;-| AIスイッチ |--------------------------------------------------------
[Command]
Name = "AI0"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
Time = 0
[Command]
Name = "AI1"
Command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
Time = 0
[Command]
Name = "AI2"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
Time = 0
[Command]
Name = "AI3"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
Time = 0
[Command]
Name = "AI4"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
Time = 0
[Command]
Name = "AI5"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI6"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
Time = 0
[Command]
Name = "AI7"
Command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
Time = 0
[Command]
Name = "AI8"
Command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
Time = 0
[Command]
Name = "AI9"
Command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
Time = 0
[Command]
Name = "AI10"
Command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
Time = 0
[Command]
Name = "AI11"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
Time = 0
[Command]
Name = "AI12"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
Time = 0
[Command]
Name = "AI13"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
Time = 0
[Command]
Name = "AI14"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
Time = 0
[Command]
Name = "AI15"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI16"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
Time = 0
[Command]
Name = "AI17"
Command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
Time = 0
[Command]
Name = "AI18"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
Time = 0
[Command]
Name = "AI19"
Command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
Time = 0
[Command]
Name = "AI20"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
Time = 0
[Command]
Name = "AI21"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
Time = 0
[Command]
Name = "AI22"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
Time = 0
[Command]
Name = "AI23"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI24"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
Time = 0
[Command]
Name = "AI25"
Command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
Time = 0
[Command]
Name = "AI26"
Command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
Time = 0
[Command]
Name = "AI27"
Command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
Time = 0
[Command]
Name = "AI28"
Command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
Time = 0
[Command]
Name = "AI29"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
Time = 0
[Command]
Name = "AI30"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
Time = 0
[Command]
Name = "AI31"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
Time = 0
[Command]
Name = "AI32"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
Time = 0
[Command]
Name = "AI33"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI34"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
Time = 0
[Command]
Name = "AI35"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI36"
Command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI37"
Command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
Time = 0
[Command]
Name = "AI38"
Command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
Time = 0
[Command]
Name = "AI39"
Command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
Time = 0
[Command]
Name = "AI40"
Command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
Time = 0
[Command]
Name = "AI41"
Command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
Time = 0
[Command]
Name = "AI42"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI43"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
Time = 0
[Command]
Name = "AI44"
Command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
Time = 0
[Command]
Name = "AI45"
Command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
Time = 0
[Command]
Name = "AI46"
Command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
Time = 0
[Command]
Name = "AI47"
Command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI48"
Command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
Time = 0
[Command]
Name = "AI49"
Command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
Time = 0
[Command]
Name = "AI50"
Command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
Time = 0

;超必殺技--------------------------------------------------------

[Command]
Name = "禁千弐百拾八式・八咫烏"
Command = ~D, DF, F, D, DF, F, D, DF, F, D, DF, F ,x+y
Time = 70

[Command]
Name = "禁千弐百拾八式・八咫烏"
Command = ~D, F, D, F, D, F, D, F ,x+y
Time = 50

[Command]
Name = "ＭＡＸ禁千弐百拾壱式・八稚女"
Command = ~D, DF, F, DF, D, DB, B, x+y
Time = 35

[Command]
Name = "ＭＡＸ禁千弐百拾壱式・八稚女"
Command = ~D, F, D, B, x+y
Time = 20

[Command]
Name = "禁千弐百拾壱式・八稚女　Ａ"
Command = ~D, DF, F, DF, D, DB, B, x
Time = 35

[Command]
Name = "禁千弐百拾壱式・八稚女　Ａ"
Command = ~D, F, D, B, x
Time = 20

[Command]
Name = "禁千弐百拾壱式・八稚女　Ｃ"
Command = ~D, DF, F, DF, D, DB, B, y
Time = 35

[Command]
Name = "禁千弐百拾壱式・八稚女　Ｃ"
Command = ~D, F, D, B, y
Time = 20

[Command]
Name = "ＭＡＸ血の暴走"
Command = ~D, DF, F, DF, D, DB, B, a+b
Time = 35

[Command]
Name = "ＭＡＸ血の暴走"
Command = ~D, F, D, B, a+b
Time = 20

[Command]
Name = "血の暴走　Ｂ"
Command = ~D, DF, F, DF, D, DB, B, a
Time = 35

[Command]
Name = "血の暴走　Ｂ"
Command = ~D, F, D, B, a
Time = 20

[Command]
Name = "血の暴走　Ｄ"
Command = ~D, DF, F, DF, D, DB, B, b
Time = 35

[Command]
Name = "血の暴走　Ｄ"
Command = ~D, F, D, B, b
Time = 20

;必殺技------------------------------------------------------

[Command]
Name = "弐百参式・槌椿　Ａ"
Command = ~B, DB, D, DF, F, x
Time = 30

[Command]
Name = "弐百参式・槌椿　Ｃ"
Command = ~B, DB, D, DF, F, y
Time = 30

[Command]
Name = "弐百参式・槌椿　Ａ"
Command = ~B, D, F, x
Time = 15

[Command]
Name = "弐百参式・槌椿　Ｃ"
Command = ~B, D, F, y
Time = 15

[Command]
Name = "百弐拾九式・明鳥　Ｂ"
Command = ~D, DB, B, a
Time = 10

[Command]
Name = "百弐拾九式・明鳥　Ｄ"
Command = ~D, DB, B, b
Time = 10

[Command]
Name = "百四式・鵺討ち　Ａ"
Command = ~F, D, DF, x
Time = 12

[Command]
Name = "百四式・鵺討ち　Ｃ"
Command = ~F, D, DF, y
Time = 12

[Command]
Name = "四百壱式・衝月　Ａ"
Command = ~D, DB, B, x
Time = 10

[Command]
Name = "四百壱式・衝月　Ｃ"
Command = ~D, DB, B, y
Time = 10 

;２回押し技-----------------------------------------------------------

[Command]
Name = "FF"     
Command = F, F
Time = 10

[Command]
Name = "BB"     
Command = B, B
Time = 10

[Command]
Name = "longjump"
Command = D, $U
Time = 18

;同時押し-----------------------------------------------

[Command]
Name = "a+b+c"
Command = x+a+y
Time = 1

[Command]
Name = "a+b"
Command = x+a
Time = 1

[Command]
Name = "a+b"
Command = z
Time = 1

[Command]
Name = "c+d"
Command = y+b
Time = 1

[Command]
Name = "c+d"
Command = c
Time = 1

;ボタン設定---------------------------------------------------------

[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

;押しっぱなし-------------------------------------------------------

[Command]
Name = "holdfwd"
Command = /$F
Time = 1

[Command]
Name = "holdback"
Command = /$B
Time = 1

[Command]
Name = "holdup"
Command = /$U
Time = 1

[Command]
Name = "holddown"
Command = /$D
Time = 1

[Command]
Name = "holdx"
Command = /$x
Time = 1

[Command]
Name = "holdy"
Command = /$y
Time = 1

[Command]
Name = "holdｚ"
Command = /$z
Time = 1

[Command]
Name = "holda"
Command = /$a
Time = 1

[Command]
Name = "holdb"
Command = /$b
Time = 1

[Command]
Name = "holdc"
Command = /$c
Time = 1

[Command]
Name = "fwd"
Command = F
Time = 1

[Command]
Name = "back"
Command = B
Time = 1

[Command]
Name = "up"
Command = U
Time = 1

[Command]
Name = "down"
Command = D
Time = 1

;===========================================================================
;プレイヤー用コマンド
;---------------------------------------------------------------------------

[Statedef -1]


[State -1, 禁千弐百拾八式・八咫烏]
type = ChangeState
value = 4000
TriggerAll = Command = "禁千弐百拾八式・八咫烏" || Command = "holdｚ" || Command = "holdc" || var(2) = 1
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Power >= 1000
TriggerAll = !var(59)
Trigger1 = StateNo = 3010 && AnimElem = 84, >= 0 && AnimElem = 88, < 0


[State -1, ＭＡＸ血の暴走]
type = ChangeState
value = 3100
TriggerAll = Command = "ＭＡＸ血の暴走" || var(2) = 2
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Power >= 2000
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger4 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger5 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger6 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger7 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger8 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 7, >= 0 && AnimElem = 8, < 0)) 
Trigger9 = StateNo = 260 && (MoveContact = [1,10])
Trigger10 = StateNo = 265 && (MoveContact = [1,5])
Trigger11 = StateNo = 270 && (MoveContact = [1,10])
Trigger12 = StateNo = 275 && (MoveContact = [1,5])
Trigger13 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger14 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger15 = StateNo = 1000 && ((MoveContact = [1,5]) && Power >= 3000)
Trigger16 = StateNo = 1050 && ((MoveContact = [1,5]) && Power >= 3000)
Trigger17 = StateNo = 1100 && ((MoveContact = [1,5]) && Power >= 3000)
Trigger18 = StateNo = 1201 && ((MoveContact = [1,5]) && Power >= 3000)
Trigger19 = StateNo = 1251 && ((MoveContact = [1,5]) && Power >= 3000)


[State -1, ＭＡＸ禁千弐百拾壱式・八稚女]
type = ChangeState
value = 3000
TriggerAll = Command = "ＭＡＸ禁千弐百拾壱式・八稚女" || var(2) = 3
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Power >= 2000
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger4 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger5 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger6 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger7 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger8 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 7, >= 0 && AnimElem = 8, < 0)) 
Trigger9 = StateNo = 260 && (MoveContact = [1,10])
Trigger10 = StateNo = 265 && (MoveContact = [1,5])
Trigger11 = StateNo = 270 && (MoveContact = [1,10])
Trigger12 = StateNo = 275 && (MoveContact = [1,5])
Trigger13 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger14 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger15 = StateNo = 1000 && ((MoveContact = [1,5]) && Power >= 3000)
Trigger16 = StateNo = 1050 && ((MoveContact = [1,5]) && Power >= 3000)
Trigger17 = StateNo = 1100 && ((MoveContact = [1,5]) && Power >= 3000)
Trigger18 = StateNo = 1201 && ((MoveContact = [1,5]) && Power >= 3000)
Trigger19 = StateNo = 1251 && ((MoveContact = [1,5]) && Power >= 3000)


[State -1, 血の暴走]
type = ChangeState
value = 2100
TriggerAll = Command = "血の暴走　Ｂ" || Command = "血の暴走　Ｄ" || (var(2) = [4,5])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Power >= 1000
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger4 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger5 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger6 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger7 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger8 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 7, >= 0 && AnimElem = 8, < 0)) 
Trigger9 = StateNo = 260 && (MoveContact = [1,10])
Trigger10 = StateNo = 265 && (MoveContact = [1,5])
Trigger11 = StateNo = 270 && (MoveContact = [1,10])
Trigger12 = StateNo = 275 && (MoveContact = [1,5])
Trigger13 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger14 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger15 = StateNo = 1000 && ((MoveContact = [1,5]) && Power >= 2000)
Trigger16 = StateNo = 1050 && ((MoveContact = [1,5]) && Power >= 2000)
Trigger17 = StateNo = 1100 && ((MoveContact = [1,5]) && Power >= 2000)
Trigger18 = StateNo = 1201 && ((MoveContact = [1,5]) && Power >= 2000)
Trigger19 = StateNo = 1251 && ((MoveContact = [1,5]) && Power >= 2000)


[State -1, 禁千弐百拾壱式・八稚女]
type = ChangeState
value = 2000
TriggerAll = Command = "禁千弐百拾壱式・八稚女　Ａ" || Command = "禁千弐百拾壱式・八稚女　Ｃ" || (var(2) = [6,7])
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = Power >= 1000
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 200 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger4 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger5 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger6 = StateNo = 220 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger7 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger8 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 7, >= 0 && AnimElem = 8, < 0)) 
Trigger9 = StateNo = 260 && (MoveContact = [1,10])
Trigger10 = StateNo = 265 && (MoveContact = [1,5])
Trigger11 = StateNo = 270 && (MoveContact = [1,10])
Trigger12 = StateNo = 275 && (MoveContact = [1,5])
Trigger13 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger14 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger15 = StateNo = 1000 && ((MoveContact = [1,5]) && Power >= 2000)
Trigger16 = StateNo = 1050 && ((MoveContact = [1,5]) && Power >= 2000)
Trigger17 = StateNo = 1150 && ((MoveContact = [1,5]) && Power >= 2000)
Trigger18 = StateNo = 1201 && ((MoveContact = [1,5]) && Power >= 2000)
Trigger19 = StateNo = 1251 && ((MoveContact = [1,5]) && Power >= 2000)


[State -1, 弐百参式・槌椿　Ｃ]
type = ChangeState
value = 1350
TriggerAll = Command = "弐百参式・槌椿　Ｃ" || var(2) = 8
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger6 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 7, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 260 && (MoveContact = [1,10])
Trigger8 = StateNo = 265 && (MoveContact = [1,5])
Trigger9 = StateNo = 275 && (MoveContact = [1,5])
Trigger10 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger11 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 


[State -1, 弐百参式・槌椿　Ａ]
type = ChangeState
value = 1300
TriggerAll = Command = "弐百参式・槌椿　Ａ" || var(2) = 9
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger6 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 7, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 260 && (MoveContact = [1,10])
Trigger8 = StateNo = 265 && (MoveContact = [1,5])
Trigger9 = StateNo = 275 && (MoveContact = [1,5])
Trigger10 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger11 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 


[State -1, 百弐拾九式・明鳥　Ｄ]
type = ChangeState
value = 1250
TriggerAll = Command = "百弐拾九式・明鳥　Ｄ" || var(2) = 10
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger6 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 7, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 260 && (MoveContact = [1,10])
Trigger8 = StateNo = 265 && (MoveContact = [1,5])
Trigger9 = StateNo = 275 && (MoveContact = [1,5])
Trigger10 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger11 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 


[State -1, 百弐拾九式・明鳥　Ｂ]
type = ChangeState
value = 1200
TriggerAll = Command = "百弐拾九式・明鳥　Ｂ" || var(2) = 11
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger6 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 7, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 260 && (MoveContact = [1,10])
Trigger8 = StateNo = 265 && (MoveContact = [1,5])
Trigger9 = StateNo = 275 && (MoveContact = [1,5])
Trigger10 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger11 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 


[State -1, 四百壱式・衝月　Ｃ]
type = ChangeState
value = 1150
TriggerAll = Command = "四百壱式・衝月　Ｃ" || var(2) = 12
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger6 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 7, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 260 && (MoveContact = [1,10])
Trigger8 = StateNo = 265 && (MoveContact = [1,5])
Trigger9 = StateNo = 275 && (MoveContact = [1,5])
Trigger10 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger11 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 


[State -1, 四百壱式・衝月　Ａ]
type = ChangeState
value = 1100
TriggerAll = Command = "四百壱式・衝月　Ａ" || var(2) = 13
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger6 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 7, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 260 && (MoveContact = [1,10])
Trigger8 = StateNo = 265 && (MoveContact = [1,5])
Trigger9 = StateNo = 275 && (MoveContact = [1,5])
Trigger10 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger11 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 


[State -1, 百四式・鵺討ち　Ｃ]
type = ChangeState
value = 1050
TriggerAll = Command = "百四式・鵺討ち　Ｃ" || var(2) = 14
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger6 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 7, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 260 && (MoveContact = [1,10])
Trigger8 = StateNo = 265 && (MoveContact = [1,5])
Trigger9 = StateNo = 275 && (MoveContact = [1,5])
Trigger10 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger11 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 


[State -1, 百四式・鵺討ち　Ａ]
type = ChangeState
value = 1000
TriggerAll = Command = "百四式・鵺討ち　Ａ" || var(2) = 15
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 210 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 6, >= 0 && AnimElem = 7, < 0)) 
Trigger4 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 
Trigger6 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 7, >= 0 && AnimElem = 8, < 0)) 
Trigger7 = StateNo = 260 && (MoveContact = [1,10])
Trigger8 = StateNo = 265 && (MoveContact = [1,5])
Trigger9 = StateNo = 275 && (MoveContact = [1,5])
Trigger10 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger11 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 4, >= 0 && AnimElem = 5, < 0)) 


[State -1, ダッシュ]
type = ChangeState
value = 100
TriggerAll = Command = "FF" 
TriggerAll = RoundState = 2
TriggerAll = StateType = S
TriggerAll = !var(59)
Trigger1 = Ctrl


[State -1, ダッシュジャンプ]
Type = ChangeState
Value = 40
TriggerAll = Command = "holdup"
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = StateNo = [100,101]


[State -1, バックステップ]
type = ChangeState
value = 105
TriggerAll = Command = "BB"
TriggerAll = RoundState = 2
TriggerAll = StateType = S
TriggerAll = !var(59)
Trigger1 = Ctrl


[State -1, 逆逆剥ぎ]
type = ChangeState
value = 850
TriggerAll = Command = "holdfwd" && Command = "b" && Command != "holddown"
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = (Abs(P2BodyDist X) <= 18)
TriggerAll = StateNo != 100
TriggerAll = !var(59)
Trigger1 = Ctrl


[State -1, 逆剥ぎ]
type = ChangeState
value = 800
TriggerAll = Command = "holdfwd" && Command = "y" && Command != "holddown"
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = (Abs(P2BodyDist X) <= 18)
TriggerAll = StateNo != 100
TriggerAll = !var(59)
Trigger1 = Ctrl


[State -1, 緊急回避　後]
Type = ChangeState
Value = 750
TriggerAll = Command = "a+b" && Command = "holdback"
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl
Trigger2 = (StateNo = 150 || StateNo = 152) && Power >= 1000 


[State -1, 緊急回避　前]
type = ChangeState
value = 700
TriggerAll = Command = "a+b" && Command != "holdback" 
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = (StateNo = 150 || StateNo = 152) && Power >= 1000 


[State -1, 外式・百合折り]
type = ChangeState
value = 645
TriggerAll = Command = "a" && (Command = "holdfwd" && Command != "holddown" || Command = "holdback" && Command != "holddown") 
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = !var(59)
Trigger1 = Ctrl
Trigger2 = StateNo = 105


[State -1, 外式・杭（キャンセル）]
type = ChangeState
value = 275
TriggerAll = Command = "y" && Command = "holdfwd" && Command = "holddown" || var(2) = 16
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger2 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger3 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger4 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger6 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 


[State -1, 外式・杭]
type = ChangeState
value = 270
TriggerAll = Command = "y" && Command = "holdfwd" && Command = "holddown" || var(2) = 16
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])


[State -1, 外式・夢弾（２段目）]
type = ChangeState
value = 265
TriggerAll = Command = "x" && Command = "holdfwd" && Command != "holddown" 
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = StateNo = 260 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 2 && AnimElem = 6, < 0)) 


[State -1, 外式・夢弾]
type = ChangeState
value = 260
TriggerAll = Command = "x" && Command = "holdfwd" && Command != "holddown" || var(2) = 17
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger3 = StateNo = 215 && ((MoveContact = [1,5]) && AnimElem = 4, < 0 || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 5, < 0)) 
Trigger4 = StateNo = 225 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger5 = StateNo = 250 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger6 = StateNo = 400 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 3, >= 0 && AnimElem = 4, < 0)) 
Trigger7 = StateNo = 410 && ((MoveContact = [1,5]) || (!MoveContact && AnimElem = 5, >= 0 && AnimElem = 6, < 0)) 


[State -1, ガードキャンセルふっとばし]
type = ChangeState
value = 255
TriggerAll = Command = "c+d" 
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = (StateNo = 150 || StateNo = 152) && Power >= 1000 


[State -1, ふっとばし]
type = ChangeState
value = 250
TriggerAll = Command = "c+d" 
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])


[State -1, ジャンプふっとばし]
type = ChangeState
value = 640
TriggerAll = Command = "c+d" 
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = StateNo != 105
TriggerAll = !var(59)
Trigger1 = Ctrl


[State -1, 遠立ちＡ]
type = ChangeState
value = 200
TriggerAll = Command = "x" && Command != "holddown"
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X >= 24
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && AnimElem = 4, >= 0
Trigger3 = StateNo = 400 && AnimElem = 4, >= 0
Trigger4 = StateNo = 420 && AnimElem = 4, >= 0


[State -1, 近立ちＡ]
type = ChangeState
value = 205
TriggerAll = Command = "x" && Command != "holddown"
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 24
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && AnimElem = 4, >= 0
Trigger3 = StateNo = 400 && AnimElem = 4, >= 0
Trigger4 = StateNo = 420 && AnimElem = 4, >= 0


[State -1, 遠立ちＣ]
type = ChangeState
value = 210
TriggerAll = Command = "y" && Command != "holddown"
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X >= 34
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])


[State -1, 近立ちＣ]
type = ChangeState
value = 215
TriggerAll = Command = "y" && Command != "holddown"
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 34
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])


[State -1, 遠立ちＢ]
type = ChangeState
value = 220
TriggerAll = Command = "a" && Command != "holddown"
TriggerAll = StateType != A
TriggerAll = P2BodyDist X >= 28
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && AnimElem = 4, >= 0
Trigger3 = StateNo = 400 && AnimElem = 4, >= 0
Trigger4 = StateNo = 420 && AnimElem = 4, >= 0


[State -1, 近立ちＢ]
type = ChangeState
value = 225
TriggerAll = Command = "a" && Command != "holddown"
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 28
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && AnimElem = 4, >= 0
Trigger3 = StateNo = 400 && AnimElem = 4, >= 0
Trigger4 = StateNo = 420 && AnimElem = 4, >= 0


[State -1, 遠立ちＤ]
type = ChangeState
value = 230
TriggerAll = Command = "b" && Command != "holddown"
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X >= 38
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])


[State -1, 近立ちＤ]
type = ChangeState
value = 235
TriggerAll = Command = "b" && Command != "holddown"
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = P2BodyDist X < 38
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])


[State -1, しゃがみＡ]
type = ChangeState
value = 400
TriggerAll = Command = "x" && Command = "holddown" 
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && AnimElem = 4, >= 0
Trigger3 = StateNo = 400 && AnimElem = 4, >= 0
Trigger4 = StateNo = 420 && AnimElem = 4, >= 0


[State -1, しゃがみＣ]
type = ChangeState
value = 410
TriggerAll = Command = "y" && Command = "holddown" 
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])


[State -1, しゃがみＢ]
type = ChangeState
value = 420
TriggerAll = Command = "a" && Command = "holddown" 
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])
Trigger2 = StateNo = 205 && AnimElem = 4, >= 0
Trigger3 = StateNo = 400 && AnimElem = 4, >= 0
Trigger4 = StateNo = 420 && AnimElem = 4, >= 0


[State -1, しゃがみＤ]
type = ChangeState
value = 430
TriggerAll = Command = "b" && Command = "holddown" 
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])


[State -1, 垂直ジャンプＡ]
type = ChangeState
value = 600
TriggerAll = Command = "x"
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = StateNo != 105
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = !var(59)
Trigger1 = Ctrl 


[State -1, 斜めジャンプＡ]
type = ChangeState
value = 605
TriggerAll = Command = "x"
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = StateNo != 105
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = !var(59)
Trigger1 = Ctrl


[State -1, 垂直ジャンプＣ]
type = ChangeState
value = 610
TriggerAll = Command = "y"
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = StateNo != 105
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = !var(59)
Trigger1 = Ctrl


[State -1, 斜めジャンプＣ]
type = ChangeState
value = 615
TriggerAll = Command = "y"
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = StateNo != 105
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = !var(59)
Trigger1 = Ctrl


[State -1, 垂直ジャンプＢ]
type = ChangeState
value = 620
TriggerAll = Command = "a"
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = StateNo != 105
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = !var(59)
Trigger1 = Ctrl


[State -1, 斜めジャンプＢ]
type = ChangeState
value = 625
TriggerAll = Command = "a"
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = StateNo != 105
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = !var(59)
Trigger1 = Ctrl


[State -1, 垂直ジャンプＤ]
type = ChangeState
value = 630
TriggerAll = Command = "b"
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = StateNo != 105
TriggerAll = !(Abs(Vel X) > 0 || var(4))
TriggerAll = !var(59)
Trigger1 = Ctrl


[State -1, 斜めジャンプＤ]
type = ChangeState
value = 635
TriggerAll = Command = "b"
TriggerAll = RoundState = 2
TriggerAll = StateType = A
TriggerAll = StateNo != 105
TriggerAll = (Abs(Vel X) > 0 || var(4))
TriggerAll = !var(59)
Trigger1 = Ctrl


[State -1, 挑発]
type = ChangeState
value = 195
TriggerAll = Command = "start"
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !var(59)
Trigger1 = Ctrl || (StateNo= [100,101])






