

[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 = "arakuma"
command = ~F, FU, U, UB, B, DB, D, DF, F, a
time = 60

[command]
name = "arakuma"
command = ~F, FU, U, UB, B, DB, D, DF, F, b
time = 60

[command]
name = "arakuma"
command = ~F, FU, U, UB, B, DB, D, DF, F, c
time = 60

[command]
name = "arakuma"
command = ~F, U, B, D, F, a
time = 40

[command]
name = "arakuma"
command = ~F, U, B, D, F, b
time = 40

[command]
name = "arakuma"
command = ~F, U, B, D, F, c
time = 40



[command]
name = "arakuma"
command = ~B, D, F, s
time = 20

[command]
name = "shinguren1"
command = ~D, DB, B, D, DB, B, x
time = 40

[command]
name = "shinguren2"
command = ~D, DB, B, D, DB, B, y
time = 40

[command]
name = "shinguren"
command = ~D, DB, B, D, DB, B, z
time = 40



[command]
name = "shinpi_x"
command = ~D, DF, F, D, DF, F, x
time = 25

[command]
name = "shinpi_y"
command = ~D, DF, F, D, DF, F, y
time = 25

[command]
name = "shinpi_z"
command = ~D, DF, F, D, DF, F, z
time = 25

[command]
name = "kououken_a"
command = ~D, DF, F, D, DF, F, a
time = 25

[command]
name = "kououken_b"
command = ~D, DF, F, D, DF, F, b
time = 25

[command]
name = "kououken_c"
command = ~D, DF, F, D, DF, F, c
time = 25

;-| Special Motions |------------------------------------------------------
;[command]
;name = "dp_x"
;command = ~F, D, DF, x
;time = 15

;[command]
;name = "dp_y"
;command = ~F, D, DF, y
;time = 15

;[command]
;name = "dp_z"
;command = ~z
;time = 15

[command]
name = "rdp_x"
command = ~B, D, DB, x
time = 15

[command]
name = "rdp_y"
command = ~B, D, DB, y
time = 15

[command]
name = "rdp_z"
command = ~B, D, DB, z
time = 15

[command]
name = "dpk_a"
command = ~F, D, DF, a
time = 15

[command]
name = "dpk_b"
command = ~F, D, DF, b
time = 15

[command]
name = "dpk_c"
command = ~F, D, DF, c
time = 15

;[command]
;name = "yasha_k"
;command = ~D, DB, B, a
;time = 25

;[command]
;name = "yasha_k"
;command = ~D, DB, B, b
;time = 25

[command]
name = "yasha_k"
command = /B,z
time = 25



;[command]
;name = "yasha_p"
;command = ~D, DB, B, x
;time = 25

;[command]
;name = "yasha_p"
;command = ~D, DB, B, y
;time = 25

[command]
name = "yasha_p"
command = /F,z
time = 25



[command]
name = "qcf_a"
command = ~D, DF, F, a
time = 25

[command]
name = "qcf_b"
command = ~D, DF, F, b
time = 25

[command]
name = "qcf_c"
command = ~D, DF, F, c
time = 25

[command]
name = "guren_x"
command = ~D, DF, F, x
time = 25

[command]
name = "guren_y"
command = ~D, DF, F, y
time = 25

[command]
name = "guren_z"
command = ~D, DF, F, z
time = 25


;-| Double Tap |-----------------------------------------------------------

[Command]
name = "FF"
command = F, F
time = 12

[Command]
name = "BB"
command = B, B
time = 12

;-| 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 = "recovery2";Required (do not remove)
;command = y+z
;time = 1

;[Command]
;name = "recovery3";Required (do not remove)
;command = x+z
;time = 1

;-| Hold Button |-----------------------------------------------------------

[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_d"
command = /x
time = 1

[Command]
name = "hold_d"
command = /z
time = 1

;[Command]
;name = "charge"
;command = /zc
;time = 2

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1

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

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

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

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

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

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


[Command]
name = "ThrowK"
command = /F, a+b
time = 1



[Command]
name = "fwd_a"
command = /F,a
time = 1

[Command]
name = "fwd_b"
command = /F,c
time = 1

[Command]
name = "fwd_c"
command = /B,c
time = 1

[Command]
name = "fwd_d"
command = /F,x
time = 1

[Command]
name = "fwd_d"
command = /F,z
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_ab"
command = /F, a+b
time = 2

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

[Command]
name = "u"
command = U
time = 1

[Command]
name = "d"
command = D
time = 1

[Command]
name = "l"
command = F
time = 1

[Command]
name = "r"
command = B
time = 1


;-| Hold Dir |--------------------------------------------------------------
[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 = "holdfwd"
command = /$F
time = 1

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



;---------------------------------------------------------------------------
; Commands
[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


; ShinGurenKen
[State -1]
type = ChangeState
value = 20401
triggerall = var(1) = 1
triggerall = command = "shinguren1"
triggerall = statetype != A && power >= 1000
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact

[State -1]
type = ChangeState
value = 20401
triggerall = var(1) = 1
triggerall = command = "shinguren1"
triggerall = statetype != A && power >= 1000
triggerall = movecontact
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340

; ShinGurenKen
[State -1]
type = ChangeState
value = 20402
triggerall = var(1) = 1
triggerall = command = "shinguren2"
triggerall = statetype != A && power >= 2000
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact

[State -1]
type = ChangeState
value = 20402
triggerall = var(1) = 1
triggerall = command = "shinguren2"
triggerall = statetype != A && power >= 2000
triggerall = movecontact
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340

; ShinGurenKen
[State -1]
type = ChangeState
value = 2040
triggerall = var(1) = 1
triggerall = command = "shinguren"
triggerall = statetype != A && power >= 3000
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact

[State -1]
type = ChangeState
value = 2040
triggerall = var(1) = 1
triggerall = command = "shinguren"
triggerall = statetype != A && power >= 3000
triggerall = movecontact
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340

; ShinpiKaibyaku Z
[State -1]
type = ChangeState
value = 2032
triggerall = command = "shinpi_z"
triggerall = statetype != A && power >= 3000
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA || (stateno = [200,250]) || (stateno = [300,350])
trigger2 = MoveContact
trigger2 = var(1) = 1

[State -1]
type = ChangeState
value = 2032
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A && power >= 3000
triggerall = ctrl
trigger1 = p2bodydist X > 25 && p2bodydist X < 35

[State -1]
type = ChangeState
value = 2032
triggerall = command = "shinpi_z"
triggerall = statetype != A && power >= 3000
triggerall = movecontact
trigger1 = ctrl = 1
trigger2 = var(1) = 1
trigger2 = hitdefattr = SC, NA || (stateno = [200,250]) || (stateno = [300,350])
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340


; ShinpiKaibyaku Y
[State -1]
type = ChangeState
value = 2031
triggerall = command = "shinpi_y" 
triggerall = statetype != A && power >= 2000
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA || (stateno = [200,250]) || (stateno = [300,350])
trigger2 = MoveContact
trigger2 = var(1) = 1

[State -1]
type = ChangeState
value = 2031
triggerall = command = "shinpi_y" 
triggerall = statetype != A && power >= 2000
triggerall = movecontact
trigger1 = ctrl = 1
trigger2 = var(1) = 1
trigger2 = hitdefattr = SC, NA || (stateno = [200,250]) || (stateno = [300,350])
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340

; ShinpiKaibyaku X
[State -1]
type = ChangeState
value = 2030
triggerall = command = "shinpi_x"
triggerall = statetype != A && power >= 1000
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA || (stateno = [200,250]) || (stateno = [300,350])
trigger2 = MoveContact
trigger2 = var(1) = 1

[State -1]
type = ChangeState
value = 2030
triggerall = command = "shinpi_x"
triggerall = statetype != A && power >= 1000
triggerall = movecontact
trigger1 = ctrl = 1
trigger2 = var(1) = 1
trigger2 = hitdefattr = SC, NA || (stateno = [200,250]) || (stateno = [300,350])
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340

; Kououken C
[State -1]
type = ChangeState
value = 2020
triggerall = command = "kououken_c"
triggerall = statetype != A && power >= 3000
trigger1 = ctrl = 1
;trigger2 = hitdefattr = SC, NA
;trigger2 = MoveContact
;trigger2 = var(1) = 1

[State -1]
type = ChangeState
value = 2020
triggerall = command = "kououken_c"
triggerall = statetype != A && power >= 3000
triggerall = movecontact
trigger1 = ctrl = 1
;trigger2 = var(1) = 1
;trigger2 = hitdefattr = SC, NA
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340

; Kououken B
[State -1]
type = ChangeState
value = 2010
triggerall = command = "kououken_b" 
triggerall = statetype != A && power >= 2000
trigger1 = ctrl = 1
;trigger2 = hitdefattr = SC, NA
;trigger2 = MoveContact
;trigger2 = var(1) = 1

[State -1]
type = ChangeState
value = 2010
triggerall = command = "kououken_b" 
triggerall = statetype != A && power >= 2000
triggerall = movecontact
trigger1 = ctrl = 1
;trigger2 = var(1) = 1
;trigger2 = hitdefattr = SC, NA
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340

; Kououken A
[State -1]
type = ChangeState
value = 2000
triggerall = command = "kououken_a"
triggerall = statetype != A && power >= 1000
trigger1 = ctrl = 1
;trigger2 = hitdefattr = SC, NA
;trigger2 = MoveContact
;trigger2 = var(1) = 1

[State -1]
type = ChangeState
value = 2000
triggerall = command = "kououken_a"
triggerall = statetype != A && power >= 1000
triggerall = movecontact
trigger1 = ctrl = 1
;trigger2 = var(1) = 1
trigger2 = hitdefattr = SC, NA
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340


;Throw Punch
[State -1]
type = ChangeState
value = 260
triggerall = command = "ThrowP"
trigger1 = statetype = S
trigger1 = ctrl = 1

;Throw Kick
[State -1]
type = ChangeState
value = 270
triggerall = command = "ThrowK"
trigger1 = statetype = S
trigger1 = ctrl = 1

;Air Throw Punch
;[State -1]
;type = ChangeState
;value = 470
;triggerall = command = "ThrowP"
;trigger1 = statetype = A
;trigger1 = ctrl = 1

;Guard Cancel
;[State -1]
;type = ChangeState
;value = 280
;triggerall = command = "counter" && power >= 500 && stateno != 360
;triggerall = stateno = [150,153]
;trigger1 = statetype != A
;ignorehitpause = 1

;Oboetazo counter
;[State -1]
;type = ChangeState
;value = 360
;triggerall = stateno = [150,153]
;triggerall = var(10) != 0 && var(10) = enemy, anim
;triggerall = statetype != A 
;trigger1 = command = "x"
;trigger2 = command = "y"
;trigger3 = command = "z"
;trigger4 = command = "a"
;trigger5 = command = "b"
;trigger6 = command = "c"
;ignorehitpause = 1

; Arakuma Inashi
[State -1]
type = ChangeState
value = 1080
triggerall = command = "arakuma"
triggerall = statetype != A
trigger1 = ctrl = 1

; Ressen Chou
[State -1]
type = ChangeState
value = 1050
triggerall = command = "rdp_x"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1

; Ressen Chou
[State -1]
type = ChangeState
value = 1051
triggerall = command = "rdp_y"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1

; Ressen Chou
[State -1]
type = ChangeState
value = 1052
triggerall = command = "rdp_z"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1

; MujinKyaku
[State -1]
type = ChangeState
value = 1010
triggerall = command = "dpk_a"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1

[State -1]
type = ChangeState
value = 1010
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]
type = ChangeState
value = 1010
triggerall = command = "dpk_a"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340

; MujinKyaku
[State -1]
type = ChangeState
value = 1011
triggerall = command = "dpk_b"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1

[State -1]
type = ChangeState
value = 1011
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 80 && p2bodydist X < 90

[State -1]
type = ChangeState
value = 1011
triggerall = command = "dpk_b"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340

; MujinKyaku
[State -1]
type = ChangeState
value = 1012
triggerall = command = "dpk_c"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1

[State -1]
type = ChangeState
value = 1012
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 100 && p2bodydist X < 110

[State -1]
type = ChangeState
value = 1012
triggerall = command = "dpk_c"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340

; Hoppunch
[State -1]
type = ChangeState
value = 1020
triggerall = command = "qcf_a"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1

[State -1]
type = ChangeState
value = 1020
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 85 && p2bodydist X < 95

[State -1]
type = ChangeState
value = 1020
triggerall = command = "qcf_a"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340

; Hoppunch
[State -1]
type = ChangeState
value = 1030
triggerall = command = "qcf_b"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1

[State -1]
type = ChangeState
value = 1030
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 105 && p2bodydist X < 115


[State -1]
type = ChangeState
value = 1030
triggerall = command = "qcf_b"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340


; Hoppunch
[State -1]
type = ChangeState
value = 1040
triggerall = command = "qcf_c"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1

[State -1]
type = ChangeState
value = 1040
triggerall = Var(50) = 1
triggerall = random >= 100 && random < 299 || random >= 800 && random <= 959
triggerall = statetype != A
triggerall = ctrl
trigger1 = p2bodydist X > 125 && p2bodydist X < 135

[State -1]
type = ChangeState
value = 1040
triggerall = command = "qcf_c"
triggerall = statetype != A
triggerall = movecontact
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger3 = stateno = 200
trigger4 = stateno = 210
trigger5 = stateno = 220
trigger6 = stateno = 230
trigger7 = stateno = 240
trigger8 = stateno = 245886
trigger9 = stateno = 250
trigger10 = stateno = 300
trigger11 = stateno = 310
trigger12 = stateno = 320
trigger13 = stateno = 330
trigger14 = stateno = 340

; HouShou
;[State -1]
;type = ChangeState
;value = 1000
;triggerall = command = "dp_x"
;triggerall = statetype != A
;trigger1 = ctrl = 1
;trigger2 = hitdefattr = SC, NA
;trigger2 = MoveContact
;trigger2 = var(1) = 1

; HouShou
;[State -1]
;type = ChangeState
;value = 1001
;triggerall = command = "dp_y"
;triggerall = statetype != A
;trigger1 = ctrl = 1
;trigger2 = hitdefattr = SC, NA
;trigger2 = MoveContact
;trigger2 = var(1) = 1





; Guren Ken
[State -1]
type = ChangeState
value = 1070
triggerall = command = "guren_x"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1
trigger3 = stateno = 310
trigger3 = MoveContact
trigger3 = var(1) = 0
trigger4 = stateno = 320
trigger4 = MoveContact
trigger4 = var(1) = 0

; Guren Ken
[State -1]
type = ChangeState
value = 1071
triggerall = command = "guren_y"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1
trigger3 = stateno = 310
trigger3 = MoveContact
trigger3 = var(1) = 0
trigger4 = stateno = 320
trigger4 = MoveContact
trigger4 = var(1) = 0

; Guren Ken
[State -1]
type = ChangeState
value = 1072
triggerall = command = "guren_z"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1
trigger3 = stateno = 310
trigger3 = MoveContact
trigger3 = var(1) = 0
trigger4 = stateno = 320
trigger4 = MoveContact
trigger4 = var(1) = 0




;---------------------------------------------------------------------------
; Standing Low Punch
[State -1]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = statetype = S
triggerall = command != "holddown"
trigger1 = ctrl = 1
;trigger2 = stateno = 200 && animelemno(0) >= 2

; Standing Medium Punch
[State -1]
type = ChangeState
value = 210
triggerall = command = "y"
trigger1 = statetype = S
triggerall = command != "holddown"
trigger1 = ctrl = 1
;trigger2 = stateno = 200
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 230
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 300
;trigger4 = MoveContact
;trigger4 = var(1) = 1
;trigger5 = stateno = 330
;trigger5 = MoveContact
;trigger5 = var(1) = 1

; Yasha Gaeshi Upper
[State -1]
type = ChangeState
value = 1060
triggerall = command = "yasha_p"
triggerall = Vel X > 0 || Vel X < 0
triggerall = statetype != A
triggerall = command != "holddown"
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1
trigger3 = hitdefattr = SC, NA
trigger3 = MoveContact
trigger3 = var(1) = 0
trigger3 = stateno != 350

; Yasha Gaeshi Lower
[State -1]
type = ChangeState
value = 1061
triggerall = command = "yasha_k"
triggerall = statetype != A
triggerall = command != "holddown"
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = MoveContact
trigger2 = var(1) = 1
trigger3 = hitdefattr = SC, NA
trigger3 = MoveContact
trigger3 = var(1) = 0
trigger3 = stateno != 350

; HouShou
[State -1]
type = ChangeState
value = 1002
triggerall = command = "z"
triggerall = P2BodyDist x <= 20
triggerall = statetype = S ;!= A
trigger1 = ctrl = 1
;trigger2 = hitdefattr = SC, NA
;trigger2 = MoveContact
;trigger2 = var(1) = 1

; Standing High Punch
[State -1]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = Vel X = 0
trigger1 = statetype = S
triggerall = command != "holddown"
trigger1 = ctrl = 1
;trigger2 = stateno = 200
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 210
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 230
;trigger4 = MoveContact
;trigger4 = var(1) = 1
;trigger5 = stateno = 240
;trigger5 = MoveContact
;trigger5 = var(1) = 1
;trigger6 = stateno = 300
;trigger6 = MoveContact
;trigger6 = var(1) = 1
;trigger7 = stateno = 310
;trigger7 = MoveContact
;trigger7 = var(1) = 1
;trigger8 = stateno = 330
;trigger8 = MoveContact
;trigger8 = var(1) = 1
;trigger9 = stateno = 340
;trigger9 = MoveContact
;trigger9 = var(1) = 1





; Standing Low Kick
[State -1]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;trigger2 = stateno = 200
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 300
;trigger3 = MoveContact
;trigger3 = var(1) = 1

; Standing Medium Kick
[State -1]
type = ChangeState
value = 240
triggerall = command = "b"
trigger1 = statetype = S
triggerall = command != "holddown"
trigger1 = ctrl = 1
;trigger2 = stateno = 200
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 210
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 230
;trigger4 = MoveContact
;trigger4 = var(1) = 1
;trigger5 = stateno = 300
;trigger5 = MoveContact
;trigger5 = var(1) = 1
;trigger6 = stateno = 310
;trigger6 = MoveContact
;trigger6 = var(1) = 1
;trigger7 = stateno = 330
;trigger7 = MoveContact
;trigger7 = var(1) = 1

; Overhead Kick
[State -1]
type = ChangeState
value = 245888
triggerall = command = "fwd_c"
triggerall = statetype = S
trigger1 = ctrl = 1
;trigger2 = stateno = 210 && movecontact
;trigger2 = var(1) = 1
;trigger3 = stateno = 240 && movecontact
;trigger3 = var(1) = 1

; Overhead Kick
[State -1]
type = ChangeState
value = 245
triggerall = command = "fwd_b"
triggerall = statetype = S
trigger1 = ctrl = 1
;trigger2 = stateno = 210 && movecontact
;trigger2 = var(1) = 1
;trigger3 = stateno = 240 && movecontact
;trigger3 = var(1) = 1


; Overhead Kick
[State -1]
type = ChangeState
value = 245886
triggerall = command = "c"
triggerall = P2BodyDist x <= 20
triggerall = statetype = S
trigger1 = ctrl = 1
;trigger2 = stateno = 210 && movecontact
;trigger2 = var(1) = 1
;trigger3 = stateno = 240 && movecontact
;trigger3 = var(1) = 1


; Standing High Kick
[State -1]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = Vel X = 0
trigger1 = statetype = S
triggerall = command != "holddown"
trigger1 = ctrl = 1
;trigger2 = stateno = 200
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 210
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 220
;trigger4 = MoveContact
;trigger4 = var(1) = 1
;trigger5 = stateno = 230
;trigger5 = MoveContact
;trigger5 = var(1) = 1
;trigger6 = stateno = 240
;trigger6 = MoveContact
;trigger6 = var(1) = 1
;trigger7 = stateno = 300
;trigger7 = MoveContact
;trigger7 = var(1) = 1
;trigger8 = stateno = 310
;trigger8 = MoveContact
;trigger8 = var(1) = 1
;trigger9 = stateno = 320
;trigger9 = MoveContact
;trigger9 = var(1) = 1
;trigger10 = stateno = 330
;trigger10 = MoveContact
;trigger10 = var(1) = 1
;trigger11 = stateno = 340
;trigger11 = MoveContact
;trigger11 = var(1) = 1





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

; Crouching Low Punch
[State -1]
type = ChangeState
value = 300
triggerall = command = "x"
trigger1 = statetype = C
triggerall = command = "holddown"
trigger1 = ctrl = 1
;trigger2 = stateno = 300 && animelemno(0) >= 2

; Crouching Medium Punch
[State -1]
type = ChangeState
value = 310
triggerall = command = "y"
trigger1 = statetype = C
triggerall = command = "holddown"
trigger1 = ctrl = 1
;trigger2 = stateno = 200
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 230
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 300
;trigger4 = MoveContact
;trigger4 = var(1) = 1
;trigger5 = stateno = 330
;trigger5 = MoveContact
;trigger5 = var(1) = 1

; Crouching High Punch
[State -1]
type = ChangeState
value = 320
triggerall = command = "z"
trigger1 = statetype = C
triggerall = command = "holddown"
trigger1 = ctrl = 1
;trigger2 = stateno = 200
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 210
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 230
;trigger4 = MoveContact
;trigger4 = var(1) = 1
;trigger5 = stateno = 240
;trigger5 = MoveContact
;trigger5 = var(1) = 1
;trigger6 = stateno = 300
;trigger6 = MoveContact
;trigger6 = var(1) = 1
;trigger7 = stateno = 310
;trigger7 = MoveContact
;trigger7 = var(1) = 1
;trigger8 = stateno = 330
;trigger8 = MoveContact
;trigger8 = var(1) = 1
;trigger9 = stateno = 340
;trigger9 = MoveContact
;trigger9 = var(1) = 1

; Crouching Low Kick
[State -1]
type = ChangeState
value = 330
triggerall = command = "a"
trigger1 = statetype = C
triggerall = command = "holddown"
trigger1 = ctrl = 1
;trigger2 = stateno = 200
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 330 && animelemno(0) >= 2
;trigger4 = stateno = 300
;trigger4 = MoveContact
;trigger4 = var(1) = 1

; Crouching Medium Kick
[State -1]
type = ChangeState
value = 340
triggerall = command = "b"
trigger1 = statetype = C
triggerall = command = "holddown"
trigger1 = ctrl = 1
;trigger2 = stateno = 200
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 210
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 230
;trigger4 = MoveContact
;trigger4 = var(1) = 1
;trigger5 = stateno = 300
;trigger5 = MoveContact
;trigger5 = var(1) = 1
;trigger6 = stateno = 310
;trigger6 = MoveContact
;trigger6 = var(1) = 1
;trigger7 = stateno = 330
;trigger7 = MoveContact
;trigger7 = var(1) = 1

; Crouching High Kick
[State -1]
type = ChangeState
value = 350
triggerall = command = "c"
trigger1 = statetype = C
triggerall = command = "holddown"
trigger1 = ctrl = 1
;trigger2 = stateno = 200
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 210
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 220
;trigger4 = MoveContact
;trigger4 = var(1) = 1
;trigger5 = stateno = 230
;trigger5 = MoveContact
;trigger5 = var(1) = 1
;trigger6 = stateno = 240
;trigger6 = MoveContact
;trigger6 = var(1) = 1
;trigger7 = stateno = 300
;trigger7 = MoveContact
;trigger7 = var(1) = 1
;trigger8 = stateno = 310
;trigger8 = MoveContact
;trigger8 = var(1) = 1
;trigger9 = stateno = 320
;trigger9 = MoveContact
;trigger9 = var(1) = 1
;trigger10 = stateno = 330
;trigger10 = MoveContact
;trigger10 = var(1) = 1
;trigger11 = stateno = 340
;trigger11 = MoveContact
;trigger11 = var(1) = 1

;===========================================================================

; Air Low Punch
[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = statetype = A
trigger1 = ctrl = 1

; Air Medium Punch
[State -1]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = statetype = A
trigger1 = ctrl = 1
;trigger2 = stateno = 400
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 430
;trigger3 = MoveContact
;trigger3 = var(1) = 1

; Air High Punch
[State -1]
type = ChangeState
value = 42000
triggerall = command = "z"
triggerall = statetype = A
trigger1 = ctrl = 1
triggerall = Vel X = 0
;trigger2 = stateno = 400
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 410
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 430
;trigger4 = MoveContact
;trigger4 = var(1) = 1
;trigger5 = stateno = 440
;trigger5 = MoveContact
;trigger5 = var(1) = 1

; Air High Punch
[State -1]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = Vel X > 0 || Vel X < 0
triggerall = statetype = A
trigger1 = ctrl = 1
;trigger2 = stateno = 400
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 410
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 430
;trigger4 = MoveContact
;trigger4 = var(1) = 1
;trigger5 = stateno = 440
;trigger5 = MoveContact
;trigger5 = var(1) = 1

; Air Low Kick
[State -1]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = statetype = A
trigger1 = ctrl = 1
;trigger2 = stateno = 400
;trigger2 = MoveContact
;trigger2 = var(1) = 1

; Air Medium Kick
[State -1]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = statetype = A
trigger1 = ctrl = 1
;trigger2 = stateno = 400
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 410
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 430
;trigger4 = MoveContact
;trigger4 = var(1) = 1

; Air High Kick
[State -1]
type = ChangeState
value = 45000
triggerall = command = "c"
triggerall = Vel X = 0
triggerall = statetype = A
trigger1 = ctrl = 1
;trigger2 = stateno = 400
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 410
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 420
;trigger4 = MoveContact
;trigger4 = var(1) = 1
;trigger5 = stateno = 430
;trigger5 = MoveContact
;trigger5 = var(1) = 1
;trigger6 = stateno = 440
;trigger6 = MoveContact
;trigger6 = var(1) = 1

; Air High Kick
[State -1]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = Vel X > 0 || Vel X < 0
triggerall = statetype = A
trigger1 = ctrl = 1
;trigger2 = stateno = 400
;trigger2 = MoveContact
;trigger2 = var(1) = 1
;trigger3 = stateno = 410
;trigger3 = MoveContact
;trigger3 = var(1) = 1
;trigger4 = stateno = 420
;trigger4 = MoveContact
;trigger4 = var(1) = 1
;trigger5 = stateno = 430
;trigger5 = MoveContact
;trigger5 = var(1) = 1
;trigger6 = stateno = 440
;trigger6 = MoveContact
;trigger6 = var(1) = 1


;---------------------------------------------------------------------------
;Taunt
[State -1]
type = ChangeState
value = 195
triggerall = command = "s"
triggerall = stateno != 195
triggerall = var(4) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1

;Taunt
;[State -1]
;type = ChangeState
;value = 500
;triggerall = command = "hold_z" && command = ;"hold_c"
;triggerall = var(1) = 1 && power < 3000
;trigger1 = statetype = S
;trigger1 = ctrl = 1
















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




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

[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


















