;AI by Kazmer13@aol.com

[Command]
name = "CPU0"
command = U,U,D,D,B,F,B,F,s,s
time = 0

[Command]
name = "CPU1"
command = U,U,D,D,B,F,B,F,a,a
time = 0

[Command]
name = "CPU2"
command = U,U,D,D,B,F,B,F,b,b
time = 0

[Command]
name = "CPU3"
command = U,U,D,D,B,F,B,F,c,c
time = 0

[Command]
name = "CPU4"
command = U,U,D,D,B,F,B,F,x,x
time = 0

[Command]
name = "CPU5"
command = U,U,D,D,B,F,B,F,y,y
time = 0

[Command]
name = "CPU6"
command = U,U,D,D,B,F,B,F,z,z
time = 0

[Command]
name = "CPU7"
command = U,U,D,D,B,F,B,F,a,b
time = 0

[Command]
name = "CPU8"
command = U,U,D,D,B,F,B,F,b,c
time = 0

[Command]
name = "CPU9"
command = U,U,D,D,B,F,B,F,a,c
time = 0

[Command]
name = "CPU10"
command = U,U,D,D,B,F,B,F,x,y
time = 0

[Command]
name = "CPU11"
command = U,U,D,D,B,F,B,F,y,z
time = 0

[Command]
name = "CPU12"
command = U,U,D,D,B,F,B,F,x,z
time = 0

[Command]
name = "CPU13"
command = U,U,D,D,B,F,B,F,a,x
time = 0

[Command]
name = "CPU14"
command = U,U,D,D,B,F,B,F,a,y
time = 0

[Command]
name = "CPU15"
command = U,U,D,D,B,F,B,F,a,z
time = 0

[Command]
name = "CPU16"
command = U,U,D,D,B,F,B,F,b,x
time = 0

[Command]
name = "CPU17"
command = U,U,D,D,B,F,B,F,b,y
time = 0

[Command]
name = "CPU18"
command = U,U,D,D,B,F,B,F,b,z
time = 0

[Command]
name = "CPU19"
command = U,U,D,D,B,F,B,F,c,x
time = 0

[Command]
name = "CPU20"
command = U,U,D,D,B,F,B,F,c,y
time = 0

[Command]
name = "CPU21"
command = U,U,D,D,B,F,B,F,c,z
time = 0

[Command]
name = "CPU22"
command = U,U,D,D,B,F,B,F,x,a
time = 0

[Command]
name = "CPU23"
command = U,U,D,D,B,F,B,F,x,b
time = 0

[Command]
name = "CPU24"
command = U,U,D,D,B,F,B,F,x,c
time = 0

[Command]
name = "CPU25"
command = U,U,D,D,B,F,B,F,y,a
time = 0

[Command]
name = "CPU26"
command = U,U,D,D,B,F,B,F,y,b
time = 0

[Command]
name = "CPU27"
command = U,U,D,D,B,F,B,F,y,c
time = 0

[Command]
name = "CPU28"
command = U,U,D,D,B,F,B,F,z,a
time = 0

[Command]
name = "CPU29"
command = U,U,D,D,B,F,B,F,z,b
time = 0

[Command]
name = "CPU30"
command = U,U,D,D,B,F,B,F,z,c
time = 0

[Command]
name = "CPU31"
command = U,U,D,D,B,F,B,F,s,s,s
time = 0

;-| Super Motions |--------------------------------------------------------
; Super Air Slasher
[Command]
name = "sslasher_x"
command = ~30$B, F, B, F, x
time = 30
[Command]
name = "sslasher_y"
command = ~30$B, F, B, F, y
time = 30
[Command]
name = "sslasher_z"
command = ~30$B, F, B, F, z
time = 30

; Sobat Carnival
[Command]
name = "carnival_a"
command = ~30$B, F, B, F, a
time = 30
[Command]
name = "carnival_b"
command = ~30$B, F, B, F, b
time = 30
[Command]
name = "carnival_c"
command = ~30$B, F, B, F, c
time = 30

; Super Sobat Kick
[Command]
name = "supersobat_a"
command = ~D, DF, F, D, DF, F, a
time = 30
[Command]
name = "supersobat_b"
command = ~D, DF, F, D, DF, F, b
time = 30
[Command]
name = "supersobat_c"
command = ~D, DF, F, D, DF, F, c
time = 30

; Sunrise Theme
[Command]
name = "sunrise_x"
command = ~30$DB, DF, DB, $U, x
time = 30
[Command]
name = "sunrise_y"
command = ~30$DB, DF, DB, $U, y
time = 30
[Command]
name = "sunrise_z"
command = ~30$DB, DF, DB, $U, z
time = 30
[Command]
name = "sunrise_x"
command = ~D, DF, F, D, DF, F, x
time = 30
[Command]
name = "sunrise_y"
command = ~D, DF, F, D, DF, F, y
time = 30
[Command]
name = "sunrise_z"
command = ~D, DF, F, D, DF, F, z
time = 30

; Climax Beat
[command]
name = "climax_a"
command = ~30$DB, DF, DB, $U, a
time = 30
[command]
name = "climax_b"
command = ~30$DB, DF, DB, $U, b
time = 30
[command]
name = "climax_c"
command = ~30$DB, DF, DB, $U, c
time = 30
[command]
name = "climax_a"
command = ~D, DB, B, D, DB, B, a
time = 30
[Command]
name = "climax_b"
command = ~D, DB, B, D, DB, B, b
time = 30
[Command]
name = "climax_c"
command = ~D, DB, B, D, DB, B, c
time = 30

;-| Special Motions |------------------------------------------------------
; Air Slasher
[Command]
name = "slasher_x"
command = ~30$B, F, x
[Command]
name = "slasher_y"
command = ~30$B, F, y
[Command]
name = "slasher_z"
command = ~30$B, F, z

; Rolling Sobat
[Command]
name = "sobat_a"
command = ~30$B, F, a
[Command]
name = "sobat_b"
command = ~30$B, F, b
[Command]
name = "sobat_c"
command = ~30$B, F, c

; Machine Gun Uppercut
[Command]
name = "uppercut_x"
command = ~30$D, $U, x
[Command]
name = "uppercut_y"
command = ~30$D, $U, y
[Command]
name = "uppercut_z"
command = ~30$D, $U, z

; Jackknife Maximum
[Command]
name = "jackknife_a"
command = ~30$D, $U, a
[Command]
name = "jackknife_b"
command = ~30$D, $U, b
[Command]
name = "jackknife_c"
command = ~30$D, $U, c

;-| 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

;-| Recovery |-------------------------------------------------------------
[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

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "2p"
command = x+y
time = 1

[Command]
name = "2p"
command = y+z
time = 1

[Command]
name = "2p"
command = x+z
time = 1

[Command]
name = "2k"
command = a+b
time = 1

[Command]
name = "2k"
command = b+c
time = 1

[Command]
name = "2k"
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

;-| 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 Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

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

[Command]
name = "hold_z"
command = /z
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_start"
command = /s
time = 1

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

[Command]
name = "holddownfwd"
command = /$DF
time = 1

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

[Command]
name = "holddownback"
command = /$DB
time = 1

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

[Command]
name = "holdupback"
command = /$UB
time = 1

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

[Command]
name = "holdupfwd"
command = /$UF
time = 1

;---------------------------------------------------------------------------
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

;===========================================================================
;---------------------------------------------------------------------------
;AI
;---------------------------------------------------------------------------
[State -1]
type = VarSet
triggerall = roundstate = 2
trigger1 = command = "CPU0"
trigger2 = command = "CPU1"
trigger3 = command = "CPU2"
trigger4 = command = "CPU3"
trigger5 = command = "CPU4"
trigger6 = command = "CPU5"
trigger7 = command = "CPU6"
trigger8 = command = "CPU7"
v = 50
value = 1

[State -1]
type = VarSet
triggerall = roundstate = 2
trigger1 = command = "CPU8"
trigger2 = command = "CPU9"
trigger3 = command = "CPU10"
trigger4 = command = "CPU11"
trigger5 = command = "CPU12"
trigger6 = command = "CPU13"
trigger7 = command = "CPU14"
trigger8 = command = "CPU15"
v = 50
value = 1

[State -1]
type = VarSet
triggerall = roundstate = 2
trigger1 = command = "CPU16"
trigger2 = command = "CPU17"
trigger3 = command = "CPU18"
trigger4 = command = "CPU19"
trigger5 = command = "CPU20"
trigger6 = command = "CPU21"
trigger7 = command = "CPU22"
trigger8 = command = "CPU23"
v = 50
value = 1

[State -1]
type = VarSet
triggerall = roundstate = 2
trigger1 = command = "CPU24"
trigger2 = command = "CPU25"
trigger3 = command = "CPU26"
trigger4 = command = "CPU27"
trigger5 = command = "CPU28"
trigger6 = command = "CPU29"
trigger7 = command = "CPU30"
trigger8 = command = "CPU31"
v = 50
value = 1

[State -1]
type = VarSet
triggerall = roundstate = 2
trigger1 = command = "CPU0"
trigger2 = command = "CPU1"
trigger3 = command = "CPU2"
trigger4 = command = "CPU3"
trigger5 = command = "CPU4"
trigger6 = command = "CPU5"
trigger7 = command = "CPU6"
trigger8 = command = "CPU7"
v = 50
value = 1

[State -1]
type = VarSet
triggerall = roundstate = 2
trigger1 = command = "CPU8"
trigger2 = command = "CPU9"
trigger3 = command = "CPU10"
trigger4 = command = "CPU11"
trigger5 = command = "CPU12"
trigger6 = command = "CPU13"
trigger7 = command = "CPU14"
trigger8 = command = "CPU15"
v = 50
value = 1

[State -1]
type = VarSet
triggerall = roundstate = 2
trigger1 = command = "CPU16"
trigger2 = command = "CPU17"
trigger3 = command = "CPU18"
trigger4 = command = "CPU19"
trigger5 = command = "CPU20"
trigger6 = command = "CPU21"
trigger7 = command = "CPU22"
trigger8 = command = "CPU23"
v = 50
value = 1

[State -1]
type = VarSet
triggerall = roundstate = 2
trigger1 = command = "CPU24"
trigger2 = command = "CPU25"
trigger3 = command = "CPU26"
trigger4 = command = "CPU27"
trigger5 = command = "CPU28"
trigger6 = command = "CPU29"
trigger7 = command = "CPU30"
trigger8 = command = "CPU31"
v = 50
value = 1

;===========================================================================
;---------------------------------------------------------------------------
; Super Moves
;---------------------------------------------------------------------------
; Sunrise Theme - Lvl 1
[State -1, Sunrise]
type = ChangeState
value = 3000
triggerall = power >= 1000
triggerall = command = "sunrise_x"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = StateNo = 40

; Sunrise Theme - Lvl 2
[State -1, Sunrise]
type = ChangeState
value = 3010
triggerall = power >= 2000
triggerall = command = "sunrise_y"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = StateNo = 40

; Sunrise Theme - Lvl 3
[State -1, Sunrise]
type = ChangeState
value = 3020
triggerall = power >= 3000
triggerall = command = "sunrise_z"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = StateNo = 40

[State -1, AI Sunrise Theme - Lvl 3]
type = ChangeState
value = 3020
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = power >= 3000
triggerall = ctrl
trigger1 = p2bodydist X > 20 && p2bodydist X < 30

; Two-in-Ones
;------------
[State -1, sunrise_x]
type = ChangeState
value = 3000
triggerall = power >= 1000
triggerall = command = "sunrise_x"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, sunrise_y]
type = ChangeState
value = 3010
triggerall = power >= 2000
triggerall = command = "sunrise_y"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, sunrise_z]
type = ChangeState
value = 3020
triggerall = power >= 3000
triggerall = command = "sunrise_z"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

;---------------------------------------------------------------------------
; Super Sobat Kick
[State -1, SuperSobat]
type = ChangeState
value = 3100
triggerall = power >= 3000
triggerall = command = "supersobat_a" || command = "supersobat_b" || command = "supersobat_c"
triggerall = statetype != A
trigger1 = ctrl

[State -1, SuperSobat]
type = ChangeState
value = 3100
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = power >= 3000
trigger1 = ctrl
trigger1 = p2bodydist X > 30 && p2bodydist X < 70

; Two-in-One
;-----------
[State -1, SuperSobat]
type = ChangeState
value = 3100
triggerall = power >= 3000
triggerall = command = "supersobat_a" || command = "supersobat_b" || command = "supersobat_c"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

;---------------------------------------------------------------------------
; Sobat Carnival - Lvl 1
[State -1, carnival_a]
type = ChangeState
value = 3200
triggerall = power >= 1000
triggerall = command = "carnival_a"
triggerall = statetype != A
trigger1 = ctrl

; Sobat Carnival - Lvl 2
[State -1, carnival_b]
type = ChangeState
value = 3210
triggerall = power >= 2000
triggerall = command = "carnival_b"
triggerall = statetype != A
trigger1 = ctrl

; Sobat Carnival - Lvl 3
[State -1, carnival_c]
type = ChangeState
value = 3220
triggerall = power >= 3000
triggerall = command = "carnival_c"
triggerall = statetype != A
trigger1 = ctrl

[State -1, AI Sobat Carnival - Lvl 3]
type = ChangeState
value = 3220
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = power >= 3000
triggerall = statetype != A
triggerall = p2statetype = S
triggerall = ctrl
trigger1 = p2bodydist X > 40 && p2bodydist X < 100

; Two-in-Ones
;------------
[State -1, carnival_a]
type = ChangeState
value = 3200
triggerall = power >= 1000
triggerall = command = "carnival_a"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, carnival_b]
type = ChangeState
value = 3210
triggerall = power >= 2000
triggerall = command = "carnival_b"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, carnival_c]
type = ChangeState
value = 3220
triggerall = power >= 3000
triggerall = command = "carnival_c"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

;---------------------------------------------------------------------------
; Climax Beat - Lvl 1
[State -1, climax_a]
type = ChangeState
value = 3300
triggerall = power >= 1000
triggerall = command = "climax_a"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = StateNo = 40

; Climax Beat - Lvl 2
[State -1, climax_b]
type = ChangeState
value = 3310
triggerall = power >= 2000
triggerall = command = "climax_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = StateNo = 40

; Climax Beat - Lvl 3
[State -1, climax_c]
type = ChangeState
value = 3320
triggerall = power >= 3000
triggerall = command = "climax_c"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = StateNo = 40

[State -1, AI Climax - Lvl 3]
type = ChangeState
value = 3320
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = power >= 3000
triggerall = statetype != A
triggerall = p2statetype = A
triggerall = ctrl
trigger1 = p2bodydist X > 80 && p2bodydist X < 130

; Two-in-Ones
;------------
[State -1, climax_a]
type = ChangeState
value = 3300
triggerall = power >= 1000
triggerall = command = "climax_a"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, climax_b]
type = ChangeState
value = 3310
triggerall = power >= 2000
triggerall = command = "climax_b"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, climax_c]
type = ChangeState
value = 3320
triggerall = power >= 3000
triggerall = command = "climax_c"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

;---------------------------------------------------------------------------
; Super Air Slasher - Lvl 1
[State -1, sslasher_x]
type = ChangeState
value = 3400
triggerall = power >= 1000
triggerall = command = "sslasher_x"
triggerall = statetype != A
trigger1 = ctrl

; Super Air Slasher - Lvl 2
[State -1, sslasher_y]
type = ChangeState
value = 3410
triggerall = power >= 2000
triggerall = command = "sslasher_y"
triggerall = statetype != A
trigger1 = ctrl

; Super Air Slasher - Lvl 3
[State -1, sslasher_z]
type = ChangeState
value = 3420
triggerall = power >= 3000
triggerall = command = "sslasher_z"
triggerall = statetype != A
trigger1 = ctrl

[State -1, AI Super Fire Ball - Lvl 3]
type = ChangeState
value = 3420
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = power >= 3000
triggerall = ctrl
trigger1 = p2bodydist X > 170 && p2bodydist X < 200

; Two-in-Ones
;------------
[State -1, sslasher_x]
type = ChangeState
value = 3400
triggerall = power >= 1000
triggerall = command = "sslasher_x"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, sslasher_y]
type = ChangeState
value = 3410
triggerall = power >= 2000
triggerall = command = "sslasher_y"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, sslasher_z]
type = ChangeState
value = 3420
triggerall = power >= 3000
triggerall = command = "sslasher_z"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

;===========================================================================
;---------------------------------------------------------------------------
; Special Moves
;---------------------------------------------------------------------------
; Alpha Counter - JackKnife Maximum
[State -1, Counter]
type = ChangeState
value = 950
triggerall = power >= 1000
triggerall = command = "recovery"
triggerall = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

[State -1, AI Counter]
type = ChangeState
value = 950
triggerall = var(50) = 1
triggerall = power >= 1000
triggerall = p2bodydist X < 50
triggerall = statetype != A
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

;---------------------------------------------------------------------------
; Light Air Slasher
[State -1, slasher_x]
type = ChangeState
value = 1000
triggerall = numproj = 0
triggerall = command = "slasher_x"
triggerall = statetype != A
trigger1 = ctrl

; Medium Air Slasher
[State -1, slasher_y]
type = ChangeState
value = 1010
triggerall = numproj = 0
triggerall = command = "slasher_y"
triggerall = statetype != A
trigger1 = ctrl

[State -1, AI MASlasher]
type = ChangeState
value = 1010
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = numproj = 0
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X = 100
trigger2 = p2bodydist X = 140
trigger3 = p2bodydist X = 190
trigger4 = p2bodydist X = 240

; Hard Air Slasher
[State -1, slasher_z]
type = ChangeState
value = 1020
triggerall = numproj = 0
triggerall = command = "slasher_z"
triggerall = statetype != A
trigger1 = ctrl

; Two-in-Ones
;------------
[State -1, slasher_x]
type = ChangeState
value = 1000
triggerall = command = "slasher_x"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, slasher_y]
type = ChangeState
value = 1010
triggerall = command = "slasher_y"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, slasher_z]
type = ChangeState
value = 1020
triggerall = command = "slasher_z"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

;---------------------------------------------------------------------------
; Machine Gun Uppercut - Light
[State -1, uppercut_x]
type = ChangeState
value = 1100
triggerall = command = "uppercut_x"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = StateNo = 40

; Machine Gun Uppercut - Medium
[State -1, uppercut_y]
type = ChangeState
value = 1101
triggerall = command = "uppercut_y"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = StateNo = 40

; Machine Gun Uppercut - Strong
[State -1, uppercut_z]
type = ChangeState
value = 1102
triggerall = command = "uppercut_z"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = StateNo = 40

[State -1, AI MachineGunPunches]
type = ChangeState
value = 1102
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = p2statetype = S
triggerall = ctrl
trigger1 = p2bodydist X > 10 && p2bodydist X < 20

; Two-in-Ones
;------------
[State -1, uppercut_x]
type = ChangeState
value = 1100
triggerall = command = "uppercut_x"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, uppercut_y]
type = ChangeState
value = 1101
triggerall = command = "uppercut_y"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, uppercut_z]
type = ChangeState
value = 1102
triggerall = command = "uppercut_z"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

;---------------------------------------------------------------------------
; Rolling Sobat
[State -1, sobat_a]
type = ChangeState
value = 1200
triggerall = command = "sobat_a"
triggerall = statetype != A
trigger1 = ctrl

; Double Rolling Sobat
[State -1, sobat_b]
type = ChangeState
value = 1210
triggerall = command = "sobat_b"
triggerall = statetype != A
trigger1 = ctrl

; Double Rolling Sobat
[State -1, sobat_c]
type = ChangeState
value = 1220
triggerall = command = "sobat_c"
triggerall = statetype != A
trigger1 = ctrl

[State -1, AI Double Rolling Sobat]
type = ChangeState
value = 1220
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X = 100
trigger2 = p2bodydist X = 150
trigger3 = p2bodydist X = 140
trigger4 = p2bodydist X > 40 && p2bodydist X < 50

; Two-in-Ones
;------------
[State -1, sobat_a]
type = ChangeState
value = 1200
triggerall = command = "sobat_a"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, sobat_b]
type = ChangeState
value = 1210
triggerall = command = "sobat_b"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, sobat_c]
type = ChangeState
value = 1220
triggerall = command = "sobat_c"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

;---------------------------------------------------------------------------
; Light JackKnife Maximum
[State -1, jackknife_a]
type = ChangeState
value = 1300
triggerall = numproj = 0
triggerall = command = "jackknife_a"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = StateNo = 40

[State -1, AI Weak Jacknife]
type = ChangeState
value = 1300
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = numproj = 0
triggerall = statetype != A
triggerall = p2statetype = A
triggerall = ctrl
trigger1 = p2bodydist X > 30 && p2bodydist X < 50

; Medium JackKnife Maximum
[State -1, jackknife_b]
type = ChangeState
value = 1310
triggerall = numproj = 0
triggerall = command = "jackknife_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = StateNo = 40

; Strong JackKnife Maximum
[State -1, jackknife_c]
type = ChangeState
value = 1320
triggerall = numproj = 0
triggerall = command = "jackknife_c"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = StateNo = 40

[State -1, AI Jacknife]
type = ChangeState
value = 1320
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = numproj = 0
triggerall = statetype != A
triggerall = p2statetype = A
triggerall = ctrl
trigger1 = p2bodydist X > 100 && p2bodydist X < 120

; Two-in-Ones
;------------
[State -1, jackknife_a]
type = ChangeState
value = 1300
triggerall = command = "jackknife_a"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, jackknife_b]
type = ChangeState
value = 1310
triggerall = command = "jackknife_b"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

[State -1, jackknife_c]
type = ChangeState
value = 1320
triggerall = command = "jackknife_c"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 230
trigger6 = StateNo = 240
trigger7 = StateNo = 250
trigger8 = StateNo = 400
trigger9 = StateNo = 410
trigger10 = StateNo = 420
trigger11 = StateNo = 430
trigger12 = StateNo = 440

;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Recovery Roll Backward
[State -1, Roll_back]
type = ChangeState
value = 5220
triggerall = alive
triggerall = stateno != 5120
triggerall = stateno != 5291
triggerall = command = "holdback"
triggerall = command = "recovery"
trigger1 = statetype = L

; Recovery Roll Forward
[State -1, Roll_fwd]
type = ChangeState
value = 5230
triggerall = alive
triggerall = stateno != 5120
triggerall = stateno != 5291
triggerall = command = "holdfwd"
triggerall = command = "recovery"
trigger1 = statetype = L

;---------------------------------------------------------------------------
; Overhead Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "holdfwd" || command = "holdback"
triggerall = command = "2p"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, AI Throw]
type = ChangeState
value = 800
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 900 && random <= 959
triggerall = statetype = S
triggerall = p2statetype = S
triggerall = ctrl
trigger1 = p2bodydist X < 15

;---------------------------------------------------------------------------
; Kick Throw
[State -1, Throw]
type = ChangeState
value = 810
triggerall = command = "holdfwd" || command = "holdback"
triggerall = command = "2k"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, AI Throw]
type = ChangeState
value = 810
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 900 && random <= 959
triggerall = statetype = S
triggerall = p2statetype = S
triggerall = ctrl
trigger1 = p2bodydist X < 15

;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, AI Strong Punch]
type = ChangeState
value = 220
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 700 && random <= 959
triggerall = statetype = S
triggerall = p2statetype = S
triggerall = ctrl
trigger1 = p2bodydist X > 30 && p2bodydist X < 50

;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, AI Strong Kick]
type = ChangeState
value = 250
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 700 && random <= 959
triggerall = statetype = S
triggerall = p2statetype = S
triggerall = ctrl
trigger1 = p2bodydist X > 30 && p2bodydist X < 50

;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

[State -1, AI Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 900 && random <= 959
triggerall = statetype = C
triggerall = ctrl
trigger1 = p2bodydist X < 40

;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

[State -1, AI Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 900 && random <= 959
triggerall = statetype = C
triggerall = ctrl
trigger1 = p2bodydist X < 40

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

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

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl

[State -1, AI Jump Kick]
type = ChangeState
value = 650
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 600 && random <= 959
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = ctrl
trigger1 = p2bodydist X > 50 && p2bodydist X < 90
trigger2 = p2bodydist X > 240 && p2bodydist X < 270

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