; CMD file for Cody by Gou-San


[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 |--------------------------------------------------------


[Command]
name = "Final Destruction"
command = ~D, DF, F, D, DF, F, z
time = 20

[Command]
name = "Final Destruction1"
command = ~D, DF, F, D, DF, F, y
time = 20

[Command]
name = "Final Destruction2"
command = ~D, DF, F, D, DF, F, x
time = 20


[Command]
name = "Giga Tornado"
command = ~D, DB, B, D, DB, B, y
time = 20

[Command]
name = "Giga Tornado2"
command = ~D, DB, B, D, DB, B, z
time = 20

[Command]
name = "Giga Tornado3"
command = ~D, DB, B, D, DB, B, x
time = 20

[Command]
name = "Dead End Irony1"
command = ~D, DF, F, D, DF, F, a
time = 20

[Command]
name = "Dead End Irony2"
command = ~D, DF, F, D, DF, F, b
time = 20

[Command]
name = "Dead End Irony"
command = ~D, DF, F, D, DF, F, c
time = 20

[Command]
name = "Psycho Uken"
command = ~D, DB, B, D, DB, B, s
time = 20



;[Command]
;name = "Evil Blade Cody"
;command = D, DB, B, s
;time = 20

;[Command]
;name = "Evil Blade Cody"
;command = F, DF, D, DB, B, b
;time = 20

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

[Command]
name = "Bad Stone 1"
command = ~D, F, x

[Command]
name = "Bad Stone 2"
command = ~D, F, y

[Command]
name = "Bad Stone 3"
command = ~D, F, z



[Command]
name = "Ruffian Kick 1"
command = ~D, F, a

[Command]
name = "Ruffian Kick 2"
command = ~D, F, b

[Command]
name = "Ruffian Kick 3"
command = ~D, F, c

[Command]
name = "Criminal Upper 1"
command = ~D, B, x

[Command]
name = "Criminal Upper 2"
command = ~D, B, y

[Command]
name = "Criminal Upper 3"
command = ~D, B, z




[Command]
name = "Bad Whirlwind 1"
command = ~D, B, a

[Command]
name = "Bad Whirlwind 2"
command = ~D, B, b

[Command]
name = "Bad Whirlwind 3"
command = ~D, B, c


[Command]
name = "Bad Spray"
command = ~B, x

[Command]
name = "Bad Spray"
command = ~B, y

[Command]
name = "Bad Spray"
command = ~B, 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

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

;[Command]
;name = "Custom Combo";Required (do not remove)
;command = 
;time = 2

[Command]
name = "Super Jump";Required (do not remove)
command = 
time = 5

[Command]
name = "Super Jump";Required (do not remove)
command =
time = 5

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "Throw 1"
command = /$F, x+y
time = 3


[Command]
name = "Throw 2"
command = /$F, a+b
time = 3



[Command]
name = "Crack Kick"
command = /$F, c
time = 1

[Command]
name = "Stomach Blow"
command = /$F, y
time = 1

[Command]
name = "Prisioner Throw F"
command = /$D, a
time = 1

[Command]
name = "Prisioner Throw F"
command = /$D, b
time = 1

[Command]
name = "Prisioner Throw F"
command = /$D, 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

;-| 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 = "Taunt"
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

;---------------------------------------------------------------------------
[Statedef -1]


[State -1]
type = VarSet
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
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
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
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
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
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
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
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

;---------------------------------------------------------------------------
; Final Destruction
;---------------------------------------------------------------------------
; Normal Cody
[State -1, Final Destruction]
type = ChangeState
value = 3000
triggerall = command = "Final Destruction"
triggerall = power >= 3000
;triggerall = Var(5) = ifelse((var(6))=1, 2, 0)
triggerall = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 3000
triggerall = Var(50) = 1
triggerall = power >= 3000
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 60 && p2bodydist X < 70

[State -1,22]
type = ChangeState
value = 3000
triggerall = command = "Final Destruction"
triggerall = power >= 3000
;triggerall = Var(5) = ifelse((var(6))=1, 2, 0)
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511


;---------------------------------------------------------------------------
; Normal Cody
[State -1, Final Destruction]
type = ChangeState
value = 3000111
triggerall = command = "Final Destruction1"
triggerall = power >= 2000
;triggerall = Var(5) = ifelse((var(6))=1, 2, 0)
triggerall = statetype != A
trigger1 = ctrl

[State -1,22]
type = ChangeState
value = 3000111
triggerall = command = "Final Destruction1"
triggerall = power >= 2000
;triggerall = Var(5) = ifelse((var(6))=1, 2, 0)
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511

;---------------------------------------------------------------------------
; Normal Cody
[State -1, Final Destruction]
type = ChangeState
value = 3000112
triggerall = command = "Final Destruction2"
triggerall = power >= 1000
;triggerall = Var(5) = ifelse((var(6))=1, 2, 0)
triggerall = statetype != A
trigger1 = ctrl

[State -1,22]
type = ChangeState
value = 3000112
triggerall = command = "Final Destruction2"
triggerall = power >= 1000
;triggerall = Var(5) = ifelse((var(6))=1, 2, 0)
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511


;---------------------------------------------------------------------------
; Dark Blade Cody
;[State -1, Final Destruction]
;type = ChangeState
;value = 3300
;triggerall = command = "Final Destruction"
;triggerall = Power >= 1000
;triggerall = Var(5) = 1
;triggerall = Var(11) = 0
;triggerall = statetype != A
;trigger1 = ctrl
;trigger2 = MoveContact
;trigger2 = StateNo = [200, 250]
;trigger3 = MoveContact
;trigger3 = StateNo = [400, 450]
;trigger3 = StateNo != 430
;trigger4 = StateNo = [150, 153]
;trigger5 = MoveContact
;trigger5 = StateNo = [1000, 1420]
;trigger6 = StateNo = [1400, 1420]

;---------------------------------------------------------------------------
; Shin Cody
;[State -1, Final Destruction]
;type = ChangeState
;value = 3500
;triggerall = command = "Final Destruction"
;triggerall = Power >= 1000
;triggerall = Var(5) = 2
;triggerall = Var(6) = 0
;triggerall = Var(11) = 0
;triggerall = statetype != A
;trigger1 = ctrl
;trigger2 = MoveContact
;trigger2 = StateNo = [200, 250]
;trigger3 = MoveContact
;trigger3 = StateNo = [400, 450]
;trigger3 = StateNo != 430
;trigger4 = StateNo = [150, 153]
;trigger5 = MoveContact
;trigger5 = StateNo = [1000, 1420]
;trigger6 = StateNo = [1400, 1420]

;---------------------------------------------------------------------------
; Giga Tornado
;---------------------------------------------------------------------------
; Normal/Dark Blade
[State -1, Giga Tornado]
type = ChangeState
value = 3200
triggerall = command = "Giga Tornado"
triggerall = Power >= ifelse((var(6))=1, 0, 2000)
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1,22]
type = ChangeState
value = 3200
triggerall = command = "Giga Tornado"
triggerall = Power >= ifelse((var(6))=1, 0, 2000)
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511


;---------------------------------------------------------------------------
; Giga Tornado
;---------------------------------------------------------------------------
; Normal/Dark Blade
[State -1, Giga Tornado]
type = ChangeState
value = 320011
triggerall = command = "Giga Tornado2"
triggerall = Power >= ifelse((var(6))=1, 0, 3000)
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 320011
triggerall = Var(50) = 1
triggerall = Power >= ifelse((var(6))=1, 0, 3000)
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 30 && p2bodydist X < 40

[State -1,22]
type = ChangeState
value = 320011
triggerall = command = "Giga Tornado2"
triggerall = Power >= ifelse((var(6))=1, 0, 3000)
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511


;---------------------------------------------------------------------------
; Giga Tornado
;---------------------------------------------------------------------------
; Normal/Dark Blade
[State -1, Giga Tornado]
type = ChangeState
value = 3200111
triggerall = command = "Giga Tornado3"
triggerall = Power >= ifelse((var(6))=1, 0, 1000)
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1,22]
type = ChangeState
value = 3200111
triggerall = command = "Giga Tornado3"
triggerall = Power >= ifelse((var(6))=1, 0, 1000)
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511



;---------------------------------------------------------------------------
; Dead End Irony
;---------------------------------------------------------------------------
[State -1, Dead End Irony]
type = ChangeState
value = 3100
triggerall = command = "Dead End Irony"
triggerall = Power >= ifelse((var(6))=1, 0, 3000)
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1,22]
type = ChangeState
value = 3100
triggerall = command = "Dead End Irony"
triggerall = Power >= ifelse((var(6))=1, 0, 3000)
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511

;---------------------------------------------------------------------------
; Dead End Irony
;---------------------------------------------------------------------------
[State -1, Dead End Irony]
type = ChangeState
value = 310023
triggerall = command = "Dead End Irony1"
triggerall = Power >= ifelse((var(6))=1, 0, 1000)
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1,22]
type = ChangeState
value = 310023
triggerall = command = "Dead End Irony1"
triggerall = Power >= ifelse((var(6))=1, 0, 1000)
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511




;---------------------------------------------------------------------------
; Dead End Irony
;---------------------------------------------------------------------------
[State -1, Dead End Irony]
type = ChangeState
value = 3100234
triggerall = command = "Dead End Irony2"
triggerall = Power >= ifelse((var(6))=1, 0, 2000)
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1,22]
type = ChangeState
value = 3100234
triggerall = command = "Dead End Irony2"
triggerall = Power >= ifelse((var(6))=1, 0, 2000)
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511


;---------------------------------------------------------------------------
; Psycho Uken
;---------------------------------------------------------------------------
; Stand Psycho Uken
[State -1, Stand Psycho Uken]
type = ChangeState
value = 3400
triggerall = command = "Psycho Uken"
triggerall = Power >= 3000
triggerall = Var(5) = 1
triggerall = statetype != A
trigger1 = ctrl

[State -1,22]
type = ChangeState
value = 3400
triggerall = command = "Psycho Uken"
triggerall = Power >= 3000
triggerall = Var(5) = 1
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511

;---------------------------------------------------------------------------
; Air Psycho Uken
;[State -1, Air Psycho Uken]
;type = ChangeState
;value = 3410
;triggerall = command = "Psycho Uken"
;triggerall = Power >= 1000
;triggerall = Var(5) = 1
;triggerall = statetype = A
;trigger1 = ctrl
;trigger2 = MoveContact
;trigger2 = StateNo = [600, 650]
;trigger3 = MoveContact
;trigger3 = StateNo = [800, 850]
;trigger4 = StateNo = [1400, 1450]

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Tornado Storm
;---------------------------------------------------------------------------
[State -1, Tornado Storm]
type = ChangeState
value = 3600
triggerall = command = "Psycho Uken"
triggerall = Power >= ifelse((var(6))=1, 0, 2000)
triggerall = Var(5) = 2
;triggerall = NumHelper(3630) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1,22]
type = ChangeState
value = 3600
triggerall = command = "Psycho Uken"
triggerall = Power >= ifelse((var(6))=1, 0, 2000)
triggerall = Var(5) = 2
;triggerall = NumHelper(3630) = 0
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511

;---------------------------------------------------------------------------
; Transform
;---------------------------------------------------------------------------
; Normal Cody
;[State -1, Normal Cody]
;type = ChangeState
;value = 4000
;triggerall = command = "Normal Cody"
;triggerall = Power >= 1000
;triggerall = Var(5) != 0
;triggerall = Var(6) = 0
;triggerall = Var(11) = 0
;triggerall = statetype != A
;trigger1 = ctrl
;trigger2 = MoveContact
;trigger2 = StateNo = [200, 250]
;trigger3 = MoveContact
;trigger3 = StateNo = [400, 450]
;trigger3 = StateNo != 430
;trigger4 = StateNo = [150, 153]

;---------------------------------------------------------------------------
; Evil Blade Cody
;[State -1, Evil Blade Cody]
;type = ChangeState
;value = 4100
;triggerall = command = "Evil Blade Cody"
;triggerall = Power >= 1000
;triggerall = Var(5) != 1
;triggerall = Var(6) = 0
;triggerall = Var(11) = 0
;triggerall = statetype != A
;trigger1 = ctrl
;trigger2 = MoveContact
;trigger2 = StateNo = [200, 250]
;trigger3 = MoveContact
;trigger3 = StateNo = [400, 450]
;trigger3 = StateNo != 430
;trigger4 = StateNo = [150, 153]

;---------------------------------------------------------------------------
; Shin Cody
;[State -1, Shin Cody]
;type = ChangeState
;value = 4200
;triggerall = command = "Shin Cody"
;triggerall = Power >= 1000
;triggerall = Var(5) != 2
;triggerall = Var(6) = 0
;triggerall = Var(11) = 0
;triggerall = statetype != A
;trigger1 = ctrl
;trigger2 = MoveContact
;trigger2 = StateNo = [200, 250]
;trigger3 = MoveContact
;trigger3 = StateNo = [400, 450]
;trigger3 = StateNo != 430
;trigger4 = StateNo = [150, 153]

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

; Light EX Tatsumaki Senpuu Kyaku
[State -1, hurricane2_a]
type = ChangeState
value = 12003332
triggerall = Var(11) = 0
triggerall = statetype != A
triggerall = command = "Bad Whirlwind 1"
trigger1 = ctrl

; Light EX Tatsumaki Senpuu Kyaku
[State -1, hurricane2_a]
type = ChangeState
value = 12003333
triggerall = Var(11) = 0
triggerall = statetype != A
triggerall = command = "Bad Whirlwind 2"
trigger1 = ctrl


; Light EX Tatsumaki Senpuu Kyaku
[State -1, hurricane2_a]
type = ChangeState
value = 12003334
triggerall = Var(11) = 0
triggerall = statetype != A
triggerall = command = "Bad Whirlwind 3"
trigger1 = ctrl



;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Knife Throw
;---------------------------------------------------------------------------
; Weak Knife Throw
[State -1, Weak Knife Throw]
type = ChangeState
value = 1400
triggerall = command = "Bad Stone 1"
triggerall = Var(5) = 1
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1400
triggerall = Var(50) = 1
triggerall = Var(5) = 1
triggerall = Var(11) = 0
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 65 && p2bodydist X < 70

[State -1,22]
type = ChangeState
value = 1400
triggerall = command = "Bad Stone 1"
triggerall = Var(5) = 1
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511

;---------------------------------------------------------------------------
; Medium Knife Throw
[State -1, Medium Knife Throw]
type = ChangeState
value = 1410
triggerall = command = "Bad Stone 2"
triggerall = Var(5) = 1
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1410
triggerall = Var(50) = 1
triggerall = Var(5) = 1
triggerall = Var(11) = 0
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 80 && p2bodydist X < 85

[State -1,22]
type = ChangeState
value = 1410
triggerall = command = "Bad Stone 2"
triggerall = Var(5) = 1
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511


;---------------------------------------------------------------------------
; Strong Knife Throw
[State -1, Strong Knife Throw]
type = ChangeState
value = 1420
triggerall = command = "Bad Stone 3"
triggerall = Var(5) = 1
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1420
triggerall = Var(50) = 1
triggerall = Var(5) = 1
triggerall = Var(11) = 0
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 100 && p2bodydist X < 110

[State -1,22]
type = ChangeState
value = 1420
triggerall = command = "Bad Stone 3"
triggerall = Var(5) = 1
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511

;---------------------------------------------------------------------------
; Weak Air Knife Throw
;[State -1, Weak Air Knife Throw]
;type = ChangeState
;value = 1430
;triggerall = command = "Bad Stone 1"
;triggerall = Var(5) = 1
;triggerall = Var(11) = 0
;triggerall = statetype = A
;trigger1 = ctrl
;trigger2 = MoveContact
;trigger2 = StateNo = [600, 650]
;trigger3 = MoveContact
;trigger3 = StateNo = [800, 850]

;---------------------------------------------------------------------------
; Medium Air Knife Throw
;[State -1, Medium Air Knife Throw]
;type = ChangeState
;value = 1440
;triggerall = command = "Bad Stone 2"
;triggerall = Var(5) = 1
;triggerall = Var(11) = 0
;triggerall = statetype = A
;trigger1 = ctrl
;trigger2 = MoveContact
;trigger2 = StateNo = [600, 650]
;trigger3 = MoveContact
;trigger3 = StateNo = [800, 850]

;---------------------------------------------------------------------------
; Strong Air Knife Throw
;[State -1, Strong Air Knife Throw]
;type = ChangeState
;value = 1450
;triggerall = command = "Bad Stone 3"
;triggerall = Var(5) = 1
;triggerall = Var(11) = 0
;triggerall = statetype = A
;trigger1 = ctrl
;trigger2 = MoveContact
;trigger2 = StateNo = [600, 650]
;trigger3 = MoveContact
;trigger3 = StateNo = [800, 850]

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

;---------------------------------------------------------------------------
; Bad Stone
;---------------------------------------------------------------------------
; Weak Bad Stone
[State -1, Weak Bad Stone]
type = ChangeState
value = 1100
triggerall = command = "Bad Stone 1"
triggerall = Var(5) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1100
triggerall = Var(50) = 1
triggerall = Var(5) = 0
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 60 && p2bodydist X < 70

[State -1,22]
type = ChangeState
value = 1100
triggerall = command = "Bad Stone 1"
triggerall = Var(5) = 0
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl 
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511


;---------------------------------------------------------------------------
; Medium Bad Stone
[State -1, Medium Bad Stone]
type = ChangeState
value = 1110
triggerall = command = "Bad Stone 2"
triggerall = Var(5) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1110
triggerall = Var(50) = 1
triggerall = Var(5) = 0
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 80 && p2bodydist X < 90


[State -1,22]
type = ChangeState
value = 1110
triggerall = command = "Bad Stone 2"
triggerall = Var(5) = 0
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511
;---------------------------------------------------------------------------
; Strong Bad Stone
[State -1, Strong Bad Stone]
type = ChangeState
value = 1120
triggerall = command = "Bad Stone 3"
triggerall = Var(5) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1120
triggerall = Var(50) = 1
triggerall = Var(5) = 0
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 100 && p2bodydist X < 110

[State -1,22]
type = ChangeState
value = 1120
triggerall = command = "Bad Stone 3"
triggerall = Var(5) = 0
triggerall = statetype != A
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511

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

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

;---------------------------------------------------------------------------
; Ruffian Kick
;---------------------------------------------------------------------------
; Weak Ruffian Kick
[State -1, Weak Ruffian Kick]
type = ChangeState
value = 1200
triggerall = command = "Ruffian Kick 1"
triggerall = Var(11) = 0
triggerall = statetype != A
;triggerall = palno < 7
trigger1 = ctrl


[State -1]
type = ChangeState
value = 1200
triggerall = Var(50) = 1
triggerall = Var(11) = 0
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 30 && p2bodydist X < 40

[State -1,22]
type = ChangeState
value = 1200
triggerall = command = "Ruffian Kick 1"
triggerall = Var(11) = 0
triggerall = statetype != A
;triggerall = palno < 7
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511


;---------------------------------------------------------------------------
; Medium Ruffian Kick
[State -1, Medium Ruffian Kick]
type = ChangeState
value = 1210
triggerall = command = "Ruffian Kick 2"
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1210
triggerall = Var(50) = 1
triggerall = Var(11) = 0
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 60 && p2bodydist X < 70

[State -1,22]
type = ChangeState
value = 1210
triggerall = command = "Ruffian Kick 2"
triggerall = Var(11) = 0
triggerall = statetype != A
;triggerall = palno < 7
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511


;---------------------------------------------------------------------------
; Strong Ruffian Kick
[State -1, Strong Ruffian Kick]
type = ChangeState
value = 1220
triggerall = command = "Ruffian Kick 3"
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = MoveContact
;triggerall = palno < 7



[State -1]
type = ChangeState
value = 1220
triggerall = Var(50) = 1
triggerall = Var(11) = 0
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 23 && p2bodydist X < 33

[State -1,22]
type = ChangeState
value = 1220
triggerall = command = "Ruffian Kick 3"
triggerall = Var(11) = 0
triggerall = statetype != A
;triggerall = palno < 7
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 205
trigger3 = stateno = 200
trigger4 = stateno = 221
trigger5 = stateno = 220
trigger6 = stateno = 210
trigger7 = stateno = 230
trigger8 = stateno = 230
trigger9 = stateno = 400
trigger10 = stateno = 405
trigger11 = stateno = 420
trigger12 = stateno = 425
trigger13 = stateno = 445
trigger14 = stateno = 410
trigger15 = stateno = 430
trigger16 = stateno = 225
trigger17 = stateno = 25511
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Criminal Upper
;---------------------------------------------------------------------------
; Weak Criminal Upper
[State -1, Weak Criminal Upper]
type = ChangeState
value = 1000
triggerall = command = "Criminal Upper 1"
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1000
triggerall = Var(50) = 1
triggerall = Var(11) = 0
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 20 && p2bodydist X < 30

[State -1,22]
type = ChangeState
value = 1000
triggerall = command = "Criminal Upper 1"
triggerall = Var(11) = 0
triggerall = statetype != A
;triggerall = palno < 7
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511

;---------------------------------------------------------------------------
; Medium Criminal Upper
[State -1, Medium Criminal Upper]
type = ChangeState
value = 1010
triggerall = command = "Criminal Upper 2"
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1010
triggerall = Var(50) = 1
triggerall = Var(11) = 0
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 25 && p2bodydist X < 35

[State -1,22]
type = ChangeState
value = 1010
triggerall = command = "Criminal Upper 2"
triggerall = Var(11) = 0
triggerall = statetype != A
;triggerall = palno < 7
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511
;---------------------------------------------------------------------------
; Strong Criminal Upper
[State -1, Strong Criminal Upper]
type = ChangeState
value = 1020
triggerall = command = "Criminal Upper 3"
triggerall = Var(11) = 0
triggerall = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1020
triggerall = Var(50) = 1
triggerall = Var(11) = 0
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 32 && p2bodydist X < 37

[State -1,22]
type = ChangeState
value = 1020
triggerall = command = "Criminal Upper 3"
triggerall = Var(11) = 0
triggerall = statetype != A
;triggerall = palno < 7
trigger1 = ctrl 
triggerall = movecontact
trigger2 = stateno = 225
trigger3 = stateno = 240
trigger4 = stateno = 241
trigger5 = stateno = 205
trigger6 = stateno = 200
trigger7 = stateno = 221
trigger8 = stateno = 220
trigger9 = stateno = 210
trigger10 = stateno = 230
trigger11 = stateno = 230
trigger12 = stateno = 250
trigger13 = stateno = 400
trigger14 = stateno = 405
trigger15 = stateno = 420
trigger16 = stateno = 425
trigger17 = stateno = 445
trigger18 = stateno = 410
trigger19 = stateno = 430
trigger20 = stateno = 25511
;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
; Super Jump
;[State -1, Super Jump]
;type = ChangeState
;value = 60
;triggerall = command = "Super Jump"
;triggerall = Var(11) = 0
;trigger1 = statetype != A
;trigger1 = ctrl

;---------------------------------------------------------------------------
; Custom Combo
;---------------------------------------------------------------------------
; Stand Custom Combo
;[State -1, Stand Custom Combo]
;type = ChangeState
;value = 3700
;triggerall = StateType != A
;triggerall = Var(5) = 2
;triggerall = Var(6) = 0
;triggerall = Ctrl = 1
;trigger1 = command = "Custom Combo"

;---------------------------------------------------------------------------
; Air Custom Combo
;[State -1, Air Custom Combo]
;type = ChangeState
;value = 3710
;triggerall = StateType = A
;triggerall = Var(5) = 2
;triggerall = Var(6) = 0
;triggerall = Ctrl = 1
;trigger1 = command = "Custom Combo"

;---------------------------------------------------------------------------
; Throws
;---------------------------------------------------------------------------
; Prisioner Throw
[State -1, Prisioner Throw]
type = ChangeState
value = 900
triggerall = StateType = S
triggerall = Var(11) = 0
triggerall = p2bodydist X < 10
triggerall = Ctrl = 1
trigger1 = command = "Throw 1"

;---------------------------------------------------------------------------
; Bad Stamp
[State -1, Bad Stamp]
type = ChangeState
value = 901
triggerall = StateType = S
triggerall = p2bodydist X < 10
triggerall = Var(11) = 0
triggerall = Ctrl = 1
trigger1 = command = "Throw 2"


;---------------------------------------------------------------------------
; Guilty Stamp
[State -1, Guilty Stamp]
type = ChangeState
value = 905
triggerall = StateType = A
triggerall = Var(11) = 0
triggerall = p2bodydist X < 10
triggerall = Ctrl = 1
trigger1 = command = "Throw 2"


;---------------------------------------------------------------------------
; Prisioner Throw Reverse
;[State -1, Prisioner Throw Reverse]
;type = ChangeState
;value = 902
;triggerall = StateType = S
;triggerall = Var(11) = 0
;triggerall = Ctrl = 1
;trigger1 = command = "Throw 3"
;trigger2 = Var(6) = 1
;trigger2 = StateNo = [200, 450]

;---------------------------------------------------------------------------
; Bad Stamp Reverse
;[State -1, Bad Stamp Reverse]
;type = ChangeState
;value = 903
;triggerall = StateType = S
;triggerall = Var(11) = 0
;triggerall = Ctrl = 1
;trigger1 = command = "Throw 4"
;trigger2 = Var(6) = 1
;trigger2 = StateNo = [200, 450]

;---------------------------------------------------------------------------
; Guilty Stamp Reverse
;[State -1, Guilty Stamp Reverse]
;type = ChangeState
;value = 906
;triggerall = StateType = A
;triggerall = Var(11) = 0
;triggerall = Ctrl = 1
;trigger1 = command = "Throw 4"
;trigger2 = Var(6) = 1
;trigger2 = StateNo = [600, 850]

;---------------------------------------------------------------------------
; Run Fwd
;[State -1, Run Fwd]
;type = ChangeState
;value = 100
;triggerall = Var(11) = 0
;trigger1 = command = "FF"
;triggerall = statetype = S
;trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
;[State -1, Run Back]
;type = ChangeState
;value = 105
;triggerall = Var(11) = 0
;trigger1 = command = "BB"
;triggerall = statetype = S
;trigger1 = ctrl




;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 24022
triggerall = command = "holdfwd" && command = "z"
triggerall = Var(11) = 0
triggerall = palno < 7
triggerall = command != "holddown"
triggerall = Var(1) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 230]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 430]
;trigger3 = StateNo != 430
;trigger4 = statetype != A
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [200, 450]

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 240223
triggerall = command = "holdback" && command = "z"
triggerall = palno < 7
triggerall = Var(11) = 0
triggerall = command != "holddown"
triggerall = Var(1) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 230]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 430]
;trigger3 = StateNo != 430
;trigger4 = statetype != A
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [200, 450]


;---------------------------------------------------------------------------
; Stomach Blow
[State -1, Stomach Blow]
type = ChangeState
value = 225
triggerall = P2BodyDist X <= 20
triggerall = command = "z"
triggerall = palno < 7
triggerall = Var(5) = 0
triggerall = Var(11) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = MoveContact
;trigger2 = StateNo = [200, 210]
;trigger3 = MoveContact
;trigger3 = StateNo = [400, 410]
;trigger3 = StateNo != 430

; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 2402211
triggerall = P2BodyDist X <= 20
triggerall = command = "z"
triggerall = palno < 7
triggerall = Var(5) = 0
triggerall = Var(11) = 0
triggerall = statetype = S
trigger1 = (stateno = 225 && movecontact)

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = ifelse((var(5))=1, 245, ifelse((var(5))=2, 241, 240))
triggerall = command = "z"
triggerall = Vel X = 0
triggerall = Var(11) = 0
triggerall = command != "holddown"
triggerall = Var(1) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 230]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 430]
;trigger3 = StateNo != 430
;trigger4 = statetype != A
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [200, 450]


;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = ifelse((var(5))=1, 245, ifelse((var(5))=2, 241, 240))
triggerall = command = "z"
triggerall = Var(11) = 0
triggerall = palno > 6
triggerall = command != "holddown"
triggerall = Var(1) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 230]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 430]
;trigger3 = StateNo != 430
;trigger4 = statetype != A
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [200, 450]





;---------------------------------------------------------------------------
; Prisioner Throw (Final Destruction)
[State -1, Prisioner Throw (Final Destruction)]
type = ChangeState
value = 3340
triggerall = Var(11) = 1
triggerall = StateType = S
triggerall = StateNo = 3320
triggerall = MoveContact
trigger1 = command = "Prisioner Throw F"



;---------------------------------------------------------------------------
;===========================================================================
; Taunt
[State -1, Taunt]
type = ChangeState
value = 185
triggerall = command = "Taunt"
triggerall = Var(11) = 0
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = ifelse((var(5))=1, 205, 200)
triggerall = command = "x"
triggerall = Var(11) = 0
triggerall = command != "holddown"
triggerall = Var(1) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = statetype != A
;trigger2 = Var(6) = 1
;trigger2 = StateNo = [200, 450]

;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = ifelse((var(5))=1, 221, ifelse((var(5))=2, 220, 220))
triggerall = command = "y"
triggerall = Var(11) = 0
triggerall = command != "holddown"
triggerall = Var(1) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 210]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 410]
;trigger3 = StateNo != 430
;trigger4 = statetype != A
;;trigger4 = Var(6) = 1
;trigger4 = StateNo = [200, 450]







;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 210
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = Var(1) = 0
triggerall = Var(11) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 205]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 405]
;trigger4 = statetype != A
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [200, 450]

;---------------------------------------------------------------------------
; Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 230
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = Var(1) = 0
triggerall = Var(11) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 225]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 425]
;trigger4 = statetype != A
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [200, 450]

;---------------------------------------------------------------------------
; Rushing End
[State -1, Rushing End]
type = ChangeState
value = 235
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = Var(1) = 0
triggerall = Var(5) = 2
triggerall = Var(11) = 0
triggerall = statetype = S
trigger1 = Stateno = 100


;---------------------------------------------------------------------------
; Crack Kick
[State -1, Crack Kick]
type = ChangeState
value = 255
triggerall = command = "Crack Kick"
triggerall = Var(5) != 2
triggerall = Var(11) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = MoveContact
;trigger2 = StateNo = [200, 245]
;trigger2 = StateNo != 235
;trigger3 = MoveContact
;trigger3 = StateNo = [400, 445]
;trigger3 = StateNo != 430

;---------------------------------------------------------------------------
; Stand Strong Kick
[State -1, Stand Strong Kick]
type = ChangeState
value = 25011
triggerall = command = "holdback" && command = "c"
triggerall = command != "holddown"
triggerall = Var(1) = 0
triggerall = Var(11) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 230]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 430]
;trigger3 = StateNo != 430
;trigger4 = Var(5) = 2
;trigger4 = StateNo = 100

;---------------------------------------------------------------------------
; Crack Kick
[State -1, Crack Kick]
type = ChangeState
value = 25511
triggerall = command = "c"
triggerall = P2BodyDist X <= 20
triggerall = Var(5) != 2
triggerall = Var(11) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = MoveContact
;trigger2 = StateNo = [200, 245]
;trigger2 = StateNo != 235
;trigger3 = MoveContact
;trigger3 = StateNo = [400, 445]
;trigger3 = StateNo != 430






;---------------------------------------------------------------------------
; Stand Strong Kick
[State -1, Stand Strong Kick]
type = ChangeState
value = ifelse((var(5))=2, 255, 250)
triggerall = command = "c"
triggerall = Vel X = 0
triggerall = command != "holddown"
triggerall = Var(1) = 0
triggerall = Var(11) = 0
triggerall = statetype = S
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 230]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 430]
;trigger3 = StateNo != 430
;trigger4 = Var(5) = 2
;trigger4 = StateNo = 100


;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = ifelse((var(5))=1, 405, 400)
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = Var(1) = 0
triggerall = Var(11) = 0
triggerall = statetype = C
trigger1 = ctrl
;trigger2 = statetype != A
;trigger2 = Var(6) = 1
;;trigger2 = StateNo = [200, 450]

;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = ifelse((var(5))=1, 425, 420)
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = Var(1) = 0
triggerall = Var(11) = 0
triggerall = statetype = C
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 210]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 410]
;trigger4 = statetype != A
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [200, 450]

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = ifelse((var(5))=1, 445, 440)
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = Var(1) = 0
triggerall = Var(11) = 0
triggerall = statetype = C
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 230]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 430]
;trigger3 = StateNo != 430
;trigger4 = statetype != A
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [200, 450]

;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 410
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = Var(1) = 0
triggerall = Var(11) = 0
triggerall = statetype = C
trigger1 = ctrl
;trigger2 = stateno = [200, 205]
;trigger2 = movecontact = 1
;trigger3 = stateno = [400, 405]
;trigger3 = movecontact = 1
;trigger4 = statetype != A
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [200, 450]

;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 430
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = Var(1) = 0
triggerall = Var(11) = 0
triggerall = statetype = C
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 225]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 425]
;trigger4 = statetype != A
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [200, 450]

;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = Var(1) = 0
triggerall = Var(11) = 0
triggerall = statetype = C
trigger1 = ctrl
;trigger2 = MoveContact = 1
;trigger2 = Stateno = [200, 230]
;trigger3 = MoveContact = 1
;trigger3 = Stateno = [400, 430]
;trigger3 = StateNo != 430
;trigger4 = statetype != A
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [200, 450]

;---------------------------------------------------------------------------
; Normal Jump Light Punch
[State -1, Normal Jump Light Punch]
type = ChangeState
value = ifelse((var(5))=1, 605, 600)
triggerall = command = "x"
triggerall = Stateno != 61
triggerall = Stateno != [800, 850]
triggerall = Var(1) = 0
triggerall = Var(11) = 0
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = statetype = A
;trigger2 = Var(6) = 1
;trigger2 = StateNo = [200, 650]

;---------------------------------------------------------------------------
; Normal Jump Medium Punch
[State -1, Normal Jump Medium Punch]
type = ChangeState
value = ifelse((var(5))=1, 625, 620)
triggerall = command = "y"
triggerall = Stateno != 61
triggerall = Stateno != [800, 850]
triggerall = Var(11) = 0
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [600, 610]
;trigger2 = movecontact = 1
;trigger3 = statetype = A
;trigger3 = Var(6) = 1
;trigger3 = StateNo = [200, 650]

;---------------------------------------------------------------------------
; Normal Jump Strong Punch
[State -1, Normal Jump Strong Punch]
type = ChangeState
value = 645
triggerall = command = "z"
triggerall = Stateno != 61
triggerall = palno > 6
triggerall = Stateno != [800, 850]
triggerall = Var(1) = 0
triggerall = Var(11) = 0
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [600, 630]
;trigger2 = movecontact
;trigger3 = statetype = A
;trigger3 = Var(6) = 1
;trigger3 = StateNo = [200, 650]
;trigger4 = stateno = 235
;trigger4 = movecontact

;---------------------------------------------------------------------------
; Normal Jump Strong Punch
[State -1, Normal Jump Strong Punch]
type = ChangeState
value = 645
triggerall = command = "z"
triggerall = Vel X = 0
triggerall = palno < 7
triggerall = Stateno != 61
triggerall = Stateno != [800, 850]
triggerall = Var(1) = 0
triggerall = Var(11) = 0
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [600, 630]
;trigger2 = movecontact
;trigger3 = statetype = A
;trigger3 = Var(6) = 1
;trigger3 = StateNo = [200, 650]
;trigger4 = stateno = 235
;trigger4 = movecontact

;---------------------------------------------------------------------------
; Normal Jump Strong Punch
[State -1, Normal Jump Strong Punch]
type = ChangeState
value =  640
triggerall = command = "z"
triggerall = Vel X > 0 || Vel X < 0
triggerall = palno < 7
triggerall = Stateno != 61
triggerall = Stateno != [800, 850]
triggerall = Var(1) = 0
triggerall = Var(11) = 0
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [600, 630]
;trigger2 = movecontact
;trigger3 = statetype = A
;trigger3 = Var(6) = 1
;trigger3 = StateNo = [200, 650]
;trigger4 = stateno = 235
;trigger4 = movecontact





;---------------------------------------------------------------------------
; Normal Jump Light Kick
[State -1, Normal Jump Light Kick]
type = ChangeState
value = 610
triggerall = command = "a"
triggerall = Stateno != 61
triggerall = Stateno != [800, 850]
triggerall = Var(1) = 0
triggerall = Var(11) = 0
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [600, 605]
;trigger2 = movecontact = 1
;trigger3 = statetype = A
;trigger3 = Var(6) = 1
;trigger3 = StateNo = [200, 650]

;---------------------------------------------------------------------------
; Normal Jump Medium Kick
[State -1, Normal Jump Medium Kick]
type = ChangeState
value = 630
triggerall = command = "b"
triggerall = Stateno != 61
triggerall = Stateno != [800, 850]
triggerall = Var(1) = 0
triggerall = Var(11) = 0
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [600, 625]
;trigger2 = movecontact
;trigger3 = statetype = A
;trigger3 = Var(6) = 1
;trigger3 = StateNo = [200, 650]

;---------------------------------------------------------------------------
; Normal Jump Strong Kick
[State -1, Normal Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
triggerall = Vel X > 0 || Vel X < 0
triggerall = Stateno != 61
triggerall = Stateno != [800, 850]
triggerall = Var(1) = 0
triggerall = Var(11) = 0
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [600, 630]
;trigger2 = movecontact
;trigger3 = statetype = A
;trigger3 = Var(6) = 1
;trigger3 = StateNo = [200, 650]
;trigger4 = stateno = 235
;trigger4 = movecontact

;---------------------------------------------------------------------------
; Normal Jump Strong Kick
[State -1, Normal Jump Strong Kick]
type = ChangeState
value = 65011
triggerall = command = "c"
triggerall = Vel X = 0
triggerall = Stateno != 61
triggerall = Stateno != [800, 850]
triggerall = Var(1) = 0
triggerall = Var(11) = 0
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [600, 630]
;trigger2 = movecontact
;trigger3 = statetype = A
;trigger3 = Var(6) = 1
;trigger3 = StateNo = [200, 650]
;trigger4 = stateno = 235
;trigger4 = movecontact



;---------------------------------------------------------------------------
; Super Jump Light Punch
[State -1, Super Jump Light Punch]
type = ChangeState
value = ifelse((var(5))=1, 805, 800)
triggerall = command = "x"
trigger1 = Stateno = 61
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = Stateno = [800, 850]
;trigger2 = statetype = A
;trigger2 = ctrl
;trigger3 = Var(6) = 1
;trigger3 = StateNo = [800, 850]

;---------------------------------------------------------------------------
; Super Jump Medium Punch
[State -1, Super Jump Medium Punch]
type = ChangeState
value = ifelse((var(5))=1, 825, 820)
triggerall = command = "y"
trigger1 = Stateno = 61
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [800, 810]
;trigger2 = movecontact = 1
;trigger3 = Stateno = [800, 850]
;;trigger3 = statetype = A
;trigger3 = ctrl
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [800, 850]

;---------------------------------------------------------------------------
; Super Jump Strong Punch
[State -1, Super Jump Strong Punch]
type = ChangeState
value = ifelse((var(5))=1, 845, 840)
triggerall = command = "z"
trigger1 = Stateno = [800, 850]
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [800, 830]
;trigger2 = movecontact
;trigger3 = Stateno = 61
;trigger3 = statetype = A
;trigger3 = ctrl
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [800, 850]

;---------------------------------------------------------------------------
; Super Jump Light Kick
[State -1, Super Jump Light Kick]
type = ChangeState
value = 810
triggerall = command = "a"
trigger1 = Stateno = [800, 850]
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [800, 805]
;trigger2 = movecontact = 1
;trigger3 = Stateno = 61
;trigger3 = statetype = A
;trigger3 = ctrl
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [800, 850]

;---------------------------------------------------------------------------
; Super Jump Medium Kick
[State -1, Super Jump Medium Kick]
type = ChangeState
value = 830
triggerall = command = "b"
trigger1 = Stateno = [800, 850]
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [800, 825]
;trigger2 = movecontact = 1
;trigger3 = Stateno = 61
;trigger3 = statetype = A
;trigger3 = ctrl
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [800, 850]

;---------------------------------------------------------------------------
; Super Jump Strong Kick
[State -1, Super Jump Strong Kick]
type = ChangeState
value = 850
triggerall = command = "c"
trigger1 = Stateno = [800, 839]
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = [800, 839]
;trigger2 = movecontact = 1
;trigger3 = Stateno = 61
;trigger3 = statetype = A
;trigger3 = ctrl
;trigger4 = Var(6) = 1
;trigger4 = StateNo = [800, 850]

;---------------------------------------------------------------------------
; Final Destruction
;---------------------------------------------------------------------------
; Knife 1
[State -1, Knife 1]
type = ChangeState
value = 3370
triggerall = Var(11) = 1
triggerall = StateType = S
triggerall = command != "holddown"
triggerall = Ctrl = 1
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"

;---------------------------------------------------------------------------
; Knife 2
[State -1, Knife 2]
type = ChangeState
value = 3371
triggerall = Var(11) = 1
triggerall = StateType = S
triggerall = StateNo = 3370
triggerall = MoveContact
triggerall = command != "holddown"
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"

;---------------------------------------------------------------------------
; Knife 3
[State -1, Knife 3]
type = ChangeState
value = 3372
triggerall = Var(11) = 1
triggerall = StateType = S
triggerall = StateNo = 3371
triggerall = MoveContact
triggerall = command != "holddown"
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"

;---------------------------------------------------------------------------
; High Punch 1
[State -1, High Punch 1]
type = ChangeState
value = 3310
triggerall = Var(11) = 1
triggerall = StateType = S
triggerall = command != "holddown"
triggerall = Ctrl = 1
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"

;---------------------------------------------------------------------------
; High Punch 2
[State -1, High Punch 2]
type = ChangeState
value = 3315
triggerall = Var(11) = 1
triggerall = StateType = S
triggerall = StateNo = 3310
triggerall = MoveContact
triggerall = command != "holddown"
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"

;---------------------------------------------------------------------------
; Low Punch
[State -1, Low Punch]
type = ChangeState
value = 3320
triggerall = Var(11) = 1
triggerall = StateType = S
triggerall = StateNo = 3315
triggerall = MoveContact
triggerall = command != "holddown"
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"

;---------------------------------------------------------------------------
; Uppercut Punch
[State -1, Uppercut Punch]
type = ChangeState
value = 3330
triggerall = Var(11) = 1
triggerall = StateType = S
triggerall = StateNo = 3320
triggerall = MoveContact
triggerall = command != "holddown"
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"

;---------------------------------------------------------------------------
; Crouching Punch
[State -1, Crouching Punch]
type = ChangeState
value = 3360
triggerall = Var(11) = 1
triggerall = command = "holddown"
triggerall = statetype = C
triggerall = ctrl
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"

;---------------------------------------------------------------------------
; Crouching Knife
[State -1, Crouching Knife]
type = ChangeState
value = 3375
triggerall = Var(11) = 1
triggerall = command = "holddown"
triggerall = statetype = C
triggerall = ctrl
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"

;---------------------------------------------------------------------------
; Jump Kick
[State -1, Jump Kick]
type = ChangeState
value = 3350
triggerall = Var(11) = 1
triggerall = statetype = A
triggerall = ctrl
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"
trigger4 = Command = "x"
trigger5 = Command = "y"
trigger6 = Command = "z"

;---------------------------------------------------------------------------
; Stand Turn
[State -1, Stand Turn]
type = ChangeState
value = 1
triggerall = Var(11) = 1
triggerall = StateType = S
triggerall = command != "holddown"
triggerall = Ctrl = 1
trigger1 = Command = "holdback"

;---------------------------------------------------------------------------
; Crouch Turn
[State -1, Crouch Turn]
type = ChangeState
value = 2
triggerall = Var(11) = 1
triggerall = StateType = C
triggerall = command = "holddown"
triggerall = Ctrl = 1
trigger1 = Command = "holdback"

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



;---------------------------------------------------------------------------
; Crouching Knife
[State -1, Crouching Knife]
type = ChangeState
value = 1300
;triggerall = Var(11) = 1
triggerall = command = "holddown"
triggerall = statetype = C
;triggerall = ctrl
trigger1 = command = "Bad Spray"






;---------------------------------------------------------------------------
;===========================================================================

[State -1, hadoken_z]
type = ChangeState
value = 130
triggerall = InGuardDist
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 60 && p2bodydist X < 70


[State -1, hadoken_z]
type = ChangeState
value = 130
triggerall = InGuardDist
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 90 && p2bodydist X < 100

[State -1, hadoken_z]
type = ChangeState
value = 130
triggerall = InGuardDist
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 120 && p2bodydist X < 130

[State -1, hadoken_z]
type = ChangeState
value = 130
triggerall = InGuardDist
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 =  p2bodydist X > 150 && p2bodydist X < 160

[State -1, hadoken_z]
type = ChangeState
value = 130
triggerall = InGuardDist
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 175 && p2bodydist X < 185

[State -1, hadoken_z]
type = ChangeState
value = 130
triggerall = InGuardDist
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 195 && p2bodydist X < 205

[State -1, hadoken_z]
type = ChangeState
value = 130
triggerall = InGuardDist
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 240 && p2bodydist X < 250


[State -1, 対地 立ちガード]
type  = ChangeState
value = 130
triggerall = InGuardDist
triggerall = statetype != A
triggerall = EnemyNear,HitDefAttr != SCA,NT,ST,HT
triggerall = var(50) = 1
triggerall = ctrl
triggerall = p2statetype = S
trigger1 = P2BodyDist X = [ceil(40*const(size.xscale)),ceil(90*const(size.xscale))]
trigger1 = var(51) = [0,24]        
trigger2 = P2BodyDist X = [ceil(-15*const(size.xscale)),ceil(39*const(size.xscale))]
trigger2 = var(51) = [10,39]
trigger3 = enemy,teammode = simul 
trigger3 = P2BodyDist X = [ceil(-50*const(size.xscale)),ceil(-16*const(size.xscale))]
trigger3 = var(51) = [0,39]
trigger4 = P2BodyDist X = [ceil(-15*const(size.xscale)),ceil(39*const(size.xscale))]
trigger4 = enemy,hitdefattr = S, NA,SA,HA 
trigger4 = Random < 400
trigger5 = Enemy,NumProj > 0
trigger5 = P2BodyDist X = [ceil(-50*const(size.xscale)),ceil(200*const(size.xscale))]
trigger5 = Random < 400

[State -1, 対空 立ちガード]
type  = ChangeState
value = 130
triggerall = InGuardDist
triggerall = statetype != A
triggerall = EnemyNear,HitDefAttr != SCA,NT,ST,HT
triggerall = var(50) = 1
triggerall = ctrl
triggerall = p2statetype = A
trigger1 = P2BodyDist X = [ceil(40*const(size.xscale)),ceil(90*const(size.xscale))]
trigger1 = var(51) = [0,25]
trigger2 = P2BodyDist X = [ceil(-40*const(size.xscale)),ceil(39*const(size.xscale))]
trigger2 = var(51) = [0,34]
trigger3 = P2BodyDist X = [ceil(-40*const(size.xscale)),ceil(39*const(size.xscale))]
trigger3 = enemy,hitdefattr = A, NA,SA,HA
trigger3 = Random < 400
trigger4 = Enemy,NumProj > 0
trigger4 = P2BodyDist X = [ceil(-50*const(size.xscale)),ceil(200*const(size.xscale))]
trigger4 = Random < 400

[State -1, しゃがみガード]
type  = ChangeState
value = 131
triggerall = InGuardDist
triggerall = statetype = C
triggerall = EnemyNear,HitDefAttr != SCA,NT,ST,HT
triggerall = var(50) = 1
triggerall = ctrl
trigger1 = p2statetype = C
trigger1 = P2BodyDist X = [ceil(40*const(size.xscale)),ceil(85*const(size.xscale))]
trigger1 = var(51) = [0,34]
trigger2 = p2statetype = C
trigger2 = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(39*const(size.xscale))]
trigger2 = var(51) = [0,35]
trigger3 = p2statetype = S      
trigger3 = P2BodyDist X = [ceil(-15*const(size.xscale)),ceil(39*const(size.xscale))]
trigger3 = var(51) = [0,29]
trigger4 = p2statetype = C
trigger4 = enemy,teammode = simul
trigger4 = P2BodyDist X = [ceil(-50*const(size.xscale)),ceil(-16*const(size.xscale))]
trigger4 = var(51) = [0,45]
trigger5 = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(39*const(size.xscale))]
trigger5 = enemy,hitdefattr = C, NA,SA,HA
trigger5 = Random < 400
trigger6 = Enemy,NumProj > 0
trigger6 = P2BodyDist X = [ceil(-50*const(size.xscale)),ceil(200*const(size.xscale))]
trigger6 = Random < 400

[State -1, velset]
type = velset
trigger1 = var(50) = 1
trigger1 = stateno = [120,132]
trigger1 = statetype != A
x = 0



















