
;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 15

command.buffer.time = 1


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

[Command]
name = "214214A"
command = ~D, B, D, B, a
time = 30

[Command]
name = "214214A"
command = ~D, B, D, B, b
time = 30

[Command]
name = "214214C"
command = ~D, B, D, B, c
time = 30

[Command]
name = "236236A"
command = ~D, F, D, F, a
time = 30

[Command]
name = "236236A"
command = ~D, F, D, F, b
time = 30

[Command]
name = "236236C"
command = ~D, F, D, F, c
time = 30

[Command]
name = "2141236A"
command = ~D, B, D, F, a
time = 30

[Command]
name = "2141236A"
command = ~D, B, D, F, b
time = 30

[Command]
name = "2141236C"
command = ~D, B, D, F, c
time = 30

[Command]
name = "222"
command = ~D, D, D, a
time = 20

[Command]
name = "222"
command = ~D, D, D, b
time = 20

[Command]
name = "222"
command = ~D, D, D, c
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "623A"
command = ~F, D, DF, a

[Command]
name = "623B"
command = ~F, D, DF, b

[Command]
name = "623C"
command = ~F, D, DF, c

[Command]
name = "236A"
command = ~D, DF, F, a

[Command]
name = "236B"
command = ~D, DF, F, b

[Command]
name = "236C"
command = ~D, DF, F, c

[Command]
name = "214A"
command = ~D, DB, B, a

[Command]
name = "214A"
command = ~D, DB, B, b

[Command]
name = "214C"
command = ~D, DB, B, c

[Command]
name = "632146A"
command = ~F, D, B, F, a
time = 30

[Command]
name = "632146A"
command = ~F, D, B, F, b
time = 30

[Command]
name = "632146C"
command = ~F, D, B, F, c
time = 30

[Command]
Name = "DU"
Command = $D, $U
Time = 15

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10

[Command]
name = "BB"
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery"
command = a+b
time = 5

[Command]
name = "powerup"
command = a+b+c
time = 5

[Command]
name = "vanishing"
command = b+c
time = 5

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

[Command]
name = "start"
command = s
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup" 
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1

[Command]
name = "charge1"
command = /a
time = 5

[Command]
name = "charge2"
command = /c
time = 5

;-| CPUアルゴリズム用コマンド |------------------------------

[Command]
name = "AI0"
command = ~F, D, DF, a
time = 0
[Command]
name = "AI1"
command = ~F, D, DF, b
time = 0
[Command]
name = "AI2"
command = ~D, DF, F, a
time = 0
[Command]
name = "AI3"
command = ~D, DF, F, b
time = 0
[Command]
name = "AI4"
command = ~D, DB, B, a
time = 0
[Command]
name = "AI5"
command = ~D, DB, B, b
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI13"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
[Command]
name = "AI14"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI15"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI16"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0

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

[Statedef -1]

;===========================================================================
;---------------------------------------------------------------------------
;スカーレットストーカー
[State -1, hadou_l]
type = ChangeState
value = 2400
triggerall = var(59) = 0
triggerall = command = "2141236C" || command = "2141236A"
triggerall = power >= 2000
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SCA, NA,SA,HA
trigger2 = stateno != 2300 && stateno != 1300 && stateno != [2000,2010]
trigger2 = movecontact
trigger3 = stateno = [10100,10111]
trigger3 = time >= 20

;ブリリアントシャワー
[State -1, hadou_l]
type = ChangeState
value = 2010
triggerall = var(59) = 0
triggerall = var(7) = 1
triggerall = command = "214214C"
triggerall = power >= 2000
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SCA, NA,SA,HA
trigger2 = stateno != 2300 && stateno != 1300 && stateno != [2000,2010]
trigger2 = movecontact
trigger3 = stateno = [10100,10111]
trigger3 = time >= 20

;フラッシングシャワー
[State -1, hadou_l]
type = ChangeState
value = 2000
triggerall = var(59) = 0
triggerall = command = "214214C"
triggerall = power >= 2000
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SCA, NA,SA,HA
trigger2 = movecontact
trigger2 = stateno != 2300 && stateno != 1300 && stateno != [2000,2010]
trigger3 = stateno = [10100,10111]
trigger3 = time >= 20

;バルキリーターン
[State -1, hadou_l]
type = ChangeState
value = 1300
triggerall = var(59) = 0
triggerall = command = "214214A"
triggerall = power >= 2000
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SCA, NA,SA,HA
trigger2 = stateno != 2300 && stateno != 1300 && stateno != [2000,2010]
trigger2 = movecontact
trigger3 = stateno = [10100,10111]
trigger3 = time >= 20

;アロー・ザ・グングニル
[State -1, hadou_l]
type = ChangeState
value = 2210
triggerall = var(59) = 0
triggerall = var(7) = 1
triggerall = command = "236236C"
triggerall = power >= 2000
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SCA, NA,SA,HA
trigger2 = stateno != 2300 && stateno != 1300 && stateno != [2000,2010]
trigger2 = movecontact
trigger3 = stateno = [10100,10111]
trigger3 = time >= 20

;ミステイックスピアー
[State -1, hadou_l]
type = ChangeState
value = 2200
triggerall = var(59) = 0
triggerall = command = "236236C"
triggerall = power >= 2000
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SCA, NA,SA,HA
trigger2 = stateno != 2300 && stateno != 1300 && stateno != [2000,2010]
trigger2 = movecontact
trigger3 = stateno = [10100,10111]
trigger3 = time >= 20

;ダークネスイリュージョン
[State -1, hadou_l]
type = ChangeState
value = 2100
triggerall = var(59) = 0
triggerall = command = "236236A"
triggerall = power >= 2000 && numHelper(2110) = 0
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SCA, NA,SA,HA
trigger2 = movecontact
trigger2 = stateno != 2300 && stateno != 1300 && stateno != [2000,2010]
trigger3 = stateno = [10100,10111]
trigger3 = time >= 20

;スプレンダーラブ
[State -1, hadou_l]
type = ChangeState
value = 2300
triggerall = var(59) = 0
triggerall = command = "222"
triggerall = power >= 2000
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SCA, NA,SA,HA
trigger2 = stateno != 2300 && stateno != 1300 && stateno != [2000,2010]
trigger2 = movecontact
trigger3 = stateno = [10100,10111]
trigger3 = time >= 20

;投げ ヴァンパイアキッス
[State -1, Kung Fu Throw]
type = ChangeState
value = 1450
triggerall = var(59) = 0
triggerall = power >= 1000
triggerall = command = "632146C"
triggerall = statetype != A
trigger1 = ctrl

;-------------------------------------------
;ダブルエッジ
[State -1, hadou_s]
type = ChangeState
value = 1020
triggerall = var(59) = 0
triggerall = power >= 1000
triggerall = command = "236C"
trigger1 = ctrl
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger2 = HitDefAttr = SC, NA
trigger2 = movecontact

;引き込み鎖（クリプティックニードル）
[State -1, Standing Strong Kick]
type = ChangeState
value = 244
triggerall = var(59) = 0
triggerall = command = "214C"
triggerall = power >= 1000
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl
trigger2 = HitDefAttr = SC, NA
trigger2 = movecontact

;対空ES（レッドクレイドル）
[State -1, taikuu_s]
type = ChangeState
value = 1115
triggerall = var(59) = 0
triggerall = power >= 1000
triggerall = command = "623C"
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SCA, NA
trigger2 = movecontact

;-------------------------------------------
;投げ ベクタードレイン
[State -1, Kung Fu Throw]
type = ChangeState
value = 1400
triggerall = var(59) = 0
triggerall = command = "632146A" || command = "632146C"
triggerall = statetype != A
trigger1 = ctrl && stateno != 100

;パワーＭＡＸ発動
[State -1, Power Gauge Charge]
type = ChangeState
value = 900
triggerall = var(59) = 0
triggerall = command = "powerup"
triggerall = var(7) = 0 && power >= 1000
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SC, NA
trigger2 = movecontact

;パワー溜め
[State -1, Power Gauge Charge]
type = ChangeState
value = 700
triggerall = var(59) = 0
triggerall = command = "charge1" && command = "charge2"
triggerall = power < powermax
trigger1 = statetype != A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;対空弱（シャウトブレイド）
[State -1, taikuu_l]
type = ChangeState
value = 1100
triggerall = var(59) = 0
triggerall = command = "623A"
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SCA, NA
trigger2 = movecontact

;---------------------------------------------------------------------------
;対空強（シャウトブレイド）
[State -1, taikuu_s]
type = ChangeState
value = 1110
triggerall = var(59) = 0
triggerall = command = "623B" || command = "623C"
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SCA, NA
trigger2 = movecontact

;---------------------------------------------------------------------------
;波動弱（アサルトエッジ）
[State -1, hadou_l]
type = ChangeState
value = 1000
triggerall = var(59) = 0
triggerall = command = "236A"
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl = 1
trigger2 = HitDefAttr = SC, NA
trigger2 = movecontact

;---------------------------------------------------------------------------
;波動強（アサルトエッジ）
[State -1, hadou_s]
type = ChangeState
value = 1010
triggerall = var(59) = 0
triggerall = command = "236B" || command = "236C"
trigger1 = ctrl = 1
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger2 = HitDefAttr = SC, NA
trigger2 = movecontact

;---------------------------------------------------------------------------
;引き込み鎖（クリプティックアンカー）
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) = 0
triggerall = command = "214A" || command = "214C"
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl
trigger2 = HitDefAttr = SC, NA
trigger2 = movecontact


;---------------------------------------------------------------------------
;吹っ飛ばし攻撃（フェイスクラッシュ）
[State -1, Stand Light Kick]
type = ChangeState
value = 500+10*(stateno = [150,155])
triggerall = var(59) = 0
triggerall = command = "vanishing" && statetype != A
trigger1 = ctrl
trigger2 = (command = "b"&&command = "c") && (stateno = [150,155]) && power >= 1000

[State -1, 回り込み＆緊急回避]
type = ChangeState
triggerall = var(59) = 0
triggerall = (RoundState = 2) && (Alive)&& (StateType != A)
trigger1 = (command = "recovery") && (Ctrl)
trigger2 = (command = "recovery") && (stateno = [150,155]) && power >= 1000
value = 10100+(10*command="holdfwd")+(stateno = [150,155])

;===========================================================================
;飛び道具（ソウルメイト）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1230
triggerall = var(59) = 0
triggerall = numHelper(1211) = 0 && numHelper(1212) = 0 && numHelper(1213) = 0 && numHelper(1214) = 0
triggerall = statetype != A && command = "c" && command = "holddown" && command = "holdfwd"
triggerall = var(7) = 1
trigger1 = (p2bodydist X > 50)
trigger1 = ctrl 
trigger2 = stateno = 220 || stateno = 425 || stateno = 430
trigger2 = movecontact

;飛び道具（ソウルサーヴァント）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1210
triggerall = var(59) = 0
triggerall = statetype != A && command = "c" && command = "holddown" && command = "holdfwd"
triggerall = numHelper(1211) = 0 && numHelper(1212) = 0 && numHelper(1213) = 0 && numHelper(1214) = 0
trigger1 = (p2bodydist X > 50)
trigger1 = ctrl 
trigger2 = stateno = 220 || stateno = 425 || stateno = 430
trigger2 = movecontact

;飛び道具（ソウルフェニックス）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1201
triggerall = var(59) = 0
triggerall = statetype != A && command = "c" && command != "holddown"
triggerall = var(7) = 1 && !(command = "holdfwd" && command = "holddown")
trigger1 = (p2bodydist X > 50)
trigger1 = ctrl 
trigger2 = stateno = 220 || stateno = 425
trigger2 = movecontact

;飛び道具（ソウルフラッシュ）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1200
triggerall = var(59) = 0
triggerall = statetype != A && command = "c" && command != "holddown"  && !(command = "holdfwd" && command = "holddown")
trigger1 = (p2bodydist X > 50)
trigger1 = ctrl 
trigger2 = stateno = 220 || stateno = 425
trigger2 = movecontact

;飛び道具（ソウルカット）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1203
triggerall = Numhelper(1251)  < 5
triggerall = var(59) = 0 
triggerall = statetype != A && command = "c" && command = "holddown"
triggerall = var(7) = 1
trigger1 = (p2bodydist X > 90)
trigger1 = ctrl
trigger2 = stateno = 220 || stateno = 425
trigger2 = movecontact

;飛び道具（ソウルスラッシュ）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1202
triggerall = Numhelper(1251)  < 5
triggerall = var(59) = 0  
triggerall = statetype != A && command = "c" && command = "holddown"
triggerall = !(command = "holdfwd" && command = "holddown")
trigger1 = (p2bodydist X > 90)
trigger1 = ctrl
trigger2 = stateno = 220 || stateno = 425
trigger2 = movecontact

;飛び道具（ソウルイレイザー）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1205
triggerall = var(59) = 0
triggerall = var(7) = 1 
triggerall = statetype = A && command = "c" && command != "holddown"
trigger1 = (p2bodydist X > 50)
trigger1 = ctrl
trigger2 = stateno = 620
trigger2 = movecontact

;飛び道具（ソウルブラスト）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1204
triggerall = var(59) = 0 
triggerall = statetype = A && command = "c" && command != "holddown"
trigger1 = (p2bodydist X > 50)
trigger1 = ctrl
trigger2 = stateno = 620
trigger2 = movecontact


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

;エアダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 101
;triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = A  && var(2) = 0
trigger1 = ctrl && stateno != [101,102]

;エアダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 102
;triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = A  && var(2) = 0
trigger1 = ctrl && stateno != [101,102]

;---------------------------------------------------------------------------
;バックステップ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

[State -1, 移動起き上がり]
type = ChangeState
triggerall = var(59) = 0
triggerall = (Alive)
triggerall = (RoundState = 2) && (StateNo = 5110) && (MoveType = H) && (Time > 1)
trigger1 = (command = "holdfwd") || (command = "holdback")
value = 10010

;---------------------------------------------------------------------------
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "c" && !(command = "holddown" && command = "holdfwd")
triggerall = statetype != A && stateno != 100
triggerall = ctrl && (command = "holdback" || command = "holdfwd")
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H && p2bodydist X = [-10,10]

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

;---------------------------------------------------------------------------
;キャンセル立下段（ブラッシュカット）
[State -1, Stand Light Kick]
type = ChangeState
value = 231
triggerall = var(59) = 0
triggerall = command = "a" || command = "b"
triggerall = command = "holdback"
triggerall = command != "holddown"
trigger1 = stateno = 200 || stateno = 210 || stateno = 400 || stateno = 420
trigger1 = movecontact

;キャンセル中段（ネクロディサイア）
[State -1, Stand Light Kick]
type = ChangeState
value = 236
;triggerall = var(59) = 0
triggerall = command = "a" || command = "b"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = stateno = 200 || stateno = 210 || stateno = 400 || stateno = 420
trigger1 = movecontact

;---------------------------------------------------------------------------
;立下段（ブラッシュカット）
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) = 0
triggerall = command = "a" || command = "b"
triggerall = command = "holdback"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;立中段（ネクロディサイア）
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) = 0
triggerall = command = "a" || command = "b"
triggerall = command != "holddown" && command = "holdfwd"
trigger1 = statetype = S  && stateno != 100
trigger1 = ctrl

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

;屈特殊（ギルティーシルエット）
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = command = "a" || command = "b"
triggerall = command = "holddown" &&  command = "holdfwd"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 210
trigger2 = (time > 8) && time < 16
trigger3 = stateno = 400
trigger3 = time > 7
trigger4 = stateno = 200 || stateno = 420
trigger4 = movecontact

;---------------------------------------------------------------------------
;屈特殊（ミステリアスアーク）
[State -1, Crouching Strong Punch]
type = ChangeState
value = 430
;triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command = "holddown" &&  command = "holdfwd"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 210
trigger2 = (time > 8) && time < 16
trigger3 = stateno = 400
trigger3 = time > 7
trigger4 = stateno = 200 || stateno = 420
trigger4 = movecontact


;---------------------------------------------------------------------------
;立弱P
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time >= 6
trigger3 = stateno = 400
trigger3 = movecontact

;---------------------------------------------------------------------------
;立強P
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time >= 6
trigger3 = stateno = 400
trigger3 = movecontact

;---------------------------------------------------------------------------
;立特殊（スプラッシュリビドー）
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time >= 6
trigger3 = stateno = 400
trigger3 = movecontact
trigger4 = stateno = 420 || stateno = 210
trigger4 = movecontact


;---------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = null;ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;屈弱P
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = time > 7
trigger3 = stateno = 200
trigger3 = movecontact

;---------------------------------------------------------------------------
;屈強P
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 400
trigger2 = time > 7
trigger3 = stateno = 200
trigger3 = movecontact

;---------------------------------------------------------------------------
;屈特殊 エビルウイング
[State -1, Crouching Strong Punch]
type = ChangeState
value = 425
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 210
trigger2 = (time > 8) && time < 16
trigger3 = stateno = 400
trigger3 = time > 7
trigger4 = stateno = 200 || stateno = 420
trigger4 = movecontact

;---------------------------------------------------------------------------
;飛び弱P
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7

;---------------------------------------------------------------------------
;飛び強P
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

;飛び特殊（オーガズムワイア）
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) = 0
triggerall = command = "c" && command != "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact

;飛び特殊（シェルピアス）
[State -1, Jump Strong Punch]
type = ChangeState
value = 630
triggerall = var(59) = 0
triggerall = command = "c" && command = "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact

;---------------------------------------------------------------------------
[State -1, recover]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "recovery"
triggerall = alive && CanRecover
trigger1 = (stateno = 5110) && time > 5
trigger2 = stateno = 5081
trigger3 = (stateno = 5100) && time > 3
trigger4 = stateno = 5101
value = 5211 

;---------------------------------------------------------------------------
[State -1, airG]
type = ChangeState
triggerall = var(59) = 0
triggerall = command = "holdback"
triggerall = alive
trigger1 = stateno = 5040
value = 120






;****************************************
;****************************************


;--------------------------------------------------------------------------------------
[State -1]
type = VarSet
triggerall = var(59) = 0
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
;trigger18 = 1
V = 59
Value = 10

;===========================================================================
;スプレンダーラブ
[State -1, hadou_l]
type = ChangeState
value = 2300
triggerall = RoundState = 2
triggerall = var(59) != 0
triggerall = power >= 2000 && var(8) < 600
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = (ctrl||stateno=100) && p2movetype = A
trigger1 = p2bodydist X = [-10,70]
trigger1 = p2life < 150 && enemynear,vel X = [-1,7]

;投げ ヴァンパイアキッス
[State -1, Kung Fu Throw]
type = ChangeState
value = 1450
triggerall = var(59) != 0
triggerall = power >= 1000 && var(8) < 900
triggerall = statetype != A && stateno != 100
triggerall = ctrl && life < lifemax/2
triggerall = Random = [0*var(59),6*var(59)]
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != I && p2bodydist X = [-10,50]

;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) != 0
triggerall = statetype != A && stateno != 100
triggerall = ctrl
triggerall = Random = [0*var(59),6*var(59)]
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H && p2bodydist X = [-10,10]

;投げ ベクタードレイン
[State -1, Kung Fu Throw]
type = ChangeState
value = 1400
triggerall = var(59) != 0
triggerall = statetype != A
triggerall = Random = [0*var(59),6*var(59)]
trigger1 = ctrl && stateno != 100
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != I && p2bodydist X = [11,50]

;波動強
[State -1, hadou_s]
type = ChangeState
value = 1010
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = var(59) != 0
triggerall = (ctrl||stateno=100)
triggerall = Random = [0*var(59),6*var(59)]
triggerall = statetype != A
triggerall = P2bodydist X = [180,220]
trigger1 = P2movetype = A && (life > 500 || enemynear,NumProj != 0)
triggerall = P2statetype != L
trigger2 = P2movetype = H

[State -1, 回り込み＆緊急回避]
type = ChangeState
Triggerall = Random = [0,10*var(59)]
triggerall = var(59) != 0 && P2bodydist X = [-10,70]
triggerall = (RoundState = 2) && (Alive)&& (StateType != A)
trigger1 = (ctrl||stateno=100) && p2movetype = A && p2statetype != A
trigger1 = enemynear,animtime < -45
trigger2 = (Ctrl) && p2movetype = A && p2statetype != A
trigger2 = backEdgeBodyDist < 20
value = 10110

[State -1, 回り込み＆緊急回避]
type = ChangeState
Triggerall = Random = [0,10*var(59)]
triggerall = var(59) != 0 && P2bodydist X = [-10,70]
triggerall = (RoundState = 2) && (Alive)&& (StateType != A)
trigger1 = p2movetype = A && p2statetype != A
trigger1 = enemynear,animtime < -45
trigger1 = (stateno = [150,155]) && power >= 1000
value = 10111

;パワーＭＡＸ発動
[State -1, Power Gauge Charge]
type = ChangeState
value = 900
triggerall = RoundState = 2
triggerall = var(59) != 0
Triggerall = Random = [0,1*var(59)]
triggerall = var(7) = 0 && power >= 1000
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl && P2bodydist X > 100
trigger2 = stateno = 425
trigger2 = movecontact

;スカーレットストーカー
[State -1, hadou_l]
type = ChangeState
value = 2400
triggerall = RoundState = 2
triggerall = var(59) != 0
triggerall = power >= 2000 && var(8) < 600
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl
trigger1 =  (p2statetype != A)
trigger1 = P2bodydist X = [80,160]
trigger1 = (p2movetype != I && p2life < 400) || life = lifemax

;---------------------------------------------------------------------------
;ガード
[State -3]
Type = ChangeState
Value = 120
TriggerAll = var(59) != 0
TriggerAll = RoundState = 2
Trigger1 = stateno != [120,155]
Trigger1 = (ctrl||(stateno=100 && P2BodyDist X < 120))
TriggerAll = inguarddist
Trigger1 = P2BodyDist X <= 300
Trigger1 = Random = [0,100*var(59)]
Trigger2 = P2BodyDist X > 300
Trigger2 = stateno = [120,155] 
Trigger2 = EnemyNear,time <= 60
Trigger2 = Random = [0,100*var(59)]

;バルキリーターン
[State -1, hadou_l]
type = ChangeState
value = 1300
triggerall = RoundState = 2
triggerall = var(59) != 0
Trigger1 = Random = [0,1*var(59)]
triggerall = power >= 2000 && var(8) < 600
trigger1 = HitDefAttr = SCA, NA,SA,HA
trigger1 = stateno != 2300 && stateno != 1300 && stateno != [2000,2010]
trigger1 = MoveGuarded

[State -1, 移動起き上がり]
type = ChangeState
triggerall = var(59) != 0
triggerall = (Alive)
Triggerall = Random = [0,100*var(59)]
triggerall = (RoundState = 2) && (StateNo = 5110) && (MoveType = H) && (Time > 1)
trigger1 = screenpos X != [120,200]
trigger1 = P2BodyDist X = [-90,90]
trigger2 = backEdgeBodyDist < 20
value = 10010

;アロー・ザ・グングニル
[State -1, hadou_l]
type = ChangeState
value = 2210
triggerall = RoundState = 2
triggerall = var(59) != 0
Triggerall = Random = [0,10*var(59)]
triggerall = P2BodyDist X > 100 && p2statetype != L
triggerall = var(7) = 1 && var(8) < 600
triggerall = power >= 2000 && var(8) < 600
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl && p2movetype = H
trigger1 = p2statetype != L
trigger1 = P2BodyDist Y = [-60,0]
trigger2 = HitDefAttr = SCA, NA,SA,HA
trigger2 = stateno != 2300 && stateno != 1300 && stateno != [2000,2010]
trigger2 = movecontact
trigger3 = stateno = [10100,10111]
trigger3 = time >= 20

;ミステイックスピアー
[State -1, hadou_l]
type = ChangeState
value = 2200
triggerall = RoundState = 2
Triggerall = Random = [0,10*var(59)]
triggerall = var(59) != 0 && var(7) = 0
triggerall = P2BodyDist X > 100 && p2statetype != L
triggerall = power >= 2000 && var(8) < 600
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = ctrl && p2movetype = H
trigger1 = p2statetype != L
trigger1 = P2BodyDist Y = [-60,0]
trigger2 = HitDefAttr = SCA, NA,SA,HA
trigger2 = stateno != 2300 && stateno != 1300 && stateno != [2000,2010]
trigger2 = movecontact
trigger3 = stateno = [10100,10111]
trigger3 = time >= 20

;---------------------------------------------------------------------------
;ブリリアントシャワー
[State -1, hadou_l]
type = ChangeState
value = 2010
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = var(7) = 1 && var(8) < 600
triggerall = power >= 2000
triggerall = Random = [79*var(59),89*var(59)]
trigger1 = HitDefAttr = SCA, NA,SA,HA
trigger1 = stateno != 2300 && stateno != 1300 && stateno != [2000,2010]
trigger1 = movecontact
trigger2 = stateno = [10100,10111]
trigger2 = time >= 20

;フラッシングシャワー
[State -1, hadou_l]
type = ChangeState
value = 2000
triggerall = RoundState = 2
triggerall = var(59) != 0 && var(7) = 0
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger1 = P2statetype = L || P2movetype != A
trigger1 = P2bodydist X = [170,260]
trigger1 = Random = [79*var(59),89*var(59)]

;パワー溜め
[State -1, Power Gauge Charge]
type = ChangeState
value = 700
triggerall = var(59) != 0 && var(7) = 0
triggerall = power < powermax
trigger1 = statetype != A && power < 1000
trigger1 = ctrl && p2movetype != A
trigger1 = P2bodydist X > 160
trigger1 = p2statetype = L

;ダークネスイリュージョン
[State -1, hadou_l]
type = ChangeState
value = 2100
triggerall = RoundState = 2
triggerall = var(59) != 0 && var(8) < 600
triggerall = power >= 2000 && numHelper(2110) = 0
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = stateno = [1000,1010]
trigger1 = movehit
trigger2 = stateno = 1020
trigger2 = movehit && animelem = 9,>= 0
trigger3 = ctrl && p2movetype = H
triggerall = P2bodydist X = [0,60]
trigger3 = P2statetype != L
trigger3 = P2bodydist Y = [-40,0]
trigger3 = enemynear,vel y = [-1,1]

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

;対空ES（レッドクレイドル）
[State -1, taikuu_s]
type = ChangeState
value = 1115
triggerall = var(59) != 0
triggerall = power >= 1000 && var(8) < 600
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = var(59) != 0
trigger1 = Random = [16*var(59),30*var(59)]
trigger1 = ctrl
trigger1 = P2bodydist X = [0,40]
trigger1 = P2movetype = A
trigger1 = P2statetype != A
trigger1 = statetype != A
trigger2 = Random = [0*var(59),30*var(59)]
trigger2 = stateno = 410
trigger2 = animelemtime(5) > 0
trigger2 = movehit
trigger2 = P2bodydist X = [0,40]
trigger3 = Random = [0*var(59),50*var(59)]
trigger3 = stateno = 610
trigger3 = movehit && vel Y > 5
trigger3 = P2bodydist X = [0,30]
trigger4 = stateno = 620
trigger4 = movehit
trigger4 = P2bodydist X = [0,30]

;対空弱
[State -1, taikuu_l]
type = ChangeState
value = 1100
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = var(59) != 0
trigger1 = Random = [0*var(59),40*var(59)]
trigger1 = (ctrl||stateno=100)
trigger1 = P2bodydist Y = [-50,0]
trigger1 = P2bodydist X = [10,40]
trigger1 = P2movetype != I
trigger1 = P2statetype = A
trigger2 = Random = [16*var(59),30*var(59)]
trigger2 = (ctrl||stateno=100)
trigger2 = P2bodydist X = [0,40]
trigger2 = P2movetype = A
trigger2 = P2statetype != A
trigger2 = statetype != A
trigger3 = Random = [0*var(59),100*var(59)]
trigger3 = P2bodydist X = [15,25]
trigger3 = (stateno = 200)||(stateno = 400)
trigger3 = movehit
trigger4 = Random = [0*var(59),30*var(59)]
trigger4 = stateno = 410
trigger4 = animelemtime(5) > 0
trigger4 = movehit
trigger4 = P2bodydist X = [0,40]
trigger5 = Random = [0*var(59),50*var(59)]
trigger5 = stateno = 610 && pos Y > -20
trigger5 = movehit && vel Y > 5
trigger5 = P2bodydist X = [0,30]

;---------------------------------------------------------------------------
;対空強
[State -1, taikuu_s]
type = ChangeState
value = 1110
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = var(59) != 0
trigger1 = Random = [0*var(59),60*var(59)]
trigger1 = ctrl
trigger1 = P2bodydist Y = [-10,-40]
trigger1 = P2bodydist X = [10,40]
trigger1 = P2movetype != I
trigger1 = P2statetype = A
trigger2 = Random = [0*var(59),15*var(59)]
trigger2 = ctrl
trigger2 = P2bodydist X = [0,50]
trigger2 = P2movetype = A
trigger2 = P2statetype != A
trigger2 = statetype != A
trigger3 = Random = [51*var(59),100*var(59)]
trigger3 = stateno = 610 && pos Y > -20
trigger3 = movehit && vel Y > 5
trigger3 = P2bodydist X = [0,20]
trigger4 = stateno = 620
trigger4 = movehit
trigger4 = P2bodydist X = [0,20]

;ダブルエッジ
[State -1, hadou_s]
type = ChangeState
value = 1020
triggerall = var(59) != 0
triggerall = power >= 1000 && var(8) < 600
triggerall = Random = [51*var(59),100*var(59)]
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
trigger1 = stateno = 240
trigger1 = movecontact && p2statetype = A
trigger1 = p2movetype = H
trigger2 = stateno = 220
trigger2 = movecontact && p2statetype != L
trigger2 = p2movetype = H
triggerall = P2bodydist X = [80,220]

;---------------------------------------------------------------------------
;引き込み鎖（クリプティックニードル）
[State -1, Standing Strong Kick]
type = ChangeState
value = 244
triggerall = RoundState = 2
triggerall = var(59) != 0 && var(8) < 600
triggerall = power >= 1000
triggerall = statetype != A && (stateno != [500,510]) && stateno != [235,236]
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = P2statetype != A && FrontEdgeBodyDist > 100
trigger1 = stateno = [230,231]
trigger1 = movehit
trigger1 = P2bodydist X = [70,150]
trigger1 = Random = [0*var(59),60*var(59)]

;引き込み鎖
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = P2statetype != A && FrontEdgeBodyDist > 100
triggerall = var(59) != 0
triggerall = !(p2movetype = H && p2stateno = [246,247])
trigger1 = P2bodydist X = [100,150]
trigger1 = Random = [90*var(59),100*var(59)]
trigger1 = statetype != A
trigger1 = (ctrl||stateno=100)
trigger2 = stateno = [230,231]
trigger2 = movehit
trigger2 = P2bodydist X = [70,150]
trigger2 = Random = [0*var(59),60*var(59)]

;---------------------------------------------------------------------------
;波動弱
[State -1, hadou_l]
type = ChangeState
value = 1000
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = var(59) != 0
trigger1 = ctrl
trigger1 = Random = [0*var(59),10*var(59)]
trigger1 = statetype != A
trigger1 = P2bodydist X = [70,150]
trigger1 = P2movetype != A
trigger1 = P2statetype != L
trigger2 = Random = [0*var(59),80*var(59)]
trigger2 = stateno = [230,231]
trigger2 = movehit
trigger3 = Random = [0*var(59),50*var(59)]
trigger3 = stateno = 410
trigger3 = P2bodydist Y = [-40,0]
trigger3 = animelemtime(5) > 0
trigger3 = movehit
trigger4 = Random = [0*var(59),50*var(59)]
trigger4 = stateno = 220
trigger4 = P2bodydist Y = [-40,0]
trigger4 = movehit
trigger5 = stateno = 810 && AnimTime = 0
trigger5 = enemynear,backEdgeBodyDist > 20

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

;吹っ飛ばし攻撃（フェイスクラッシュ）
[State -1, Stand Light Kick]
type = ChangeState
value = 500
Triggerall = Random = [0,1*var(59)]
triggerall = var(59) != 0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2bodydist X = [-10,70]
trigger1 = p2movetype != A && p2statetype != L
trigger1 = FrontEdgeBodyDist < 70


[State -1, Stand Light Kick]
type = ChangeState
value = 510
triggerall = var(59) != 0
triggerall = statetype != A
trigger1 = (stateno = [150,155]) && power >= 1000
trigger1 = P2bodydist X = [-10,70]
trigger1 = p2movetype = A && p2statetype != L


;===========================================================================
;---------------------------------------------------------------------------
;ジャンプ
[State -1, Run Back]
type = ChangeState
value = 40
triggerall = RoundState = 2
triggerall = var(59) != 0
triggerall = stateno != [120,155]
triggerall = statetype != A
triggerall = (ctrl||stateno=100)
trigger1 = Random = [0*var(59),100*var(59)]
trigger1 = P2bodydist Y = [-130,-30]
trigger1 = P2movetype = H
trigger2 = Random = [11*var(59),15*var(59)]
trigger2 = P2movetype != A
trigger3 = Random = [7*var(59),12*var(59)]
trigger3 = statetype != A
trigger3 = P2bodydist X = [180,220]
trigger3 = P2movetype != A
trigger3 = P2statetype != L

;---------------------------------------------------------------------------
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
Trigger1 != inguarddist
triggerall = RoundState = 2
triggerall = var(59) != 0
triggerall = stateno != [120,155]
trigger1 = Random = [31*var(59),70*var(59)]
triggerall = statetype != A
triggerall = ctrl
triggerall = stateno != 100
triggerall = stateno != [10,12]
trigger1 = P2bodydist X = [30,255]
trigger1 = P2movetype != A
trigger1 = P2statetype != L
trigger2 = P2bodydist X > 160
trigger2 = backEdgeBodyDist < 20


;---------------------------------------------------------------------------
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = RoundState = 2
triggerall = var(59) != 0
triggerall = stateno != [120,155]
triggerall = Random = [0*var(59),10*var(59)]
triggerall = statetype != A
triggerall = ctrl
trigger1 = P2bodydist X = [70,150]
trigger1 = P2movetype = A
trigger2 = P2statetype = A
trigger3 = P2stateno = [5100,5110]

;---------------------------------------------------------------------------
;キャンセル立下段
[State -1, Stand Light Kick]
type = ChangeState
value = 231
triggerall = RoundState = 2
triggerall = P2statetype != A
triggerall = var(59) != 0
triggerall = Random = [0*var(59),60*var(59)]
trigger1 = P2bodydist X = [0,90]
trigger1 = stateno = 210
trigger1 = animelemtime(5) > 0
trigger1 = movecontact

;立特殊（スプラッシュリビドー）
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = P2bodydist X = [0,70]
triggerall = statetype != A
triggerall = Random = [0*var(59),60*var(59)]
trigger1 = P2statetype != L
trigger1 = P2bodydist Y = [-40,0]
trigger1 = P2movetype != A
trigger1 = stateno = 420 || stateno = 210
trigger1 = movecontact

;---------------------------------------------------------------------------
;立下段
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = var(59) != 0
triggerall = Random = [0*var(59),40*var(59)]
trigger1 = P2statetype = S
trigger1 = P2bodydist X = [41,90]
trigger1 = statetype != A
trigger1 = ctrl

;立中段（ネクロディサイア）
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) != 0
triggerall = RoundState = 2
trigger1 = statetype != A  && stateno != 100
trigger1 = ctrl
trigger1 = (P2statetype = A || P2statetype = C)
trigger1 = P2bodydist X = [21,35]

;屈特殊 エビルウイング
[State -1, Crouching Strong Punch]
type = ChangeState
value = 425
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = Random = [0*var(59),60*var(59)]
triggerall = P2bodydist X = [90,110]
trigger1 = stateno = 210
trigger1 = (time > 8) && time < 16
trigger2 = stateno = 420
trigger2 = movecontact

;---------------------------------------------------------------------------
;立強P
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = var(59) != 0
triggerall = P2bodydist X = [0,60]
triggerall = statetype != A
trigger1 = P2bodydist Y = [-30,0]
trigger1 = P2stateno != [5100,5110]
trigger1 = Random = [0*var(59),60*var(59)]
trigger1 = ctrl
trigger1 = P2statetype != A
trigger1 = P2movetype != H
trigger2 = Random = [0*var(59),100*var(59)]
trigger2 = stateno = 240
trigger2 = animtime = 0
trigger2 = movehit
trigger3 = stateno = 200
trigger3 = p2statetype != A
trigger3 = movecontact


;---------------------------------------------------------------------------
;立弱P
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = var(59) != 0
trigger1 = P2statetype != L
trigger1 = Random = [0*var(59),60*var(59)]
trigger1 = P2bodydist X = [-10,30]
trigger1 = P2stateno != [5100,5110]
trigger1 = statetype != A
trigger1 = (ctrl||stateno=100)
trigger2 = P2statetype != A
trigger2 = Random = [0*var(59),50*var(59)]
trigger2 = stateno = 200
trigger2 = time >= 6
trigger2 = movecontact
trigger3 = P2statetype != A
trigger3 = Random = [51*var(59),100*var(59)]
trigger3 = stateno = 400
trigger3 = movecontact

;---------------------------------------------------------------------------
;屈強P
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) = 0
trigger1 = stateno = 400
trigger1 = time > 7
trigger1 = Random = [0*var(59),40*var(59)]


;屈弱P
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = var(59) != 0
triggerall = P2bodydist X = [0,30]
trigger1 = P2statetype != A
trigger1 = Random = [0*var(59),40*var(59)]
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = Random = [0*var(59),50*var(59)]
trigger2 = stateno = 400
trigger2 = time > 7
trigger2 = movecontact
trigger3 = Random = [51*var(59),100*var(59)]
trigger3 = stateno = 200
trigger3 = movecontact

;---------------------------------------------------------------------------
;屈特殊（ギルティーシルエット）
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = RoundState = 2
triggerall = P2statetype = A
triggerall = var(59) != 0
triggerall = statetype != A
triggerall = P2bodydist X = [0,25]
trigger1 = Random = [0*var(59),70*var(59)]
trigger1 = ctrl
trigger1 = P2stateno != [5100,5110]
trigger2 = stateno = 210
trigger2 = animelemtime(5) > 0
trigger2 = movecontact
trigger3 = Random = [0*var(59),30*var(59)]
trigger3 = P2statetype = A
trigger3 = ctrl

;---------------------------------
;飛び道具（ソウルメイト）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1230
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = numHelper(1211) = 0 && numHelper(1212) = 0 && numHelper(1213) = 0 && numHelper(1214) = 0
triggerall = statetype != A
triggerall = var(7) = 1
triggerall = Random = [0*var(59),30*var(59)]
trigger1 = (p2bodydist X > 150)
trigger1 = ctrl && !inguarddist
trigger2 = stateno = 425
trigger2 = movecontact

;飛び道具（ソウルサーヴァント）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1210
triggerall = RoundState = 2
triggerall = Random = [0*var(59),30*var(59)]
triggerall = var(59) != 0
triggerall = var(7) = 0 && p2movetype != A
triggerall = statetype != A
triggerall = numHelper(1211) = 0 && numHelper(1212) = 0 && numHelper(1213) = 0 && numHelper(1214) = 0
trigger1 = (p2bodydist X > 150)
trigger1 = ctrl && !inguarddist
trigger2 = stateno = 425
trigger2 = movecontact

;飛び道具（ソウルフェニックス）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1201
triggerall = RoundState = 2
triggerall = Random = [0*var(59),30*var(59)]
triggerall = var(59) != 0
triggerall = !(p2movetype = H && p2stateno = [246,247])
triggerall = statetype != A && p2statetype != L
triggerall = var(7) = 1
trigger1 = (p2bodydist X > 50)
trigger1 = ctrl 
trigger2 = stateno = 425
trigger2 = movecontact

;飛び道具（ソウルフラッシュ）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1200
triggerall = RoundState = 2
triggerall = Random = [0*var(59),30*var(59)]
triggerall = !(p2movetype = H && p2stateno = [246,247])
triggerall = var(59) != 0 && p2statetype != L
triggerall = var(7) = 0
triggerall = statetype != A
trigger1 = (p2bodydist X = [50,150])
trigger1 = ctrl 
trigger2 = stateno = 425
trigger2 = movecontact

;飛び道具（ソウルカット）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1203
triggerall = RoundState = 2
triggerall = Random = [0*var(59),30*var(59)]
triggerall = Numhelper(1251)  < 5
triggerall = var(59) != 0 
triggerall = statetype != A
triggerall = var(7) = 1
trigger1 = (p2bodydist X > 90)
trigger1 = ctrl

;飛び道具（ソウルスラッシュ）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1202
triggerall = RoundState = 2
triggerall = Random = [0*var(59),30*var(59)]
triggerall = Numhelper(1251)  < 5
triggerall = var(59) != 0
triggerall = var(7) = 0
triggerall = statetype != A
trigger1 = (p2bodydist X > 90)
trigger1 = ctrl && p2statetype = A && p2movetype != H

;飛び道具（ソウルイレイザー）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1205
triggerall = RoundState = 2
triggerall = Random = [0*var(59),30*var(59)]
triggerall = var(59) != 0
triggerall = var(7) = 1 && p2statetype != L
triggerall = statetype = A
trigger1 = (p2bodydist X > 150)
trigger1 = ctrl
trigger2 = stateno = 620
trigger2 = movecontact

;飛び道具（ソウルブラスト）
[State -1, Standing Strong Kick]
type = ChangeState
value = 1204
triggerall = RoundState = 2
triggerall = Random = [0*var(59),30*var(59)]
triggerall = var(59) != 0 && p2statetype != L
triggerall = var(7) = 0
triggerall = statetype = A
trigger1 = (p2bodydist X > 150)
trigger1 = ctrl && enemynear,vel Y >= -1
trigger2 = stateno = 620
trigger2 = movecontact

;---------------------------------------------------------------------------
;飛び特殊（シェルピアス）
[State -1, Jump Strong Punch]
type = ChangeState
value = 630
triggerall = var(59) != 0
trigger1 = statetype = A && pos Y < -70
trigger1 = ctrl && (p2statetype != A)
trigger1 = P2dist X = [-8,8]


;飛び特殊（オーガズムワイア）
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = Random = [51*var(59),100*var(59)]
triggerall = var(59) = 0
triggerall = P2bodydist X = [-20,80]
trigger1 = stateno = 610
trigger1 = movecontact && hitcount > 2

;飛び弱P
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = var(59) != 0
triggerall = Random = [51*var(59),100*var(59)]
trigger1 = P2bodydist X = [0,35]
trigger1 = stateno = 600
trigger1 = statetime >= 7
trigger2 = statetype = A
trigger2 = ctrl
trigger2 = P2statetype = A
trigger2 = P2bodydist X = [40,100]
trigger3 = statetype = A
trigger3 = stateno = 600
trigger3 = statetime >= 7
trigger3 = P2bodydist X = [15,150]

;---------------------------------------------------------------------------
;飛び強P
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = RoundState = 2
triggerall = P2statetype != L
triggerall = var(59) != 0
triggerall = Random = [0*var(59),50*var(59)]
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = vel Y >= 0
trigger1 = P2bodydist X = [-40,100]
trigger2 = Random = [0*var(59),100*var(59)]
trigger2 = P2bodydist X = [-40,40]
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = statetype = A
trigger3 = ctrl
trigger3 = P2statetype = A
trigger3 = P2bodydist X = [-40,60]
trigger3 = P2bodydist Y = [-20,30]

;---------------------------------------------------------------------------
[State -1, recover]
type = ChangeState
triggerall = RoundState = 2
triggerall = var(59) != 0 && CanRecover
triggerall = Random = [0*var(59),80*var(59)]
triggerall = alive && backEdgeBodyDist > 20
trigger1 = stateno = 5081
trigger2 = (stateno = 5100) && time > 3
trigger3 = stateno = 5101
value = 5211 

;---------------------------------------------------------------------------
[State -1, airG]
type = ChangeState
triggerall = RoundState = 2
triggerall = var(59) != 0
triggerall = Random = [0*var(59),100*var(59)]
triggerall = alive
trigger1 = stateno = 5040
value = 120