
;;===========================================================================
;========================_____________________________======================
;========================|                           |======================
;========================| MARVEL VS CAPCOM 2 |======================
;========================|                           |======================
;========================|          NORIMARO      |======================
;========================|___________________________|======================
;===========================================================================
;===========================================================================

;----------------------------________________-------------------------------
;---------------------------|                |------------------------------
;---------------------------|      A. I.     |------------------------------
;---------------------------|________________|------------------------------

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

;-|-IA-|--------------------------------------------------------------------
[Command]
name = "CPU_1"
command = U, D, F
time = 1

[Command]
name = "CPU_2"
command = U, B, F
time = 1

[Command]
name = "CPU_3"
command = U, D, D
time = 1

[Command]
name = "CPU_4"
command = F, B, U
time = 1

[Command]
name = "CPU_5"
command = U, F, U, B
time = 1

[Command]
name = "CPU_6"
command = U, D, B
time = 1

[Command]
name = "CPU_7"
command = F, F, B
time = 1

[Command]
name = "CPU_8"
command = U, D, U
time = 1

[Command]
name = "CPU_9"
command = F, B, B
time = 1

[Command]
name = "CPU_10"
command = F, F, B, B
time = 1

[Command]
name = "CPU_11"
command = U, U, F
time = 1

[Command]
name = "CPU_12"
command = U, B, B
time = 1

[Command]
name = "CPU_13"
command = U, B, F, F
time = 1

[Command]
name = "CPU_14"
command = U, F, B, U
time = 1

[Command]
name = "CPU_15"
command = U, B, F, U
time = 1

[Command]
name = "CPU_16"
command = U, B, B, B
time = 1

[Command]
name = "CPU_17"
command = U, D, B, F
time = 1

[Command]
name = "CPU_18"
command = U, D, B, D
time = 1

[Command]
name = "CPU_19"
command = U, D, F, U
time = 1

[Command]
name = "CPU_20"
command = U, D, U, B
time = 1

[Command]
name = "CPU_21"
command = U, D, F, F
time = 1

[Command]
name = "CPU_22"
command = F, F, F, F
time = 1

[Command]
name = "CPU_23"
command = U, U, U, D
time = 1

[Command]
name = "CPU_24"
command = B, B, B
time = 1

[Command]
name = "CPU_25"
command = D, D, D, D
time = 1

[Command]
name = "CPU_26"
command = D, D, D
time = 1

[Command]
name = "CPU_27"
command = F, F, F
time = 1

[Command]
name = "CPU_28"
command = U, U, U
time = 1

[Command]
name = "CPU_29"
command = U, U, B, B
time = 1

[Command]
name = "CPU_30"
command = D, D, F, F
time = 1

[Command]
name = "CPU_31"
command = U, D, F, U, D
time = 1

[Command]
name = "CPU_32"
command = U, B, F, U, D
time = 1

[Command]
name = "CPU_33"
command = U, D, D, U, D
time = 1

[Command]
name = "CPU_34"
command = F, B, U, U, D
time = 1

[Command]
name = "CPU_35"
command = U, F, U, B, U, D
time = 1

[Command]
name = "CPU_36"
command = U, D, B, U, D
time = 1

[Command]
name = "CPU_37"
command = F, F, B, U, D
time = 1

[Command]
name = "CPU_38"
command = U, D, U, U, D
time = 1

[Command]
name = "CPU_39"
command = F, B, B, U, D
time = 1

[Command]
name = "CPU_40"
command = F, F, B, B, U, D
time = 1

[Command]
name = "CPU_41"
command = U, U, F, U, D
time = 1

[Command]
name = "CPU_42"
command = U, B, B, U, D
time = 1

[Command]
name = "CPU_43"
command = U, B, F, F, U, D
time = 1

[Command]
name = "CPU_44"
command = U, F, B, U, U, D
time = 1

[Command]
name = "CPU_45"
command = U, B, F, U, U, D
time = 1

[Command]
name = "CPU_46"
command = U, B, B, B, U, D
time = 1

[Command]
name = "CPU_47"
command = U, D, B, F, U, D
time = 1

[Command]
name = "CPU_48"
command = U, D, B, D, U, D
time = 1

[Command]
name = "CPU_49"
command = U, D, F, U, U, D
time = 1

[Command]
name = "CPU_50"
command = U, D, U, B, U, D
time = 1

;-| Super Motions |--------------------------------------------------------
[Command]
name = "upper_pp"
command = ~D, B, x+y

[Command]
name = "upper_pp"
command = ~D, B, x+z

[Command]
name = "upper_pp"
command = ~D, B, y+z
 
[Command]
name = "QCF_pp"
command = ~D, F, x+y

[Command]
name = "QCF_pp"
command = ~D, F, y+z

[Command]
name = "QCF_pp"
command = ~D, F, x+z

[Command]
name = "QCF_kk"
command = ~D, F, a+b

[Command]
name = "QCF_kk"
command = ~D, F, b+c

[Command]
name = "QCF_kk"
command = ~D, F, a+c

[Command]
name = "Tag Counter"
command = ~D, DB, B, c+z
time = 20

[Command]
name = "Dual Hyper"
command = ~D, DF, F, c+z
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "upper_x"
command = ~F, D, DF, x

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

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

[Command]
name = "QCF_k"
command = ~D, F, a

[Command]
name = "QCF_k"
command = ~D, F, b

[Command]
name = "QCF_k"
command = ~D, F, c

[Command]
name = "QCF_p"
command = ~D, F, x

[Command]
name = "QCF_p"
command = ~D, F, y

[Command]
name = "QCF_p"
command = ~D, F, z

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

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

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

[Command]
name = "roll"
command = ~B, D, a

[Command]
name = "roll"
command = ~B, D, b

[Command]
name = "roll"
command = ~B, D, c

[Command]
name = "counter"
command = ~B, D, c

;---------------------------------------------------------------------------------------------
;Counter

[Command]
name = "Counter"
command = ~F, x+a

[Command]
name = "Counter"
command = ~F, y+b

[Command]
name = "Counter"
command = ~F, z+c

[Command]
name = "SnapBack"
command = z+y+x


;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

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

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

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

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

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;-| 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

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

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

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

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

[Command]
name = "hold_x"
command = /$x
time = 1

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

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

[Command]
name = "SJ"
command = $D, $U



[Statedef -1]
;------------------------------------------------------------------------
; Adapted by FerchogtX
[State -1, Tag Counter]
type = ChangeState
value = 4800
triggerall = !var(59)
triggerall = command = "Tag Counter"
triggerall = var(30) = 1
triggerall = partner, life > 0
triggerall = power >= 1000
triggerall = StateType != A
triggerall = partner, stateno = 4512
trigger1 = stateno = [150, 152]
ignorehitpause = 1

[State -1, Dual Hyper Attack]
type = ChangeState
value = 4600
triggerall = !var(59)
triggerall = command = "Dual Hyper"
triggerall = var(30) = 1
triggerall = partner, life > 0
triggerall = power >= 2000
triggerall = StateType != A
triggerall = partner, stateno = 4512
trigger1 = ctrl
trigger2 = (stateno = [200, 299]) && MoveContact
trigger3 = (stateno = [400, 499]) && MoveContact

[State -1, Partner Assist]
type = ChangeState
value = 4700
triggerall = !var(59)
triggerall = command = "y" && command = "b"
triggerall = var(30) = 1
triggerall = partner, life > 0
triggerall = StateType != A
triggerall = partner, stateno = 4512
trigger1 = ctrl
trigger2 = (stateno = [200, 299]) && MoveContact
trigger3 = (stateno = [400, 499]) && MoveContact
trigger2 = (stateno = [600, 650]) && MoveContact
trigger3 = (stateno = [1000, 1100]) && MoveContact

[State -1, Partner Change]
type = ChangeState
value = 4510
triggerall = !var(59)
triggerall = command = "c" && command = "z"
triggerall = var(30) = 1
triggerall = partner, life > 0
triggerall = StateType != A
triggerall = partner, stateno = 4512
trigger1 = ctrl
trigger2 = (stateno = [200, 299]) && MoveContact

;---------------------------------------------------------------------------
;HYPER STRONG MIRACLE TREASURE (Level 2)
[State -1, HSMT]
type = ChangeState
value = 10450
triggerall = command = "Dual Hyper" && power >= 1000
trigger1 = (statetype = S || statetype = C) && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
trigger10 = (stateno = 225) && (movecontact) && time > 2
trigger11 = (stateno = 500) && (movecontact) && time > 2
trigger12 = (stateno = 600) && (movecontact) && time > 2

;---------------------------------------------------------------------------
;ULTIMATE GRAND CHAMPION JUMP
[State -1, UGCJ]
type = ChangeState
value = 1000
triggerall = command = "upper_pp" && power >= 1000
trigger1 = (statetype = S || statetype = C) && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
trigger10 = (stateno = 225) && (movecontact) && time > 2
trigger11 = (stateno = 500) && (movecontact) && time > 2
trigger12 = (stateno = 600) && (movecontact) && time > 2
trigger13 = (!var(30)) || (((var(30)) && (NumPartner)) && !(partner, Alive))
trigger13 = ((var(31) = [1, 2]) && (stateno != [1000,1001])) && (time >= 2)

;---------------------------------------------------------------------------
;HYPER STRONG MIRACLE TREASURE
[State -1, HSMT]
type = ChangeState
value = 1050
triggerall = command = "QCF_pp" && power >= 1000
trigger1 = (statetype = S || statetype = C) && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
trigger10 = (stateno = 225) && (movecontact) && time > 2
trigger11 = (stateno = 500) && (movecontact) && time > 2
trigger12 = (stateno = 600) && (movecontact) && time > 2
trigger13 = (!var(30)) || (((var(30)) && (NumPartner)) && !(partner, Alive))
trigger13 = ((var(31) = [1, 2]) && (stateno != [1050,1051])) && (time >= 2)

;---------------------------------------------------------------------------
;ULTRA VARIETY PRIVATE MEMORIES
[State -1, UVPM]
type = ChangeState
value = 1070
triggerall = command = "QCF_kk" && power >= 1000
trigger1 = (statetype = S || statetype = C) && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
trigger10 = (stateno = 225) && (movecontact) && time > 2
trigger11 = (stateno = 500) && (movecontact) && time > 2
trigger12 = (stateno = 600) && (movecontact) && time > 2
trigger13 = (!var(30)) || (((var(30)) && (NumPartner)) && !(partner, Alive))
trigger13 = ((var(31) = [1, 2]) && (stateno != [1070,1076])) && (time >= 2)

;---------------------------------------------------------------------------
;Not So Grand 3rd Place Jump (weak)
[State -1, NSG3PJW]
type = ChangeState
value = 650
triggerall = command = "upper_x"
trigger1 = (statetype = S || statetype = C) && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
trigger10 = (stateno = 225) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Not So Grand 3rd Place Jump (strong)
[State -1, NSG3PJS]
type = ChangeState
value = 660
triggerall = command = "upper_y"
trigger1 = (statetype = S || statetype = C) && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
trigger10 = (stateno = 225) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Not So Grand 3rd Place Jump (hard)
[State -1, NSG3PJH]
type = ChangeState
value = 670
triggerall = command = "upper_z"
trigger1 = (statetype = S || statetype = C) && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
trigger10 = (stateno = 225) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Multiple Hand Slaps of Fury
[State -1, MHSF]
type = ChangeState
value = 600
triggerall = command = "QCF_k" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
trigger10 = (stateno = 225) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Standing Tourist's Treasure
[State -1, STT]
type = ChangeState
value = 500
triggerall = command = "QCF_p" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
trigger10 = (stateno = 225) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Air Tourist's Treasure
[State -1, STT]
type = ChangeState
value = 575
triggerall = command = "QCF_p"
trigger1 = statetype = A && ctrl
trigger2 = (stateno = 400) && (movecontact) && time > 2
trigger3 = (stateno = 405) && (movecontact) && time > 2
trigger4 = (stateno = 410) && (movecontact) && time > 2
trigger5 = (stateno = 415) && (movecontact) && time > 2
trigger6 = (stateno = 420) && (movecontact) && time > 2
trigger7 = (stateno = 425) && (movecontact) && time > 2
trigger8 = (stateno = 421) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF" && statetype = S && ctrl && stateno != [100,105]
;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB" && statetype = S && ctrl && stateno != [100,105]
;---------------------------------------------------------------------------
;Headbutt Throw
[State -1, HBT]
type = ChangeState
value = 699
triggerall = command = "z" && statetype = S && ctrl && stateno != 100
trigger1 = command = "holdfwd" && p2bodydist X < 3 && p2movetype != H
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger2 = command = "holdback" && p2bodydist X < 5 && p2movetype != H
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger3 = (stateno = 17000) && (movecontact) && time > 1
;---------------------------------------------------------------------------
;Rubber Band Throw
[State -1, RBT]
type = ChangeState
value = 749
triggerall = command = "c" && statetype = S && ctrl && stateno != 100
trigger1 = command = "holdfwd" && p2bodydist X < 3 && p2movetype != H
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger2 = command = "holdback" && p2bodydist X < 5 && p2movetype != H
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger3 = (stateno = 17000) && (movecontact) && time > 1
;---------------------------------------------------------------------------
;Rubber Band Throw (air)
[State -1, RBT]
type = ChangeState
value = 1749
triggerall = command = "c" && statetype = A && ctrl && stateno != 100
triggerall = p2dist y < 20 && p2dist y > -20
trigger1 = command = "holdfwd" && p2bodydist X < 3 && p2movetype != H
trigger1 = p2statetype = A
trigger2 = command = "holdback" && p2bodydist X < 5 && p2movetype != H
trigger2 = p2statetype = A
;---------------------------------------------------------------------------
;Stand Jab
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x" && command != "holddown"
trigger1 = statetype = S && ctrl
;---------------------------------------------------------------------------
;Stand Strong
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = command = "y" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Stand Fierce
[State -1, Stand Light Punch]
type = ChangeState
value = 210
triggerall = command = "z" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Stand Short
[State -1, Stand Light Punch]
type = ChangeState
value = 215
triggerall = command = "a" && command != "holddown"
trigger1 = statetype = S && ctrl
;---------------------------------------------------------------------------
;Stand Forward
[State -1, Stand Light Punch]
type = ChangeState
value = 220
triggerall = command = "b" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Stand Roundhouse
[State -1, Stand Light Punch]
type = ChangeState
value = 225
triggerall = command = "c" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A && ctrl

;---------------------------------------------------------------------------
;Move Your Partner!! (After KO)
[State -1, Taunt]
type = ChangeState
value = 1950
triggerall = command = "start"
trigger1 = statetype != A && ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 300
triggerall = command = "x" && command = "holddown"
trigger1 = statetype = C && ctrl
;---------------------------------------------------------------------------
;Crouching Strong
[State -1, Crouching Light Punch]
type = ChangeState
value = 305
triggerall = command = "y" && command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Crouching Fierce
[State -1, Crouching Light Punch]
type = ChangeState
value = 310
triggerall = command = "z" && command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Crouching Short
[State -1, Crouching Light Punch]
type = ChangeState
value = 315
triggerall = command = "a" && command = "holddown"
trigger1 = statetype = C && ctrl
;---------------------------------------------------------------------------
;Crouching Forward
[State -1, Crouching Light Punch]
type = ChangeState
value = 320
triggerall = command = "b" && command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Crouching Roundhouse
[State -1, Crouching Light Punch]
type = ChangeState
value = 325
triggerall = command = "c" && command = "holddown"
trigger1 = statetype = C && ctrl
trigger2 = (stateno = 200) && (movecontact) && time > 2
trigger3 = (stateno = 215) && (movecontact) && time > 2
trigger4 = (stateno = 300) && (movecontact) && time > 2
trigger5 = (stateno = 315) && (movecontact) && time > 2
trigger6 = (stateno = 205) && (movecontact) && time > 2
trigger7 = (stateno = 220) && (movecontact) && time > 2
trigger8 = (stateno = 305) && (movecontact) && time > 2
trigger9 = (stateno = 320) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
trigger1 = statetype = A  && ctrl
;---------------------------------------------------------------------------
;Jump Strong
[State -1, Jump Light Punch]
type = ChangeState
value = 405
triggerall = command = "y"
trigger1 = statetype = A  && ctrl
trigger2 = (stateno = 400) && (movecontact) && time > 2
trigger3 = (stateno = 415) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Jump Fierce
[State -1, Jump Light Punch]
type = ChangeState
value = 410
triggerall = command = "z"
trigger1 = statetype = A  && ctrl
trigger2 = (stateno = 400) && (movecontact) && time > 2
trigger3 = (stateno = 415) && (movecontact) && time > 2
trigger4 = (stateno = 405) && (movecontact) && time > 2
trigger5 = (stateno = 420) && (movecontact) && time > 2
trigger6 = (stateno = 421) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Jump Short
[State -1, Jump Light Punch]
type = ChangeState
value = 415 
triggerall = command = "a"
trigger1 = statetype = A  && ctrl
trigger2 = (stateno = 400) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Jump Forward
[State -1, Jump Light Punch]
type = ChangeState
value = 420
triggerall = command = "b" && vel x = 0
trigger1 = statetype = A  && ctrl
trigger2 = (stateno = 400) && (movecontact) && time > 2
trigger3 = (stateno = 415) && (movecontact) && time > 2
trigger4 = (stateno = 405) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Jump Forward
[State -1, Jump Light Punch]
type = ChangeState
value = 421
triggerall = command = "b" && vel x != 0
trigger1 = statetype = A  && ctrl
trigger2 = (stateno = 400) && (movecontact) && time > 2
trigger3 = (stateno = 415) && (movecontact) && time > 2
trigger4 = (stateno = 405) && (movecontact) && time > 2
;---------------------------------------------------------------------------
;Jump Roundhouse
[State -1, Jump Light Punch]
type = ChangeState
value = 425
triggerall = command = "c"
trigger1 = statetype = A && ctrl
trigger2 = (stateno = 400) && (movecontact) && time > 2
trigger3 = (stateno = 415) && (movecontact) && time > 2
trigger4 = (stateno = 405) && (movecontact) && time > 2
trigger5 = (stateno = 420) && (movecontact) && time > 2
trigger6 = (stateno = 421) && (movecontact) && time > 2

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


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

;Super Jump
[State -1]
type = ChangeState
value = 90
triggerall = command = "holdup" 
trigger1 = stateno = 10 && movehit

;-----------------------------
[State -1, Super Jump]
type = ChangeState
value = 90
triggerall = StateType = S || StateType = C
triggerall = ctrl
trigger1 = Command = "SJ"

;---------------------------------------------------------------------------
;Recovery Roll 
[State -1, RR]
type = VarSet
triggerall = command = "roll" && alive = 1
trigger1 = stateno = 5050 || stateno = 5071
v = 10
value = 1

;Recovery Roll 
[State -1, Roll]
type = ChangeState
value = 1100
triggerall = Var(10) = 1 = alive = 1
triggerall = (var(59) != 0) && (roundstate = 2)
triggerall = pos y >= 0
trigger1 = Pos Y >= 0 && Vel Y > 0

;---------------------------------------------------------------
;Guard Push
[State -1, Guard Push stand]
type = ChangeState
value = 6300
triggerall = command = "guardpush" && statetype = S
trigger1 = stateno = [150,153]

[State -1, Guard Push crouch]
type = ChangeState
value = 6310
triggerall = command = "guardpush" && statetype = C
trigger1 = stateno = [150,153]

[State -1, Guard Push aerial]
type = ChangeState
value = 6320
triggerall = command = "guardpush" && statetype = A
trigger1 = stateno = [154,155]

;------------------------------------
;AI Guard Push (Standing)
;------------------------------------
[State -1, AI Guard Push]
type = ChangeState
value = 6300
triggerall = Var(59) = 1
triggerall = (StateType = S) && (StateType != L)
triggerall = P2life != 0
trigger1 = StateNo = [150,153]
trigger1 = P2BodyDist X >= 71
trigger1 = Time >= 5
