;===========================================================================
;===========================================================================
;Command File
;===========================================================================
;===========================================================================
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;===========================================================================
;Default Values
;===========================================================================

[Defaults]
command.time = 15
command.buffer.time = 4

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

[Command]
name = "DD"
command = D, D
time = 10

[Command]
name = "Long Jump"
command = ~D, UF
time = 10

[Command]
name = "Long Jump"
command = ~D, UB
time = 10

;===========================================================================
;2/3 Button Combination
;===========================================================================

[Command]
name = "charge";Required (do not remove)
command = x+y+a
time = 10

[Command]
name = "hard";Required (do not remove)
command = x+y
time = 5

[Command]
name = "throw";Required (do not remove)
command = a+b
time = 5

[Command]
name = "Port";Required (do not remove)
command = x+y
time = 5

[Command]
name = "evade";Required (do not remove)
command = y+b
time = 5


[Command]
name = "Pursuit";Required (do not remove)
command = x+a
time = 5

[Command]
name = "power";Required (do not remove)
command = a+b
time = 10

;-----------------------------------------------------------------------------------Please Edit
;------------------------------
;--|Supers|----------
;------------------------------

;|Level 1|----


;|Death Beam|------------
[Command]
name = "Deathbeam"
command = ~D, DB, B, D, DB, B, x
time = 30

[Command]
name = "Deathbeam"
command = ~D, DB, B, D, DB, B,~x
time = 30

[Command]
name = "Deathbeam"
command = ~D, DB, B, D, DB, B, y
time = 30

[Command]
name = "Deathbeam"
command = ~D, DB, B, D, DB, B,~y
time = 30


;|Kamehameha|-------------
[Command]
name = "QCF2_x"
command = ~D, DF, F, D, DF, F, x
time = 30

[Command]
name = "QCF2_x"
command = ~D, DF, F, D, DF, F,~x
time = 30

[Command]
name = "QCF2_y"
command = ~D, DF, F, D, DF, F, y
time = 30

[Command]
name = "QCF2_y"
command = ~D, DF, F, D, DF, F,~y
time = 30


;|Level 2|----

;|Ki Shield|------------

[Command]
name = "QCB2_a"
command = ~D, DB, B, D, DB, B, a
time = 30
[Command]
name = "QCB2_a"
command = ~D, DB, B, D, DB, B,~a
time = 30

[Command]
name = "QCB2_b"
command = ~D, DB, B, D, DB, B, b
time = 30
[Command]
name = "QCB2_b"
command = ~D, DB, B, D, DB, B,~b
time = 30

;|Cell Jr|-------------
[Command]
name = "Celljr"
command = ~D, DB, B, D, DF, F, a+b
time = 30

[Command]
name = "Celljr"
command = ~D, DB, B, D, DF, F,~a+b
time = 30

;------------------------------------
;------|Special Commands|-------
;------------------------------------

;-|Zanzouken Attack|-----

  [Command]
name = "Zanzouken"
command =~D,DF,F,x+y
time = 20

  [Command]
name = "Zanzouken"
command =~D,DF,F,~x+y
time = 20


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

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

;-|Charge Commands|---------


[Command]
name = "BF_x"
command = ~45$B, F, x
time = 30

[Command]
name = "BF_y"
command = ~45$B, F, y
time = 30


[Command]
name = "BF_x"
command = ~45$B, F, ~x
time = 30

[Command]
name = "BF_y"
command = ~45$B, F, ~y
time = 30


[Command]
name = "DU_x"
command = ~20$D,$U, x
time = 30

[Command]
name = "DU_y"
command = ~20$D,$U, y
time = 30



;----------------------------------
;-|Quarter Circle Commands|
;-----------------------------------

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

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


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

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



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

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

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

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

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


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



  [Command]
name = "QCB_a"
command =~D,DB,B,a
time = 20

  [Command]
name = "QCB_b"
command =~D,DB,B,b
time = 20

  [Command]
name = "QCB_c"
command =~D,DB,B,c
time = 20

  [Command]
name = "QCB_x"
command =~D,DB,B,x
time = 20

  [Command]
name = "QCB_y"
command =~D,DB,B,y
time = 20

  [Command]
name = "QCB_y"
command =~DB,B,y
time = 20

  [Command]
name = "QCB_z"
command =~D,DB,B,z
time = 20

  [Command]
name = "QCB_a"
command =~D,DB,B,~a
time = 20

  [Command]
name = "QCB_b"
command =~D,DB,B,~b
time = 20

  [Command]
name = "QCB_c"
command =~D,DB,B,~c
time = 20

  [Command]
name = "QCB_x"
command =~D,DB,B,~x
time = 20

  [Command]
name = "QCB_y"
command =~D,DB,B,~y
time = 20

  [Command]
name = "QCB_y"
command =~DB,B,~y
time = 20

  [Command]
name = "QCB_z"
command =~D,DB,B,~z
time = 20

;----------------------------------
;-|Dragon punch commands|
;-----------------------------------

 [Command]
name = "RDP_x"
command =~B,D,DB,x
time = 20

 [Command]
name = "RDP_y"
command =~B,D,DB,y
time = 20

 [Command]
name = "RDP_a"
command =~B,D,DB,a
time = 20

 [Command]
name = "RDP_b"
command =~B,D,DB,b
time = 20


 [Command]
name = "RDP_x"
command =~B,D,DB,~x
time = 20

 [Command]
name = "RDP_y"
command =~B,D,DB,~y
time = 20

 [Command]
name = "RDP_a"
command =~B,D,DB,~a
time = 20

 [Command]
name = "RDP_b"
command =~B,D,DB,~b
time = 20


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

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

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

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

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

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

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

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



;-------------------------------------
;--|Half Circle Commands|
;-------------------------------------
 

  [Command]
name = "HCF_x"
command =~B,DB,D,DF,F,x
time = 30

  [Command]
name = "HCF_x"
command =~B,DB,D,DF,F,~x
time = 30

  [Command]
name = "HCF_x"
command =~B,D,F,x
time = 30

  [Command]
name = "HCF_x"
command =~B,D,F,~x
time = 30

  [Command]
name = "HCF_y"
command =~B,D,F,y
time = 30

  [Command]
name = "HCF_y"
command =~B,D,F,~y
time = 30

  [Command]
name = "HCF_y"
command =~B,DB,D,DF,F,y
time = 30

  [Command]
name = "HCF_y"
command =~B,DB,D,DF,F,~y
time = 30


  [Command]
name = "HCF_b"
command =~B,DB,D,DF,F,b
time = 30

  [Command]
name = "HCF_b"
command =~B,DB,D,DF,F,~b
time = 30

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

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


  [Command]
name = "HCF_a"
command =~B,DB,D,DF,F,a
time = 30

  [Command]
name = "HCF_a"
command =~B,DB,D,DF,F,~a
time = 30

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

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

;-------------------------------------
;--|Half Circle Back Commands|
;-------------------------------------
 

  [Command]
name = "HCB_x"
command =~F,DF,D,DB,B,x
time = 30

  [Command]
name = "HCB_x"
command =~F,DF,D,DB,B,~x
time = 30

  [Command]
name = "HCB_x"
command =~F,D,B,x
time = 30

  [Command]
name = "HCB_x"
command =~F,D,B,~x
time = 30

  [Command]
name = "HCB_y"
command =~F,DF,D,DB,B,y
time = 30

  [Command]
name = "HCB_y"
command =~F,DF,D,DB,B,~y
time = 30

  [Command]
name = "HCB_y"
command =~F,D,B,y
time = 30

  [Command]
name = "HCB_y"
command =~F,D,B,~y
time = 30

  [Command]
name = "HCB_a"
command =~F,DF,D,DB,B,a
time = 30

  [Command]
name = "HCF_a"
command =~F,DF,D,DB,B,~a
time = 30
  [Command]
name = "HCF_a"
command =~F,D,B,a
time = 30

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

  [Command]
name = "HCB_b"
command =~F,DF,D,DB,B,b
time = 30

  [Command]
name = "HCB_b"
command =~F,DF,D,DB,B,~b
time = 30
  [Command]
name = "HCB_b"
command =~F,D,B,b
time = 30

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




;===========================================================================
;Dir + Button
;===========================================================================

[Command]
name = "hijump"
command = ~$D, $U
time = 8 

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

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

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

[Command]
name = "charge"
command = /$c
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

[Command]
name = "holdupandfwd";Required (do not remove)
command = /UF
time = 1

[Command]
name = "holdupandback";Required (do not remove)
command = /UB
time = 1

[Command]
name = "holddownandfwd";Required (do not remove)
command = /DF
time = 1

;===========================================================================
;Hold Single Button
;===========================================================================

[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 = "holds"
command = /s
time = 1

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

;===========================================================================
;===========================================================================
[Statedef -1]
;---------------------------------------------------------------------------
;===========================================================================
;Supers 
;===========================================================================
[State -1,Cell Jr's]
type = ChangeState
value = 3200
triggerall = (command = "Celljr") && (Power >= 2000)
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)

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

[State -1,Ki Shield]
type = ChangeState
value = 2010
triggerall = (command = "QCB2_a" || command = "QCB2_b") && (Power >= 1000)
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)

;-------------------------------------------------------------------------
[State -1,Death Beam]
type = ChangeState
value = 2200
triggerall = (command = "Deathbeam") && (Power >= 1000)
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;-------------------------------------------------------------------------
[State -1,Busta Kamehameha]
type = ChangeState
value = 3000
triggerall = (command = "QCF2_x" || command = "QCF2_y") && (Power >= 1000)
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;-------------------------------------------------------------------------
[State -1, Evade/Boost]
type = ChangeState
value = 1100
trigger1 = (command = "evade") && (statetype != C) && (ctrl)
trigger2 = (command = "evade") && (stateno = 100 && AnimElem = 2,>=1)
trigger3 = (command = "evade") && (stateno = 110 && AnimElem = 2,>=1) && (sysvar(1) != -1)
trigger4 = (command = "evade") && (stateno = [200,219]) && (movecontact) && (Power >= 1000)
trigger5 = (command = "evade") && (stateno = [400,419]) && (movecontact) && (Power >= 1000)
;---------------------------------------------------------------------------
[State -1, Zanzoken Attack]
type = ChangeState
value = 2110
triggerall = (command = "Zanzouken" ) && (power >= 500) && (var(3) < 3)
trigger1 = (ctrl) && (Statetype = S || Statetype = A)
trigger2 = (stateno =  2112) && (AnimElem = 2,> 5) && (movehit)
trigger3 = (stateno =  2113) && (AnimElem = 3,> 5) && (movehit)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = [200,219]) && (movecontact)
trigger6 = (stateno = [600,620]) && (movecontact)
trigger7 = (stateno = [400,410]) && (movecontact)
trigger8 = stateno = [100,105]

;---------------------------------------------------------------------------
; Throw Attempt
[State -1:      Throw Attempt]
type            = ChangeState
value      = 800
triggerall      = ((command = "y") && (Command = "holdback" || Command = "holdfwd")) &&(command != "holddown")  && (P2BodyDist X < 15)
trigger1        = (statetype = S) && (ctrl)
trigger1        = (stateno != 100) && (p2movetype != H)
trigger1        = (p2statetype != A)

;-------------------------------------------------------------------------------
[State -1,Cell Clone]
type = ChangeState
value = 1051
triggerall = (command = "RDP_b") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,403]) && (movecontact)
;-------------------------------------------------------------------------

[State -1,Cell Clone]
type = ChangeState
value = 1050
triggerall = (command = "RDP_a") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,403]) && (movecontact)
;-------------------------------------------------------------------------
[State -1,Cell Clone]
type = null;ChangeState
value = 1047
triggerall = (command = "RDP_y") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,403]) && (movecontact)
;-------------------------------------------------------------------------
[State -1,Cell Jr - Low]
type = ChangeState
value = 1046
triggerall = (command = "QCF_x") || (command = "QCF_y")
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,403]) && (movecontact)
;-------------------------------------------------------------------------
[State -1: Head Stomp]
Type            = ChangeState
Value           = 1042
Triggerall      =  Command = "QCF_x" || Command = "QCF_y"
trigger1        = (statetype = A) && (ctrl)
trigger2        = (stateno = [600,620])&& MoveContact


;--------------------------------------------------------------------------
[State -1, Cell Stomp]
type = ChangeState
value = 1040
triggerall = (Command = "DU_x") || (command = "DU_y") 
trigger1 = statetype = S && ctrl
trigger2 = stateno = 40
trigger3 = (stateno = [400,403]) && (movecontact)

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

[State -1, Destroy!]
type = ChangeState
value = 1031
triggerall = (Command = "HCB_y") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,212]) && (movecontact)
trigger3 = (stateno = [400,403]) && (movecontact)

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

[State -1, Destroy!]
type = ChangeState
value = 1030
triggerall = (command = "HCB_x") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,212]) && (movecontact)
trigger3 = (stateno = [400,403]) && (movecontact)
;-------------------------------------------------------------------------
[State -1,Kaboom]
type = ChangeState
value = 1025
triggerall = (command = "DP_a") || (Command = "DP_b") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,212]) && (movecontact)
trigger3 = (stateno = [400,403]) && (movecontact)
;-------------------------------------------------------------------------

[State -1, Ki Shield Counter high]
type = ChangeState
value = 1021
triggerall = (command = "QCB_b")  
trigger1 = (ctrl) && (statetype != A)
;-------------------------------------------------------------------------

[State -1, Ki Shield Counter low]
type = ChangeState
value = 1020
triggerall = (command = "QCB_a")  
trigger1 = (ctrl) && (statetype != A)
;-------------------------------------------------------------------------
;===========================================================================
;Basics/ System
;===========================================================================
; Run Fwd
[State -1:      Run Fwd]
type            = ChangeState
value      = 100
triggerall      = (command = "FF")
trigger1        = (statetype = S) && (ctrl)

;---------------------------------------------------------------------------
; Run Back
[State -1:      Run Back]
type            = ChangeState
value      = 105
triggerall      = (command = "BB")
trigger1        = (statetype = S) && (ctrl)

;---------------------------------------------------------------------------
; Super Jump - Launcher
[State -1:      SJ - Launcher]
type            = ChangeState
value      = 40
triggerall      = (command = "holdup")
triggerall      = (!statetype = A)
trigger1  = numhelper(8332)
trigger1	= stateno = 204 && (helper(8332), numtarget = 1) 
trigger2 = stateno = [100,105]


;---------------------------------------------------------------------------
[State -1, Powerup]
type = ChangeState
value = 2000
triggerall = (command = "power") 
triggerall = Power != 5000
trigger1 = (ctrl) && (statetype = S)
;---------------------------------------------------------------------------
[State -1, Zanzoken]
type = ChangeState
value = 2100
triggerall = (command = "Port") && (power >= 500) 
trigger1 = (ctrl) && (!Statetype = A)
;---------------------------------------------------------------------------
;light elbow
[State -1:      light elbow]
type            = ChangeState
value      = 201
triggerall      = (p2bodydist X < 2) && command != "holddown" && (command = "x")
trigger1        = (statetype = S) && (ctrl)
Trigger2        = (StateNo = 200) && AnimElem = 2
Trigger3        = (StateNo = 400) && AnimElem = 2, < 4 && MoveContact
trigger4        = stateno = [100,105]

;---------------------------------------------------------------------------
[State -1, Stand  Lp]
type = ChangeState
value = 200
triggerall = (command != "holddown") && (command = "x") 
trigger1 = (ctrl) && (statetype != A)
trigger2		= (StateNo = 200) && (AnimElem = 2, > 5 || MoveContact && AnimElem = 2)
Trigger3        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 400) && AnimElem = 2, < 4 && MoveContact
trigger5        = stateno = [100,105]
;------------------------------------------------------------------------
[State -1, Hp]
type = ChangeState
value = 205
triggerall = (p2bodydist X < 10) && (command = "y") && command != "holddown" 
trigger1 = (ctrl) && (statetype != A) 
Trigger2        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
trigger3        = stateno = [100,105]
;---------------------------------------------------------------------------
; Standing Hard Punch
[State -1:      Hard Punch]
type            = ChangeState
value      = 202
triggerall      = (command = "y") && command != "holddown" 
trigger1        = (statetype = S) && (ctrl)
Trigger2        = (StateNo = 200) && AnimElem = 3, < 4 && MoveContact
Trigger3        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 400) && AnimElem = 2, < 4 && MoveContact
Trigger5        = (StateNo = 209) && AnimElem = 3, < 4 && MoveContact
Trigger6        = (StateNo = 208) && AnimElem = 4, < 4 && MoveContact
Trigger7        = (StateNo = 207) && AnimElem = 4, < 4 && MoveContact
trigger8        = stateno = [100,105]
;-------------------------------------------------------------
; Standing Uppercut
[State -1:      Standing Uppercut]
type            = ChangeState
value      = 204
triggerall      = (Command = "holddownandfwd") && (command = "y")
trigger1        = (statetype != A) && (ctrl)
Trigger2        = (StateNo = 200) && AnimElem = 3
Trigger3        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 203) && AnimElem = 3, < 4 && MoveContact
Trigger5        = (StateNo = 210) && AnimElem = 4, < 4 && MoveContact
Trigger6        = (StateNo = 207) && AnimElem = 4, < 4 && MoveContact
Trigger7        = (StateNo = 209) && AnimElem = 4, < 4 && MoveContact
Trigger8        = (StateNo = 208) && AnimElem = 4, < 4 && MoveContact
Trigger9        = (StateNo = 400) && AnimElem = 3, < 4 && MoveContact
Trigger10       = (StateNo = 402) && AnimElem = 3, < 4 && MoveContact
Trigger11       = (StateNo = 403) && AnimElem = 3, < 4 && MoveContact
trigger12        = stateno = [100,105]

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

; Standing Close Kick
[State -1:      Close kick]
type            = ChangeState
value      = 208
triggerall      = (p2bodydist X < 10) && (command = "a") && command != "holddown" 
trigger1        = (statetype = S) && (ctrl)
trigger2        = stateno = [100,105]

;---------------------------------------------------------------------------
; Standing Light Kick
[State -1:      Light Kick]
type            = ChangeState
value      = 207
triggerall      = (command = "a") && command != "holddown" 
trigger1        = (statetype = S) && (ctrl)
Trigger2        = (StateNo = 200) && AnimElem = 3, < 4 && MoveContact
Trigger3        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 400) && AnimElem = 2, < 4 && MoveContact
Trigger5        = (StateNo = 402) && AnimElem = 2, < 4 && MoveContact
trigger6        = stateno = [100,105]

;---------------------------------------------------------------------------
;  Spin Kick
[State -1:       Spinning Kick]
type            = ChangeState
value      = 211
triggerall      = command = "b" && command != "holddown" 
triggerall      = command = "holdback"
trigger1        = (statetype = S) && (ctrl)
Trigger2        = (StateNo = 200) && AnimElem = 3, < 4 && MoveContact
Trigger3        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 400) && AnimElem = 3, < 4 && MoveContact
Trigger5        = (StateNo = 402) && AnimElem = 3, < 4 && MoveContact
Trigger6        = (StateNo = 207) && AnimElem = 4, < 4 && MoveContact
Trigger7        = (StateNo = 208) && AnimElem = 4, < 4 && MoveContact
Trigger8        = (StateNo = 202) && AnimElem = 3, < 4 && MoveContact
trigger9        = stateno = [100,105]

;---------------------------------------------------------------------------
; Knee
[State -1:           Knee]
type            = ChangeState
value      = 210
triggerall      = (p2bodydist X < 7) && (command = "b") && command != "holddown" 
trigger1        = (statetype = S) && (ctrl)
trigger2        = stateno = [100,105]

;---------------------------------------------------------------------------
; Standing Hard Kick
[State -1:      Hard Kick]
type            = ChangeState
value      = 209
triggerall      = (P2BodyDist Y > -8) && (command = "b") && command != "holddown" 
trigger1        = (statetype = S) && (ctrl)
Trigger2        = (StateNo = 200) && AnimElem = 3, < 4 && MoveContact
Trigger3        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 400) && AnimElem = 3, < 4 && MoveContact
Trigger5        = (StateNo = 402) && AnimElem = 3, < 4 && MoveContact
Trigger6        = (StateNo = 210) && AnimElem = 3, < 4 && MoveContact
Trigger7        = (StateNo = 208) && AnimElem = 3, < 4 && MoveContact
Trigger8        = (StateNo = 207) && AnimElem = 3, < 4 && MoveContact
trigger9        = stateno = [100,105]

;---------------------------------------------------------------------------
[State -1:      Pursuit Buster]
type            = ChangeState
value      = 220
triggerall      = (command = "Pursuit")  
Trigger1        = (StateNo = [200,211]) && MoveContact

;--------------------------------------------------------------------------
[State -1, Meteor Attack 2]
type = ChangeState
value = 304
triggerall = (command = "Pursuit")  && (power >= 250)
trigger1 = (stateno = 303) && (Movehit) && numtarget
;---------------------------------------------------------------------------
[State -1, Meteor Attack 2]
type = ChangeState
value = 302
triggerall = (command = "Pursuit")  && (power >= 250)
trigger1 = (stateno = 301) && (Movehit) && numtarget
;---------------------------------------------------------------------------
[State -1, Meteor Attack 1]
type = ChangeState
value = 300
triggerall = (command = "Pursuit") && (power >= 250) 
trigger1 = (stateno = 220) && (Movehit) && numtarget
trigger2 = (stateno = 801) && (Movehit) && animelem = 4,> 1 && numtarget
;--------------------------------------------------------------------------

; Crouching Light Punch
[State -1:      Crouch Light Punch]
type            = ChangeState
value      = 400
triggerall      = (command = "holddown") && (command = "x")
trigger1        = (statetype = C) && (ctrl)
Trigger2        = (StateNo = 400) && AnimElem = 4
Trigger3        = (StateNo = 200) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger5        = (StateNo = 208) && AnimElem = 4, < 4 && MoveContact
Trigger6        = (StateNo = 203) && AnimElem = 3, < 4 && MoveContact
trigger7        = stateno = [100,105]

;---------------------------------------------------------------------------
; Crouching Hard Punch
[State -1:          Crouching Hard Punch]
type            = ChangeState
value      = 401
triggerall      = (command = "holddown") && (command = "y")
trigger1        = (statetype = C) && (ctrl)
Trigger2        = (StateNo = 400) && MoveContact
Trigger3        = (StateNo = 200) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger5        = (StateNo = 207) && AnimElem = 3, < 4 && MoveContact
Trigger7        = (StateNo = 209) && AnimElem = 3, < 4 && MoveContact
Trigger6        = (StateNo = 203) && AnimElem = 3, < 4 && MoveContact
Trigger8        = (StateNo = 402) && AnimElem = 3, < 4 && MoveContact
trigger9        = stateno = [100,105]

;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1:      Crouch Light Kick]
type            = ChangeState
value      = 402
triggerall      = (command = "holddown") && (command = "a")
trigger1        = (statetype = C) && (ctrl)
Trigger2        = (StateNo = 400) && AnimElem = 3, < 4 && MoveContact
Trigger3        = (StateNo = 200) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger5        = (StateNo = 207) && AnimElem = 3, < 4 && MoveContact
Trigger6        = (StateNo = 209) && AnimElem = 3, < 4 && MoveContact
Trigger7        = (StateNo = 203) && AnimElem = 3, < 4 && MoveContact
trigger8        = stateno = [100,105]

;---------------------------------------------------------------------------
; Crouching Hard Kick
[State -1:      Crouch Hard Kick]
type            = ChangeState
value      = 403
triggerall      = (command = "holddown") && (command = "b")
trigger1        = (statetype = C) && (ctrl)
Trigger2        = (StateNo = 402) && AnimElem = 3, < 4 && MoveContact
Trigger3        = (StateNo = 200) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger5        = (StateNo = 207) && AnimElem = 3, < 4 && MoveContact
Trigger6        = (StateNo = 203) && AnimElem = 3, < 4 && MoveContact
Trigger7        = (StateNo = 209) && AnimElem = 3, < 4 && MoveContact
Trigger8        = (StateNo = 400) && AnimElem = 3, < 4 && MoveContact
trigger9        = stateno = [100,105]

;---------------------------------------------------------------------------
; Air Light Punch
[State -1:      Air Light Punch]
type            = ChangeState
value      = 600
triggerall      = (command = "x")
trigger1        = (statetype = A) && (ctrl)

;---------------------------------------------------------------------------
; Air Hard Punch
[State -1:      Air Hard Punch]
type            = ChangeState
value      = 601
triggerall      = (command = "y")
trigger1        = (statetype = A) && (ctrl)
trigger2        = (stateno = 600) && AnimElem = 3, < 6 && MoveContact
trigger3        = (stateno = 602) && AnimElem = 3, < 6 && MoveContact
trigger4        = (stateno = 603) && AnimElem = 3, < 6 && MoveContact

;---------------------------------------------------------------------------
; Air Light Kick
[State -1:      Air Light Kick]
type            = ChangeState
value      = 602
triggerall      = (command = "a")
trigger1        = (statetype = A) && (ctrl)
trigger2        = (stateno = 600) && AnimElem = 2, < 6 && MoveContact

;---------------------------------------------------------------------------
; Air Hard Kick
[State -1:      Air Hard Kick]
type            = ChangeState
value      = 603
triggerall      = (command = "b")
trigger1        = (statetype = A) && (ctrl)
trigger2        = (stateno = 600) && AnimElem = 2, < 6 && MoveContact
trigger3        = (stateno = 602) && AnimElem = 3, < 6 && MoveContact

;---------------------------------------------------------------------------
[State -1, Standing light attack]
type = ChangeState
value = 198
triggerall = (command = "start") 
trigger1 = (ctrl) && (statetype != A)

;---------------------------------------------------------------------------
[State -1, AIR Dash]
type = ChangeState
value = 110
triggerall = var(59) = 0
trigger1 = (command = "FF" || command = "BB") && (statetype = A) && (ctrl)

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

