


; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional)
;   buffer.time = time (optional)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below. 
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10


;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 10

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1

[Command]
name = "holda"
command = /a
time = 1

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

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

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

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

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

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

[Command]
name = "a2"
command = a
time = 1

[Command]
name = "b2"
command = b
time = 1

[Command]
name = "c2"
command = c
time = 1

[Command]
name = "x2"
command = x
time = 1

[Command]
name = "y2"
command = y
time = 1

[Command]
name = "z2"
command = z
time = 1

[Command]
name = "start2"
command = s
time = 1

[Command]
name = "holdfwd2"
command = /$F
time = 1

[Command]
name = "holdback2"
command = /$B
time = 1

[Command]
name = "holdup2"
command = /$U
time = 1

[Command]
name = "holddown2"
command = /$D
time = 1

[Command]
name = "holda2"
command = /a
time = 1

[Command]
name = "holdb2"
command = /b
time = 1

[Command]
name = "holdc2"
command = /c
time = 1

[Command]
name = "holdx2"
command = /x
time = 1

[Command]
name = "holdy2"
command = /y
time = 1

[Command]
name = "holdz2"
command = /z
time = 1

[Command]
name = "holdstart2"
command = /s
time = 1

[Command]
name = "recovery2"
command = x+y
time = 1

[Command]
name = "CPU1"
command = U, D, B, F, a, b, c
time = 0

[Command]
name = "CPU2"
command = U, D, B, F, a, b, c
time = 0

[Command]
name = "CPU3"
command = U, D, B, F, a, b, c
time = 0
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
[command]
name = "lvl3"
command = x, x, F, a, z
time = 120

[command]
name = "2qcB_a"
command = ~D, DB, B, D, DB, B, a
time = 30

[command]
name = "2QCF_z"
command = ~D, DF, F, D, DF, F, z
time = 30

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

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

[command]
name = "DDD_slash"
command = ~D, D, D, y
time = 30



;-| Special Motions |------------------------------------------------------
[Command]
name = "FDF_S"
command = ~F, D, DF, y
time = 20

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

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

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

[command]
name = "QCB_HS"
command = ~D, DB, B, b

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

[command]
name = "QCF_HS"
command = ~D, DF, F, b

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

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

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

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

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


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

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

[command]
name = "DDD_a"
command = ~D, D, D, a
time = 120


;-| Double Tap |-----------------------------------------------------------
[command]
name = "DU"
command = D, U
time = 10

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

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

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

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = a+b
time = 1

[command]
name = "burst/special1"
command = a+x
time = 1

[command]
name = "special2"
command = b+y
time = 1

[command]
name = "special3"
command = c+z
time = 1

[command]
name = "IK"
command = a+x+y+b
time = 1

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

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

[command]
name = "down_x"
command = /$D,x
time = 1

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

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

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

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

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

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

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

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "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

;---------------------------------------------------------------------------
; 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]
;==============================AI=====================
[State -1, Activate AI]
type = VarSet
triggerall = var(59) != 1
;trigger1 = roundstate = 2
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
v = 59
value = 1

[state -1]  ;AIburst
type = changestate
triggerall = var(59) = 1
triggerall = var(25) = 0
trigger1 = movetype = H && time > 15
trigger1 = random <=200
trigger2 = ctrl
trigger2 = p2movetype != H
trigger2 = p2bodydist x <= 100
trigger2 = random = [0,70]
value = 1010

[state -1]  ;AIblocking
type = changestate
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = p2movetype = A
triggerall = InGuardDist = 1
triggerall = p2bodydist X <= 100
triggerall = enemy,NumProj > 0 ; triggers when there are no projectiles out from the enemy
trigger1 = ctrl = 1 ; check to see if the character has control
trigger2 = p2name = "Shin Eddie"
trigger2 = p2stateno = 5100
trigger2 = p2stateno = 5120
value = 131

[state -1] ; block
type = changestate
triggerall = var(59) = 1
triggerall = statetype = C
triggerall = p2statetype = C
triggerall = p2movetype = A
triggerall = InGuardDist = 1
triggerall = p2bodydist X <= 100
trigger1 = ctrl = 1 ; check to see if the character has control
trigger2 = stateno = 11
trigger2 = ctrl
trigger3 = enemy,NumProj > 0
trigger3 = ctrl
value = 131




[state -1]        ;tornadokick
type = changestate
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = p2stateno != 5100;bouncing and lying down and shit
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = p2stateno != 5120
triggerall = prevstateno != 250
triggerall = p2movetype != H
trigger1 = random < 300
trigger1 = p2statetype != A
trigger1 = p2bodydist X< 50
trigger1 = ctrl
trigger2 = ctrl
trigger2 = stateno = 1007 && movehit
trigger2 = random <= 200
value = 1000

[state -1]    ;airtornado
type = changestate
triggerall = var(59) = 1
triggerall = statetype = A
triggerall = p2stateno != 5100;bouncing and lying down and shit
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = p2stateno != 5120
trigger1 = ctrl
trigger1 = random < 300
trigger1 = p2bodydist x = [10,100]
trigger1 = p2bodydist y > 10
trigger3 = ctrl
trigger3 = stateno = 1041 && movehit
trigger3 = random <= 100
value = 1001

[state -1]      ;antiairS
type = changestate
triggerall = var(59) = 1
triggerall = p2stateno != 5100;bouncing and lying down and shit
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = p2stateno != 5120
triggerall = statetype = S
triggerall = prevstateno != 250
triggerall = p2movetype != H
trigger1 = random < 300
trigger1 = p2statetype != A
trigger1 = p2bodydist X< 50
trigger1 = ctrl
trigger2 = random < 400
trigger2 = p2statetype = A
trigger2 = p2bodydist x = [1,70]
trigger2 = ctrl
trigger3 = ctrl
trigger3 = stateno = 1007 && movehit
trigger3 = random <= 200
value = 1003

[state -1]  ;antiairhs
type = changestate
triggerall = var(59) = 1
triggerall = p2stateno != 5100;bouncing and lying down and shit
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = p2stateno != 5120
triggerall = statetype = S
triggerall = prevstateno != 250
triggerall = p2movetype != H
trigger1 = random < 300
trigger1 = p2statetype != A
trigger1 = p2bodydist X< 50
trigger1 = ctrl
trigger2 = random < 200
trigger2 = p2statetype = A
trigger2 = p2bodydist x = [1,70]
trigger2 = ctrl
trigger3 = ctrl
trigger3 = stateno = 1007 && movehit
trigger3 = random <= 200
value = 1004

[state -1]           ;dive
type = changestate
triggerall = var(59) = 1
triggerall = p2stateno != 5100;bouncing and lying down and shit
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = p2stateno != 5120
triggerall = statetype = A
triggerall = pos y >= -250
trigger1 = random <= 600
trigger1 = p2bodydist x = [1,100]
trigger1 = p2bodydist y > 10
trigger1 = ctrl
trigger2 = stateno = 1041 && movehit
trigger2 = ctrl
trigger2 = random <=200
trigger3 = ctrl
trigger3 = stateno = 1003  && movehit
trigger3 = random <= 100
value = 1005

[state -1]     ;chibieddie
type = changestate
triggerall = var(59) = 1
triggerall = prevstateno != 250
triggerall = statetype = S
triggerall = NumProjID(1018) = 0
triggerall = Numhelper(151) = 0
trigger1 = ctrl
trigger1 = p2bodydist x > 90 && time = 15
value = 1008

[state -1]          ;rush
type = changestate
triggerall = var(59) = 1
triggerall = p2stateno != 5100;bouncing and lying down and shit
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = p2stateno != 5120
triggerall = statetype = S
triggerall = prevstateno != 250
triggerall = p2bodydist x = [100,200]
trigger1 = p2statetype != A
trigger1 = p2movetype !=A
trigger1 = ctrl
trigger1 = random <= 300
value = 1007

[state -1]  ;drill
type = changestate
triggerall = var(59) = 1
triggerall = statetype = S
triggerall= p2movetype != H
triggerall = prevstateno != 250
triggerall = p2bodydist x > 180
triggerall = NumProjID(2) = 0
triggerall = Numhelper(4) <= 0
triggerall = var(14) = 0
trigger1 = ctrl
trigger1 = random <= 100
value = 1009

[state -1] ;riserush
type = changestate
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = p2stateno != 5100;bouncing and lying down and shit
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = p2stateno != 5120
trigger1= stateno = 250 && movehit && time >= 60
trigger1= ctrl
trigger2 = p2bodydist x = [1,70]
trigger2 = p2statetype != A
trigger2 = random <= 200
trigger2 = ctrl
trigger3 = p2bodydist x = [1,70]
trigger3 = p2statetype = A
trigger3 = p2movetype != A
trigger3 = random <=250
trigger3 = ctrl
value = 1041

[state -1]  ;drill plant
type = changestate
triggerall = var(59) = 1
triggerall = statetype = A
triggerall = pos y >= -250
triggerall = Numhelper(4) <=0
triggerall = ctrl
trigger1 = p2bodydist x<= 100
trigger2 = random <= 100
trigger1 = ctrl
trigger1 = p2bodydist x>= 100
trigger2 = random <= 50
trigger1 = ctrl
trigger3 = ctrl
trigger3 = prevstateno = 1003
trigger3 = random <=100
trigger3 = ctrl
trigger3 = prevstateno = 1041
trigger3 = random <=100
value = 1011

[state -1]              ;chibiup
type = changestate
triggerall = prevstateno != 250
triggerall = var(59) = 1
triggerall = statetype = S
trigger1 = ctrl
trigger1 = p2bodydist x > 90 && time = 15
trigger1 = time = 15
trigger1 = random <= 300
trigger2 = stateno = 1008
trigger2 = animtime = 0
trigger2 = random <= 150
trigger3 = stateno = 1017
trigger3 =animtime = 0
trigger3 = random <= 150
value = 1015

[state -1]               ;chibidown
type = changestate
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = Numhelper(7) = 0
triggerall = prevstateno != 250
trigger1 = ctrl
trigger1 = p2bodydist x > 90 && time = 15
trigger1 = random <=300
trigger2 = stateno = 1008
trigger2 animtime = 0
trigger2 = random <= 150
trigger3 = stateno = 1015
trigger3 animtime = 0
trigger3 = random <= 150
value = 1017

[state -1]              ;floortrap
type = changestate
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = p2movetype != A
triggerall = numhelper(101) = 0
trigger1 = ctrl
trigger1 = p2movetype = H
trigger1 = p2bodydist x >= 90
trigger1 = random <= 200
trigger2 = ctrl
trigger2 = p2stateno = 5100
trigger2 = p2bodydist x >= 20
trigger2 = random <= 200
value = 1019

[state -1]  ;lowairtrap
type = changestate
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = numhelper(102) = 0
trigger1 = ctrl
trigger1 = p2bodydist x = [100,200]
trigger1 = p2movetype != A
trigger1 = random <=90
trigger2 = ctrl
trigger2 = p2bodydist x = [100,200]
trigger2 = p2movetype = A
trigger2 = random <=50
trigger3 = ctrl
trigger3 = p2movetype = H
trigger3 = p2bodydist x = [10,60]
trigger3 = random <=100
trigger4 = ctrl
trigger4 = p2movetype = H
trigger4 = p2statetype = A
trigger4 = p2bodydist x = [10,60]
trigger4 = random <=250
trigger5 = ctrl
trigger5 = stateno = 1007 && movehit
trigger5 = random <= 200
value = 1023

[state -1]   ;airtrap
type = changestate
triggerall = var(59) = 1
triggerall = statetype = A
triggerall = numhelper(102) = 0
trigger1 = ctrl
trigger1 = pos y >= 100
trigger1 = p2movetype != A
trigger1 = p2bodydist x = [10,60]
trigger1 = random <= 100
trigger2 = ctrl
trigger2 = pos y >= 100
trigger2 = p2bodydist x = [10,60]
trigger2 = random <= 50
trigger3 = ctrl
trigger3 = p2bodydist x >=150
trigger3 = random <= 90
value = 1026

[state -1]      ;hounds
type = changestate
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = P2movetype != H
triggerall = p2stateno != 5120
triggerall = p2stateno != 120
triggerall = p2stateno != 130
triggerall = p2stateno != 131
triggerall = p2stateno != 132
triggerall = power >= 1000
trigger1 = ctrl
trigger1 = p2bodydist X = [80,150]
trigger1 = life > 900
trigger1 = random <= 100
trigger2 = ctrl
trigger2 = p2bodydist X = [80,150]
trigger2 = life > 500 && life <900
trigger2 = random <= 300
trigger3 = ctrl
trigger3 = p2bodydist X = [80,150]
trigger3 = life > 300 && life <700
trigger3 = random <= 300
trigger4 = ctrl
trigger4 = p2bodydist X = [10,150]
trigger4 = life > 300 && life <500
trigger4 = random <= 200
value = 3000

[state -1]             ;sword
type = changestate
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = P2movetype != H
triggerall = p2stateno != 5120
triggerall = p2stateno != 120
triggerall = p2stateno != 130
triggerall = p2stateno != 131
triggerall = p2stateno != 132
triggerall = power >= 2000
trigger1 = ctrl
trigger1 = p2movetype != A
trigger1 = p2bodydist x = [50,200]
trigger1 = p2statetype !=A
trigger1 = random <= 100
value = 3001

[state -1]
type = changestate
triggerall = var(59) = 1
triggerall = power = 3000
triggerall = stateno = 1004 && movehit
trigger1 = animelem = 21
value = 3200

[state -1]
type = changestate
triggerall = var(59) = 1
triggerall = stateno = 3200 && movehit
trigger1 = animelem = 92
value = 3201

[state -1]
type = changestate
triggerall = var(59) = 1
triggerall = stateno = 3201 && movehit
trigger1 = animelem = 19
value = 3202



;air rave launcher
[state -1]
type = changestate
triggerall = var(59) = 1
triggerall = statetype = S || statetype = C
triggerall = p2stateno != 5100;bouncing and lying down and shit
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = p2stateno != 5120
triggerall = prevstateno != 250
triggerall = p2bodydist x = [0,80]
trigger1 = ctrl
trigger1 = p2movetype != A
trigger1 = p2statetype != A
trigger1 = random <=100
value  = 250

;=========projectile spam stopper (move fwd
[state -1]
type = changestate
triggerall = var(59) = 1
triggerall = statetype = S
trigger1 = p2bodydist X >= 180 && time < 120
trigger1 = ctrl
trigger1 = enemy,numproj = 0
value = 100

;aerial rave
;===================jump direction deciders
[state -1]
type = varset
triggerall = p2stateno != 5110
trigger1 = var(59) = 1
sysvar(1) = 1

;[state -1]
;type = varset
;triggerall = var(59) = 1
;trigger1 = vel x = 0
;sysvar(1) = 0

[state -1]
type = varset
trigger1 = p2stateno = 5110
sysvar(1) = -1
;==========================================

;============jumping limitation
[State 0, VarSet]
type = VarSet
trigger1 =  stateno = 40
v = 58    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = statetype != A
trigge1 = statetype != 40
v = 58    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =  stateno = 45
v = 56    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = stateno != 45
v = 56    ;fv = 10
value = 0
;============jumping limit over

[state -1]
type = changestate
triggerall = var(59) =1
triggerall = var(58) =0
triggerall = p2stateno != 5100;bouncing and lying down and shit
triggerall = p2stateno != 5101
triggerall = p2stateno != 5110
triggerall = p2stateno != 5120
triggerall = stateno != [1003,1004]
triggerall = prevstateno != [40,50]
trigger1 = ctrl
trigger1 = stateno = 250 && movehit && time >14
trigger1= p2bodydist y = [-120,150]
trigger1 = random <=400
trigger2 = ctrl
trigger2 = p2statetype = A
trigger2 = p2movetype !=A
trigger2 = p2bodydist x = [30,80]
value = 40

[state -1]
type = changestate
triggerall = var(59) =1
triggerall = var(56) =0
trigger1 = ctrl
trigger1 = p2movetype = H
trigger1 = p2statetype =A
trigger1 = p2bodydist x= [0,100]
trigger1= p2bodydist y < -10
value = 45

[state -1]     ;punch
type = changestate
triggerall = var(59) =1
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2movetype = H
triggerall = pos X >-100
trigger1 = ctrl
trigger1 = p2bodydist X =[0,60]
trigger2 = p2bodydist X =[0,60]
trigger2 = stateno =1041 && movehit && time >14
trigger3 = stateno = 630 && movehit  && time >14
trigger3 = random <= random = 150
trigger4 = stateno = 630 && movehit  && time >500
value = 600

[state -1] ;kick
type = changestate
triggerall = var(59) =1
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2movetype = H
trigger1 = stateno = 600 && movehit && time >14
value = 630

[state -1] ;slash
type = changestate
triggerall = var(59) =1
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2movetype = H
trigger1 = stateno = 630 && movehit   && time >14
value = 610

[state -1] ;Hslash
type = changestate
triggerall = var(59) =1
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2movetype = H
trigger1 = stateno = 610 && movehit  && time >14
trigger1 = random <= 100
value = 640

[state -1] ;Hslash
type = changestate
triggerall = var(59) =1
triggerall = statetype = A
triggerall = p2statetype = A
triggerall = p2movetype = H
trigger1 = stateno = 610 && movehit  && time >14
trigger1 = random <= 100
trigger2 = stateno = 600 && movehit  && time >14
trigger2 = random <= 50
trigger3 = stateno = 630 && movehit  && time >14
trigger3 = random <= 50
trigger4 = ctrl
trigger4 = stateno = 1003 && movehit  && time >14
trigger4 = random <=100
trigger5 = ctrl
trigger5 = stateno = 1041 && movehit  && time >14
trigger5 = random <=100
value = 260
;========================aerial rave over
;====================ground normal attacks

[state -1] ;kick
type = changestate
triggerall = var(59) =1
triggerall = statetype = S
triggerall = p2movetype !=A
trigger1= ctrl
trigger1 = p2bodydist x = [0,80]
trigger1 = stateno = 200 &&movehit && time > 10
value = 230

[state -1] ;slash
type = changestate
triggerall = var(59) =1
triggerall = statetype = S
triggerall = p2movetype !=A
trigger1= ctrl
trigger1 = p2bodydist x = [0,80]
trigger1 = stateno = 200 &&movehit && time > 10
trigger1 = random <= 300
trigger1 = p2bodydist x = [0,80]
trigger1 = stateno = 200 &&movehit && time > 10
trigger1 = random <= 300
trigger3 = ctrl
trigger3 = p2bodydist x < 60
trigger3 = random <= 300
value = 210

[state -1] ;Hslash
type = changestate
triggerall = var(59) =1
triggerall = statetype = S
triggerall = p2movetype !=A
trigger1= ctrl
trigger1 = p2bodydist x = [0,90]
trigger1 = stateno = 210 &&movehit && ctrl
trigger1 = random <= 300
trigger3 = ctrl
trigger3 = p2bodydist x =[0,90]
trigger3 = random <= 100
value = 240
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;-instant kill possibility

[state -1] ;Hslash
type = changestate
triggerall = var(59) =1
triggerall = statetype = S
triggerall = var(5) =1
triggerall =ctrl
trigger1 = p2bodydist x <=150
value = 3502







;=====================AI over==================================

;===========================================================================
;---------------------------------------------------------------------------

;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.

[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0

[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1
;------------------------------------supers
;lvl3
[state -1, lvl3]
type = changestate
value = 3010
triggerall = power >= 3000
triggerall = command = "lvl3"
triggerall = var(59) != 1
trigger1 = statetype != A
trigger1 = ctrl

;hypertornado
[state -1,hypertornado]
type = changestate
value = 3200
triggerall = command = "burst/special1"
triggerall = power >= 1000
triggerall = var(59) != 1
trigger1 = stateno = 1004

;second part
[state -1,hypertornado2]
type = changestate
value = 3201
triggerall = command = "special2"
triggerall = var(59) != 1
triggerall = power >= 1000
trigger1 = stateno = 3200

;third part
[state -1,hypertornado3]
type = changestate
value = 3202
triggerall = numhelper(3205) = 1
triggerall = command = "special3"
triggerall = var(59) != 1
triggerall = power >= 1000
trigger1 = stateno = 3201 && movehit

[State -1, Darkascension]
type = changestate
value = 3502
triggerall = var(59) != 1
triggerall = var(5) =1
triggerall = command = "2qc_b"
trigger1 = statetype = S
trigger1 = ctrl

;hounds
[State -1, hounds]
type = changestate
value = 3000
triggerall = command = "2qc_x"
triggerall = var(59) != 1
triggerall = power >= 1000
trigger1 = statetype = S
trigger2 = stateno = 3000
trigger2 = movecontact
trigger3 = stateno = 1003
trigger3 = movecontact
trigger4 = stateno = 1004
trigger4 = movecontact
trigger5 = stateno = 1041
trigger5 = movecontact
trigger6 = stateno = 1023
trigger6 = movecontact
trigger7 = stateno = 1026
trigger7 = movecontact
trigger8 = stateno = 1019
trigger8 = movecontact
trigger9 = stateno = 1015
trigger9 = movecontact
trigger10 = stateno = 1017
trigger10 = movecontact
trigger11 = stateno = 1011
trigger11 = movecontact
trigger12 = stateno = 1005
trigger12 = movecontact
trigger13 = stateno = 1007
trigger13 = movecontact
trigger14 = stateno = 1001
trigger14 = movecontact
trigger15 = stateno = 400
trigger15 = movecontact
trigger16 = stateno = 410
trigger16 = movecontact
trigger17 = stateno = 430
trigger17 = movecontact
trigger18 = stateno = 440
trigger18 = movecontact

;--------------------------
;assassination
[state -1, assassination]
type = changestate
value = 3001
triggerall = var(59) != 1
triggerall = command = "DDD_slash"
triggerall = ctrl
triggerall = power >= 2000
trigger1 = statetype = S
trigger2 = statetype = A

;IK
[state -1, IK]
type = changestate
value = 3500
triggerall = var(59) != 1
triggerall = var(5) !=1
triggerall = var(22) != 1
triggerall = command = "IK"
trigger1 = StateType != A
trigger1 = Ctrl

;IK  off
[state -1, IK]
type = changestate
value = 3501
triggerall = var(59) != 1
triggerall = var(5) =1
triggerall = command = "IK"
trigger1 = StateType != A
trigger1 = Ctrl
;---------------------------------------------specials
;antiairS
[state -1, antiairS]
type = changestate
value = 1003
triggerall = var(59) != 1
triggerall = command = "FDF_S"
trigger1 = StateType != A
trigger1 = Ctrl

;antiairHS
[state -1, antiairHS]
type = changestate
value = 1004
triggerall = var(59) != 1
triggerall = command = "FDF_HS"
trigger1 = StateType != A
trigger1 = Ctrl

;diagdiveup
[state -1, diagdiveup]
type = changestate
value = 1041
triggerall = command = "FDF_a"
triggerall = var(59) != 1
trigger1 = StateType != A
trigger1 = Ctrl


;airtrapground
[state -1,airtrap1]
type = changestate
value = 1023
triggerall = var(59) != 1
triggerall = command = "QCB_HS"
triggerall = numhelper(102) = 0
trigger1 = statetype = S
trigger1 = ctrl

;airtrapair
[state -1,airtrap2]
type = changestate
value = 1026
triggerall = command = "QCB_HS"
triggerall = var(59) != 1
triggerall = numhelper(102) = 0
trigger1 = statetype = A
trigger1 = ctrl


;floortrap
[state -1,floortrap]
type = changestate
value = 1019
triggerall = command = "QCB_S"
triggerall = statetype = S
triggerall = var(59) != 1
trigger1 = ctrl
trigger1 = numhelper(101) = 0

;chibiup
[state -1, chibiup]
type = changestate
value = 1015
triggerall = command = "QCF_S"
triggerall = Numhelper(6) = 0
triggerall = var(59) != 1
triggerall = ctrl
trigger1 = statetype = S

;chibidown
[state -1,chibidown]
type = changestate
value = 1017
triggerall = command = "QCF_HS"
triggerall = Numhelper(7) = 0
triggerall = var(59) != 1
triggerall = ctrl
trigger1 = statetype = S

;drill plant
[state -1,drillplant]
type = changestate
value = 1011
triggerall = command = "down_a"
triggerall = Numhelper(4) <= 0
triggerall = var(59) != 1
triggerall = statetype = A
trigger1 = ctrl


;dive
[State -1, dive]
type = changestate
value = 1005
triggerall = command = "QCF_a"
triggerall = var(59) != 1
trigger1 = StateType = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact
trigger4 = stateno = 630
trigger4 = movecontact
trigger5 = stateno = 640
trigger5 = movecontact
;---------------


;horizontaldive
[State -1, horizontaldive]
type = changestate
value = 1007
triggerall = command = "QCF_a"
triggerall = var(59) != 1
triggerall = statetype != A
trigger1 = ctrl




;------------------------------
;tornado kick
[state -1,tornado]
type = changestate
value = 1000
triggerall = command = "QCB_a"
triggerall = var(59) != 1
trigger1 = StateType != A
trigger1 = Ctrl
;------------------------
[state -1,airtornado]
type = changestate
value = 1001
triggerall = var(59) != 1
triggerall = command = "QCB_a"
trigger1 = StateType != S
trigger1 = Ctrl
;------------------------

;-----------------------------------------
;chibieddie
[state -1, chibieddie]
type = changestate
value = 1008
triggerall = var(59) != 1
triggerall = command = "QCF_x"
triggerall = NumProjID(1018) = 0
triggerall = Numhelper(151) = 0
trigger1 = StateType != A
trigger1 = Ctrl
;---------------------
[state -1, projectiledetonate]
type = changestate
value = 1061
triggerall = var(59) != 1
triggerall = command = "QCF_xbomb"
trigger1 = ishelper(151)
;------------------------
;drill
[state -1, drill]
type = changestate
value = 1009
triggerall = var(59) != 1
triggerall = command = "DD_a"
triggerall = NumProjID(2) = 0
trigger1 = StateType != A
trigger1 = Ctrl
;----------------------------



;---------------------------------------------------------------------------
;taunt
[state -1,airdashF]
type = changestate
value = 195
triggerall = var(11) = 0
trigger1 = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;airdashF
[state -1,airdashF]
type = changestate
value = 650
triggerall = var(11) = 0
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl
;-----------------------------
;airdashB
[state -1,airdashB]
type = changestate
value = 660
triggerall = var(11) = 0
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl
;-----------------------------
;airdrop
[state -1,airdrop]
type = changestate
value = 670
trigger1 = command = "DD"
trigger1 = statetype = a
trigger1 = ctrl = 1
;===========================================================================
;burst
[state -1,burst]
type = changestate
value = 1010
anim = 1010
triggerall = var(59) != 1
triggerall = stateno != 3010 || stateno != 1004
triggerall = movetype != A
triggerall = command = "burst/special1"
triggerall = var(25) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype = A
trigger3 = statetype = C
trigger3 = ctrl

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

;---------------------------------------------------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;------------------------------
;Run Back
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 3510
trigger1 = command = "start"
trigger1 = statetype = S
trigger1 = ctrl

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

;Kung Fu Throw
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H


;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;立ち弱パンチ
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) != 1
triggerall = command != "QCF_x"
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6

;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) != 1
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;Stand Light Kick
;立ち弱キック
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) != 1
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9

;---------------------------------------------------------------------------
;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
; dust
[State -1, Dust]           ;Change Label to any name you want to use to.
type = ChangeState          ;Don't change this
value = 220
triggerall = ctrl
triggerall = var(59) != 1
triggerall = command = "z"
trigger1 = statetype = S
;-----------------------------

;crouch dust
[State -1, CrouchDust]
type = ChangeState
value = 250
triggerall = command = "z"
triggerall = var(59) != 1
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1007
trigger2 = movecontact

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


;air dust
[State -1, airdust]
type = ChangeState
value = 260
triggerall = var(59) != 1
triggerall = command = "z"
triggerall = ctrl = 1
trigger1 = statetype = A
trigger2 = stateno = 1001
trigger2 = movecontact

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


;Taunt
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) != 1
triggerall = command = "start"
triggerall = var(59) != 1
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) != 1
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = var(59) != 1
trigger1 = statetype = C
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) != 1
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (movecontact)

;---------------------------------------------------------------------------
;Crouching Light Kick
;しゃがみ弱キック
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) != 1
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) != 1
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
trigger3 = (stateno = 410)&& movecontact

;---------------------------------------------------------------------------
;Jump Light Punch



;空中弱パンチ
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) != 1
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger3 = movecontact
trigger4 = stateno = 600
trigger4 = movecontact
trigger5 = stateno = 610
trigger5 = movecontact
trigger6 = stateno = 630
trigger6 = movecontact
trigger7 = stateno = 640
trigger7 = movecontact




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


;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) != 1
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger3 = stateno = 250
trigger3 = movecontact
trigger4 = stateno = 600
trigger4 = movecontact
trigger5 = stateno = 610
trigger5 = movecontact
trigger6 = stateno = 630
trigger6 = movecontact
trigger7 = stateno = 640
trigger7 = movecontact



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


;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) != 1
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 250
trigger2 = movecontact
trigger3 = stateno = 600
trigger3 = movecontact
trigger4 = stateno = 610
trigger4 = movecontact
trigger5 = stateno = 630
trigger5 = movecontact
trigger6 = stateno = 640
trigger6 = movecontact



;---------------------------------------------------------------------------
;Jump Strong Kick


;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) != 1
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger3 = stateno = 250
trigger3 = movecontact
trigger4 = stateno = 600
trigger4 = movecontact
trigger5 = stateno = 610
trigger5 = movecontact
trigger6 = stateno = 630
trigger6 = movecontact



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

