
;----------------------AIݒ----------------------
[Command]
name = "AI1"
command = U, D, U, D, U, D, U, D
time = 1
[Command]
name = "AI2"
command = U, D, U, D, U, D, U ,D,U
time = 1
[Command]
name = "AI3"
command = U, D, U, D, U, D, U ,D ,U ,D
time = 1
[Command]
name = "AI4"
command = U, D, U, D, U, D, U, D ,b
time = 1
[Command]
name = "AI5"
command = U, D, D, D, U, D, U, D, U
time = 1
[Command]
name = "AI6"
command = U, U, U, D, U, D, U ,D ,U ,D
time = 1
[Command]
name = "AI7"
command = U, D, U, D, U, D, U, D ,x
time = 1
[Command]
name = "AI8"
command = U, D, U, D, U, D, U ,D,U ,y
time = 1
[Command]
name = "AI9"
command = U, D, U, D, U, D, U ,D ,U ,D ,z
time = 1
[Command]
name = "AI10"
command = U, D, U, D, U, D, U, D ,U ,D ,a
time = 1
[Command]
name = "AI11"
command = U, D, U, D, U, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI12"
command = U, D, U, D, U, D, U ,D ,U ,D,c
time = 1
[Command]
name = "AI13"
command = U, D, U, D, U, D, U, D ,U ,D ,F
time = 1
[Command]
name = "AI14"
command = U, D, U, D, U, D, U ,D,U,D,U,B
time = 1
[Command]
name = "AI15"
command = U, D, U, D, U, D, U ,D ,U ,D,D,D
time = 1
[Command]
name = "AI16"
command = U, F, U, D, U, D, U ,D ,U ,D ,z
time = 1
[Command]
name = "AI17"
command = U, F, U, D, U, D, U, D ,U ,D ,a
time = 1
[Command]
name = "AI18"
command = U, F, U, D, U, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI19"
command = U, F, U, D, U, D, U ,U ,U ,D ,z
time = 1
[Command]
name = "AI20"
command = U, F, U, D, U, D, U, B ,U ,D ,a
time = 1
[Command]
name = "AI21"
command = U, F, U, D, B, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI22"
command = U, F, U, D, U, D, U ,U ,U ,D ,z,b
time = 1
[Command]
name = "AI23"
command = U, F, U, D, U, D, U, B ,U ,D ,a,c
time = 1
[Command]
name = "AI24"
command = U, F, U, D, B, D, U ,D,U,D,U,b,a
time = 1
[Command]
name = "AI25"
command = U, F, U, D, U, D, U ,U ,U ,D ,z,b,U
time = 1
[Command]
name = "AI26"
command = U, F, U, D, U, D, U, B ,U ,D ,a,c,D
time = 1
[Command]
name = "AI27"
command = U, F, U, D, B, D, U ,D,U,D,U,b,a,F
time = 1
[Command]
name = "AI28"
command = U, F, U, D, B, D, U ,D,U,D,U,b,a,a,a
time = 1
[Command]
name = "AI29"
command = U, F, U, D, U, D, U ,U ,U ,D ,z,b,U,a,b
time = 1
[Command]
name = "AI30"
command = U, F, U, D, U, D, U, B ,U ,D ,a,c,D,a,c
time = 1
[Command]
name = "AI31"
command = U, F, U, D, B, D, U ,D,U,D,U,b,a,F,a,c
time = 1
[Command]
name = "AI32"
command = D, F, U, D, B, D, U ,D,U,D,U,b,a,F,a,c
time = 1
[Command]
name = "AI33"
command = D, D, U, D, U, D, U ,D ,U ,D
time = 1
[Command]
name = "AI34"
command = D, D, U, D, U, D, U, D ,b
time = 1
[Command]
name = "AI35"
command = D, D, D, D, U, D, U, D, U
time = 1
[Command]
name = "AI36"
command = D, U, U, D, U, D, U ,D ,U ,D
time = 1
[Command]
name = "AI37"
command = D, D, U, D, U, D, U, D ,x
time = 1
[Command]
name = "AI38"
command = D, D, U, D, U, D, U ,D,U ,y
time = 1
[Command]
name = "AI39"
command = D, D, U, D, U, D, U ,D ,U ,D ,z
time = 1
[Command]
name = "AI40"
command = D, D, U, D, U, D, U, D ,U ,D ,a
time = 1
[Command]
name = "AI41"
command = D, D, U, D, U, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI42"
command = D, D, U, D, U, D, U ,D ,U ,D,c
time = 1
[Command]
name = "AI43"
command = D, D, U, D, U, D, U, D ,U ,D ,F
time = 1
[Command]
name = "AI44"
command = D, D, U, D, U, D, U ,D,U,D,U,B
time = 1
[Command]
name = "AI45"
command = D, D, U, D, U, D, U ,D ,U ,D,D,D
time = 1
[Command]
name = "AI46"
command = D, F, U, D, U, D, U ,D ,U ,D ,z
time = 1
[Command]
name = "AI47"
command = D, F, U, D, U, D, U, D ,U ,D ,a
time = 1
[Command]
name = "AI48"
command = D, F, U, D, U, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI49"
command = D, F, U, D, U, D, U ,U ,U ,D ,z
time = 1
[Command]
name = "AI50"
command = D, F, U, D, U, D, U, B ,U ,D ,a
time = 1
[Command]
name = "AI51"
command = D, F, U, D, B, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI52"
command = D, F, U, D, U, D, U ,U ,U ,D ,z,b
time = 1
[Command]
name = "AI53"
command = D, F, U, D, U, D, U, B ,U ,D ,a,c
time = 1
[Command]
name = "AI54"
command = D, F, U, D, B, D, U ,D,U,D,U,b,a
time = 1
[Command]
name = "AI55"
command = D, F, U, D, U, D, U ,U ,U ,D ,z,b,U
time = 1
[Command]
name = "AI56"
command = D, F, U, D, U, D, U, B ,U ,D ,a,c,D
time = 1
[Command]
name = "AI57"
command = D, F, U, D, B, D, U ,D,U,D,U,b,a,F
time = 1
[Command]
name = "AI58"
command = D, F, U, D, B, D, U ,D,U,D,U,b,a,a,a
time = 1
[Command]
name = "AI59"
command = D, F, U, D, U, D, U ,U ,U ,D ,z,b,U,a,b
time = 1
[Command]
name = "AI60"
command = D, F, U, D, U, D, U, B ,U ,D ,a,c,D,a,c
time = 1



;-| KEZ |--------------------------------------------------------
;ɂ͒KEZLqĂAOuname =vɏ܂
;R}h͐΂Ɉ̂ɂĂB
;Jt[}͎p`Ƌp`ŋZo悤ɓÕR}h
;eƋɂȂĂ܂B
;utime=20vƏƂŁuR}h20t[ȓɓ́vƐݒł܂B

[Command]
name = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, a
time = 20

[Command] 
name = "TripleKFPalm"   ;Same name as above
command = ~D, DF, F, D, DF, F, b
time = 20

[Command]
name = "TripleKFPalm"
command = ~D, DF, F, $D, F, a
time = 20

[Command] 
name = "TripleKFPalm"   ;Same name as above
command = ~D, DF, F, $D, F, b
time = 20

[Command]
name = "236236_xy"
command = ~D, DF, F, D, DF, F, x+y
time = 20

[Command]
name = "236236_xy"
command = ~D, DF, F, $D, F, x+y
time = 20

[Command] 
name = "632146_y"   ;Same name as above
command = ~F, $D, B, F, y
time = 20

[Command] 
name = "214_y"
command = ~D, DB, B, y
time = 10


;-| KEZ |------------------------------------------------------
[Command]
name = "41236_y"
command = ~B, $D, F, y
time = 15

[Command]
name = "63214_y"
command = ~F, $D, B, y
time = 15

[Command]
name = "623_x"
command = ~F, D, DF, x
time = 15

[Command]
name = "623_y"
command = ~F, D, DF, y
time = 15

[Command]
name = "623_a"
command = ~F, D, DF, a
time = 15

[Command]
name = "623_b"
command = ~F, D, DF, b
time = 15

[Command]
name = "421_a"
command = ~B, D, DB, a
time = 15

[Command]
name = "421_b"
command = ~B, D, DB, b
time = 15


[Command]
name = "QCF_x"
command = ~D, DF, F, x

[Command]
name = "QCF_y"
command = ~D, DF, F, y

[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y

[Command]
name = "QCB_a"
command = ~D, DF, F, a

[Command]
name = "QCB_b"
command = ~D, DF, F, b

[Command]
name = "214_a"
command = ~D, DB, B, a

[Command]
name = "214_b"
command = ~D, DB, B, b

[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_x"
command = F, F, x

[Command]
name = "FF_y"
command = F, F, y

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b

[Command]
name = "DD_a"
command = ~D, D, a
time = 15

[Command]
name = "DD_b"
command = ~D, D, b
time = 15

[Command]
name = "DD_x"
command = ~D, D, x
time = 15

[Command]
name = "DD_y"
command = ~D, D, y
time = 15

;nCWvR}h
;ƉďAƌӖB
[Command]
name = "jump"    
command = ~D,$U
time = 10


;airWvR}h
;AƌӖB
[Command]
name = "airjump"    
command = $U
time = 1


;O
;OȂ`{aAƂӖ
[Command]
name = "away-f"    
command = /F,a+b
time = 10

;O
;Ȃ`{aAƂӖ
[Command]
name = "away-b"    
command = /B,a+b
time = 10

;-| Q񉟂Z |-----------------------------------------------------------
[Command]
name = "FF"     
command = F, F
time = 10

[Command]
name = "BB"     
command = B, B
time = 10

;-| QER̓Z |-----------------------------------------------
[Command]
name = "recovery"
command = x+y
time = 1

[Command]
name = "a+b"
command = a+b
time = 3

;-| ƃ{^ŏoZ |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

[Command]
name = "down_a+b"
command = /$D,a+b
time = 3


;-| {^ݒiȂj|---------------------------------------------------------
[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

;-| ςȂݒiȂj-------------------------------------------------------
[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 = "holdx"
command = /$x
time = 1

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

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

--------------------------------------------------------------------
; ̋Lq͐΂ɏȂłB
[Statedef -1]


;-----------------------------------------------------------------
ȉAI------------------------------------------------------------


[State -1, AINpwp[]
type = helper
triggerall = !NumHelper(9999)
triggerall = RoundState = 2
trigger1 = var(51) = 0
;trigger1 = ctrl && stateno = 0
helpertype = normal
name = "AI"
stateno = 9999
ID = 9999
keyctrl = 1
persistent = 0




[State -1,2];var(51)=1ȂAII
type = Varset
triggerall = var(51) != 1
trigger1 = command = "AI1"
trigger2 = command = "AI2"
trigger3 = command = "AI3"
trigger4 = command = "AI4"
trigger5 = command = "AI5"
trigger6 = command = "AI6"
trigger7 = command = "AI7"
trigger8 = command = "AI8"
trigger9 = command = "AI9"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
trigger27 = command = "AI27"
trigger28 = command = "AI28"
trigger29 = command = "AI29"
trigger30 = command = "AI30"
trigger31 = command = "AI31"
trigger32 = command = "AI32"
trigger33 = command = "AI33"
trigger34 = command = "AI34"
trigger35 = command = "AI35"
trigger36 = command = "AI36"
trigger37 = command = "AI37"
trigger38 = command = "AI38"
trigger39 = command = "AI39"
trigger40 = command = "AI40"
trigger41 = command = "AI41"
trigger42 = command = "AI42"
trigger43 = command = "AI43"
trigger44 = command = "AI44"
trigger45 = command = "AI45"
trigger46 = command = "AI46"
trigger47 = command = "AI47"
trigger48 = command = "AI48"
trigger49 = command = "AI49"
trigger50 = command = "AI50"
trigger51 = command = "AI51"
trigger52 = command = "AI52"
trigger53 = command = "AI53"
trigger54 = command = "AI54"
trigger55 = command = "AI55"
trigger56 = command = "AI56"
trigger57 = command = "AI57"
trigger58 = command = "AI58"
trigger59 = command = "AI59"
trigger60 = command = "AI60"
trigger61 = numhelper(9999)
trigger61 = helper(9999),var(51) = 1
v = 51
value = 1
ignorehitpause = 1


[State -1,2];var(51)=-1ȂAIIt
type = Varset
triggerall = var(51) = 0
trigger1 = numhelper(9999)
trigger1 = helper(9999),var(51) = -1
var(51) = -1


[State -1, Random_AIvar] 
type = VarRandom 
trigger1 = stateno != [120,155] 
trigger1 = Time = 1 
v = 53 
range = 0,99 


;---------------------------------------------------------------------------
;z[h̃R{
[State -1, ]
type = ChangeState
value = 930
triggerall  = var(51) = 1
;TriggerAll = Var(52) = 1
triggerall  = RoundState = 2
;triggerall = NumTarget
;triggerall = P2bodydist Y = [-60,0]
;triggerall = p2statetype != L 
trigger1 = statetype != A
trigger1 = ctrl ;&& random = [0,20]
;trigger1 = prevStateNo = 450
trigger1 = p2stateno = 921; && target,animelemtime(11)=30
;trigger1 = BackEdgeBodyDist > 20





;---------------------------------------------------------------------------
;z[hi
[State -1, hold]
type = ChangeState
value = 900
TriggerAll = Var(51) = 1
triggerall  = RoundState = 2
;trigger1 = command = "DD_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = InGuardDist
trigger1 = p2statetype = S
trigger1 = random = [0,20]






;---------------------------------------------------------------------------
;ij
[State -1, ]
type = ChangeState
value = 1010
TriggerAll = Var(51) = 1
;triggerall = command = "214_a"
triggerall = RoundState = 2
trigger1 = (P2statetype = A)
;trigger1 = (PrevStateNo=205) ;|| (PrevStateNo=210)
trigger1 = (stateno = 215) 
trigger1 = movehit && var(53) = [0,40]
trigger1 = var(49) = 2
trigger1 = power > 1000
trigger1 = animelemtime(10) >= 0

;---------------------------------------------------------------------------
;eցiwT}[jij
[State -1, Light T}[]
type = ChangeState
value = 1050
TriggerAll = Var(51) = 1
;triggerall = command = "214_a"
triggerall = RoundState = 2
trigger1 = (P2statetype = A)
;trigger1 = (PrevStateNo=205) ;|| (PrevStateNo=210)
trigger1 = (stateno = 215) 
trigger1 = movehit && var(53) = [30,99]
trigger1 = var(49) = 2
trigger1 = animelemtime(10) >= 0

;---------------------------------------------------------------------------
;w@P
[State -1, Stand Light Punch]
type = ChangeState
value = 203
TriggerAll = Var(51) = 1
triggerall  = RoundState = 2
trigger1 = P2movetype != A
trigger1 = statetype = S
trigger1 = var(41) = 1
trigger1 = var(53) = [0,60]
trigger1 = p2bodydist X < 40 
trigger1 = p2bodydist Y = [-100 , 0]
trigger1 = var(49) = 1

[State -1]
type = varset
trigger1 = p2movetype != H 
var(49) = 1

;---------------------------------------------------------------------------
;wPP
[State -1, ]
type = varset
TriggerAll = Var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "x"
;triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (stateno = 203) ;&& (P2stateno = 525)
var(47) = 1


[State -1, ]
type = ChangeState
value = 205
TriggerAll = Var(47) = 1
trigger1 = stateno = 203
trigger1 = AnimelemTime(6) >= 0

[State -1, ]
type = varset
trigger1 = stateno != 203
v = 47
value = 0


;---------------------------------------------------------------------------
;PP or wPPPihj
[State -1, ]
type = varset
triggerall  = var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "y"
;triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (stateno = 210) || (stateno = 205) ;&& (P2stateno = 525)
trigger1 = movehit
var(46) = 1


[State -1, ]
type = ChangeState
value = 215
TriggerAll = Var(46) = 1
trigger1 = stateno = 210
trigger1 = AnimelemTime(8) >= 0
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 205
trigger3 = AnimelemTime(6) >= 0


[State -1, ]
type = varset
trigger1 = stateno != 210 && stateno != 205
v = 46
value = 0

;---------------------------------------------------------------------------
;Hցi\T}[jij
[State -1,]
type = ChangeState
value = 1100
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = RoundState = 2
;triggerall = var(41) = 0
;triggerall = command = "623_y"
trigger1 = P2movetype = A
;trigger1 = P2statetype = A
trigger1 = ctrl && (random = [ifelse(P2statetype = A,900,930)+(life/20),999] )
trigger1 = p2bodydist X = [-5 , 40]
trigger1 = p2bodydist Y = [-150 , 0]
trigger1 = EnemyNear,vel x >= 0
;trigger2 = (stateno = [200,299]) || (stateno = [400,499])
;trigger2 = movehit && var(53) = [0,5]

;---------------------------------------------------------------------------
;eցiwT}[jij
[State -1, Light T}[]
type = ChangeState
value = 1050
TriggerAll = Var(51) = 1
;triggerall = command = "214_a"
triggerall = RoundState = 2
trigger1 = statetype != A
trigger1 = var(41) = 1;ctrl
trigger1 = P2movetype = A
trigger1 = random = [ifelse(P2statetype = A,900,930)+(life/20),999]
trigger1 = p2bodydist X = [-5 , 50]
trigger1 = p2bodydist Y = [-100 , 0]
trigger1 = EnemyNear,vel x >= 0
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movehit && var(53) = [0,10]
;trigger2 = var(41) != 0

;---------------------------------------------------------------------------
;4P()
[State -1, Stand Light Punch]
type = ChangeState
value = 215
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = p2statetype != A && p2statetype != L
;triggerall = command = "y"
;triggerall = command = "holdback"
trigger1 = p2bodydist X = [70, 105] 
trigger1 = P2movetype = A
trigger1 = P2statetype != C
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = var(53) = [0,50]
trigger2 = ctrl
trigger2 = p2stateno = 208 || p2stateno = 1260

;---------------------------------------------------------------------------
;p`
[State -1, Stand Light Kick]
type = ChangeState
value = 200
triggerall = var(51) = 1
;TriggerAll = Var(52) = 1
triggerall = RoundState = 2
triggerall = P2bodydist X <=60
triggerall = statetype != A
trigger1 = ctrl && random = [0,400]
trigger1 = P2bodydist Y = [-60,10]
trigger1 = (p2statetype = A) 
trigger1 = (p2movetype != H) 
trigger1 = EnemyNear,vel x > 1


[State -1, p`]
type = ChangeState
value = 200
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = RoundState = 2
triggerall = ctrl
triggerall = (p2statetype != L) && (p2statetype != C)
triggerall = P2BodyDist X = [-5,30]
triggerall = EnemyNear,AnimTime <= -7 
triggerall = (PrevStateNo=[5000,5120]) || (PrevStateNo=[120,159])
triggerall = EnemyNear,ctrl = 0
trigger1 = var(53) = [0,30]


;---------------------------------------------------------------------------
;f
[State -1, Kung Fu Throw]
type = ChangeState
value = 1250
triggerall  = var(51) = 1 
triggerall  = RoundState = 2
triggerall = statetype = S
triggerall = var(53) = [20,30]
triggerall = ctrl
triggerall = stateno != 100
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2movetype != H
trigger1 = p2bodydist X < 20


;---------------------------------------------------------------------------
;
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall  = var(51) = 1 
triggerall  = RoundState = 2
;triggerall = command = "y"
triggerall = statetype = S
triggerall = var(53) = [10,15]
triggerall = ctrl || var(41) = 1
triggerall = stateno != 100
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2movetype != H
trigger1 = p2bodydist X < 12
trigger1 = var(41) = 0
trigger2 = p2bodydist X < 30
trigger2 = var(41) = 1



;---------------------------------------------------------------------------
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall  = var(51) = 1
triggerall  = RoundState = 2
trigger1 = (stateno = 400) && movecontact && (AnimElemTime(2)  > 1)  && var(53) = [0,60]
trigger2 = statetype != A
trigger2 = ctrl && random = [100,299]
trigger2 = p2bodydist X < 20 
trigger2 = prevstateno != 430
trigger2 = (p2statetype != L) && (p2statetype != A)
trigger3 = statetype != A
trigger3 = ctrl && var(53) = [0,80]
trigger3 = p2bodydist X < 20 
trigger3 = p2movetype = H
trigger3 = (p2statetype != L) && (p2statetype != A)
;trigger3 = prevstateno = 430


;---------------------------------------------------------------------------
[State -1, K[h]
type            = ChangeState
Value           = 130
triggerall      = var(51) = 1 && random > 300
triggerall      = statetype != A
Triggerall      = ctrl || stateno = 2000 || stateno = 100
triggerall      = p2statetype = A || p2statetype = S
trigger1        = InGuardDist
trigger2        = p2movetype = A
trigger2        = p2bodydist x = [-50,50]


[State -1, ݃K[h]
type            = ChangeState
Value           = 131
triggerall      = var(51) = 1 && random > 300
triggerall      = statetype != A
Triggerall      = ctrl || stateno = 2000 || stateno = 100
triggerall      = p2statetype = C
trigger1        = InGuardDist
trigger2        = p2movetype = A
trigger2        = p2bodydist x = [-50,50]


;---------------------------------------------------------------------------
;OPP
[State -1, ]
type = varset
TriggerAll = Var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "x"
;triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (stateno = 200) ;&& (P2stateno = 525)
var(42) = 1


[State -1, ]
type = ChangeState
value = 202
TriggerAll = Var(42) = 1
trigger1 = stateno = 200
trigger1 = AnimelemTime(4) >= 0

[State -1, ]
type = varset
trigger1 = stateno != 200
v = 42
value = 0



;---------------------------------------------------------------------------
;6P
[State -1, Stand Light Punch]
type = ChangeState
value = 204
TriggerAll = Var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "y"
;triggerall = command = "holdfwd"
triggerall = var(53) = [20,50]
trigger1 = statetype = S
trigger1 = ctrl && var(53) = [40,50]
trigger1 = p2bodydist X = [0,50] 
trigger1 = (p2statetype != L) && (p2statetype != A)
trigger2 = (stateno = 230) && movecontact; && (AnimElemTime(3)  > 1)
trigger3 = (stateno = 400) && movecontact; && (AnimElemTime(3)  > 1)
trigger4 = (stateno = 430) && movecontact; && (AnimElemTime(3)  > 1)

;---------------------------------------------------------------------------
;OPPP
[State -1, ]
type = varset
TriggerAll = Var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "y"
;triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = movehit
trigger1 = (stateno = 202) ;&& (P2stateno = 525)
var(43) = 1


[State -1, ]
type = ChangeState
value = 204
TriggerAll = Var(43) = 1
trigger1 = stateno = 202
trigger1 = AnimelemTime(6) >= 0

[State -1, ]
type = varset
trigger1 = stateno != 202
v = 43
value = 0

;---------------------------------------------------------------------------
;w@P
[State -1, Stand Light Punch]
type = ChangeState
value = 206
TriggerAll = Var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "y"
;triggerall = command = "holdfwd"
trigger1 = var(53) = [0,30]
trigger1 = p2bodydist X = [0,50] 
trigger1 = statetype = S
trigger1 = var(41) = 1


;---------------------------------------------------------------------------
;OPPPP
[State -1, ]
type = varset
TriggerAll = Var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "y"
;triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (stateno = 204) ;&& (P2stateno = 525)
var(44) = 1


[State -1, ]
type = ChangeState
value = 206
TriggerAll = Var(44) = 1
trigger1 = stateno = 204
trigger1 = AnimelemTime(6) >= 0

[State -1, ]
type = varset
trigger1 = stateno != 204
v = 44
value = 0



;---------------------------------------------------------------------------
;wLbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall  = var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "b"
;triggerall = command != "holddown"
trigger1 = var(53) = [70,80]
trigger1 = p2bodydist X = [0,50] 
trigger1 = statetype = S
trigger1 = var(41) = 1

;---------------------------------------------------------------------------
;wLbNAg
[State -1, ]
type = varset
triggerall  = var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "b"
;triggerall = command != "holddown"
trigger1 = var(53) = [90,95]
trigger1 = p2bodydist X = [0,50] 
trigger1 = statetype = S
trigger1 = (stateno = 200) || (stateno = 215)
var(45) = 1


[State -1, ]
type = ChangeState
value = 245
TriggerAll = Var(45) = 1
trigger1 = stateno = 200
trigger1 = AnimelemTime(4) >= 0
trigger2 = stateno = 215 && prevstateno != 210
trigger2 = AnimelemTime(10) >= 3


[State -1, ]
type = varset
trigger1 = stateno != 200 && stateno != 215
v = 45
value = 0



;---------------------------------------------------------------------------
;˃r[iQ[Wx2j
[State -1, ]
type = ChangeState
value = 3100
triggerall  = var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "236236_xy"
triggerall = power >= 2000
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger1 = prevstateno = 3000 && random > 500 
trigger1 = statetype != A
trigger1 = hitdefattr = SC, NA, SA
trigger1 = movehit && (var(53) = [92+(life/200),99] )
trigger1 = stateno != 500 && stateno != 570
trigger2 = movehit && (var(53) = [30+(life/50),ifelse((prevStateNo=[200,499]),99,59)] )
trigger2 = stateno = 1000 || stateno = 1010
trigger2 = P2bodydist Y = [-40,0]


;---------------------------------------------------------------------------
;֋riQ[WxPj
[State -1, ֋r]
type = ChangeState
value = 3000
triggerall  = var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "TripleKFPalm"
triggerall = power >= 1000
;trigger1 = statetype = S
;trigger1 = ctrl
trigger1 = movehit && var(53) = [30+(life/50),ifelse((prevStateNo=[200,499]),99,59)] 
trigger1 = stateno = 1000 || stateno = 1010
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movehit &&  var(53) = [90,99]
;trigger2 = stateno != 500 && stateno != 570


;---------------------------------------------------------------------------
;K@O
[State -1, ڂ]
type = null
;type = ChangeState
value = 3200
triggerall  = var(51) = 1 
triggerall  = RoundState = 2
;triggerall = command = "632146_y"
triggerall = statetype != A
triggerall = stateno != 100
triggerall = power >= 1000
triggerall = p2bodydist X < 40
triggerall = (p2statetype = S) || (p2statetype = C)
trigger1 = ctrl && random = [150,199]
trigger1 = p2movetype != A
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movehit && var(53) = [70,79]


;---------------------------------------------------------------------------
;ij
[State -1, ]
type = ChangeState
value = 1010
triggerall  = var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "QCB_b"
;trigger1 = statetype != A
;trigger1 = ctrl
trigger1 = (stateno = 210) && movehit && var(53) = [0,39]
trigger2 = (stateno = 240) && movehit && var(53) = [0,29]
trigger3 = (stateno = 410) && movehit && var(53) = [0,39]
trigger4 = (stateno = 440) && movehit && var(53) = [0,39]
trigger5 = statetype != A
trigger5 = ctrl && random > 500
trigger5 = p2movetype = H
trigger5 = P2bodydist Y = [-160,-60]
trigger5 = p2bodydist X = [60,100]
trigger5 = prevstateno != 3000 
trigger6 = statetype != A && !InGuardDist
trigger6 = ctrl && var(53) = [0,4]
trigger6 = p2movetype != A
;trigger6 = P2bodydist Y = [-160,-60]
trigger6 = p2bodydist X = [70,100]
;trigger6 = !InGuardDist



;---------------------------------------------------------------------------
;R
[State -1, Crouching Strong Kick]
type = null
;type = ChangeState
value = 500
triggerall  = var(51) = 1
triggerall  = RoundState = 2
;trigger1 = statetype != A
;trigger1 = ctrl
;trigger1 = power >= 1000
;trigger1 = P2bodydist Y = [-80,-40]
;trigger1 = p2bodydist X < 50
;trigger1 = prevstateno = 3000; && random > 500 
trigger1 = (stateno = [200,299]) || (stateno = [400,499])
trigger1 = moveHIT && var(53) = [10,29]
trigger1 = power >= 1000
trigger1 = p2bodydist X < 50


;---------------------------------------------------------------------------
;R肩̃CYiK
[State -1, ]
type = null
;type = varset
TriggerAll = Var(51) = 1
triggerall = power >= 1000
trigger1 = (stateno = 500) && (P2stateno = 525)
v = 40
value = 1


;[State -1, ]
;type = ChangeState
;value = 3500
;TriggerAll = Var(40) = 1
;trigger1 = stateno = 500
;trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
;iIj
[State -1, ]
type = null
;type = ChangeState
value = 570
triggerall  = var(51) = 1
triggerall  = RoundState = 2
;trigger1 = command = "FF_x"
triggerall = p2bodydist X = [60, 100]
triggerall = P2bodydist Y = [-60,0]
triggerall = p2statetype != L 
triggerall = p2movetype != A && !InGuardDist
trigger1 = statetype != A
trigger1 = ctrl && random > 980
;trigger2 = command = "x" ;&& command = "holdfwd"
trigger2 = stateno = 100
trigger2 = ctrl && random > 980
;trigger3 = command = "FF_x"
trigger3 = (stateno = [200,299]) || (stateno = [400,499])
trigger3 = movecontact && var(53) = [80,99]

;---------------------------------------------------------------------------
;VRihbvLbNj
[State -1, ]
type = null
;type = ChangeState
value = 590
triggerall  = var(51) = 1
triggerall  = RoundState = 2
triggerall = P2bodydist Y = [-60,0]
triggerall = p2statetype != L 
triggerall = p2movetype != A && !InGuardDist
;trigger1 = command = "FF_b"
trigger1 = statetype != A
trigger1 = ctrl && random = [0,20]
trigger1 = p2bodydist X = [100, 140]
;trigger2 = command = "b" ;&& command = "holdfwd"
trigger2 = stateno = 100
trigger2 = ctrl && random = [0,20]
trigger2 = p2bodydist X = [100, 140]
;trigger3 = command = "FF_b"
trigger3 = (stateno = [200,299]) || (stateno = [400,499])
trigger3 = MoveGuarded && var(53) = [0,30]

;---------------------------------------------------------------------------
;TiWvj
[State -1, ]
type = null
;type = ChangeState
value = 580
triggerall  = var(51) = 1
triggerall  = RoundState = 2
triggerall = P2bodydist Y = [-60,0]
triggerall = p2statetype != L 
triggerall = p2movetype != A && !InGuardDist
;trigger1 = command = "FF_a"
trigger1 = statetype != A
trigger1 = ctrl && random = [21,40]
trigger1 = p2bodydist X = [130, 160]
;trigger2 = command = "a" ;&& command = "holdfwd"
trigger2 = stateno = 100
trigger2 = ctrl && random = [21,40]
trigger2 = p2bodydist X = [130, 160]
;trigger3 = command = "FF_a"
trigger3 = (stateno = [200,299]) || (stateno = [400,499])
trigger3 = MoveGuarded && var(53) = [21,50]


;---------------------------------------------------------------------------
;K
[State -1, ]
type = ChangeState
value = 1200
TriggerAll = Var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "41236_y"
trigger1 = statetype != A
trigger1 = var(41) = 1 ;ctrl
trigger1 = p2bodydist X < 85
trigger1 = random = [31,40]
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = moveGuarded && var(53) = [60,70]


;---------------------------------------------------------------------------
;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall  = var(51) = 1
triggerall  = RoundState = 2
trigger1 = statetype = S
trigger1 = ctrl && var(53) = [40,50]
trigger1 = p2bodydist X < 30 
trigger1 = (p2statetype != L) && (p2statetype != C)
trigger1 = p2movetype != A


;---------------------------------------------------------------------------
;LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall  = var(51) = 1 && var(53) = [0,6]
triggerall  = RoundState = 2
;triggerall = command = "a"
;triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || var(41) = 1
trigger1 = p2bodydist X < 30 
trigger1 = (p2statetype != L) && (p2statetype != C)
;trigger1 = (stateno = 200) && movecontact && (AnimElemTime(3)  > 1)
;trigger2 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)
;trigger2 = (stateno = 430) && movecontact && (AnimElemTime(3)  > 1)
;trigger4 = (stateno = 400) && movecontact && (AnimElemTime(2)  > 1) 


;---------------------------------------------------------------------------
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall  = var(51) = 1
triggerall  = RoundState = 2
;trigger1 = statetype = S
;trigger1 = ctrl
trigger1 = (stateno = 400) && movecontact && (AnimElemTime(3)  > 1)&& var(53) = [0,59]
trigger2 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)&& var(53) = [0,59]
trigger3 = statetype != A
trigger3 = ctrl && var(53) = [70,90]
trigger3 = p2bodydist X = [30,100] 
trigger3 = P2bodydist Y = [-60,0]
trigger3 = (p2statetype != L) 


;---------------------------------------------------------------------------
;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall  = var(51) = 1 && var(53) = [40,59]
triggerall  = RoundState = 2
;triggerall = command = "b"
;triggerall = command != "holddown"
;trigger1 = statetype = S
;trigger1 = ctrl
trigger1 = (stateno = 200) && movecontact && (AnimElemTime(3)  > 1)
trigger2 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)
trigger3 = (stateno = 430) && movecontact && (AnimElemTime(3)  > 1)
trigger4 = (stateno = 400) && movecontact && (AnimElemTime(2)  > 1) 



;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall  = var(51) = 1 && var(53) = [0,59]
triggerall  = RoundState = 2
;triggerall = command = "y"
;triggerall = command = "holddown"
;trigger1 = statetype = C
;trigger1 = ctrl
;trigger2 = (stateno = 200) && movecontact && (AnimElemTime(3)  > 1)
;trigger3 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)
trigger1 = (stateno = 430) && movecontact && (AnimElemTime(3)  > 1)
trigger2 = (stateno = 400) && movecontact && (AnimElemTime(2)  > 1) 
trigger3 = statetype = C
trigger3 = ctrl || var(41) = 1 
trigger3 = p2bodydist X < 40 
trigger3 = P2bodydist Y = [-10,0]
trigger3 = (p2statetype != L) 

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall  = var(51) = 1 && var(53) = [60,79]
triggerall  = RoundState = 2
;triggerall = command = "b"
;triggerall = command = "holddown"
;trigger1 = statetype = C
;trigger1 = ctrl
;trigger1 = (stateno = 200) && movecontact && (AnimElemTime(3)  > 1)
trigger1 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)
trigger2 = (stateno = 430) && movecontact && (AnimElemTime(3)  > 1)
trigger3 = (stateno = 400) && movecontact && (AnimElemTime(2)  > 1) 
trigger4 = (stateno = 410) && movecontact && (AnimElemTime(2)  > 1) 



;---------------------------------------------------------------------------
;󒆎p`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall  = var(51) = 1
triggerall  = RoundState = 2
;triggerall = command = "x"
trigger1 = statetype = A && stateno !=105
trigger1 = ctrl && random > 500
trigger1 = p2bodydist X = [0,40] 
trigger1 = P2bodydist Y = [-40,40]
trigger1 = (p2statetype = A) 

;trigger2 = (stateno = 600) && movecontact && (AnimElemTime(2)  > 1)

;---------------------------------------------------------------------------
;󒆋p`
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall  = var(51) = 1 
triggerall  = RoundState = 2
;triggerall = command = "y"
trigger1 = statetype = A && stateno !=105
trigger1 = random > 500
trigger1 = stateno = 630 ;jump_x or jump_a
trigger1 = movecontact

;---------------------------------------------------------------------------
;󒆎LbN
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall  = var(51) = 1 
triggerall  = RoundState = 2
triggerall  = statetype = A && stateno !=105 
;triggerall = command = "a"
trigger1 = ctrl && random > 500
trigger1 = p2bodydist X = [0,40] 
trigger1 = P2bodydist Y = [0,100]
trigger1 = vel Y > 0 
trigger1 = (p2statetype = S || p2statetype = C) 

trigger2 = (stateno = 600) && movecontact && (AnimElemTime(2)  > 1)
trigger2 = random > 500

;---------------------------------------------------------------------------
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall  = var(51) = 1 
triggerall  = RoundState = 2
triggerall  = statetype = A && stateno !=105 
;triggerall = command = "b"
trigger1 = ctrl && random = [501,700]
trigger1 = p2bodydist X = [-10,40] 
trigger1 = P2bodydist Y = [-5,100]
trigger1 = vel Y > 0 
trigger1 = (p2statetype = S || p2statetype = C) 

trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger2 = random = [500,999]


;---------------------------------------------------------------------------
;z[hi
[State -1, hold]
type = ChangeState
value = 900
TriggerAll = Var(51) = 1
triggerall  = RoundState = 2
;trigger1 = command = "DD_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = InGuardDist
trigger1 = p2statetype = S
trigger1 = random = [0,10]
trigger1 = enemy,NumProj = 0
trigger1 = enemy,hitdefattr != s,AP

;---------------------------------------------------------------------------
;z[hi
[State -1, hold]
type = ChangeState
value = 905
TriggerAll = Var(51) = 1
triggerall  = RoundState = 2
;trigger1 = command = "DD_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = InGuardDist
trigger1 = p2statetype = A
trigger1 = random = [0,10]
trigger1 = enemy,NumProj = 0
trigger1 = enemy,hitdefattr != a,AP


;---------------------------------------------------------------------------
;_bV
[State -1, Run Fwd]
type = ChangeState
value = 100
TriggerAll = Var(51) = 1
triggerall  = RoundState = 2
;trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl && random = [0,40]
trigger1 = p2bodydist X > 180 
trigger1 = stateno !=[120,160]

;---------------------------------------------------------------------------
;ރ_bV
[State -1, Run Back]
type = ChangeState
value = 105
TriggerAll = Var(51) = 1
triggerall = RoundState = 2
;trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl && random = [0,300]
trigger1 = p2bodydist X = [-3,30] 
trigger1 = BackEdgeBodyDist > 20
trigger1 = P2stateType = L
trigger2 = Var(41) = 1 && random = [300,700] 
trigger2 = p2bodydist X = [-3,30] 
trigger2 = BackEdgeBodyDist > 20
trigger2 = P2stateType = L

;---------------------------------------------------------------------------
;U@wO
[State -1, turn]
type = ChangeState
value = 3
TriggerAll = Var(51) = 1
triggerall = RoundState = 2
triggerall = var(41) = 1 && stateno != 1
triggerall = statetype != A
trigger1 = random = [800,900] 
trigger1 = p2bodydist X > 40 
;trigger2 = p2bodydist X = [-3,30] 
trigger2 = P2stateType = L
trigger2 = random = [400,900] 
;trigger1 = command = "c"
;trigger2 = command = "c"
;trigger2 = command = "holdfwd" || command = "holdback" 
;trigger1 = ctrl

;AI܂
;===========================================================================



;---------------------------------------------------------------------------
;˃r[iQ[Wx2j
[State -1, ^bOR{]
type = ChangeState
value = 3100
TriggerAll = Var(51) != 1
triggerall = command = "236236_xy"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = movecontact
trigger3 = stateno = 1000 || stateno = 1010


;---------------------------------------------------------------------------
;֋riQ[WxPj
[State -1, ֋r]
type = ChangeState
value = 3000
TriggerAll = Var(51) != 1
triggerall = command = "TripleKFPalm"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = movecontact
trigger3 = stateno = 1000 || stateno = 1010
;===========================================================================

;---------------------------------------------------------------------------
;V_ijij
[State -1,]
type = null  ;ChangeState
value = 1300
TriggerAll = Var(51) != 1
triggerall = command = "623_x"
trigger1 = statetype != A
trigger1 = ctrl
;trigger1 = p2bodydist X < 60
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
;trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact

;---------------------------------------------------------------------------
;V_ijij
[State -1,]
type = null  ;ChangeState
value = 1310
TriggerAll = Var(51) != 1
triggerall = command = "623_y"
trigger1 = statetype != A
trigger1 = ctrl
;trigger1 = p2bodydist X < 60
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
;trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact


;---------------------------------------------------------------------------
;ij
[State -1, ]
type = ChangeState
value = 1000
TriggerAll = Var(51) != 1
triggerall = command = "QCB_a"

trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
;trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact

;---------------------------------------------------------------------------
;ij
[State -1, ]
type = ChangeState
value = 1010
TriggerAll = Var(51) != 1
triggerall = command = "QCB_b"

trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
;trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact


;---------------------------------------------------------------------------
;HցiOT}[jij
[State -1, Light T}[]
type = ChangeState
value = 1100
TriggerAll = Var(51) != 1
triggerall = command = "214_a"
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = (stateno = [200,299]) || (stateno = [400,499])
;trigger2 = movecontact
;trigger2 = var(41) = 0

;---------------------------------------------------------------------------
;HցiOT}[jij
[State -1, Light T}[]
type = ChangeState
value = 1110
TriggerAll = Var(51) != 1
triggerall = command = "214_b"
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = (stateno = [200,299]) || (stateno = [400,499])
;trigger2 = movecontact
;trigger2 = var(41) = 0

;---------------------------------------------------------------------------
;eցiwT}[jij
[State -1, Light T}[]
type = ChangeState
value = 1050
TriggerAll = Var(51) != 1
triggerall = command = "214_a"
trigger1 = statetype != A
trigger1 = var(41) = 1;ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
;trigger2 = var(41) != 0

;---------------------------------------------------------------------------
;eցiwT}[jij
[State -1, Light T}[]
type = ChangeState
value = 1060
TriggerAll = Var(51) != 1
triggerall = command = "214_b"
trigger1 = statetype != A
trigger1 = var(41) = 1;ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
;trigger2 = var(41) != 0


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

;---------------------------------------------------------------------------
;K
[State -1, ]
type = ChangeState
value = 1200
TriggerAll = Var(51) != 1
triggerall = var(41) = 1
triggerall = command = "41236_y"
trigger1 = statetype != A
;trigger1 = ctrl
;trigger2 = (stateno = [200,299]) || (stateno = [400,499])
;trigger2 = movecontact


;---------------------------------------------------------------------------
;f
[State -1, Kung Fu Throw]
type = ChangeState
value = 1250
TriggerAll = Var(51) != 1
triggerall = command = "63214_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = p2bodydist X < 20
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
;
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
TriggerAll = Var(51) != 1
triggerall = command = "y"
triggerall = statetype = S
triggerall = stateno != 100
trigger1 = ctrl
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 12
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = var(41) = 1
trigger2 = command = "holdfwd"
trigger2 = p2bodydist X < 30
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H


;---------------------------------------------------------------------------
;z[hi
[State -1, hold]
type = ChangeState
value = 900
TriggerAll = Var(51) != 1
trigger1 = command = "DD_y"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;z[hi
[State -1, hold]
type = ChangeState
value = 905
TriggerAll = Var(51) != 1
trigger1 = command = "DD_x"
trigger1 = statetype != A
trigger1 = ctrl


;---------------------------------------------------------------------------
;_bV
[State -1, Run Fwd]
type = ChangeState
value = 100
TriggerAll = Var(51) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;ރ_bV
[State -1, Run Back]
type = ChangeState
value = 105
TriggerAll = Var(51) != 1
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = command = "BB"
trigger2 = statetype = S
trigger2 = var(41) = 1

;---------------------------------------------------------------------------
;w_bV
[State -1, ]
type = ChangeState
value = 107
TriggerAll = Var(51) != 1
triggerall = var(41) = 1
trigger1 = command = "FF" 
trigger1 = statetype = S
;trigger1 = ctrl


;---------------------------------------------------------------------------
;QiWv
[State -1, air jump]
type = ChangeState
value = 45
TriggerAll = Var(51) != 1 ;|| ( Var(51) = 1 && Var(52) = 0 )
trigger1 = command = "airjump"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = pos y <= -Const(movement.airjump.height)
trigger1 = stateno = 50 
trigger1 = var(50) = 2

;---------------------------------------------------------------------------
;󒆃_bVO
[State -1, Run Fwd]
type = ChangeState
value = 60
TriggerAll = Var(51) != 1 ;|| ( Var(51) = 1 && Var(52) = 0 )
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = pos y <= -Const(movement.airjump.height)
trigger1 = stateno = 50 
trigger1 = var(50) = 2

;---------------------------------------------------------------------------
;󒆃_bV
[State -1, Run back]
type = ChangeState
value = 65
TriggerAll = Var(51) != 1 ;|| ( Var(51) = 1 && Var(52) = 0 )
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = pos y <= -Const(movement.airjump.height)
trigger1 = stateno = 50 
trigger1 = var(50) = 2

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

;---------------------------------------------------------------------------
;i_bVj
[State -1, ]
type = ChangeState
value = 1010
TriggerAll = Var(51) != 1
trigger1 = command = "FF_a"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = command = "a" 
trigger2 = stateno = 100
trigger2 = ctrl


;---------------------------------------------------------------------------
;R
[State -1, Crouching Strong Kick]
type = null;ChangeState
value = 500
TriggerAll = Var(51) != 1
triggerall = command = "down_a+b"
;triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact


;---------------------------------------------------------------------------
;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(51) != 1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = stateno = 200
;trigger2 = time > 6
;trigger2 =  AnimElemTime(3)  > 1
;trigger3 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)

;---------------------------------------------------------------------------
;OPP
[State -1, ]
type = varset
TriggerAll = Var(51) != 1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (stateno = 200) ;&& (P2stateno = 525)
var(42) = 1


[State -1, ]
type = ChangeState
value = 202
TriggerAll = Var(42) = 1
trigger1 = stateno = 200
trigger1 = AnimelemTime(4) >= 0

[State -1, ]
type = varset
trigger1 = stateno != 200
v = 42
value = 0

;---------------------------------------------------------------------------
;w@P
[State -1, Stand Light Punch]
type = ChangeState
value = 203
TriggerAll = Var(51) != 1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = var(41) = 1

;---------------------------------------------------------------------------
;wPP
[State -1, ]
type = varset
TriggerAll = Var(51) != 1
triggerall = command = "x"
;triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (stateno = 203) ;&& (P2stateno = 525)
var(47) = 1


[State -1, ]
type = ChangeState
value = 205
TriggerAll = Var(47) = 1
trigger1 = stateno = 203
trigger1 = AnimelemTime(6) >= 0

[State -1, ]
type = varset
trigger1 = stateno != 203
v = 47
value = 0


;---------------------------------------------------------------------------
;6P
[State -1, Stand Light Punch]
type = ChangeState
value = 204
TriggerAll = Var(51) != 1
triggerall = command = "y"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 230) && movecontact; && (AnimElemTime(3)  > 1)
trigger3 = (stateno = 400) && movecontact; && (AnimElemTime(3)  > 1)
trigger4 = (stateno = 430) && movecontact; && (AnimElemTime(3)  > 1)

;---------------------------------------------------------------------------
;OPPP
[State -1, ]
type = varset
TriggerAll = Var(51) != 1
triggerall = command = "y"
;triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (stateno = 202) ;&& (P2stateno = 525)
var(43) = 1


[State -1, ]
type = ChangeState
value = 204
TriggerAll = Var(43) = 1
trigger1 = stateno = 202
trigger1 = AnimelemTime(6) >= 0

[State -1, ]
type = varset
trigger1 = stateno != 202
v = 43
value = 0

;---------------------------------------------------------------------------
;w@P
[State -1, Stand Light Punch]
type = ChangeState
value = 206
TriggerAll = Var(51) != 1
triggerall = command = "y"
;triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = var(41) = 1
;trigger2 = stateno = 202
;trigger2 = time > 6
;trigger2 =  AnimElemTime(3)  > 1
;trigger3 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)


;---------------------------------------------------------------------------
;OPPPP
[State -1, ]
type = varset
TriggerAll = Var(51) != 1
triggerall = command = "y"
;triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (stateno = 204) ;&& (P2stateno = 525)
var(44) = 1


[State -1, ]
type = ChangeState
value = 206
TriggerAll = Var(44) = 1
trigger1 = stateno = 204
trigger1 = AnimelemTime(6) >= 0

[State -1, ]
type = varset
trigger1 = stateno != 204
v = 44
value = 0


;---------------------------------------------------------------------------
;4P()
[State -1, Stand Light Punch]
type = ChangeState
value = 215
TriggerAll = Var(51) != 1
triggerall = command = "y"
triggerall = command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = stateno = 202
;trigger2 = time > 6
;trigger2 =  AnimElemTime(3)  > 1
;trigger3 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)

;---------------------------------------------------------------------------
;PP or wPPPihj
[State -1, ]
type = varset
TriggerAll = Var(51) != 1
triggerall = command = "y"
;triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (stateno = 210) || (stateno = 205) ;&& (P2stateno = 525)
var(46) = 1


[State -1, ]
type = ChangeState
value = 215
TriggerAll = Var(46) = 1
trigger1 = stateno = 210
trigger1 = AnimelemTime(8) >= 0
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = stateno = 205
trigger3 = AnimelemTime(6) >= 0


[State -1, ]
type = varset
trigger1 = stateno != 210 && stateno != 205
v = 46
value = 0



;---------------------------------------------------------------------------
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
TriggerAll = Var(51) != 1
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = (stateno = 200) && movecontact && (AnimElemTime(3)  > 1)
trigger2 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)
trigger4 = (stateno = 400) && movecontact && (AnimElemTime(2)  > 1) 
trigger5 = (stateno = 430) && movecontact && (AnimElemTime(3)  > 1)





;---------------------------------------------------------------------------
;LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 230
TriggerAll = Var(51) != 1
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = (stateno = 200) && movecontact && (AnimElemTime(3)  > 1)
;trigger3 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)
trigger2 = (stateno = 430) && movecontact && (AnimElemTime(3)  > 1)
trigger3 = (stateno = 400) && movecontact && (AnimElemTime(2)  > 1) 

;---------------------------------------------------------------------------
;w@LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 230
TriggerAll = Var(51) != 1
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = var(41) = 1


;---------------------------------------------------------------------------
;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
TriggerAll = Var(51) != 1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = (stateno = 200) && movecontact && (AnimElemTime(3)  > 1)
trigger2 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)
trigger3 = (stateno = 430) && movecontact && (AnimElemTime(3)  > 1)
trigger4 = (stateno = 400) && movecontact && (AnimElemTime(2)  > 1) 

;---------------------------------------------------------------------------
;wLbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
TriggerAll = Var(51) != 1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = var(41) = 1
;trigger2 = (stateno = 200) && movecontact && (AnimElemTime(3)  > 1)
;trigger2 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)
;trigger3 = (stateno = 430) && movecontact && (AnimElemTime(3)  > 1)
;trigger4 = (stateno = 400) && movecontact && (AnimElemTime(2)  > 1) 

;---------------------------------------------------------------------------
;wLbNAg
[State -1, ]
type = varset
TriggerAll = Var(51) != 1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = (stateno = 200) || (stateno = 215)
var(45) = 1


[State -1, ]
type = ChangeState
value = 245
TriggerAll = Var(45) = 1
trigger1 = stateno = 200
trigger1 = AnimelemTime(4) >= 0
trigger2 = stateno = 215 && prevstateno != 210
trigger2 = AnimelemTime(10) >= 3


[State -1, ]
type = varset
trigger1 = stateno != 200 && stateno != 215
v = 45
value = 0


;---------------------------------------------------------------------------
;
[State -1, Taunt]
type = ChangeState
value = 195
TriggerAll = Var(51) != 1
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(51) != 1
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;trigger2 = (stateno = 200) && movecontact && (AnimElemTime(3)  > 1) 
trigger2 = (stateno = 400) && movecontact && (AnimElemTime(2) > 1);|| (stateno = 400) && (AnimElemTime(3) > 1) 
trigger3 = (stateno = 430) && movecontact && (AnimElemTime(3)  > 1)
trigger4 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)
trigger5 = var(41) = 1


;---------------------------------------------------------------------------
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
TriggerAll = Var(51) != 1
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;trigger2 = (stateno = 200) && movecontact && (AnimElemTime(3)  > 1)
trigger2 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)
trigger3 = (stateno = 430) && movecontact && (AnimElemTime(3)  > 1)
trigger4 = (stateno = 400) && movecontact && (AnimElemTime(2)  > 1) 
trigger5 = statetype = C
trigger5 = var(41) = 1

;---------------------------------------------------------------------------
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(51) != 1
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;trigger2 = (stateno = 200) && movecontact && (AnimElemTime(3)  > 1)
trigger2 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)
trigger3 = (stateno = 430) && movecontact && (AnimElemTime(3)  > 1)
trigger4 = (stateno = 400) && movecontact && (AnimElemTime(2)  > 1) 
trigger5 = statetype = C
trigger5 = var(41) = 1

;---------------------------------------------------------------------------
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
TriggerAll = Var(51) != 1
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;trigger2 = (stateno = 200) && movecontact && (AnimElemTime(3)  > 1)
;trigger2 = (stateno = 410) && movecontact && (AnimElemTime(3)  > 1)
trigger2 = (stateno = 230) && movecontact && (AnimElemTime(3)  > 1)
trigger3 = (stateno = 430) && movecontact && (AnimElemTime(3)  > 1)
trigger4 = (stateno = 400) && movecontact && (AnimElemTime(2)  > 1) 
trigger5 = statetype = C
trigger5 = var(41) = 1


;---------------------------------------------------------------------------
;Ⴊ݋LbNAg
[State -1, ]
type = varset
TriggerAll = Var(51) != 1
triggerall = command = "b"
triggerall = command = "holddown"
;trigger1 = statetype = C
trigger1 = (stateno = 410) || (stateno = 215)
var(48) = 1


[State -1, ]
type = ChangeState
value = 440
TriggerAll = Var(48) = 1
trigger1 = stateno = 410
trigger1 = AnimelemTime(9) >= 0 
trigger2 = stateno = 410
trigger2 = AnimelemTime(6) >= 0 && movecontact
trigger3 = stateno = 215 && prevstateno != 210
trigger3 = AnimelemTime(10) >= 3



[State -1, ]
type = varset
trigger1 = stateno != 410 && stateno != 215
v = 48
value = 0


;---------------------------------------------------------------------------
;󒆎p`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(51) != 1
triggerall = command = "x"
trigger1 = statetype = A && stateno !=105
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact && (AnimElemTime(2)  > 1)

;---------------------------------------------------------------------------
;󒆋p`
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(51) != 1
triggerall = command = "y"
trigger1 = statetype = A && stateno !=105
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

;---------------------------------------------------------------------------
;󒆎LbN
[State -1, Jump Light Kick]
type = ChangeState
value = 630
TriggerAll = Var(51) != 1
triggerall = command = "a"
trigger1 = statetype = A && stateno !=105
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact && (AnimElemTime(2)  > 1)

;---------------------------------------------------------------------------
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(51) != 1
triggerall = command = "b"
trigger1 = statetype = A && stateno !=105
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

;---------------------------------------------------------------------------
;p[
;p[l`wȂ̂ɗ߂͕̂ςȂ̂ŃgK[power != 3000t܂B
;ڍׂpower.cns

[State -1, power]
type = ChangeState
value = 2000
TriggerAll = Var(51) != 1
triggerall = power != 3000
trigger1 = command = "holdz"
;trigger1 = command = "holdy"
trigger1 = statetype = S
trigger1 = ctrl



;---------------------------------------------------------------------------
;U@wO
[State -1, turn]
type = ChangeState
value = 3
TriggerAll = Var(51) != 1
triggerall = var(41) = 1 && stateno != 1
triggerall = statetype != A
trigger1 = command = "c"
;trigger2 = command = "c"
;trigger2 = command = "holdfwd" || command = "holdback" 
;trigger1 = ctrl

;---------------------------------------------------------------------------
;U@wڍs
[State -1, turn]
type = ChangeState
value = 1
TriggerAll = Var(51) != 1
triggerall = var(41) = 0 && stateno != 3
trigger1 = command = "c"
trigger1 = statetype != A
trigger1 = ctrl


;---------------------------------------------------------------------------
;w
[State -1, ]
type = ChangeState
value = 22
TriggerAll = Var(51) != 1
triggerall = var(41) = 1
trigger1 = command = "holdfwd" || command = "holdback" 
trigger1 = statetype = S
trigger1 = stateno != 107
;trigger1 = ctrl

;---------------------------------------------------------------------------
;wႪ
[State -1, ]
type = ChangeState
value = 13
TriggerAll = Var(51) != 1
triggerall = var(41) = 1
trigger1 = command = "holddown" 
trigger1 = statetype = S
;trigger1 = ctrl




;---------------------------------------------------------------------
;----------------------------------------------------------ȉAIp



;-------------------------------------------------------AIp




;---------------------------------------------------------------------------
;p[

[State -1, power]
type = ChangeState
value = 2000
TriggerAll = Var(51) = 1
triggerall = RoundState = 2
triggerall = power < 3000
trigger1 = statetype = S
trigger1 = (p2bodydist X > 120) || ((p2bodydist X <= 120) && (P2stateType = L))
trigger1 = (random > 900) 
trigger1 = ctrl
trigger1 = !InGuardDist
trigger1 = stateno = 0
;trigger1 = stateno != 2000
;trigger1 = stateno !=[120,160]


;---------------------------------------------------------------------------
[State -1, ng] ;xAv
type = ChangeState
value = 5200
triggerall = stateno = 5050 ;g󂯕tXe[g K{
triggerall = roundstate = 2
triggerall = var(51) = 1
triggerall = vel Y > 0  ;K{
triggerall = alive      ;K{
triggerall = canrecover ;K{
triggerall = pos Y < ifelse((anim = [5051,5059])||(anim = [5061,5069]), 0, 25) ;K{
triggerall = pos Y >= -20 ;K{
trigger1   = Random < 20
trigger2   = var(53) = [0,GetHitVar(hitcount)*5]
trigger2   = GetHitVar(hitcount) >= 8
trigger2   = enemy,hitdefattr = SC, AA, AT, AP ;̒nUɍ킹ĉ


;---------------------------------------------------------------------------
[State -1, 󒆎g] ;xAv
type = ChangeState
value = 5210
triggerall = stateno = 5050
triggerall = roundstate = 2
triggerall = var(51) = 1
triggerall = vel Y > -1 ;K{
triggerall = alive      ;K{
triggerall = canrecover ;K{
triggerall = pos Y = [-120,-20) ;iPos Y < -20j͈͓̔łȂƕs
trigger1   = Random < 20
trigger2   = p2bodydist X = [-90,90] ;߂߂̍Uɂ̂ݔ
trigger2   = var(53) = [0,GetHitVar(hitcount)*5]
trigger2   = GetHitVar(hitcount) >= 8
trigger2   = enemy,hitdefattr = SA, AA, AT, AP ;ʒu̍Uɂ̂ݔ



