; 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

[Command]
name = "holdk"
command = /a
time = 1
[Command]
name = "holdk"
command = /b
time = 1
[Command]
name = "holdk"
command = /c
time = 1

;-| Super Motions |--------------------------------------------------------

[Command]
name = "DP_pp"
command = ~F, D, DF, x+y
time = 15
[Command]
name = "DP_pp"
command = ~F, D, DF, y+z
time = 15
[Command]
name = "DP_pp"
command = ~F, D, DF, x+z
time = 15

[Command]
name = "DP_kk"
command = ~F, D, DF, a+b
time = 15
[Command]
name = "DP_kk"
command = ~F, D, DF, b+c
time = 15
[Command]
name = "DP_kk"
command = ~F, D, DF, a+c
time = 15

[Command]
name = "QCF_pp"
command = ~D, DF, F, x+y
time = 10
[Command]
name = "QCF_pp"
command = ~D, DF, F, x+z
time = 10
[Command]
name = "QCF_pp"
command = ~D, DF, F, z+y
time = 10

[Command]
name = "QCB_pp"
command = ~D,DB,B,x+y
time = 10
[Command]
name = "QCB_pp"
command = ~D,DB,B,y+z
time = 10
[Command]
name = "QCB_pp"
command = ~D,DB,B,x+z
time = 10

[Command]
name = "HCF_kk"
command = ~B, DB, D, DF, F, a+b
time = 20
[Command]
name = "HCF_kk"
command = ~B, DB, D, DF, F, b+c
time = 20
[Command]
name = "HCF_kk"
command = ~B, DB, D, DF, F, a+c
time = 20
[Command]
name = "HCF_kk"
command = ~B, D, F, a+b
time = 10
[Command]
name = "HCF_kk"
command = ~B, D, F, b+c
time = 10
[Command]
name = "HCF_kk"
command = ~B, D, F, a+c
time = 10

[Command]
name = "QCF_kk"
command = ~D, DF, F, a+b
time = 10
[Command]
name = "QCF_kk"
command = ~D, DF, F, b+c
time = 10
[Command]
name = "QCF_kk"
command = ~D, DF, F, a+c
time = 10

[Command]
name = "QCB_kk"
command = ~D, DB, B, a+b
time = 10
[Command]
name = "QCB_kk"
command = ~D, DB, B, b+c
time = 10
[Command]
name = "QCB_kk"
command = ~D, DB, B, a+c
time = 10

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

[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

[Command]
name = "DP_a"
command = ~F, D, DF, a
[Command]
name = "DP_b"
command = ~F, D, DF, b
[Command]
name = "DP_c"
command = ~F, D, DF, c

[Command]
name = "HCF_x"
command = ~B, DB, D, DF, F, x
time=20
[Command]
name = "HCF_y"
command = ~B, DB, D, DF, F, y
time=20
[Command]
name = "HCF_z"
command = ~B, DB, D, DF, F, z
time=20
[Command]
name = "HCF_x"
command = ~B, D, F, x
time=10
[Command]
name = "HCF_y"
command = ~B, D, F, y
time=10
[Command]
name = "HCF_z"
command = ~B, D, F, z
time=10

[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "QCF_z"
command = ~D, DF, F, z

[Command]
name = "QCF_a"
command = ~D, DF, F, a
[Command]
name = "QCF_b"
command = ~D, DF, F, b
[Command]
name = "QCF_c"
command = ~D, DF, F, c

[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

[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

[Command]
name = "HCB_x"
command = ~F, DF, D, DB, B, x
time = 20
[Command]
name = "HCB_y"
command = ~F, DF, D, DB, B, y
time = 20
[Command]
name = "HCB_z"
command = ~F, DF, D, DB, B, z
time = 20

[Command]
name = "HCB_x"
command = ~F, D, B, x
[Command]
name = "HCB_y"
command = ~F, D, B, y
[Command]
name = "HCB_z"
command = ~F, D, B, z

[Command]
name = "HCB_a"
command = ~F, DF, D, DB, B, a
time = 20
[Command]
name = "HCB_b"
command = ~F, DF, D, DB, B, b
time = 20
[Command]
name = "HCB_c"
command = ~F, DF, D, DB, B, c
time = 20

[Command]
name = "HCB_a"
command = ~F, D, B, a
[Command]
name = "HCB_b"
command = ~F, D, B, b
[Command]
name = "HCB_c"
command = ~F, D, B, c

[Command]
name = "a_3x"
command = a, a, a
time=20
[Command]
name = "b_3x"
command = b, b, b
time=20
[Command]
name = "c_3x"
command = c, c, c
time=20

[Command]
name = "charge_B_F_x"
command = ~45$B, F, x

[Command]
name = "charge_B_F_y"
command = ~45$B, F, x

[Command]
name = "charge_B_F_z"
command = ~45$B, F, z

[Command]
name = "charge_B_F_a"
command = ~45$B, F, a

[Command]
name = "charge_B_F_b"
command = ~45$B, F, b

[Command]
name = "charge_B_F_c"
command = ~45$B, F, c

[Command]
name = "charge_D_U_x"
command = ~30$D, $U, x
time = 20

[Command]
name = "charge_D_U_y"
command = ~30$D, $U, y
time = 20

[Command]
name = "charge_D_U_z"
command = ~30$D, $U, z
time = 20

[Command]
name = "charge_D_U_a"
command = ~30$D, $U, a
time = 20

[Command]
name = "charge_D_U_b"
command = ~30$D, $U, b
time = 20

[Command]
name = "charge_D_U_c"
command = ~30$D, $U, c
time = 20

;-| 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
[Command]
name="upfwd"
command=UF
time=1
[Command]
name="upback"
command=UB
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"
command = ~B, DB, D, x
time = 20
[Command]
name = "recoverf"
command = ~B, DB, D, y
time = 20
[Command]
name = "recoverf"
command = ~B, DB, D, z
time = 20
[Command]
name = "recoverf"
command = ~B, DB, D, a
time = 20
[Command]
name = "recoverf"
command = ~B, DB, D, b
time = 20
[Command]
name = "recoverf"
command = ~B, DB, D, c
time = 20

[Command]
name = "recoverb"
command = ~F, DF, D, x
time = 20
[Command]
name = "recoverb"
command = ~F, DF, D, y
time = 20
[Command]
name = "recoverb"
command = ~F, DF, D, z
time = 20
[Command]
name = "recoverb"
command = ~F, DF, D, a
time = 20
[Command]
name = "recoverb"
command = ~F, DF, D, b
time = 20
[Command]
name = "recoverb"
command = ~F, DF, D, c
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 = "Super_Jump"
command = $D, $U
Time=9

[Command]
name = "Super_Jump"
command = $D, $UF
Time=9

[Command]
name = "Super_Jump"
command = $D, $UB
Time=9

[Command]
name = "Super_Jump"
command = $DB, $U
Time=9

[Command]
name = "Super_Jump"
command = $DF, $U
Time=9

[Command]
name = "Super_Jump"
command = $DB, $UB
Time=9

[Command]
name = "Super_Jump"
command = $DF, $UF
Time=9

[Command]
name = "Super_Jump"
command = $DF, $UF
Time=9

[Command]
name="bdx"
command=~B,DB,D,x
time=10
[Command]
name="bdy"
command=~B,DB,D,y
time=10
[Command]
name="bdz"
command=~B,DB,D,z
time=10
[Command]
name="bdx"
command=~B,DB,D,~x
time=10
[Command]
name="bdy"
command=~B,DB,D,~y
time=10
[Command]
name="bdz"
command=~B,DB,D,~z
time=10

[Command]
name="rbdx"
command=~F,DF,D,x
time=10
[Command]
name="rbdy"
command=~F,DF,D,y
time=10
[Command]
name="rbdz"
command=~F,DF,D,z
time=10
[Command]
name="rbdx"
command=~F,DF,D,~x
time=10
[Command]
name="rbdy"
command=~F,DF,D,~y
time=10
[Command]
name="rbdz"
command=~F,DF,D,~z
time=10

[Command]
name="bda"
command=~B,DB,D,a
time=10
[Command]
name="bdb"
command=~B,DB,D,b
time=10
[Command]
name="bdc"
command=~B,DB,D,c
time=10
[Command]
name="bda"
command=~B,DB,D,~a
time=10
[Command]
name="bdb"
command=~B,DB,D,~b
time=10
[Command]
name="bdc"
command=~B,DB,D,~c
time=10

[Command]
name = "2p"
command = x+y
time = 5

[Command]
name = "2p"
command = x+z
time = 5

[Command]
name = "2p"
command = y+z
time = 5

[Command]
name = "2k"
command = a+b
time = 5

[Command]
name = "2k"
command = a+c
time = 5

[Command]
name = "2k"
command = b+c
time = 5

[Command]
name = "KonamiCode"
command = ~U,U,D,D,B,F,B,F,b,a
time = 120

;---------------------------------------------------------------------------
; 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, Alpha Counter]
type=ChangeState
value=900
triggerall=roundstate=2&&(command="bdx"||command="bdy"||command="bdz"||command="bda"||command="bdb"||command="bdc")
triggerall=p2dist x>0&&power>=1000&&statetype!=A
trigger1=stateno=150||stateno=152
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type=ChangeState
value=195
triggerall=command="start"
trigger1=statetype!=A
trigger1=ctrl
;---------------------------------------------------------------------------
[State -1, Advancing Guard Stand]
type=ChangeState
value=160
triggerall=command="2p"&&statetype=S
trigger1=stateno=[150,153]
;---------------------------------------------------------------------------
[State -1, Advancing Guard Crouch]
type=ChangeState
value=161
triggerall=command="2p"&&statetype=C
trigger1=stateno=[150,153]
;---------------------------------------------------------------------------
[State -1, Advancing Guard Aerial]
type=ChangeState
value=162
triggerall=command="2p"&&statetype=A
trigger1=stateno=[154,155]
;===========================================================================
;-----------------------------Super Attacks-------------------------------
;===========================================================================
; Hyper Megaman
[State -1, Hyper Megaman]
type=ChangeState
value=3000
triggerall=command="QCF_pp"&&power>=3000
triggerall=(var(12)!= 1&&var(12)!=3&&var(12)!=4&&var(12)!=5)
trigger1=ctrl
trigger2=(stateno=[100,109])
trigger3=(stateno=[200,499])&&(stateno!=220&&stateno!=420)
trigger4=(stateno=[600,699])&&(stateno!=620)
trigger5=(stateno=[1000,1999])
;---------------------------------------------------------------------------
; Rush Drill
[State -1, Rush Drill]
type=ChangeState
value=3100
triggerall=command="QCF_kk"&&power>=1000
triggerall=(var(12)!=1&&var(12)!=3&&var(12)!=4&&var(12)!=5)
triggerall=statetype != A ;NOT in the Air
trigger1=ctrl
trigger2=(stateno=[100,109])
trigger3=(stateno=[200,499])&&(stateno!=220&&stateno!=420)
trigger4=(stateno=[600,699])&&(stateno!=620)
trigger5=(stateno=[1000,1999])
;---------------------------------------------------------------------------
; Beat Plane
[State -1, Beat Plane]
type=ChangeState
value=3200
triggerall=command="QCB_kk"&&power>=1000
triggerall=(var(12)!=1&&var(12)!=3&&var(12)!= 4&&var(12)!= 5)
trigger1=ctrl
trigger2=(stateno=[100,109])
trigger3=(stateno=[200,499])&&(stateno!=220&&stateno!=420)
trigger4=(stateno=[600,699])&&(stateno!=620)
trigger5=(stateno=[1000,1999])
;---------------------------------------------------------------------------
; Mega Buster Sweep
[State -1, Mega Buster Sweep]
type=ChangeState
value=3300
triggerall=command="QCB_pp"&&power>=1000
triggerall=(var(12)!=1&&var(12)!=3&&var(12)!=4&&var(12)!=5)
trigger1=ctrl
trigger2=(stateno=[100,109])
trigger3=(stateno=[200,499])&&(stateno!=220&&stateno!=420)
trigger4=(stateno=[600,699])&&(stateno!=620)
trigger5=(stateno=[1000,1999])
;===========================================================================
;-----------------------------Special Attacks-------------------------------
;===========================================================================
; Mega Upper
[State -1, EX Mega Upper]
type=ChangeState
value=1110
triggerall=command="DP_z"||command="DP_y"||command="DP_x"
triggerall=(var(12)!=1&&var(12)!=3&&var(12)!=4&&var(12)!=5)
triggerall=var(25)>=240
trigger1=ctrl
trigger2=(stateno=[100,109])
trigger3=(stateno=[200,499])&&(stateno!=220&&stateno!=420)
trigger4=(stateno=[600,699])&&(stateno!=620)
;---------------------------------------------------------------------------
; Mega Upper
[State -1, Mega Upper]
type=ChangeState
value=1100
triggerall=command="DP_z"||command="DP_y"||command="DP_x"
triggerall=(var(12)!=1&&var(12)!=3&&var(12)!=4&&var(12)!=5)
trigger1=ctrl
trigger2=(stateno=[100,109])
trigger3=(stateno=[200,499])&&(stateno!=220&&stateno!=420)
trigger4=(stateno=[600,699])&&(stateno!=620)
;---------------------------------------------------------------------------
; Leaf Sheild Throw
[State -1, Leaf Sheild Throw]
type=ChangeState
value=1201
triggerall=Var(50)=2 && numhelper(1220)
triggerall=(var(12)!=1&&var(12)!=3&&var(12)!= 4&&var(12)!=5)
triggerall=command="QCF_z"||command="QCF_y"||command="QCF_x"
triggerall=Helper(1220),var(5)!=5
triggerall=Helper(1220),Var(3)=0
trigger1=ctrl
trigger2=(stateno=[200,699])&&(stateno!=220&&stateno!=420&&stateno!=620)
;---------------------------------------------------------------------------
; Weapon/Item Use
[State -1, Weapon/Item Use]
type=ChangeState
value=1201
triggerall=(var(12)!=1&&var(12)!=3&&var(12)!=4&&var(12)!=5)
triggerall=command="QCF_z"||command="QCF_y"||command="QCF_x"
triggerall=statetype!=A
triggerall=(!numhelper(1220)&&var(50)=2)||(var(50)!=2&&!numhelper(1220))
trigger1=ctrl
trigger2=(stateno=[200,499])&&(stateno!=220&&stateno!=420&&stateno!=620)
;---------------------------------------------------------------------------
; Weapon/Item Change
[State -1, Weapon/Item Change]
type=ChangeState
value=1200
triggerall=!numhelper(12000)
triggerall=(var(12)!=1&&var(12)!=3&&var(12)!=4&&var(12)!=5)
triggerall=command="QCB_a"||command="QCB_b"||command="QCB_c"
triggerall=statetype!=A
trigger1=ctrl
trigger2=(stateno=[200,699])&&(stateno!=220&&stateno!=420&&stateno!=620)
;---------------------------------------------------------------------------
[State -1, Air Charge Shot]
type=ChangeState
value=1002
triggerall=var(25)>=75
triggerall=(var(12)!=1&&var(12)!=3&&var(12)!=4&&var(12)!=5)
triggerall=command!="holdz" ;&& command != "holdy" && command != "holdx"
triggerall=Statetype=A
triggerall=(stateno!=[100,109])
trigger1=(stateno=[200,699])&&(stateno!=220&&stateno!=420&&stateno!=620)
trigger2=ctrl
;---------------------------------------------------------------------------
[State -1, Standing Charge Shot]
type=ChangeState
value=1000
triggerall=var(25)>=75
triggerall=(var(12)!=1&&var(12)!=3&&var(12)!=4&&var(12)!=5)
triggerall=command!="holdz" ;&& command != "holdy" && command != "holdx"
triggerall=command!="holddown"
triggerall=Statetype!=A||(stateno=[100,109])
trigger1=(stateno=[200,699])&&(stateno!=220&&stateno!=420&&stateno!=620)
trigger2=ctrl
;---------------------------------------------------------------------------
[State -1, Crouching Charge Shot]
type=ChangeState
value=1001
triggerall=var(25) >= 75
triggerall=(var(12)!=1&&var(12)!=3&&var(12)!=4&&var(12)!=5)
triggerall=command!="holdz" ;&& command != "holdy" && command != "holdx"
triggerall=command="holddown"
triggerall=Statetype=C||(stateno=[100,109])
trigger1=(stateno=[200,699])&&(stateno!=220&&stateno!=420&&stateno!=620)
trigger2=ctrl ;&& var(20) >= 80
;---------------------------------------------------------------------------
; Throw
[State -1, Ground Throw]
type=ChangeState
value=800
triggerall=statetype=S
triggerall=ctrl
triggerall=(stateno!=[100,119])
triggerall=((p2statetype=S)||(p2statetype = C))&&(P2MoveType!=H)
triggerall=p2bodydist X<=Ceil(26*const(size.xscale))
trigger1=(command="holdfwd"||command="holdback")&&(command="y"||command="z")
;---------------------------------------------------------------------------
; Throw
[State -1, Air Throw]
type=ChangeState
value=800
triggerall=Statetype=A
triggerall=(p2statetype=A)&&(P2MoveType!=H)
triggerall=p2bodydist X<=Ceil(24*const(size.xscale))
triggerall=p2bodydist Y=[-33,33]
triggerall=ctrl
trigger1=(command="holdfwd"||command="holdback")&&(command="z"||command="y")
;---------------------------------------------------------------------------
; Run Back
[State -1, Dash Back]
type=ChangeState
value=105
triggerall=stateno!=105
triggerall=command="BB"||(command="holdback"&&command="2p");(command="x"&&command="y"&&command="z"))
triggerall=command!="holddown"
trigger1=statetype!=A
trigger1=ctrl
trigger2=(stateno=[100,101])&&ctrl
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type=ChangeState
value=100
triggerall=stateno!=100
triggerall=command="FF"||(command="2p");(command="x"&&command="y"&&command="z")
triggerall=command!="holddown"
trigger1=statetype!=A
trigger1=ctrl
trigger2=(stateno=[105,106])&&ctrl
;---------------------------------------------------------------------------
; Run Fwd
;[State -1, Air Run Fwd]
;type=ChangeState
;value=108
;triggerall=stateno!=108&&!Var(22)
;triggerall=command="FF"||(command="2p");(command="x"&&command="y"&&command="z")
;triggerall=Pos Y<=Floor(Const(size.mid.pos.y)/2)
;trigger1=statetype=A&&(ctrl||(stateno=[50,51]))
;---------------------------------------------------------------------------
; Stand Jab
[State -1, Stand Jab]
type=ChangeState
value=200
triggerall=command = "x"
triggerall=command!="holddown"
trigger1=statetype=S
trigger1=ctrl
trigger2=(stateno=[100,111])&&ctrl
 ;---------------------------------------------------------------------------
; Stand Strong
[State -1, Stand Strong]
type=ChangeState
value=210
triggerall=command="y"
triggerall=command!="holddown"
trigger1=statetype=S
trigger1=ctrl
trigger2=(stateno=[100,111])&&ctrl
trigger3=(stateno=200||stateno=230||stateno=400||stateno=430)&&movecontact
;---------------------------------------------------------------------------
; Stand Fierce
[State -1, Stand Fierce]
type=ChangeState
value=220
triggerall=command="z"
triggerall=command!="holddown"
trigger1=statetype=S
trigger1=ctrl
trigger2=(stateno=[100,111])&&ctrl
trigger3=(stateno=200||stateno=230||stateno=210||stateno=240||stateno=400||stateno=430||stateno=410||stateno=440)&&movecontact
;---------------------------------------------------------------------------
; Stand Short
[State -1, Stand Short]
type=ChangeState
value=230
triggerall=command="a"
triggerall=command!="holddown"
trigger1=statetype=S
trigger1=ctrl
trigger2=(stateno=[100,111])&&ctrl
;---------------------------------------------------------------------------
; Standing Forward
[State -1, Standing Forward]
type=ChangeState
value=240
triggerall=command="b"
triggerall=command!="holddown"
trigger1=statetype=S
trigger1=ctrl
trigger2=(stateno=[100,111])&&ctrl
trigger3=(stateno=200||stateno=230||stateno=400||stateno=430)&&movecontact
;---------------------------------------------------------------------------
; Step Kick
;[State -1, Step Kick]
;type=ChangeState
;value=255
;triggerall=command="holdfwd"&&command="c"
;triggerall=command!="holddown"
;trigger1=statetype=S
;trigger1=ctrl
;trigger2=(stateno=[100,111])&&ctrl
;trigger3=(stateno=200||stateno=230||stateno=210||stateno=240||stateno=400||stateno=430||stateno=410||stateno=440)
;trigger3=movecontact
;---------------------------------------------------------------------------
; Standing Round House
[State -1, Standing Round House]
type=ChangeState
value=250
triggerall=command="c"
triggerall=command!="holddown"
trigger1=statetype=S
trigger1=ctrl
trigger2=(stateno=[100,111])&&ctrl
trigger3=(stateno=200||stateno=230||stateno=210||stateno=240||stateno=400||stateno=430||stateno=410||stateno=440)&&movecontact
;---------------------------------------------------------------------------
; Crouching Jab
[State -1, Crouching Jab]
type=ChangeState
value=400
triggerall=command="x"
triggerall=command="holddown"
trigger1=statetype=C
trigger1=ctrl
trigger2=(stateno=[100,111])&&ctrl
;---------------------------------------------------------------------------
; Crouching Strong
[State -1, Crouching Strong]
type=ChangeState
value=410
triggerall=command="y"
triggerall=command="holddown"
trigger1=statetype=C
trigger1=ctrl
trigger2=(stateno=[100,111])&&ctrl
trigger3=(stateno=200||stateno=230||stateno=400||stateno=430)&&movecontact
;---------------------------------------------------------------------------
; Crouching Fierce
[State -1, Crouching Fierce]
type=ChangeState
value=420
triggerall=command="z"
triggerall=command="holddown"
trigger1=statetype=C
trigger1=ctrl
trigger2=(stateno=[100,111])&&ctrl
trigger3=(stateno=200||stateno=230||stateno=210||stateno=240||stateno=400||stateno=430||stateno=410||stateno=440)&&movecontact
;---------------------------------------------------------------------------
; Crouching Short
[State -1, Crouching Short]
type=ChangeState
value=430
triggerall=command="a"
triggerall=command="holddown"
trigger1=statetype=C
trigger1=ctrl
trigger2=(stateno=[100,111])&&ctrl
;---------------------------------------------------------------------------
; Crouching Forward
[State -1, Crouching Forward]
type=ChangeState
value=440
triggerall=command="b"
triggerall=command="holddown"
trigger1=statetype=C
trigger1=ctrl
trigger2=(stateno=[100,111])&&ctrl
trigger3=(stateno=200||stateno=230||stateno=400||stateno=430)&&movecontact
;---------------------------------------------------------------------------
; Crouching Round House
[State -1, Crouching Round House]
type=ChangeState
value=450
triggerall=command="c"
triggerall=command="holddown"
trigger1=statetype=C
trigger1=ctrl
trigger2=(stateno=[100,111])&&ctrl
trigger3=(stateno=200||stateno=230||stateno=210||stateno=240||stateno=400||stateno=430||stateno=410||stateno=440)&&movecontact
;---------------------------------------------------------------------------
; Jump Jab
[State -1, Jump Jab]
type=ChangeState
value=600
triggerall=command="x"
trigger1=statetype=A
trigger1=ctrl
;---------------------------------------------------------------------------
; Jump Strong
[State -1, Jump Strong]
type=ChangeState
value=610
triggerall=command="y"
trigger1=statetype=A
trigger1=ctrl
trigger2=(stateno=600||stateno=630)&&movecontact
;---------------------------------------------------------------------------
; Jump Fierce
[State -1, Jump Fierce]
type=ChangeState
value=620
triggerall=command="z"
trigger1=statetype=A
trigger1=ctrl
trigger2=(stateno=600||stateno=610||stateno=630||stateno=640)&&movecontact
;---------------------------------------------------------------------------
; Jump Short
[State -1, Jump Short]
type=ChangeState
value=630
triggerall=command="a"
trigger1=statetype=A
trigger1=ctrl
trigger2=(stateno=600)&&movecontact
trigger2=Var(11) ;In Super Jump Mode
;---------------------------------------------------------------------------
; Jump Forward
[State -1, Jump Forward]
type=ChangeState
value=640
triggerall=command="b"
trigger1=statetype=A
trigger1=ctrl
trigger2=(stateno=600||stateno=630)&&movecontact
trigger3=(stateno=610)&&movecontact
trigger3=Var(11) ;In Super Jump Mode
;---------------------------------------------------------------------------
; Jump Up Round House
;[State -1, Jump Up Round House]
;type=ChangeState
;value=660
;triggerall=command="holdup"&&command="c"
;trigger1=statetype=A
;trigger1=ctrl
;trigger2=(stateno=600||stateno=610||stateno=630||stateno=640)&&movecontact
;---------------------------------------------------------------------------
; Jump Round House
[State -1, Jump Round House]
type=ChangeState
value=650
triggerall=command="c"
trigger1=statetype=A
trigger1=ctrl
trigger2=(stateno=600||stateno=610||stateno=630||stateno=640)&&movecontact
;---------------------------------------------------------------------------
; Wall Jump
[State -1, Wall Jump]
type=ChangeState
value=700
triggerall=stateno!=700&&var(21)=0
triggerall=statetype=A
triggerall=Pos Y<=-80&&Vel X!=0
triggerall=ctrl
trigger1=BackEdgeDist<=10&&Vel X<0
trigger1=command="holdfwd"&&command="holdup"
trigger2=FrontEdgeDist<=10&&Vel X>0
trigger2=command="holdback"&&command="holdup"
