
;-| 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 = 15

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


;------------------------------------------------------------------------------
;AIpR}h
[Command]
name = "AI0"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI3"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI4"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI5"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI6"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI7"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI8"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI9"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI10"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI11"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI12"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI13"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI14"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI15"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI16"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI17"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI18"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI19"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI20"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI21"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI22"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI23"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI24"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI25"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI26"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI27"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI28"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI29"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI30"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI31"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI32"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI33"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI34"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI35"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI36"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI37"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI38"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI39"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI40"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI41"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI42"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI43"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI44"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI45"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI46"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI47"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI48"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI49"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI50"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0


;-| Super Motions |--------------------------------------------------------
[Command]
name = "hyper"
command = ~B, D, DF, z

[Command]
name = "hyper"
command = ~B, D, DF, x+y

;-| Special Motions |------------------------------------------------------

[Command]
name = "sp1"
command = ~D, DB, B, x

[Command]
name = "sp1"
command = ~D, DB, B, y

[Command]
name = "sp2"
command = ~D, DF, F, a

[Command]
name = "sp2"
command = ~D, DF, F, b

[Command]
name = "sp4"
command = ~D, DB, B, a

[Command]
name = "sp4"
command = ~D, DB, B, b

;-| 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 = "sp3"
command = x+y+a
time = 1

;------------------------------------------------------------------------------
;-| L[{{^ |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

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

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

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

[Command]
name = "back_x"
command = /$B,x
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

;===========================================================================
[Statedef -1]
;===========================================================================
;P
[State -1, hyper]
type = ChangeState
value = 3000
triggerall = var(59) = 0
triggerall = command = "hyper"
triggerall = statetype != A && power > 1000
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
;---------------------------------------------------------------------------
;P
[State -1, sp1]
type = ChangeState
value = 1000
triggerall = var(59) = 0
triggerall = numproj = 0
triggerall = command = "sp1"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])

;Pːi
[State -1, sp2]
type = ChangeState
value = 1100
triggerall = var(59) = 0
triggerall = command = "sp2"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])


;
[State -1, sp3]
type = ChangeState
value = 1200
triggerall = var(59) = 0
triggerall = command = "sp3"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])


;Pׂ
[State -1, sp4]
type = ChangeState
value = 1300
triggerall = var(59) = 0
triggerall = command = "sp4"
triggerall = statetype != S
trigger1 = ctrl
trigger2 = (stateno = [600,699]) 

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

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

[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 200
trigger2 = stateno != 205
trigger2 = stateno != 210
trigger2 = stateno != 230
trigger2 = stateno != 235
trigger2 = stateno != 236
trigger2 = stateno != 240
trigger2 = stateno != 400 
trigger2 = stateno != 430 
trigger2 = stateno != 440 
trigger2 = movecontact
var(1) = 1

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

;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "fwd_y" || command = "back_y" 
triggerall = statetype = S
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist X = [-5, 10]
triggerall = p2movetype != H
trigger1 = ctrl = 1
trigger1 = p2statetype = S
trigger2 = ctrl = 1
trigger2 = p2statetype = C

;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 10
;---------------------------------------------------------------------------
; Standing punch 
[State -1]
type = ChangeState
value = 215
triggerall = var(59) = 0
trigger1 = stateno !=100
trigger1 = command = "y"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = P2bodydist X <= 25
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Light Kick  
[State -1]
type = ChangeState
value = 235
triggerall = var(59) = 0
trigger1 = stateno !=100
trigger1 = command = "a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = P2bodydist X <= 25
;---------------------------------------------------------------------------
;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 230) && time > 9
;---------------------------------------------------------------------------
;Standing Strong Kick 
[State -1]
type = ChangeState
value = 245
triggerall = var(59) = 0
trigger1 = stateno !=100
trigger1 = command = "b"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = P2bodydist X <= 25
;---------------------------------------------------------------------------
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)
;---------------------------------------------------------------------------
;Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------------------------
;-| AI |--------------------------------------------------------------------------------------

[State -1,K[hAI]
type = ChangeState
value = 130
triggerall = roundstate = 2
triggerall = p2statetype != C
triggerall = statetype != A && ctrl
trigger1 = inguarddist
Trigger1 = (var(59) = 1 && Random = [0,300]) || (var(59) = 2 && Random = [0,500]) || (var(59) = 3 && Random = [0,700])
Trigger2 = Numhelper(370020)
Trigger2 = Helper(370020),InguardDist && !inguarddist
Trigger2 = (var(59) = 1 && Random = [0,100]) || (var(59) = 2 && Random = [0,200]) || (var(59) = 3 && Random = [0,300])

[State -1,Ⴊ݃K[hAI]
type = ChangeState
value = 131
triggerall = roundstate = 2
triggerall = p2statetype = C
triggerall = statetype != A && ctrl
trigger1 = inguarddist
Trigger1 = (var(59) = 1 && Random = [0,300]) || (var(59) = 2 && Random = [0,500]) || (var(59) = 3 && Random = [0,700])
Trigger2 = Numhelper(370020)
Trigger2 = Helper(370020),InguardDist && !inguarddist
Trigger2 = (var(59) = 1 && Random = [0,100]) || (var(59) = 2 && Random = [0,200]) || (var(59) = 3 && Random = [0,300])

[State -1,󒆃K[hAI]
type = ChangeState
value = 132
triggerall = roundstate = 2
triggerall = statetype = A && ctrl
trigger1 = inguarddist
Trigger1 = (var(59) = 1 && Random = [0,300]) || (var(59) = 2 && Random = [0,500]) || (var(59) = 3 && Random = [0,700])
Trigger2 = Numhelper(370020)
Trigger2 = Helper(370020),InguardDist && !inguarddist
Trigger2 = (var(59) = 1 && Random = [0,100]) || (var(59) = 2 && Random = [0,200]) || (var(59) = 3 && Random = [0,300])

;P
[State -1, hyper]
type = ChangeState
value = 3000
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = statetype != A && ctrl && p2statetype != L && power > 1000 && p2movetype != H
trigger1 = random <=40 && (power =[1000,1999]) && p2movetype = A
trigger2 = random <=80 && power >= 2000 && p2movetype = A
trigger3 = random <=40 && p2statetype = A

;P
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = p2bodydist X <= 40
triggerall = statetype != A
trigger1 = ctrl && !inguarddist && random <=70 && p2statetype != A && p2statetype != L

[State -3, ai]
type = varset
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
trigger1 = P2bodydist X <= 40
trigger1 = stateno = 200 && movehit
var(58) = 5

;P
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) >= 1 && var(58) = 5 && RoundState = 2
triggerall = statetype != A
trigger1 = ctrl

[State -3, ai]
type = varset
triggerall = var(59) >= 1 && var(58) = 5 && RoundState = 2
trigger1 = P2bodydist X >= 40
var(58) = 1

;K
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) >= 1 && var(58) = 1 && RoundState = 2
trigger1 = statetype != A && ctrl

;P
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = p2bodydist X =[26,100]
triggerall = statetype != A
trigger1 = ctrl && !inguarddist && random <=60 && p2statetype != A && p2statetype != L

;P
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = p2bodydist X =[26,70]
triggerall = statetype != A
trigger1 = ctrl && !inguarddist && random <=80 && p2statetype != A && p2statetype != L

;P
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = p2bodydist X <= 40
triggerall = statetype != A
trigger1 = ctrl && !inguarddist && random <=120 && p2statetype != A && p2statetype != L

[State -3, ai]
type = varset
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
trigger1 = P2bodydist X <= 40
trigger1 = stateno = 400 && movehit
var(58) = 2

;P
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) >= 1 && var(58) = 2 && RoundState = 2
triggerall = p2bodydist X <= 35
trigger1 = statetype != A && ctrl

;P
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) >= 1 && var(58) = 2 && RoundState = 2
triggerall = p2bodydist X >= 36
trigger1 = statetype != A && ctrl

;P
[State -1, hyper]
type = ChangeState
value = 3000
triggerall = var(59) >= 1 && (var(58) = [0,2]) && RoundState = 2
triggerall = statetype != A && power > 1000
trigger1 = stateno = 410 && movehit

[State -3, ai]
type = varset
triggerall = var(59) >= 1 && (var(58) = [0,2]) && RoundState = 2
trigger1 = stateno = 410 && movehit && power <= 1000
var(58) = 11

[State -3, ai]
type = varset
triggerall = var(59) >= 1 && var(58) = 11 && RoundState = 2
trigger1 = stateno != 410
var(58) = 12

;P
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) >= 1 && var(58) = 12 && RoundState = 2
trigger1 = statetype != A && ctrl

;PːiR{
[State -1, sp2]
type = ChangeState
value = 1100
triggerall = var(59) >= 1 && var(58) = 12 && RoundState = 2
triggerall = statetype != A
trigger1 = stateno = 410 && movehit

;K
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = statetype != A
trigger1 = p2bodydist X <= 40
trigger1 = ctrl && !inguarddist && random <=100 && p2statetype != A && p2statetype != L
trigger2 = stateno = 430
trigger2 = movehit && time > 5

;PR{
[State -1, sp1]
type = ChangeState
value = 1000
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = numproj = 0
triggerall = statetype != A
trigger1 = (stateno = 210) ;|| (stateno = 410)
trigger1 = movehit && time > 5
trigger2 = stateno = 240
trigger2 = movehit && time > 23
trigger3 = stateno = 430
trigger3 = movehit && time <= 4
trigger3 = p2bodydist X >= 35

;ߑ΋
[State -1]
type = ChangeState
value = 245
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = stateno !=100
triggerall = (P2bodydist X <= 25) && P2bodydist Y >= -80
triggerall = statetype != A
trigger1 = random <=70 && ctrl && !inguarddist && p2statetype = A && p2statetype != L

;΋
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = (P2bodydist X =[25,40]) && (P2bodydist Y >= -80)
triggerall = statetype != A
trigger1 = random <=40 && ctrl && !inguarddist && p2statetype = A && p2statetype != L

;
[State -1, sp3]
type = ChangeState
value = 1200
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = (P2bodydist X <= 100) && (P2bodydist Y >= -150)
triggerall = statetype != A
trigger1 = random <=60 && ctrl && p2statetype = A && p2statetype != L

;
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist X = [-5, 10]
triggerall = p2movetype != H
trigger1 = ctrl = 1
trigger1 = p2statetype = S && random <=150
trigger2 = ctrl = 1
trigger2 = p2statetype = C && random <=150

;Pːi
[State -1, sp2]
type = ChangeState
value = 1100
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = p2bodydist X = [100,200]
triggerall = statetype != A
trigger1 = ctrl && !inguarddist && random <=50 && p2statetype != A && p2statetype != L

;P
[State -1, sp1]
type = ChangeState
value = 1000
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = numproj = 0
triggerall = p2bodydist X >= 100
triggerall = statetype != A
trigger1 = ctrl && !inguarddist && random <=70 && p2statetype != A && p2statetype != L

[State -1, ]
type = ChangeState
value = 195
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = ctrl
triggerall = statetype != A && !inguarddist
trigger1 = var(59) = 1 && random <=50
trigger2 = var(59) = 2
trigger2 = life >= 500
trigger2 = P2BodyDist X >= 100 && random <=40
trigger3 = p2stateno = 195

;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = statetype = A
triggerall = ctrl && !inguarddist && p2statetype != L
trigger1 = (P2bodydist X = [30,150]) && P2bodydist Y >= -50
trigger1 = random <=150

;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = statetype = A
triggerall = vel Y >= 0 
triggerall = ctrl && !inguarddist && p2statetype != L
trigger1 = (P2bodydist X <= 30) && P2bodydist Y >= -30
trigger1 = random <=250

;Pׂ
[State -1, sp4]
type = ChangeState
value = 1300
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = statetype = A
trigger1 = ctrl && !inguarddist && p2statetype != L
trigger1 = (P2bodydist X <= 150) && P2bodydist Y >= -50
trigger1 = random <=150
trigger2 = stateno = 610
trigger2 = movehit && time > 3

[State -3, ai]
type = varset
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
trigger1 = statetype != A
trigger1 = P2bodydist X <= 40
trigger1 = ctrl && !inguarddist && random <=130 && p2statetype != A && p2statetype != L
var(58) = 10

[State -1, jump] 
type = ChangeState 
value = 40
triggerall = var(59) >= 1 && var(58) = 10 && RoundState = 2
trigger1 = statetype != A && ctrl

;Pׂ
[State -1, sp4]
type = ChangeState
value = 1300
triggerall = var(59) >= 1 && var(58) = 10 && RoundState = 2
triggerall = statetype = A
trigger1 = ctrl

[State -3, ai]
type = varset
triggerall = var(59) >= 1 && var(58) = 10 && RoundState = 2
trigger1 = stateno = 1300
var(58) = 0

[State -3, ai]
type = varset
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
trigger1 = stateno = 1300 && movehit
var(58) = 3

;ߋP
[State -1]
type = ChangeState
value = 215
triggerall = var(59) >= 1 && var(58) = 3 && RoundState = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = stateno !=100
trigger1 = P2bodydist X <= 25

;P
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) >= 1 && var(58) = 3 && RoundState = 2
triggerall = statetype != A
trigger1 = ctrl
trigger1 = P2bodydist X >= 26

[State -3, ai]
type = varset
triggerall = var(59) >= 1 && var(58) = 3 && RoundState = 2
trigger1 = stateno = 215 || stateno = 210
var(58) = 4

[State -3, ai]
type = varset
triggerall = var(59) >= 1 && var(58) = 4 && RoundState = 2
trigger1 = ctrl
var(58) = 0

;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = p2bodydist X >= 150
triggerall = statetype != A
trigger1 = ctrl && !inguarddist && random <=30 && p2statetype != L

;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = p2bodydist X <= 150
triggerall = statetype != A
trigger1 = ctrl && !inguarddist && random <=30 && p2statetype != L && BackEdgeBodyDist >= 21

[State -1,AI] 
type = ChangeState 
value = 20 
triggerall = var(59) >= 1 && var(58) = 0 && RoundState = 2
triggerall = statetype != A
triggerall = ctrl && stateno != 20 
trigger1 = !inguarddist && P2BodyDist X >= 0
ctrl = 1 

[State -3, ai]
type = varset
triggerall = var(59) >= 1
;triggerall = p2stateno != 2101
trigger1 = movetype = H || roundstate != 2 || p2movetype != H
trigger2 = stateno = 240 || stateno = 1100 || stateno = 1000 || stateno = 3000
var(58) = 0


;------------------------------------------------------------------------------
;AI̋NLq

[State -3, ai]
type = varset
triggerall = var(59) = 0
;triggerall = RoundState = 2
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
;trigger52 = 1   ;;AI펞NɂȂ܂
var(59) = 3      ;̐ςAĨxς܂
                 ;  1`3܂ł̐ĂA0ɂAIN܂
                 ;  ftHgł3ɂȂĂ܂





