; 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.
;-| Default Values |-------------------------------------------------------
[Defaults]
;command.time = 20
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

;-| CPU |--------------------------------------------------------------
; Note that if you make any changes to the basic one-button or recovery
; commands, you'll need to make the same changes to their matching commands here
; and/or in the XOR VarSet controller.  That includes things like, for example:
;  * changing the recovery command to use a different combination of buttons.
;  * renaming the b button command as "d", or the start button command as "s".
;  * switching the button names around, e.g. so button y triggers "a" and button a triggers "y".
;  * having more than one way to trigger the same command name.
; If you understand how the XOR method works, the proper changes should be obvious.
; If you don't understand it, then simply disable the lines in the XOR VarSet
; controller that correspond to the commands you've altered.

[Command]
name = "CPU1"
command = U, D, F
time = 1

[Command]
name = "CPU2"
command = U, B, F
time = 1

[Command]
name = "CPU3"
command = U, D, D
time = 1

[Command]
name = "CPU4"
command = F, B, U
time = 1

[Command]
name = "CPU5"
command = U, F, U, B
time = 1

[Command]
name = "CPU6"
command = U, D, B
time = 1

[Command]
name = "CPU7"
command = F, F, B
time = 1

[Command]
name = "CPU8"
command = U, D, U
time = 1

[Command]
name = "CPU9"
command = F, B, B
time = 1

[Command]
name = "CPU10"
command = F, F, B, B
time = 1

[Command]
name = "CPU11"
command = U, U, F
time = 1

[Command]
name = "CPU12"
command = U, B, B
time = 1

[Command]
name = "CPU13"
command = U, B, F, F
time = 1

[Command]
name = "CPU14"
command = U, F, B, U
time = 1

[Command]
name = "CPU15"
command = U, B, F, U
time = 1

;[Command]
;name = "a2"
;command = a
;time = 1
;
;[Command]
;name = "b2"
;command = b
;time = 1

;[Command]
;name = "c2"
;command = c
;time = 1

;[Command]
;name = "x2"
;command = x
;time = 1

;[Command]
;name = "y2"
;command = y
;time = 1
;
;[Command]
;name = "z2"
;command = z
;time = 1

;[Command]
;name = "start2"
;command = s
;time = 1

;[Command]
;name = "holdfwd2"
;command = /$F
;time = 1

;[Command]
;name = "holdback2"
;command = /$B
;time = 1

;[Command]
;name = "holdup2"
;command = /$U
;time = 1

;[Command]
;name = "holddown2"
;command = /$D
;time = 1

;[Command]
;name = "holda2"
;command = /a
;time = 1

;[Command]
;name = "holdb2"
;command = /b
;time = 1

;[Command]
;name = "holdc2"
;command = /c
;time = 1

;[Command]
;name = "holdx2"
;command = /x
;time = 1

;[Command]
;name = "holdy2"
;command = /y
;time = 1

;[Command]
;name = "holdz2"
;command = /z
;time = 1

;[Command]
;name = "holdstart2"
;command = /s
;time = 1

;[Command]
;name = "recovery2"
;command = x+y
;time = 1

; Here add matching commands for any moves that must never be used randomly
; by the computer, such as suicide moves and super moves, and add the pairs
; to the XOR VarSet controller in State -3.

; If you're desperate to make sure that the AI always gets turned on as soon
; as possible, you can add more equivalents for your own commands here too,
; and add to the XOR VarSet controller's triggers accordingly.  You should
; use button-only commands before using any commands with directional
; components, as the latter apparently doesn't work in Linux Mugen 2002.04.14.

; And of course, if you've run out of unique command labels (Mugen allows
; 128), you can remove as many of these as you want.  You'll of course need
; to modify the XOR VarSet controller's triggers accordingly, but Mugen
; will let you know if you forget to do so. :)

;-| Super Motions |--------------------------------------------------------
;---------------------------------Ground supers--------------------------
[Command]
name = "ShinkuuHadouken"
command = ~D, DF, F, D, DF, F, x
time = 20
[Command]
name = "ShinkuuHadouken"
command = ~D, DF, F, D, DF, F, y
time = 20
[Command]
name = "ShinkuuHadouken"
command = ~D, DF, F, D, DF, F, z
time = 20
;negative edge
[Command]
name = "ShinkuuHadouken"
command = ~D, DF, F, D, DF, F, ~x
time = 20
[Command]
name = "ShinkuuHadouken"
command = ~D, DF, F, D, DF, F, ~y
time = 20
[Command]
name = "ShinkuuHadouken"
command = ~D, DF, F, D, DF, F, ~z
time = 20

[Command]
name = "ShinkuuHadouken"
command = ~D,F, D,F, x
time = 20
[Command]
name = "ShinkuuHadouken"
command = ~D, F, D, F, y
time = 20
[Command]
name = "ShinkuuHadouken"
command = ~D, F, D, F, z
time = 20
;negative edge
[Command]
name = "ShinkuuHadouken"
command = ~D, F, D, F, ~x
time = 20
[Command]
name = "ShinkuuHadouken"
command = ~D, F, D, F, ~y
time = 20
[Command]
name = "ShinkuuHadouken"
command = ~D, F, D, F, ~z
time = 20
;-----------------------------------------------------
[Command]
name = "HadouCombo"
command = ~D, DB, B, D, DB, B, x
time = 25
[Command]
name = "HadouCombo"
command = ~D, DB, B, D, DB, B, y
time = 25
[Command]
name = "HadouCombo"
command = ~D, DB, B, D, DB, B, z
time = 25
;negative edge
[Command]
name = "HadouCombo"
command = ~D, DB, B, D, DB, B, ~x
time = 25
[Command]
name = "HadouCombo"
command = ~D, DB, B, D, DB, B, ~y
time = 25
[Command]
name = "HadouCombo"
command = ~D, DB, B, D, DB, B, ~z
time = 25
;--------------------------------------------------------
[Command]
name = "ShinShoryuuken"
command = ~D, DF, F, D, DF, F, a
time = 25
[Command]
name = "ShinShoryuuken"
command = ~D, DF, F, D, DF, F, b
time = 25
[Command]
name = "ShinShoryuuken"
command = ~D, DF, F, D, DF, F, c
time = 25
;negative edge
[Command]
name = "ShinShoryuuken"
command = ~D, DF, F, D, DF, F, ~a
time = 25
[Command]
name = "ShinShoryuuken"
command = ~D, DF, F, D, DF, F, ~b
time = 25
[Command]
name = "ShinShoryuuken"
command = ~D, DF, F, D, DF, F, ~c
time = 25
;--------------------------------------------------------
[Command]
name = "ShinkuuTatzumaki"
command = ~D, DB, B, D, DB, B, a
time = 25
[Command]
name = "ShinkuuTatzumaki"
command = ~D, DB, B, D, DB, B, b
time = 25
[Command]
name = "ShinkuuTatzumaki"
command = ~D, DB, B, D, DB, B, c
time = 25

[Command]
name = "ShinkuuTatzumaki"
command = ~D, DB, B, D, DB, B, ~a
time = 25
[Command]
name = "ShinkuuTatzumaki"
command = ~D, DB, B, D, DB, B, ~b
time = 25
[Command]
name = "ShinkuuTatzumaki"
command = ~D, DB, B, D, DB, B, ~c
time = 25
;--------------------------------------------------------
[Command]
name = "Misogi"
command = ~D,D, a+b
time = 20
[Command]
name = "Misogi"
command = ~D,D, a+c
time = 20
[Command]
name = "Misogi"
command = ~D,D, c+b
time = 20
;--------------------------------------------------------
[Command]
name = "KongouKokuretsuZan"
command = ~D,D, x+y
time = 20
[Command]
name = "KongouKokuretsuZan"
command = ~D,D, x+z
time = 20
[Command]
name = "KongouKokuretsuZan"
command = ~D,D, z+y
time = 20
;---------------------------------Air supers--------------------------
[Command]
name = "AirShinkuuHadouken"
command = ~D, DF, F, D, DF, F, x
time = 25
[Command]
name = "AirShinkuuHadouken"
command = ~D, DF, F, D, DF, F, y
time = 25
[Command]
name = "AirShinkuuHadouken"
command = ~D, DF, F, D, DF, F, z
time = 25

[Command]
name = "AirShinkuuHadouken"
command = ~D, DF, F, D, DF, F, ~x
time = 25
[Command]
name = "AirShinkuuHadouken"
command = ~D, DF, F, D, DF, F, ~y
time = 25
[Command]
name = "AirShinkuuHadouken"
command = ~D, DF, F, D, DF, F, ~z
time = 25
;--------------------------------------------------------
[Command]
name = "ShinGouHadouken"
command = ~D, DB, B, D, DB, B, x
time = 25
[Command]
name = "ShinGouHadouken"
command = ~D, DB, B, D, DB, B, y
time = 25
[Command]
name = "ShinGouHadouken"
command = ~D, DB, B, D, DB, B, z
time = 25

[Command]
name = "ShinGouHadouken"
command = ~D, DB, B, D, DB, B, ~x
time = 25
[Command]
name = "ShinGouHadouken"
command = ~D, DB, B, D, DB, B, ~y
time = 25
[Command]
name = "ShinGouHadouken"
command = ~D, DB, B, D, DB, B, ~z
time = 25
;--------------------------------------------------------
[Command]
name = "ShinFallingKick"
command = ~D, DF, F, D, DF, F, a
time = 25
[Command]
name =  "ShinFallingKick"
command = ~D, DF, F, D, DF, F, b
time = 25
[Command]
name =  "ShinFallingKick"
command = ~D, DF, F, D, DF, F, c
time = 25

[Command]
name = "ShinFallingKick"
command = ~D, DF, F, D, DF, F, ~a
time = 25
[Command]
name =  "ShinFallingKick"
command = ~D, DF, F, D, DF, F, ~b
time = 25
[Command]
name =  "ShinFallingKick"
command = ~D, DF, F, D, DF, F, ~c
time = 25
;--------------------------------------------------------
[Command]
name = "AirShinkuuTatzumaki"
command = ~D, DB, B, D, DB, B, a
time = 25
[Command]
name = "AirShinkuuTatzumaki"
command = ~D, DB, B, D, DB, B, b
time = 25
[Command]
name = "AirShinkuuTatzumaki"
command = ~D, DB, B, D, DB, B, c
time = 25

[Command]
name = "AirShinkuuTatzumaki"
command = ~D, DB, B, D, DB, B, ~a
time = 25
[Command]
name = "AirShinkuuTatzumaki"
command = ~D, DB, B, D, DB, B, ~b
time = 25
[Command]
name = "AirShinkuuTatzumaki"
command = ~D, DB, B, D, DB, B, ~c
time = 25
;--------------------------------------------------------
[Command]
name = "QCF_ab"
command = ~D, DF, F, a+b
time = 20

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

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

[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y

[Command]
name = "QCB_ab"
command = ~D, DB, B, a+b

;-| 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

[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_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
;------------------------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
;negative edge
[Command]
name = "QCF_x"
command = ~D, DF, F, ~x
time = 20
[Command]
name = "QCF_x"
command = ~D, DF, F, ~y
time = 20
[Command]
name = "QCF_x"
command = ~D, DF, F, ~z
time = 20
;------------------------Thrust 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

[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
;---------------------Hadou combo------------
[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_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

[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
;-----------------Float tatzumaki-------
[Command]
name = "HCB_a"
command = ~F, DF, D, DB, B, a
[Command]
name = "HCB_b"
command = ~F, DF, D, DB, B, b
[Command]
name = "HCB_c"
command = ~F, DF, D, DB, B, c

[Command]
name = "HCB_a"
command = ~F, DF, D, DB, B, ~a
[Command]
name = "HCB_b"
command = ~F, DF, D, DB, B, ~b
[Command]
name = "HCB_c"
command = ~F, DF, D, DB, B, ~c
;--------------------Dejin-------------
[Command]
name = "HCF_x"
command = ~B, DB, D, DF, F, x
[Command]
name = "HCF_y"
command = ~B, DB, D, DF, F, y
[Command]
name = "HCF_z"
command = ~B, DB, D, DF, F, z

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

[Command]
name = "HCF_x"
command = ~B, D, F, x
[Command]
name = "HCF_y"
command = ~B, D, F, y
[Command]
name = "HCF_z"
command = ~B, D, F, z

[Command]
name = "HCF_x"
command = ~B, D, F, ~x
[Command]
name = "HCF_y"
command = ~B, D, F, ~y
[Command]
name = "HCF_z"
command = ~B, D, F, ~z

;-| 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
;--------------------------------------------------
;zero counter
[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

;-| 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

[Command]
name = "rollfwd"
command = /F,x+a
time = 1

[Command]
name = "rollback"
command = /B,x+a
time = 1
;-| Hold Button|--------------------------------------------------------------
[Command]
name = "holdp"
command = /x
time = 1
[Command]
name = "holdp"
command = /y
time = 1
[Command]
name = "holdp"
command = /z
time = 1
;---------------------------------------------------------------------------
;Single direction
[Command]
name = "Up"
command = U
time = 5
[Command]
name = "Forward"
command = F
time = 5
[Command]
name = "Down"
command = D
time = 5
[Command]
name = "Back"
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.

;==================================================================================
;======| RELACIONADO À AI - AI RELATED |===========================================
;==================================================================================

; The main purpose of having these next two controllers here at the top of
; StateDef -1 is to make sure the AI helper never changes to a different state,
; but they also improve efficiency by preventing Mugen from wasting time
; processing the entire State -1 for the helper.
[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

; This is generally the best place to put most of your AI directives.  For
; example, this controller would only be executed when the CPU is in control:
;
; [State -1, Haha!]
; type = ChangeState
; trigger1 = var(0) ; (Or use "var(59)>0" if you've chosen not to
;                   ; use the Simplifier variable/controller.)
; trigger1 = ctrl
; trigger1 = (StateType = S)
; trigger1 = (MoveType = I)
; trigger1 = (P2MoveType = H)
; trigger1 = (NumEnemy = 1)
; trigger1 = (Enemy,GetHitVar(HitTime) > 60)
; trigger1 = (PrevStateNo != 195)
; trigger1 = (Random < 99)
; value = 195

; And of course, most human-only command-based ChangeStates also belong
; in State -1.  For example, this move would only be performable by a human:
;
; [State -1, Death Before Dishonor]
; type = ChangeState
; trigger1 = (command = "suicide")
; trigger1 = !var(0) ; (Or use "var(59)<1" if you've chosen not to
;                    ; use the Simplifier variable/controller.)
; trigger1 = ctrl
; trigger1 = (StateType != A)
; trigger1 = (MoveType = I)
; value = {suicide state number}

;==================================================================================
;==================================================================================
;==================================================================================
;-----------------------------AI----------------------------------------------
[State -1, AI Dejin Hadouken]
type = changestate
value = 1090
triggerall = Var(58) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = numhelper(1000) = 0
triggerall = numhelper(1061) = 0
;triggerall = P2movetype != A
;triggerall = power <= 1000
trigger1 = P2BodyDist X = [110,130]
trigger1 = P2BodyDist Y = [-10,5]
trigger1 = random <= 100
;trigger2 = p2bodydist x = [31,80]
;trigger2 = p2bodydist y = [-40,-30]
;trigger2 = Power <= 1000

[State -1, AI sparry]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
trigger1= (ctrl && random<125) || ((stateno=[700,701]) && random<750)
trigger1= var(21):=1
attr=SA,AA,AP
stateno=902
slot=0
time=8

[State -1, AI cparry]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype!=A
trigger1= (ctrl && random<125) || ((stateno=[700,701]) && random<750)
trigger1= var(21):=2
attr=C,AA,AP
stateno=903
slot=0
time=8

[State -1, AI aparry]
type=hitoverride
triggerall= var(59)>=1 && numenemy
triggerall= roundstate=2 && statetype=A
trigger1= (ctrl && random<125) || (stateno=702 && random<750)
trigger1= var(21):=3
attr=SA,AA,AP
stateno=904
forceair=1
slot=0
time=7

[State -1, AI resetparry]
type=hitoverride
trigger1= (!ctrl && (stateno!=[700,702])) || var(20)
trigger2= movetype!=I || (stateno=[100,106])|| (stateno=[120,132])
trigger3= var(59)<=0 && (command="holdback" || command="holdup")
trigger4= (statetype=S || statetype=C) && var(21)!=1 && var(21)!=2
trigger5= statetype=A && var(21)!=3
slot=0
time=0

[State -1, AI ashurasenkuu]
type=changestate
value=1600+(random%4)
triggerall= var(59)>=1 && numenemy
triggerall= statetype!=A && roundstate=2
triggerall= ctrl
trigger1= enemynear,movetype=A && (p2bodydist x=[-90,90])
trigger1= (enemynear,p2bodydist x>0) && (enemynear,facing!=facing)
trigger1= random<ifelse((enemy,hitdefattr=SC,AT),250,150)
trigger1= var(10):=2

[State -1, AI roll/dodge]
type=changestate
value=ifelse(random<250,901,900)
trigger1= var(59)>=1 && numenemy
trigger1= roundstate=2 && statetype!=A
trigger1= ctrl && random<50
trigger1= (enemynear,movetype=A) && (enemynear,hitdefattr=SCA,AA)
trigger1= (p2bodydist x=[40,120]) ;&& (enemynear,animtime<=-28)

[State -1, AI Arecover]
type = ChangeState
value = 5210
triggerall = var(59)>=1
triggerall = time >= 25
triggerall = life > 0
trigger1 = stateno = 5050
trigger1 = canrecover = 1

[State -1, AI grecover]
type = ChangeState
value = 5201
triggerall = var(59)>=1
triggerall = life > 0
trigger1 = stateno = 5100
trigger1 = Pos Y < -20
trigger1 = canrecover = 1

[State -1, AI Misogi]
type = changestate
value = 3800
;triggerall = roundstate >= 2
triggerall = var(59)>=1
triggerall = statetype != A
;triggerall = p2statetype = A
triggerall = p2stateno = [5000,5999]
triggerall = power >= 1000
trigger1 = stateno = 1301 ;&& time >= 17
trigger1 =  movehit
trigger1 = random <=100

[State -1, AI Shin Hadou Combo]
type = changestate
value = 3900
;triggerall = roundstate >= 2
triggerall = var(59)>=1
triggerall = statetype != A
;triggerall = p2statetype = A
triggerall = p2stateno = [5000,5999]
triggerall = power >= 2000
trigger1 = stateno = 1702 && time >= 15
trigger1 =  movehit
trigger1 = random <=150

[State -1, AI Shin Shoryuuken]
type = changestate
value = 3300
;triggerall = roundstate >= 2
triggerall = var(59)>=1
triggerall = statetype != A
;triggerall = p2statetype = A
triggerall = p2stateno = [5000,5999]
triggerall = power >= 2000
trigger1 = stateno = 1702 && time >= 15
trigger1 =  movehit
trigger1 = random <=100

[State -1, AI Super ground hit]
type = ChangeState
value = 3700
triggerall = var(59)>=1
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = p2bodydist x = [-20,20]
trigger1 = p2bodydist y = [-100,-75]
trigger1 = Power >= 2000
trigger1 = random <=200

[State -1, AI Air shin tatzumaki]
type = ChangeState
value = 3401
;triggerall = roundstate >= 2
triggerall = var(59)>=1 && p2life > 0
;triggerall = P2statetype != A
triggerall = power > 1000
triggerall = statetype = A
;triggerall = ctrl = 1
triggerall = random <= 280
trigger1 = stateno = 1220 && movehit ;&& time >= 10
trigger1 = p2bodydist y = [-37,-15]

[State -1, AI shin hadouken]
type = ChangeState
value = 3000
triggerall = power >=1000
;triggerall = roundstate >= 2
triggerall = var(59)>=1 && p2life > 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger1 = p2bodydist x = [31,80]
trigger1 = p2bodydist y = [-40,-2]
;trigger3 = stateno = 1302 && movecontact

[State -1, AI shin hadouken22]
type = ChangeState
value = 3010
triggerall = power >=1000
;triggerall = roundstate >= 2
triggerall = var(59)>=1 && p2life > 0
triggerall = statetype != A
;trigger1 = ctrl = 1
trigger1 = p2movetype = A
;trigger1 = p2bodydist x = [31,80]
;trigger1 = p2bodydist y = [-40,-2]
trigger1 = stateno = 3000 && time = [30,35]
;trigger3 = stateno = 1302 && movecontact

[State -1, AI shin hadouken33]
type = ChangeState
value = 3020
triggerall = power >=1000
;triggerall = roundstate >= 2
triggerall = var(59)>=1 && p2life > 0
triggerall = statetype != A
;trigger1 = ctrl = 1
trigger1 = p2movetype = A
;trigger1 = p2bodydist x = [31,80]
;trigger1 = p2bodydist y = [-40,-2]
trigger1 = stateno = 3010 && time = [30,35]
;trigger3 = stateno = 1302 && movecontact

[State -1,AI Shin Hadouken2]
type = ChangeState
value = 3000
triggerall = power >=1000
;triggerall = roundstate >= 2
triggerall = var(59)>=1 && p2life > 0
triggerall = P2statetype != A
triggerall = ctrl
trigger1 = stateno = 210
trigger1 = movehit = 1
trigger2 = P2BodyDist X = [0,65]
trigger2 = P2BodyDist Y = [-90,0]
trigger2 = p2movetype = A
trigger2 = Random > 500
trigger3 = P2BodyDist X = [0,65]
trigger3 = P2BodyDist Y = [-90,0]
trigger3 = p2movetype = A
trigger3 = stateno = 1700
trigger3 = Random > 500

[State -1,AI Shin Hadouken3]
type = ChangeState
value = 3000
triggerall = power >=1000
;triggerall = roundstate >= 2
triggerall = var(59)>=1 && p2life > 0
triggerall = statetype != A
;triggerall = ctrl
trigger1 = stateno = 1301 && movehit

[State -1, AI shoryuuken]
type=changestate
value=1100+(random%3)
triggerall= var(59)>=1 && numenemy  ;&& random <=150
triggerall= roundstate=2 && statetype!=A
triggerall= !(enemynear,ctrl) && (enemynear,stateno!=[120,155])
triggerall= (p2statetype!=L || p2stateno=5120) && (p2bodydist x=[0,80]) && (p2dist y=[-120,0])
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= ctrl && p2statetype=A && random<ifelse(prevstateno=1200, 333, 200)
trigger2= (stateno=[200,250])
trigger2= movehit && (p2bodydist x=[0,12]) && random<500
trigger4= ctrl && enemynear,movetype=A && (p2bodydist x=[0,40]) && random<250
trigger5= stateno=0 && prevstateno=5120 && time<=1
trigger5= ctrl && (p2bodydist x=[-40,40]) && random<500
trigger6= ctrl && (p2bodydist x=[-30,30])
trigger6= (enemynear,stateno=5120) && (enemynear,animtime=[-6,-3]) && random<150

[State -1, AI Falling kick 2]
type = changestate
value = 1401
triggerall = var(59)>=1 && random <= 249
triggerall = statetype = A
;triggerall = p2statetype = A
triggerall = p2stateno = [5000,5200]
;trigger1 = stateno = 620 && movecontact ;&& time > 18
;trigger1 = P2bodydist y <=10
;trigger1 = P2bodydist y =[10,30]
trigger1 = ctrl
trigger1 = P2bodydist X <= 40
trigger1 = P2bodydist y =[-7,7]
trigger1 = pos y <= -33

[State -1, AI Falling kick 22]
type = changestate
value = 1401
triggerall = var(59)>=1 && random <= 300
triggerall = statetype = A
;triggerall = p2statetype = A
triggerall = p2stateno = [5000,5200]
trigger1 = stateno = 620 && movecontact ;&& time > 18
trigger1 = P2bodydist y >=6
trigger2 = ctrl
trigger2 = P2bodydist X <= 40
trigger2 = P2bodydist y =[-7,7]
trigger2 = pos y <= -33

[State -1, AI Falling kick 3]
type = changestate
value = 1402
triggerall = var(59)>=1 ; && random <= 249
triggerall = statetype = A
triggerall = p2movetype = A
triggerall = p2statetype != A; [5000,5200]
;trigger1 = stateno = 620 && movecontact ;&& time > 18
;trigger1 = P2bodydist y <=10
;trigger1 = P2bodydist y =[10,30]
trigger1 = ctrl
trigger1 = P2bodydist X = [20,60];40
;trigger1 = P2bodydist y =[-7,7]
trigger1 = pos y <= -33
trigger2 = stateno = 630 && movecontact

[State -1, AI Air tatzumaki2]
type = changestate
value = 1220;ifelse(random<=500,1220,1402)
triggerall = var(59)>=1  && random <= 249
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2stateno = [5000,5200]
;trigger1 = ctrl
;trigger1 = P2bodydist X <= 70
;trigger1 = P2bodydist y >=10
;trigger1 = pos y <= -20
trigger1 = stateno = 620 && movecontact
;trigger1 = P2bodydist y <=10
;trigger1 = P2bodydist y =[10,30]

[State -1,AI Tatsumaki1]
type = ChangeState
value = 1200
triggerall = var(59)>=1
triggerall = statetype != A
;trigger1 = stateno = 450 && movehit && time >= 15 ;&& p2bodydist X <=70
;trigger2 = stateno = 225 && movecontact
trigger1 = p2bodydist x = [14,38]
trigger1 = p2bodydist y = [-82,-55]
trigger1 = ctrl

[State -1, AI Gou Hadou]
type = changestate
value = 1060
triggerall = var(59)>=1
triggerall = numhelper(1000) = 0
triggerall = numhelper(1061) = 0
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2stateno = [5000,5200]
trigger1 = ctrl
trigger1 = P2bodydist X > 40
trigger1 = P2bodydist y <=7 ;=[-7,9]
trigger1 = pos y <= -19


[State -1, AI Falling kick2.5]
type = changestate
value = 1406
triggerall = var(59)>=1
triggerall = stateno = 1405
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2stateno = [5000,5200]
trigger1 = time >= 7

[State -1, AI Hadouken]
type = changestate
value = 1090
triggerall = var(59)>=1
triggerall = statetype != A
triggerall = ctrl
triggerall = numhelper(1000) = 0
triggerall = numhelper(1061) = 0
;triggerall = p2stateno != 5050
;triggerall = p2stateno != 5100
;triggerall = p2stateno != 5101
;triggerall = p2stateno != 5110
;triggerall = p2stateno != 5020
;triggerall = p2stateno != 5030
triggerall = P2movetype != A
;triggerall = power <= 1000
trigger1 = P2BodyDist X = [170,999]
trigger1 = P2BodyDist Y = [-10,0]
trigger1 = random <= 350
;trigger2 = p2bodydist x = [31,80]
;trigger2 = p2bodydist y = [-40,-30]
;trigger2 = Power <= 1000

[State -1, AI Hadouken2]
type = changestate
value = 1000
triggerall = numhelper(1000) = 0
triggerall = numhelper(1061) = 0
triggerall = var(59)>=1
triggerall = P2movetype != A && random <= 100
trigger1 = statetype != C
trigger1 = P2BodyDist X > 100
trigger1 = P2BodyDist Y > -30
trigger1 = random <= 400
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 220
trigger2 = moveguarded = 1
trigger3 = stateno = 230
trigger3 = moveguarded = 1
trigger4 = stateno = 225 && movecontact
trigger4 = P2bodydist X = [21,60]
trigger4 = P2bodydist y > -100

[State -1, AI Hadouken3]
type = ChangeState
value = 1000
triggerall = numhelper(1000) = 0
triggerall = numhelper(1061) = 0
;triggerall = roundstate = 2
;triggerall = power < 1000
;triggerall = prevstateno != 3400
triggerall = var(59)>=1 && p2life > 0
triggerall = statetype != A && random <= 100
trigger1 = ctrl = 1
trigger1 = p2bodydist x = [36,45]
trigger1 = p2bodydist y = [-70,-50]
trigger1 = stateno = 450 && movecontact && p2bodydist X >60
;trigger2 = p2bodydist x = [-22,13]
;trigger2 = p2bodydist y = [-29,-15]
;trigger2 = stateno = 450 && movecontact && p2bodydist X >70

[State -1, AI Super kick]
type = ChangeState
value = 1301
;triggerall = roundstate = 2
;triggerall = power < 1000
;triggerall = prevstateno != 3400
triggerall = var(59)>=1 && p2life > 0
triggerall = statetype != A
;trigger1 = ctrl = 1
;trigger1 = p2bodydist x = [36,45]
;trigger1 = p2bodydist y = [-70,-50]
trigger1 = stateno = 220 && movehit ;&& p2bodydist X >55 && p2bodydist X <60

[State -1, AI Hadou combo2]
type = ChangeState
value = 1700
;triggerall = roundstate = 2
;triggerall = power < 1000
;triggerall = prevstateno != 3400
triggerall = var(59)>=1 && p2life > 0
triggerall = statetype != A
;trigger1 = ctrl = 1
;trigger1 = p2bodydist x = [36,45]
;trigger1 = p2bodydist y = [-70,-50]
trigger1 = stateno = 450 && movecontact && p2bodydist X >55 && p2bodydist X <60

[State -1,AI Hadou combo]
type = ChangeState
value = 1700
triggerall = var(59)>=1 && (random = [1,200])
triggerall = statetype != A
trigger1 = stateno = 440 && movehit
trigger2 = stateno = 410 && movehit
trigger3 = stateno = 215 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 245 && movehit
trigger6 = stateno = 240 && movehit ;&& time >= 15 ;&& p2bodydist X <=70
;trigger2 = stateno = 225 && movecontact
;trigger2 = p2bodydist y = [-90,-55]
;trigger2 = ctrl = 1

[State -1,AI Tatzumaki]
type = ChangeState
value = 1200+(random%3)
triggerall = var(59)>=1 && (random = [201,400])
triggerall = statetype != A
trigger1 = stateno = 440 && movehit
trigger2 = stateno = 410 && movehit
trigger3 = stateno = 215 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 245 && movehit
trigger6 = stateno = 240 && movehit ;&& time >= 15 ;&& p2bodydist X <=70
;trigger2 = stateno = 225 && movecontact
;trigger2 = p2bodydist y = [-90,-55]
;trigger2 = ctrl = 1

[State -1,AI Thrust Kick]
type = ChangeState
value = 1300+(random%3)
triggerall = var(59)>=1 && (random = [401,600])
triggerall = statetype != A
trigger1 = stateno = 440 && movehit
trigger2 = stateno = 410 && movehit
trigger3 = stateno = 215 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 245 && movehit
trigger6 = stateno = 240 && movehit ;&& time >= 15 ;&& p2bodydist X <=70
;trigger2 = stateno = 225 && movecontact
;trigger2 = p2bodydist y = [-90,-55]
;trigger2 = ctrl = 1

[State -1, AI Air Light Punch]
type = changestate
value = 600
triggerall = var(59)>=1 ;&& random <= 249
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = ctrl
trigger1 = P2bodydist x = [0,10]
trigger1 = P2bodydist y = [-10,10]
trigger1 = pos y <= -20

[State -1, AI Air Medium Punch]
type = changestate
value = 610
triggerall = var(59)>=1 ;&& random <= 249
triggerall = statetype = A
triggerall = p2statetype = A
;triggerall = ctrl
trigger1 = stateno = 600 && movecontact
trigger1 = P2bodydist x = [0,20]
trigger1 = P2bodydist y = [-20,20]
;trigger1 = pos y <= -20

[State -1, AI Air Strong Punch]
type = changestate
value = 620
triggerall = var(59)>=1 ;&& random <= 249
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2stateno = [5000,5200]
trigger1 = ctrl
trigger1 = P2bodydist X <= 20
trigger1 = P2bodydist y <= 10
trigger1 = pos y <= -20
trigger2 = stateno = 610 && movecontact
;trigger2 = ctrl
;trigger2 = P2bodydist X <= 40
;trigger2 = P2bodydist y =[-10,5]
;trigger2 = pos y <= -33

[State -1, AI Stand Light Punch]
type = ChangeState
value = ifelse(p2bodydist X < 15,205,200)
triggerall = var(59)>=1
triggerall = P2statetype = A
triggerall = statetype != A
triggerall = p2stateno != [5020,5999]
;triggerall = stateno != [902,904]
trigger1 = p2bodydist x <= 20; p2 is close enough for stand light punch
trigger1 = p2bodydist y = [-5,10]
trigger1 = ctrl
;trigger2 = ctrl
;trigger2 = p2bodydist x = [-22,13]
;trigger2 = p2bodydist y = [-14,-10]

[State -1, AI Stand Light Punch]
type = ChangeState
value = 1100
triggerall = var(59)>=1
triggerall = P2statetype = A
triggerall = statetype = A
;triggerall = p2stateno != [5020,5999]
;triggerall = stateno != [902,904]
trigger1 = stateno = 200 && movehit

[State -1, AI Crouch Light Kick]
type = ChangeState
value = 430
triggerall= var(59)>=1 && numenemy
triggerall = random = [1,200]
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall=  p2stateno!=[5100,5120]
triggerall= (p2stateno!=[120,155]) && p2movetype!=A
trigger1 = p2bodydist x <= 20; p2 is close enough for stand light punch
trigger1 = p2bodydist y = [-5,10]
trigger1 = ctrl

[State -1, AI Crouch Light Punch]
type = ChangeState
value = 400
triggerall= var(59)>=1 && numenemy
triggerall = random = [201,400]
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall=  p2stateno!=5120
triggerall= (p2stateno!=[120,155]) && p2movetype!=A
trigger1 = p2bodydist x <= 20; p2 is close enough for stand light punch
trigger1 = p2bodydist y = [-5,10]
trigger1 = ctrl

[State -1, AI Crouching Medium Kick]
type = ChangeState
value = 440;ifelse(random<=500,440,410)
triggerall = var(59)>=1
triggerall = random = [1,300]
triggerall = statetype != A
triggerall = p2statetype != A
;triggerall = p2bodydist X < 60
triggerall = p2stateno = [5000,5999]
trigger1 = stateno = 430 &&  movecontact ;&& p2bodydist x > 2
trigger2 = stateno = 400 &&  movecontact; && p2bodydist X > 10

[State -1, AI Crouching Strong Kick]
type = ChangeState
value = 450;ifelse(random<=500,440,410)
triggerall = var(59)>=1
triggerall = random = [301,400]
triggerall = statetype != A
triggerall = p2statetype != A
;triggerall = p2bodydist X < 60
triggerall = p2stateno = [5000,5999]
trigger1 = stateno = 430 &&  movecontact ;&& p2bodydist x > 2
trigger2 = stateno = 400 &&  movecontact; && p2bodydist X > 10

[State -1, AI Crouch Medium Kick2]
type = ChangeState
value = 440
triggerall= var(59)>=1 && numenemy
triggerall = random = [401,600]
triggerall= roundstate=2 && statetype!=A && !inguarddist
triggerall=  p2stateno!=5120
triggerall= (p2stateno!=[120,155]) && p2movetype!=A
trigger1 = p2bodydist x <= 20; p2 is close enough for stand light punch
trigger1 = p2bodydist y = [-5,10]
trigger1 = ctrl

[State -1, AI Grab]
type = ChangeState
value = 800;ifelse(random <= 400,430,400)
triggerall = var(59)>=1
triggerall = P2statetype = C
triggerall = statetype != A
triggerall = p2stateno != [5020,5999]
;triggerall = stateno != [902,904]
trigger1 = p2bodydist x <= 20; p2 is close enough for stand light punch
trigger1 = p2bodydist y = [-5,10]
trigger1 = ctrl  && random <=300
;trigger2 = ctrl
;trigger2 = p2bodydist x = [-22,13]
;trigger2 = p2bodydist y = [-14,-10]

[State -1, AI Air light Kick]
type = ChangeState
value = 630;ifelse(random<=500,440,410)
triggerall = var(59)>=1
triggerall = statetype = A
triggerall = p2statetype != A
triggerall = p2movetype != A
;triggerall = p2bodydist X < 60
;triggerall = p2stateno = [5000,5999]
trigger1 = p2bodydist x <= 20; p2 is close enough for stand light punch
trigger1 = p2bodydist y = [-5,10]
trigger1 = ctrl
trigger1 = random <=300

[State -1, AI Air light Kick]
type = ChangeState
value = 1401;ifelse(random<=500,440,410)
triggerall = var(59)>=1
triggerall = statetype = A
triggerall = p2statetype != A
triggerall = p2movetype != A
;triggerall = p2bodydist X < 60
;triggerall = p2stateno = [5000,5999]
trigger1 = p2bodydist x <= 20; p2 is close enough for stand light punch
trigger1 = p2bodydist y = [-5,10]
trigger1 = ctrl
trigger1 = random <=600

[State -1, AI Falling kick 3]
type = changestate
value = 1401
triggerall = var(59)>=1 ; && random <= 249
triggerall = statetype = A
;triggerall = p2movetype = A
;triggerall = p2statetype != A; [5000,5200]
;trigger1 = stateno = 620 && movecontact ;&& time > 18
;trigger1 = P2bodydist y <=10
;trigger1 = P2bodydist y =[10,30]
;trigger1 = ctrl
;trigger1 = P2bodydist X = [20,60];40
;trigger1 = P2bodydist y =[-7,7]
;trigger1 = pos y <= -33
trigger1 = stateno = 630 && movehit

[State -1, AI Falling kick2.5]
type = changestate
value = 1406
triggerall = var(59)>=1
triggerall = stateno = 1405
triggerall = statetype = A
;triggerall = p2statetype = A
;triggerall = p2stateno = [5000,5200]
triggerall = random <= 300
trigger1 = time >= 7

;===========================================================================
;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59)<1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59)<1
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59)<1
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Roll Fwd]
type = ChangeState
value = 900
triggerall = var(59)<1
trigger1 = command = "rollfwd"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Roll Back]
type = ChangeState
value = 901
triggerall = var(59)<1
trigger1 = command = "rollback"
trigger1 = statetype != A
trigger1 = ctrl
;===========================================================================
[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>=1000&&statetype!=A
trigger1=stateno=150||stateno=152
;---------------------------------------------------------------------------
; Run Back
[State -1, Jump-Launcher]
type = ChangeState
value = 40
triggerall = var(59)<1
triggerall = command = "holdup"
triggerall = statetype != A
;trigger1 = stateno =1500 && movehit && time >=25
trigger1 = (stateno = [1300,1302]) && movehit; && time >=25
ignorehitpause = 1

;---------------------------------------------------------------------------
;Begin the Recovery Roll
[State -1,Recovery roll front]
type = Changestate
triggerall = var(59)<1
triggerall = roundstate = 2 && alive
triggerall = (stateno = 5120) && (time = 1)
trigger1 = ((command = "holdfwd") || (command = "Forward"))
value = 905
;---------------------------------------------------------------------------
;Begin the Recovery Roll
[State -1,Recovery roll back]
type = Changestate
triggerall = var(59)<1
triggerall = roundstate = 2 && alive
triggerall = (stateno = 5120) && (time = 1)
trigger1 = ((command = "holdback") || (command = "Back"))
value = 906
;===========================================================================
;---------------------------Super Attacks----------------------------------
;---------------------------------------------------------------------------
;[State -1, Shin Gou hadouken]
;type = ChangeState
;value = 3060
;triggerall = var(59)<1
;triggerall = power >=1000
;triggerall = command = "ShinGouHadouken"
;triggerall = statetype = A
;trigger1 = ctrl
;trigger2=(stateno=[600,650]) && movecontact
;trigger3=(stateno=[1000,1999]) && movecontact
;trigger4 = stateno = 1060 && numhelper(1060) = 1
;---------------------------------------------------------------------------
[State -1, Shinkuu Hadouken Aereo]
type = ChangeState
value = 3100
triggerall = var(59)<1
triggerall = power >=1000
triggerall = command = "AirShinkuuHadouken"
triggerall = statetype = A
trigger1 = ctrl
trigger2=(stateno=[600,650]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
trigger4 = stateno = 1005 && numhelper(1000) = 1
;---------------------------------------------------------------------------
[State -1, Shinkuu Hadouken]
type = ChangeState
value = 3000
triggerall = var(59)<1
triggerall = power >=1000
triggerall = command = "ShinkuuHadouken"
triggerall = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
trigger4 = stateno = 1000 && numhelper(1000) = 1
trigger5 = stateno = 1090 && numhelper(1000) = 1
;---------------------------------------------------------------------------
[State -1, Shin Tatzumaki]
type = ChangeState
value = 3400
triggerall = var(59)<1
triggerall = power >=1000
triggerall = command = "ShinkuuTatzumaki"
triggerall = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
;---------------------------------------------------------------------------
[State -1, Hadou Combo]
type = ChangeState
value = 3900
triggerall = var(59)<1
triggerall = power >=1000
triggerall = command = "HadouCombo"
triggerall = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shin Shoryuuken]
type = ChangeState
value = 3300
triggerall = var(59)<1
triggerall = power >=1000
triggerall = command = "ShinShoryuuken"
triggerall = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
;---------------------------------------------------------------------------
[State -1, Kongou Kokuretsu Zan]
type = ChangeState
value = 3700
triggerall = var(59)<1
triggerall = power >=2000
triggerall = command = "KongouKokuretsuZan"
triggerall = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
;---------------------------------------------------------------------------
;[State -1, Hadou Crush]
;type = ChangeState
;value = 3200
;triggerall = var(59)<1
;triggerall = power >=1000
;triggerall = command = "KongouKokuretsuZan"
;triggerall = statetype = A
;trigger1 = ctrl
;trigger2=(stateno=[600,699]) && movecontact
;trigger3=(stateno=[1000,1999]) && movecontact
;---------------------------------------------------------------------------
[State -1, Misogi]
type = ChangeState
value = 3800
triggerall = var(59)<1
triggerall = power >=2000
triggerall = command = "Misogi"
triggerall = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shin Tatzumaki Aereo]
type = ChangeState
value = 3401
triggerall = var(59)<1
triggerall = power >=1000
triggerall = command = "AirShinkuuTatzumaki"
triggerall = statetype = A
trigger1 = ctrl
trigger2=(stateno=[600,650]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
;---------------------------------------------------------------------------
[State -1, Super Falling kick]
type = ChangeState
value = 3500
triggerall = var(59)<1
triggerall = power >=1000
triggerall = command = "ShinFallingKick"
triggerall = statetype = A
trigger1 = ctrl
trigger2=(stateno=[600,650]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
trigger4=stateno=1405 && movecontact
;===========================================================================
;---------------------------Special Attacks----------------------------------
;---------------------------------------------------------------------------
[State -1, Teleport fwd long]
type = ChangeState
value = 1602
triggerall = var(59)<1
triggerall = command = "DP_xy" || command = "DP_xz" || command = "DP_zy"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Teleport bak long]
type = ChangeState
value = 1603
triggerall = var(59)<1
triggerall = command = "DPB_xy" || command = "DPB_xz" || command = "DPB_zy"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Teleport fwd short]
type = ChangeState
value = 1600
triggerall = var(59)<1
triggerall = command = "DP_ab" || command = "DP_ac" || command = "DP_cb"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Teleport bak short]
type = ChangeState
value = 1601
triggerall = var(59)<1
triggerall = command = "DPB_ab" || command = "DPB_ac" || command = "DPB_cb"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Shoryuuken Debil]
type = ChangeState
;value = ifelse(p2bodydist X < 20 && p2bodydist Y < -50,1103,1100)
value =1100
triggerall = var(59)<1
triggerall = command = "DP_x"
triggerall = Statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shoryuuken Medio]
type = ChangeState
;value = ifelse(p2bodydist X < 20 && p2bodydist Y < -50,1103,1100)
value =1101
triggerall = var(59)<1
triggerall = command = "DP_y"
triggerall = Statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Shoryuuken Fuerte]
type = ChangeState
;value = ifelse(p2bodydist X < 20 && p2bodydist Y < -50,1103,1100)
value =1102
triggerall = var(59)<1
triggerall = command = "DP_z"
triggerall = Statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Air Hadouken]
type = ChangeState
value = 1005
triggerall = var(59)<1
triggerall = numhelper(1000) = 0
triggerall = numhelper(1061) = 0
triggerall = Statetype = A
triggerall = command = "QCF_x"||command = "QCF_y"||command = "QCF_z"
trigger1 = ctrl
trigger2=(stateno=[600,650]) && movecontact
;---------------------------------------------------------------------------
[State -1, Gou Hadouken]
type = ChangeState
value = 1060
triggerall = var(59)<1
triggerall = numhelper(1000) = 0
triggerall = numhelper(1061) = 0
triggerall = Statetype = A
triggerall = command = "QCB_x"||command = "QCB_y"||command = "QCB_z"
trigger1 = ctrl
trigger2=(stateno=[600,650]) && movecontact
;---------------------------------------------------------------------------
[State -1, Dejin Hadouken]
type = ChangeState
value = 1090
triggerall = var(59)<1
triggerall = numhelper(1000) = 0
triggerall = numhelper(1061) = 0
triggerall = Statetype != A
triggerall = command = "HCF_x"||command = "HCF_y"||command = "HCF_z"
triggerall = numhelper(1000) = 0
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Hadouken]
type = ChangeState
value = 1000
triggerall = var(59)<1
triggerall = numhelper(1000) = 0
triggerall = numhelper(1061) = 0
triggerall = Statetype != A
triggerall = command = "QCF_x"||command = "QCF_y"||command = "QCF_z"
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Tatsumaki Debil]
type = ChangeState
value = 1200
triggerall = var(59)<1
triggerall = command = "QCB_a"
trigger1 = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Tatsumaki Medio]
type = ChangeState
value = 1201
triggerall = var(59)<1
triggerall = command = "QCB_b"
trigger1 = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Tatsumaki Fuerte]
type = ChangeState
value = 1202
triggerall = var(59)<1
triggerall = command = "QCB_c"
trigger1 = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Tatsumaki air float]
type = ChangeState
value = 1220
triggerall = var(59)<1
triggerall = command = "HCB_a" ||  command = "HCB_b" ||  command = "HCB_c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2=(stateno=[600,650]) && movecontact
;---------------------------------------------------------------------------
[State -1, Tatsumaki air classic]
type = ChangeState
value = 1225
triggerall = var(59)<1
triggerall = command = "QCB_a" ||  command = "QCB_b" ||  command = "QCB_c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2=(stateno=[600,650]) && movecontact
;---------------------------------------------------------------------------
[State -1, Thrust kick1]
type = ChangeState
value = 1300
triggerall = var(59)<1
triggerall = command = "QCF_a"
trigger1 = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Thrust kick2]
type = ChangeState
value = 1301
triggerall = var(59)<1
triggerall = command = "QCF_b"
trigger1 = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Thrust kick3]
type = ChangeState
value = 1302
triggerall = var(59)<1
triggerall = command = "QCF_c"
trigger1 = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
[State -1, Falling kick1]
type = ChangeState
value = 1400
triggerall = var(59)<1
triggerall = command = "QCF_a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2=(stateno=[600,650]) && movecontact
;---------------------------------------------------------------------------
[State -1, Falling kick2]
type = ChangeState
value = 1401
triggerall = var(59)<1
triggerall = command = "QCF_b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2=(stateno=[600,650]) && movecontact
;---------------------------------------------------------------------------
[State -1, Falling kick3]
type = ChangeState
value = 1402
triggerall = var(59)<1
triggerall = command = "QCF_c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2=(stateno=[600,650]) && movecontact
;---------------------------------------------------------------------------
[State -1, Hadou combo]
type = ChangeState
value = 1700
triggerall = var(59)<1
triggerall = Statetype != A
triggerall = command = "QCB_x"||command = "QCB_y"||command = "QCB_z"
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
;---------------------------------------------------------------------------
;Throw
[State -1, Throw Fwd]
type = ChangeState
value = 800
triggerall = var(59)<1
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;---------------------------------------------------------------------------
;Throw
[State -1, Throw Back]
type = ChangeState
value = 830
triggerall = var(59)<1
triggerall = command = "c"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 5
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H
;===========================================================================
;---------------------------Normal Attacks----------------------------------
;---------------------------------------------------------------------------
[State -1, Stand Medium Punch+F]
type = ChangeState
value = 300;ifelse(p2bodydist X < 17,215,210)
triggerall = var(59)<1
triggerall = command != "holddown"
triggerall = var(58) = 0
triggerall = command = "fwd_y"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Stand Strong Punch+F]
type = ChangeState
value = 310;ifelse(p2bodydist X < 7,225,220)
triggerall = var(59)<1
triggerall = command != "holddown"
triggerall = var(58) = 0
triggerall = command = "fwd_z"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = ifelse(p2bodydist X < 15,205,200)
triggerall = var(59)<1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 430 && movecontact
trigger3 = (stateno = 200) && (time >= 9)
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = ifelse(p2bodydist X < 17,215,210)
triggerall = var(59)<1
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = ifelse(p2bodydist X < 10,225,220)
triggerall = var(59)<1
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 215 && movecontact
;---------------------------------------------------------------------------
; 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 = 430 && movecontact
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = ifelse(p2bodydist X < 15,245,240)
triggerall = var(59)<1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = ifelse(p2bodydist X < 15,255,250)
triggerall = var(59)<1
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)<1
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430 &&  movecontact
trigger3 = (stateno = 400) && (time >= 9)
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59)<1
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; 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
;---------------------------------------------------------------------------
; 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 = 200 &&  movecontact
trigger3 = (stateno = 430) && (time >= 8)
;---------------------------------------------------------------------------
; 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 = 430 && movecontact && time > 5
;---------------------------------------------------------------------------
; 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 = 430 && movecontact
trigger3 = stateno = 200 && movecontact
;---------------------------------------------------------------------------
; 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 && 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 = 600 && movecontact
trigger3 = stateno = 610 && 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

;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59)<1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59)<1
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
;----------------------------------------------------------
[State -1, sparry]
type=hitoverride
triggerall = var(59)<1&&roundstate=2&&statetype=S
triggerall=command="Forward"&&command!="Back"&&command!="Up"&&command!="Down"
trigger1=ctrl||stateno=902||stateno=903
trigger1=var(21):=1
trigger2=(stateno=[150,153])
trigger2=var(21):=-1
attr=SA,AA,AP
stateno=902
slot=0
time=ifelse((stateno=[150,153]),4,8)

[State -1, cparry]
type=hitoverride
triggerall = var(59)<1&&roundstate=2&&statetype!=A
triggerall=(statetype=S&&command="Down")||(statetype=C&&command="Forward")&&command!="Back"&&command!="Up"
trigger1=ctrl||stateno=902||stateno=903
trigger1=var(21):=2
trigger2=(stateno=[150,153])
trigger2=var(21):=-2
attr=C,AA,AP
stateno=903
slot=0
time=ifelse((stateno=[150,153]),14,18)

[State -1, aparry]
type=hitoverride
triggerall = var(59)<1&&roundstate=2&&statetype=A
triggerall=command="Forward"&&command!="Back"&&command!="Up"&&command!="Down"
trigger1=ctrl||stateno=904
trigger1=var(21):=3
trigger2=(stateno=[154,155])
trigger2=var(21):=-3
attr=SA,AA,AP
stateno=904
forceair=1
slot=0
time=ifelse((stateno=[154,155]),4,8)

[State -1, resetparry]
type=hitoverride
trigger1=(statetype=S||statetype=C)&&var(21)!=1&&var(21)!=-1&&var(21)!=2&&var(21)!=-2
trigger2=statetype=A&&var(21)!=3&&var(21)!=-3
trigger3=movetype=A||(movetype=H&&(stateno!=[120,155]))
trigger4=!ctrl
slot=0
time=0

