; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional -- defaults to 15 if omitted)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas.
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their command detection.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
; 
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
; 
;==================================================================================
;======| RELACIONADO À AI - AI RELATED |===========================================
;==================================================================================

; These 11 Single Button and Hold Dir commands must be placed here at the top
; of the CMD, above all other commands, and in the standard order shown here,
; in order for the "Compatibly Partnered" version (9742) of the helper AI
; activation method to work with different partners in simul team mode.
; (When the partner is not compatible, then it's best to just use the regular
; version (9741) and rely on the XOR method for backup in case a human
; partner's input turns off the CPU partner's AI.)
; (Now, even if you do not intend to give your character any custom AI, it
; would still be nice if you would place the commands at the top of your CMD,
; for the sake of other characters which do use this AI activation method.
; And then, define Anim 9741 in your AIR file to indicate to other characters
; that your character is compatible.
; It may slightly increase the chances of faulty AI activation if the user is
; using characters with a poor implementation of the old humanly-impossible
; commands AI activation method when fighting against your character, but
; other than that, there's really no particular reason not to.  And you can
; change the names of the commands if you want.  For compatibility, all that
; really matters is the "command" and "time" parameters.)
;
; Another important point to make, is that if you want to add additional
; definitions for any of these basic command names, then there are limits on
; what kind of parameters you can use, in order to ensure the reliability of
; the helper method.  That is, if you redefine any of these first 11 commands,
; then you must follow these rules when doing so:
; - Don't use any command string that includes any tildes. (e.g. no "~x",
;   no "~30D")
; - In the command string, don't include any direction that isn't preceeded by
;   a slash. (e.g. no "F", no "$D")
; - Don't put any non-slashed buttons in a command string overloading one of
;   the Hold Dir command names.
; - Using a command string that includes any commas (e.g. no "a,b"), and/or
;   setting the time parameter to greater than 1, may be safe, but I wouldn't
;   risk it.
; An example of what is permissible, is redefining the "z" button like so:
;	[Command]
;	name = "z"
;	command = y+b
;	time = 1
; Other than that particular common type of redefinition, it's probably best
; to simply avoid adding definitions for these 11 command names altogether.
; And remember, this paragraph just has to do with the helper method.  You'll
; still need to make changes to the XOR code, no matter what type of overloading
; you use with the commands used by it.
[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 = "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 = "ShinryuukenV2"
command = ~D, DF, F, DF, D, DB, B, x+y
time = 30
[Command]
name = "ShinryuukenV2"
command = ~D, DF, F, DF, D, DB, B, x+z
time = 30
[Command]
name = "ShinryuukenV2"
command = ~D, DF, F, DF, D, DB, B, z+y
time = 30
[Command]
name = "ShinryuukenV2"
command = ~D, F, D, B, x+y
time = 20
[Command]
name = "ShinryuukenV2"
command = ~D, F, D, B, x+z
time = 20
[Command]
name = "ShinryuukenV2"
command = ~D, F, D, B, z+y
time = 20

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

[Command]
name = "BaizouFaiaAnaakeki"
command = ~D, DB, B, x+y
time = 20
[Command]
name = "BaizouFaiaAnaakeki"
command = ~D, DB, B, x+z
time = 20
[Command]
name = "BaizouFaiaAnaakeki"
command = ~D, DB, B, z+y
time = 20

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

[Command]
name = "ShippuJinrayKyaku"
command = ~D, DB, B, a+b
time = 20
[Command]
name = "ShippuJinrayKyaku"
command = ~D, DB, B, b+c
time = 20
[Command]
name = "ShippuJinrayKyaku"
command = ~D, DB, B, a+c
time = 20


;-| Special Motions |------------------------------------------------------
;------------------------Shoryuuken-------------------
[Command]
name = "DP_x"
command = ~F, D, DF, x
[Command]
name = "DP_y"
command = ~F, D, DF, y
[Command]
name = "DP_z"
command = ~F, D, DF, z

;------------------Ryusen Kyaku------------------------
[Command]
name = "DB_a"
command = ~F, D, DF, a
[Command]
name = "DB_b"
command = ~F, D, DF, b
[Command]
name = "DB_c"
command = ~F, D, DF, c
;------------------------Hadouken---------------------
[Command]
name = "QCF_x"
command = ~D, DF, F, x
time = 20
[Command]
name = "QCF_y"
command = ~D, DF, F, y
time = 20
[Command]
name = "QCF_z"
command = ~D, DF, F, z
time = 20

;------------------------Dive Kick---------------------
[Command]
name = "QCF_a"
command = ~D, DF, F, a
time = 20
[Command]
name = "QCF_b"
command = ~D, DF, F, b
time = 20
[Command]
name = "QCF_c"
command = ~D, DF, F, c
time = 20

;---------------------Dodge Roll------------
[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
;------------------Tatzumaki------------------------
[Command]
name = "QCB_a"
command = ~D, DB, B, a
[Command]
name = "QCB_b"
command = ~D, DB, B, b
[Command]
name = "QCB_c"
command = ~D, DB, B, c

;-------------------------Teleport-----------------------
[Command]
name = "DP_xy"
command = ~F, D, DF, x+y
[Command]
name = "DP_xz"
command = ~F, D, DF, x+z
[Command]
name = "DP_zy"
command = ~F, D, DF, z+y

[Command]
name = "DPB_xy"
command = ~B, D, DB, x+y
[Command]
name = "DPB_xz"
command = ~B, D, DB, x+z
[Command]
name = "DPB_zy"
command = ~B, D, DB, z+y

[Command]
name = "DP_ab"
command = ~F, D, DF, a+b
[Command]
name = "DP_ac"
command = ~F, D, DF, a+c
[Command]
name = "DP_cb"
command = ~F, D, DF, c+b

[Command]
name = "DPB_ab"
command = ~B, D, DB, a+b
[Command]
name = "DPB_ac"
command = ~B, D, DB, a+c
[Command]
name = "DPB_cb"
command = ~B, D, DB, c+b

;-| 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 = "FDF"     ;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

;-| 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 = "QCF_s"
command = ~D, DF, F, s
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="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+y
time = 5

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

[Command]
name = "guardpush"
command = y+z
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]

;----------------------------------------------------------------------------
[State -1, AI Helper Check]
type = ChangeState
trigger1 = IsHelper(9741)
value = 9741

[State -1, AI Helper Check 2]
type = ChangeState
trigger1 = IsHelper(9742)
value = 9742

;-------------------------------------------------------------------------------
;AI States
;-------------------------------------------------------------------------------

[State -1, AI Heavy Roll]
type = changestate
value = 703
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X > 200
trigger1 = p2movetype = A
trigger1 = random <= 50
trigger2 = enemy, Numproj > 0 && random <= 10

[State -1, AI Medium Roll]
type = changestate
value = 702
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
triggerall = Frontedgebodydist > 150
trigger1 = P2BodyDist X = [50,200]
trigger1 = random <= 50

[State -1, AI Weak Roll]
type = changestate
value = 701
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X = [20,100]
trigger1 = random <= 50
trigger1 = p2movetype = A
trigger2 = enemy, Numproj > 0 && random <= 100

[State -1, AI Weak Roll]
type = changestate
value = 701
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype != A
trigger1 = stateno = 400 && movecontact = 0 && animtime = 0
trigger2 = stateno = 430 && movecontact = 0 && animtime = 0
trigger3 = stateno = 200 && movecontact = 0 && animtime = 0

------------------
[State -1, AI Ultra Shinryuuken]
type = ChangeState
value = 3400
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = power >= 3000
triggerall = P2BodyDist Y = [-10,10]
triggerall = life >= 1
triggerall = random < 700
triggerall = statetype != A
triggerall = P2BodyDist X <= 50
trigger1 = ctrl = 1
trigger1 = P2BodyDist X = [0,65]
trigger1 = P2BodyDist Y = [-90,0]
trigger1 = p2movetype = A
trigger1 = Random > 500

[State -1, AI Shoryuureppa]
type = ChangeState
value = 3000
triggerall = Var(59) = 1
triggerall = power >= 1000
triggerall = P2BodyDist X = [-10,50]
triggerall = P2BodyDist Y = [-30,0]
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = (stateno = 1310) && movehit
trigger1 = random <= 400
;trigger3 = stateno = 1900 || stateno = 1901 || stateno = 1902 || stateno = 1903
;trigger3 = random <= 700
;trigger4 = stateno = 1900 || stateno = 1901 || stateno = 1902
;trigger4 = p2movetype = A && random <= 300

[State -1, AI Fire Punch]
type = ChangeState
value = 3300
triggerall = Var(59) = 1
triggerall = power >= 1000
triggerall = P2BodyDist X = [-10,50]
triggerall = P2BodyDist Y = [-30,0]
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = (stateno = 250) && movehit
trigger1 = random <= 400
;trigger3 = stateno = 1900 || stateno = 1901 || stateno = 1902 || stateno = 1903
;trigger3 = random <= 700
;trigger4 = stateno = 1900 || stateno = 1901 || stateno = 1902
;trigger4 = p2movetype = A && random <= 300

[State -1, AI Air Shipuu Jinray Kyaku]
type = ChangeState
value = 3120
triggerall = Var(59) = 1
triggerall = power >= 1000
triggerall = P2statetype = A
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = random <= 400
trigger1 = stateno = 1100 || stateno = 1101 || stateno = 1102 || stateno = 1150 || stateno = 1151 || stateno = 1152
trigger1 = AnimElemTime(4) >= 0 && time >= 20
trigger1 = movehit
trigger1 = P2BodyDist Y = [-45,45]
trigger1 = p2bodydist X = [0,80]
;trigger1 = random <= 400
trigger2 = stateno = 1204
trigger2 = movehit && time >= 18
trigger2 = P2BodyDist Y = [-40,40]
;trigger2 = random <= 400
trigger3 = stateno = 640
trigger3 = movehit
trigger3 = P2BodyDist Y = [-40,40]
trigger3 = random <= 200
;trigger4 = stateno = 1220&&time>=25
;trigger4 = P2BodyDist Y = [-40,40]
;trigger4 = movehit
;trigger4 = random <= 400

[State -1, AI Shippuu Jinray Kyaku]
type = ChangeState
value = 3100
triggerall = Var(59) = 1
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = ctrl
triggerall = statetype != A
trigger1 = stateno = 1402 && movehit && AnimElemTime(14) >= 0
trigger1 = pos Y >= 0 && p2movetype = H
trigger1 = P2BodyDist X = [10,75]
trigger2 = stateno = 220 && movehit
trigger2 = random <= 800
trigger3 = stateno = 1310 && movehit
trigger3 = random <= 400

[State -1, AI Shinryuuken]
type = ChangeState
value = 3200
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = power >= 1000
triggerall = P2BodyDist X = [-10,15]
triggerall = P2BodyDist Y = [-200,-10]
triggerall = p2movetype != H
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = roundstate = 2
trigger1= ctrl
;trigger2 = stateno = 1900 || stateno = 1901 || stateno = 1902 || stateno = 1903
;trigger2 = random <= 100

[State -1, AI Shinryuuken]
type = ChangeState
value = 3200
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = power >= 1000
triggerall = p2movetype = H
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = random <= 900
triggerall = prevstateno = 857
triggerall = p2stateno = 5059 && p2bodydist X = [-30,30]
triggerall = p2bodydist Y = [-35,35]
triggerall = p2stateno = 5059 && p2bodydist X = [-30,30]
triggerall = p2bodydist Y = [-35,35]
trigger1= ctrl
;trigger2 = stateno = 1900 || stateno = 1901 || stateno = 1902 || stateno = 1903
;trigger2 = random <= 100

[State -1, AI Air Shoryuuken Z]
type = changestate
value = 1152
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1 ;&& power >= 1000
triggerall = statetype = A && P2movetype != H
triggerall = ctrl && P2movetype = A
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y = [-200,-50]
trigger1 = p2stateno = 50
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = stateno = 650 && movehit
trigger6 = random <= 900
trigger7 = 1

[State -1, AI Air Shoryuuken Y]
type = changestate
value = 1151
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1 ;&& power <= 1000
triggerall = statetype = A && P2movetype != H
triggerall = ctrl && P2movetype = A
triggerall = P2BodyDist X = [20,60]
triggerall = P2BodyDist Y = [-160,-100]
trigger1 = p2stateno = 50
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = stateno = 650 && movehit
trigger6 = random <= 600
trigger7 = 1

[State -1, AI Air Shoryuuken X]
type = changestate
value = 1150
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1 ;&& power >= 1000
triggerall = statetype = A && P2movetype != H
triggerall = ctrl && P2movetype = A
triggerall = P2BodyDist X = [0,20]
triggerall = P2BodyDist Y = [-140,-80]
trigger1 = p2stateno = 50
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = stateno = 650 && movehit
trigger6 = random <= 400
trigger7 = 1

[State -1, AI Shoryuuken Z]
type = changestate
value = 1102
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1 && power >= 1000
triggerall = statetype != A && P2movetype != H
triggerall = ctrl && P2movetype = A
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y >= -150
trigger1 = p2stateno = 50
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = 1

[State -1, AI Shoryuuken Y]
type = changestate
value = 1101
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1 && power <= 1000
triggerall = statetype != A && P2movetype != H
triggerall = ctrl && P2movetype = A
triggerall = P2BodyDist X = [20,60]
triggerall = P2BodyDist Y = [-80,-20]
trigger1 = p2stateno = 50
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = 1

[State -1, AI Shoryuuken X]
type = changestate
value = 1100
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1 && power <= 1000
triggerall = statetype != A && P2movetype != H
triggerall = ctrl && P2movetype = A
triggerall = P2BodyDist X = [0,20]
triggerall = P2BodyDist Y = [-70,-10]
trigger1 = p2stateno = 50
trigger2 = p2stateno = 5050
trigger3 = p2stateno = 5100
trigger4 = p2stateno = 5101
trigger5 = p2stateno = 5110
trigger6 = 1

[State -1, AI Shoryuuken X]
type = changestate
value = 1100
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1 && power <= 1000
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X = [0,20]
triggerall = P2BodyDist Y = [-70,0]
trigger1 = p2movetype = A
trigger1 = random < 999

[State -1, AI Shoryuukick]
type = ChangeState
value = 1402
triggerall = Var(59) = 1
triggerall = random < 800
triggerall = P2BodyDist X = [0,90]
trigger1 = stateno = 250 && movehit

[State -1, AI Air Tatsumaki Senpuu Kyaku]
type = ChangeState
value = 1220
triggerall = var(59) = 1 && random <= 200
triggerall = p2movetype != A
trigger1 = ctrl = 1 && stateno = 101 && time = 6
trigger1 = P2BodyDist X = [50,999]

[State -1, AI Air Tatsumaki Senpuu Kyaku]
type = ChangeState
value = 1220
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1 && power < 3000
triggerall = var(8) = ifelse(random<= 500, 0, 1)
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = P2BodyDist X = [0,14]
triggerall = P2BodyDist Y = [-35, 30]
trigger1 = stateno = 600 && pos Y > -10 && movehit
trigger2 = stateno = 630 && pos Y > -10 && movehit
trigger3 = stateno = 610 && pos Y > -10 && movehit
trigger4 = stateno = 620 && random <= 600 && movehit
trigger5 = stateno = 640 && random <= 600 && movehit
trigger6 = stateno = 650 && random <= 600 && movehit

[State -1, AI Tatsumaki Senpuu Kyaku]
type = ChangeState
value = 1200
triggerall = Var(59) = 1
triggerall = random < 650
triggerall = P2BodyDist X = [0,60]
trigger1 = stateno = 450 && movehit

[State -1, AI Tatsumaki Senpuu Kyaku]
type = ChangeState
value = 1200
triggerall = Var(59) = 1
trigger1 = stateno = 220 && Anim = 226 && movehit
trigger1 = random <= 200
trigger2 = prevstateno = 220 && random <= 200

[State -1, AI Air Ryusen Kyaku]
type = changestate
value = 1305
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype = A
triggerall = ctrl
trigger1 = p2bodydist X = [20,200]
trigger1 = p2movetype = A
trigger1 = enemy, Numproj > 0 && random <= 100
trigger2 = stateno = 650 && movehit

[State -1, AI Ryusen Kyaku]
type = changestate
value = 1300
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = P2BodyDist X > 160
trigger1 = p2movetype = A
trigger1 = random <= 50
trigger2 = enemy, Numproj > 0 && random <= 10

[State -1, AI Zankuu Hadoukken]
type = ChangeState
value = 1010
triggerall = Var(59) = 1
triggerall = NumHelper(1000) = 0
triggerall = random < 800
trigger1 = stateno = 50
trigger1 = vel X < 0
trigger1 = statetype = A

[State -1, AI Hadouken]
type = changestate
value = 1000
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype = S
triggerall = statetype != A
triggerall = NumHelper(1000) = 0
triggerall = ctrl
triggerall = P2movetype != A
trigger1 = P2BodyDist X > 250 && P2BodyDist Y > -10
trigger1 = random <= 999

[State -1, AI Stand Kick Throw]
type = ChangeState
value = 803
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2statetype = S
triggerall = P2movetype != H
trigger1 = P2BodyDist X = [0,20]
trigger1 = P2BodyDist Y = [-10, 10]
trigger1 = random <= 700

[State -1, AI Dash]
type = ChangeState
value = 100
triggerall = var(59) = 1 && random <= 400
triggerall = statetype != A
triggerall = p2movetype = I
trigger1 = ctrl = 1
trigger1 = P2BodyDist X = [50,999]

[State -1, AI Dash 2]
type = ChangeState
value = 100
triggerall = Var(59) = 1
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = p2movetype = H && time > 7

[State -1, AI Dash Back]
type = changestate
value = 105
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype != A
triggerall = frontedgedist < 400
trigger1 = random <= 300
trigger1 = stateno = [200,500]
trigger1 = moveguarded

[State -1, AI Stand Weak Punch]
type = ChangeState
value = 200
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype != A
triggerall = p2statetype = S
triggerall = stateno != [100,106]
triggerall = P2BodyDist X < 30
trigger1 = ctrl = 1

[State -1, AI Stand Weak Kick]
type = ChangeState
value = 230
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype != A
triggerall = stateno != [100,106]
trigger1 = stateno = 200 && movecontact

[State -1, AI Stand Medium Punch]
type = ChangeState
value = 210
triggerall = Var(59) = 1
triggerall = random < 850
triggerall = P2statetype != A
triggerall = P2statetype != C
triggerall = stateno != [100,106]
trigger1 = stateno = 230
trigger1 = movecontact

[State -1, AI Stand Medium Kick]
type = ChangeState
value = 240
triggerall = Var(59) = 1
triggerall = random < 550
triggerall = P2statetype != A
triggerall = P2statetype != C
triggerall = stateno != [100,106]
trigger1 = stateno = 210 && movecontact

[State -1, AI Stand Heavy Punch]
type = ChangeState
value = 220
triggerall = Var(59) = 1
triggerall = random < 250
triggerall = P2statetype != A
triggerall = P2statetype != C
triggerall = stateno != [100,106]
triggerall = ctrl
trigger1 = stateno = 240 && movecontact && AnimElemTime(6) >= 0
trigger1 = p2bodydist X < 40

[State -1, AI Stand Heavy Kick]
type = ChangeState
value = 250
triggerall = Var(59) = 1
triggerall = random < 850
triggerall = P2statetype != A
triggerall = P2statetype != C
triggerall = stateno != [100,106]
trigger1 = stateno = 240&& movecontact && AnimElemTime(6) >= 0
trigger1 = p2bodydist X = [40,80]

[State -1, AI Crouch Weak Punch]
type = ChangeState
value = 400
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = P2statetype != A
triggerall = P2movetype != H
triggerall = P2BodyDist Y = [-10,10]
triggerall = p2stateno != 5100
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = stateno != [100,106]
triggerall = stateno != 400
trigger1 = P2statetype = C
trigger1 = P2Movetype != A
trigger1 = ctrl = 1
trigger1 = statetype != A
trigger1 = P2BodyDist X = [-10,30]
trigger1 = random < 800
trigger2 = P2statetype = C
trigger2 = P2Movetype != A
trigger2 = ctrl = 1
trigger2 = statetype != A
trigger2 = P2BodyDist X = [-10,30]
trigger2 = random < 800
trigger3 = ctrl && p2Movetype = A && p2statetype = C && p2bodydist X = [-10,50]

[State -1, AI Crouch Weak Kick]
type = ChangeState
value = 430
triggerall = Var(59) = 1
triggerall = random < 650
triggerall = P2statetype != A
triggerall = stateno != [100,106]
trigger1 = stateno = 400
trigger1 = movecontact

[State -1, AI Crouch Weak Kick (Downed)]
type = ChangeState
value = 430
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1 && stateno != 105
triggerall = P2Movetype != A
triggerall = ctrl = 1
triggerall = statetype != A
triggerall = P2BodyDist X <= 40
triggerall = stateno != [100,106]
trigger1 = p2stateno = 5100
trigger2 = p2stateno = 5101
trigger3 = p2stateno = 5110
trigger4 = p2stateno = [5080,5081]

[State -1, AI Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = Var(59) = 1
triggerall = random < 650
triggerall = stateno != [100,106]
triggerall = P2statetype != A
trigger1 = stateno = 430
trigger1 = movecontact

[State -1, AI Crouch Strong Punch (Launcher1)]
type = ChangeState
value = 420
triggerall = Var(59) = 1 && stateno != 105
triggerall = stateno != [100,106]
trigger1 = stateno = 430
trigger1 = movecontact
trigger1 = P2BodyDist Y > -40
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 430
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact
trigger3 = p2statetype = A
[State -1, AI Crouch Strong Punch (Launcher2)]
type = ChangeState
value = 420
triggerall = Var(59) = 1 && stateno != 105
triggerall = stateno != [100,106]
triggerall = P2stateno != [150,155]
trigger1 = stateno = 430
trigger1 = movecontact
trigger2 = stateno = 410 && p2statetype = A && movehit
trigger3 = stateno = 240 && movehit && AnimElemTime(6) >= 0
[State -1, AI Crouch Strong Punch (Launcher2)]
type = ChangeState
value = 420
triggerall = Var(59) = 1 && stateno != 105
triggerall = ctrl && p2statetype = A
triggerall = stateno != [100,106]
triggerall = P2stateno != [150,155]
trigger1 = prevstateno = 857
trigger2 = p2stateno = 5059 && p2bodydist X = [-30,30]
trigger2 = p2bodydist Y = [-35,35]
trigger3 = p2stateno = 5059 && p2bodydist X = [-30,30]
trigger3 = p2bodydist Y = [-35,35]

[State -1, AI Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = Var(59) = 1
triggerall = stateno != [100,106]
triggerall = random < 650
triggerall = P2statetype != A
trigger1 = stateno = 410 && movecontact

[State -1, AI Crouch Heavy Kick]
type = ChangeState
value = 450
triggerall = Var(59) = 1
triggerall = stateno != [100,106]
triggerall = random < 150
triggerall = P2statetype != A
trigger1 = stateno = 440 && movecontact

[State -1, AI Super Jump]
type = ChangeState
value = 7000
triggerall = var(59)>=1
trigger1 = stateno = 420 && movehit

[State -1, AI Air Rolling Throw]
type = ChangeState
value = 845
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype = A
triggerall = ctrl = 1
triggerall = p2statetype = A
triggerall = P2movetype != H
trigger1 = P2BodyDist X = [0,20]
trigger1 = P2BodyDist Y = [-35, 10]
trigger1 = random <= 400
trigger2 = P2stateno = [150,155]
trigger2 = P2BodyDist X = [0,20]
trigger2 = P2BodyDist Y = [-10, 10]
trigger2 = random <= 600

[State -1, AI Air Rolling Throw]
type = ChangeState
value = 845
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = statetype = A && power < 3000
triggerall = p2statetype = A
triggerall = P2BodyDist X = [0,20]
triggerall = P2BodyDist Y = [-35, 30]
trigger1 = stateno = 600 && pos Y > -10 && movehit
trigger2 = stateno = 630 && pos Y > -10 && movehit
trigger3 = stateno = 610 && pos Y > -10 && movehit
trigger4 = stateno = 620 && random <= 600 && movehit
trigger5 = stateno = 650 && random <= 600 && movehit

[State -1, AI Jump Weak Punch]
type = ChangeState
value = 600
triggerall = (roundstate != [0,1]) || (roundstate != [3,4])
triggerall = Var(59) = 1
triggerall = P2statetype = A
triggerall = vel X > 0
triggerall = P2stateno != [150,155]
triggerall = stateno != 101
trigger1 = time > 0
trigger1 = P2Movetype != A
trigger1 = ctrl = 1
trigger1 = statetype = A
trigger1 = P2BodyDist X = [-10,50]
trigger1 = P2BodyDist Y = [-35,35]

[State -1, AI Jump Weak Kick]
type = ChangeState
value = 630
triggerall = roundstate = 2
triggerall = Var(59) = 1
trigger1 = stateno = 600
trigger1 = movecontact
trigger1 = random <= 900

[State -1, AI Jump Medium Punch]
type = ChangeState
value = 610
triggerall = Var(59) = 1
trigger1 = stateno = 630
trigger1 = movecontact
trigger1 = random <= 900

[State -1, AI Jump Medium Kick]
type = ChangeState
value = 640
triggerall = Var(59) = 1
triggerall = random < 800
trigger1 = stateno = 610
trigger1 = movecontact

[State -1, AI Jump Heavy Kick]
type = ChangeState
value = 650
triggerall = Var(59) = 1
triggerall = p2movetype != A
trigger1 = stateno = 640
trigger1 = movecontact
trigger1 = random <= 800

[State -1, AI Jump Heavy Kick]
type = ChangeState
value = 650
triggerall = Var(59) = 1
triggerall = p2movetype != A && p2statetype != A
trigger1 = stateno = 101
trigger1 = time > 3
trigger1 = P2BodyDist X = [0,50]

[State -1,AI Recovery roll]
type = VarSet
triggerall = var(59)=1
triggerall = roundstate = 2
triggerall = alive
triggerall = (hitfall)
trigger1 = p2bodydist X > 150
var(22) = 1

[State -1, AI Air Recovery]
type = ChangeState
value = 5210
triggerall = canrecover = 1
triggerall = Var(59) = 1
triggerall = random < 999
triggerall = life > 0
trigger1 = time > 30
trigger1 = stateno = 5050

[State -1, AI Air Recovery Near Ground]
type = ChangeState
value = 5201
triggerall = canrecover = 1
triggerall = Var(59) = 1
triggerall = random < 999
triggerall = life > 0
trigger1 = stateno = 5100
trigger1 = Pos Y < -20
persistent = 0

[State -1, AI Alpha Counter Stand]
type = ChangeState
value = 750
triggerall = Var(59) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = P2StateType != C
triggerall = P2life != 0
triggerall = power >= 500
trigger1 = P2BodyDist X <= 70
trigger1 = StateNo = [150,153]
trigger1 = Random = [0,500]

[State -1, AI Guard Push Stand]
type = ChangeState
value = 160
triggerall = Var(59) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = P2life != 0
triggerall = StateType = S
trigger1 = StateNo = [150,153]
trigger1 = P2BodyDist X >= 71
trigger1 = Time >= 5

[State -1, AI Guard Push Crouching]
type = ChangeState
value = 161
triggerall = Var(59) = 1
triggerall = (StateType != A) && (StateType != L)
triggerall = P2life != 0
triggerall = StateType = C
trigger1 = StateNo = [150,153]

[State -1, AI Guard Push Air]
type = ChangeState
value = 162
triggerall = Var(59) = 1
triggerall = (StateType = A) && (StateType != L)
triggerall = P2StateType = A
triggerall = P2life != 0
triggerall = StateType = A
trigger1 = StateNo = [154,155]
trigger1 = Time >= 5

[State -1]
type = ChangeState
value = 130
triggerall = var(59) = 1
triggerall = random < 999
triggerall = P2movetype = A
triggerall = statetype != A
triggerall = stateno != [100,106]
triggerall = P2statetype != C
trigger1 = ctrl
trigger2 = stateno = 52
[State -1]
type = ChangeState
value = 131
triggerall = var(59) = 1
triggerall = random < 999
triggerall = stateno != [100,106]
triggerall = P2movetype = A
triggerall = statetype != A
triggerall = P2statetype = C
trigger1 = ctrl
trigger2 = stateno = 52
[State -1]
type = ChangeState
value = 132
triggerall = var(59) = 1
triggerall = random < 999
triggerall = P2movetype = A
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 5210
[State -1]
type = ChangeState
value = 152
triggerall = var(59) = 1
triggerall = Statetype != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
trigger1 = stateno = 150
trigger2 = stateno = 151
[State -1]
type = ChangeState
value = 150
triggerall = var(59) = 1
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = P2Movetype = A
trigger1 = stateno = 152
trigger2 = stateno = 153
[State -1]
type = ChangeState
value = 150
triggerall = var(59) = 1
triggerall = Statetype != A
triggerall = Pos Y > -1
triggerall = P2statetype != C
triggerall = P2Movetype = A
trigger1 = stateno = 154
trigger2 = stateno = 155
[State -1]
type = ChangeState
value = 152
triggerall = var(59) = 1
triggerall = Statetype != A
triggerall = Pos Y > -1
triggerall = P2statetype = C
triggerall = P2Movetype = A
trigger1 = stateno = 154
trigger2 = stateno = 155
;-------------------------------------------------------------------------------
[State -1, Zero counter]
type=changestate
value=750
triggerall=var(59)<=0&&roundstate=2&&(command="bdx"||command="bdy"||command="bdz"||command="bda"||command="bdb"||command="bdc")
triggerall=p2dist x>0&&power>=500&&statetype!=A
trigger1=stateno=150||stateno=152

;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd Roll]
type = ChangeState
value = 100
triggerall=var(59)<=0
triggerall = stateno !=[100,106]
trigger1 = command = "FF"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = stateno !=[100,106]
triggerall=var(59)<=0
triggerall = command = "BB"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && (movecontact)

;---------------------------------------------------------------------------
;Taunt
[State -1, Fake Taunt]
type = ChangeState
value = 197
triggerall=var(59)<=0
triggerall = command = "QCF_s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall=var(59)<=0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall=var(59)<=0
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=var(59)<=0
triggerall = Command = "holdup"
trigger1 = stateno = 420 && movehit
;---------------------------------------------------------------------------
[State -1, Guard Push stand]
type = ChangeState
value = 160
triggerall=var(59)<=0
triggerall = command = "guardpush" && statetype = S
trigger1 = stateno = [150,153]

[State -1, Guard Push crouch]
type = ChangeState
value = 161
triggerall=var(59)<=0
triggerall = command = "guardpush" && statetype = C
trigger1 = stateno = [150,153]

[State -1, Guard Push aerial]
type = ChangeState
value = 162
triggerall=var(59)<=0
triggerall = command = "guardpush" && statetype = A
trigger1 = stateno = [154,155]
;---------------------------------------------------------------------------
;Begin the Recovery Roll
[State -1,Recovery roll]
type = VarSet
triggerall=var(59)<=0
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=var(59)<=0
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
;---------------------------------------------------------------------------
[State -1, Shinryuuken SF4]
type = ChangeState
value = 3400
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "ShinryuukenV2"
triggerall = power >=3000
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1100,1899]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shoryuu Reppa]
type = ChangeState
value = 3000
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "Shoryuureppa"
triggerall = power >=1000
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1100,1899]) && movecontact

;---------------------------------------------------------------------------
[State -1, Baizou Faia Anaakeki]
type = ChangeState
value = 3300
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "BaizouFaiaAnaakeki"
triggerall = power >=1000
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1100,1899]) && movecontact

;---------------------------------------------------------------------------
[State -1, Kuchuu Shippuu Jinray Kyaku]
type = ChangeState
value = 3120
triggerall = var(59)<1
triggerall = Statetype = A
triggerall = command = "ShippuJinrayKyaku"
triggerall = power >=1000
trigger1 = ctrl
trigger2=(stateno=[600,699]) && movecontact
trigger3=(stateno=[1100,1899]) && movecontact

;---------------------------------------------------------------------------
[State -1, Shippuu Jinray Kyaku]
type = ChangeState
value = 3100
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "ShippuJinrayKyaku"
triggerall = power >=1000
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1100,1899]) && movecontact

;---------------------------------------------------------------------------
[State -1, Shinryuuken]
type = ChangeState
value = 3200
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "Shinryuuken"
triggerall = power >=1000
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1100,1899]) && movecontact


;===========================================================================
;-----------------------------Special Attacks-------------------------------
;===========================================================================
;===========================================================================
[State -1, Shoryuuken Air]
type = ChangeState
value = 1150
triggerall = var(59)<1
triggerall = Statetype = A
triggerall = command = "DP_x"
trigger1 = ctrl
trigger2=(stateno=[600,699]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shoryuuken2 Air]
type = ChangeState
value = 1151
triggerall = var(59)<1
triggerall = Statetype = A
triggerall = command = "DP_y"
trigger1 = ctrl
trigger2=(stateno=[600,699]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shoryuuken3 Air]
type = ChangeState
value = 1152
triggerall = var(59)<1
triggerall = Statetype = A
triggerall = command = "DP_z"
trigger1 = ctrl
trigger2=(stateno=[600,699]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shoryuuken]
type = ChangeState
value = 1100
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "DP_x"
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shoryuuken2]
type = ChangeState
value = 1101
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "DP_y"
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shoryuuken3]
type = ChangeState
value = 1102
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "DP_z"
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Ryusen Kyaku Air]
type = ChangeState
value = 1305
triggerall = var(59)<1
triggerall = Statetype = A
triggerall = command = "DB_a" || command = "DB_b" || command = "DB_c"
trigger1 = ctrl
trigger2=(stateno=[600,620]) && movecontact
trigger3=(stateno=[621,640]) && movecontact
trigger4=(stateno=[650,699]) && movecontact
;---------------------------------------------------------------------------
[State -1, Ryusen Kyaku Kick]
type = ChangeState
value = 1300
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "DB_a" || command = "DB_b" || command = "DB_c"
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shoryuukick A]
type = ChangeState
value = 1400
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "QCF_a"
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shoryuukick B]
type = ChangeState
value = 1401
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "QCF_b"
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shoryuukick C]
type = ChangeState
value = 1402
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "QCF_c"
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Air Hadouken]
type = ChangeState
value = 1010
triggerall = var(59)<1
triggerall = numhelper(1000) = 0
triggerall = Statetype = A
triggerall = command = "QCF_x"||command = "QCF_y"||command = "QCF_z"
triggerall = stateno !=[100,106]
trigger1 = ctrl
trigger2=(stateno=[600,650]) && movecontact
;---------------------------------------------------------------------------
[State -1, Hadouken]
type = ChangeState
value = 1000
triggerall = var(59)<1
triggerall = numhelper(1000) = 0
triggerall = Statetype != A
triggerall = command = "QCF_x"||command = "QCF_y"||command = "QCF_z"
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact

;---------------------------------------------------------------------------
[State -1, Air Tatzumaki]
type = ChangeState
value = 1220
triggerall = var(59)<1
triggerall = Statetype = A
triggerall = command = "QCB_a"||command = "QCB_b"||command = "QCB_c"
trigger1 = ctrl
trigger2=(stateno=[600,699]) && movecontact
;---------------------------------------------------------------------------
[State -1, Tatzumaki]
type = ChangeState
value = 1200
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "QCB_a"||command = "QCB_b"||command = "QCB_c"
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Roll Dodge Z]
type = ChangeState
value = 703
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "QCB_z"
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Roll Dodge Y]
type = ChangeState
value = 702
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "QCB_y"
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Roll Dodge X]
type = ChangeState
value = 701
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "QCB_x"
trigger1 = ctrl
trigger2 = (stateno = [200,499]) && movecontact
;---------------------------------------------------------------------------
; Throw
[State -1, Rolling Throw]
type = ChangeState
value = 800
triggerall=var(59)<=0
triggerall = (command = "holdfwd" || command = "holdback") && command = "y" && command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = p2movetype != H
trigger1 = (p2statetype = S) || (p2statetype = C)
;---------------------------------------------------------------------------
; Throw
[State -1, Kick Throw]
type = ChangeState
value = 803
triggerall=var(59)<=0
triggerall = (command = "holdfwd" || command = "holdback") && command = "b" && command = "c"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = p2movetype != H
trigger1 = (p2statetype = S) || (p2statetype = C)
;---------------------------------------------------------------------------
; Throw
[State -1, Air Rolling Throw]
type = ChangeState
value = 845
triggerall=var(59)<=0
triggerall = (command = "holdfwd" || command = "holdback") && command = "y" && command = "z"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 610 || stateno = 640 ||stateno = 600 || stateno = 630||stateno = 620 || stateno = 650) && movecontact
ignorehitpause = 1
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59)<1
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 = var(59)<1
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(59)<1
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 Light Kick
[State -1, Stand Medium Kick+f]
type = ChangeState
value = 310
triggerall = var(59)<1
triggerall = command = "holdfwd" && command ="b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59)<1
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 = var(59)<1
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, Fwd Strong Kick]
type = ChangeState
value = 255
triggerall = var(59)<1
triggerall = command = "holdfwd" && 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||stateno = 220|| stateno = 250)  && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59)<1
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 || stateno = 450)  && movecontact
ignorehitpause=1
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)<1
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = 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 = var(59)<1
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = 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 = var(59)<1
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 = var(59)<1
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 = var(59)<1
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 = var(59)<1
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 = var(59)<1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(59)<1
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(59)<1
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 610 || stateno = 640 ||stateno = 600 || stateno = 630)  && movecontact
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59)<1
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 = var(59)<1
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 = var(59)<1
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 610 || stateno = 640 ||stateno = 600 || stateno = 630)  && movecontact
