; 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)
;   buffer.time = time (optional)
;
; - 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. Each of these
;   buttons or directions is referred to as a "symbol".
;   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 = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below. 
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10


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

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

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


;-| 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 = "Rasetsujin"
command = ~F, D, B, x+y
Time = 20

[Command]
name = "Rasetsujin"
command = ~F, D, B, y+z
Time = 20

[Command]
name = "Rasetsujin"
command = ~F, D, B, x+z
Time = 20


[Command]
name = "Enmazuki"
command = ~B, D, F, a+b
Time = 20

[Command]
name = "Enmazuki"
command = ~B, D, F, b+c
Time = 20

[Command]
name = "Enmazuki"
command = ~B, D, F, a+c
Time = 20




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

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

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



[Command]
name = "Bakuryu_x"
command = ~D, F, D, F, a
Time = 25

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

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



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

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

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


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

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

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



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


[Command]
name = "Enryusho - Light"
command = ~F, D, DF, x
Time = 20

[Command]
name = "Enryusho - Medium"
command = ~F, D, DF, y
Time = 20

[Command]
name = "Enryusho - Heavy"
command = ~F, D, DF, z
Time = 20



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

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

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



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

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

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

[Command]
name = "Air Ichimonji_x"
command = ~D, DF, F, x
Time = 12

[Command]
name = "Air Ichimonji_y"
command = ~D, DF, F, y
Time = 12

[Command]
name = "Air Ichimonji_z"
command = ~D, DF, F, z
Time = 12


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

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

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



[Command]
name = "Rasen_Kyaku_a"
command = ~D, DB, B, a
Time = 12

[Command]
name = "Rasen_Kyaku_b"
command = ~D, DB, B, b
Time = 12

[Command]
name = "Rasen_Kyaku_c"
command = ~D, DB, B, c
Time = 12


[Command]
name = "Kagero_a"
command = ~D, F, a
Time = 18

[Command]
name = "Kagero_b"
command = ~D, F, b
Time = 18

[Command]
name = "Kagero_c"
command = ~D, F, c
Time = 18

[Command]
name = "UGC_1"
command = ~B, D, x ;/$B,x+y
time = 40

[Command]
name = "UGC_1"
command = ~B, D, y ;/$B,x+y
time = 40

[Command]
name = "UGC_1"
command = ~B, D, z ;/$B,x+y
time = 40


[Command]
name = "UGC_2"
command = ~B, D, a    ;/$B,a+b
time = 40

[Command]
name = "UGC_2"
command = ~B, D, b    ;/$B,a+b
time = 40

[Command]
name = "UGC_2"
command = ~B, D, c    ;/$B,a+b
time = 40



;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

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

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



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



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


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

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



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

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

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

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

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


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

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

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


;-| 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


[Command]
name = "Wakeup_R Fwd";Required (do not remove)
command = /$F
time = 1

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


;-| Hold Button|--------------------------------------------------------------
[Command]
name = "HoldGun"
command = /c
time = 1

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

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

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

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


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


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


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


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

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

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

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

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

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

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


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

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

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


;---------------------------------------------------------------------------
; 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]

;===========================================================================
;
;Rasetsujin
[State -1, Rasetsujin]
type = ChangeState
Triggerall = power >= 1000
triggerall = statetype != A
triggerall = command = "Rasetsujin"
value = 1500
trigger1 = ctrl
trigger1 = statetype = S
;---------------------------------------------------------------------------
;Enmazuki
[State -1, Enmazuki]
type = ChangeState
triggerall = power >= 500
triggerall = statetype != A
triggerall = command = "Enmazuki"
value = 2400
trigger1 = ctrl
trigger1 = statetype = S
;---------------------------------------------------------------------------
;Homura_x
[State -1, Homura_x]
type = ChangeState
triggerall = power >= 1000
triggerall = statetype != A
triggerall = command = "Homura_x"
value = 1100
trigger1 = ctrl
trigger1 = statetype = S
;---------------------------------------------------------------------------

;Homura_y
[State -1, Homura_y]
type = ChangeState
triggerall = power >= 2000
triggerall = statetype != A
triggerall = command = "Homura_y"
value = 1103
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Homura_z
[State -1, Homura_z]
type = ChangeState
triggerall = power >= 3000
triggerall = statetype != A
triggerall = command = "Homura_z"
value = 1105
trigger1 = ctrl
trigger1 = statetype = S


;---------------------------------------------------------------------------
;Bakuryu_x
[State -1, Bakuryu_x]
type = ChangeState
triggerall = power >= 1000
triggerall = statetype != A
triggerall = command = "Bakuryu_x"
value = 2050
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Bakuryu_y
[State -1, Bakuryu_y]
type = ChangeState
triggerall = power >= 2000
triggerall = statetype != A
triggerall = command = "Bakuryu_y"
value = 2053
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Bakuryu_z
[State -1, Bakuryu_z]
type = ChangeState
triggerall = power >= 3000
triggerall = statetype != A
triggerall = command = "Bakuryu_z"
value = 2058
trigger1 = ctrl
trigger1 = statetype = S


;---------------------------------------------------------------------------
;Jumonji_a
[State -1, Jumonji_a]
type = ChangeState
triggerall = power >= 1000
triggerall = statetype != A
triggerall = command = "Jumonji_a"
value = 2100
trigger1 = ctrl
trigger1 = statetype = S

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

;Jumonji_b
[State -1, Jumonji_b]
type = ChangeState
triggerall = power >= 2000
triggerall = statetype != A
triggerall = command = "Jumonji_b"
value = 2150
trigger1 = ctrl
trigger1 = statetype = S

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

;Jumonji_C
[State -1, Jumonji_c]
type = ChangeState
triggerall = power >= 3000
triggerall = statetype != A
triggerall = command = "Jumonji_c"
value = 2125
trigger1 = ctrl
trigger1 = statetype = S


;---------------------------------------------------------------------------
;
;Air Jumonji_a
[State -1, Air Jumonji_a]
type = ChangeState
triggerall = power >= 1000
triggerall = statetype = A
triggerall = command = "Air Jumonji_a"
value = 2200
trigger1 = ctrl


;---------------------------------------------------------------------------
;
;Air Jumonji_b
[State -1, Air Jumonji_b]
type = ChangeState
triggerall = power >= 2000
triggerall = statetype = A
triggerall = command = "Air Jumonji_b"
value = 2210
trigger1 = ctrl

;---------------------------------------------------------------------------
;
;Air Jumonji_c
[State -1, Air Jumonji_c]
type = ChangeState
triggerall = power >= 3000
triggerall = statetype = A
triggerall = command = "Air Jumonji_c"
value = 2205
trigger1 = ctrl

;---------------------------------------------------------------------------
;Enryusho - Light
[State -1, Enryusho - Light]
type = ChangeState
value = 1350
triggerall = command = "Enryusho - Light"
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Enryusho - Medium
[State -1, Enryusho - Medium]
type = ChangeState
value = 1351
triggerall = command = "Enryusho - Medium"
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Enryusho - Heavy
[State -1, Enryusho - Heavy]
type = ChangeState
value = 1352
triggerall = command = "Enryusho - Heavy"
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Utsusemi - Left
[State -1, Utsusemi_Left]
type = ChangeState
value = 1200
triggerall = command = "utsusemi_left"
trigger1 = ctrl
trigger1 = statetype = s

;---------------------------------------------------------------------------
;Utsusemi - center
[State -1, Utsusemi_center]
type = ChangeState
value = 1201
triggerall = command = "utsusemi_center"
trigger1 = ctrl
trigger1 = statetype = s


;---------------------------------------------------------------------------
;Utsusemi - right
[State -1, Utsusemi_right]
type = ChangeState
value = 1202
triggerall = command = "utsusemi_right"
trigger1 = ctrl
trigger1 = statetype = s



;---------------------------------------------------------------------------
;Ichimonji
[State -1, Ichimonji_x]
type = ChangeState
value = 1000
triggerall = command = "Ichimonji_x"
triggerall = numproj = 0
trigger1 = ctrl
trigger1 = statetype = S




;---------------------------------------------------------------------------
;Ichimonji - Double
[State -1, Ichimonji_y]
type = ChangeState
value = 1005
triggerall = command = "Ichimonji_y"
triggerall = numproj = 0
trigger1 = ctrl
trigger1 = statetype = S


;---------------------------------------------------------------------------
;Ichimonji - Multi
[State -1, Ichimonji_z]
type = ChangeState
value = 1010
triggerall = command = "Ichimonji_z"
triggerall = numproj = 0
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Tsumuji = Weak Version
[State -1, Tsumuji_x]
type = ChangeState
value = 2000
triggerall = command = "Tsumuji_x" && p2movetype != H
trigger1 = ctrl
trigger1 = statetype = S
;---------------------------------------------------------------------------
;Tsumuji = Medium Version
[State -1, Tsumuji_y]
type = ChangeState
value = 2001
triggerall = command = "Tsumuji_y" && p2movetype != H
trigger1 = ctrl
trigger1 = statetype = S
;---------------------------------------------------------------------------
;Tsumuji = Heavy Version
[State -1, Tsumuji_z]
type = ChangeState
value = 2002
triggerall = command = "Tsumuji_z" && p2movetype != H
trigger1 = ctrl
trigger1 = statetype = S
;---------------------------------------------------------------------------

;Rasen_Kyaku (Weak)
[State -1, Rasen Kyaku_a]
type = ChangeState
value = 1300
triggerall = command = "Rasen_Kyaku_a"
trigger1 = ctrl
trigger1 = statetype = S
;---------------------------------------------------------------------------
;Rasen_Kyaku (Medium)
[State -1, Rasen Kyaku_b]
type = ChangeState
value = 1301
triggerall = command = "Rasen_Kyaku_b"
trigger1 = ctrl
trigger1 = statetype = S
;---------------------------------------------------------------------------
;Rasen_Kyaku (Hard)
[State -1, Rasen Kyaku_c]
type = ChangeState
value = 1302
triggerall = command = "Rasen_Kyaku_c"
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
;Kagero_a
[State -1, Kagero_a]
type = ChangeState
value = 1400
triggerall = command = "Kagero_a"
trigger1 = ctrl
trigger1 = statetype = s

;---------------------------------------------------------------------------
;Kagero_b
[State -1, Kagero_b]
type = ChangeState
value = 1425
triggerall = command = "Kagero_b"
trigger1 = ctrl
trigger1 = statetype = s

;---------------------------------------------------------------------------
;Kagero_b
[State -1, Kagero_b]
type = ChangeState
value = 1425
triggerall = command = "Kagero_b"
trigger1 = ctrl
trigger1 = statetype = s

;---------------------------------------------------------------------------
;Kagero_c
[State -1, Kagero_c]
type = ChangeState
value = 1440
triggerall = command = "Kagero_c"
trigger1 = ctrl
trigger1 = statetype = s




;---------------------------------------------------------------------------
;Step Kick
[State -1, Step Kick]
Type = ChangeState
Triggerall = Command = "Step Kick"
Value = 460
Trigger1 = ctrl
Trigger1 = StateType = C

;---------------------------------------------------------------------------
;Jumping Light Punch
[State -1, Jumping Light Punch]
type = ChangeState
value = 605
triggerall = command != "holdup" || command != "holdup" && command != "holdfwd" ||  command != "holdup" && command != "holdback"
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

;-----------------------------------------------
;Taunt
[State -1, Taunt]
Type = ChangeState
Triggerall = Command = "start"
Value = 195
Trigger1 = ctrl
Trigger1 = StateType = S


;---------------------------------------------
;High Jump
[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = var(59)<1
triggerall = StateType = S || StateType = C
triggerall = ctrl
trigger1 = Command = "SJ"

;---------------------------------------------------------------------------
;Wakeup_R Fwd
[State -1, Wakeup_R Fwd]
type = ChangeState
value = 5155
triggerall = (stateno = 5110) && time >= 10
trigger1 =  Life
trigger1 = command = "Wakeup_R Fwd"

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

;Wakeup_R Back
[State -1, Wakeup_R Back]
type = ChangeState
value = 5156
triggerall = (stateno = 5110) && time >= 10
trigger1 = life
trigger1 =  command = "Wakeup_R Back"

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

;---------------------------------------------------------------------------
;Air Ultimate Guard
[State -1, Air Ultimate]
type = ChangeState
value = 710
triggerall = life
trigger1 =  command = "Ultimate"
Trigger1 = StateType != S
Trigger1 = StateType = A
Trigger1 = ctrl
trigger2 = command = "Ultimate"
trigger2 = stateno = [154,155]


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


;---------------------------------------------------------------------------
;Violent Spiral - Forward
[State -1, Violent Spiral - Forward]
type = ChangeState
value = 800
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = command = "holdfwd" && command = "y"
trigger1 = p2bodydist X <= 45
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
;Violent Spiral - Baackward
[State -1, Violent Spiral - Backward]
type = ChangeState
value = 825
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = command = "holdback" && command = "y"
trigger1 = p2bodydist X <= 45
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H


;---------------------------------------------------------------------------
;Blind Blow
[State -1, Blind Blow]
type = ChangeState
value = 850
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = command = "holdback" && command = "z" || command = "holdfwd" && command = "z"
trigger1 = p2bodydist X <= 45
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

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

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

;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
Type = ChangeState
Value = 200
Triggerall = Command = "x"
Triggerall = Command != "holddown"
Trigger1 = ctrl
Trigger1 = StateType = S
;trigger2 = stateno = 200


;---------------------------------------------------------------------------
;Standing Medium Punch
;[State -1]
[State -1, Stand Hard Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl




;---------------------------------------------------------------------------
;Standing Medium Punch - Foward
[State -1, Stand Medium Punch - Forward]
type = ChangeState
value = 215
triggerall = command = "y"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;trigger2 = stateno = 200 && movecontact > 0
;trigger3 = stateno = 203 && movecontact > 0
;trigger4 = stateno = 206 && movecontact > 0



;Hard Punch Far
;[State -1]
;Type = ChangeState
;Triggerall = Command = "z"
;Triggerall = Command != "holddown"
;Trigger1 = ctrl = 1
;Trigger1 = StateType = S
;Value = 202



;---------------------------------------------------------------------------
;Hard Punch Far
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;trigger1 = p2bodydist X >= 60


;triggerall = command = "z"
;triggerall = command != "holddown"
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger2 = p2bodydist X >= 28
;trigger2 = time > 6



;---------------------------------------------------------------------------
;Standing Hard Punch - Close
;[State -1, Standing Hard Punch - Close]
;Type = ChangeState
;Value = 225
;triggerall = command = "z"
;triggerall = command != "holddown"
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger1 = p2bodydist X < 60
;trigger2 = stateno = 201
;trigger2 = time > 6






;---------------------------------------------------------------------------
;Standing Light Kick
[State -1]
Type = ChangeState
Value = 230
Triggerall = Command = "a"
Triggerall = Command != "holddown"
Trigger1 = ctrl
Trigger1 = StateType = S
;trigger2 = (stateno = 200) && time <= 8


;---------------------------------------------------------------------------
;Standing Medium Kick
[State -1]
Type = ChangeState
Value = 240
Triggerall = Command = "b"
Triggerall = Command != "holddown"
Trigger1 = ctrl
Trigger1 = StateType = S
;trigger2 = stateno = 200 && movecontact > 0
;trigger4 = stateno = 203 && movecontact > 0



;---------------------------------------------------------------------------
;Standing Gun
[State -1]
Type = ChangeState
triggerall = command != "holddown"
triggerall = command = "c" || command = "Standing Gun"
Value = 250
Trigger1 = ctrl
Trigger1 = StateType = S
;trigger2 = (stateno = 200) && time <= 8
;trigger3 = (stateno = 205) && time <= 8
;trigger4 = (stateno = 203) && time <= 8
;trigger5 = (stateno = 206) && time <= 8



;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1]
Type = ChangeState
Value = 400
Triggerall = Command = "x"
Triggerall = Command = "holddown"
Trigger1 = ctrl
Trigger1 = StateType = C
;trigger2 = stateno = 208



;---------------------------------------------------------------------------
 ;Crouching Medium Punch
[State -1]
Type = ChangeState
Value =  410
Triggerall = Command = "y"
Triggerall = Command = "holddown"
Trigger1 = ctrl
Trigger1 = StateType = C
;trigger2 = (stateno = 208) && time <= 20
;trigger3 = (stateno = 215) && time <= 20
;Trigger4 = stateno = 200



;---------------------------------------------------------------------------
 ;Crouching Hard Punch
[State -1]
Type = ChangeState
Triggerall = Command = "z"
Triggerall = Command = "holddown"
Value = 420
Trigger1 = ctrl
Trigger1 = StateType = C
;trigger2 = (stateno = 209) && time <= 8
;trigger3 = (stateno = 216) && time <= 8

;---------------------------------------------------------------------------
;Crouching Light kick
[State -1]
Type = ChangeState
Triggerall = Command = "a"
Triggerall = Command = "holddown"
Value = 430
Trigger1 = ctrl
Trigger1 = StateType = C
;trigger2 = stateno = 215
;trigger3 = (stateno = 208) && time <= 8


;---------------------------------------------------------------------------
;Crouching Medium Kick
[State -1]
Type = ChangeState
Triggerall = Command = "b"
Triggerall = Command = "holddown"
Value =  440
Trigger1 = ctrl
Trigger1 = StateType = C
;trigger2 = (stateno = 209) && time <= 8
;trigger3 = (stateno = 215) && time <= 8




;---------------------------------------------------------------------------
;Crouching Gun
[State -1]
Type = ChangeState
Value = 450
triggerall = command = "holddown"
triggerall = command = "c"
Trigger1 = ctrl
Trigger1 = StateType = C
;trigger2 = (stateno = 208) && time <= 8
;trigger3 = (stateno = 209) && time <= 8
;trigger4 = (stateno = 210) && time <= 8
;trigger5 = (stateno = 215) && time <= 8
;trigger5 = (stateno = 216) && time <= 8


;---------------------------------------------------------------------------
;Rising Punch
[State -1, Rising Punch]
type = ChangeState
value = 600
triggerall = command = "x"
;triggerall = command = "holdup" || command = "holdup" && command = "holdfwd" ||  command = "holdup" && command = "holdback"
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = (stateno = 605) && movecontact > 0
;trigger3 = (stateno = 630) && movecontact > 0
;trigger2 = statetime >= 7
;trigger3 = stateno = 1350 ;Air blocking


;---------------------------------------------------------------------------
;Jumping Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y" && command != "holdfwd"
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = (stateno = 605) && time <= 10
;trigger3 = (stateno = 630) && time <= 15
;trigger4 = (stateno = 600) && time <= 10


;trigger2 = stateno = 610 || stateno = 630 ;jump_x or jump_a
;trigger2 = movecontact
;trigger3 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Forward Jumping Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 611
triggerall = command = "y" && command = "holdfwd"
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = (stateno = 605) && time <= 10
;trigger3 = (stateno = 630) && time <= 15
;trigger4 = (stateno = 600) && time <= 10


;trigger2 = stateno = 610 || stateno = 630 ;jump_x or jump_a
;trigger2 = movecontact
;trigger3 = stateno = 1350 ;Air blocking



;---------------------------------------------------------------------------
;Jumping Hard Punch
;空中弱パンチ
[State -1, jumping Hard Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl

;trigger2 = stateno = 620
;trigger2 = movecontact
;trigger2 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = 605 && movecontact > 0

;trigger2 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Medium Kick
;空中強キック
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "holdup"
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = (stateno = 605) && time <= 10
;trigger3 = (stateno = 630) && time <= 10
;trigger4 = (stateno = 600) && time <= 10


;trigger2 = stateno = 640 || stateno = 630 ;jump_x or jump_a
;trigger2 = movecontact
;trigger23 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Axe Kick
;空中強キック
[State -1, Jump Medium Kick]
type = ChangeState
value = 645
triggerall = command != "holdup"
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = 605 && movecontact > 0
;trigger3 = stateno = 630 && movecontact > 0
;trigger4 = stateno = 600 && movecontact > 0
;trigger5 = stateno = 610 && movecontact > 0
;trigger6 = stateno = 640 && movecontact > 0




;trigger2 = stateno = 640 || stateno = 630 ;jump_x or jump_a
;trigger2 = movecontact
;trigger23 = stateno = 1350 ;Air blocking


;---------------------------------------------------------------------------
;Air Gun - Diagonal
[State -1, Air Gun - Diagonal]
type = ChangeState
value = 650
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = 605 && movecontact > 0
;trigger3 = stateno = 630 && movecontact > 0
;trigger4 = stateno = 600 && movecontact > 0
;trigger5 = stateno = 610 && movecontact > 0
;trigger6 = stateno = 640 && movecontact > 0

;trigger2 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Air Gun - Straight
[State -1, Air Gun - Straight]
type = ChangeState
value = 652
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = 605 && movecontact > 0
;trigger3 = stateno = 630 && movecontact > 0
;trigger4 = stateno = 600 && movecontact > 0
;trigger5 = stateno = 610 && movecontact > 0
;trigger6 = stateno = 640 && movecontact > 0

;---------------------------------------------------------------------------
;Air Gun - Down
[State -1, Air Gun - Down]
type = ChangeState
value = 656
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
;trigger2 = stateno = 605 && movecontact > 0
;trigger3 = stateno = 630 && movecontact > 0
;trigger4 = stateno = 600 && movecontact > 0
;trigger5 = stateno = 610 && movecontact > 0
;trigger6 = stateno = 640 && movecontact > 0

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



