; 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
command.buffer.time = 1

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
;-| Super Motions |--------------------------------------------------------
[Command]
name = "Nirvana"
command =~D,B,D,F,z
time = 25

[Command]
name = "Nirvana"
command =~D,B,D,F,~z
time = 25

[Command]
name = "Ragnarok"
command =~D,F,D,B,z
time = 25

[Command]
name = "Ragnarok"
command =~D,F,D,B,~z
time = 25

[Command]
name = "Eternity_Slash"
command =~D,B,D,B,z
time = 25

[Command]
name = "Eternity_Slash"
command =~D,B,D,B,~z
time = 25

[Command]
name = "Sword_of_Rebirth"
command =~D,F,D,F,z
time = 25

[Command]
name = "Sword_of_Rebirth"
command =~D,F,D,F,~z
time = 25

[Command]
name = "Tenha_Yurei_Retsuzan"
command =~B,DB,D,DF,F,z
time = 25

[Command]
name = "Tenha_Yurei_Retsuzan"
command =~B,DB,D,DF,F,~z
time = 25

[Command]
name = "Eternal_Solace"
command =~F,D,B,F,D,B,z
time = 35

[Command]
name = "Eternal_Solace"
command =~F,D,B,F,D,B,~z
time = 35

;-| Special Motions |------------------------------------------------------
[command]
name = "Getsuga"
command =~D,F,x
time = 15

[command]
name = "Getsuga"
command =~D,F,~x
time = 15

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

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

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

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

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

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

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

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

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

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

[Command]
name="Crescent_Slash"
command=~F,D,DF,x
time= 20

[Command]
name="Crescent_Slash"
command=~F,D,DF,~x
time= 20

[Command]
name="Crescent_Slash"
command=~F,D,DF,y
time= 20

[Command]
name="Crescent_Slash"
command=~F,D,DF,~y
time= 20

[Command]
name="Crescent_Slash"
command=~F,D,DF,z
time= 20

[Command]
name="Crescent_Slash"
command=~F,D,DF,~z
time= 20

;-| 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

;-| Dir + Button |---------------------------------------------------------

;-| 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

[Command]
name = "rls_a"
command = ~a
time = 1

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

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

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

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

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

[Command]
name = "rls_s"
command = ~s
time = 1

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

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

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

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

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

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

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

[command]
name="rls_dir"
command=~UF
time=1

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

[command]
name="rls_dir"
command=~DF
time=1

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

[command]
name="rls_dir"
command=~DB
time=1

[command]
name="rls_dir"
command=~B
time=1

[command]
name="rls_dir"
command=~UB
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 = "holddown" ;Required (do not remove)
command = /$D
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="AI0"
command=N,N
time=2

[command]
name="AI1"
command=N,N
time=2

[command]
name="AI2"
command=N,N
time=2

[command]
name="AI3"
command=N,N
time=2

[command]
name="AI4"
command=N,N
time=2

[command]
name="AI5"
command=N,N
time=2

[command]
name="AI6"
command=N,N
time=2

[command]
name="AI7"
command=N,N
time=2

[command]
name="AI8"
command=N,N
time=2

[command]
name="AI9"
command=N,N
time=2

[command]
name="AI10"
command=N,N
time=2

[command]
name="AI11"
command=N,N
time=2

[command]
name="AI12"
command=N,N
time=2

[command]
name="AI13"
command=N,N
time=2

[command]
name="AI14"
command=N,N
time=2

[command]
name="AI15"
command=N,N
time=2

[command]
name="AI16"
command=N,N
time=2

[command]
name="AI17"
command=N,N
time=2

[command]
name="AI18"
command=N,N
time=2

[command]
name="AI19"
command=N,N
time=2

[command]
name="AI20"
command=N,N
time=2

[command]
name="AI21"
command=N,N
time=2

[command]
name="AI22"
command=N,N
time=2

[command]
name="AI23"
command=N,N
time=2

[command]
name="AI24"
command=N,N
time=2

[command]
name="AI25"
command=N,N
time=2

[command]
name="AI26"
command=N,N
time=2

[command]
name="AI27"
command=N,N
time=2

[command]
name="AI28"
command=N,N
time=2

[command]
name="AI29"
command=N,N
time=2

[command]
name="AI30"
command=N,N
time=2

[command]
name="AI31"
command=N,N
time=2

[command]
name="AI32"
command=N,N
time=2

[command]
name="AI33"
command=N,N
time=2

[command]
name="AI34"
command=N,N
time=2

[command]
name="AI35"
command=N,N
time=2

[command]
name="AI36"
command=N,N
time=2

[command]
name="AI37"
command=N,N
time=2

[command]
name="AI38"
command=N,N
time=2

[command]
name="AI39"
command=N,N
time=2

[command]
name="AI40"
command=N,N
time=2

[command]
name="AI41"
command=N,N
time=2

[command]
name="AI42"
command=N,N
time=2

[command]
name="AI43"
command=N,N
time=2

[command]
name="AI44"
command=N,N
time=2

[command]
name="AI45"
command=N,N
time=2

[command]
name="AI46"
command=N,N
time=2

[command]
name="AI47"
command=N,N
time=2

[command]
name="AI48"
command=N,N
time=2

[command]
name="AI49"
command=N,N
time=2

[command]
name="AI50"
command=N,N
time=2

[command]
name="AI51"
command=N,N
time=2

[command]
name="AI52"
command=N,N
time=2

[command]
name="AI53"
command=N,N
time=2

[command]
name="AI54"
command=N,N
time=2

[command]
name="AI55"
command=N,N
time=2

[command]
name="AI56"
command=N,N
time=2

[command]
name="AI57"
command=N,N
time=2

[command]
name="AI58"
command=N,N
time=2

[command]
name="AI59"
command=N,N
time=2

[command]
name="AI60"
command=N,N
time=2

[command]
name="AI61"
command=N,N
time=2

[command]
name="AI62"
command=N,N
time=2

[command]
name="AI63"
command=N,N
time=2

[command]
name="AI64"
command=N,N
time=2

[command]
name="AI65"
command=N,N
time=2

[command]
name="AI66"
command=N,N
time=2

[command]
name="AI67"
command=N,N
time=2

[command]
name="AI68"
command=N,N
time=2

[command]
name="AI69"
command=N,N
time=2

[command]
name="AI70"
command=N,N
time=2

[command]
name="AI71"
command=N,N
time=2

[command]
name="AI72"
command=N,N
time=2

[command]
name="AI73"
command=N,N
time=2

[command]
name="AI74"
command=N,N
time=2

[command]
name="AI75"
command=N,N
time=2

[command]
name="AI76"
command=N,N
time=2

[command]
name="AI77"
command=N,N
time=2

[command]
name="AI78"
command=N,N
time=2

[command]
name="AI79"
command=N,N
time=2

;---------------------------------------------------------------------------
; 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, parry]
type=changestate
value=852
triggerall=var(30)%10=1&&ctrl
trigger1=numhelper(855)
trigger1=helper(855),stateno=858
trigger2=numhelper(856)
trigger2=helper(856),stateno=858

[State -1, Eternal Solace]
type = Changestate
triggerall = command = "Eternal_Solace"
Triggerall = Statetype != A
triggerall = power >= 3000
triggerall = ((Life*100)/LifeMax) <= 30
trigger1 = Ctrl
trigger2=stateno=[851,852]
trigger2=time>=12
trigger3=var(30)%10=2
trigger3=(var(31)/10)%10=2
trigger3=(stateno=[150,155])
trigger3=stateno%2=0
value = 4500

[State -1, Ragnarok]
type = ChangeState
value = 1616
triggerall = command = "Ragnarok"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [100,109])
trigger3 = (stateno = [200,900])
trigger3 = movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0

[State -1, Nirvana]
Type = Changestate
value = 4000
triggerall = command = "Nirvana"
triggerall = power >= 3000
triggerall = Statetype !=a
trigger1 = Ctrl
trigger2=stateno=[851,852]
trigger2=time>=12
trigger3=var(30)%10=2
trigger3=(var(31)/10)%10=2
trigger3=(stateno=[150,155])
trigger3=stateno%2=0

[State -1, Tenha Yurei Retsuzan]
type = Changestate
triggerall = command = "Tenha_Yurei_Retsuzan"
Triggerall = Statetype != A
triggerall = power >= 1000
trigger1 = Ctrl
trigger2 = ((Stateno = [200,225]) && movecontact)
trigger3 = ((Stateno = [400,420]) && movecontact)
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
value = 3000

[State -1, Delusion Cutter]
type = ChangeState
triggerall = command = "Sword_of_Rebirth"
triggerall = StateType != A
triggerall = Power >= 1000
trigger1 = Ctrl
trigger2 = ((Stateno = [200,225]) && movecontact)
trigger3 = ((Stateno = [400,420]) && movecontact)
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
value = 2100

[State -1, Eternity Slash]
type = ChangeState
value = 1032
triggerall = command = "Eternity_Slash"
triggerall = power >= 1000
triggerall = statetype != A
trigger1=ctrl
trigger2 = (stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0

[State -1, Crescent Moon Slash Light]
type = Changestate
triggerall = command = "Crescent_Slash"
Triggerall = Statetype != A
triggerall = command="x"||command="rls_x"
trigger1 = Ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
value = 1100

[State -1, Crescent Moon Slash Medium]
type = Changestate
triggerall = command = "Crescent_Slash"
Triggerall = Statetype != A
triggerall = command="y"||command="rls_y"
trigger1 = Ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
value = 1101

[State -1, Crescent Moon Slash Heavy]
type = Changestate
triggerall = command = "Crescent_Slash"
Triggerall = Statetype != A
triggerall = command="z"||command="rls_z"
trigger1 = Ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
value = 1102

;Getsuga
[State -1, Getsuga light]
type = ChangeState
value = 2005
triggerall = command = "Getsuga"
triggerall = command="x"||command="rls_x"
triggerall = statetype != a
trigger1 = ctrl
trigger1 =!numproj
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 220
trigger4 = movecontact
trigger5 = stateno = 400
trigger5 = movecontact
trigger6 = stateno = 410
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact
trigger8=stateno=[851,852]
trigger8=time>=12
trigger9=var(30)%10=2
trigger9=(var(31)/10)%10=2
trigger9=(stateno=[150,155])
trigger9=stateno%2=0

;Getsuga
[State -1, Getsuga medium]
type = ChangeState
value = 2006
triggerall = command = "Getsuga"
triggerall = command="y"||command="rls_y"
triggerall = statetype != a
trigger1 = ctrl
trigger1 = !numproj
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 220
trigger4 = movecontact
trigger5 = stateno = 400
trigger5 = movecontact
trigger6 = stateno = 410
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact
trigger8=stateno=[851,852]
trigger8=time>=12
trigger9=var(30)%10=2
trigger9=(var(31)/10)%10=2
trigger9=(stateno=[150,155])
trigger9=stateno%2=0

[State -1, Getsuga heavy]
type = ChangeState
value = 2007
triggerall = command = "Getsuga"
triggerall = command="z"||command="rls_z"
triggerall = statetype !=a
trigger1 =ctrl
trigger1 =!numproj
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 220
trigger4 = movecontact
trigger5 = stateno = 400
trigger5 = movecontact
trigger6 = stateno = 410
trigger6 = movecontact
trigger7 = stateno = 420
trigger7 = movecontact
trigger8=stateno=[851,852]
trigger8=time>=12
trigger9=var(30)%10=2
trigger9=(var(31)/10)%10=2
trigger9=(stateno=[150,155])
trigger9=stateno%2=0

[State -1, Extraction Cut light]
type = Changestate
value = 1105
triggerall = command = "Extraction_Cut"
triggerall = command="x"||command="rls_x"
triggerall = Statetype != a
trigger1= ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0

[State -1,Extraction Cut medium]
type = Changestate
value = 1106
triggerall = command = "Extraction_Cut"
triggerall = command="y"||command="rls_y"
triggerall = Statetype != a
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0

[State -1, Extraction Cut heavy]
type = Changestate
value = 1107
triggerall = command = "Extraction_Cut"
triggerall = command="z"||command="rls_z"
triggerall = Statetype != a
trigger1 = ctrl
trigger2 = (Stateno = [200,225]) && movecontact
trigger3 = (Stateno = [400,420]) && movecontact
trigger4=stateno=[851,852]
trigger4=time>=12
trigger5=var(30)%10=2
trigger5=(var(31)/10)%10=2
trigger5=(stateno=[150,155])
trigger5=stateno%2=0
;===========================================================================
;---------------------------------------------------------------------------

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

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

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

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

;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "y" || command = "z"
triggerall = command = "holdfwd"||command="holdback"
triggerall = p2bodydist X < 10
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall= p2movetype!=h
triggerall = statetype = S
trigger1 = ctrl
trigger1 = stateno != 100
trigger2=stateno=852||(stateno=851&&numexplod(858))
trigger2=time>=12

;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
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
trigger1 = ctrl
trigger2 = stateno= 200
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12


;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype!=a
trigger1 = ctrl
trigger2 = stateno - 200*(statetype=c) = 200
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

[State -1, Medium Slash]
type = Changestate
value = 215
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype!=a
trigger1 = ctrl
trigger2 = stateno = 210
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Thrust]
type = Changestate
value = 225
triggerall = command = "z"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = statetype!=a
trigger1 = ctrl
trigger2 = stateno = 220
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = statetype!=a
trigger1 = ctrl
trigger2 = (stateno - 200*(statetype=c) = [200,215])
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

[State -1]
type = ChangeState
value = 850
triggerall = var(59) = 0
triggerall=var(30)%10=0
triggerall = command = "a"
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 300) && (animelemtime(4) > 0)
trigger3 = stateno = 400 && (movecontact || animelemtime(4) > 2)
trigger4=stateno=851
trigger4=time>=12

[State -1, Yuyuko Striker]
type = Changestate
value = 3500
triggerall = command = "b"
triggerall = var(33) <= 0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = !numhelper(3501)
trigger2=stateno=852||(stateno=851&&numexplod(858))
trigger2=time>=12

[State -1, Tenshi Striker]
type = Changestate
value = 3600
triggerall = command = "c"
triggerall = var(33) <= 0
triggerall = statetype != A
trigger1 = ctrl
trigger1 = !numhelper(3601)
trigger2=stateno=852||(stateno=851&&numexplod(858))
trigger2=time>=12
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype!=a
trigger1 = ctrl
trigger2=stateno=400
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno - 200*(statetype=c) = 200
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = statetype != a
trigger1 = ctrl
trigger2 = (Stateno = [220,225]) && movecontact
trigger3 = Stateno = 410 && movecontact
trigger4=stateno=852||(stateno=851&&numexplod(858))
trigger4=time>=12

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [600,610])
trigger2 = movecontact
trigger3=stateno=852||(stateno=851&&numexplod(858))
trigger3=time>=12

[state jump cancel]
type=changestate
value=40
trigger1=command="holdup"
trigger1=statetype = C
trigger1=stateno = [400,420]
trigger1=movecontact

[state jd]
type=changestate
value=120
triggerall=command="holdback"
triggerall=inguarddist
trigger1=var(31)%10>=1
trigger1=ctrl

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