;-| AI |--------------------------------------------------------
[Command]
Name = "AI_00"
Command = a, b, c, x, y, z
Time = 0

[Command]
Name = "AI_01"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_02"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_03"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_04"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_05"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_06"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_07"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_08"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_09"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_10"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_11"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_12"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_13"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_14"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_15"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_16"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_17"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_18"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_19"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_20"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_21"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_22"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_23"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_24"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_25"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_26"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_27"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_28"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_29"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_30"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_31"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_32"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_33"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_34"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_35"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_36"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_37"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_38"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_39"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_40"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_41"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_42"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_43"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_44"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_45"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_46"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_47"
Command = b, a, c, x, y, z
Time = 0

[Command]
Name = "AI_48"
Command = b, a, c, x, y, z
Time = 0
;-| Super Motions |--------------------------------------------------------
[Command]
name = "熱線赤"
command = ~F, DF, D, DB, B, F, c
time = 20

[Command]
name = "熱線青"
command = ~B, DB, D, DF, F, c
time = 20

[Command]
name = "垂直落下式DDT"
command = ~F, DF, D, DB, B, F, a
time = 20

[Command]
name = "ウエスタン・ラリアット"
command = ~D, DF, F, D, DF, F, a+b
time = 20
;-| Special Motions |------------------------------------------------------

[Command]
name = "振り上げ"
command = ~F, D, DF, a
time = 20

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

[Command]
name = "振り上げEX"
command = ~F, D, DF, c
time = 20

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

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

[Command]
name = "火球EX"
command = ~D, DF, F, c
time = 20

[Command]
name = "パワーボム"
command = ~D, DB, B, a
time = 20

[Command]
name = "変形パワーボム"
command = ~D, DB, B, b
time = 20

[Command]
name = "ゴジレン式パワーボム"
command = ~D, DB, B, c
time = 20

[Command]
name = "地震"
command = ~D, D, a
time = 20

[Command]
name = "地震2"
command = ~D, D, b
time = 20

[Command]
name = "地震EX"
command = ~D, D, c
time = 20

[Command]
name = "スピアー"
command = ~F, B, F, a
time = 20

[Command]
name = "スピアー2"
command = ~F, B, F, b
time = 20

[Command]
name = "スピアー&ジャックハマー"
command = ~F, B, F, c
time = 20
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 11

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 11

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

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

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 0

[Command]
name = "b"
command = b
time = 0

[Command]
name = "c"
command = c
time = 0

[Command]
name = "x"
command = x
time = 0

[Command]
name = "y"
command = y
time = 0

[Command]
name = "z"
command = z
time = 0

[Command]
Name    = "recovery"
Command = a
Time    = 0

[Command]
Name    = "recovery"
Command = b
Time    = 0

[Command]
Name    = "recovery"
Command = c
Time    = 0

[Command]
Name    = "recovery"
Command = x
Time    = 0

[Command]
Name    = "recovery"
Command = y
Time    = 0

[Command]
Name    = "recovery"
Command = z
Time    = 0

[command]
name = "fwd"
command = F
time = 0

[command]
name = "back"
command = B
time = 0

[Command]
name = "up"
command = U
time = 0

[Command]
name = "down"
command = D
time = 0

[Command]
name = "ab"
command = a+b
time = 0

[Command]
name = "abc"
command = a+c
time = 0

[Command]
name = "abc"
command = b+c
time = 0

[Command]
name = "abc"
command = a+b+c
time = 0

[Command]
name = "az"
command = a+z
time = 0

[Command]
name = "start"
command = s
time = 0

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

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

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

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

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

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


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;叩き潰す

;熱線青
[State -1]
type = ChangeState
value = 3000
TriggerAll = Var(59) = 0
triggerall = command = "熱線青"
triggerall = statetype != A
triggerAll = power >= 2000
trigger1 = ctrl
trigger2 = movetype != H
trigger2 = hitdefattr = SC, NA, SA

;熱線赤
[State -1]
type = ChangeState
value = 3005
TriggerAll = Var(59) = 0
triggerall = command = "熱線赤"
triggerall = statetype != A
triggerAll = power >= 3000
trigger1 = ctrl
trigger2 = movetype != H
trigger2 = hitdefattr = SC, NA, SA

;振り上げEX
[State -1]
type = ChangeState
value = 3010
TriggerAll = Var(59) = 0
triggerall = command = "振り上げEX"
triggerall = statetype != A
triggerAll = power >= 1000
trigger1 = ctrl
trigger2 = movetype != H
trigger2 = hitdefattr = SC, NA, SA

;火球EX
[State -1]
type = ChangeState
value = 3015
TriggerAll = Var(59) = 0
triggerall = command = "火球EX"
triggerall = statetype != A
triggerAll = power >= 1000
trigger1 = ctrl
trigger2 = movetype != H
trigger2 = hitdefattr = SC, NA, SA


;ゴジレン式パワーボム
[State -1]
type = ChangeState
value = 3020
TriggerAll = Var(59) = 0
triggerall = command = "ゴジレン式パワーボム"
triggerall = statetype != A
trigger1 = power >= 1000
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = ctrl
trigger2 = movetype != H
trigger3 = power >= 1000
trigger3 = ctrl
trigger3 = movetype != H

;地震EX
[State -1]
type = ChangeState
value = 3030
TriggerAll = Var(59) = 0
triggerall = command = "地震EX"
triggerall = statetype != A
triggerAll = power >= 2000
trigger1 = ctrl
trigger2 = movetype != H
trigger2 = hitdefattr= SC, NA, SA

;スピアー&ジャックハマー
[State -1]
type = ChangeState
value = 3040
TriggerAll = Var(59) = 0
triggerall = command = "スピアー&ジャックハマー"
triggerall = statetype != A
triggerAll = power >= 2000
trigger1 = ctrl
trigger2 = movetype != H
trigger2 = hitdefattr = SC, NA, SA

;垂直落下式DDT
[State -1]
type = ChangeState
value = 3060
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "垂直落下式DDT"
triggerAll = power >= 2000
triggerAll = statetype != A
trigger1 = ctrl

;ウエスタン・ラリアット
[State -1]
type = ChangeState
value = 3070
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "ウエスタン・ラリアット"
triggerAll = power >= 1000
triggerAll = statetype != A
trigger1 = ctrl
trigger2 = movetype != H
trigger2 = hitdefattr = SC, NA, SA
;===========================================================================
;振り上げ
[State -1]
type = ChangeState
value = 1200
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "振り上げ"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movetype != H

[State -1]
type = ChangeState
value = 1210
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "振り上げ2"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movetype != H
;===========================================================================
;スピアー
[State -1]
type = ChangeState
value = 1400
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "スピアー"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movetype != H

[State -1]
type = ChangeState
value = 1410
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "スピアー2"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movetype != H
;---------------------------------------------------------------------------
;火球
[State -1]
type = ChangeState
value = 1000
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "火球"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movetype != H

[State -1]
type = ChangeState
value = 1010
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "火球2"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movetype != H
;---------------------------------------------------------------------------
;パワーボム
[State -1]
type = ChangeState
value = 1100
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "パワーボム"
trigger1 = statetype != A
trigger1 = ctrl

[State -1]
type = ChangeState
value = 1110
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "変形パワーボム"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;地震
[State -1]
type = ChangeState
value = 1300
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "地震"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movetype != H

[State -1]
type = ChangeState
value = 1301
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "地震2"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movetype != H
;---------------------------------------------------------------------------
;体内放射
[State -1]
type = ChangeState
value = 900
TriggerAll = Var(59) = 0
TriggerAll = Alive
TriggerAll = Command = "abc" || Command = "z"
triggerAll = power >= 3000
triggerAll = movetype = H
triggerAll = statetype != A
trigger1 = ctrl = 0
trigger1 = statetype != L
;---------------------------------------------------------------------------

;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "FF"
trigger1 = statetype = S
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 101
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "BB"
trigger1 = statetype = S
trigger1 = statetype != A
trigger1 = ctrl

;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 200)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 221
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "c"
TriggerAll = Command != "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = stateno != [220,230]
trigger2 = stateno = [200,420]
trigger2 = movecontact
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 240
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "c"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,420]
trigger2 = movecontact
;---------------------------------------------------------------------------
;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
;しゃがみ弱パンチ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 200)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 420
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,410]
trigger2 = movecontact
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
TriggerAll = Var(59) = 0
TriggerAll = Alive
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;投げ
[State -1]
type = ChangeState
value = 800
TriggerAll = Var(59) = 0
TriggerAll = Alive
TriggerAll = Command = "ab" || Command = "x" && Command != "holddown"
TriggerAll = Command = "holdfwd"
triggerAll = statetype != A
trigger1 = statetype = S
trigger1 = ctrl

;投げ
[State -1]
type = ChangeState
value = 820
TriggerAll = Var(59) = 0
TriggerAll = Alive
TriggerAll = Command = "ab" || Command = "x" && Command != "holddown"
TriggerAll = Command = "holdback"
triggerAll = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
