; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional -- defaults to 15 if omitted)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas.
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their command detection.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;

;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1


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

; These 11 Single Button and Hold Dir commands must be placed here at the top
; of the CMD, above all other commands, and in the standard order shown here,
; in order for the "Compatibly Partnered" version (9742) of the helper AI
; activation method to work with different partners in simul team mode.
; (When the partner is not compatible, then it's best to just use the regular
; version (9741) and rely on the XOR method for backup in case a human
; partner's input turns off the CPU partner's AI.)
; (Now, even if you do not intend to give your character any custom AI, it
; would still be nice if you would place the commands at the top of your CMD,
; for the sake of other characters which do use this AI activation method.
; And then, define Anim 9741 in your AIR file to indicate to other characters
; that your character is compatible.
; It may slightly increase the chances of faulty AI activation if the user is
; using characters with a poor implementation of the old humanly-impossible
; commands AI activation method when fighting against your character, but
; other than that, there's really no particular reason not to.  And you can
; change the names of the commands if you want.  For compatibility, all that
; really matters is the "command" and "time" parameters.)
;
; Another important point to make, is that if you want to add additional
; definitions for any of these basic command names, then there are limits on
; what kind of parameters you can use, in order to ensure the reliability of
; the helper method.  That is, if you redefine any of these first 11 commands,
; then you must follow these rules when doing so:
; - Don't use any command string that includes any tildes. (e.g. no "~x",
;   no "~30D")
; - In the command string, don't include any direction that isn't preceeded by
;   a slash. (e.g. no "F", no "$D")
; - Don't put any non-slashed buttons in a command string overloading one of
;   the Hold Dir command names.
; - Using a command string that includes any commas (e.g. no "a,b"), and/or
;   setting the time parameter to greater than 1, may be safe, but I wouldn't
;   risk it.
; An example of what is permissible, is redefining the "z" button like so:
;	[Command]
;	name = "z"
;	command = y+b
;	time = 1
; Other than that particular common type of redefinition, it's probably best
; to simply avoid adding definitions for these 11 command names altogether.
; And remember, this paragraph just has to do with the helper method.  You'll
; still need to make changes to the XOR code, no matter what type of overloading
; you use with the commands used by it.
;
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

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

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

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

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

;-| Hold Button |----------------------------------------------------------
; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these
; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir
; commands at the very top of your CMD list, as demonstrated here.
; In this version of the AI code, these commands are only used by the XOR
; method, and thus are optional.  But there remains a possibility that a
; future version of the helper method might be helped by having these
; commands placed here, and Anim 74140108 would then be used to indicate
; that a partner character has a compatible CMD.

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

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

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

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

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

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

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

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

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

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


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

[Command]
name = "a2"
command = a
time = 1

[Command]
name = "b2"
command = b
time = 1

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

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

[Command]
name = "y2"
command = y
time = 1

[Command]
name = "z2"
command = z
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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


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


[Command]
name = "Tri_Edge_L"
command = ~D,F,D,F, x
Time = 25


[Command]
name = "Tri_Edge_M"
command = ~D,F,D,F, y
Time = 25

[Command]
name = "Tri_Edge_H"
command = ~D,F,D,F, z
Time = 25


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

[Command]
name = "Tri_Blade_L"
command = ~D,B,D,B, x
Time = 25


[Command]
name = "Tri_Blade_M"
command = ~D,B,D,B, y
Time = 25

[Command]
name = "Tri_Blade_H"
command = ~D,B,D,B, z
Time = 25


;---------------------------------
[Command]
name = "Hyper_Cannon_L"
command = ~D,F,D,F, a
Time = 25

[Command]
name = "Hyper_Cannon_M"
command = ~D,F,D,F, b
Time = 25

[Command]
name = "Hyper_Cannon_H"
command = ~D,F,D,F, c
Time = 25


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

[Command]
name = "Death_Pheno_L"
command = ~F,D,B, a
Time = 20

[Command]
name = "Death_Pheno_M"
command = ~F,D,B, b
Time = 20

[Command]
name = "Death_Pheno_H"
command = ~F,D,B, c
Time = 20

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

[Command]
name = "Reverie_Sword_L"
command = ~F,D,DF, x
Time = 20

[Command]
name = "Reverie_Sword_M"
command = ~F,D,DF, y
Time = 20

[Command]
name = "Reverie_Sword_H"
command = ~F,D,DF, z
Time = 20

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

[Command]
name = "Jamming_Ghost_L"
command = ~F,D,B, x
Time = 20

[Command]
name = "Jamming_Ghost_M"
command = ~F,D,B, y
Time = 20

[Command]
name = "Jamming_Ghost_H"
command = ~F,D,B, z
Time = 20


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

[Command]
name = "Electron_Cannon_L"
command = ~F,D,DF, a
Time = 20

[Command]
name = "Electron_Cannon_M"
command = ~F,D,DF, b
Time = 20

[Command]
name = "Electron_Cannon_H"
command = ~F,D,DF, c
Time = 20

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

[Command]
name = "Flamma_Cannon_L"
command = ~B,D,DB, a
Time = 20

[Command]
name = "Flamma_Cannon_M"
command = ~B,D,DB, b
Time = 20

[Command]
name = "Flamma_Cannon_H"
command = ~B,D,DB, c
Time = 20

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

[Command]
name = "Dragon's_Roar_L"
command = ~D,D, x;~F,B, x
time = 12

[Command]
name = "Dragon's_Roar_M"
command = ~D,D, y;~F,B, y
time = 12

[Command]
name = "Dragon's_Roar_H"
command = ~D,D, z;~F,B, z
time = 12




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

[Command]
name = "Pursuit Attack"
command = /$U,a
time = 1

[Command]
name = "Pursuit Attack"
command = /$U,b
time = 1

[Command]
name = "Pursuit Attack"
command = /$U,c
time = 1


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

[Command]
name = "Chakra_Wave_L"
command = ~D,F, x
Time = 12

[Command]
name = "Chakra_Wave_M"
command = ~D,F, y
Time = 12

[Command]
name = "Chakra_Wave_H"
command = ~D,F, z
Time = 12

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

[Command]
name = "Glace_Cannon_L"
command = ~D,F, a
Time = 12

[Command]
name = "Glace_Cannon_M"
command = ~D,F, b
Time = 12

[Command]
name = "Glace_Cannon_H"
command = ~D,F, c
Time = 12


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

[Command]
name = "UGC_Heavy"
command = ~B,D, x
Time = 20

[Command]
name = "UGC_Heavy"
command = ~B,D, y
Time = 20

[Command]
name = "UGC_Heavy"
command = ~B,D, z
Time = 20


;---------------------------------------------------------------------------------------------
;Super Jump
[Command]
name = "SJ"
command = $D, $U

[Command]
name = "Super_Jump"
command = $D, $U

[Command]
name = "Super_Jump"
command = D, U

;-----------------------------
;Recovery Roll

[Command]
name = "F_Roll_Long"
command = x+y
Time = 20

[Command]
name = "F_Roll_Long"
command = y+z
Time = 20

[Command]
name = "F_Roll_Long"
command = x+z
Time = 20


[Command]
name = "B_Roll_Long"
command = a+b
Time = 20

[Command]
name = "B_Roll_Long"
command = b+c
Time = 20

[Command]
name = "B_Roll_Long"
command = a+c
Time = 20



;-| 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 = "DD"     ;Required (do not remove)
command = D, D
time = 10


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

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

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

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


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

[Command]
name = "Ultimate";Required (do not remove)
command = y+b
time = 1


;-| Hold Dir |--------------------------------------------------------------

[Command]
name = "Super_Jump"
command = /U


[Command]
name = "Forward Wakeup Roll"
command = /$F
time = 10

[Command]
name = "Backward Wakeup Roll"
command = /$B
time = 10



;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.

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

; The main purpose of having these next two controllers here at the top of
; StateDef -1 is to make sure the AI helper never changes to a different state,
; but they also improve efficiency by preventing Mugen from wasting time
; processing the entire State -1 for the helper.
[State -1, AI Helper Check]
type = ChangeState
trigger1 = IsHelper(9741)
value = 9741

[State -1, AI Helper Check 2]
type = ChangeState
trigger1 = IsHelper(9742)
value = 9742

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

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

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


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

;---------------------------------------------
;Tri_Edge_L
[State -1, Tri_Edge_L]
triggerall = Var(59) != 1
type = ChangeState
value = 2000
triggerall = StateType = S && power >= 1000
trigger1 = Command = "Tri_Edge_L"
trigger1 = ctrl

;---------------------------------------------
;Tri_Edge_M
[State -1, Tri_Edge_M]
triggerall = Var(59) != 1
type = ChangeState
value = 2001
triggerall = StateType = S && power >= 2000
trigger1 = Command = "Tri_Edge_M"
trigger1 = ctrl

;---------------------------------------------
;Tri_Edge_H
[State -1, Tri_Edge_M]
triggerall = Var(59) != 1
type = ChangeState
value = 2002
triggerall = StateType = S && power >= 3000
trigger1 = Command = "Tri_Edge_H"
trigger1 = ctrl

;---------------------------------------------
;Tri_Blade_L
[State -1, Tri_Blade_L]
triggerall = Var(59) != 1
type = ChangeState
value = 3000
triggerall = StateType = S && power >= 1000
trigger1 = Command = "Tri_Blade_L"
trigger1 = ctrl

;---------------------------------------------
;Tri_Blade_M
[State -1, Tri_Blade_M]
triggerall = Var(59) != 1
type = ChangeState
value = 3001
triggerall = StateType = S && power >= 2000
trigger1 = Command = "Tri_Blade_M"
trigger1 = ctrl

;---------------------------------------------
;Tri_Blade_H
[State -1, Tri_Blade_H]
triggerall = Var(59) != 1
type = ChangeState
value = 3002
triggerall = StateType = S && power >= 3000
trigger1 = Command = "Tri_Blade_H"
trigger1 = ctrl

;---------------------------------------------
;Tri_Hatchet_L
[State -1, Tri_Hatchet_L]
triggerall = Var(59) != 1
type = ChangeState
value = 4000
triggerall = StateType = A && power >= 1000
trigger1 = Command = "Tri_Edge_L"
trigger1 = ctrl

;---------------------------------------------
;Tri_Hatchet_M
[State -1, Tri_Hatchet_M]
triggerall = Var(59) != 1
type = ChangeState
value = 4001
triggerall = StateType = A && power >= 2000
trigger1 = Command = "Tri_Edge_M"
trigger1 = ctrl

;---------------------------------------------
;Tri_Hatchet_H
[State -1, Tri_Hatchet_H]
triggerall = Var(59) != 1
type = ChangeState
value = 4002
triggerall = StateType = A && power >= 3000
trigger1 = Command = "Tri_Edge_H"
trigger1 = ctrl

;---------------------------------------------
;Hyper_Cannon_L
[State -1, Hyper_Cannon_L]
triggerall = Var(59) != 1
type = ChangeState
value = 6000
triggerall = StateType = S && power >= 1000
trigger1 = Command = "Hyper_Cannon_L"
trigger1 = ctrl

;---------------------------------------------
;Hyper_Cannon_M
[State -1, Hyper_Cannon_M]
triggerall = Var(59) != 1
type = ChangeState
value = 6001
triggerall = StateType = S && power >= 2000
trigger1 = Command = "Hyper_Cannon_M"
trigger1 = ctrl

;---------------------------------------------
;Hyper_Cannon_H
[State -1, Hyper_Cannon_H]
triggerall = Var(59) != 1
type = ChangeState
value = 6002
triggerall = StateType = S && power >= 3000
trigger1 = Command = "Hyper_Cannon_H"
trigger1 = ctrl


;---------------------------------------------
;Electron_Cannon_L
[State -1, Electron_Cannon_L]
triggerall = Var(59) != 1
type = ChangeState
value = ifelse((random <= 250), 1800, 1400)
triggerall = StateType = S
trigger1 = Command = "Electron_Cannon_L"
trigger1 = ctrl

;---------------------------------------------
;Electron_Cannon_M
[State -1, Electron_Cannon_M]
triggerall = Var(59) != 1
type = ChangeState
value = ifelse((random <= 250), 1801, 1401)
triggerall = StateType = S
trigger1 = Command = "Electron_Cannon_M"
trigger1 = ctrl

;---------------------------------------------
;Electron_Cannon_H
[State -1, Electron_Cannon_H]
triggerall = Var(59) != 1
type = ChangeState
value = ifelse((random <= 250), 1802, 1402)
triggerall = StateType = S
trigger1 = Command = "Electron_Cannon_H"
trigger1 = ctrl



;---------------------------------------------
;Death_Pheno_L
[State -1, Death_Pheno_L]
triggerall = Var(59) != 1
triggerall = numhelper(1930) < 1
type = ChangeState
value = 1900
triggerall = StateType = S
trigger1 = Command = "Death_Pheno_L"
trigger1 = ctrl


;---------------------------------------------
;Death_Pheno_M
[State -1, Death_Pheno_M]
triggerall = Var(59) != 1
triggerall = numhelper(1930) < 1
type = ChangeState
value = 1901
triggerall = StateType = S
trigger1 = Command = "Death_Pheno_M"
trigger1 = ctrl

;---------------------------------------------
;Death_Pheno_H
[State -1, Death_Pheno_H]
triggerall = Var(59) != 1
triggerall = numhelper(1930) < 1
type = ChangeState
value = 1902
triggerall = StateType = S
trigger1 = Command = "Death_Pheno_H"
trigger1 = ctrl


;---------------------------------------------
;Reverie_Sword_L
[State -1, Reverie_Sword_L]
triggerall = Var(59) != 1
type = ChangeState
value = 1200
triggerall = StateType = S
trigger1 = Command = "Reverie_Sword_L"
trigger1 = ctrl

;---------------------------------------------
;Reverie_Sword_M
[State -1, Reverie_Sword_M]
triggerall = Var(59) != 1
type = ChangeState
value = 1201
triggerall = StateType = S
trigger1 = Command = "Reverie_Sword_M"
trigger1 = ctrl

;---------------------------------------------
;Reverie_Sword_H
[State -1, Reverie_Sword_H]
triggerall = Var(59) != 1
type = ChangeState
value = 1202
triggerall = StateType = S
trigger1 = Command = "Reverie_Sword_H"
trigger1 = ctrl

;---------------------------------------------
;Flamma_Cannon_L
[State -1, Flamma_Cannon_L]
triggerall = Var(59) != 1
type = ChangeState
value = ifelse((random <= 250), 1800, 1500)
triggerall = StateType = S
trigger1 = Command = "Flamma_Cannon_L"
trigger1 = ctrl

;---------------------------------------------
;Flamma_Cannon_M
[State -1, Flamma_Cannon_M]
triggerall = Var(59) != 1
type = ChangeState
value = ifelse((random <= 250), 1801, 1501)
triggerall = StateType = S
trigger1 = Command = "Flamma_Cannon_M"
trigger1 = ctrl

;---------------------------------------------
;Flamma_Cannon_H
[State -1, Flamma_Cannon_H]
triggerall = Var(59) != 1
type = ChangeState
value = ifelse((random <= 250), 1802, 1502)
triggerall = StateType = S
trigger1 = Command = "Flamma_Cannon_H"
trigger1 = ctrl

;---------------------------------------------
;Chakra_Wave_L
[State -1, Chakra_Wave_L]
triggerall = Var(59) != 1
type = ChangeState
value = 1000
triggerall = StateType = S
trigger1 = Command = "Chakra_Wave_L"
trigger1 = ctrl

;---------------------------------------------
;Chakra_Wave_M
[State -1, Chakra_Wave_M]
triggerall = Var(59) != 1
type = ChangeState
value = 1001
triggerall = StateType = S
trigger1 = Command = "Chakra_Wave_M"
trigger1 = ctrl

;---------------------------------------------
;Chakra_Wave_H
[State -1, Chakra_Wave_H]
triggerall = Var(59) != 1
type = ChangeState
value = 1002
triggerall = StateType = S
trigger1 = Command = "Chakra_Wave_H"
trigger1 = ctrl

;---------------------------------------------
;Jamming_Ghost_L
[State -1, Jamming_Ghost_L]
Triggerall = numhelper(1680) = 0 && numhelper(1605) = 0
triggerall = Var(59) != 1
type = ChangeState
value = 1600
triggerall = StateType = S
trigger1 = Command = "Jamming_Ghost_L"
trigger1 = ctrl

;---------------------------------------------
;Jamming_Ghost_M
[State -1, Jamming_Ghost_M]
Triggerall = numhelper(1680) = 0 && numhelper(1605) = 0
triggerall = Var(59) != 1
type = ChangeState
value = 1601
triggerall = StateType = S
trigger1 = Command = "Jamming_Ghost_M"
trigger1 = ctrl

;---------------------------------------------
;Jamming_Ghost_H
[State -1, Jamming_Ghost_H]
Triggerall = numhelper(1680) = 0 && numhelper(1605) = 0
triggerall = Var(59) != 1
type = ChangeState
value = 1602
triggerall = StateType = S
trigger1 = Command = "Jamming_Ghost_H"
trigger1 = ctrl

;---------------------------------------------
;Dragon's_Roar_L
[State -1, Dragon's_Roar_L]
triggerall = Var(59) != 1
type = ChangeState
value = 1700
triggerall = StateType = C
trigger1 = Command = "Dragon's_Roar_L"
trigger1 = ctrl

;---------------------------------------------
;Dragon's_Roar_M
[State -1, Dragon's_Roar_M]
triggerall = Var(59) != 1
type = ChangeState
value = 1701
triggerall = StateType = C
trigger1 = Command = "Dragon's_Roar_M"
trigger1 = ctrl

;---------------------------------------------
;Dragon's_Roar_H
[State -1, Dragon's_Roar_H]
triggerall = Var(59) != 1
type = ChangeState
value = 1702
triggerall = StateType = C
trigger1 = Command = "Dragon's_Roar_H"
trigger1 = ctrl



;---------------------------------------------
;Air_Chakra_Wave_L
[State -1, Air_Chakra_Wave_L]
triggerall = Var(59) != 1
type = ChangeState
value = 1100
triggerall = StateType = A
trigger1 = Command = "Chakra_Wave_L"
trigger1 = ctrl

;---------------------------------------------
;Air_Chakra_Wave_M
[State -1, Air_Chakra_Wave_M]
triggerall = Var(59) != 1
type = ChangeState
value = 1101
triggerall = StateType = A
trigger1 = Command = "Chakra_Wave_M"
trigger1 = ctrl

;---------------------------------------------
;Air_Chakra_Wave_H
[State -1, Air_Chakra_Wave_H]
triggerall = Var(59) != 1
type = ChangeState
value = 1102
triggerall = StateType = A
trigger1 = Command = "Chakra_Wave_H"
trigger1 = ctrl

;---------------------------------------------
;Glace_Cannon_L
[State -1, Glace_Cannon_L]
triggerall = Var(59) != 1
;Triggerall = Var(1) = [0,300]
type = ChangeState
value = ifelse((random <= 250), 1800, 1300)
triggerall = StateType = S
trigger1 = Command = "Glace_Cannon_L"
trigger1 = ctrl

;Might_Cannon_L
;[State -1, Might_Cannon_L]
;triggerall = Var(59) != 1
;Triggerall = Var(1) = [301,500]
;type = ChangeState
;value = 1800
;triggerall = StateType = S
;trigger1 = Command = "Glace_Cannon_L"
;trigger1 = ctrl


;---------------------------------------------
;Glace_Cannon_M
[State -1, Glace_Cannon_M]
triggerall = Var(59) != 1
;Triggerall = Var(1) = [0,300]
type = ChangeState
value = ifelse((random <= 250), 1801, 1301)
triggerall = StateType = S
trigger1 = Command = "Glace_Cannon_M"
trigger1 = ctrl

;Might_Cannon_M
;[State -1, Might_Cannon_M]
;triggerall = Var(59) != 1
;Triggerall = Var(1) = [301,500]
;type = ChangeState
;value = 1801
;triggerall = StateType = S
;trigger1 = Command = "Glace_Cannon_M"
;trigger1 = ctrl


;---------------------------------------------
;Glace_Cannon_H
[State -1, Glace_Cannon_H]
triggerall = Var(59) != 1
type = ChangeState
value = ifelse((random <= 250), 1802, 1302)
triggerall = StateType = S
trigger1 = Command = "Glace_Cannon_H"
trigger1 = ctrl

;Might_Cannon_H
;[State -1, Might_Cannon_H]
;triggerall = Var(59) != 1
;Triggerall = Var(1) = [301,500]
;type = ChangeState
;value = 1802
;triggerall = StateType = S
;trigger1 = Command = "Glace_Cannon_H"
;trigger1 = ctrl


;---------------------------------------------
;Super Jump
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = Var(59) != 1
triggerall = StateType = S || StateType = C
triggerall = ctrl
trigger1 = Command = "SJ" || Command = "SJ" && Command = "holdfwd" || Command = "SJ" && Command = "holdback"

;---------------------------------------------------------------------------
;Forward Wakeup Roll
[State -1, Forward Wakeup Roll]
type = ChangeState
triggerall = Var(59) != 1
value = 5155
triggerall = (stateno = 5110) && time >= 5
trigger1 =  Life
trigger1 = command = "Forward Wakeup Roll"

;---------------------------------------------------------------------------
;Backward Wakeup Roll
[State -1, Backward Wakeup Roll]
type = ChangeState
triggerall = Var(59) != 1
value = 5156
triggerall = (stateno = 5110) && time >= 5
trigger1 = life
trigger1 =  command = "Backward Wakeup Roll"

;---------------------------------------------------------------------------
;Ultimate Guard
[State -1, Ultimate]
type = ChangeState
value = 700
triggerall = life
trigger1 =  command = "Ultimate"
Trigger1 = StateType = S
Trigger1 = StateType != A
Trigger1 = ctrl
trigger2 = command = "Ultimate"
trigger2 = stateno = [150,153]

;---------------------------------------------------------------------------
;Pursuit Attack
[State -1, Pursuit Attack]
type = ChangeState
value = 1080
triggerall = power >= 500
triggerall = command = "Pursuit Attack"
triggerall = p2statetype = L || Enemynear, stateno = [5020, 5071]  ;P2StateNo = 5110
Trigger1 = StateType = S
Trigger1 = ctrl
trigger2 = StateNo = 40


;---------------------------------------------------------------------------
; Dive Kick
[State -1, Dive Kick]
type = ChangeState
value = 680
triggerall = Var(59) != 1
Triggerall = statetype = A
triggerall = command = "a" && command = "holddown"
trigger1 = stateno != 7001 && stateno != 109 && time > 20
trigger1 = ctrl
trigger2 = stateno = 7001 && time > 0
trigger3 = stateno = 109 && time > 0



;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
triggerall = Var(59) != 1
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
triggerall = Var(59) != 1
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Toss-Up]
type = ChangeState
triggerall = Var(59) != 1
value = 800
triggerall = command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X <= 22
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 22
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

;---------------------------------------------------------------------------
;;[State -1, Boom Proof]
;type = ChangeState
;triggerall = Var(59) != 1
;value = 820
;triggerall = command = "c"
;triggerall = statetype = S
;triggerall = ctrl
;triggerall = stateno != 100
;;trigger1 = command = "holdfwd"
;trigger1 = p2bodydist X <= 22
;trigger1 = (p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
;trigger2 = command = "holdback"
;trigger2 = p2bodydist X < 22
;trigger2 = (p2statetype = S) || (p2statetype = C)
;trigger2 = p2movetype != H
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = Var(59) != 1
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = Var(59) != 1
triggerall = command = "x" && command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium]
type = ChangeState
value = 210
triggerall = Var(59) != 1
triggerall = command = "y" && command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = Var(59) != 1
triggerall = command = "z" && command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = Var(59) != 1
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = Var(59) != 1
triggerall = command = "b"
trigger1 = statetype = S
trigger1 = ctrl


;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = Var(59) != 1
Triggerall = numhelper(290) = 0 || numhelper(291) = 0
triggerall = command = "c"
trigger1 = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl


;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = Var(59) != 1
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = Var(59) != 1
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = Var(59) != 1
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = Var(59) != 1
triggerall = command = "a"
triggerall = command = "holddown" && command != "holdfwd"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = Var(59) != 1
triggerall = command = "b"
triggerall = command = "holddown" && Command != "holdfwd"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = Var(59) != 1
Triggerall = numhelper(290) = 0 || numhelper(291) = 0
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching High Kick
[State -1, Crouching High Kick]
type = ChangeState
value = 460
triggerall = Var(59) != 1
triggerall = command = "a"
triggerall = command = "holddown" && command = "holdfwd"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Launch Kick
[State -1, Launch Kick]
type = ChangeState
value = 470
triggerall = Var(59) != 1
triggerall = command = "b"
triggerall = command = "holddown" && command = "holdfwd"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = Var(59) != 1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = Var(59) != 1
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = Var(59) != 1
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = Var(59) != 1
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = Var(59) != 1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = Var(59) != 1
Triggerall = numhelper(290) = 0 || numhelper(291) = 0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl





