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

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

;-| Super Motions |--------------------------------------------------------
[Command]
name = "Squall"
command = ~D,DF,F,x+y
Time = 20

[Command]
name = "Suall"
command = ~D,DF,F,x+z
Time = 20

[Command]
name = "Squall"
command = ~D,DF,F,y+z
Time = 20

[Command]
name = "Tempest"
command = ~D,DB,B,x+y
Time = 20

[Command]
name = "Tempest"
command = ~D,DB,B,x+z
Time = 20

[Command]
name = "Tempest"
command = ~D,DB,B,y+z
Time = 20

[Command]
name = "Adverse_Wind"
command = ~D,F,D,B,x+y
time = 25

[Command]
name = "Adverse_Wind"
command = ~D,F,D,B,x+z
time = 25

[Command]
name = "Adverse_Wind"
command =~D,F,D,B,y+z
time = 25

[Command]
name = "Illusionary_Dominance"
command = ~D,B,D,F,x+y
time = 25

[Command]
name = "Illusionary_Dominance"
command = ~D,B,D,F,x+z
time = 25

[Command]
name = "Illusionary_Dominance"
command = ~D,B,D,F,y+z
time = 25

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

[Command]
name = "The_Latest_Scoop"
command = ~D,F,DF,D,DF,F,~c
time = 20
;-| Special Motions |------------------------------------------------------
[Command]
name = "GaleFan_light"
command =~D,DF,F,x
time = 15

[Command]
name = "GaleFan_light"
command =~D,DF,F,~x
time = 15

[Command]
name = "GaleFan_medium"
command =~D,DF,F,y
time = 15

[Command]
name = "GaleFan_medium"
command =~D,F,~y
time = 15

[Command]
name = "GaleFan_heavy"
command =~D,DF,F,z
time = 15

[Command]
name = "GaleFan_heavy"
command =~D,DF,F,~z
time = 15

[Command]
name = "AerialGale_light"
command =~D,DF,F,x
time = 15

[Command]
name = "AerialGale_light"
command =~D,DF,F,~x
time = 15

[Command]
name = "AerialGale_medium"
command =~D,DF,F,y
time = 15

[Command]
name = "AerialGale_medium"
command =~D,DF,F,~y
time = 15

[Command]
name = "AerialGale_heavy"
command =~D,DF,F,z
time = 15

[Command]
name = "AerialGale_heavy"
command =~D,DF,F,~z
time = 15

[Command]
name = "TenguBurst_light"
command =~D,DB,B,x
time = 15

[Command]
name = "TenguBurst_light"
command =~D,DB,B,~x
time = 15

[Command]
name = "TenguBurst_medium"
command =~D,DB,B,y
time = 15

[Command]
name = "TenguBurst_medium"
command =~D,DB,B,~y
time = 15

[Command]
name = "TenguBurst_heavy"
command =~D,DB,B,z
time = 15

[Command]
name = "TenguBurst_heavy"
command =~D,DB,B,~z
time = 15

[Command]
name = "ConquerDash_light"
command =~F,D,DF,x
time = 15

[Command]
name = "ConquerDash_light"
command =~F,D,DF,~x
time = 15

[Command]
name = "ConquerDash_medium"
command =~F,D,DF,y
time = 15

[Command]
name = "ConquerDash_medium"
command =~F,D,DF,~y
time = 15

[Command]
name = "ConquerDash_heavy"
command =~F,D,DF,z
time = 15

[Command]
name = "ConquerDash_heavy"
command =~F,D,DF,~z
time = 15

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

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

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

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

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

[Command]
name = "recovery"
command = a+b
time = 1

[Command]
name = "recovery"
command = b+c
time = 1

[Command]
name = "recovery"
command = a+c
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1

[Command]
name = "back_y"
command = /$B,y
time = 1

[Command]
name = "back_z"
command = /$B,z
time = 1

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

[Command]
name = "down_y"
command = /$D,y
time = 1

[Command]
name = "down_z"
command = /$D,z
time = 1

[Command]
name = "fwd_x"
command = /$F,x
time = 1

[Command]
name = "fwd_y"
command = /$F,y
time = 1

[Command]
name = "fwd_z"
command = /$F,z
time = 1

[Command]
name = "up_x"
command = /$U,x
time = 1

[Command]
name = "up_y"
command = /$U,y
time = 1

[Command]
name = "up_z"
command = /$U,z
time = 1

[Command]
name = "back_a"
command = /$B,a
time = 1

[Command]
name = "back_b"
command = /$B,b
time = 1

[Command]
name = "back_c"
command = /$B,c
time = 1

[Command]
name = "down_a"
command = /$D,a
time = 1

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

[Command]
name = "down_c"
command = /$D,c
time = 1

[Command]
name = "fwd_a"
command = /$F,a
time = 1

[Command]
name = "fwd_b"
command = /$F,b
time = 1

[Command]
name = "fwd_c"
command = /$F,c
time = 1

[Command]
name = "up_a"
command = /$U,a
time = 1

[Command]
name = "up_b"
command = /$U,b
time = 1

[Command]
name = "up_c"
command = /$U,c
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 = "s"
command = s
time = 1

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

[Command]
name = "downfwd"
command = $DF
time = 1

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

[Command]
name = "downback"
command = $DB
time = 1

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

[Command]
name = "upback"
command = $UB
time = 1

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

[Command]
name = "upfwd"
command = $UF
time = 1

[command]
name="rls_dir"
command=~$U
time=1

[command]
name="rls_dir"
command=~$F
time=1

[command]
name="rls_dir"
command=~$D
time=1

[command]
name="rls_dir"
command=~$B

[command]
name="neu"
command=/N
time=1

[command]
name="btn"
command=/a
time=1

[command]
name="btn"
command=~a
time=1

[command]
name="btn"
command=/b
time=1

[command]
name="btn"
command=~b
time=1

[command]
name="btn"
command=/c
time=1

[command]
name="btn"
command=~c
time=1

[command]
name="btn"
command=/x
time=1

[command]
name="btn"
command=~x
time=1

[command]
name="btn"
command=/y
time=1

[command]
name="btn"
command=~y
time=1

[command]
name="btn"
command=/z
time=1

[command]
name="btn"
command=~z
time=1

[command]
name="btn"
command=/s
time=1

[command]
name="btn"
command=~s
time=1

;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

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

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

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

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

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

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

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

[Command]
name = "holddownfwd"
command = /$DF
time = 1

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

[Command]
name = "holddownback"
command = /$DB
time = 1

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

[Command]
name = "holdupback"
command = /$UB
time = 1

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

[Command]
name = "holdupfwd"
command = /$UF
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]

[State -1, Adverse Wind]
type = Changestate
value = 3000
triggerall = command = "Adverse_Wind"
triggerall = Statetype !=A
triggerall = power >= 2000
triggerall = !NumHelper(3002)
triggerall=var(36):=(var(36)+!var(36)*3000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)
trigger3 = var(16)
trigger4 = var(17)

[State -1, Illusionary Dominance]
type = Changestate
value = 4000
triggerall = command = "Illusionary_Dominance"
triggerall = Statetype !=A
triggerall = power >= 3000
triggerall = Var(55) < 3
triggerall = RoundState = 2
triggerall=var(36):=(var(36)+!var(36)*4000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)
trigger3 = var(16)

[State -1, Squall]
type = Changestate
value = 2100
triggerall = command = "Squall"
triggerall = statetype != A
triggerall = power >= 1000
triggerall=var(36):=(var(36)+!var(36)*2100)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)
trigger3 = var(16)

[State -1, Aerial Squall]
type = Changestate
value = 2200
triggerall = command = "Squall"
triggerall = statetype = A
triggerall = power >= 1000
triggerall=var(36):=(var(36)+!var(36)*2200)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)
trigger3 = var(16)

[State -1, Orbital Tornado]
type = Changestate
value = 2000
triggerall = command = "Tempest"
triggerall = statetype != A
triggerall = power >= 1000
triggerall=var(36):=(var(36)+!var(36)*2000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)
trigger3 = var(16)

[State -1, The Latest Scoop]
type = Changestate
triggerall = command = "The_Latest_Scoop"
triggerall = statetype != A
triggerall = power >= 3000
triggerall = !(numhelper(3601)||numhelper(4508))
triggerall = ((Life*100)/LifeMax) <= 30
triggerall=var(36):=(var(36)+!var(36)*4500)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)
trigger3 = var(16)
value = 4500

[State -1, Conquer Dash light]
type = Changestate
value = 1100
triggerall = command = "ConquerDash_light"
triggerall=var(36):=(var(36)+!var(36)*1100)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)

[State -1, Conquer Dash medium]
type = Changestate
value = 1103
triggerall = command = "ConquerDash_medium"
triggerall=var(36):=(var(36)+!var(36)*1103)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)

[State -1, Conquer Dash heavy]
type = Changestate
value = 1104
triggerall = command = "ConquerDash_heavy"
triggerall=var(36):=(var(36)+!var(36)*1104)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)

[State -1, Aerial Gale light]
type = Changestate
value = 1200
triggerall = command = "AerialGale_light"
triggerall = statetype = A
triggerall = !(numhelper(1201)||numhelper(1203)||numhelper(1205)||numhelper(1206))
triggerall=var(36):=(var(36)+!var(36)*1200)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)

[State -1, Aerial Gale medium]
type = Changestate
value = 1202
triggerall = command = "AerialGale_medium"
triggerall = statetype = A
triggerall = !(numhelper(1201)||numhelper(1203)||numhelper(1205)||numhelper(1206))
triggerall=var(36):=(var(36)+!var(36)*1202)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)

[State -1, Aerial Gale heavy]
type = Changestate
value = 1204
triggerall = command = "AerialGale_heavy"
triggerall = statetype = A
triggerall = !(numhelper(1201)||numhelper(1203)||numhelper(1205)||numhelper(1206))
triggerall=var(36):=(var(36)+!var(36)*1204)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)

[State -1, Gale Fan light]
type = Changestate
value = 1000
triggerall = command = "GaleFan_light"
triggerall = statetype != A
triggerall = !(numhelper(1001)||numhelper(1004)||numhelper(1006)||numhelper(1007))
triggerall=var(36):=(var(36)+!var(36)*1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)

[State -1, Gale Fan medium]
type = Changestate
value = 1003
triggerall = command = "GaleFan_medium"
triggerall = statetype != A
triggerall = !(numhelper(1001)||numhelper(1004)||numhelper(1006)||numhelper(1007))
triggerall=var(36):=(var(36)+!var(36)*1003)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)

[State -1, Gale Fan heavy]
type = Changestate
value = 1005
triggerall = command = "GaleFan_heavy"
triggerall = statetype != A
triggerall = !(numhelper(1001)||numhelper(1004)||numhelper(1006)||numhelper(1007))
triggerall=var(36):=(var(36)+!var(36)*1005)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)

[State -1, Tengu Burst light]
type = Changestate
value = 1300
triggerall = command = "TenguBurst_light"
triggerall = statetype != A
triggerall=var(36):=(var(36)+!var(36)*1300)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)

[State -1, Tengu Burst medium]
type = Changestate
value = 1302
triggerall = command = "TenguBurst_medium"
triggerall = statetype != A
triggerall=var(36):=(var(36)+!var(36)*1302)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)

[State -1, Tengu Burst heavy]
type = Changestate
value = 1304
triggerall = command = "TenguBurst_heavy"
triggerall = statetype != A
triggerall=var(36):=(var(36)+!var(36)*1304)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(15)

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

;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 =var(36):=(var(36)+!var(36)*100)
trigger1 = ctrl

[State -1, Air Dash]
Type       = ChangeState
Value      = 110
TriggerAll = Var(59) = 0
TriggerAll = RoundState = 2
TriggerAll = Command = "FF" || (Var(13) > 0 && Command = "holdfwd")
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 2
triggerall=var(36):=(var(36)+!var(36)*110)
Trigger1   = StateType = A
Trigger1   = Ctrl

[State -1, Air Back Dash]
Type       = ChangeState
Value      = 115
TriggerAll = Var(59) = 0
TriggerAll = RoundState = 2
TriggerAll = Command = "BB" || (Var(13) < 0 && Command = "holdback")
TriggerAll = StateNo != 110 || Time > 26
TriggerAll = StateNo != 115 || Time > 18
TriggerAll = Var(12) < 2
triggerall=var(36):=(var(36)+!var(36)*115)
Trigger1   = StateType = A
Trigger1   = Ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1=var(36):=(var(36)+!var(36)*105)
trigger1 = ctrl

;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "y" || command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall=var(36):=(var(36)+!var(36)*800)
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
triggerall=var(36):=(var(36)+!var(36)*195)
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype != A
triggerall=var(36):=(var(36)+!var(36)*200)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = Stateno = 200
trigger2 = movecontact

;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype!=a
triggerall=var(36):=(var(36)+!var(36)*210)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno - 200*(statetype=c) = 200
trigger2 = movecontact

[State -1, Medium Slash]
type = Changestate
value = 215
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype!=a
triggerall=var(36):=(var(36)+!var(36)*215)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = 210
trigger2 = movecontact

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Launcher]
type = Changestate
value = 225
triggerall = command = "z"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = statetype!=a
triggerall=var(36):=(var(36)+!var(36)*225)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = 220
trigger2 = movecontact

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = statetype!=a
triggerall=var(36):=(var(36)+!var(36)*220)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno - 200*(statetype=c) = [200,215])
trigger2 = movecontact

[State -1]
type = ChangeState
value = 850
triggerall = var(59) = 0
triggerall=var(30)%10=0
triggerall = command = "a"
triggerall=var(36):=(var(36)+!var(36)*850)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200 || stateno = 300) && (animelemtime(4) > 0)
trigger3 = stateno = 400 && (movecontact || animelemtime(4) > 2)

[State -1, Reimu Striker]
type = Changestate
value = 3500
triggerall = command = "b"
triggerall = var(33) <= 0
triggerall = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger1 = !numhelper(3501)

[State -1, Suika Striker]
type = Changestate
value = 3600
triggerall = command = "c"
triggerall = var(33) <= 0
triggerall = statetype != A
trigger1 = ctrl || (StateNo = [100,101])
trigger1 = !(numhelper(3601)||numhelper(4507))

;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype != A
triggerall=var(36):=(var(36)+!var(36)*400)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = stateno = 400
trigger2 = movecontact

;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype != A
triggerall=var(36):=(var(36)+!var(36)*410)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 400) && movecontact

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = statetype != A
triggerall=var(36):=(var(36)+!var(36)*420)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (stateno = [200,220]) && movecontact
trigger3 = (stateno = [400,410]) && movecontact

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = statetype = A
triggerall=var(36):=(var(36)+!var(36)*600)
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
triggerall = statetype = A
triggerall=var(36):=(var(36)+!var(36)*610)
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
triggerall = statetype = A
triggerall=var(36):=(var(36)+!var(36)*620)
trigger1 = ctrl
trigger2 = stateno = 610
trigger2 = movecontact

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

[state -1, jump cancel]
type=changestate
value=40
triggerall=command="holdup"&&movehit
trigger1 = (Stateno = [200,225]) && movehit
trigger2 = Stateno = 1303 && movehit

[State -1, Jump Cancel - in Air]
type = ChangeState
triggerall = command = "holdup"
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !isHelper
triggerall = var(18)=[-2,-1]
trigger1 = StateNo = [600,620]
trigger1 = movecontact
trigger2 = ctrl
trigger2 = pos y <= -30
value = 45


