; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional -- defaults to 15 if omitted)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas.
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;               command = ~30
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their engine.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands are given below. Delete, add, or modify as you wish.

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

[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 = "hold_a"
command =/a
time = 1

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

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

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

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

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

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

;AI Start----------------------------------------------------------------------------

 [Command]
name = "cpu1"
command = U, U, U, U
time = 0
[Command]
name = "cpu2"
command = U, U, U, D
time = 0
[Command]
name = "cpu3"
command = U, U, D, D
time = 0
[Command]
name = "cpu4"
command = U, D, D, D
time = 0
[Command]
name = "cpu5"
command = D, D, D, D
time = 0
[Command]
name = "cpu6"
command = D, D, D, U
time = 0
[Command]
name = "cpu7"
command = D, D, U, U
time = 0
[Command]
name = "cpu8"
command = D, U, U, U
time = 0
[Command]
name = "cpu9"
command = U, D, U, U
time = 0
[Command]
name = "cpu10"
command = U, U, D, U
time = 0
[Command]
name = "cpu11"
command = D, U, U, D
time = 0
[Command]
name = "cpu12"
command = U, D, D, U
time = 0
[Command]
name = "cpu13"
command = D, U, D, U
time = 0
[Command]
name = "cpu14"
command = U, D, U, D
time = 0
[Command]
name = "cpu15"
command = F, F, F, F
time = 0
[Command]
name = "cpu16"
command = B, B, B, B
time = 0
[Command]
name = "cpu17"
command = F, B, F, F
time = 0
[Command]
name = "cpu18"
command = F, F, B, F
time = 0
[Command]
name = "cpu19"
command = B, F, F, F
time = 0
[Command]
name = "cpu20"
command = F, F, F, B
time = 0
[Command]
name = "cpu21"
command = F, B, B, F
time = 0
[Command]
name = "cpu22"
command = B, F, F, B
time = 0
[Command]
name = "cpu23"
command = F, B, F, B
time = 0
[Command]
name = "cpu24"
command = B, F, B, F
time = 0
[Command]
name = "cpu25"
command = D, F, D, F
time = 0
[Command]
name = "cpu26"
command = D, B, D, B
time = 0
[Command]
name = "cpu27"
command = D, B, D, F
time = 0
[Command]
name = "cpu28"
command = D, F, D, B
time = 0
[Command]
name = "cpu29"
command = U, F, D, B
time = 0
[Command]
name = "cpu30"
command = U, B, D, F
time = 0
[Command]
name = "cpu31"
command = B, D, F, U
time = 0
[Command]
name = "cpu32"
command = F, D, B, U
time = 0
[Command]
name = "cpu33"
command = U, U, U, U
time = 0
[Command]
name = "cpu34"
command = U, U, U, D
time = 0
[Command]
name = "cpu35"
command = U, U, D, D
time = 0
[Command]
name = "cpu36"
command = U, D, D, D
time = 0
[Command]
name = "cpu37"
command = D, D, D, D
time = 0
[Command]
name = "cpu38"
command = D, D, D, U
time = 0
[Command]
name = "cpu39"
command = D, D, U, U
time = 0
[Command]
name = "cpu40"
command = D, U, U, U
time = 0
[Command]
name = "cpu41"
command = U, D, U, U
time = 0
[Command]
name = "cpu42"
command = U, U, D, U
time = 0
[Command]
name = "cpu43"
command = D, U, U, D
time = 0
[Command]
name = "cpu44"
command = U, D, D, U
time = 0
[Command]
name = "cpu45"
command = D, U, D, U
time = 0
[Command]
name = "cpu46"
command = U, D, U, D
time = 0
[Command]
name = "cpu47"
command = F, F, F, F
time = 0
[Command]
name = "cpu48"
command = B, B, B, B
time = 0
[Command]
name = "cpu49"
command = F, B, F, F
time = 0
[Command]
name = "cpu50"
command = F, F, B, F
time = 0
[Command]
name = "cpu51"
command = B, F, F, F
time = 0
[Command]
name = "cpu52"
command = F, F, F, B
time = 0
[Command]
name = "cpu53"
command = F, B, B, F
time = 0
[Command]
name = "cpu54"
command = B, F, F, B
time = 0
[Command]
name = "cpu55"
command = F, B, F, B
time = 0
[Command]
name = "cpu56"
command = B, F, B, F
time = 0
[Command]
name = "cpu57"
command = D, F, D, F
time = 0
[Command]
name = "cpu58"
command = D, B, D, B
time = 0
[Command]
name = "cpu59"
command = D, B, D, F
time = 0
[Command]
name = "cpu60"
command = D, F, D, B
time = 0
[Command]
name = "cpu61"
command = U, F, D, B
time = 0
[Command]
name = "cpu62"
command = U, B, D, F
time = 0
[Command]
name = "cpu63"
command = B, D, F, U
time = 0
[Command]
name = "cpu64"
command = F, D, B, U
time = 0


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

[Command]
name = "STONE"
command =  ~U;,U,U
time = 35

[Command]
name = "STONE"
command =  a
time = 35

[Command]
name = "STONE"
command =  b
time = 35

[Command]
name = "STONE"
command =  c
time = 35

[Command]
name = "STONE"
command =  x
time = 35

[Command]
name = "STONE"
command =  y
time = 35

[Command]
name = "STONE"
command =  z
time = 35

[Command]
name = "GHOST"
command =  ~D,D,D
time = 35

[Command]
name = "MATRIX"
command =  ~D,D,D
time = 35

[Command]
name = "EXThrow"
command =  ~D,DB,B,a+x
time = 35

[Command]
name = "EXThrow"
command =  ~D,DB,B,b+y
time = 35

[Command]
name = "EXThrow"
command =  ~D,DB,B,c+z
time = 35

[Command]
name = "Throw"
command =  a+x
time = 35

[Command]
name = "Throw"
command =  b+y
time = 35

[Command]
name = "Throw"
command =  c+z
time = 35

[Command]
name = "SuperFlame"
command =  ~D, DF, F, D, DF, F, c
time = 35

[Command]
name = "SuperHammer"
command =  ~D, DF, F, D, DF, F, b
time = 35

[Command]
name = "InvincibleStar"
command =  ~D, DF, F, D, DF, F, a
time = 35

[Command]
name = "EXbuttstomp"
command = /D, a+b

[Command]
name = "EXbuttstomp"
command = /D, b+c

[Command]
name = "EXbuttstomp"
command = /D, a+c

[Command]
name = "EXCoinPunch"
command = ~F, D, DF, x+y

[Command]
name = "EXCoinPunch"
command = ~F, D, DF, y+z

[Command]
name = "EXCoinPunch"
command = ~F, D, DF, x+z

[Command]
name = "CoinPunch_x"
command = ~F, D, DF, x

[Command]
name = "CoinPunch_y"
command = ~F, D, DF, y

[Command]
name = "CoinPunch_z"
command = ~F, D, DF, z

[Command]
name = "EXfireball"
command = ~D, DF, F, x+y

[Command]
name = "EXfireball"
command = ~D, DF, F, y+z

[Command]
name = "EXfireball"
command = ~D, DF, F, x+z

[Command]
name = "fireball_x"
command = ~D, DF, F, x

[Command]
name = "fireball_y"
command = ~D, DF, F, y

[Command]
name = "fireball_z"
command = ~D, DF, F, z

[Command]
name = "EXtornado"
command = ~D, DB, B, x+y

[Command]
name = "EXtornado"
command = ~D, DB, B, y+z

[Command]
name = "EXtornado"
command = ~D, DB, B, x+z

[Command]
name = "tornado_x"
command = ~D, DB, B, x

[Command]
name = "tornado_y"
command = ~D, DB, B, y

[Command]
name = "tornado_z"
command = ~D, DB, B, z


[Command]
name = "buttstomp"
command = /D,c

[Command]
name = "drillkick"
command = /D,b

[Command]
name = "headstomp"
command = /D,a

[Command]
name = "airglideEX"
command = B, B, F

[Command]
name = "airglide"
command = F, F
time = 10

[Command]
name = "rollfwd"
command = a+b

[Command]
name = "rollfwd"
command = b+c

[Command]
name = "rollfwd"
command = c+a

;-| Double Tap |-----------------------------------------------------------

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

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

;-| 2/3 Button Combination |-----------------------------------------------

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

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

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

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

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

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

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

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

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

[Command]
name = "Sjump"
command = D, U

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.  
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.


[statedef -1]

;-|Signal AI Routines|--------------------------------------------------------------------
[State -1, Set AI-Type]
type = VarSet
triggerall = Var(8) != 0
trigger1 = RoundState = 1
trigger2 = StateNo = 5900
var(8) = 0

[State -1, Debug]
type = DisplayToClipboard
trigger1 = 1
text = "AI=%d bodydist x=%f,(x,y)=(%f,%f),juggle=%d"
params = Var(7),P2bodyDist X,P2Dist X,P2Dist Y,Var(10)

[State -1, SetAI]
type = VarSet
triggerall = Alive && RoundState = 2
triggerall = IsHomeTeam
trigger1 = TeamSide = 2
trigger2 = MatchNo > 1
var(7) = 1

[State -1]
type = VarSet
var(7) = 1
;triggerall = Alive && RoundState = 2
triggerall = var(7) != 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"
trigger45 = command = "cpu45"
trigger46 = command = "cpu46"
trigger47 = command = "cpu47"
trigger48 = command = "cpu48"
trigger49 = command = "cpu49"
trigger50 = command = "cpu50"
trigger51 = command = "cpu51"
trigger52 = command = "cpu52"
trigger53 = command = "cpu53"
trigger54 = command = "cpu54"
trigger55 = command = "cpu55"
trigger56 = command = "cpu56"
trigger57 = command = "cpu57"
trigger58 = command = "cpu58"
trigger59 = command = "cpu59"
trigger60 = command = "cpu60"
trigger61 = command = "cpu61"
trigger62 = command = "cpu62"
trigger63 = command = "cpu63"
trigger64 = command = "cpu64"
trigger65 = IsHelper && StateNo = 0
;trigger66 = 1

;Begin AI

[State -1]
type = VarSet
v = 10
value = 0
triggerall = var(7) = 1
trigger1 = P2MoveType != H
trigger1 = Var(10) = 1

[State -1]
type = VarSet
v = 10
value = 1
triggerall = var(7) = 1
trigger1 = EnemyNear,HitFall = 1
trigger1 = StateNo = 1504
trigger1 = Time <= 1

[State -1]
type = VarSet
v = 11
value = 1
triggerall = var(7) = 1
triggerall = var(11) = 0
triggerall = AnimElem = 7,>= 0
triggerall = MoveContact = 0
trigger1 = StateNo = 610
trigger2 = StateNo = 640

;----------------------------------------------------------------------
;MATRIX
[State -1, MATRIX]
type = ChangeState
value = 3600
triggerall = var(7) = 1
triggerall = life <= 300
triggerall = power >= 3000
triggerall = ctrl
triggerall = P2movetype != H
triggerall = P2statetype != A
triggerall = P2statetype != L
triggerall = P2movetype != A
triggerall = random = [0,500]
triggerall != P2name = "Dark Chun Li"
triggerall != P4name = "Dark Chun Li"
triggerall != P2name = "Psycho Shredder[S]"
triggerall != P4name = "Psycho Shredder[S]"
triggerall != P2name = "Broli Remix ver1.2"
triggerall != P4name = "Broli Remix ver1.2"
triggerall != P2name = "Dark Chun Li2"
triggerall != P4name = "Dark Chun Li2"
triggerall != P2name = "Super Dan"
triggerall != P4name = "Super Dan"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = 0
trigger2 = statetype = S
trigger2 = ctrl
trigger2 = 0

[State -1, AI Weak DP]
type = ChangeState
value = 1500
triggerall = var(3) = 0
triggerall = var(7) = 1
triggerall = var(9) <= 2
trigger1 = Ctrl
trigger1 = P2movetype = A
trigger1 = statetype != A
trigger1 = P2BodyDist X = [-30,60]
trigger1 = P2Stateno <= 1999 || Random > 700
trigger1 = P2statetype != A

;Stop code by Big Eli King
[State -1]
type = ChangeState
value = 0
triggerall = Var(7) = 1
triggerall = Win = 1
trigger1 = statetype != A
trigger1 = ctrl

[State -1, AI Invincible Star]
type = ChangeState
value = 2200
triggerall = RoundNo = 3 || (Life < 300 || (Life-300 < P2Life))
triggerall = P2movetype != H
triggerall = power >= 3000
triggerall = var(7) = 1
triggerall = P2BodyDist X >= 50 || P2dist Y < -50 || (P2StateNo = [1000,4999])
triggerall = statetype != A
triggerall = random <= 500 || (P2StateNo = [1000,4999])
triggerall = PalNo != 12 && Parent,PalNo != 12
trigger1 = ctrl || StateNo = 110
trigger1 = Var(9) = 0 || Random < 100 || ((P2StateNo = [3000,4999]) && Var(9) < 4)

[State -1, AI SuperHammer]
type = ChangeState
value = 2100
triggerall = P2statetype != L
triggerall = power >= 3000
triggerall = var(7) = 1
triggerall = P2BodyDist X <= 30
triggerall = statetype != A
triggerall = random = [0,499]
triggerall = 1
triggerall = 1
triggerall = 1
triggerall = 1
triggerall = P2stateno != [120,159]
triggerall = P2movetype = A
triggerall = EnemyNear,AnimTime > 10
trigger1 = Var(9) = [2,4]
trigger1 = ctrl || stateno = 110 || stateno = 105
trigger2 = Var(9) > 0
trigger2 = movecontact
trigger2 = stateno = [200,440]
trigger2 = ((P2StateNo = [1000,4999]) && Var(9) < 4)

;SuperFlame
[State -1, AI SuperFlame]
type = ChangeState
value = 2000
triggerall = Var(9) > 1
triggerall = P2statetype != L
triggerall = power >= 3000
triggerall = var(7) = 1
triggerall = P2BodyDist X <= 30
triggerall = statetype != A
triggerall = random = [500,999]
triggerall = 1
triggerall = 1
triggerall = !Moveguarded
trigger1 = prevstateno = 1204
trigger1 = P2StateNo != [120,159]
trigger1 = P2Life > 150
trigger1 = Var(9) >= 1
trigger1 = stateno = 52
trigger2 = ctrl || stateno = 110 || stateno = 105
trigger2 = P2movetype = A
trigger2 = Var(9) < 4

[State -1, AI RollBack]
type = ChangeState
value = 105
triggerall = var(7) = 1
triggerall = statetype != A
trigger1 = Ctrl
trigger1 = P2Stateno = 5120
trigger1 = EnemyNear,AnimTime <= 5
trigger1 = P2Dist X = [-100,0]

[State -1, AI RollFwd]
type = ChangeState
value = 110
triggerall = var(7) = 1
triggerall = statetype != A
trigger1 = Ctrl
trigger1 = P2Stateno = 5120
trigger1 = EnemyNear,AnimTime <= 5
trigger1 = P2Dist X = [0,100]

[State -1, AI Launcher]
type = ChangeState
value = 420
triggerall = var(7) = 1
triggerall = statetype != A
triggerall = P2stateno >= 160
triggerall = EnemyNear,HitFall = 0
triggerall = P2statetype != L
triggerall = P2Dist Y >= -80
trigger1 = var(3) = 1
trigger1 = Ctrl || StateNo = 110
trigger1 = P2Dist X = [0,50]
trigger1 = random <= 500 || EnemyNear,Ctrl = 0
trigger2 = var(3) = 1 || 0 || 0
trigger2 = Var(9) = 0 || 0 || 0
trigger2 = StateNo = 52 && Ctrl = 1
trigger2 = PrevStateNo = 1300

[State -1, AI RollBack]
type = ChangeState
value = 105+5*(Random > 300)*(P2Dist X = [40,120])
triggerall = var(3) = 0
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = P2MoveType = A
triggerall = 1
triggerall = 1
triggerall = P2Movetype != H || P2StateType = L
triggerall = P2BodyDist X <= 80
trigger1 = Random > 200
trigger1 = StateNo = 440 || stateno = 230
trigger1 = !MoveContact
trigger1 = AnimTime = 0
trigger2 = Enemynear,NumProj = 0
trigger2 = !InGuardDist || EnemyNear,NumHelper = 0
trigger2 = StateNo = [130,131]
trigger2 = EnemyNear,Vel X < 2
trigger2 = Random > 800
trigger3 = stateno = 420
trigger3 = !MoveContact
trigger3 = AnimTime = 0

[State -1, AI RollBack]
type = ChangeState
value = 105 
triggerall = var(3) = 0
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = 1
triggerall = 1
trigger1 = stateno = 52
trigger1 = Ctrl
trigger1 = Var(10) = 1
trigger1 = frontedgebodydist < 100

[State -1, AI Fierce DP]
type = ChangeState
value = 1504
triggerall = Var(9) <= 2
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2StateNo = 5210
trigger1 = ctrl
trigger1 = statetype != A
trigger1 = P2BodyDist X = [0,100]
trigger1 = P2BodyDist Y = [-250,-10]

[State -1, AI Jump]
type = ChangeState
value = 40
triggerall = var(7) = 1
triggerall = Ctrl || (StateNo = 1002 && AnimTime = 0)
triggerall = NumHelper(1103) = 1
trigger1 = var(3) = 0
trigger1 = Var(10) = 1

[State -1, AI RollFwd]
type = ChangeState
value = 110
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = ctrl || (stateno = 5120 && (time = [4, 9])) || (StateNo = [130,131])
trigger1 = P2BodyDist X = [30,120]
trigger1 = P2Stateno < 3000 || Facing = EnemyNear,Facing
trigger1 = EnemyNear,Ctrl = 0

[State -1, AI RollFwd]
type = ChangeState
value = 110 
triggerall = Var(3) = 0
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = ctrl
trigger1 = EnemyNear,NumProj = 1 || EnemyNear,NumHelper = 1
trigger1 = P2movetype = A
trigger1 = stateno = [120,139]
trigger1 = P2BodyDist X = [10,50]
trigger1 = EnemyNear,Vel X > 0
trigger2 = NumPartner >= 1 && TeamMode = Simul
trigger2 = Partner,NumTarget >= 1
trigger2 = P2movetype = H
trigger3 = EnemyNear,NumProj = 1 || (EnemyNear,NumHelper = [1,2])
trigger3 = P2Dist X = [50,130]
trigger3 = stateno = [120,139]
trigger3 = Random < 100
trigger3 = InguardDist
trigger4 = EnemyNear,NumProj = 1 || EnemyNear,NumHelper = 1
trigger4 = P2movetype != A
trigger4 = Ctrl || (stateno = [120,139])
trigger4 = EnemyNear,Time < 3

[State -1, AI Drill Kick]
type = ChangeState
value = 1300
triggerall = var(7) = 1
triggerall = var(1) <= 1
triggerall = NumHelper(1100) < 1
triggerall = NumHelper(1102) < 1
triggerall = NumHelper(1103) < 1
triggerall = statetype = A
triggerall = EnemyNear,HitFall = 0
triggerall = stateno != 9000
triggerall = ctrl
triggerall = Pos Y <= -20
triggerall = P2BodyDist X = [-30,150]
triggerall = P2statetype != L
trigger1 = Random < 300
trigger2 = P2MoveType = A
trigger2 = P2StateType != A

;Thanks to BBH for guard AI
[State -1, Crouch guard]
type = ChangeState
triggerall = var(3) = 0
triggerall = var(7) = 1
triggerall = StateType != A
triggerall = P2statetype != A
triggerall = 1
triggerall = 1
triggerall = ctrl
trigger1 = P2Movetype = A 
trigger2 = Enemynear,NumProj >= 1
trigger3 = InGuardDist
trigger3 = EnemyNear,NumHelper >= 1
;trigger4 = InGuardDist
;trigger4 = Random < 500
;trigger4 = StateNo = [130,131]
;trigger4 = P2StateType != A
;trigger4 = EnemyNear,NumHelper >= 1
value = 131

[State -1, Stand guard]
type = ChangeState
triggerall = var(3) = 0
triggerall = var(7) = 1
triggerall = StateType != A
triggerall = P2statetype = A || (P2statetype = S && EnemyNear,Time > 20 && Random > 500)
triggerall = 1
triggerall = 1
triggerall = ctrl
trigger1 = P2Movetype = A 
trigger2 = Enemynear,NumProj >= 1
trigger3 = InGuardDist
trigger3 = EnemyNear,NumHelper >= 1
;trigger4 = InGuardDist
;trigger4 = Random >= 500
;trigger4 = P2StateType != C
;trigger4 = StateNo = [130,131]
;trigger4 = EnemyNear,NumHelper >= 1
value = 130

[State -1, S-to-C guard]
type = ChangeState
triggerall = var(3) = 0
triggerall = var(7) = 1
triggerall = StateType != A
triggerall = P2statetype != A
triggerall = P2Movetype = A
triggerall = 1
triggerall = 1
trigger1 = stateno = 150
value = 152

[State -1, C-to-S guard]
type = ChangeState
triggerall = var(3) = 0
triggerall = var(7) = 1
triggerall = StateType != A
triggerall = P2statetype = A || (P2statetype = S && EnemyNear,Time > 20)
triggerall = P2Movetype = A
triggerall = 1
triggerall = 1
trigger1 = stateno = 152
value = 150

[State -1, Air guard]
type = ChangeState
triggerall = var(3) = 0
triggerall = var(7) = 1
triggerall = StateType = A
triggerall = 1
triggerall = 1
triggerall = ctrl
trigger1 = P2Movetype = A 
trigger2 = Enemynear,NumProj >= 1
trigger3 = InGuardDist
trigger3 = EnemyNear,NumHelper >= 1
;trigger4 = InGuardDist
;trigger4 = StateNo = 132
;trigger4 = EnemyNear,NumHelper >= 1
value = 132

[State 5050, 4]
type = ChangeState
triggerall = StateNo = 5050
triggerall = var(7) = 1
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Random < 500
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]
type = ChangeState
triggerall = StateNo = 5050
triggerall = var(7) = 1
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Random < 500
value = 5210 ;HITFALL_AIRRECOVER

[State -1,Coin Punch Alpha Counter]
type = ChangeState
value = 1900
triggerall = var(3) = 0
triggerall = var(7) = 1
triggerall = P2statetype != C
triggerall = P2statetype != L
triggerall = P2BodyDist X = [0,50]
triggerall = EnemyNear,NumProj = 0
triggerall = EnemyNear,NumHelper < 3 || Random < 100
triggerall = (Random = [0,200]) || (Power = [1000,1499])
trigger1 = stateno >= 150 && stateno <= 153
trigger1 = 0 || 0 || Power >= 1000
trigger1 = P2StateNo < 2000

[State -1, AI Standing FireballEX]
type = ChangeState
value = 1050
triggerall = var(7) = 1
triggerall = Var(9) <= 1
triggerall = power = [1000,1499]
triggerall = Random <= 200 || NumHelper(1807) = 1
;triggerall = numproj = 0
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
;triggerall = NumHelper(1051) < 1
triggerall = 1
triggerall = 1
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = EnemyNear,NumProj = 0
triggerall = EnemyNear,NumHelper < 4
trigger1 = P2BodyDist X = [90,160]
trigger1 = StateType != A
trigger1 = P2MoveType != A
trigger1 = EnemyNear,Ctrl = 0
trigger1 = ctrl
trigger2 = moveguarded
trigger2 = stateno = 420
trigger3 = movecontact
trigger3 = stateno = 220

[State -1, AI Jump]
type = ChangeState
value = 40
triggerall = var(7) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = P2statetype != L
triggerall = PrevStateNo != [900,999]
triggerall = StateNo != 130
triggerall = StateNo != 131
triggerall = !InGuardDist
trigger1 = P2BodyDist X <= 40
trigger1 = P2stateno = 5061
trigger1 = P2Movetype != A
trigger2 = Prevstateno != 52
trigger2 = P2statetype = A
trigger2 = P2stateno < 1000
trigger2 = P2BodyDist X = [10,100]
trigger2 = Random > 500
trigger2 = EnemyNear,NumProj = 0
trigger2 = EnemyNear,NumHelper < 4
trigger2 = P2Dist Y >= -150
trigger2 = EnemyNear,Vel Y = [-4,4]
trigger3 = Var(3) = 1
trigger3 = P2BodyDist X <= 100
trigger3 = P2StateType = A
trigger3 = P2MoveType = A
trigger4 = P2Movetype != A
trigger4 = var(3) = 0
trigger4 = Var(9) <= 1
trigger4 = P2stateno < 1000
trigger4 = P2BodyDist X >= 100
trigger4 = P2Dist Y = [-120,0]
trigger4 = Random > 800 || NumHelper(1100) = 1 || NumHelper(1103) = 1 || EnemyNear,Vel X <= 0
trigger4 = NumHelper(1807) = 0
trigger4 = EnemyNear,NumProj = 0
trigger4 = EnemyNear,NumHelper < 4
trigger5 = P2Movetype != A
trigger5 = var(3) = 0
trigger5 = Var(9) <= 1
trigger5 = EnemyNear,Ctrl = 0 || P2StateNo = [120,159]
trigger5 = NumHelper(1807) = 0
trigger5 = EnemyNear,NumProj = 0
trigger5 = EnemyNear,NumHelper < 4
trigger5 = P2BodyDist X >= 100
trigger5 = Random < 200 || NumHelper(1103) = 1

[State -1]
type = AssertSpecial
triggerall = var(7) = 1
trigger1 = Var(3) = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[State -1]
type = Changestate
triggerall = var(7) = 1
triggerall = PrevStateNo != 130
triggerall = PrevStateNo != 131
triggerall = StateNo = 40
triggerall = Pos Y <= 0
trigger1 = P2Dist Y <= -100
trigger1 = Enemynear,NumProj >= 1 || (EnemyNear,HitFall = 1 && (P2Dist X = [-100,100]))
trigger2 = EnemyNear,Vel Y >= 4
trigger3 = EnemyNear,Vel Y <= -4
trigger4 = P2StateType = L
trigger5 = NumHelper(1807) = 1
value = 0
ctrl = 1

[State -1]
type = Changestate
triggerall = Var(3) = 0
triggerall = var(7) = 1
triggerall = StateNo = 40
triggerall = Pos Y <= 0
triggerall = P2StateType != A
trigger1 = PrevStateNo = 131
trigger2 = Enemynear,NumProj >= 1
trigger3 = InGuardDist
trigger3 = EnemyNear,NumHelper >= 1
trigger4 = P2MoveType = A
value = 131

[State -1]
type = Changestate
triggerall = Var(3) = 0
triggerall = var(7) = 1
triggerall = StateNo = 40
triggerall = Pos Y <= 0
triggerall = P2StateType != C
trigger1 = PrevStateNo = 130
trigger2 = Enemynear,NumProj >= 1
trigger3 = InGuardDist
trigger3 = EnemyNear,NumHelper >= 1
trigger4 = P2MoveType = A
value = 130

[State 40, 2]
type = VarSet
triggerall = var(7) = 1
triggerall = StateNo = 40
trigger1 = P2Dist X >= 30
trigger1 = NumHelper(1103) = 0
sysvar(1) = 1

[State 40, 2]
type = VarSet
triggerall = var(7) = 1
triggerall = StateNo = 40
trigger1 = P2Dist X = [-10,30]
sysvar(1) = 0

[State 40, 2]
type = VarSet
triggerall = var(7) = 1
triggerall = StateNo = 40
trigger1 = P2Dist X < -10
trigger2 = NumHelper(1103) = 1
sysvar(1) = -1

[State 9000]
type = VelSet
triggerall = var(7) = 1
trigger1 = StateNo = 9000
trigger1 = P2Dist X >= 40
x = 3

[State 9000, VelSetBack]
type = VelSet
triggerall = var(7) = 1
trigger1 = StateNo = 9000
trigger1 = P2Dist X = [-10,40]
x = 0

[State -1, AI Taunt]
type = changestate
value = 196
triggerall = Var(7) = 1
triggerall = statetype = S
triggerall = ctrl
triggerall = P2BodyDist X >= 225
trigger1 = Random > 950
trigger1 = NumHelper(1807) = 0
trigger1 = EnemyNear,HitFall = 1
trigger1 = EnemyNear,CanRecover = 0
trigger1 = EnemyNear,NumProj = 0
trigger1 = EnemyNear,NumHelper = 0
trigger1 = P2stateno = 5050

[State -1, AI Throw]
type = ChangeState
value = 900 
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = 1
triggerall = 1
triggerall = P2statetype != A
triggerall = power < 1000 || P2Life < 100
triggerall = P2BodyDist X = [0,22]
triggerall = (P2stateno = [150,153]) || Var(3) = 0
triggerall = EnemyNear,Ctrl = 0
triggerall = NumHelper(1051) = 0
trigger1 = random = [0,400]
trigger1 = P2statetype = S
trigger2 = P2statetype = C
trigger3 = stateno = 52
trigger3 = P2stateno = [150,153]

[State -1, AI EX Throw]
type = ChangeState
value = 910 
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = P2statetype != A
triggerall = power >= 1000
triggerall = 1
triggerall = 1
triggerall = P2BodyDist X = [0,22]
triggerall = EnemyNear,Ctrl = 0
triggerall = NumHelper(1051) = 0
trigger1 = P2statetype = S
trigger1 = random = [0,400]
trigger2 = P2statetype = C
trigger3 = stateno = 52
trigger3 = P2stateno = [150,153]

[State -1, AI Stone Transform]
type = ChangeState
value = 4000
triggerall = Var(7) = 1
triggerall = power >= 1000
triggerall = ctrl
triggerall = statetype = S
triggerall = statetype != A
trigger1 = 0
trigger1 = P2BodyDist X <= 70
trigger1 = random = [0,300]
trigger2 = 0
trigger2 = P2BodyDist X <= 70
trigger2 = random = [0,300]

[State -1, AI Stone RETransform]
type = ChangeState
value = 4001
triggerall = Var(7) = 1
triggerall = stateno = 4000
trigger1 = 0
trigger1 = P2BodyDist X <= 80
trigger1 = P2movetype = A
trigger2 = 0
trigger2 = P2BodyDist X <= 80
trigger2 = P2movetype = A
trigger3 = power = 0
trigger4 = RoundState = 3
trigger5 = Time > 3 * TicksPerSecond

[State -1, AI Ghosteleport]
type = ChangeState
value = 3900
triggerall = Var(7) = 1
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
trigger1 = P2BodyDist X >= 90
trigger1 = 0
trigger2 = P2BodyDist X >= 90
trigger2 = 0

;AI Fireballs
[State -1, AI Strong Fireball]
type = ChangeState
value = 1002
triggerall = var(3) = 0
triggerall = Var(7) = 1
;triggerall = numproj = 0
;triggerall = EnemyNear,numproj = 0
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
triggerall = statetype != A
triggerall = ctrl || stateno = 110 || StateNo = 52
trigger1 = EnemyNear,HitFall = 0
trigger1 = P2BodyDist X >= 100
trigger1 = Random >= 850 || (P2StateNo = [130,159])
trigger1 = P2statetype != L
trigger1 = EnemyNear,NumHelper < 5
trigger2 = P2BodyDist X >= 100
trigger2 = NumHelper(1807) = 1 || Random > 800 || (P2StateNo = [130,159])
trigger2 = P2statetype != L
trigger2 = EnemyNear,NumHelper < 5
trigger3 = StateNo = 105
trigger3 = Var(10) = 1
trigger3 = P2Dist Y > -200
trigger4 = StateNo = 52
trigger4 = Var(10) = 1
trigger4 = time = 1
trigger4 = frontedgedist > 100

[State -1, AI Weak Fireball]
type = ChangeState
value = 1000
;triggerall = NumHelper(1807) = 0
triggerall = Var(7) = 1
;triggerall = numproj = 0
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
triggerall = EnemyNear,numproj = 0
triggerall = EnemyNear,numhelper <= 5
triggerall = statetype != A
triggerall = P2movetype != A
triggerall = ctrl || stateno = 110
triggerall = P2Dist Y <= -30
trigger1 = P2Stateno != 5050
trigger1 = random <= 150
trigger1 = P2BodyDist X = [70,200]
trigger2 = P2Stateno = 5110
trigger2 = P2BodyDist X = [100,300]

[State -1, AI Air Fireball]
type = ChangeState
value = 1806
triggerall = Var(7) = 1
;triggerall = numproj = 0
;triggerall = NumHelper(1801) < 1
;triggerall = NumHelper(1804) < 1
;triggerall = NumHelper(1807) < 1
triggerall = P2statetype != L
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X >= 100
triggerall = P2Dist Y = [-80,60]
triggerall = EnemyNear,NumProj = 0
triggerall = EnemyNear,Vel X <= 3
trigger1 = EnemyNear,NumHelper < 5
trigger1 = Random < 100
trigger2 = NumHelper(1100) >= 1
trigger3 = NumHelper(1102) >= 1
trigger4 = NumHelper(1103) >= 1

[State -1, AI Air Fireball]
type = ChangeState
value = 1803
triggerall = Var(7) = 1
;triggerall = numproj = 0
;triggerall = NumHelper(1801) < 1
;triggerall = NumHelper(1804) < 1
;triggerall = NumHelper(1807) < 1
triggerall = P2statetype != L
triggerall = statetype = A
triggerall = ctrl
trigger1 = Random < 100
trigger1 = P2BodyDist X = [70,130]
trigger1 = P2Dist Y = [50,80]
trigger1 = EnemyNear,NumProj = 0
trigger1 = EnemyNear,NumHelper < 2

[State -1, AI Air Fireball]
type = ChangeState
value = 1800
triggerall = Var(7) = 1
;triggerall = numproj = 0
;triggerall = NumHelper(1801) < 1
;triggerall = NumHelper(1804) < 1
;triggerall = NumHelper(1807) < 1
triggerall = P2statetype != L
triggerall = statetype = A
triggerall = ctrl
trigger1 = Random < 100
trigger1 = P2BodyDist X = [35,80]
trigger1 = P2Dist Y = [50,80]
trigger1 = EnemyNear,NumProj = 0
trigger1 = EnemyNear,NumHelper < 2

[State -1, AI RollFwd]
type = ChangeState
value = 110 
triggerall = Var(3) = 0
triggerall = NumHelper(1103) = 0
triggerall = NumHelper(1807) = 0
triggerall = Var(7) = 1
triggerall = (stateno != [120,159]) || EnemyNear,NumHelper <= 2
triggerall = statetype != A
triggerall = ctrl
triggerall = EnemyNear,NumProj = 0
triggerall = !InGuardDist || EnemyNear,NumHelper <= 2
triggerall = 1
triggerall = 1
trigger1 = P2movetype != A || Random >= 300
trigger1 = P2BodyDist X >= 30
trigger2 = P2BodyDist X >= 15
trigger2 = NumHelper(1100) = 1
trigger3 = P2BodyDist X >= 20
trigger3 = NumHelper(1051) = 1
trigger3 = P2StateNo = [5000,5099]
trigger4 = P2BodyDist X = [30,100]
trigger4 = P2Dist Y = [-200,-130]
trigger4 = EnemyNear,Vel Y >= 3
trigger4 = P2StateNo = 5050
trigger5 = P2BodyDist X <= -50
trigger6 = P2Movetype != H
trigger6 = P2BodyDist X = [50,150]
trigger6 = PrevStateNo = 1202

[State -1, AI RollFwd]
type = ChangeState
value = 110
trigger1 = Var(3) = 0
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = ctrl
trigger1 = P2BodyDist X = [30,100]
trigger1 = NumHelper(1807) = 1
trigger1 = P2MoveType = H
trigger1 = P2StateNo = [5020,5050]
trigger2 = Var(3) = 1
trigger2 = 1
trigger2 = 1
trigger2 = P2BodyDist X > 8


;AI EX Combo
[State -1, AI EX TS]
type = ChangeState
value = 1250
triggerall = NumHelper(1100) = 0
triggerall = var(7) = 1
triggerall = statetype = S
triggerall = 1
triggerall = 1
triggerall = P2stateno = [160,5099]
triggerall = EnemyNear,HitFall = 0
triggerall = EnemyNear,Ctrl = 0
trigger1 = power >= 2000
trigger1 = Random < 100
trigger1 = P2BodyDist X = [20,60]
trigger1 = ctrl
trigger1 = enemynear,Vel x >= -1
trigger2 = power >= 1000
trigger2 = stateno = 220 || StateNo = 410 || StateNo = 440
trigger2 = movehit

[State -1, AI EX DP]
type = ChangeState
value = 1550
triggerall = PrevStateNo != 52 || (P2StateNo = [154,155])
triggerall = P2StateNo != [5200,5210]
triggerall = var(7) = 1
triggerall = 1
triggerall = 1
triggerall = P2statetype != C
triggerall = EnemyNear,HitFall = 0 || NumHelper(1051) = 1
triggerall = P2Dist Y >= -50
triggerall = P2BodyDist X >= 0
triggerall = P2Dist X > 0
triggerall = time = [45,50]
triggerall = power >= 1000
trigger1 = stateno = 1250
trigger1 = movecontact
trigger2 = stateno = 1202
trigger2 = movecontact
trigger3 = power >= 2000
trigger3 = stateno = [200,420]
trigger3 = P2statetype = A
trigger3 = MoveGuarded || (MoveHit >= 2 && Random > 600)

;AI Air Combo 1

;AI Ground Combo 1
[State -1, AI Light Stand Punch]
type = ChangeState
value = 200+200*(Random < 800 && P2StateType != A)
triggerall = var(7) = 1
triggerall = P2movetype != H
triggerall = P2StateNo != [5200,5210]
trigger1 = P2Movetype != A || Var(3) = 1
trigger1 = ctrl
trigger1 = statetype != A
trigger1 = P2statetype != L
trigger1 = P2BodyDist X <= 5
trigger1 = P2Dist Y >= -60
trigger1 = PrevStateNo != 200

[State -1, AI Light Crouch Kick]
type = ChangeState
value = 430
triggerall = Var(10) = 0
triggerall = var(7) = 1
trigger1 = P2Dist Y >= -7
trigger1 = P2statetype != L
trigger1 = stateno = 110
trigger1 = P2BodyDist X <= 7
trigger1 = random > 500
trigger1 = P2movetype != A || Var(3) = 1

[State -1, AI Launcher]
type = ChangeState
value = 420
triggerall = var(10) = 0
triggerall = var(7) = 1
triggerall = statetype != A
triggerall = P2stateno >= 160
triggerall = P2statetype != L
trigger1 = stateno = 110
trigger1 = P2Dist Y >= -80
trigger1 = P2BodyDist X <= 20
trigger1 = random <= 500 || (P2MoveType = H && P2StateNo >= 160)
trigger1 = P2movetype != A
trigger2 = stateno = [200,410]
trigger2 = movehit
trigger2 = P2BodyDist X <= 8
trigger3 = stateno = 110
trigger3 = P2BodyDist X <= 20
trigger3 = NumHelper(1100) = 1
trigger3 = Helper(1100),MoveHit >= 1
trigger3 = P2movetype != A
trigger4 = stateno = [430,440]
trigger4 = movehit
trigger4 = P2BodyDist X <= 8
trigger5 = EnemyNear,Vel Y = [-3,3]
trigger5 = ctrl
trigger5 = P2StateNo != [5200,5210]
trigger5 = EnemyNear,Ctrl = 0
trigger5 = P2BodyDist X <= 15
trigger5 = P2Dist Y >= -80

trigger6 = EnemyNear,Vel Y >= 4
trigger6 = ctrl
trigger6 = EnemyNear,HitFall = 1
trigger6 = P2BodyDist X <= 15
trigger6 = P2Dist Y >= -110

[State -1, AI Fierce TS]
type = ChangeState
value = 1202
triggerall = var(3) = 0
triggerall = var(10) = 0
triggerall = NumHelper(1100) = 0
triggerall = P2stateno >= 160
triggerall = Var(7) = 1
triggerall = statetype != A
triggerall = P2statetype != L
triggerall = (P2StateNo != 5210 || Power >= 1000)
trigger1 = ctrl
trigger1 = P2Dist X = [-40,60]
trigger1 = (P2Dist Y >= -160 && EnemyNear,Vel X != 0) || P2Dist Y >= -110
trigger1 = EnemyNear,Vel Y >= -1
trigger1 = P2Movetype != A
trigger2 = stateno = 220 || StateNo = 420
trigger2 = movehit
trigger2 = NumHelper(1051) = 1
trigger3 = EnemyNear,Ctrl = 0
trigger3 = P2Movetype != A
trigger3 = P2statetype = A
trigger3 = StateNo = 110
trigger3 = P2Dist X = [-40,40]
trigger3 = P2Dist Y = [-150,0]
trigger3 = random >= 700
trigger3 = EnemyNear,Vel Y >= 5

;AI Ground Combo 1
[State -1, AI Medium Stand Punch]
type = ChangeState
value = 210
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2StateNo != [5200,5210]
trigger1 = EnemyNear,Ctrl = 0
trigger1 = P2statetype != L
trigger1 = P2Movetype != A
trigger1 = ctrl || stateno = 110
trigger1 = statetype != A
trigger1 = P2Dist Y >= -50
trigger1 = P2BodyDist X <= 20
trigger1 = random = [0, 500]
trigger1 = P2stateno != [5110,5120]

[State -1, AI Medium Stand Kick]
type = ChangeState
value = 240
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2BodyDist X <= 25
triggerall = statetype != A
triggerall = P2statetype != L
triggerall = P2Movetype != A
trigger1 = P2statetype != A
trigger1 = stateno = 210
trigger1 = movecontact
trigger2 = EnemyNear,Ctrl = 0
trigger2 = Random >= 800
trigger2 = ctrl
trigger2 = P2Dist Y >= -30
trigger3 = stateno = 230 || StateNo = 430
trigger3 = movecontact

[State -1, AI Medium Crouch Punch]
type = ChangeState
value = 410
triggerall = Var(10) = 0
triggerall = var(7) = 1
trigger1 = P2Statetype != A
trigger1 = P2BodyDist X <= 30
trigger1 = stateno = 240
trigger1 = movecontact

[State -1, AI Fierce Strong Punch]
type = ChangeState
value = 220
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2BodyDist X <= 60
trigger1 = P2Statetype != A
trigger1 = (stateno = [200,410]) || StateNo = 440
trigger1 = stateno != 220
trigger1 = stateno != 250
trigger1 = movehit
trigger1 = 1
trigger1 = 1

[State -1, AI Fierce DP]
type = ChangeState
value = 1504
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2StateNo <= 5099 || P2StateNo = 5210
triggerall = P2statetype != L
triggerall = EnemyNear,Vel X = [-3,3]
trigger1 = stateno = 220 || stateno = 250 || (StateNo = 240 && P2stateType = A)
trigger1 = movehit
trigger1 = P2BodyDist X = [1,35]
trigger1 = P2statetype != C
trigger2 = ctrl
trigger2 = P2movetype != H || (P2StateNo = 5210 && EnemyNear,Time > 5)
trigger2 = statetype != A
trigger2 = ((P2BodyDist X = [10,90]) && (P2BodyDist Y = [-90,-10])) || ((P2BodyDist X = [90,150]) && (P2BodyDist Y = [-170,-90]))
trigger2 = 1
trigger2 = 1
trigger2 = P2statetype != C
trigger3 = var(3) = 0
trigger3 = var(9) < 4
trigger3 = NumHelper(1100) = 0
trigger3 = ctrl || StateNo = 110
trigger3 = (P2movetype = A && var(9) <= 2) || Random < 50
trigger3 = statetype != A
trigger3 = P2BodyDist X = [1,50]
trigger3 = P2Dist Y = [-150,0]
trigger3 = P2Stateno <= 1999
trigger3 = P2statetype != C
trigger4 = prevstateno = 1204
trigger4 = P2Life <= 20 || (P2StateNo = [154,155]) || Var(9) >= 1
trigger4 = stateno = 52
trigger4 = Time >= 1
trigger5 = stateno = [200,420]
trigger5 = P2statetype = A
trigger5 = MoveGuarded || (MoveHit > 2 && Random > 600)

[State -1, AI Fierce DP]
type = ChangeState
value = 1504
triggerall = Var(10) = 0
triggerall = Var(9) < 4
triggerall = var(7) = 1
triggerall = var(3) = 0
triggerall = NumHelper(1100) = 0
triggerall = StateNo = 110
triggerall = P2StateType != L
triggerall = EnemyNear,Hitfall = 1
triggerall = Animtime <= 20
trigger1 = P2BodyDist X = [1,20]
trigger1 = P2Dist Y = [-70,-10]
trigger2 = P2BodyDist X = [20,60]
trigger2 = P2Dist Y = [-150,-70]

[State -1, AI Fierce DP]
type = ChangeState
value = 1504
triggerall = Var(10) = 0
triggerall = var(7) = 1
trigger1 = var(3) = 0
trigger1 = PrevStateNo = 911
trigger1 = Stateno = 0
trigger1 = P2BodyDist X = [1,30]
trigger1 = P2Dist Y = [-60,-40]

[State -1, AI Light Stand Kick]
type = ChangeState
value = 230
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = P2Statetype = L
triggerall = statetype != A
triggerall = P2Dist X = [-10,20]
trigger1 = Random >= 700
trigger1 = ctrl

;AI Ground Combo 2
[State -1, AI Medium Crouch Kick]
type = ChangeState
value = 440
triggerall = Var(10) = 0
triggerall = EnemyNear,Ctrl = 0
triggerall = PrevStateNo != 440
triggerall = var(7) = 1
triggerall = P2Movetype != A
triggerall = statetype != A
triggerall = P2Dist Y >= -30
triggerall = Time > 0
trigger1 = Random <= 100
trigger1 = P2BodyDist X = [10,50]
trigger1 = ctrl
trigger2 = stateno = 240
trigger2 = movecontact
trigger3 = P2Statetype = L || (P2StateNo = [150,151])
trigger3 = P2BodyDist X = [20,40]
trigger3 = ctrl || (StateNo = 110 && PrevStateNo = 0)

[State -1, AI Fierce Crouch Kick]
type = ChangeState
value = 450
triggerall = var(7) = 1
trigger1 = P2statetype != A
trigger1 = stateno = 440
trigger1 = movecontact

[State -1, AI Fierce Stand Kick]
type = ChangeState
value = 250
triggerall = P2StateNo != [5200,5210]
triggerall = var(7) = 1
triggerall = statetype != A
trigger1 = P2statetype = A
trigger1 = stateno = 440
trigger1 = movecontact
trigger2 = P2statetype = A
trigger2 = Ctrl
trigger2 = PrevStateNo = 52
trigger2 = P2Dist X = 50
trigger2 = EnemyNear,Vel X = 0 || FrontEdgeBodyDist < 60
trigger2 = (EnemyNear,Vel Y >= 3 && P2Dist Y >= -145) || ((EnemyNear,Vel Y = [0,4]) && P2Dist Y >= -100)
trigger2 = EnemyNear,HitFall = 1

trigger3 = var(10) = 1
trigger3 = EnemyNear,Vel Y >= 4
trigger3 = ctrl
trigger3 = EnemyNear,HitFall = 1
trigger3 = P2BodyDist X <= 25
trigger3 = P2Dist Y >= -170

[State -1, AI Weak DP]
type = ChangeState
value = 1500
triggerall = var(7) = 1
triggerall = P2statetype != L
trigger1 = stateno = 450
trigger1 = movehit
trigger1 = P2BodyDist X <= 50
trigger2 = var(3) = 0
trigger2 = P2Stateno < 1000
trigger2 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger2 = P2BodyDist X = [-70,20]
trigger3 = var(3) = 0
trigger3 = NumHelper(1100) = 0
trigger3 = ctrl || StateNo = 110
trigger3 = (P2movetype = A && var(9) <= 2) || Random < 50
trigger3 = var(9) < 4
trigger3 = statetype != A
trigger3 = P2BodyDist X = [-30,30]
trigger3 = P2Stateno <= 1999
trigger3 = P2statetype != A

[State -1, AI Slide Kick]
type = ChangeState
value = 460
triggerall = var(7) = 1
trigger1 = stateno = 100
trigger1 = P2BodyDist X >= 10

[State -1, AI Super Jump]
type = ChangeState
value = 9000
triggerall = var(7) = 1
triggerall = P2statetype = A
trigger1 = stateno = 420
trigger1 = movehit
trigger2 = stateno = 52
trigger2 = NumTarget > 0
trigger2 = P2Dist X = [0,50]
trigger2 = PrevStateNo = 1204
trigger3 = EnemyNear,HitFall = 0
trigger3 = Ctrl
trigger3 = P2StateNo != [130,155]
trigger3 = StateType != A
trigger3 = EnemyNear,Ctrl = 0
trigger3 = P2MoveType != A
trigger3 = P2BodyDist X = [0,60]
trigger3 = P2Dist Y = [-150,-20]

[State -1, AI Air Throw]
type = ChangeState
value = 920
triggerall = P2statetype = A
triggerall = var(7) = 1
triggerall = 1
triggerall = 1
trigger1 = stateno = 610
trigger1 = moveguarded
trigger1 = P2Dist Y >= 20
trigger2 = stateno = 640
trigger2 = moveguarded
trigger2 = P2Dist Y >= 20

[State -1, AI Air Fierce punch]
type = ChangeState
value = 620
triggerall = var(7) = 1
triggerall = movecontact
;trigger1 = EnemyNear,HitFall = 1
;trigger1 = stateno = 610
;trigger1 = PrevStateNo = 640
trigger1 = EnemyNear,HitFall = 1
trigger1 = stateno = 640
trigger1 = PrevStateNo = 610
trigger2 = EnemyNear,HitFall = 1
trigger2 = stateno = 610
trigger2 = PrevStateNo = 640
;trigger3 = stateno = 9000
;trigger3 = time > 8
;trigger3 = P2Dist Y >= -40

[State -1, AI Air Medium Kick]
type = ChangeState
value = 640
triggerall = var(7) = 1
trigger1 = stateno = 9000
trigger1 = time > 5+5*Var(11)
trigger1 = P2Dist Y >= -30
trigger2 = PrevStateNo != 1300
trigger2 = ctrl
trigger2 = EnemyNear,ctrl = 0
trigger2 = statetype = A
trigger2 = P2Movetype != A
trigger2 = P2statetype = A
trigger2 = P2BodyDist X <= 35
trigger2 = P2Dist Y = [-20+20*Var(11),50]
;trigger3 = var(1) = 2
trigger3 = stateno = 610
trigger3 = P2Dist Y >= 0
trigger3 = movecontact > 1
trigger4 = stateno = 610
trigger4 = prevstateno != 640
trigger4 = EnemyNear,HitFall = 1
trigger4 = movehit

[State -1, AI Air Glide]
type = ChangeState
value = 1700
triggerall = var(7) = 1
triggerall = var(1) <= 1
triggerall = 1
triggerall = 1
triggerall = EnemyNear,HitFall = 0
trigger1 = stateno = 640
trigger1 = movecontact
trigger1 = EnemyNear,Pos Y > -120
trigger2 = stateno = 1300
trigger2 = movecontact
trigger2 = Enemynear,Pos Y > -120
trigger2 = P2Dist Y > 0 || EnemyNear,Pos Y >= -100
trigger2 = AnimElem = 10,> 0 || P2Dist Y > 30 || EnemyNear,Pos Y >= -40

[State -1, AI Air Medium Punch]
type = ChangeState
value = 610
triggerall = var(7) = 1
trigger1 = stateno = 1700
trigger1 = movecontact
trigger2 = stateno = 640
trigger2 = movecontact
trigger2 = EnemyNear,HitFall = 1
trigger3 = stateno = 9000
trigger3 = time > 10
trigger3 = P2Dist Y >= -50

[State -1, AI Drill Kick]
type = ChangeState
value = 1300
triggerall = Var(10) = 0
triggerall = var(7) = 1
triggerall = var(1) <= 1
triggerall = statetype = A
triggerall = EnemyNear,HitFall = 0
trigger1 = stateno = 610
trigger1 = Pos Y <= -10
trigger1 = movecontact
trigger2 = stateno != 9000
trigger2 = ctrl
trigger2 = Pos Y <= -20
trigger2 = P2BodyDist X = [50,150]
trigger2 = EnemyNear,Vel X > 3
trigger2 = P2statetype != L
trigger3 = stateno = 640
trigger3 = EnemyNear,Pos Y <= -100 || 0 || 0
trigger3 = movehit
trigger4 = 1 && 1
trigger4 = Prevstateno = 1300
trigger4 = ctrl
trigger4 = EnemyNear,Pos Y <= -40
trigger4 = P2Dist Y = [-100,20]
trigger4 = P2stateno = [5000,5099]

[State -1, AI Medium TS]
type = ChangeState
value = 1204
triggerall = var(7) = 1
triggerall = statetype = A
trigger1 = var(1) = 2
trigger1 = stateno = 610
trigger1 = movecontact
trigger1 = P2Dist Y <= 0
trigger2 = stateno = 1400 || StateNo = 610 || Stateno = 640
trigger2 = movecontact
trigger2 = Pos Y > -20
trigger2 = P2Dist Y <= 0
trigger3 = var(1) = 2
trigger3 = stateno = 640
trigger3 = movecontact
trigger4 = 0 || 0
trigger4 = Prevstateno = 1300
trigger4 = ctrl
trigger4 = P2stateno = [5000,5099]

;[State -1, AI EX Butt Stomp]
;type = ChangeState
;value = 1650
;triggerall = var(7) = 1
;triggerall = 1
;triggerall = 1
;triggerall = power < 2000
;trigger1 = stateno = 610
;trigger1 = movecontact
;trigger1 = power >= 1000
;trigger1 = random = [0,500]
;trigger2 = stateno = 1701
;trigger2 = movecontact
;trigger2 = power >= 1000
;trigger2 = time >= 60

[State -1, AI EX Air Throw]
type = ChangeState
value = 930
triggerall = P2statetype = A
triggerall = var(7) = 1
triggerall = 1
triggerall = 1
trigger1 = stateno = 610
trigger1 = MoveGuarded
trigger1 = P2Dist Y >= 20
trigger1 = power >= 1000

;[State -1, AI EX Air Glide]
;type = ChangeState
;value = 1701
;triggerall = var(7) = 1
;triggerall = 1
;triggerall = 1
;triggerall = 1
;triggerall = 1
;trigger1 = P2stateno != 5050
;trigger1 = stateno = 610
;trigger1 = movecontact
;trigger1 = power >= 1000
;trigger1 = random = [0,500]
;trigger2 = stateno = 640
;trigger2 = movecontact
;trigger2 = power >= 2000

[State -1, AI Butt Stomp]
type = ChangeState
value = 1600
triggerall = var(7) = 1
trigger1 = stateno = 1300
trigger1 = EnemyNear,HitFall = 1
trigger1 = movecontact
trigger2 = stateno = 640
trigger2 = movecontact
trigger2 = 0
trigger3 = stateno = 640
trigger3 = movecontact
trigger3 = 0
trigger4 = statetype = A
trigger4 = ctrl
trigger4 = P2BodyDist X = [-35,35]
trigger4 = P2Dist Y >= 80
trigger5 = ctrl
trigger5 = statetype = A
trigger5 = P2Dist Y >= -130
trigger5 = P2BodyDist X <= 30
trigger5 = Var(10) = 1



;idea for extras against tough characters from Kamek
[State -1, AI Power BOOST]
type = PowerAdd
value = 20
trigger1 = P2name = "Dark Chun Li"
trigger2 = P4name = "Dark Chun Li"
trigger3 = P2name = "Psycho Shredder[S]"
trigger4 = P4name = "Psycho Shredder[S]"
trigger5 = P2name = "Broli Remix ver1.2"
trigger6 = P4name = "Broli Remix ver1.2"
trigger7 = P2name = "Dark Chun Li2"
trigger8 = P4name = "Dark Chun Li2"
trigger9 = P2name = "Super Dan"
trigger10 = P4name = "Super Dan"

[State -1, AI Attack BOOST]
type = AssertSpecial
flag = unguardable
flag2 = nojugglecheck
trigger1 = P2name = "Dark Chun Li"
trigger2 = P4name = "Dark Chun Li"
trigger3 = P2name = "Psycho Shredder[S]"
trigger4 = P4name = "Psycho Shredder[S]"
trigger5 = P2name = "Broli Remix ver1.2"
trigger6 = P4name = "Broli Remix ver1.2"
trigger7 = P2name = "Dark Chun Li2"
trigger8 = P4name = "Dark Chun Li2"
trigger9 = P2name = "Super Dan"
trigger10 = P4name = "Super Dan"

[State -1, AI DEFENCE BOOST]
type = DefenceMulSet
value = 0
trigger1 = P2name = "Dark Chun Li"
trigger2 = P4name = "Dark Chun Li"
trigger3 = P2name = "Psycho Shredder[S]"
trigger4 = P4name = "Psycho Shredder[S]"
trigger5 = P2name = "Psycho Shredder[S] 3.5"
trigger6 = P4name = "Psycho Shredder[S] 3.5"
trigger7 = P2name = "Broli Remix ver1.2"
trigger8 = P4name = "Broli Remix ver1.2"
trigger9 = P2name = "Dark Chun Li2"
trigger10 = P4name = "Dark Chun Li2"
trigger11 = P2name = "Super Dan"
trigger12 = P4name = "Super Dan"

[State -1, AI ATTACK BOOST]
type = AttackMulSet
value = 2
trigger1 = P2name = "Broli Remix ver1.2"
trigger2 = P4name = "Broli Remix ver1.2"
trigger3 = P2name = "Dark Chun Li2"
trigger4 = P4name = "Dark Chun Li2"
trigger5 = P2name = "Super Dan"
trigger7 = P4name = "Super Dan"

[State -1, AI ATTACK BOOST]
type = AttackMulSet
value = 99999
trigger1 = P2name = "Psycho Shredder[S]"
trigger2 = P4name = "Psycho Shredder[S]"
trigger3 = P2name = "Psycho Shredder[S] 3.5"
trigger4 = P4name = "Psycho Shredder[S] 3.5"

[State -1, Stone Mario Attack Boost]
type = AttackMulSet
value = 1.5
trigger1 = 0
trigger2 = 0

[State -1, Stone Mario Defence Boost]
type = DefenceMulSet
value = .5
trigger1 = 0
trigger2 = 0

[State -1, Stone Mario Energy Drain]
type = PowerAdd
value = -1
trigger1 = 0
trigger2 = 0

[State -1, Stone Mario Energy Drain]
type = PowerAdd
value = -7
trigger1 = 0
trigger1 = StateNo = 4000
trigger2 = 0
trigger2 = StateNo = 4000

[State -1, Neo Mario Attack Drain]
type = AttackMulSet
value = .4
trigger1 = 0
trigger2 = 0

[State -1,Neo Mario Wall Jump]
type = VarSet
trigger1 = StateNo != [40,50]
var(15) = 1

[State -1,Neo Mario Wall Jump]
type = VarSet
trigger1 = StateNo = [40,50]
trigger1 = Command != "holdup"
var(15) = 0

[State -1,Neo Mario Wall Jump]
type = ChangeState
value = 40
triggerall = (statetype = A) && ctrl
triggerall = !Var(15)
trigger1 = ((command = "holdup") && (command = "holdfwd") && (backedgebodydist <= 10) && (backedgebodydist > -10))
trigger1 = 0
trigger2 = ((command = "holdup") && (command = "holdback") && (backedgebodydist <= 10) && (backedgebodydist > -10))
trigger2 = 0
trigger3 = ((command = "holdup") && (command = "holdfwd") && (backedgebodydist <= 10) && (backedgebodydist > -10))
trigger3 = 0
trigger4 = ((command = "holdup") && (command = "holdback") && (backedgebodydist <= 10) && (backedgebodydist > -10))
trigger4 = 0

[State -1, Mario Ghost Energy Boost]
type = PowerAdd
value = 7
trigger1 = 0
trigger2 = 0

;[State -1, Mario Ghost Life Drain]
;type = LifeAdd
;value = 100
;triggerall = 0
;triggerall = 0
;trigger1 = Life >= 10
;trigger1 = Roundstate = 3
;trigger1 = 0
;trigger2 = RoundState = 4
;trigger2 = 0
;trigger2 = stateno != 3800
;trigger3 = RoundState = 2
;trigger3 = 0
;trigger4 = RoundState = 4
;trigger4 = 0
;trigger4 = stateno != 3800

[State -1, Ghosts Don't Have Shadows]
type = AssertSpecial
flag = noshadow
trigger1 = 0
trigger2 = 0

[State -1, Neo Mario]
type = AssertSpecial
flag = nojugglecheck
trigger1 = 0
trigger2 = 0

;End AI

;---------------------------------------------------------------------------
;Hard Hit Sound
[State -1, Hard Hit Sound]
type = playsnd
triggerall = random < 400
triggerall = time = 1
trigger1 = stateno = 5000 && anim = 5002 ; stand high
trigger2 = stateno = 5000 && anim = 5012 ; stand low
trigger3 = stateno = 5010 && anim = 5022 ; crouch
trigger4 = stateno = 5020 && anim = 5002 ; air high
trigger5 = stateno = 5020 && anim = 5012 ; air low
value = S1, 3
volume = 1
channel = 0

;Ghost Die
[State -1]
type = CtrlSet
value = 0
trigger1 = life = 0
trigger1 = 0
trigger2 = life = 0
trigger2 = 0

;Chun Li Taunt Reaction
[State -1, Oh Baby]
type = ChangeState
value = 199
triggerall = statetype = S
triggerall = statetype != A
triggerall = ctrl
trigger1 = P2Name = "Chun-Li"
trigger1 = P2stateno = 195
trigger1 = P2BodyDist X <= 20

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

;SPECIALS And SUPERS

;---------------------------------------------------------------------------
;Strong Tornado SpinEX
[State -1, Strong Tornado SpinEX]
type = ChangeState
value = 1250
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXtornado"
triggerall = 1
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105

;---------------------------------------------------------------------------
;Strong Coin PunchEX
[State -1, Strong Coin PunchEX]
type = ChangeState
value = 1550
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXCoinPunch"
triggerall = 1
triggerall = 1
trigger1 = statetype = S
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = movecontact
trigger14 = stateno = 1504
trigger15 = movecontact
trigger15 = stateno = 1250
trigger16 = movecontact
trigger16 = stateno = 1202
trigger17 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger18 = stateno = 110
trigger19 = stateno = 105

;---------------------------------------------------------------------------
;Strong Standing FireballEX
[State -1, Strong Standing FireballEX]
type = ChangeState
value = 1050
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXfireball"
;triggerall = numproj = 0
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
;triggerall = NumHelper(1051) < 1
triggerall = 1
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105

[State -1, EXThrow]
type = ChangeState
value = 910
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXThrow"
triggerall = 1
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl

;Stone Transform
[State -1, Stone Transform]
type = ChangeState
value = 4000
triggerall = command = "MATRIX"
triggerall = power >= 1000
trigger1 = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = 0
trigger2 = statetype = S
trigger2 = ctrl

;Ghosteleport
[State -1, Ghosteleport]
type = ChangeState
value = 3900
triggerall = command = "MATRIX"
trigger1 = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = 0
trigger2 = statetype = S
trigger2 = ctrl

;MATRIX
[State -1, MATRIX]
type = ChangeState
value = 3600
triggerall = command = "MATRIX"
triggerall = life <= 300
triggerall = power = 3000
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = 0
trigger2 = statetype = S
trigger2 = ctrl
trigger2 = 0

;Light Coin Punch
[State -1, Light Coin Punch]
type = ChangeState
value = 1500
triggerall = var(7) != 1
triggerall = command = "CoinPunch_x"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;Medium Coin Punch
[State -1, Medium Coin Punch]
type = ChangeState
value = 1502
triggerall = var(7) != 1
triggerall = command = "CoinPunch_y"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;Strong Coin Punch
[State -1, Strong Coin Punch]
type = ChangeState
value = 1504
triggerall = var(7) != 1
triggerall = command = "CoinPunch_z"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;Light Standing Fireball
[State -1, Light Standing Fireball]
type = ChangeState
value = 1000
triggerall = var(7) != 1
triggerall = command = "fireball_x"
;triggerall = numproj = 0
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;Medium Standing Fireball
[State -1, Medium Standing Fireball]
type = ChangeState
value = 1001
triggerall = var(7) != 1
triggerall = command = "fireball_y"
;triggerall = numproj = 0
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;Strong Standing Fireball
[State -1, Strong Standing Fireball]
type = ChangeState
value = 1002
triggerall = var(7) != 1
triggerall = command = "fireball_z"
;triggerall = numproj = 0
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;Light Tornado Spin
[State -1, Light Tornado Spin]
type = ChangeState
value = 1200
triggerall = var(7) != 1
triggerall = command = "tornado_x"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1500
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1502
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1504
trigger18 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;Medium Tornado Spin
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1201
triggerall = var(7) != 1
triggerall = command = "tornado_y"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1500
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1502
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1504
trigger18 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;Strong Tornado Spin
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1202
triggerall = var(7) != 1
triggerall = command = "tornado_z"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1500
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1502
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1504
trigger18 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

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

[State -1, EXAir Throw]
type = ChangeState
value = 930
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXThrow"
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

[State -1, Throw]
type = ChangeState
value = 900
triggerall = var(7) != 1
triggerall = command = "Throw"
triggerall = 1
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl

[State -1, Air Throw]
type = ChangeState
value = 920
triggerall = var(7) != 1
triggerall = command = "Throw"
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;SuperFlame
[State -1, SuperFlame]
type = ChangeState
value = 2000
triggerall = var(7) != 1
triggerall = power >= 3000
triggerall = command = "SuperFlame"
;triggerall = 1
;triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger10 = stateno = 110
trigger11 = stateno = 105

;---------------------------------------------------------------------------
;SuperHammer
[State -1, SuperHammer]
type = ChangeState
value = 2100
triggerall = var(7) != 1
triggerall = power >= 3000
triggerall = command = "SuperHammer"
triggerall = 1
triggerall = 1
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105

;---------------------------------------------------------------------------
;InvincibleStar
[State -1, InvincibleStar]
type = ChangeState
value = 2200
triggerall = var(7) != 1
triggerall = power >= 3000
triggerall = command = "InvincibleStar"
triggerall = PalNo != 12 && Parent,PalNo != 12
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105

;---------------------------------------------------------------------------
;Butt StompEX
[State -1, Butt StompEX]
type = ChangeState
value = 1650
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXbuttstomp"
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
trigger9 = (stateno = 1701) && movecontact

;---------------------------------------------------------------------------
;Hard Air FireballEX (Air)
[State -1, Hard Air FireballEX (Air)]
type = ChangeState
value = 1052
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXfireball"
;triggerall = numproj = 0
;triggerall = NumHelper(1801) < 1
;triggerall = NumHelper(1807) < 1
;triggerall = NumHelper(1051) < 1
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;Light Coin Punch
[State -1, Light Coin Punch]
type = ChangeState
value = 1500
triggerall = var(7) != 1
triggerall = command = "CoinPunch_x"
trigger1 = statetype = S
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger15 = stateno = 110
trigger16 = stateno = 105

;---------------------------------------------------------------------------
;Medium Coin Punch
[State -1, Medium Coin Punch]
type = ChangeState
value = 1502
triggerall = var(7) != 1
triggerall = command = "CoinPunch_y"
trigger1 = statetype = S
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger15 = stateno = 110
trigger16 = stateno = 105


;---------------------------------------------------------------------------
;Strong Coin Punch
[State -1, Strong Coin Punch]
type = ChangeState
value = 1504
triggerall = var(7) != 1
triggerall = command = "CoinPunch_z"
trigger1 = statetype = S
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = movecontact
trigger11 = stateno = 420
trigger12 = movecontact
trigger12 = stateno = 430
trigger13 = movecontact
trigger13 = stateno = 450
trigger14 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger15 = stateno = 110
trigger16 = stateno = 105

;---------------------------------------------------------------------------
;Light Standing Fireball
[State -1, Light Standing Fireball]
type = ChangeState
value = 1000
triggerall = var(7) != 1
triggerall = command = "fireball_x"
;triggerall = numproj = 0
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105

;---------------------------------------------------------------------------
;Medium Standing Fireball
[State -1, Medium Standing Fireball]
type = ChangeState
value = 1001
triggerall = var(7) != 1
triggerall = command = "fireball_y"
;triggerall = numproj = 0
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105

;---------------------------------------------------------------------------
;Strong Standing Fireball
[State -1, Strong Standing Fireball]
type = ChangeState
value = 1002
triggerall = var(7) != 1
triggerall = command = "fireball_z"
;triggerall = numproj = 0
;triggerall = NumHelper(1100) < 1
;triggerall = NumHelper(1102) < 1
;triggerall = NumHelper(1103) < 1
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 110
trigger13 = stateno = 105

;---------------------------------------------------------------------------
;Strong Tornado SpinEX (Air)
[State -1, Strong Tornado SpinEX (Air)]
type = ChangeState
value = 1251
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "EXtornado"
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Light Tornado Spin
[State -1, Light Tornado Spin]
type = ChangeState
value = 1200
triggerall = var(7) != 1
triggerall = command = "tornado_x"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105

;---------------------------------------------------------------------------
;Medium Tornado Spin
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1201
triggerall = var(7) != 1
triggerall = command = "tornado_y"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105

;---------------------------------------------------------------------------
;Strong Tornado Spin
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1202
triggerall = var(7) != 1
triggerall = command = "tornado_z"
trigger1 = statetype != A
trigger1 = ctrl 
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]
trigger13 = stateno = 110
trigger14 = stateno = 105

;---------------------------------------------------------------------------
;Light Tornado Spin (Air)
[State -1, Light Tornado Spin]
type = ChangeState
value = 1203
triggerall = var(7) != 1
triggerall = command = "tornado_x"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;Light Tornado Spin (Air)
[State -1, Light Tornado Spin]
type = ChangeState
value = 1203
triggerall = var(7) != 1
triggerall = command = "tornado_x"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Medium Tornado Spin (Air)
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1204
triggerall = var(7) != 1
triggerall = command = "tornado_y"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;Medium Tornado Spin (Air)
[State -1, Medium Tornado Spin]
type = ChangeState
value = 1204
triggerall = var(7) != 1
triggerall = command = "tornado_y"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Strong Tornado Spin (Air)
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1205
triggerall = var(7) != 1
triggerall = command = "tornado_z"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;Strong Tornado Spin (Air)
[State -1, Strong Tornado Spin]
type = ChangeState
value = 1205
triggerall = var(7) != 1
triggerall = command = "tornado_z"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Drill Kick
[State -1, Drill Kick]
type = ChangeState
value = 1300
triggerall = var(7) != 1
triggerall = command = "drillkick"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;Drill Kick
[State -1, Drill Kick]
type = ChangeState
value = 1300
triggerall = var(7) != 1
triggerall = command = "drillkick"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Head Stomp
[State -1, Head Stomp]
type = ChangeState
value = 1400
triggerall = var(7) != 1
triggerall = command = "headstomp"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact

;Head Stomp
[State -1, Head Stomp]
type = ChangeState
value = 1400
triggerall = var(7) != 1
triggerall = command = "headstomp"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Butt Stomp
[State -1, Butt Stomp]
type = ChangeState
value = 1600
triggerall = var(7) != 1
triggerall = command = "buttstomp"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact

;Butt Stomp
[State -1, Butt Stomp]
type = ChangeState
value = 1600
triggerall = var(7) != 1
triggerall = command = "buttstomp"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Air GlideEX
[State -1, Air GlideEX]
type = ChangeState
value = 1701
triggerall = var(7) != 1
triggerall = power >= 1000
triggerall = command = "airglideEX"
triggerall = 1
triggerall = 1
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact
trigger8 = (stateno = 1700) && movecontact
trigger9 = (stateno = 1550) && movecontact
trigger10 = (stateno = 1650) && movecontact

;---------------------------------------------------------------------------
;Air Glide
[State -1, Air Glide]
type = ChangeState
value = 1700
triggerall = var(7) != 1
triggerall = command = "airglide"
triggerall = var(1) <= 1
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1300) && movecontact
trigger7 = (stateno = 1400) && movecontact

;Air Glide
[State -1, Air Glide]
type = ChangeState
value = 1700
triggerall = var(7) != 1
triggerall = command = "airglide"
triggerall = var(1) <= 1
triggerall = 1
triggerall = 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Light Air Fireball
[State -1, Light Air Fireball]
type = ChangeState
value = 1800
triggerall = var(7) != 1
triggerall = command = "fireball_x"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Medium Air Fireball
[State -1, Medium Air Fireball]
type = ChangeState
value = 1803
triggerall = var(7) != 1
triggerall = command = "fireball_y"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;---------------------------------------------------------------------------
;Hard Air Fireball
[State -1, Hard Air Fireball]
type = ChangeState
value = 1806
triggerall = var(7) != 1
triggerall = command = "fireball_z"
triggerall = numproj = 0
triggerall = NumHelper(1801) < 1
triggerall = NumHelper(1807) < 1
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

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

;BASIC ATTACKS 
;---------------------------------------------------------------------------
Taunt
[State -1, Taunt]
type = ChangeState
value = 196
triggerall = var(7) != 1
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(7) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Roll Back
[State -1, Roll Back]
type = ChangeState
value = 105
triggerall = var(7) != 1
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]

;---------------------------------------------------------------------------
;Roll Fwd
[State -1, Roll Fwd]
type = ChangeState
value = 110
triggerall = var(7) != 1
triggerall = command = "rollfwd"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 5120 && time = [4, 9]; ["Wake up" code by SorrowEdge]

;---------------------------------------------------------------------------
;Slide Kick
[State -1, Slide Kick]
type = ChangeState
value = 460
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = stateno = 100
trigger1 = ctrl

;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(7) != 1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 430
trigger6 = stateno = 110
trigger7 = stateno = 105

;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(7) != 1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(7) != 1
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 410
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = stateno = 110
trigger7 = stateno = 105

;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(7) != 1
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(7) != 1
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 230
trigger4 = stateno = 110
trigger5 = stateno = 105

;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(7) != 1
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;---------------------------------------------------------------------------
;Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = Var(7) != 1
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = stateno = 110
trigger8 = stateno = 105

;Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = Var(7) != 1
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(7) != 1
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = 1
triggerall = 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 230
trigger7 = movecontact
trigger7 = stateno = 240
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = stateno = 110
trigger10 = stateno = 105

;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 221
triggerall = var(7) != 1
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 400
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 210
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 410
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 230
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 240
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 440
trigger8 = 0
trigger9 = stateno = 110
trigger9 = 0
trigger10 = stateno = 105
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 200
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 400
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 210
trigger13 = 0
trigger14 = movecontact
trigger14 = stateno = 410
trigger14 = 0
trigger15 = movecontact
trigger15 = stateno = 230
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 240
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 440
trigger17 = 0
trigger18 = stateno = 110
trigger18 = 0
trigger19 = stateno = 105
trigger19 = 0

;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(7) != 1
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = 1
triggerall = 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(7) != 1
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 410
trigger6 = movecontact
trigger6 = stateno = 220
trigger7 = movecontact
trigger7 = stateno = 230
trigger8 = movecontact
trigger8 = stateno = 240
trigger9 = movecontact
trigger9 = stateno = 250
trigger10 = movecontact
trigger10 = stateno = 440
trigger11 = stateno = 110
trigger12 = stateno = 105

;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(7) != 1
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(7) != 1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 1400) && movecontact
trigger5 = (stateno = 1700) && movecontact

;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(7) != 1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(7) != 1
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger3 = (stateno = 640) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 1400) && movecontact
trigger6 = (stateno = 1700) && movecontact

;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(7) != 1
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(7) != 1
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(7) != 1
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(7) != 1
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 430
trigger6 = stateno = 110
trigger7 = stateno = 105

;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(7) != 1
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;---------------------------------------------------------------------------
;Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = Var(7) != 1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 430
trigger6 = movecontact
trigger6 = stateno = 440
trigger7 = movecontact
trigger7 = stateno = 210
trigger8 = movecontact
trigger8 = stateno = 440
trigger9 = stateno = 110
trigger10 = stateno = 105

;Stand Medium Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = Var(7) != 1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;---------------------------------------------------------------------------
;Stand Strong Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 250
triggerall = var(7) != 1
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 210
trigger4 = movecontact
trigger4 = stateno = 230
trigger5 = movecontact
trigger5 = stateno = 400
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = movecontact
trigger8 = stateno = 430
trigger9 = movecontact
trigger9 = stateno = 440
trigger10 = stateno = 110
trigger11 = stateno = 105

;Stand Strong Kick
[State -1, Stand Medium Kick]
type = ChangeState
value = 250
triggerall = var(7) != 1
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(7) != 1
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 230
trigger4 = movecontact
trigger4 = stateno = 400
trigger5 = stateno = 110
trigger6 = stateno = 105

;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(7) != 1
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;---------------------------------------------------------------------------
;Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(7) != 1
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 430
trigger7 = movecontact
trigger7 = stateno = 410
trigger8 = stateno = 110
trigger9 = stateno = 105

;Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(7) != 1
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(7) != 1
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger3 = movecontact
trigger3 = stateno = 400
trigger4 = movecontact
trigger4 = stateno = 210
trigger5 = movecontact
trigger5 = stateno = 230
trigger6 = movecontact
trigger6 = stateno = 240
trigger7 = movecontact
trigger7 = stateno = 440
trigger8 = movecontact
trigger8 = stateno = 250
trigger9 = movecontact
trigger9 = stateno = 430
trigger10 = movecontact
trigger10 = stateno = 420
trigger11 = movecontact
trigger11 = stateno = 220
trigger12 = movecontact
trigger12 = stateno = 410
trigger13 = stateno = 110
trigger14 = stateno = 105

;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(7) != 1
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 200
trigger2 = 0
trigger3 = movecontact
trigger3 = stateno = 210
trigger3 = 0
trigger4 = movecontact
trigger4 = stateno = 220
trigger4 = 0
trigger5 = movecontact
trigger5 = stateno = 230
trigger5 = 0
trigger6 = movecontact
trigger6 = stateno = 240
trigger6 = 0
trigger7 = movecontact
trigger7 = stateno = 250
trigger7 = 0
trigger8 = movecontact
trigger8 = stateno = 400
trigger8 = 0
trigger9 = movecontact
trigger9 = stateno = 410
trigger9 = 0
trigger10 = movecontact
trigger10 = stateno = 420
trigger10 = 0
trigger11 = movecontact
trigger11 = stateno = 430
trigger11 = 0
trigger12 = movecontact
trigger12 = stateno = 440
trigger12 = 0
trigger13 = movecontact
trigger13 = stateno = 450
trigger13 = 0
trigger14 = stateno = 110
trigger14 = 0
trigger15 = stateno = 105
trigger15 = 0
trigger16 = movecontact
trigger16 = stateno = 1200
trigger16 = 0
trigger17 = movecontact
trigger17 = stateno = 1201
trigger17 = 0
trigger18 = movecontact
trigger18 = stateno = 1202
trigger18 = 0
trigger19 = movecontact
trigger19 = stateno = 1500
trigger19 = 0
trigger20 = movecontact
trigger20 = stateno = 1502
trigger20 = 0
trigger21 = movecontact
trigger21 = stateno = 1504
trigger21 = 0
trigger22 = movecontact
trigger22 = stateno = 200
trigger22 = 0
trigger23 = movecontact
trigger23 = stateno = 210
trigger23 = 0
trigger24 = movecontact
trigger24 = stateno = 220
trigger24 = 0
trigger25 = movecontact
trigger25 = stateno = 230
trigger25 = 0
trigger26 = movecontact
trigger26 = stateno = 240
trigger26 = 0
trigger27 = movecontact
trigger27 = stateno = 250
trigger27 = 0
trigger28 = movecontact
trigger28 = stateno = 400
trigger28 = 0
trigger29 = movecontact
trigger29 = stateno = 410
trigger29 = 0
trigger30 = movecontact
trigger30 = stateno = 420
trigger30 = 0
trigger31 = movecontact
trigger31 = stateno = 430
trigger31 = 0
trigger32 = movecontact
trigger32 = stateno = 440
trigger32 = 0
trigger33 = movecontact
trigger33 = stateno = 450
trigger33 = 0
trigger34 = stateno = 110
trigger34 = 0
trigger35 = stateno = 105
trigger35 = 0
trigger36 = movecontact
trigger36 = stateno = 1200
trigger36 = 0
trigger37 = movecontact
trigger37 = stateno = 1201
trigger37 = 0
trigger38 = movecontact
trigger38 = stateno = 1202
trigger38 = 0
trigger39 = movecontact
trigger39 = stateno = 1500
trigger39 = 0
trigger40 = movecontact
trigger40 = stateno = 1502
trigger40 = 0
trigger41 = movecontact
trigger41 = stateno = 1504
trigger41 = 0

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(7) != 1
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger3 = (stateno = 630) && movecontact
trigger4 = (stateno = 1400) && movecontact
trigger5 = (stateno = 1700) && movecontact

;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(7) != 1
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(7) != 1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 1400) && movecontact
trigger6 = (stateno = 1700) && movecontact

;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(7) != 1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(7) != 1
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
trigger6 = (stateno = 1400) && movecontact
trigger7 = (stateno = 1700) && movecontact

;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(7) != 1
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl 
trigger2 = (stateno = 600) && movecontact 
trigger2 = 0
trigger3 = (stateno = 610) && movecontact
trigger3 = 0
trigger4 = (stateno = 620) && movecontact
trigger4 = 0
trigger5 = (stateno = 630) && movecontact
trigger5 = 0
trigger6 = (stateno = 640) && movecontact
trigger6 = 0
trigger7 = (stateno = 650) && movecontact
trigger7 = 0
trigger8 = (stateno = 1203) && movecontact
trigger8 = 0
trigger9 = (stateno = 1204) && movecontact
trigger9 = 0
trigger10 = (stateno = 1205) && movecontact
trigger10 = 0
trigger11 = (stateno = 1300) && movecontact
trigger11 = 0
trigger12 = (stateno = 1400) && movecontact
trigger12 = 0
trigger13 = (stateno = 1600) && movecontact
trigger13 = 0
trigger14 = (stateno = 1700) && movecontact
trigger14 = 0
trigger15 = (stateno = 600) && movecontact 
trigger15 = 0
trigger16 = (stateno = 610) && movecontact
trigger16 = 0
trigger17 = (stateno = 620) && movecontact
trigger17 = 0
trigger18 = (stateno = 630) && movecontact
trigger18 = 0
trigger19 = (stateno = 640) && movecontact
trigger19 = 0
trigger20 = (stateno = 650) && movecontact
trigger20 = 0
trigger21 = (stateno = 1203) && movecontact
trigger21 = 0
trigger22 = (stateno = 1204) && movecontact
trigger22 = 0
trigger23 = (stateno = 1205) && movecontact
trigger23 = 0
trigger24 = (stateno = 1300) && movecontact
trigger24 = 0
trigger25 = (stateno = 1400) && movecontact
trigger25 = 0
trigger26 = (stateno = 1600) && movecontact
trigger26 = 0
trigger27 = (stateno = 1700) && movecontact
trigger27 = 0

;---------------------------------------------------------------------------
;Coin Punch Alpha Counter
[State -1,Coin Punch Alpha Counter]
type = ChangeState
value = 1900
triggerall = var(7) != 1
triggerall = command = "alphacoinpunch"
triggerall = power >= 1000
triggerall = stateno >= 150 && stateno <= 153
triggerall = 1
triggerall = 1
trigger1 = command = "alphacoinpunch"
trigger2 = p2statetype = A

[State -1,Coin Punch Alpha Counter]
type = ChangeState
value = 1900
triggerall = var(7) != 1
triggerall = command = "alphacoinpunch"
triggerall = stateno >= 150 && stateno <= 153
trigger1 = command = "alphacoinpunch"
trigger1 = 0
trigger2 = p2statetype = A
trigger2 = 0
trigger3 = command = "alphacoinpunch"
trigger3 = 0
trigger4 = p2statetype = A
trigger4 = 0

;---------------------------------------------------------------------------
;Sjump
[State -1, Sjump]
type = ChangeState
value = 9000
triggerall = var(7) != 1
triggerall = command = "Sjump"
trigger1 = statetype = S
trigger1 = ctrl 

;---------------------------------------------------------------------------
[State -1, Set AI-Type]
type = VarSet
trigger1 = Var(7) = 1
var(9) = 1	;侾埲忋偱懄巰僐儞儃帺廳亄僗僞乕巊梡昿搙掅壓
		;俀埲忋偱僼傽僀傾乕儃乕儖楢敪傪帺廳
		;俁埲忋偱挻斀墳徃棿傗傗帺廳
		;係偱2楢徃棿帺廳
