; 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
;

;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
[Command]
name = "longjump"
command = D, $U
time = 18
;-| Special Motions |------------------------------------------------------
[Command]
name = "Stampede"
command = ~D, F, x
time = 30
[Command]
name = "Stampede"
command = ~D, F, y
time = 30
[Command]
name = "Stampede"
command = ~D, F, z
time = 30
[Command]
name = "flag"
command = ~B, F, a
time = 15
[Command]
name = "flag2"
command = ~B, F, b
time = 15
[Command]
name = "flag3"
command = ~B, F, c
time = 15
[Command]
name = "ball"
command = c
time = 20

[Command]
name = "helm1"
command = ~D, F, a
time = 20
[Command]
name = "helm2"
command = ~D, F, b
time = 20
[Command]
name = "helm3"
command = ~D, F, c
time = 20
[Command]
name = "para"
command = F, F 
time = 20

[Command]
name = "shootup"
command = U, U
time = 20

[Command]
name = "judge"
command =  a+b
time = 30

[Command]
name = "judge"
command =  b+c
time = 30

[Command]
name = "judge"
command =  a+c
time = 30


[Command]
name = "chefa"
command = ~D, B, a
time = 30
[Command]
name = "chefb"
command = ~D, B, b
time = 30
[Command]
name = "chefc"
command = ~D, B, c
time = 30

[Command]
name = "octo"
command = ~D, B, D, B, a
time = 30

[Command]
name = "octo"
command = ~D, B, D, B, b
time = 30

[Command]
name = "octo"
command = ~D, B, D, B, c
time = 30

[Command]
name = "FIRE"
command = ~D, D, D
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




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

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

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

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

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

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

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

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

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

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

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

[Command]
name = "fwd_z"
command = /$F,z
time = 1

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

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

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

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

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

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

[Command]
name = "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

;-| AI Activators |---------------------------------------------------------
[Command]
name = "TurnOnAI1"
command = U,D,U,D,U,D,U,D
time = 1

[Command]
name = "TurnOnAI2"
command = U,D,U,D,U,D,D,D
time = 1

[Command]
name = "TurnOnAI3"
command = U,D,U,D,U,D,D,U
time = 1

[Command]
name = "TurnOnAI4"
command = U,D,U,D,U,D,U,U
time = 1

[Command]
name = "TurnOnAI5"
command = a,a,a,a,a,a,a,a,a
time = 1

[Command]
name = "TurnOnAI6"
command = a+b+c+x+y+z+U+D
time = 1

[Command]
name = "TurnOnAI7"
command = a,b,c,z,y,x
time = 1

[Command]
name = "TurnOnAI8"
command = s,s,s,s,s,s,s,s
time = 1

[Command]
name = "TurnOnAI1a"
command = D,D,U,D,U,D,U,D
time = 1

[Command]
name = "TurnOnAI2a"
command = D,D,U,D,U,D,D,D
time = 1

[Command]
name = "TurnOnAI3a"
command = D,D,U,D,U,D,D,U
time = 1

[Command]
name = "TurnOnAI4a"
command = D,D,U,D,U,D,U,U
time = 1

[Command]
name = "TurnOnAI5a"
command = D,a,a,a,a,a,a,a,a
time = 1

[Command]
name = "TurnOnAI6a"
command = D+b+c+x+y+z+U+D
time = 1

[Command]
name = "TurnOnAI7a"
command = D,b,c,z,y,x
time = 1

[Command]
name = "TurnOnAI8a"
command = D,s,s,s,s,s,s,s
time = 1

[Command]
name = "TurnOnAI9"
command = a,a,a,a,a,a,a,a
time = 1

[Command]
name = "TurnOnAI10"
command = b,b,b,b,b,b,b,b
time = 1

[Command]
name = "TurnOnAI11"
command = c,c,c,c,c,c,c,c
time = 1

[Command]
name = "TurnOnAI12"
command = x,x,x,x,x,x,x,x
time = 1

[Command]
name = "TurnOnAI13"
command = y,y,y,y,y,y,y,y
time = 1

[Command]
name = "TurnOnAI14"
command = z,z,z,z,z,z,z,z
time = 1

[Command]
name = "TurnOnAI15"
command = U,U,U,U,U,U,U,U
time = 1

[Command]
name = "TurnOnAI16"
command = D,D,D,D,D,D,D,D
time = 1

[Command]
name = "TurnOnAI17"
command = F,F,F,F,F,F,F,F
time = 1

[Command]
name = "TurnOnAI18"
command = B,B,B,B,B,B,B,B
time = 1

;---------------------------------------------------------------------------
; 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.


; Don't remove the following line. It's required by the CMD standard.
[Command]
name = "hold_a"
command =/a
time = 1

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

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

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

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

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

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

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

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




[Statedef -1]

;---------------------------------------------------------------------------
GUARD
[State -1, GUARD]
type = Null
value = 120 ; 196
triggerall = command = "hold_s"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
AIR GUARD
[State -1, AIR GUARD]
type = Null
value = 132 ; 196
triggerall = command = "hold_s"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Roll
[State -1]
type = ChangeState
value = 1101 ; 196
triggerall = command = "cz"
trigger1 = statetype != A
trigger1 = ctrl

;Roll Backwards
[State -1]
type = ChangeState
value = 1051 ; 196
triggerall = command = "ax"
trigger1 = statetype != A
trigger1 = ctrl

;===========================================
;More Button Comboed Moves
;===========================================

;BALL GRAB... (eww, sounds so wrong.)
[State -1, Stand Strong Punch]
type = ChangeState
value = 9992
triggerall = command = "ball"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = p2bodydist X < 10
trigger1 = command = "holdfwd"
;OCTOPUS HELMET
[State -1, Stand Strong Punch]
type = ChangeState
value = 1535
triggerall = command = "octo"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 211
trigger2 = movecontact
trigger3 = stateno = 200
trigger3 = movecontact

;WAVE FLAG
[State -1, Stand Strong Punch]
type = ChangeState
value = 1334
triggerall = command = "flag"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 211
trigger2 = movecontact
trigger3 = stateno = 200
trigger3 = movecontact

;WAVE FLAG
[State -1, Stand Strong Punch]
type = ChangeState
value = 1335
triggerall = command = "flag2"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 211
trigger2 = movecontact
trigger3 = stateno = 200
trigger3 = movecontact

;WAVE FLAG
[State -1, Stand Strong Punch]
type = ChangeState
value = 1336
triggerall = command = "flag3"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 211
trigger2 = movecontact
trigger3 = stateno = 200
trigger3 = movecontact

; Running Helmet Charge 1
[State -1, State]
type = ChangeState
value = 2345
triggerall = command = "helm1"
trigger1 = statetype != A
trigger1 = ctrl


; Running Helmet Charge 2
[State -1, State]
type = ChangeState
value = 3456
triggerall = command = "helm2"
trigger1 = statetype != A
trigger1 = ctrl

; Running Helmet Charge 3
[State -1, State]
type = ChangeState
value = 4567
triggerall = command = "helm3"
trigger1 = statetype != A
trigger1 = ctrl

;===========================================
;Upper Hit Moves
;===========================================

;Jump Light Punch / Shootup
[State -1, Jump Light Punch]
type = ChangeState
value = 1636
triggerall = command = "shootup"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 606
trigger2 = movecontact
trigger3 = stateno = 600
trigger3 = movecontact
trigger4 = stateno = 1111


;===========================================
;Specials
;===========================================

;CHEF 1
[State -1, Stand Strong Punch]
type = ChangeState
value = 1000
triggerall = command = "chefa"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact

;CHEF 2 
[State -1, Stand Strong Punch]
type = ChangeState
value = 1100
triggerall = command = "chefb"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact

;CHEF3 
[State -1, Stand Strong Punch]
type = ChangeState
value = 1200
triggerall = command = "chefc"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = movecontact

;FIRE (Super Jump.)
[State -1, Stand Strong Punch]
type = ChangeState
value = 1111
triggerall = command = "FIRE"
trigger1 = statetype = S
trigger1 = ctrl

;TEH JUDGE!!1111
[State -1, Stand Strong Punch]
type = ChangeState
value = 1199
triggerall = command = "judge"
trigger1 = statetype != A
trigger1 = ctrl

;OIL PANIC
[State -1, Stand Strong Punch]
type = ChangeState
value = 6664
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl







;===========================================
;Standing Moves
;===========================================

;BUG SPRAY
[State -1, Bug Spray]
type = ChangeState
value = 200
trigger1 = statetype = S
trigger1 = ctrl
triggerall = command = "a"
trigger2 = stateno = 1000
trigger3 = stateno = 2345
trigger3 = movecontact
trigger4 = stateno = 3456
trigger4 = movecontact
trigger5 = stateno = 4567
trigger5 = movecontact
trigger6 = stateno = 200


;CHAIR
[State -1, Stand Strong Punch]
type = ChangeState
value = 211
triggerall = command = "b"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 2345
trigger3 = movecontact
trigger4 = stateno = 3456
trigger5 = stateno = 4567
trigger5 = movecontact

;FIRE ON A STICK
[State -1, Stand Strong Punch]
type = ChangeState
value = 303
triggerall = command = "c"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200





;===========================================
;Hypers
;===========================================

; STAMPEDE
[State -1, State]
type = ChangeState
value = 900
triggerall = Power >= 1000
triggerall = command = "Stampede"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 211
trigger3 = movecontact
trigger4 = stateno = 303
trigger4 = movecontact
trigger5 = stateno =1000
trigger5 = movecontact

; Super Chef
[State -1, State]
type = ChangeState
value = 911
triggerall = Power >= 2000
triggerall = stateno = 1000
triggerall = stateno = 1100
triggerall = stateno = 1200
trigger1 = statetype != A
trigger1 = ctrl


;===========================================
;Super Jump
;===========================================

; Super Jump Linkage
[State -1, State]
type = ChangeState
value = 1111
triggerall = command = "holdup"
trigger1 = stateno = 2345
trigger1 = movecontact
trigger2 = stateno = 208
trigger2 = movecontact
trigger3 = stateno = 400
trigger3 = movecontact


;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************




;===========================================
;Crouches Moves a, b, c
;===========================================

;OIL PANIC
;[State -1, Stand Strong Punch]
;type = ChangeState
;value = 6664
;triggerall = command = "a"
;triggerall = command = "holddown"
;trigger1 = statetype != A
;trigger1 = ctrl

[State -1, Crouching Light KICK]
type = ChangeState
value = 400
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 211
trigger3 = movecontact
trigger4 = stateno = 2345
trigger4 = movecontact
trigger5 = stateno = 3456
trigger5 = movecontact
trigger6 = stateno = 4567
trigger6 = movecontact
[State -1, Crouching Light KICK]
type = ChangeState
value = 208
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 211
trigger3 = movecontact





;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************
;*******************************************************************************

;=======================================
;a, b and c AIR
;=======================================

;Jump Light Punch / TURTLE
[State -1, Jump Light Punch]
type = ChangeState
value = 606
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 1111
trigger2 = statetime = [2,50]

;Jump Light Punch / PACKAGE
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 606
trigger2 = statetime = [15,50]
trigger2 = movecontact
trigger3 = stateno = 1111
trigger3 = statetime = [2,50]

;Jump Strong Punch: KEY
[State -1, Jump Light Punch]
type = ChangeState
value = 601
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 606
trigger3 = statetime = [15,50]
trigger3 = movecontact
trigger4 = stateno = 210
trigger4 = movecontact
trigger5 = stateno = 1111
trigger5 = statetime = [2,50]

;Jump Light Punch / PARA
[State -1, Jump Light Punch]
type = ChangeState
value = 210
triggerall = command = "para"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = stateno = 606
trigger2 = movecontact
trigger3 = stateno = 600
trigger3 = movecontact
trigger4 = stateno = 1111




;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 196
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
