 0
triggerall = numhelper (1305) = 0
triggerall = var(16) = 1
triggerall = command = "QCF_a"
triggerall = statetype != A
trigger1 = ctrl

;Power Set 1, 6 Tornados
[State -1]
type = ChangeState
value = 1303
triggerall = numhelper (1302) = 0
triggerall = numhelper (1305) = 0
triggerall = var(16) = 1
triggerall = command = "QCF_b" || command = "QCF_c"
triggerall = statetype != A
trigger1 = ctrl

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

[State -1, Forward Dodge]
type=changestate
value=701
triggerall=roundstate=2
triggerall=command="holdfwd"&&command = "guardpush"
trigger1=statetype != A
trigger1=ctrl

[State -1, Backward Dodge]
type=changestate
value=702
triggerall=roundstate=2
triggerall=command="holdback"&&command = "guardpush"
trigger1=statetype != A
trigger1=ctrl

[State -1, Stand Dodge]
type=changestate
value=700
triggerall = stateno != 730
triggerall=roundstate=2
triggerall=command = "guardpush"
trigger1=statetype != A
trigger1=ctrl
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Air Run Fwd]
type = ChangeState
value = 102

triggerall = stateno !=[100,107]
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100

triggerall = stateno !=[100,107]
trigger1 = command = "FF"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Air Run Back]
type = ChangeState
value = 107
triggerall = stateno !=[100,107]

triggerall = command = "BB"
triggerall = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = stateno !=[100,107]

triggerall = command = "BB"
triggerall = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195

triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000

triggerall = StateType = S || StateType = C
triggerall = ctrl
trigger1 = Command = "SJ"
trigger2 = command = "Super_Jump"
;trigger3 = command = "SSSuper_Jump"
;trigger4 = command = "SSSSuper_Jump"
;trigger5 = command = "SSSSSuper_Jump"
;---------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000

triggerall = Command = "holdup"
trigger1 = stateno = 220 && movehit
;---------------------------------------------------------------------------
[State -1, Guard Push stand]
type = null;ChangeState
value = 160
triggerall = command = "guardpush" && statetype = S
trigger1 = stateno = [150,153]

[State -1, Guard Push crouch]
type = null;ChangeState
value = 161
triggerall = command = "guardpush" && statetype = C
trigger1 = stateno = [150,153]

[State -1, Guard Push aerial]
type = null;ChangeState
value = 162
triggerall = command = "guardpush" && statetype = A
trigger1 = stateno = [154,155]
;---------------------------------------------------------------------------
;Begin the Recovery Roll
[State -1,Recovery roll]
type = VarSet

triggerall = roundstate = 2
triggerall = alive
;triggerall = (Stateno != 5100) && (Stateno != 5110)
trigger1 = (HitFall) && (command = "holdfwd") ;"recoverf")
var(22) = 1
;---------------------------------------------------------------------------
;Begin the Recovery Roll
[State -1,Recovery roll]
type = VarSet

triggerall = roundstate = 2
triggerall = alive
;triggerall = (Stateno != 5100) && (Stateno != 5110)
trigger1 = (HitFall) && (command = "holdback") ;"recoverb")
var(22) = 2
;---------------------------------------------------------------------------
;Recovery Roll Variable Set 2
[State -1,Recovery roll]
type = VarSet
trigger1 = Lose = 1
trigger1 = !alive
var(22) = 0

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

;===========================================================================
;-----------------------------Special Attacks-------------------------------
;===========================================================================
;===========================================================================
;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "z" && statetype = S && ctrl && stateno != 100
trigger1 = command = "holdfwd" && p2bodydist X < 15 && p2movetype != H
trigger1 = (p2statetype = S) || (p2statetype = C)

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200

triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = ( stateno = 230 || stateno = 400 || stateno = 430)  && movecontact

 ;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210

triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430)  && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220

triggerall = var(20) != 2
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440|| stateno = 200|| stateno = 400||stateno = 230|| stateno = 430)  && movecontact
ignorehitpause=1

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Shot]
type = ChangeState
value = 225

triggerall = var(20) = 2
triggerall = command = "z" || command = "endz"
;triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440|| stateno = 200|| stateno = 400||stateno = 230|| stateno = 430)  && movecontact
ignorehitpause=1

;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230

triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = ( stateno = 200 || stateno = 400 || stateno = 430)  && movecontact
trigger2 = (stateno = 200 || stateno = 400) && movecontact
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240

triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230 || stateno = 210 || stateno = 400 ||  stateno = 430 || stateno = 410)  && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250

triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440|| stateno = 200|| stateno = 400||stateno = 230|| stateno = 430)  && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400

triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;trigger2 = (stateno = 230 || stateno = 200 || stateno = 430)  && movecontact
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410

triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430)  && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420

triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440|| stateno = 200|| stateno = 400||stateno = 230|| stateno = 430)  && movecontact;  && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430

triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;trigger2 = (stateno = 230 || stateno = 400 || stateno = 200)  && movecontact
trigger2 = (stateno = 400 || stateno = 200) && movecontact
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440

triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430 || stateno = 410)  && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450

triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440|| stateno = 200|| stateno = 400||stateno = 230|| stateno = 430)  && movecontact; && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600

triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610

triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600 || stateno = 630)  && movecontact
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620

triggerall = var(20) != 2
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 610 || stateno = 640 ||stateno = 600 || stateno = 630)  && movecontact
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Air Shot]
type = ChangeState
value = 625

triggerall = var(20) = 2
triggerall = command = "z" || command = "endz"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 610 || stateno = 640 ||stateno = 600 || stateno = 630)  && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630

triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600  && movecontact
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640

triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 630 || stateno = 600|| stateno = 610)  && movecontact
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650

triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 610 || stateno = 640 ||stateno = 600 || stateno = 630)  && movecontact

;---------------------------------------------------------------------------
;------------------------ Lie Down Recovery Roll ---------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Lie Down Forward Recovery Roll

[State -1, Lie Down Forward Recovery Roll]
type = ChangeState
value = 900
triggerall = command = "holdfwd"
triggerall = time = 1
triggerall = life > 0
trigger1 = stateno = 5120
trigger1 = alive = 1

;---------------------------------------------------------------------------
; Lie Down Backward Recovery Roll

[State -1, Lie Down Backward Recovery Roll]
type = ChangeState
value = 901
triggerall = command = "holdback"
triggerall = time = 1
triggerall = life > 0
trigger1 = stateno = 5120
trigger1 = alive = 1
