;-------------------------------------------------------------
; Ken & Gang Version 2.5 CMD by Tenshin - fairpear@hotmail.com
;-------------------------------------------------------------

;-| Super Motions |-------------------------------------------

; shinryuken
[Command]
name = "QCF2_a"
command = ~D, DF, F, D, DF, F, a
time = 40
[Command]
name = "QCF2_b"
command = ~D, DF, F, D, DF, F, b
time = 40
[Command]
name = "QCF2_c"
command = ~D, DF, F, D, DF, F, c
time = 40

; shoryureppa
[Command]
name = "QCF2_x"
command = ~D, DF, F, D, DF, F, x
time = 40
[Command]
name = "QCF2_y"
command = ~D, DF, F, D, DF, F, y
time = 40
[Command]
name = "QCF2_z"
command = ~D, DF, F, D, DF, F, z
time = 40

; shippu jinrai kyaku
[Command]
name = "QCB2_a"
command = ~D, DB, B, D, DB, B, c
time = 40
[Command]
name = "QCB2_b"
command = ~D, DB, B, D, DB, B, a
time = 40
[Command]
name = "QCB2_c"
command = ~D, DB, B, D, DB, B, b
time = 40

;-| EX motions | ----------------------------------------------------------

; fireball
[Command]
name = "QCF_xy"
command = 
[Command]
name = "QCF_yz"
command = 
[Command]
name = "QCF_xz"
command = 

; gut punch
[Command]
name = "RDP_xy"
command = 
[Command]
name = "RDP_yz"
command = 
[Command]
name = "RDP_xz"
command = 

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

; not used
[Command]
name = "QCF_a"
command = ~D, DF, F, a

; special medium forward
[Command]
name = "QCF_b"
command = ~D, DF, F, b

; not used
[Command]
name = "QCF_c"
command = ~D, DF, F, c

; fireball/hadoken
[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "QCF_z"
command = ~D, DF, F, z

; not used
[Command]
name = "RDP_x"
command = ~B, D, DB, x

; gut punch
[Command]
name = "RDP_z"
command = ~B, D, DB, z

; not used
[Command]
name = "RDP_a"
command = ~B, D, DB, a
[Command]
name = "RDP_b"
command = ~B, D, DB, b
[Command]
name = "RDP_c"
command = ~B, D, DB, c

; twin kick!
[Command]
name = "DP_a"
command = ~F, D, DF, a

; shoryuken/dragon punch
[Command]
name = "DP_x"
command = ~F, D, DF, x
[Command]
name = "DP_y"
command = ~F, D, DF, y
[Command]
name = "DP_z"
command = ~F, D, DF, z

; hurricane kick / tatsu maki senpu kyaku
[Command]
name = "QCB_a"
command = ~D, DB, B, a
[Command]
name = "QCB_b"
command = ~D, DB, B, b
[Command]
name = "QCB_c"
command = ~D, DB, B, c

; ken's rolling 
[Command]
name = "QCB_x"
command = ~D, DB, B, x
[Command]
name = "QCB_y"
command = ~D, DB, B, y
[Command]
name = "QCB_z"
command = ~D, DB, B, z

; Fake Roll
[Command]
name = "QCF_s"
command = ~D, DF, F, s
; Finger Taunt
[Command]
name = "QCB_s"
command = ~D, DB, B, s

; alpha counters & ground recovery
[Command]
name = "BQCD_a"
command = 
time = 10
[Command]
name = "BQCD_b"
command = 
time = 10
[Command]
name = "BQCD_c"
command = 
time = 10

; alpha counters & ground recovery
[Command]
name = "BQCD_x"
command = 

[Command]
name = "BQCD_y"
command = 

[Command]
name = "BQCD_z"
command = 

;-| 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

[Command]
name = "DDs"
command = D, D, s
time = 30

;-| 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 = "bc"
command = b+c
time = 1

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


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

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

;[Command]
;name = "ax"
;command = a+x
;time = 1

;[Command]
;name = "by"
;command = b+y
;time = 1

[Command]
name = "cz"
command = c+z
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "up_a"
command = /U, a
time = 1

[Command]
name = "up_b"
command = /U, b
time = 1

[Command]
name = "up_c"
command = /U, c
time = 1

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

[Command]
name = "fwd_xy"
command = /F, x+y
time = 1

[Command]
name = "back_ab"
command = /B, a+b
time = 1

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

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

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

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

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

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

[Command]
name = "s"
command = s ;	Start!
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

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

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

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

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

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

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

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

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

;Ryu Striker Call
;[State -1, Ryu Striker]
;type = ChangeState
;value = 6000
;triggerall = command = "ax"
;triggerall = statetype != A
;trigger1 = ctrl = 1
;trigger2 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
;trigger2 = movecontact = 1
;trigger3 = stateno = 210 && movecontact = 1 && time < 8
;trigger4 = hitdefattr = C, NA && movecontact = 1
;trigger5 = stateno = 1900 && movecontact = 1

;Dan Striker Call
;[State -1, Dan Striker]
;type = ChangeState
;value = 8000
;triggerall = command = "by"
;triggerall = statetype != A
;trigger1 = ctrl = 1
;trigger2 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
;trigger2 = movecontact = 1
;trigger3 = stateno = 210 && movecontact = 1 && time < 8
;trigger4 = hitdefattr = C, NA && movecontact = 1
;trigger5 = stateno = 1900 && movecontact = 1

;Sakura Striker Call
;type = ChangeState
;value = 7000
;triggerall = command = "cz"
;triggerall = statetype != A
;trigger1 = ctrl = 1
;trigger2 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
;trigger2 = movecontact = 1
;trigger3 = stateno = 210 && movecontact = 1 && time < 8
;trigger4 = hitdefattr = C, NA && movecontact = 1
;trigger5 = stateno = 1900 && movecontact = 1

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

; Ground Recovery
[State -1, Forward Ground Rec]
type = ChangeState
value = 2010
triggerall = command = "ab"
triggerall = alive = 1 && canrecover = 1 && pos y >= -5
trigger1 = stateno = 5100 || stateno = 5101

; Jab Ground Recovery
[State -1, Jab Ground Rec]
type = ChangeState
value = 2001
triggerall = command = "BQCD_x"
triggerall = alive = 1 && canrecover = 1 && pos y > -5
trigger1 = stateno = 5050 || stateno = 5071

; Strong Ground Recovery
[State -1, Strong Ground Rec]
type = ChangeState
value = 2002
triggerall = command = "BQCD_y" || command = "ab" || command = "bc"
triggerall = alive = 1 && canrecover = 1 && pos y > -5
trigger1 = stateno = 5050 || stateno = 5071

; Fierce Ground Recovery
[State -1, Fierce Ground Rec]
type = ChangeState
value = 2003
triggerall = command = "BQCD_z"
triggerall = alive = 1 && canrecover && pos y > -5
trigger1 = stateno = 5050 || stateno = 5071

;========================================================================================================
; JAB SHORYUREPPA
[State -1, Jab Shoryureppa]
type = ChangeState
value = 3400
triggerall = command = "QCF2_x"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 1900 ; gut punch
trigger4 = movecontact = 1

; STRONG SHORYUREPPA
[State -1, Strong Shoryureppa]
type = ChangeState
value = 3430
triggerall = command = "QCF2_y"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 1900 ; gut punch
trigger4 = movecontact = 1

; FIERCE SHORYUREPPA
[State -1, Fierce Shoryureppa]
type = ChangeState
value = 3450
triggerall = command = "QCF2_z"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 1900 ; gut punch
trigger4 = movecontact = 1

;==========================================================================================================
; JAB SHINRYUKEN
[State -1, Jab Shinryuken]
type = ChangeState
value = 3500
triggerall = command = "QCF2_a"
triggerall = power >= 1000
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 1900 ; gut punch
trigger4 = movecontact = 1

; STRONG SHINRYUKEN
[State -1, Strong Shinryuken]
type = ChangeState
value = 3600
triggerall = command = "QCF2_b"
triggerall = power >= 2000
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA &&  movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 1900 ; gut punch
trigger4 = movecontact = 1

; FIERCE SHINRYUKEN
[State -1, 16]
type = ChangeState
value = 3700
triggerall = command = "QCF2_c"
triggerall = power >= 3000
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 1900 ; gut punch
trigger4 = movecontact = 1

;===========================================================================================================
; SHIPPU JINRAI KYAKU
[State -1, Shippu Jinrai Kyaku]
type = ChangeState
value = 3800
triggerall = command = "QCB2_a" 
triggerall = power >= 3000
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 1900 ; gut punch
trigger4 = movecontact = 1

;===========================================================================================================
; SHIPPU JINRAI KYAKU
[State -1, Shippu Jinrai Kyaku]
type = ChangeState
value = 38001
triggerall = command = "QCB2_b" 
triggerall = power >= 1000
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 1900 ; gut punch
trigger4 = movecontact = 1

;===========================================================================================================
; SHIPPU JINRAI KYAKU
[State -1, Shippu Jinrai Kyaku]
type = ChangeState
value = 38002
triggerall = command = "QCB2_c" 
triggerall = power >= 2000
trigger1 = statetype != A && ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 210 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 1900 ; gut punch
trigger4 = movecontact = 1


;============================================================================================================
; Standing Throw Punch
[State -1, Stand Punch Throw]
type = ChangeState
value = 900
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = (command = "holdfwd" || command = "holdback") && command = "yz"
;trigger1 = command = "yz"

;Stand Throw Knee
[State -1, Stand Kick Throw]
type = ChangeState
value = 905
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = (command = "holdfwd" || command = "holdback") && command = "bc"
;trigger1 = command = "ab" || command = "bc"

;---------------------------------------------------------------------------
; Kick Air Throw
[State -1]
type = ChangeState
value = 950
triggerall = statetype = A
triggerall = ctrl = 1
trigger1 = command = "xy" || command = "yz"

;--------------------------------------------------------------------------
;Forward Overhead Kick 
[State -1]
type = ChangeState
value = 700
trigger1 = command = "holdfwd" && command = "b"
trigger1 = statetype = S
trigger1 = ctrl = 1

;============================================================================================================
; JAB Dragon Punch
[State -1, Jab DP]
type = ChangeState
value = 1500
triggerall = command = "DP_x"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1

; STRONG Dragon Punch
[State -1, Strong DP]
type = ChangeState
value = 1600
triggerall = command = "DP_y"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1

; FIERCE Dragon Punch
[State -1, Fierce DP]
type = ChangeState
value = 1700
triggerall = command = "DP_z"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1

;-------------------------------------------------------------------------------------------------------------
; Gut Punch!
[State -1, Gut Punch]
type = ChangeState
value = 1900
triggerall = command = "RDP_z"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8

; Gut Punch 2nd Impact
[State -1, Gut Punch 2nd]
type = ChangeState
value = 1910
trigger1 = command = "RDP_z" && stateno = 1900 && movecontact = 1

; Ken's Twin Kick
[State -1, Twin Kick]
type = ChangeState
value = 270
triggerall = command = "DP_a"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1900 && movecontact = 1
trigger3 = stateno = 1910 && movecontact = 1

;===========================================================================
;Ken's Hurricane Kick - Short Kick (GROUND version)
[State -1, Short HK]
type = ChangeState
value = 1800
triggerall = command = "QCB_a"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8

;Ken's Hurricane Kick - Forward Kick (GROUND version)
[State -1, Forward HK]
type = ChangeState
value = 1810
triggerall = command = "QCB_b"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8

;Ken's Hurricane Kick - RoundHouse Kick (GROUND version)
[State -1, Roundhouse HK]
type = ChangeState
value = 1820
triggerall = command = "QCB_c"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8

;===========================================================================
;Ken's Hurricane Kick - SHORT AIR version
[State -1, Short A.HK]
type = ChangeState
value = 1850
triggerall = command = "QCB_a"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615
trigger2 = movecontact = 1

;Ken's Hurricane Kick - FORWARD AIR version
[State -1, Forward A.HK]
type = ChangeState
value = 1851
triggerall = command = "QCB_b"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615
trigger2 = movecontact = 1

;Ken's Hurricane Kick - RoundHouse AIR version
[State -1, Roundhouse A.HK]
type = ChangeState
value = 1852
triggerall = command = "QCB_c"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
; Jab Hadouken
[State -1, Jab FB]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"
triggerall = NumProjID(3) = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger2 = movecontact = 1
trigger3 = stateno = 210 && movecontact = 1 && time < 8
trigger4 = hitdefattr = C, NA && movecontact = 1
;trigger1 = stateno != 1006

;---------------------------------------------------------------------------
; Strong Hadoken
[State -1, Strong FB]
type = ChangeState
value = 1001
triggerall = command = "QCF_y"
triggerall = NumProjID(3) = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger2 = movecontact = 1
trigger3 = stateno = 210 && movecontact = 1 && time < 8
trigger4 = hitdefattr = C, NA && movecontact = 1
;trigger1 = stateno != 1006

;---------------------------------------------------------------------------
; Fierce Hadoken
[State -1, Fierce FB]
type = ChangeState
value = 1002
triggerall = command = "QCF_z"
triggerall = NumProjID(3) = 0
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger2 = movecontact = 1
trigger3 = stateno = 210 && movecontact = 1 && time < 8
trigger4 = hitdefattr = C, NA && movecontact = 1
;trigger1 = stateno != 1006

;=============================================================================================================
; Jab Roll (x)
[State -1, Jab Roll]
type = ChangeState
value = 1200
triggerall = command = "QCB_x"
triggerall = Statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1

; Strong Roll (y)
[State -1, Strong Roll]
type = ChangeState
value = 1210
triggerall = command = "QCB_y"
triggerall = Statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1

; Fierce Roll (z)
[State -1, roll]
type = ChangeState
value = 1220
triggerall = command = "QCB_z"
triggerall = Statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1



;=============================================================================================================
; Fake Roll
[State -1, Fake Roll]
type = ChangeState
value = 1250
triggerall = command = "QCF_s"
triggerall = statetype !=A
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA &&  movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1

; Finger Taunt
[State -1, Finger Taunt]
type = ChangeState
value = 1050
triggerall = command = "QCB_s"
triggerall = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = C, NA && movecontact = 1
trigger3 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger3 = movecontact = 1
trigger4 = stateno = 210 && movecontact = 1 && time < 8
trigger5 = stateno = 1900 && movecontact = 1

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

;============================================================================================================
; Standing Short
[State -1, S.Short]
type = ChangeState
value = 200
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 205 || stateno = 400 || stateno = 405
trigger2 = time > 4

;---------------------------------------------------------------------------
;Stand_X Jab
[State -1, S.Jab]
type = ChangeState
value = 205
triggerall = command != "holddown"
triggerall = command = "x"
trigger1 = statetype = S && ctrl = 1
trigger2 = stateno = 205 && time > 5
trigger3 = stateno = 405 && time > 4 
trigger4 = stateno = 400 && time > 4 && movecontact = 1

;---------------------------------------------------------------------------
;New Forward Kick
[State -1, New Forward Kick]
type = ChangeState
value = 750
triggerall = command = "holdback" && command = "b"
trigger1 = Statetype = S
trigger1 = ctrl = 1

;Stand_B Forward Kick
[State -1, S.Forward]
type = ChangeState
value = 210
triggerall = command = "b"
trigger1 = statetype = S && ctrl = 1

;Stand_B Executed by QCF_B
[State -1, Forced S.Forward]
type = ChangeState
value = 210
triggerall = command = "QCF_b"
triggerall = movecontact = 1
triggerall = statetype != A
trigger1 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger2 = hitdefattr = C, NA

;---------------------------------------------------------------------------
; Stand Y Close Strong Punch
[State -1, Close S.Strong]
type = ChangeState
value = 240
triggerall = command = "y"
triggerall = statetype = S
trigger1 = p2bodydist X < 27 && ctrl = 1
trigger2 = command = "holdback" && statetype = S && ctrl = 1

;Stand_Y Strong
[State -1, S.Strong]
type = ChangeState
value = 215
triggerall = command = "y"
trigger1 = statetype = S && ctrl = 1

;---------------------------------------------------------------------------
;Stand_C Forward RoundHOuse
[State -1, Guard Crusher]
type = ChangeState
value = 250
triggerall = command = "holdfwd" && command = "c"
trigger1 = statetype = S
trigger1 = ctrl = 1

; Stand C Close RoundHouse Kick
[State -1, Close S.RoundHouse]
type = ChangeState
value = 209
triggerall = command = "c"
triggerall = statetype = S
trigger1 = p2bodydist X < 28 && ctrl = 1
trigger2 = command = "holdback" && ctrl = 1

;Stand_C Roundhouse (done)
[State -1, S.Rounhouse]
type = ChangeState
value = 220
triggerall = command = "c"
trigger1 = statetype = S && ctrl = 1

;---------------------------------------------------------------------------
;Stand_Z Close Fierce (done)
[State -1, Close S.Fierce]
type = ChangeState
value = 230
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = p2dist x <= 60
trigger2 = command = "holdback"

;Stand_Z Fierce (done)
[State -1, S.Fierce]
type = ChangeState
value = 225
triggerall = command = "z"
trigger1 = statetype = S && ctrl = 1

;---------------------------------------------------------------------------
;Crouch_A Short (done)
[State -1, C.Short]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400 && time > 6
trigger3 = stateno = 405 && time > 5 && movecontact = 1

;---------------------------------------------------------------------------
;Crouch_X Jab (done)
[State -1, C.Jab]
type = ChangeState
value = 405
triggerall = command = "x"
triggerall = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 405 && time > 6
trigger3 = stateno = 400 && time > 5 && movecontact = 1

;---------------------------------------------------------------------------
;Crouch_B Forward (done)
[State -1, C.Forward]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Crouch_Y Strong (done)
[State -1, C.Strong]
type = ChangeState
value = 415
triggerall = command = "y"
triggerall = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Crouch_C Roundhouse (done)
[State -1, C.Roundhouse]
type = ChangeState
value = 420
triggerall = command = "c"
triggerall = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Crouch_Z Fierce (done)
[State -1, C.Fierce]
type = ChangeState
value = 425
triggerall = command = "z"
triggerall = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jump_A Short Forward/Backwards (done)
[State -1, J.Short NN]
type = ChangeState
value = 600
triggerall = Vel X != 0
triggerall = statetype = A
triggerall = command = "a"
trigger1 = ctrl = 1
trigger2 = stateno = 605 && movecontact = 1

;Jump_A Short Neutral (done)
[State -1, J.Short]
type = ChangeState
value = 603
triggerall = command = "a"
triggerall = Statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 605 && movecontact = 1

;---------------------------------------------------------------------------
;Jump_X Jab (done)
[State -1, J.Jab]
type = ChangeState
value = 605
triggerall = command = "x"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Force Jump_B Nuetral Forward Kick (done)
[State -1, Forced J.Forward N]
type = ChangeState
value = 613
triggerall = command = "up_b" && (command != "holdfwd" || command != "holdback")
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 615
trigger2 = movecontact = 1

;Jump_B Forward Kick
[State -1, J.Forward]
type = ChangeState
value = 610
triggerall = Vel X != 0
triggerall = command = "b"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 615
trigger2 = movecontact = 1

;Jump_B Nuetral Forward Kick
[State -1, J.Forward N]
type = ChangeState
value = 613
triggerall = command = "b" && Vel X = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 615
trigger2 = movecontact = 1

;--------------------------------------------------------------------------
;Jump_Y Strong
[State -1, J.Strong]
type = ChangeState
value = 615
triggerall = command = "y"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605
trigger2 = movecontact = 1

;--------------------------------------------------------------------------
;Forced Jump_C RoundHouse Neutral
[State -1, Forced J.Rounhouse]
type = ChangeState
value = 623
triggerall = command = "up_c" && (command != "holdfwd" || command != "holdback")
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615
trigger2 = movecontact = 1

;Jump_C RoundHouse Non-Neutral (done)
[State -1, J.Roundhouse NN]
type = ChangeState
value = 620
triggerall = Vel X != 0
triggerall = command = "c"
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615
trigger2 = movecontact = 1

[State -1, J.Rounhouse]
type = ChangeState
value = 623
triggerall = command = "c" && Vel X = 0
triggerall = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615
trigger2 = movecontact = 1

;--------------------------------------------------------------------------
;Jump_Z Fierce (done)
[State -1, J.Fierce]
type = ChangeState
value = 625
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600 || stateno = 603 || stateno = 605 || stateno = 610 || stateno = 613 || stateno = 615
trigger2 = movecontact = 1

;what the hell do u think this is?
[State -1, Hell]
type = ChangeState
value = 4300
triggerall = command = "DDs"
triggerall = statetype != A
triggerall = (numhelper-numhelper(8301)) < 1
triggerall = power >= 3000
trigger1 = ctrl = 1
trigger2 = stateno = 200 || stateno = 205 || stateno = 209 || stateno = 215 || stateno = 230 || stateno = 240
trigger2 = movecontact = 1
trigger3 = stateno = 210 && movecontact = 1 && time < 8
trigger4 = hitdefattr = C, NA && movecontact = 1
trigger5 = stateno = 1900 && movecontact = 1

;============================================ E O F ============================================================