; 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. StormEX / isaiah
; 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 = 30

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 3
;command.buffer.time = 1

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

[command]
name = "hold_z"
command = /$z
time = 15

[command]
name = "CERO BLAST"
command = D,B,F,x
time = 30

[command]
name = "CERO BLAST"
command = D,B,F,y
time = 30

[command]
name = "CERO BLAST"
command = D,B,F,z
time = 30

[command]
name = "BANKAI AIR GETSUGA"
command = D,DB,B,x
time = 30

[command]
name = "BANKAI AIR GETSUGA"
command = D,DB,B,y
time = 30

[command]
name = "BANKAI AIR GETSUGA"
command = D,DB,B,z
time = 30


[command]
name = "1000 SLICE"
command = D,DF,F,DF,F,x
time = 30

[command]
name = "1000 SLICE"
command = D,DF,F,DF,F,y
time = 30

[command]
name = "1000 SLICE"
command = D,DF,F,DF,F,z
time = 30

[command]
name = "super black getsuga tenshou"
command = D,DF,F,DF,F,x
time = 30

[command]
name = "super black getsuga tenshou"
command = D,DF,F,DF,F,y
time = 30

[command]
name = "super black getsuga tenshou"
command = D,DF,F,DF,F,z
time = 30

[command]
name = "BANKAI"
command = D,B,F,x
time = 30

[command]
name = "BANKAI"
command = D,B,F,y
time = 30

[command]
name = "BANKAI"
command = D,B,F,z
time = 30

[command]
name = "DARK BOMB"
command = D,D,x
time = 30

[command]
name = "DARK BOMB"
command = D,D,y
time = 30

[command]
name = "DARK BOMB"
command = D,D,z
time = 30

[command]
name = "Hollow 1000 SLICE"
command = /$D,x
time = 1

[command]
name = "Hollow 1000 SLICE"
command = /$D,y
time = 1

[command]
name = "Hollow 1000 SLICE"
command = /$D,z
time = 1

[command]
name = "Getsuga Blast"
command = D,DB,B,y
time = 15

[command]
name = "Small Cero"
command = D,DB,B,z
time = 15

[command]
name = "Hollow Scream"
command = D,DB,B,x
time = 15

[command]
name = "Strong Getsuga"
command = D,DF,F,z
time = 15

[command]
name = "Medium getsuga"
command = D,DF,F,y
time = 15


;-| BANKAI Motions |------------------------------------------------------------

[command]
name = "black mid air getsuga"
command = D,DB,B,x
time = 30

[command]
name = "black mid air getsuga"
command = D,DB,B,y
time = 30

[command]
name = "black mid air getsuga"
command = D,DB,B,z
time = 30

[command]
name = "black getsuga"
command = D,DF,F,x
time = 30

[command]
name = "black getsuga"
command = D,DF,F,y
time = 30

[command]
name = "black getsuga"
command = D,DF,F,z
time = 30

[command]
name = "BACK TO NORMAL"
command = a
time = 30



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

[command]
name = "blue FLAMING BOMB"
command = D,DB,D,DB,D,x
time = 30

[command]
name = "blue FLAMING BOMB"
command = D,DB,B,DB,B,y
time = 30

[command]
name = "blue FLAMING BOMB"
command = D,DB,B,DB,B,z
time = 30

[command]
name = "super getsuga"
command = D,DF,F,DF,F,x
time = 30

[command]
name = "super getsuga"
command = D,DF,F,DF,F,y
time = 30

[command]
name = "super getsuga"
command = D,DF,F,DF,F,z
time = 30

[command]
name = "SUPER AIR GETSUGA"
command = D,DF,F,DF,F,x
time = 30

[command]
name = "SUPER AIR GETSUGA"
command = D,DF,F,DF,F,y
time = 30

[command]
name = "SUPER AIR GETSUGA"
command = D,DF,F,DF,F,z
time = 30

;-| helper Motions |------------------------------------------------------------

[command]
name = "HITSUGAYA BANKAI"
command = c
time = 1

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

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

[command]
name = "getsuga"
command = ~$D,$DF,$F,x
time = 30

[command]
name = "getsuga"
command = ~$D,$DF,$F,y
time = 30

[command]
name = "getsuga"
command = ~$D,$DF,$F,z
time = 30

[command]
name = "stab sword in ground"
command = ~$D,$DB,$B,x
time = 30

[command]
name = "stab sword in ground"
command = ~$D,$DB,$B,y
time = 30

[command]
name = "stab sword in ground"
command = ~$D,$DB,$B,z
time = 30

[command]
name = "AIR GETSUGA"
command = $D,$DF,$F,x
time = 30

[command]
name = "AIR GETSUGA"
command = $D,$DF,$F,y
time = 30


[command]
name = "AIR GETSUGA"
command = $D,$DF,$F,z
time = 30

[command]
name = "STEEL UPPERCUT"
command = F,DF,F,x
time = 30

[command]
name = "STEEL UPPERCUT"
command = F,DF,F,y
time = 30

[command]
name = "STEEL UPPERCUT"
command = F,DF,F,z
time = 30

[command]
name = "FULL CUT SMASH"
command = F,B,x
time = 20

[command]
name = "FULL CUT SMASH"
command = F,B,y
time = 20

[command]
name = "FULL CUT SMASH"
command = F,B,z
time = 20

[command]
name = "full cut"
command = B,DB,B,x
time = 30

[command]
name = "full cut"
command = B,DB,B,y
time = 30

[command]
name = "full cut"
command = B,DB,B,z
time = 30

[command]
name = "CHARGE"
command = /b
time = 1

[command]
name = "flash step"
command = a
time = 1


;-| Double Tap |----------------------------------------------------------------
[command]
name = "FLASH AIR"
command = F,F
time = 15

[command]
name = "FLASH AIR"
command = B,B
time = 15

[command]
name = "BANKAI FLASH STEP"
command = F,F
time = 15

[command]
name = "BANKAI FLASH STEP"
command = B,B
time = 15

[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 15

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 15

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

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

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

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

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

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

;-| Dir + Button |--------------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1

[Command]
name = "back_y"
command = /$B,y
time = 1

[Command]
name = "back_z"
command = /$B,z
time = 1

[Command]
name = "down_x"
command = /$D,x
time = 1

[Command]
name = "down_y"
command = /$D,y
time = 1

[Command]
name = "down_z"
command = /$D,z
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

[Command]
name = "up_x"
command = /$U,x
time = 1

[Command]
name = "up_y"
command = /$U,y
time = 1

[Command]
name = "up_z"
command = /$U,z
time = 1

[Command]
name = "back_a"
command = /$B,a
time = 1

[Command]
name = "back_b"
command = /$B,b
time = 1

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

[Command]
name = "down_a"
command = /$D,a
time = 1

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

[Command]
name = "down_c"
command = /$D,c
time = 1

[Command]
name = "fwd_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 = "up_a"
command = /$U,a
time = 1

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

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

;-| Single Button BANKAI |------------------------------------------------------

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

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

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

;-| Single Button |-------------------------------------------------------------

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

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

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

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

[command]
name = "B-taunt"
command = s
time = 1

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

[Command]
name = "downfwd"
command = $DF
time = 1

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

[Command]
name = "downback"
command = $DB
time = 1

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

[Command]
name = "upback"
command = $UB
time = 1

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

[Command]
name = "upfwd"
command = $UF
time = 1

;-| Hold Button |---------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "holdupback"
command = /$UB
time = 1

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

[Command]
name = "holdupfwd"
command = /$UF
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.
[Statedef -1]

;Hollow 1000 SLICE
[State -1, P]
type = ChangeState
value = 7245
triggerall = command = "Hollow 1000 SLICE"
triggerall = var(0) != 75
triggerall = var(0) = 76
triggerall = power >= 1000
trigger1 = (statetype = A) && ctrl

;============================================================================
;FULL CUT SMASH
[State -1, FULL CUT SMASH]
type = ChangeState
value = 1023
triggerall = var(0) != 75
triggerall = var(0) != 76
triggerall = command = "FULL CUT SMASH"
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 220 && animelemtime(3)>0
trigger3 = stateno = 420 && animelemtime(3)>0
trigger4 = stateno = 210 && animelemtime(3)>0
trigger5 = stateno = 410 && animelemtime(2)>0
trigger6 = stateno = 700 && animelemtime(5)>0

;============================================================================
;CERO BLAST
[State -1, P]
type = ChangeState
value = 7233
triggerall = var(0) != 75
triggerall = var(0) = 76
triggerall = power >= 6000
triggerall = command = "CERO BLAST"
trigger1 = (statetype = s) && ctrl

;============================================================================
;BANKAI AIR GETSUGA
[State -1, BANKAI AIR GETSUGA]
type = ChangeState
value = 4800
triggerall = var(0) = 75
triggerall = var(0) != 76
triggerall = command = "BANKAI AIR GETSUGA"
trigger1 = (statetype = A) && ctrl

;============================================================================
;BANKAI FLASH STEP
[State -1, BANKAI FLASH STEP]
type = ChangeState
value = 3410
triggerall = power >= 100
triggerall = var(0) = 75
triggerall = var(0) != 76
triggerall = command = "BANKAI FLASH STEP"
trigger1 = (statetype = A) && ctrl
trigger2 = stateno = 3400 && animelemtime(2)>0
trigger3 = stateno = 3200 && animelemtime(2)>0
trigger4 = stateno = 3200 && animelemtime(2)>0

;============================================================================
;B-taunt
[State -1, B-taunt]
type = ChangeState
value = 1952
triggerall = var(0) = 75
triggerall = var(0) != 76
triggerall = command = "B-taunt"
trigger1 = (statetype = s) && ctrl

;============================================================================
;BACK TO NORMAL
[State -1, B-taunt]
type = ChangeState
value = 1950
triggerall = var(0) = 75
triggerall = var(0) != 76
triggerall = command = "BACK TO NORMAL"
trigger1 = (statetype = s) && ctrl

;============================================================================
;Vasto Lorde
[State -1,Vasto Lorde transformation]
Type = ChangeState
triggerall = var(0) = 75
triggerall = var(0) != 76
triggerall = command = "CERO BLAST"
Trigger1 = ctrl = 1
Trigger1 = StateType = S
Value = 1190

;============================================================================
; Strong Getsuga Tensho ; Hollow FORUM ^J^
[State -1, Strong Getsuga Tensho]
type = ChangeState
value = 72288
triggerall = command = "Strong Getsuga"
triggerall = command != "holddown"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = statetype = S
trigger1 = ctrl

;=============================================================================
; Getsuga Blast ; Hollow FORUM ^J^
[State -1, Getsuga Blast]
type = ChangeState
value = 75277
triggerall = command = "Getsuga Blast"
triggerall = command != "holddown"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 7520 && movehit && animelemtime(3)>0

;=============================================================================
; Medium Getsuga Tensho ; Hollow FORUM ^J^
[State -1, Medium Getsuga Tensho]
type = ChangeState
value = 75200
triggerall = command = "Medium getsuga"
triggerall = command != "holddown"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 7517 && animelemtime(4)>0

;=============================================================================
; Small Cero ; Hollow FORUM ^J^
[State -1, Small Cero]
type = ChangeState
value = 9750
triggerall = command = "Small Cero"
triggerall = command != "holddown"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 7517 && animelemtime(4)>0

;=============================================================================
; Hollow Scream ; Hollow FORUM ^J^
[State -1, Hollow Scream ]
type = ChangeState
value = 9650
triggerall = command = "Hollow Scream"
triggerall = command != "holddown"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 7517 && animelemtime(4)>0

;=============================================================================
;1000 SLICE
[State -1, 1000 SLICE]
type = ChangeState
value = 3700
triggerall = var(0) = 75
triggerall = var(0) != 76
triggerall = power >= 1000
triggerall = command = "1000 SLICE"
trigger1 = (statetype != C) && ctrl
trigger2 = stateno = 3400 && animelemtime(3)>0

;============================================================================
;uyruu
[State -1, uyruu]
type = ChangeState
value = 7540
triggerall = var(0) != 75
triggerall = var(0) != 76
triggerall = command = "uyruu"
triggerall = power >= 1000
triggerall = numhelper <1
trigger1 = (statetype = s) && ctrl

;============================================================================
;HITSUGAYA BANKAI
[State -1, HITSUGAYA BANKAI]
type = ChangeState
value = 7530
triggerall = var(0) = 75
triggerall = var(0) != 76
triggerall = power >= 1000
triggerall = numhelper <1
triggerall = command = "HITSUGAYA BANKAI"
trigger1 = (statetype = s) && ctrl

;============================================================================
;super black getsuga tenshou
[State -1, super black getsuga tenshou]
type = ChangeState
value = 1012
triggerall = command = "super black getsuga tenshou"
triggerall = var(0) = 75
triggerall = var(0) != 76
triggerall = power >= 3000
triggerall = numhelper <1
trigger1 = (statetype = s) && ctrl

;============================================================================
;black mid air getsuga
[State -1, black mid air getsuga]
type = ChangeState
value = 1011
triggerall = var(0) = 75
triggerall = var(0) != 76
triggerall = command = "black mid air getsuga"
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 3101 && movehit && animelemtime(4)>0

;============================================================================
;BANKAI FLASH STEP
[State -1, BANKAI FLASH STEP]
type = ChangeState
value = 1010
triggerall = var(0) = 75
triggerall = var(0) != 76
triggerall = command = "BANKAI FLASH STEP"
triggerall = power >= 500
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 3101 && animelemtime(4)>0

;============================================================================
;BANKAI black getsuga
[State -1, black getsuga]
type = ChangeState
value = 7201
triggerall = command = "black getsuga"
triggerall = power >= 750
triggerall = var(0) = 75
triggerall = var(0) != 76
triggerall = numhelper <1
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 3101 && movehit && animelemtime(4)>0

;============================================================================
;BANKAI DARK BOMB
[State -1, DARK BOMB]
type = ChangeState
value = 6201
triggerall = var(0) != 76
triggerall = command = "DARK BOMB"
trigger1 = (statetype = s) && ctrl
triggerall = power >= 3000
triggerall = var(0) = 75

;============================================================================
;BANKAI ^J^
[State -1,BANKAI]
Type = ChangeState
Triggerall = Command = "BANKAI"
triggerall = var(3) != 1
triggerall = var(0) = 76
Triggerall = Command != "holddown"
triggerall = power >= 5
triggerall = life > 250
Trigger1 = ctrl = 1
Trigger1 = StateType = S
Value = 8500

;============================================================================
;SUPER AIR GETSUGA
[State -1, SUPER AIR GETSUGA]
type = ChangeState
value = 4500
triggerall = numhelper <1
triggerall = power > 1000
triggerall = var(0) != 75
triggerall = var(0) != 76
triggerall = command = "SUPER AIR GETSUGA"
trigger1 = (statetype = A) && ctrl

;============================================================================
;blue FLAMING BOMB
[State -1, blue FLAMING BOMB]
type = ChangeState
value = 6600
triggerall = power > 2000
triggerall = var(0) != 75
triggerall = var(0) != 76
triggerall = command = "blue FLAMING BOMB"
trigger1 = (statetype = s) && ctrl

;============================================================================
;FLASH AIR
[State -1, FLASH AIR]
type = ChangeState
value = 501
triggerall = var(0) != 75
triggerall = var(0) != 76
triggerall = power > 150
triggerall = command = "FLASH AIR"
trigger1 = (statetype = A) && ctrl

;============================================================================
;flash step
[State -1, flash step]
type = ChangeState
value = 500
triggerall = power > 150
triggerall = var(0) != 75
triggerall = var(0) != 76
triggerall = command = "flash step"
trigger1 = (statetype = s) && ctrl

;===========================================================================
;super getsuga
[State -1, super getsuga]
type = ChangeState
value = 4000
triggerall = power > 2000
triggerall = numhelper <1
triggerall = var(0) != 75
triggerall = var(0) != 76
triggerall = command = "super getsuga"
trigger1 = (statetype = s) && ctrl

;===========================================================================
;full cut
[State -1, full cut]
type = ChangeState
value = 1020
triggerall = command = "full cut"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 220 && movehit
trigger3 = stateno = 700 && animelemtime(4)>0

;===========================================================================
;charge
[State -1, Charge]
type = ChangeState
value = 1030
triggerall = power < 6000
triggerall = command = "CHARGE"
triggerall = var(0) != 75
triggerall = var(0) != 76
triggerall = statetype != A
trigger1 = ctrl

;===========================================================================
;STEEL UPPERCUT
[State -1, STEEL UPPERCUT]
type = ChangeState
value = 1120
triggerall = command = "STEEL UPPERCUT"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 3600 && movehit
trigger3 = stateno = 220 && animelemtime(3)>0
trigger4 = stateno = 420 && movehit

;===========================================================================
;Standing Parry
[State -1, Parry Stand]
type = HitOverride
triggerall = var(0) != 75
triggerall = var(0) != 76
triggerall = command = "fwd" && command!= "back" && command != "up" && command != "down"
trigger1 = Ctrl
attr = SA,AA,AP
stateno = 6100
slot = 0
time = 10

;===========================================================================
;Parry Crouch
[State -1, Crouching Parry]
type = HitOverride
triggerall = var(0) != 75
triggerall = var(0) != 76
triggerall = (statetype = S && command = "down")|| (statetype = C && command = "fwd") && command != "back" && command != "up"
trigger1 = Ctrl
attr = C,AA,AP
stateno = 6101
slot = 0
time = 10

;===========================================================================
;Parry Air
[State -1, Aerial Parry]
type= HitOverride
triggerall = var(0) != 75
triggerall = var(0) != 76
triggerall = (statetype= A && command = "fwd") && command != "back" && command != "up" && command != "down"
trigger1 = Ctrl
attr = SA,AA,AP
stateno = 6102
forceair = 1
slot = 0
time = 15

;===========================================================================
;AIR GETSUGA
[State -1, AIR GETSUGA]
type = ChangeState
value = 3600
triggerall = command = "AIR GETSUGA"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = (statetype = A) && ctrl
triggerall = numproj <1
trigger2 = stateno = 620 && movehit

;===========================================================================
;stab sword in ground
[State -1, stab sword in ground]
type = ChangeState
value = 710
triggerall = command = "stab sword in ground"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 210
trigger3 = stateno = 1020 && animelemtime(4)>0
trigger4 = stateno = 220
trigger5 = stateno = 420

;===========================================================================
;getsuga
[State -1, getsuga]
type = ChangeState
value = 700
triggerall = command = "getsuga"
triggerall = numhelper <1
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 220
trigger3 = stateno = 420 && animelemtime(3)>0

;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

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

;=============================;-| BANKAI  ATTACKS. |-;=======================
;                                   ) begin (
;============================================================================
;---------------------------------------------------------------------------
; Stand Light Punch ; BANKAI FORUM ^J^
[State -1, Stand Light Punch]
type = ChangeState
value = 1001
triggerall = command = "Bx"
triggerall = command != "holddown"
triggerall = var(0) = 75
triggerall = var(0) != 76
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 2101 && animelemtime(2)>0

;---------------------------------------------------------------------------
; Stand Light Punch ; Hollow FORUM ^J^
[State -1, Stand Light Punch]
type = ChangeState
value = 7517
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 2101 && animelemtime(2)>0

;---------------------------------------------------------------------------
; Stand Medium Punch ; BANKAI FORUM ^J^
[State -1, Stand Medium Punch]
type = ChangeState
value = 2101
triggerall = command = "By"
triggerall = command != "holddown"
triggerall = var(0) = 75
triggerall = var(0) != 76
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Medium Punch ; Hollow FORUM ^J^
[State -1, Stand Medium Punch]
type = ChangeState
value = 7520
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 7517 && animelemtime(4)>0

;---------------------------------------------------------------------------
; Stand Strong Punch ; BANKAI FORUM ^J^
[State -1, Stand Strong Punch]
type = ChangeState
value = 3101
triggerall = command = "Bz"
triggerall = command != "holddown"
triggerall = var(0) = 75
triggerall = var(0) != 76
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 1001 && movehit && animelemtime(3)>0

;---------------------------------------------------------------------------
; Stand Strong Punch ; Hollow FORUM ^J^
[State -1, Stand Strong Punch]
type = ChangeState
value = 7527
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 7520 && movehit && animelemtime(3)>0

;---------------------------------------------------------------------------
; Crouching Light Punch ; BANKAI FORUM ^J^
[State -1, Crouching Light Punch]
type = ChangeState
value = 4101
triggerall = command = "Bx"
triggerall = command = "holddown"
triggerall = var(0) = 75
triggerall = var(0) != 76
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 8202 && animelemtime(2)>0

;---------------------------------------------------------------------------
; Crouching Strong Punch ; HolloW FORUM ^J^
[State -1, Crouching Strong Punch]
type = ChangeState
value = 7228
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Medium Punch ; BANKAI FORUM ^J^
[State -1, Crouching Medium Punch]
type = ChangeState
value = 8202
triggerall = command = "By"
triggerall = command = "holddown"
triggerall = var(0) = 75
triggerall = var(0) != 76
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Strong Punch ; Hollow FORUM ^J^
[State -1, Crouching Strong Punch]
type = ChangeState
value = 7228
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Strong Punch ; BANKAI FORUM ^J^
[State -1, Crouching Strong Punch]
type = ChangeState
value = 9200
triggerall = command = "Bz"
triggerall = command = "holddown"
triggerall = var(0) = 75
triggerall = var(0) != 76
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 3101 && animelemtime(6)>0
trigger3 = stateno = 4101 && animelemtime(3)>0

;---------------------------------------------------------------------------
; Crouching Strong Punch ; Hollow FORUM ^J^
[State -1, Crouching Strong Punch]
type = ChangeState
value = 7228
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 3300
triggerall = command = "By"
triggerall = var(0) = 75
triggerall = var(0) != 76
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump AIR GETSUGA ; STRONG PUNCH
[State -1, Jump strong Punch]
type = ChangeState
value = 7230
triggerall = command = "x"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = (statetype = A) && ctrl
triggerall = numproj <2

;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 3200
triggerall = command = "Bx"
triggerall = var(0) = 75
triggerall = var(0) != 76
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 3300 && animelemtime(2)>0

;---------------------------------------------------------------------------
; Jump AIR GETSUGA ; STRONG PUNCH
[State -1, Jump strong Punch]
type = ChangeState
value = 7230
triggerall = command = "y"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = (statetype = A) && ctrl
triggerall = numproj <2

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 3400
triggerall = command = "Bz"
triggerall = var(0) = 75
triggerall = var(0) != 76
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 3200 && animelemtime(3)>0

;---------------------------------------------------------------------------
; Jump AIR GETSUGA ; STRONG PUNCH
[State -1, Jump strong Punch]
type = ChangeState
value = 7230
triggerall = command = "z"
triggerall = var(0) != 75
triggerall = var(0) = 76
trigger1 = (statetype = A) && ctrl
triggerall = numproj <1

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

;=============================;-| NORMAL  ATTACKS. |-;=======================
;                                   ) begin (
;============================================================================

;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(0) != 75
triggerall = var(0) != 76
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && animelemtime(4)>0

;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movehit

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 210 && movehit


;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400 && animelemtime(3)>0
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 410 && animelemtime(3)>0
trigger3 = stateno = 220 && animelemtime(6)>0

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && animelemtime(2)>0

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
triggerall = var(0) != 75
triggerall = var(0) != 76
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 610 && animelemtime(3)>0
;---------------------------------------------------------------------------
