;===========================================================================
;===========================================================================
;Command File
;===========================================================================
;===========================================================================
[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 = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
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 = "Zan";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 = "x+y";Required (do not remove)
command = x+y
time = 5


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



;-----------------------------------------------------------------------------------Please Edit


;==========================Super Commands========================================
;-| Super Motions |--------------------------------------------------------
;Masenko--------------------

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

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

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

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

;USA------------------------

[Command]
name = "USA"
command = ~D,DF, F, DB, B, x+y
time = 50

[Command]
name = "USA"
command = ~D,DF, F, DB, B,~x+y
time = 50

;Pin Missile-------------------------
[Command]
name = "PinMissile"
command = ~D, DB, B, D, DB, B, x
time = 25
[Command]
name = "PinMissile"
command = ~D, DB, B, D, DB, B,~x
time = 25

[Command]
name = "PinMissile"
command = ~D, DB, B, D, DB, B, y
time = 25
[Command]
name = "PinMissile"
command = ~D, DB, B, D, DB, B,~y
time = 25


;Sonic Riser-------------
[Command]
name = "Sonic Riser"
command = ~D, DF,F,D,B,a
time = 25

[Command]
name = "Sonic Riser"
command = ~D, DF, F,D,B,~a
time = 25

[Command]
name = "Sonic Riser"
command = ~D, DF,F,D,B,b
time = 25

[Command]
name = "Sonic Riser"
command =~D, DF,F,D,B,~b
time = 25


[Command]
name = "CKHH"
command = ~D, DF,D, DF, F, x+y
time = 15

[Command]
name = "CKHH"
command = ~D, DF,D, DF, F,~x+y
time = 15



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

;-------------------------
;--|Charged Commands|
;-------------------------

[Command]
name = "DU_x"
command = ~30$D, U, x
time = 15

[Command]
name = "DU_y"
command = ~30$D, U, y
time = 15

[Command]
name = "DU_a"
command = ~30$D, U, z
time = 15

[Command]
name = "DU_x"
command = ~30$D, U,~x
time = 15

[Command]
name = "DU_y"
command = ~30$D, U,~y
time = 15

[Command]
name = "DU_a"
command = ~30$D, U,~a
time = 15

[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_a"
command = ~45$B, F, a
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 = "BF_a"
command = ~45$B, F, ~a
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 = "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_x"
command =~B,D,DB,~x
time = 20

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

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

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

[Command]
name = "hijump"
command = ~$D, $U
time = 15 

[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 = "s"
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

;==========================================================================
;--|Release Button| 
;==========================================================================
[Command]
name = "release_up"
command = ~$U
time = 1
[Command]
name = "release_down"
command = ~$D
time = 1
[Command]
name = "release_back"
command = ~$B
time = 1
[Command]
name = "release_fwd"
command = ~$F
time = 1

[Command]
name = "release_a"
command = ~a
time = 1
[Command]
name = "release_b"
command = ~b
time = 1
[Command]
name = "release_c"
command = ~c
time = 1
[Command]
name = "release_x"
command = ~x
time = 1
[Command]
name = "release_y"
command = ~y
time = 1
[Command]
name = "release_z"
command = ~z
time = 1
[Command]
name = "release_start"
command = ~s
time = 1

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

;===========================================================================
;===========================================================================
[Statedef -1]
;---------------------------------------------------------------------------
;===========================================================================
;Supers
;===========================================================================
[State -1,Kamehameha Speed Blitz]
type = ChangeState
value = 3100
triggerall = (command = "USA") && (Power >= 2000) && prevstateno !=3001 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
trigger4 = numhelper(1310)
trigger4 = numhelper(1315)
trigger4 = (stateno = 1300) && (helper(1310), numtarget = 1)
trigger5 = numhelper(1330)
trigger5 = numhelper(1350)
trigger5 = (stateno = 1350) && (helper(1330), numtarget = 1)
trigger6 = stateno = 1300 
trigger7 = stateno = [100,105]
;-------------------------------------------------------------------------
[State -1,Masenko]
type = ChangeState
value = 3200
triggerall = (command = "Masenko")&& (Power >= 1000) && prevstateno !=3001 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
trigger4 = numhelper(1310)
trigger4 = numhelper(1315)
trigger4 = (stateno = 1300) && (helper(1310), numtarget = 1)
trigger5 = numhelper(1330)
trigger5 = numhelper(1350)
trigger5 = (stateno = 1350) && (helper(1330), numtarget = 1)
trigger6 = stateno = 1300 
trigger7 = stateno = [100,105]
;-------------------------------------------------------------------------
[State -1,Sonic Riser]
type = ChangeState
value = 3000
triggerall = (command = "Sonic Riser") && (Power >= 1000) && prevstateno !=3001 
trigger1 = (ctrl) && (statetype = A)
trigger2 = (stateno = [600,620]) && (movecontact)
;-------------------------------------------------------------------------

[State -1,Pin Missile]
type = ChangeState
value = 2500
triggerall = (command = "PinMissile") && (Power >= 1000) && prevstateno !=3001 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
trigger4 = numhelper(1310)
trigger4 = numhelper(1315)
trigger4 = (stateno = 1300) && (helper(1310), numtarget = 1)
trigger5 = numhelper(1330)
trigger5 = numhelper(1350)
trigger5 = (stateno = 1350) && (helper(1330), numtarget = 1)
trigger6 = stateno = 1300 
trigger7 = stateno = [100,105]
;-------------------------------------------------------------------------
;===========================================================================
;Ex
;===========================================================================
[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]
;---------------------------------------------------

[State -1, Zanzoken]
type = ChangeState
value = 2100
triggerall = (command = "Zan") && (power >= 500) && (var(3) < 3)
trigger1 = (ctrl) && (Statetype != C)
trigger2 = (stateno =  2112) && (AnimElem = 2,> 5) && (movehit)
trigger3 = (stateno =  2113) && (AnimElem = 3,> 5) && (movehit)
trigger4 = stateno = [100,105]

;---------------------------------------------------------------------------
[State -1, Powerup]
type = ChangeState
value = 2000
triggerall = (command = "Power") && (Power < 5000)
trigger1 = (ctrl) && (statetype = S)
;===========================================================================
;Specials
;===========================================================================
; 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, Sonic Kick (Hard)]
type = null; ChangeState
value = 1032
triggerall = (command = "QCF_x") && Pos Y < -10
trigger1 = (ctrl) && (statetype = A)
trigger2 = (stateno = [600,620]) && (movecontact)
trigger3 = (stateno = 1005) && animelem =5,>4  && (movecontact)
;-------------------------------------------------------------------------
[State -1, Sonic Kick (Hard)]
type = ChangeState
value = 1031
triggerall = (command = "QCF_b") 
trigger1 = (ctrl) && (statetype = A)
trigger2 = (stateno = [600,620]) && (movecontact)
trigger3 = (stateno = 1005) && animelem =5,>4  && (movecontact)
;-------------------------------------------------------------------------
[State -1, Sonic Kick ]
type = ChangeState
value = 1030
triggerall = (command = "QCF_a") 
trigger1 = (ctrl) && (statetype = A)
trigger2 = (stateno = [600,620]) && (movecontact)
trigger3 = (stateno = 1005) && animelem =5,>4  && (movecontact)
;-------------------------------------------------------------------------
[State -1, Super Elbow Heavy]
type = null; ChangeState
value = 1003
triggerall = (command = "DP_x") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;--------------------------------------------------------------------------

[State -1, Super Elbow Med]
type = ChangeState
value = 1002
triggerall = (command = "DP_y")
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;---------------------------------------------------------------------------
[State -1, Super Elbow]
type = ChangeState
value = 1000
triggerall = (command = "DP_x")
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;--------------------------------------------------------------------------
[State -1, Arial Assault 3]
type = null; ChangeState
value = 1027
triggerall = (command = "RDP_y") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;-------------------------------------------------------------------------

[State -1, Arial Assault 2]
type = ChangeState
value = 1026
triggerall = (command = "RDP_y") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;-------------------------------------------------------------------------
[State -1, Arial Assault]
type = ChangeState
value = 1025
triggerall = (command = "RDP_x") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;-------------------------------------------------------------------------
[State -1, Double Phoenix Heavy]
type = null;  ChangeState
value = 1012
triggerall = (command = "QCB_a") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;--------------------------------------------------------------------------

[State -1, Super Melee]
type = ChangeState
value = 1050
triggerall = (command = "HCF_b") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;-------------------------------------------------------------------------

[State -1, Super Fist]
type = ChangeState
value = 1072
triggerall = (command = "HCF_y") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;-------------------------------------------------------------------------

[State -1, Super Fist]
type = ChangeState
value = 1074
triggerall = (command = "HCF_x") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;-------------------------------------------------------------------------

[State -1, Trickster Teleport]
type = ChangeState
value = 1070
triggerall = (command = "HCF_a")  
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;-------------------------------------------------------------------------
[State -1, Double Phoenix Med]
type =  ChangeState
value = 1011
triggerall = (command = "QCF_b") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;--------------------------------------------------------------------------

[State -1, Double Phoenix]
type =  ChangeState
value = 1010
triggerall = (command = "QCF_a") 
trigger1 = (ctrl) && (statetype != A)
trigger2 = (stateno = [200,219]) && (movecontact)
trigger3 = (stateno = [400,420]) && (movecontact)
;--------------------------------------------------------------------------

;===========================================================================
;Basics/ System
;===========================================================================

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

;---------------------------------------------------------------------------
; 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	= (stateno = 204) && MoveHit
trigger2  = stateno = [100,105] 

;---------------------------------------------------------------------------
;light elbow
[State -1:      light elbow]
type            = ChangeState
value      = 201
triggerall      = (p2bodydist X < 5) && command != "holddown" && (command = "x")
trigger1        = (statetype = S) && (ctrl)
Trigger2        = (StateNo = 201) && AnimElem = 3 && MoveContact
Trigger3        = (StateNo = 200) && AnimElem = 2
Trigger4        = (StateNo = 400) && AnimElem = 2, < 4 && MoveContact
trigger5        = 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 < 5) && (command = "y") && command != "holddown" 
trigger1 = (ctrl) && (statetype != A) 
trigger2        = 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, < 4 && MoveContact
Trigger3        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 203) && AnimElem = 3, < 4 && MoveContact
Trigger5        = (StateNo = 206) && AnimElem = 2, < 4 && MoveContact
Trigger6        = (StateNo = 207) && AnimElem = 2, < 4 && MoveContact
Trigger7        = (StateNo = 209) && AnimElem = 2, < 4 && MoveContact
Trigger8        = (StateNo = 208) && AnimElem = 2, < 4 && MoveContact
Trigger9        = (StateNo = 400) && AnimElem = 3, < 4 && MoveContact
Trigger10       = (StateNo = 401) && AnimElem = 3, < 4 && MoveContact
Trigger11       = (StateNo = 402) && AnimElem = 3, < 4 && MoveContact
Trigger12       = (StateNo = 403) && AnimElem = 3, < 4 && MoveContact
trigger13        = stateno = [100,105]

;-----------------------------------------------------------------------
[State -1, Hp]
type = null; ChangeState
value = 206
triggerall = (command = "y") && command != "holddown"
triggerall      = command = "holdfwd"
trigger1 = (ctrl) && (statetype != A) 
Trigger2        = (StateNo = 200) && AnimElem = 3, < 4 && MoveContact
Trigger3        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 400) && AnimElem = 3, < 4 && MoveContact
Trigger5        = (StateNo = 209) && AnimElem = 3, < 4 && MoveContact
Trigger6        = (StateNo = 208) && AnimElem = 2, < 4 && MoveContact
Trigger7        = (StateNo = 207) && AnimElem = 4, < 4 && MoveContact
Trigger8        = (StateNo = 205) && AnimElem = 4, < 4 && MoveContact
Trigger9        = (StateNo = 202) && AnimElem = 3, < 4 && MoveContact

;---------------------------------------------------------------------------
; 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 = 2, < 4 && MoveContact
Trigger7        = (StateNo = 207) && AnimElem = 4, < 4 && MoveContact
trigger8        = 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]

;---------------------------------------------------------------------------
; Standing Hard Punch
[State -1:      Hard Punch]
type            = ChangeState
value      = 211
triggerall      = (command = "b") && command = "holdback" && (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 = 2, < 4 && MoveContact
Trigger7        = (StateNo = 207) && AnimElem = 4, < 4 && MoveContact
trigger8        = stateno = [100,105]

;---------------------------------------------------------------------------
; Kick Launcher
[State -1:      Kick Launcher]
type            = Null;ChangeState
value      = 212
triggerall      = (Command = "holddownandfwd") && (command = "b")
trigger1        = (!statetype = A) && (ctrl)
Trigger2        = (StateNo = 200) && AnimElem = 3, < 4 && MoveContact
Trigger3        = (StateNo = 201) && AnimElem = 3, < 4 && MoveContact
Trigger4        = (StateNo = 202) && AnimElem = 3, < 4 && MoveContact
Trigger5        = (StateNo = 207) && AnimElem = 3, < 4 && MoveContact
Trigger6        = (StateNo = 208) && AnimElem = 2, < 4 && MoveContact
Trigger7        = (StateNo = 209) && AnimElem = 4, < 4 && MoveContact
Trigger8        = (StateNo = 210) && 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


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

; Knee
[State -1:           Knee]
type            = ChangeState
value      = 210
triggerall      = (p2bodydist X < 10) && (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 = 2, < 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 = 210) && AnimElem = 4, < 4 && MoveContact
Trigger7        = (StateNo = 208) && AnimElem = 2, < 4 && MoveContact
Trigger8        = (StateNo = 207) && AnimElem = 4, < 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 = 2
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 = 402) && AnimElem = 3, < 4 && MoveContact
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 = 209) && AnimElem = 3, < 4 && MoveContact
Trigger8        = (StateNo = 400) && AnimElem = 2, < 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 = "s") 
trigger1 = (ctrl) && (statetype != A)
;----------------------------------------------------------------------------




