; 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




[command]
name = "cpu1"
command = B,D,B,F
time = 1
[command]
name = "cpu2"
command = F,F,B,D
time = 1
[command]
name = "cpu3"
command = F,a,b,D
time = 1
[command]
name = "cpu4"
command = a,B,y,F
time = 1
[command]
name = "cpu5"
command = F,a,z,z
time = 1
[command]
name = "cpu6"
command = D,a,z,F
time = 1
[command]
name = "cpu7"
command = c,a,D,F
time = 1
[command]
name = "cpu8"
command = y,F,x,F
time = 1
[Command]
name = "cpu9"
command = U,a,D,b
time = 1
[Command]
name = "cpu10"
command = U,U,c,a
time = 1
[Command]
name = "cpu11"
command = y,a,c,U
time = 1
[Command]
name = "cpu12"
command = U,D,y,b
time = 1
[Command]
name = "cpu13"
command = U,F,s,D
time = 1
[Command]
name = "cpu14"
command = D,a,s,U
time = 1
[Command]
name = "cpu15"
command = F,F,c,a
time = 1
[Command]
name = "cpu16"
command = U,B,a,F
time = 1
[Command]
name = "cpu17"
command = U,F,F,a
time = 1
[Command]
name = "cpu18"
command = F,s,a,F
time = 1
[Command]
name = "cpu19"
command = B,B,y,z
time = 1
[Command]
name = "cpu20"
command = z,a,D,F
time = 1
[Command]
name = "cpu21"
command = U,D,a,c
time = 1
[Command]
name = "cpu22"
command = D,F,a,s
time = 1
[Command]
name = "cpu23"
command = D,F,F,a
time = 1
[Command]
name = "cpu24"
command = z,D,U,s
time = 1
[Command]
name = "cpu25"
command = s,z,a,F
time = 1
[Command]
name = "cpu26"
command = F,F,b,s
time = 1
[Command]
name = "cpu27"
command = x,z,s,D
time = 1
[Command]
name = "cpu28"
command = U,B,s,x
time = 1
[Command]
name = "cpu29"
command = U,a,D,F
time = 1
[Command]
name = "cpu30"
command = z,s,D,F
time = 1
[Command]
name = "cpu31"
command = F,D,a,x
time = 1
[Command]
name = "cpu32"
command = s,s,x,F
time = 1
[Command]
name = "cpu33"
command = D,z,s,F
time = 1
[Command]
name = "cpu34"
command = F,a,D,s
time = 1
[Command]
name = "cpu35"
command = B,B,F,s
time = 1
[Command]
name = "cpu36"
command = B,U,s,s
time = 1
[Command]
name = "cpu37"
command = U,s,s,U
time = 1
[Command]
name = "cpu38"
command = D,B,F,a
time = 1
[Command]
name = "cpu38"
command = B,B,D,F
time = 1
[Command]
name = "cpu39"
command = y,y,z,a
time = 1
[Command]
name = "cpu40"
command = F,B,F,B
time = 1
[Command]
name = "cpu41"
command = x,x,y,z
time = 1
[Command]
name = "cpu42"
command = y,B,F,x
time = 1
[Command]
name = "cpu43"
command = z,B,D,F
time = 1
[Command]
name = "cpu44"
command = z,z,D,F
time = 1


;-| 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 = "RevolverB"
command = ~15$B, F, B, F, x
time = 30

[Command]
name = "RevolverB"
command = ~15$B, F, B, F, ~x
time = 30

[Command]
name = "LINKINPARK"
command = ~50$F,B,c+z
time = 20

[Command]
name = "Red"
command = ~D, DB, B, D, DB, a+b
time = 25

[Command]
name = "Red"
command = ~D, DB, B, D, DB, ~a+b
time = 25

[Command]
name = "CSRoad"
command = ~D, DB, B, y, x
time = 15

[Command]
name = "CSRoad"
command = ~D, DB, B, y, ~x
time = 15

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

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

[Command]
name = "CDriveM"
command = ~D, DF, F, $D, B, y
time = 20

[Command]
name = "CDriveM"
command = ~D, DF, F, $D, B, ~y
time = 20

[Command]
name = "CDriveW"
command = ~D, DF, F, $D, B, x
time = 20

[Command]
name = "CDriveW"
command = ~D, DF, F, $D, B, ~x
time = 20

[Command]
name = "2QCF_x"
command = ~D, DF, F, D, DF, x
time = 20

[Command]
name = "2QCF_x"
command = ~D, DF, F, D, DF, ~x
time = 20

[Command]
name = "2QCF_y"
command = ~D, DF, F, D, DF, y
time = 20

[Command]
name = "2QCF_y"
command = ~D, DF, F, D, DF, ~y
time = 20

[Command]
name = "2QCF_z"
command = ~D, DF, F, D, DF, z
time = 20

[Command]
name = "2QCF_z"
command = ~D, DF, F, D, DF, ~z
time = 20

[Command]
name = "2QCF_a"
command = ~D, DF, F, D, DF, a
time = 20

[Command]
name = "2QCF_a"
command = ~D, DF, F, D, DF, ~a
time = 20

[Command]
name = "2QCF_b"
command = ~D, DF, F, D, DF, b
time = 20

[Command]
name = "2QCF_b"
command = ~D, DF, F, D, DF, ~b
time = 20

[Command]
name = "2QCF_c"
command = ~D, DF, F, D, DF, c
time = 20

[Command]
name = "2QCF_c"
command = ~D, DF, F, D, DF, ~c
time = 20

[Command]
name = "2QCB_x"
command = ~D, DB, B, D, DB, x
time = 20

[Command]
name = "2QCB_x"
command = ~D, DB, B, D, DB, ~x
time = 20

[Command]
name = "2QCB_y"
command = ~D, DB, B, D, DB, y
time = 20

[Command]
name = "2QCB_y"
command = ~D, DB, B, D, DB, ~y
time = 20

[Command]
name = "2QCB_z"
command = ~D, DB, B, D, DB, z
time = 20

[Command]
name = "2QCB_z"
command = ~D, DB, B, D, DB, ~z
time = 20

[Command]
name = "2QCB_a"
command = ~D, DB, B, D, DB, a
time = 20

[Command]
name = "2QCB_a"
command = ~D, DB, B, D, DB, ~a
time = 20

[Command]
name = "2QCB_b"
command = ~D, DB, B, D, DB, b
time = 20

[Command]
name = "2QCB_b"
command = ~D, DB, B, D, DB, ~b
time = 20

[Command]
name = "2QCB_c"
command = ~D, DB, B, D, DB, c
time = 20

[Command]
name = "2QCB_c"
command = ~D, DB, B, D, DB, ~c
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "SideBreakA"
command = ~15$B, F, a
time = 15

[Command]
name = "SideBreakA"
command = ~15$B, F, ~a
time = 15

[Command]
name = "REDH"
command = ~F, D, DF, c
time = 10

[Command]
name = "REDH"
command = ~F, D, DF, ~c
time = 10

[Command]
name = "REDM"
command = ~F, D, DF, b
time = 10

[Command]
name = "REDM"
command = ~F, D, DF, ~b
time = 10

[Command]
name = "REDW"
command = ~F, D, DF, a
time = 10

[Command]
name = "REDW"
command = ~F, D, DF, ~a
time = 10

[Command]
name = "PFist"
command = ~15$F, B, ~x
time = 20

[Command]
name = "PFist"
command = ~15$F, B, x
time = 20

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

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

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

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

[Command]
name = "QCF_c"
command = ~D, DF, F, c
time = 15

[Command]
name = "QCF_c"
command = ~D, DF, F, ~c
time = 15

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

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

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

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

[Command]
name = "QCB_c"
command = ~D, DB, B, c
time = 15

[Command]
name = "QCB_c"
command = ~D, DB, B, ~c
time = 15

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

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

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

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

[Command]
name = "QCF_z"
command = ~D, DF, F, z
time = 15

[Command]
name = "QCF_z"
command = ~D, DF, F, ~z
time = 15

[Command]
name = "QCB_x"
command = ~D, DB, B, x
time = 15

[Command]
name = "QCB_x"
command = ~D, DB, B, ~x
time = 15

[Command]
name = "QCB_y"
command = ~D, DB, B, y
time = 15

[Command]
name = "QCB_y"
command = ~D, DB, B, ~y
time = 15

[Command]
name = "QCB_z"
command = ~D, DB, B, z
time = 15

[Command]
name = "QCB_z"
command = ~D, DB, B, ~z
time = 15

[Command]
name = "CrowBiteH"
command = ~F, D, DF, z
time = 15

[Command]
name = "CrowBiteH"
command = ~F, D, DF, ~z
time = 15

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

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

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

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

;-| Double Tap |-----------------------------------------------------------
[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 = "PChargeB"
command = /b
time = 1

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

[Command]
name = "2KEX"
command = a+b
time = 10

[Command]
name = "2K"
command = a+c
time = 10

[Command]
name = "2K"
command = a+b
time = 10

[Command]
name = "2K"
command = b+c
time = 10

[Command]
name = "2PEX"
command = x+y
time = 10

[Command]
name = "2P"
command = x+z
time = 10

[Command]
name = "2P"
command = x+y
time = 10

[Command]
name = "2P"
command = y+z
time = 10

[Command]
name = "OCombo"
command = z+c
time = 10

[Command]
name = "OComboEX"
command = y+b
time = 10

[Command]
name = "GCBA"
command = y+b
time = 10

[Command]
name = "Roll/Dodge"
command = a+x
time = 1

[Command]
name = "Long Jump"
command = D, $U
time = 18

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

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

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

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

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

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

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

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

[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 = "fwd" ;Required (do not remove)
command = $F
time = 1

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

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

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

[Command]
name = "downback" ;Required (do not remove)
command = DB
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]
;===============================================================================
;Supers

;---------------------------------------------------------------------------
;----------------------------------------------------------------------
; 2. State entry
;----------------------------------------------------------------------
;---------------------------------------------------------------------------

[State -1, AI]
type = Null
triggerall = var(59) != 1
trigger1  = command = "cpu1"
trigger2  = command = "cpu2"
trigger3  = command = "cpu3"
trigger4  = command = "cpu4"
trigger5  = command = "cpu5"
trigger6  = command = "cpu6"
trigger7  = command = "cpu7"
trigger8  = command = "cpu8"
trigger9  = command = "cpu9"
trigger10  = command = "cpu10"
trigger11  = command = "cpu11"
trigger12  = command = "cpu12"
trigger13  = command = "cpu13"
trigger14  = command = "cpu14"
trigger15  = command = "cpu15"
trigger16  = command = "cpu16"
trigger17  = command = "cpu17"
trigger18  = command = "cpu18"
trigger19  = command = "cpu19"
trigger20  = command = "cpu20"
trigger21  = command = "cpu21"
trigger22  = command = "cpu22"
trigger23  = command = "cpu23"
trigger24  = command = "cpu24"
trigger25  = command = "cpu25"
trigger26  = command = "cpu26"
trigger27  = command = "cpu27"
trigger28  = command = "cpu28"
trigger29  = command = "cpu29"
trigger30  = command = "cpu30"
trigger31  = command = "cpu31"
trigger32  = command = "cpu32"
trigger33  = command = "cpu33"
trigger34  = command = "cpu34"
trigger35  = command = "cpu35"
trigger36  = command = "cpu36"
trigger37  = command = "cpu37"
trigger38  = command = "cpu38"
trigger39  = command = "cpu39"
trigger40  = command = "cpu40"
trigger41  = command = "cpu41"
trigger42  = command = "cpu42"
trigger43  = command = "cpu43"
trigger44  = command = "cpu44"
var(59) = 1

;========================K-BLOOD-2==============================================

;-------------------------------------------------------------------------------
;Code R.E.D
[State -1, Code R.E.D]
type = Changestate
value = 1115
triggerall = palno = 7
triggerall = power >= 2000
triggerall = command = "Red"
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger14 = stateno <= 640
trigger15 = stateno = 3000 || stateno = 3001
trigger16 = var(40) = 3 && var(57) = 1 && statetype != A
trigger16 = stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055
trigger17 = var(40) = 3 && var(57) = 1 && statetype != A
trigger17 = stateno = 1000 || stateno = 1001 || stateno = 1010 || stateno = 1025
trigger18 = stateno = 1118
trigger19 = stateno = 1119 && time > 25
ignorehitpause = 1

;===========================NORMAL K'===========================================

;-------------------------------------------------------------------------------
;Crimson Star Road
[State -1, Crimson Star Road]
type = Changestate
value = 1100
triggerall = power >= 3000
triggerall = command = "CSRoad"
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger14 = stateno <= 640
trigger15 = stateno = 3000 || stateno = 3001
trigger16 = var(40) = 3 && var(57) = 1 && statetype != A
trigger16 = stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055
trigger17 = var(40) = 3 && var(57) = 1 && statetype != A
trigger17 = stateno = 1000 || stateno = 1001 || stateno = 1010 || stateno = 1025
trigger18 = stateno = 1118
trigger19 = stateno = 1119 && time > 25
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Chain Drive Hard
[State -1, Chain Drive Hard]
type = Changestate
value = 1090
triggerall = power >= 3000
triggerall = command = "CDriveH"
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger14 = stateno <= 640
trigger15 = stateno = 3000 || stateno = 3001
trigger16 = var(40) = 3 && var(57) = 1 && statetype != A
trigger16 = stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055
trigger17 = var(40) = 3 && var(57) = 1 && statetype != A
trigger17 = stateno = 1000 || stateno = 1001 || stateno = 1010 || stateno = 1025
trigger18 = stateno = 1089 || stateno = 1095
trigger19 = stateno = 1118
trigger20 = stateno = 1119 && time > 25
trigger21 = stateno = 1048 && movecontact
trigger22 = stateno = 1054 && movecontact
trigger23 = stateno = 1055 && movecontact && time <= 16
trigger24 = stateno = 1000 || stateno = 1001
trigger24 = movecontact
trigger25 = stateno = 1041 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Chain Drive Medium
[State -1, Chain Drive Medium]
type = Changestate
value = 1083
triggerall = statetype != A
triggerall = power >= 2000
triggerall = command = "CDriveM"
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger14 = stateno <= 640
trigger15 = stateno = 3000 || stateno = 3001
trigger16 = var(40) = 3 && var(57) = 1 && statetype != A
trigger16 = stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055
trigger17 = var(40) = 3 && var(57) = 1 && statetype != A
trigger17 = stateno = 1000 || stateno = 1001 || stateno = 1010 || stateno = 1025
trigger18 = stateno = 1089 || stateno = 1095
trigger19 = stateno = 1118
trigger20 = var(42) >= 1000 || var(41) >= 1000
trigger20 = stateno = 1058 && movecontact || stateno = 1058 && movecontact && time = [19,38]
trigger21 = var(42) >= 1000 || var(41) >= 1000
trigger21 = stateno = 1073 && movecontact
trigger22 = stateno = 1119 && time > 25
trigger23 = stateno = 1048 && movecontact
trigger24 = stateno = 1054 && movecontact
trigger25 = stateno = 1055 && movecontact && time <= 16
trigger26 = stateno = 1000 || stateno = 1001
trigger26 = movecontact
trigger27 = stateno = 1041 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Chain Drive Weak
[State -1, Chain Drive Weak]
type = Changestate
value = 1076
triggerall = statetype != A
triggerall = power >= 1000
triggerall = command = "CDriveW"
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger14 = stateno <= 640
trigger15 = stateno = 3000 || stateno = 3001
trigger16 = var(40) = 3 && var(57) = 1 && statetype != A
trigger16 = stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055
trigger17 = var(40) = 3 && var(57) = 1 && statetype != A
trigger17 = stateno = 1000 || stateno = 1001 || stateno = 1010 || stateno = 1025
trigger18 = stateno = 1089 || stateno = 1095
trigger19 = stateno = 1118
trigger20 = stateno = 1119 && time > 25
trigger21 = stateno = 1048 && movecontact
trigger22 = stateno = 1054 && movecontact
trigger23 = stateno = 1055 && movecontact && time <= 16
trigger24 = stateno = 1000 || stateno = 1001
trigger24 = movecontact
trigger25 = stateno = 1041 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Heaven's Drive Hard
[State -1, Heaven's Drive Hard]
type = Changestate
value = 1075
triggerall = statetype != A
triggerall = power >= 3000
triggerall = IfElse(var(40) != 2,command = "2QCF_b",command = "2QCF_c")
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger14 = stateno <= 640
trigger15 = stateno = 3000 || stateno = 3001
trigger16 = var(40) = 3 && var(57) = 1 && statetype != A
trigger16 = stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055
trigger17 = var(40) = 3 && var(57) = 1 && statetype != A
trigger17 = stateno = 1000 || stateno = 1001 || stateno = 1010 || stateno = 1010 || stateno = 1025
trigger18 = stateno = 1118
trigger19 = stateno = 1048 && movecontact
trigger20 = stateno = 1054 && movecontact
trigger21 = stateno = 1055 && movecontact && time <= 16
trigger22 = stateno = 1119 && time > 25
trigger23 = stateno = 1000 & movehit
trigger24 = stateno = 1001 && movehit
trigger25 = stateno = 1041 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Heaven's Drive Medium
[State -1, Heaven's Drive Medium]
type = Changestate
value = 1074
triggerall = var(40) = 2
triggerall = statetype != A
triggerall = power >= 2000
triggerall = command = "2QCF_b"
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger14 = stateno <= 640
trigger15 = stateno = 3000 || stateno = 3001
trigger16 = var(40) = 3 && var(57) = 1 && statetype != A
trigger16 = stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055
trigger17 = var(40) = 3 && var(57) = 1 && statetype != A
trigger17 = stateno = 1000 || stateno = 1001 || stateno = 1010 || stateno = 1010 || stateno = 1024 || stateno = 1025
trigger18 = stateno = 1118
trigger19 = stateno = 1048 && movecontact
trigger20 = stateno = 1054 && movecontact
trigger21 = stateno = 1055 && movecontact && time <= 16
trigger22 = stateno = 1119 && time > 25
trigger23 = stateno = 1000 & movehit
trigger24 = stateno = 1001 && movehit
trigger25 = stateno = 1041 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Heaven's Drive Weak
[State -1, Heaven's Drive Weak]
type = Changestate
value = 1073
triggerall = statetype != A
triggerall = power >= 1000
triggerall = command = "2QCF_a"
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger14 = stateno <= 640
trigger15 = stateno = 3000 || stateno = 3001
trigger16 = var(40) = 3 && var(57) = 1 && statetype != A
trigger16 = stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055
trigger17 = var(40) = 3 && var(57) = 1 && statetype != A
trigger17 = stateno = 1000 || stateno = 1001 || stateno = 1010 || stateno = 1010 || stateno = 1024 || stateno = 1025
trigger18 = stateno = 1118
trigger19 = stateno = 1048 && movecontact
trigger20 = stateno = 1054 && movecontact
trigger21 = stateno = 1055 && movecontact && time <= 16
trigger22 = stateno = 1119 && time > 25
trigger23 = stateno = 1000 & movehit
trigger24 = stateno = 1001 && movehit
trigger25 = stateno = 1041 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Heat Drive Hard
[State -1, Heat Drive Hard]
type = Changestate
value = 1067
triggerall = statetype != A
triggerall = power >= 3000
triggerall = IfElse(var(40) != 2,command = "2QCF_y",command = "2QCF_z")
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger14 = stateno <= 640
trigger15 = stateno = 3000 || stateno = 3001
trigger16 = var(40) = 3 && var(57) = 1 && statetype != A
trigger16 = stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055
trigger17 = stateno = 1031 && time > 12
trigger18 = stateno = 1048 && movecontact
trigger19 = stateno = 1054 && movecontact
trigger20 = stateno = 1055 && movecontact && time <= 16
trigger21 = var(40) = 3 && var(57) = 1 && statetype != A
trigger21 = stateno = 1000 || stateno = 1001 || stateno = 1010 || stateno = 1010 || stateno = 1024 || stateno = 1025
trigger22 = stateno = 1118
trigger23 = stateno = 1119 && time > 25
trigger24 = stateno = 1001 && movehit
trigger25 = stateno = 1041 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Heat Drive Medium
[State -1, Heat Drive Medium]
type = Changestate
value = 1064
triggerall = var(40) = 2
triggerall = statetype != A
triggerall = power >= 2000
triggerall = command = "2QCF_y"
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger14 = stateno <= 640
trigger15 = stateno = 3000 || stateno = 3001
trigger16 = var(40) = 3 && var(57) = 1 && statetype != A
trigger16 = stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055
trigger17 = stateno = 1031 && time > 12
trigger18 = stateno = 1048 && movecontact
trigger19 = stateno = 1054 && movecontact
trigger20 = stateno = 1055 && movecontact && time <= 16
trigger21 = var(40) = 3 && var(57) = 1 && statetype != A
trigger21 = stateno = 1000 || stateno = 1001 || stateno = 1010 || stateno = 1010 || stateno = 1024 || stateno = 1025
trigger22 = stateno = 1118
trigger23 = stateno = 1119 && time > 25
trigger24 = stateno = 1001 && movehit
trigger25 = stateno = 1041 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Heat Drive Weak
[State -1, Heat Drive Weak]
type = Changestate
value = 1056
triggerall = statetype != A
triggerall = power >= 1000
triggerall = command = "2QCF_x"
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger14 = stateno <= 640
trigger15 = stateno = 3000 || stateno = 3001
trigger16 = var(40) = 3 && var(57) = 1 && statetype != A
trigger16 = stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055
trigger17 = stateno = 1031 && time > 12
trigger18 = stateno = 1048 && movecontact
trigger19 = stateno = 1054 && movecontact
trigger20 = stateno = 1055 && movecontact && time <= 16
trigger21 = var(40) = 3 && var(57) = 1 && statetype != A
trigger21 = stateno = 1000 || stateno = 1001 || stateno = 1010 || stateno = 1024 || stateno = 1025
trigger22 = stateno = 1118
trigger23 = stateno = 1119 && time > 25
trigger24 = stateno = 1001 && movehit
trigger25 = stateno = 1041 && movecontact
ignorehitpause = 1


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

;-------------------------------------------------------------------------------
;Revolver Blast
[State -1, Revolver Blast]
type = ChangeState
value = 1142
triggerall = palno = 7
triggerall = command = "RevolverB"
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger14 = stateno <= 640
trigger15 = stateno = 3000 || stateno = 3001
trigger16 = var(40) = 3 && var(57) = 1 && statetype != A
trigger16 = stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055
trigger17 = stateno = 1031 && time > 12
trigger18 = stateno = 1048 && movecontact
trigger19 = stateno = 1054 && movecontact
trigger20 = stateno = 1055 && movecontact && time <= 16
trigger21 = var(40) = 3 && var(57) = 1 && statetype != A
trigger21 = stateno = 1000 || stateno = 1001 || stateno = 1010 || stateno = 1024 || stateno = 1025
trigger22 = stateno = 1118
trigger23 = stateno = 1119 && time > 25
trigger24 = stateno = 1001 && movehit
ignorehitpause = 0
;-------------------------------------------------------------------------------
;Sidebreaker
[State -1, Sidebreaker]
type = ChangeState
value = 1127
triggerall = palno = 7
triggerall = command = "SideBreakA"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 0
;-------------------------------------------------------------------------------
;R.E.D Arrow Hard
[State -1, R.E.D Arrow Hard]
type = ChangeState
value = 1123
triggerall = palno = 7
triggerall = IfElse(var(40) != 2,command = "REDM",command = "REDH")
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 0
;-------------------------------------------------------------------------------
;R.E.D Arrow Medium
[State -1, R.E.D Arrow Medium]
type = ChangeState
value = 1122
triggerall = palno = 7
triggerall = command = "REDM"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 0
;-------------------------------------------------------------------------------
;R.E.D Arrow Weak
[State -1, R.E.D Arrow Weak]
type = ChangeState
value = 1120
triggerall = palno = 7
triggerall = command = "REDW"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 0
;-------------------------------------------------------------------------------
;Phantom Fist
[State -1, Phantom Fist]
type = ChangeState
value = 1119
triggerall = palno = 7
triggerall = command = "PFist"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 0
;-------------------------------------------------------------------------------
;Trickster
[State -1, Trickster]
type = ChangeState
value = 1118
triggerall = palno = 7
triggerall = command = "QCB_y"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1001 && movecontact
trigger7 = stateno = 1134 && movecontact
trigger8 = stateno = 3006 && movecontact
ignorehitpause = 0
;-------------------------------------------------------------------------------
;Double Trigger
[State -1, Double Trigger]
type = ChangeState
value = 1072
triggerall = var(59) != 1
triggerall = command = "a" && command = "y"
triggerall = statetype != A
triggerall = var(16) > 0
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 205
trigger5 = stateno = 206
trigger6 = stateno = 210
trigger7 = stateno = 211
trigger8 = stateno = 230
trigger9 = stateno = 231
trigger10 = stateno = 235
trigger11 = stateno = 236
trigger12 = stateno = 240
trigger13 = stateno = 241
trigger14 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger15 = stateno = 1001 && movecontact
trigger16 = stateno = 1134 && movecontact
trigger17 = stateno = 3006 && movecontact
ignorehitpause = 0
;-------------------------------------------------------------------------------
;Crow Bite Hard
[State -1, Crow Bite Hard]
type = ChangeState
value = 1055
triggerall = var(59) != 1
triggerall = IfElse(var(40) != 2,command = "CrowBiteM",command = "CrowBiteH")
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movehit
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movehit
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Crow Bite Medium
[State -1, Crow Bite Medium]
type = ChangeState
value = 1054
triggerall = var(59) != 1
triggerall = command = "CrowBiteM"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movehit
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movehit
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Crow Bite Weak
[State -1, Crow Bite Weak]
type = ChangeState
value = 1048
triggerall = var(59) != 1
triggerall = command = "CrowBiteW"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movehit
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movehit
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Air Trigger Hard
[State -1, Air Trigger Hard]
type = ChangeState
value = 1047
triggerall = var(59) != 1
triggerall = IfElse(var(40) != 2,command = "QCF_b",command = "QCF_c")
triggerall = statetype = A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (MoveContact) && (Var(20) > 0)
trigger3 = stateno = 1008 && movecontact
trigger4 = stateno = 3002
trigger5 = stateno = 1118
trigger6 = stateno = 610 && movecontact
trigger7 = stateno = 640 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Air Trigger Medium
[State -1, Air Trigger Medium]
type = ChangeState
value = 1046
triggerall = var(59) != 1
triggerall = command = "QCF_b"
triggerall = statetype = A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (MoveContact) && (Var(20) > 0)
trigger3 = stateno = 1008 && movecontact
trigger4 = stateno = 3002
trigger5 = stateno = 1118
trigger6 = stateno = 610 && movecontact
trigger7 = stateno = 640 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Air Trigger Weak
[State -1, Air Trigger Weak]
type = ChangeState
value = 1042
triggerall = var(59) != 1
triggerall = command = "QCF_a"
triggerall = statetype = A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (MoveContact) && (Var(20) > 0)
trigger3 = stateno = 1008 && movecontact
trigger4 = stateno = 3002
trigger5 = stateno = 1118
trigger6 = stateno = 610 && movecontact
trigger7 = stateno = 640 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Narrow Spike (M.Spike Extension)
[State -1, Narrow Spike]
type = ChangeState
value = 1041
triggerall = palno != 7
triggerall = var(59) != 1
triggerall = command = "QCB_a" || command = "QCB_b"
trigger1 = stateno = 1033 && time > 4 || stateno = 1036 && time > 4 || stateno = 1038 && time > 2
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Minute Spike Hard Air
[State -1, Minute Spike Hard Air]
type = ChangeState
value = 1040
triggerall = var(59) != 1
triggerall = IfElse(var(40) != 2,command = "QCB_b",command = "QCB_c")
triggerall = ifelse(palno=7,ifelse(stateno=1021||stateno=1024||stateno=1025,statetype != C,statetype = A),statetype = A)
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (MoveContact) && (Var(20) > 0)
trigger3 = stateno = 1008 && movecontact
trigger4 = stateno = 3002
trigger5 = stateno = 610 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 1118
trigger8 = stateno = 1070 && movecontact
trigger9 = stateno = 105
trigger10 = palno = 7
trigger10 = stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1021 || stateno = 1024 || stateno = 1025
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Minute Spike Hard
[State -1, Minute Spike Hard]
type = ChangeState
value = 1038
triggerall = var(59) != 1
triggerall = IfElse(var(40) != 2,command = "QCB_b",command = "QCB_c")
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movehit
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movehit
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Minute Spike Medium Air
[State -1, Minute Spike Medium Air]
type = ChangeState
value = 1037
triggerall = var(59) != 1
triggerall = command = "QCB_b"
triggerall = ifelse(palno=7,ifelse(stateno=1021||stateno=1024||stateno=1025,statetype != C,statetype = A),statetype = A)
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (MoveContact) && (Var(20) > 0)
trigger3 = stateno = 1008 && movecontact
trigger4 = stateno = 3002
trigger5 = stateno = 610 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 1118
trigger8 = stateno = 1070 && movecontact
trigger9 = stateno = 105
trigger10 = palno = 7
trigger10 = stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1021 || stateno = 1024 || stateno = 1025
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Minute Spike Medium
[State -1, Minute Spike Medium]
type = ChangeState
value = 1036
triggerall = var(59) != 1
triggerall = command = "QCB_b"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movehit
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movehit
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Minute Spike Weak Air
[State -1, Minute Spike Weak Air]
type = ChangeState
value = 1035
triggerall = var(59) != 1
triggerall = command = "QCB_a"
triggerall = ifelse(palno=7,ifelse(stateno=1021||stateno=1024||stateno=1025,statetype != C,statetype = A),statetype = A)
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (MoveContact) && (Var(20) > 0)
trigger3 = stateno = 1008 && movecontact
trigger4 = stateno = 3002
trigger5 = stateno = 610 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 1118
trigger8 = stateno = 1070 && movecontact
trigger9 = stateno = 105
trigger10 = palno = 7
trigger10 = stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1021 || stateno = 1024 || stateno = 1025
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Minute Spike Weak
[State -1, Minute Spike Weak]
type = ChangeState
value = 1033
triggerall = var(59) != 1
triggerall = command = "QCB_a"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movehit
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movehit
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Eins Trigger Hard
[State -1, Eins Trigger Hard]
type = ChangeState
value = 1025
triggerall = var(59) != 1
triggerall = IfElse(var(40) != 2,command = "QCF_y",command = "QCF_z")
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movehit
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movehit
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Eins Trigger Medium
[State -1, Eins Trigger Medium]
type = ChangeState
value = 1024
triggerall = var(59) != 1
triggerall = command = "QCF_y"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movehit
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movehit
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Eins Trigger Weak
[State -1, Eins Trigger Weak]
type = ChangeState
value = 1021
triggerall = var(59) != 1
triggerall = command = "QCF_x"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movehit
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movehit
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Blackout Hard
[State -1, Blackout Hard]
type = ChangeState
value = 1020
triggerall = var(59) != 1
triggerall = IfElse(var(40) != 2,command = "QCF_b",command = "QCF_c")
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movehit
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movehit
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Blackout Medium
[State -1, Blackout Medium]
type = ChangeState
value = 1019
triggerall = var(59) != 1
triggerall = command = "QCF_b"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movehit
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movehit
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Blackout Weak
[State -1, Blackout Weak]
type = ChangeState
value = 1018
triggerall = var(59) != 1
triggerall = command = "QCF_a"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movehit
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movehit
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Custom Move : Hard Edge
[State -1, Hard Edge]
type = ChangeState
value = 1015
triggerall = var(40) = 3 && var(56) = 1 || palno = 7
triggerall = var(59) != 1
triggerall = command = "QCB_x"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno = 3000 || stateno = 3001
trigger6 = stateno = 1118
trigger7 = stateno = 1001 && movecontact
trigger8 = stateno = 1134 && movecontact
trigger9 = stateno = 3006 && movecontact
ignorehitpause = 0

;===============================================================================
;System

;-------------------------------------------------------------------------------
;Blood Rage
[State -1, Blood Rage]
type = ChangeState
value = 1060
triggerall = var(59) != 1
triggerall = var(53) = 1
triggerall = var(20) = 0
triggerall = var(16) = 0
triggerall = var(40) = 3
triggerall = var(41) >= 4000
triggerall = command = "a" && command = "y"
triggerall = statetype != A
trigger1 = ctrl
ignorehitpause = 0

;---------------------------------------------------------------------------
;Alpha Counters

;Sniper Side
[State -1, ACounter Sniper Side]
type = ChangeState
value = 1013
triggerall = var(59) != 1
triggerall = Ifelse(var(40)=3,var(52)=1,var(40) != 1)
triggerall = command = "holdfwd"
triggerall = Ifelse(var(40) = 2,command = "2K",command = "2KEX")
triggerall = power >= 1000
trigger1 = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153

;One Inch
[State -1, ACounter One Inch]
type = ChangeState
value = 1011
triggerall = Ifelse(var(40)=3,var(52)=1,var(40) != 1)
triggerall = var(59) != 1
triggerall = var(40) != 1
triggerall = command = "holdfwd"
triggerall = Ifelse(var(40) = 2,command = "2P",command = "2PEX")
triggerall = power >= 1000
trigger1 = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153
;---------------------------------------------------------------------------
;Air Dash

;Forward
[State -1,Airdash Forward]
type = ChangeState
value = 982
triggerall = var(51) = 1
triggerall = var(40) = 3
trigger1 = (command = "FF") && (statetype = A) && (ctrl) && (stateno = 50)

;Backward
[State -1,Airdash Backward]
type = ChangeState
value = 984
triggerall = var(51) = 1
triggerall = var(40) = 3
trigger1 = (command = "BB") && (statetype = A) && (ctrl) && (stateno = 50)
;---------------------------------------------------------------------------
;Quick Roman Cancel

;Ground
[State -1, Ground Roman Cancel]
type = ChangeState
value = 979
triggerall = var(59) != 1
triggerall = var(50) = 1
triggerall = var(41) >= 1000 || var(16) > 0
triggerall = var(40) = 3
triggerall = statetype != A
triggerall = command = "c"
trigger1 = !ctrl
trigger1 = stateno = 1007 || stateno = 1010 || stateno = 1000 || stateno = 1001 || stateno = 1015 || stateno = 1018 || stateno = 1019 || stateno = 1020 || stateno = 1021 || stateno = 1024 || stateno = 1025 || stateno = 1027 || stateno = 1142
trigger2 = !ctrl
trigger2 = stateno = 1031 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1041 || stateno = 1048 || stateno = 1054 || stateno = 1055 || stateno = 1118 || stateno = 1119 || stateno = 1120 || stateno = 1122 || stateno = 1123

;Air
[State -1, Air Roman Cancel]
type = ChangeState
value = 980
triggerall = var(59) != 1
triggerall = var(50) = 1
triggerall = var(41) >= 1000 || var(16) > 0
triggerall = var(40) = 3
triggerall = statetype = A
triggerall = command = "c"
trigger1 = !ctrl
trigger1 = stateno = 1007 || stateno = 1033 || stateno = 1036 || stateno = 1038 || stateno = 1035 || stateno = 1037 || stateno = 1040 || stateno = 1042 || stateno = 1046 || stateno = 1047 || stateno = 1048
trigger2 = !ctrl
trigger2 = stateno = 1008 || stateno = 1054 || stateno = 1055 || stateno = 1070 || stateno = 1118 || stateno = 1120 || stateno = 1122 || stateno = 1123
;---------------------------------------------------------------------------
;Shield

;Stand
[State -1, Stand Shield]
type = ChangeState
value = 970
triggerall = var(49) = 1
triggerall = var(40) = 3
trigger1 = !var(59)
trigger1 = command = "z"
trigger1 = statetype = S
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101

;Crouch
[State -1, Crouch Shield]
type = ChangeState
value = 972
triggerall = !var(59)
triggerall = var(49) = 1
triggerall = var(40) = 3
trigger1 = !var(59)
trigger1 = command = "z"
trigger1 = statetype = C || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger1 = ctrl

;Air
[State -1, Air Shield]
type = ChangeState
value = 974
triggerall = !var(59)
triggerall = var(49) = 1
triggerall = var(40) = 3
triggerall = stateno != 977
trigger1 = !var(59)
trigger1 = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
;--------------------------------------------------------------------------
;Power Charge
[State -1, Power Charge]
type = ChangeState
value = 957
triggerall = var(59) != 1
triggerall = Ifelse(var(40)=3,var(48)=1,var(40) != 2)
triggerall = power < 3000
triggerall = stateno != 950
triggerall = var(20) = 0
triggerall =  (command = "PChargeB" && command = "PChargeY")
trigger1 = !var(59)
trigger1 = statetype = S
trigger1 = ctrl || stateno = [100,101]

;---------------------------------------------------------------------------
;Original Combo
[State -1, Original Combo]
type = changestate
value = 950
triggerall = var(59) != 1
triggerall = var(16) = 0
triggerall = Ifelse(var(40)=3,var(47)=1,var(40) != 1)
triggerall = Ifelse(var(40) = 2,command = "OCombo",command = "OComboEX")
trigger1 = !var(59)
trigger1 = roundstate = 2 && power >= 3000 && !var(20)
trigger1 = ctrl

;---------------------------------------------------------------------------
;Blowback Attack Air
[State -1, Blowback Attack Air]
type = ChangeState
value = 3007
triggerall = var(59) != 1
triggerall = var(40) = 1
trigger1 = !var(59)
trigger1 = command = "z"
trigger1 = statetype = A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101

;---------------------------------------------------------------------------
;Blowback Attack
[State -1, Blowback Attack]
type = ChangeState
value = 3006
triggerall = var(59) != 1
triggerall = var(40) = 1
trigger1 = !var(59)
trigger1 = command = "z"
trigger1 = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101

;---------------------------------------------------------------------------
;Guard Cancel Blowback Attack
[State -1, Guard Cancel Blowback Attack]
type = ChangeState
value = 933
triggerall = var(59) != 1
triggerall = Ifelse(var(40)=3,var(46)=1,var(40) != 2)
triggerall = Ifelse(var(40)!=1,command = "GCBA",command = "GCBA" || command = "z")
triggerall = power >= 1000
trigger1 = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153

;---------------------------------------------------------------------------
;Emergency Evade Backward
[State -1, Emergency Evade Backward]
type = ChangeState
triggerall = var(59) != 1
triggerall = Ifelse(var(40)=3,var(45)=1,var(40) != 2)
triggerall = command = "holdback"
triggerall = statetype != A
trigger1 = Ifelse(var(40)!=1,command = "Roll/Dodge",command = "Roll/Dodge" || command = "c")
trigger1 = stateno = 150 || stateno = 151
trigger1 = power >= 1000
value = 926

;---------------------------------------------------------------------------
;Emergency Evade Forward
[State -1, Emergency Evade Forward]
type = ChangeState
triggerall = var(59) != 1
triggerall = Ifelse(var(40)=3,var(45)=1,var(40) != 2)
triggerall = command != "holdback"
triggerall = statetype != A
trigger1 = Ifelse(var(40)!=1,command = "Roll/Dodge",command = "Roll/Dodge" || command = "c")
trigger1 = stateno = 150 || stateno = 151
trigger1 = power>= 1000
value = 925

;---------------------------------------------------------------------------
;Dodge
[State -1, Dodge]
type = ChangeState
value = 927
triggerall = var(59) != 1
triggerall = var(40) = 3 && var(44) = 1
trigger1 = command = "Roll/Dodge"
trigger1 = command != "holdfwd" && command != "holdback"
trigger1 = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger1 = stateno != [960,962]

;---------------------------------------------------------------------------
;Roll Backward
[State -1, Roll Backward]
type = ChangeState
value = 926
triggerall = var(59) != 1
triggerall = Ifelse(var(40)=3,var(43)=1,var(40) != 2)
trigger1 = Ifelse(var(40)!=1,command = "Roll/Dodge",command = "Roll/Dodge" || command = "c")
trigger1 = command = "holdback"
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = stateno != [960,962]

;---------------------------------------------------------------------------
;Roll Forward
[State -1, Roll Forward]
type = ChangeState
value = 925
triggerall = var(59) != 1
triggerall = Ifelse(var(40)=3,var(43)=1,var(40) != 2)
trigger1 = Ifelse(var(40)!=1,command = "Roll/Dodge",command = "Roll/Dodge" || command = "c")
trigger1 = command != "holdback"
trigger1 = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger1 = stateno != [960,962]

;-------------------------------------------------------------------------------
;Grab Attempt
[State -1, Grab Attempt]
type = ChangeState
value = 909
triggerall = var(59) != 1
triggerall = (command = "holdfwd" || command = "holdback")
triggerall = Ifelse(var(40)=2,command = "z",command = "y") || Ifelse(var(40)=2,command = "c",command = "b")
triggerall = statetype = S
triggerall = ctrl
triggerall = p2bodydist X <= 22
triggerall = stateno != 100
trigger1 = p2movetype != H
trigger1 = p2statetype = S || p2statetype = C

;-------------------------------------------------------------------------------
;Sniper Side (Canceled Into)
[State -1, Sniper Side (CI)]
type = ChangeState
value = 1134
triggerall = var(59) != 1
triggerall = command = "holdfwd" && command = "b"
triggerall = statetype != A
;trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger1 = (stateno = 211 || stateno = 241)
trigger1 = movecontact
trigger2 = (stateno = 410 || stateno = 440)
trigger2 = movecontact
trigger3 = (StateType != A) && (MoveContact) && (Var(20) > 0)
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Sniper Side
[State -1, Sniper Side (NCI)]
type = ChangeState
value = 1010
triggerall = var(59) != 1
triggerall = command = "holdfwd" && command = "b"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateType != A) && (MoveContact) && (Var(20) > 0)
ignorehitpause = 1
;-------------------------------------------------------------------------------
;Knee Assault
[State -1, Knee Assault]
type = ChangeState
value = 1007
triggerall = var(59) != 1
triggerall = command = "holdfwd" && command = "a"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger2 = movecontact
trigger3 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger3 = movecontact
trigger4 = (StateType != A) && (MoveContact) && (Var(20) > 0)
ignorehitpause = 1
;-------------------------------------------------------------------------------
;One Inch (Canceled Into)
[State -1, One Inch (CI)]
type = ChangeState
value = 1001
triggerall = var(59) != 1
triggerall = command = "holdfwd" && command = "x"
triggerall = statetype != A
;trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger1 = (stateno = 201 || stateno = 206 || stateno = 211 || stateno = 231 || stateno = 236 || stateno = 241)
trigger1 = movecontact
trigger2 = (stateno = 400 || stateno = 405 || stateno = 410 || stateno = 440)
trigger2 = movecontact
trigger3 = (StateType != A) && (MoveContact) && (Var(20) > 0)
ignorehitpause = 1
;-------------------------------------------------------------------------------
;One Inch (Not Canceled Into)
[State -1, One Inch (NCI)]
type = ChangeState
value = 1000
triggerall = var(59) != 1
triggerall = command = "holdfwd" && command = "x"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateType != A) && (MoveContact) && (Var(20) > 0)
ignorehitpause = 1

;---------------------------------------------------------------------------
;HOP FORWARD (CAPCOM)
[State -1, Hop FWD]
type = ChangeState
value = 102
triggerall = var(40) = 2
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;===========================================================================
;Basics

;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 196
triggerall = var(59) != 1
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;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 = var(59) != 1
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = p2bodydist x > 20
trigger1 = statetype = S
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 201
trigger3 = (StateType = S) && (MoveContact) && (Var(20) > 0)
trigger3 = stateno != 1010 || stateno != 1014 || stateno != 1015
trigger4 = stateno = 200
trigger5 = stateno = 400

;---------------------------------------------------------------------------
;Stand Light Punch C
[State -1, Stand Light Punch C]
type = ChangeState
value = 201
triggerall = var(59) != 1
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = p2bodydist x <= 20
trigger1 = statetype = S
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200 && movecontact
trigger3 = (StateType = S) && (MoveContact) && (Var(20) > 0)
trigger3 = stateno != 1010 || stateno != 1014 || stateno != 1015
trigger4 = stateno = 400

;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 205
triggerall = var(59) != 1
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = p2bodydist x > 20
triggerall = var(40) = 2
trigger1 = statetype = S
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200 && time >= 9
trigger3 = stateno = 201 && time >= 7
trigger4 = stateno = 206 && time >= 15
trigger5 = (StateType = S) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno != 1010 || stateno != 1014 || stateno != 1015

;---------------------------------------------------------------------------
;Stand Medium Punch C
[State -1, Stand Medium Punch C]
type = ChangeState
value = 206
triggerall = var(59) != 1
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = p2bodydist x <= 20
triggerall = var(40) = 2
trigger1 = statetype = S
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200 && time >= 9
trigger3 = stateno = 201 && time >= 7
trigger4 = stateno = 205 && time >= 13
trigger5 = (StateType = S) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno != 1010 || stateno != 1014 || stateno != 1015

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) != 1
triggerall = IfElse(var(40) = 2,command = "z",command = "y")
triggerall = command != "holddown"
triggerall = p2bodydist x > 20
trigger1 = statetype = S
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200 && time >= 9
trigger3 = stateno = 201 && time >= 7
trigger4 = stateno = 205 && time >= 13
trigger5 = stateno = 211 && time >= 22
trigger6 = (StateType = S) && (MoveContact) && (Var(20) > 0)
trigger6 = stateno != 1010 || stateno != 1014 || stateno != 1015

;---------------------------------------------------------------------------
;Stand Strong Punch C
[State -1, Stand Strong Punch C]
type = ChangeState
value = 211
triggerall = var(59) != 1
triggerall = IfElse(var(40) = 2,command = "z",command = "y")
triggerall = command != "holddown"
triggerall = p2bodydist x <= 20
trigger1 = statetype = S
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200 && time >= 9
trigger3 = stateno = 201 && time >= 7
trigger4 = stateno = 205 && time >= 13
trigger5 = stateno = 210 && time >= 25
trigger6 = (StateType = S) && (MoveContact) && (Var(20) > 0)
trigger6 = stateno != 1010 || stateno != 1014 || stateno != 1015

;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) != 1
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = p2bodydist x > 20
trigger1 = statetype = S || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 231 && time >= 10
trigger5 = (StateType = S) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno != 1010 || stateno != 1014 || stateno != 1015
trigger6 = stateno = 400
trigger7 = stateno = 430

;---------------------------------------------------------------------------
;Stand Light Kick C
[State -1, Stand Light Kick C]
type = ChangeState
value = 231
triggerall = var(59) != 1
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = p2bodydist x <= 20
trigger1 = statetype = S
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 230 && time >= 14
trigger5 = (StateType = S) && (MoveContact) && (Var(20) > 0)
trigger5 = stateno != 1010 || stateno != 1014 || stateno != 1015

;---------------------------------------------------------------------------
;Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 235
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = p2bodydist x > 20
triggerall = var(40) = 2
trigger1 = statetype = S
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200 && time >= 9
trigger3 = stateno = 201 && time >= 7
trigger4 = stateno = 231 && time >= 10
trigger5 = stateno = 236 && time >= 12
trigger6 = (StateType = S) && (MoveContact) && (Var(20) > 0)
trigger6 = stateno != 1010 || stateno != 1014 || stateno != 1015


;---------------------------------------------------------------------------
;Stand Medium Kick C
[State -1, Stand Medium Kick C]
type = ChangeState
value = 236
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = p2bodydist x <= 20
triggerall = var(40) = 2
trigger1 = statetype = S
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200 && time >= 9
trigger3 = stateno = 201 && time >= 7
trigger4 = stateno = 231 && time >= 10
trigger5 = stateno = 235 && time >= 18
trigger6 = (StateType = S) && (MoveContact) && (Var(20) > 0)
trigger6 = stateno != 1010 || stateno != 1014 || stateno != 1015

;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) != 1
triggerall = Ifelse(var(40) = 2,command = "c",command = "b")
triggerall = command != "holddown"
triggerall = p2bodydist x > 20
trigger1 = statetype = S
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200 && time >= 9
trigger3 = stateno = 201 && time >= 7
trigger4 = stateno = 231 && time >= 10
trigger5 = stateno = 235 && time >= 18
trigger6 = stateno = 236 && time >= 12
trigger7 = stateno = 241 && time >= 15
trigger8 = (StateType = S) && (MoveContact) && (Var(20) > 0)
trigger8 = stateno != 1010 || stateno != 1014 || stateno != 1015

;---------------------------------------------------------------------------
;Standing Strong Kick C
[State -1, Standing Strong Kick C]
type = ChangeState
value = 241
triggerall = var(59) != 1
triggerall = Ifelse(var(40) = 2,command = "c",command = "b")
triggerall = command != "holddown"
triggerall = p2bodydist x <= 20
trigger1 = statetype = S
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = stateno = 200 && time >= 9
trigger3 = stateno = 201 && time >= 7
trigger4 = stateno = 231 && time >= 10
trigger5 = stateno = 235 && time >= 18
trigger6 = stateno = 236 && time >= 12
trigger7 = stateno = 240 && time >= 28
trigger8 = (StateType = S) && (MoveContact) && (Var(20) > 0)
trigger8 = stateno != 1010 || stateno != 1014 || stateno != 1015

;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) != 1
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (StateType = C) && (MoveContact) && (Var(20) > 0)
trigger2 = stateno != 1010 || stateno != 1014 || stateno != 1015
trigger3 = stateno = 400
trigger3 = time > 2
trigger4 = stateno = 200
trigger5 = stateno = 201
trigger6 = stateno = 430
trigger6 = time > 2

;---------------------------------------------------------------------------
;Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 405
triggerall = var(59) != 1
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = var(40) = 2
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (StateType = C) && (MoveContact) && (Var(20) > 0)
trigger2 = stateno != 1010 || stateno != 1014 || stateno != 1015

;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) != 1
triggerall = command = "holddown"
triggerall = IfElse(var(40) = 2 ,command = "z",command = "y")
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (StateType = C) && (MoveContact) && (Var(20) > 0)
trigger2 = stateno != 1010 || stateno != 1014 || stateno != 1015

;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) != 1
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (StateType = C) && (MoveContact) && (Var(20) > 0)
trigger2 = stateno != 1010 || stateno != 1014 || stateno != 1015
trigger3 = stateno = 430
trigger3 = time > 2
trigger4 = stateno = 400
trigger4 = time > 2
trigger5 = stateno = 200
trigger6 = stateno = 201

;---------------------------------------------------------------------------
;Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 435
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = var(40) = 2
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (StateType = C) && (MoveContact) && (Var(20) > 0)
trigger2 = stateno != 1010 || stateno != 1014 || stateno != 1015

;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) != 1
triggerall = command = "holddown"
triggerall = Ifelse(var(40) = 2,command = "c",command = "b")
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (StateType = C) && (MoveContact) && (Var(20) > 0)
trigger2 = stateno != 1010 || stateno != 1014 || stateno != 1015

;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) != 1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (MoveContact) && (Var(20) > 0)
trigger2 = stateno <= 640

;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 605
triggerall = var(59) != 1
triggerall = command = "y"
triggerall = var(40) = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (MoveContact) && (Var(20) > 0)
trigger2 = stateno <= 640

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) != 1
triggerall = Ifelse(var(40) = 2,command = "z",command = "y")
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (MoveContact) && (Var(20) > 0)
trigger2 = stateno <= 640

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) != 1
triggerall = command = "a"
trigger1 = vel x = 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (MoveContact) && (Var(20) > 0)
trigger2 = stateno <= 640

;---------------------------------------------------------------------------
;Jump Light Kick Vel X != 0
[State -1, Jump Light Kick Vel X != 0]
type = ChangeState
value = 631
triggerall = var(59) != 1
triggerall = command = "a"
trigger1 = vel x != 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (MoveContact) && (Var(20) > 0)
trigger2 = stateno <= 640

;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 635
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = var(40) = 2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (MoveContact) && (Var(20) > 0)
trigger2 = stateno <= 640

;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) != 1
triggerall = Ifelse(var(40) = 2,command = "c",command = "b")
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (MoveContact) && (Var(20) > 0)
trigger2 = stateno <= 640









;==============================================================================
[State -1, NEVER MIND THIS]
type = ChangeState
value = 6666 ; RANDOM SHIT,RLY
triggerall = var(11) = 1
triggerall = command = "LINKINPARK"
trigger1 = stateno = [0,6665]
ignorehitpause = 0
