;AItO------------------------------------

[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

;-------------------------------------------------
;-| {^}bvi{^RtBOj|---------------------------------------- P

[Remap]
x = x      ;w{^͔̓ۂɉ{^Ɋ蓖ĂB
y = y      ;x{^@@@@@@@@@V
z = z      ;y{^@@@@@@@@@V
a = a      ;`{^@@@@@@@@@V
b = b      ;a{^@@@@@@@@@V
c = c      ;b{^@@@@@@@@@V
s = s      ;X^[g{^@@@@@@V

;-| ftHgݒ |----------------------------------------------------------- Q

[Defaults]
command.time = 15  ;W̃R}h͎tԁB
                   ;eR}hŏȗĂꍇɗLB
                   ;̃p[^ꍇAftHg͂Pt[ɂȂB
                   ;i@M.U.G.E.Nł̂Pt[@@P^UOb@j

command.buffer.time = 1  ;W̃R}h͋LԁB
                         ;͂ɃR}hLA
                         ;w𗣂ĂR}hĂԂ
                         ;Őݒ肵Ԃ̕ێB
                         ;P`ROt[܂ł̊ԂŐݒ\B
                         ;ftHg͂Pt[B


[Command]
name = "SynnSuperF" ;Summon Dragon(Synn)
command = ~D, DF, F, D, DF, F, z+c
time = 30

[Command]
name = "SynnSuperB" ;Summon Dragon(Synn), other side
command = ~D, DB, B, D, DB, B, z+c
time = 30

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

[Command]
name = "DragBSuper2"
command = ~D, DF, F, D, DF, F, b
time = 30

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

[Command]
name = "StatueSuper2"
command = ~D, DB, B, D, DB, B, b
time = 30

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

[Command]
name = "AuraSuper2"
command = ~D, DF, F, D, DF, F, y
time = 30

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

[Command]
name = "StompSuper2"
command = ~D, DB, B, D, DB, B, y
time = 30

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

[Command]
name = "TripleKFPalm"   ;Same name as above
command = ~D, DF, F, D, DF, F, y
time = 20

[Command]
name = "SmashKFUpper"
command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x
time = 20

[Command]
name = "SmashKFUpper"   ;Same name as above
command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y
time = 20

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

[Command]
name = "SuperThief"
command = ~D, DB, B, a+b
time = 20

;[Command] ;Dirty version
;name = "SuperThief"
;command = s
;time = 20

;-| EX Motions |------------------------------------------------------
[Command]
name = "FistGaulEX"
command = ~D, DF, F, y+x
time = 20

[Command]
name = "DragBEX"
command = ~D, DF, F, a+b
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "HighJump"
command = ~D, U
time = 20

name = "HighJump"
command = ~D, UF
time = 20

name = "HighJump"
command = ~D, UB
time = 20

[Command]
name = "ShortAxeUpper"
command = ~F, D, DF, F, x
time = 25

[Command]
name = "HighAxeUpper"
command = ~F, D, DF, F, y
time = 25

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

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

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

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

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

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

[Command]
name = "Grab1"
command = x+y
time = 10

[Command]
name = "Grab2"
command = a+b
time = 10

[Command]
name = "upper_x"
command = ~F, D, DF, x

[Command]
name = "upper_y"
command = ~F, D, DF, y

[Command]
name = "upper_xy"
command = ~F, D, DF, x+y

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

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

[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y

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

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

[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y

[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b

;-| L[QA |---------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 16

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 16

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

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

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

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

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

;============================================================================== S
; Xe[gGg[p[giZȂǂo悤ɂ邽߂̏ݒj
;==============================================================================
;------------------------------------------------------------------------------
; R}hƓ͂R}hݒ肵Ӗ̂ŁA
;uۂɓ͂R}hłǂ̔ԍ̃Xe[gǂŏo邩v
; ߂Ȃ΂ȂȂB
;
; Xe[gRg[uChangeStatevgȂǁA
; ȂɓȂ̂ŃgK[oĂ炷oB
;
; ĂΊȒPȃgK[ݒ̗͊o邩ƁB
;
; Gg[̏Ԃɂ͂x̖@邯ǁA
; ܂tH_́ul^.txtvQƁBig\׶ׁj
;
; ChangeStateȂǃXe[gRg[̊{IȐݒu
; ܂tH_́uev[g.txtvQƁB
;------------------------------------------------------------------------------
; 펞ĎXe[gi|Pj
; R}ht@CĩXe[gGg[p[gjɕKvȍڂłB
; ΂ɏĂ͂Ȃ̂ŗvӁB
;
; ʏ̐H炢ԈȊÓuP2StateNovuTargetStatevŐ䂳ꂽA
; 쐬҂CӂɎw肵葤̐H炢Xe[gɌA
; o^Xe[gRg[Lɂ͂Ȃ܂B
;------------------------------------------------------------------------------

[Statedef -1] ;̍s͐΂ɏȂłˁBK{ڂłB

;---------------------------------------------------------------------------
;Wake-Up Turning
[State -1, GuardWakeTurn]
type = Turn
triggerall = Anim = 5120
trigger1 = p2dist X < -18

;===========================================================================
;Sneak Evade (From Getup Anim)
[State -1]
type = ChangeState
value = 10010
triggerall = Anim = 5120
;triggerall = P2BodyDist X < 96
trigger1=var(59)=0
trigger1 = Command = "FF"
trigger2 = var(59) > 0
trigger2 = var(20) = [25,70]
trigger2 = P2BodyDist X < 96

;===========================================================================
;SUPER MOVES
;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Super Thief
[State -1, Super Devour]
type = ChangeState
value = 2660
triggerall = var(59) = 0
triggerall = command = "SuperThief"
triggerall = power >= 1000
triggerall = var(43) > 0
;trigger1 = statetype != A
trigger1 = ctrl

;V Oɏ U8F
;Ulitmate Dragon Summon Lvl 3 Foward
[State -1, SynnSuper]
type = ChangeState
value = 2100
triggerall = var(59) = 0
triggerall = command = "SynnSuperF"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl

;Ulitmate Dragon Summon Lvl 3 Backwards
[State -1, SynnSuper]
type = ChangeState
value = 2103
triggerall = var(59) = 0
triggerall = command = "SynnSuperB"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl

;T_[uX kP
;Super Dragon Breath (Thunder) Lvl 1
[State -1, DragBSuper]
type = ChangeState
value = 1017
triggerall = var(59) = 0
triggerall = command = "DragBSuper"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 && time > 10
;trigger3 = stateno = 400 && movecontact = 1

;T_[uX kQ U14F G
;Super Dragon Breath (Thunder) Lvl 2
[State -1, DragBSuper2]
type = ChangeState
value = 1019
triggerall = var(59) = 0
triggerall = command = "DragBSuper2"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 && time > 10
;trigger3 = stateno = 400 && movecontact = 1

;Super Dragon Breath (Thunder) Lvl 1B
[State -1, DragBSuper]
type = ChangeState
value = 1017
triggerall = var(59) = 0
triggerall = command = "DragBSuper2"
triggerall = power >= 1000
triggerall = power < 2000
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 && time > 10
;trigger3 = stateno = 400 && movecontact = 1

;RrAkP
;Super Death Aura Lvl 1
[State -1, AuraSuper]
type = ChangeState
value = 2010
triggerall = var(59) = 0
triggerall = command = "AuraSuper"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 && movecontact = 1
trigger2 = stateno = [200,499]
trigger2 = movecontact = 1
trigger2 = Pos Y = 0
;trigger3 = stateno = 400 && movecontact = 1

;RrALv2
;Super Death Aura Lvl 2
[State -1, AuraSuper]
type = ChangeState
value = 2012
triggerall = var(59) = 0
triggerall = command = "AuraSuper2"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 && movecontact = 1
trigger2 = stateno = [200,499]
trigger2 = movecontact = 1
trigger2 = Pos Y = 0
;trigger3 = stateno = 400 && movecontact = 1

;Super Death Aura Lvl 1B
[State -1, AuraSuper]
type = ChangeState
value = 2010
triggerall = var(59) = 0
triggerall = command = "AuraSuper2"
triggerall = power >= 1000
triggerall = power < 2000
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 && movecontact = 1
trigger2 = stateno = [200,499]
trigger2 = movecontact = 1
trigger2 = Pos Y = 0
;trigger3 = stateno = 400 && movecontact = 1

; Super Dash-Smash-N-Stomp Lvl 1
[State -1, StompSuper]
type = ChangeState
value = 2020
triggerall = var(59) = 0
triggerall = command = "StompSuper"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 && time > 10
;trigger3 = stateno = 400 && movecontact = 1

; Super Dash-Smash-N-Stomp Lvl 2
[State -1, StompSuper2]
type = ChangeState
value = 2023
triggerall = var(59) = 0
triggerall = command = "StompSuper2"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 && time > 10
;trigger3 = stateno = 400 && movecontact = 1

; Super Dash-Smash-N-Stomp Lvl 1B
[State -1, StompSuper]
type = ChangeState
value = 2020
triggerall = var(59) = 0
triggerall = command = "StompSuper2"
triggerall = power >= 1000
triggerall = power < 2000
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 && time > 10
;trigger3 = stateno = 400 && movecontact = 1

;Ego's Avalanche Lvl 1
[State -1, StatueSuper]
type = ChangeState
value = 2000
triggerall = var(59) = 0
triggerall = command = "StatueSuper"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 && time > 10
;trigger3 = stateno = 400 && movecontact = 1

;Ego's Avalanche Lvl 2
[State -1, StatueSuper]
type = ChangeState
value = 2003
triggerall = var(59) = 0
triggerall = command = "StatueSuper2"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 && time > 10
;trigger3 = stateno = 400 && movecontact = 1

;Ego's Avalanche Lvl 1B
;[State -1, StatueSuper]
;type = ChangeState
;value = 2000
;triggerall = var(59) = 0
;triggerall = command = "StatueSuper2"
;triggerall = power >= 1000
;triggerall = power < 2000
;trigger1 = statetype != A
;trigger1 = ctrl
;;trigger2 = stateno = 200 && time > 10
;;trigger3 = stateno = 400 && movecontact = 1

;===========================================================================
;GUARDS, JUMPS & RUNS
;---------------------------------------------------------------------------
;Guard
[State -1, GuardStand]
type = ChangeState
value = 130
triggerall = command = "Guard"
triggerall = ctrl
triggerall = var(20) != 999
triggerall = stateno != 130
triggerall = stateno != 131
trigger1 = var(59) = 0 && roundstate = 2
trigger1 = statetype = S

[State -1, GuardCrouch]
type = ChangeState
value = 131
triggerall = command = "Guard"
triggerall = ctrl
triggerall = var(20) != 999
triggerall = stateno != 130
triggerall = stateno != 131
trigger1 = var(59) = 0 && roundstate = 2
trigger1 = statetype = C

[State -1, GuardAir]
type = ChangeState
value = 132
triggerall = command = "Guard"
triggerall = ctrl
triggerall = var(20) != 999
triggerall = stateno != 130
triggerall = stateno != 131
trigger1 = var(59) = 0 && roundstate = 2
trigger1 = statetype = A

;Guard
[State -1, SuperGuardStand]
type = ChangeState
value = 130
triggerall = command = "SuperGuard"
triggerall = ctrl
triggerall = var(20) != 999
triggerall = stateno != 130
triggerall = stateno != 131
trigger1 = var(59) = 0 && roundstate = 2
trigger1 = statetype = S

[State -1, SuperGuardCrouch]
type = ChangeState
value = 131
triggerall = command = "SuperGuard"
triggerall = ctrl
triggerall = var(20) != 999
triggerall = stateno != 130
triggerall = stateno != 131
trigger1 = var(59) = 0 && roundstate = 2
trigger1 = statetype = C

[State -1, SuperGuardAir]
type = ChangeState
value = 132
triggerall = command = "SuperGuard"
triggerall = ctrl
triggerall = var(20) != 999
triggerall = stateno != 130
triggerall = stateno != 131
trigger1 = var(59) = 0 && roundstate = 2
trigger1 = statetype = A

;---------------------------------------------------------------------------
;Wake-Up Crouch
[State -1, WakeCrouch]
type = ChangeState
value = 11
triggerall = Anim = 5120
triggerall = var(59) = 0
trigger1 = command = "holddown"
trigger2 = var(59) > 0
trigger2 = var(20) = [45,65]
ctrl = 1

;nCWv
;High Jump
[State -1, High Jump]
type = ChangeState
value = 39
triggerall = var(59) = 0
trigger1 = command = "HighJump"
trigger1 = Pos Y > -20 ;statetype != A
trigger1 = ctrl

;󒆃nCWv
;Chained High Jump
[State -1, High Jump]
type = ChangeState
value = 37
triggerall = command = "holdup"
triggerall = var(59) = 0
trigger1 = stateno = 440 && movecontact
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 1500 && movecontact
trigger4 = stateno = 1501 && movecontact
trigger5 = stateno = 1024 && enemy(0),Vel Y < -10

;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

;===========================================================================
;EX SPECIAL MOVES
;===========================================================================
;---------------------------------------------------------------------------
;߂Ēn𔇂U
;Fist of Gaul EX
[State -1, Fist of Gaul EX]
type = ChangeState
value = 1024
triggerall = var(59) = 0
triggerall = command = "FistGaulEX"
triggerall = power >= 250
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && time > 10
trigger3 = stateno = 205 && hitcount >= 2
trigger3 = stateno = 205 && movecontact = 1
trigger3 = time >= 7
trigger4 = stateno = 240 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && hitcount >= 2
trigger6 = stateno = 410 && movecontact = 1
trigger6 = time >= 7
trigger7 = stateno = 440 && movecontact = 1

;---------------------------------------------------------------------------
;hSuX ˒ p[
;EX Dragon Breath (Huge)
[State -1, DragBEX]
type = ChangeState
value = 1015
triggerall = var(59) = 0
triggerall = command = "DragBEX"
triggerall = power >= 250
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && time > 10
trigger3 = stateno = 400 && movecontact = 1
trigger4 = stateno = 440 && movecontact = 1
trigger5 = stateno = 205 && hitcount >= 2
trigger5 = stateno = 205 && movecontact = 1
trigger5 = time >= 7
trigger6 = stateno = 410 && hitcount >= 2
trigger6 = stateno = 410 && movecontact = 1
trigger6 = time >= 7


;===========================================================================
;SPECIAL MOVES
;===========================================================================
;---------------------------------------------------------------------------
;ἨAbp[
;High Axe Uppercut
[State -1, ShortAxeUpper]
type = ChangeState
value = 1510
triggerall = var(59) = 0
triggerall = command = "HighAxeUpper"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && time > 10
trigger3 = stateno = 400 && movecontact = 1

;---------------------------------------------------------------------------
;㏸ łグ
;Short Axe Uppercut
[State -1, ShortAxeUpper]
type = ChangeState
value = 1500
triggerall = var(59) = 0
triggerall = command = "ShortAxeUpper"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && time > 10
trigger3 = stateno = 400 && movecontact = 1

;;---------------------------------------------------------------------------
;;Short Axe Uppercut (Wake-Up)
[State -1, ShortAxeUpperWake]
type = ChangeState
value = 1500
triggerall = var(59) = 0
triggerall = anim = 5120
trigger1 = command = "x"
trigger2 = command = "y"

;---------------------------------------------------------------------------
;V[h`[W ːin
;Shield Charge
[State -1, Shield Charge]
type = ChangeState
value = 1030
triggerall = var(59) = 0
triggerall = command = "ShieldCharge"
;trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 240 && movecontact = 1
;trigger2 = stateno = 200 && time > 10
;trigger3 = stateno = 400 && movecontact = 1

;---------------------------------------------------------------------------
;nʂ𔇂ѓ
;Fist of Gaul
[State -1, Fist of Gaul]
type = ChangeState
value = 1020
triggerall = var(59) = 0
triggerall = command = "FistGaul"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && time > 10
trigger3 = stateno = 205 && hitcount >= 2
trigger3 = stateno = 205 && movecontact = 1
trigger3 = time >= 7
trigger4 = stateno = 240 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && hitcount >= 2
trigger6 = stateno = 410 && movecontact = 1
trigger6 = time >= 7
trigger7 = stateno = 440 && movecontact = 1

;---------------------------------------------------------------------------
;hSt@CA[ ԒZ
;Short Dragon Breath
[State -1, DragBShort]
type = ChangeState
value = 1010
triggerall = var(59) = 0
triggerall = command = "DragBShort"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && time > 10
trigger3 = stateno = 400 && movecontact = 1
trigger4 = stateno = 440 && movecontact = 1
trigger5 = stateno = 205 && hitcount >= 2
trigger5 = stateno = 205 && movecontact = 1
trigger5 = time >= 7
trigger6 = stateno = 410 && hitcount >= 2
trigger6 = stateno = 410 && movecontact = 1
trigger6 = time >= 7

;---------------------------------------------------------------------------
;hSt@CA[ Ԓ
;Long Dragon Breath
[State -1, DragBLong]
type = ChangeState
value = 1013
triggerall = var(59) = 0
triggerall = command = "DragBLong"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && time > 10
trigger3 = stateno = 400 && movecontact = 1
trigger4 = stateno = 440 && movecontact = 1
trigger5 = stateno = 205 && hitcount >= 2
trigger5 = stateno = 205 && movecontact = 1
trigger5 = time >= 7
trigger6 = stateno = 410 && hitcount >= 2
trigger6 = stateno = 410 && movecontact = 1
trigger6 = time >= 7

;---------------------------------------------------------------------------
;Body Slam Throw (Foward)
[State -1, Body Slam Throw Foward]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "Grab1"
triggerall = command = "holdfwd"
trigger1 = statetype != A
trigger1 = ctrl

;Body Slam Throw (Backward)
[State -1, Body Slam Throw Backward]
type = ChangeState
value = 801
triggerall = var(59) = 0
triggerall = command = "Grab1"
triggerall = command = "holdback"
trigger1 = statetype != A
trigger1 = ctrl
;trigger1 = (p2statetype = S) || (p2statetype = C)
;trigger1 = p2movetype != H
;trigger1 = p2bodydist X < 3
;trigger1 = p2movetype != H
;trigger2 = p2bodydist X < 5

;---------------------------------------------------------------------------
; ɔ΂
;Genesis Thunder Throw (P2 Fall Away)
[State -1, Genesis Throw1]
type = ChangeState
value = 820
triggerall = var(59) = 0
triggerall = command = "Grab2"
triggerall = statetype != A
trigger1 = command = "holdfwd"
trigger1 = ctrl

;---------------------------------------------------------------------------
;Genesis Thunder Throw (P2 Fall Forward)
[State -1, Genesis Throw2]
type = ChangeState
value = 824
triggerall = var(59) = 0
triggerall = command = "Grab2"
triggerall = statetype != A
trigger1 = command = "holdback"
trigger1 = ctrl

;===========================================================================
;---------------------------------------------------------------------------
;U Qg
;Alternate Stand Light Weapon (2-hitter)
[State -1, Stand Light Weapon]
type = ChangeState
value = 205
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && time > 6
trigger3 = stateno = 400 && movecontact = 1

;---------------------------------------------------------------------------
;U
;Stand Light Weapon
[State -1, Stand Light Weapon]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && time > 10
trigger3 = stateno = 400 && movecontact = 1

;---------------------------------------------------------------------------
; ca Qg
;Stand Strong Weapon
[State -1, Stand Strong Weapon]
type = ChangeState
value = 220
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 105
trigger2 = Pos Y > -20
trigger3 = stateno = 200 && time > 3
trigger4 = stateno = 240 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && hitcount >= 2 ;&& movecontact = 1 && time > 8
trigger6 = stateno = 410 && movecontact = 1
trigger6 = time >= 7
trigger7 = stateno = 440 && movecontact = 1
trigger8 = stateno = 230 && movecontact = 1
trigger9 = stateno = 430 && movecontact = 1
trigger10 = stateno = 210 && movecontact = 1
trigger11 = stateno = 205 && hitcount >= 2
trigger11 = stateno = 205 && movecontact = 1
trigger11 = time >= 7
;[State -1, Alt Stand Strong Weapon] ;For special ducking chains
;type = ChangeState
;value = 220
;triggerall = command = "y"
;triggerall = command = "holdfwd"
;triggerall = command = "holddown"
;trigger2 = stateno = 440 && movecontact = 1

;---------------------------------------------------------------------------
;U ؂
;Stand Medium Weapon
[State -1, Stand Medium Weapon]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && time > 3
trigger3 = stateno = 240 && movecontact = 1
trigger4 = stateno = 400 && movecontact = 1
trigger5 = stateno = 410 && hitcount >= 2 ;&& movecontact = 1 && time > 8
trigger6 = stateno = 410 && movecontact = 1
trigger6 = time >= 7
trigger7 = stateno = 440 && movecontact = 1
trigger8 = stateno = 205 && hitcount >= 2
trigger8 = stateno = 205 && movecontact = 1
trigger8 = time >= 7
;[State -1, Alt Stand Strong Weapon] ;For special ducking chains
;type = ChangeState
;value = 210
;triggerall = command = "y"
;triggerall = command = "holddown"
;trigger1 = stateno = 440 && movecontact = 1

;---------------------------------------------------------------------------
;LbN
;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 = 200 && time > 3
trigger3 = stateno = 210 && movecontact = 1
trigger4 = stateno = 240 && movecontact = 1
trigger5 = stateno = 400 && movecontact = 1
trigger6 = stateno = 410 && hitcount >= 2 ;&& movecontact = 1 && time > 8
trigger7 = stateno = 410 && movecontact = 1
trigger7 = time >= 7
trigger8 = stateno = 205 && hitcount >= 2
trigger8 = stateno = 205 && movecontact = 1
trigger8 = time >= 7

;---------------------------------------------------------------------------
;2qbgLbN
;Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 105
trigger2 = Pos Y > -20
trigger3 = stateno = 200 && time > 3
trigger4 = stateno = 400 && movecontact = 1
trigger5 = stateno = 410 && hitcount >= 2 ;&& movecontact = 1 && time > 8
trigger6 = stateno = 410 && movecontact = 1
trigger6 = time >= 7
trigger7 = stateno = 440 && movecontact = 1
trigger8 = stateno = 210 && movecontact = 1
trigger9 = stateno = 240 && movecontact = 1
trigger10 = stateno = 230 && movecontact = 1
trigger11 = stateno = 430 && movecontact = 1
trigger12 = stateno = 205 && hitcount >= 2
trigger12 = stateno = 205 && movecontact = 1
trigger12 = time >= 7
;Alt Standing Strong Kick
;[State -1, Standing Strong Kick]
;type = ChangeState
;value = 250
;triggerall = command = "b"
;trigger1 = stateno = 105
;trigger1 = Pos Y > -20

;---------------------------------------------------------------------------
;RU
;Standing Meduim Kick
[State -1, Standing Meduim Kick]
type = ChangeState
value = 240
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && time > 3
trigger3 = stateno = 400 && movecontact = 1
trigger4 = stateno = 410 && hitcount >= 2 ;&& movecontact = 1 && time > 8
trigger5 = stateno = 410 && movecontact = 1
trigger5 = time >= 7
trigger6 = stateno = 440 && movecontact = 1
trigger7 = stateno = 205 && hitcount >= 2
trigger7 = stateno = 205 && movecontact = 1
trigger7 = time >= 7

;---------------------------------------------------------------------------
;
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) = 0 && Roundstate = 2
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Ⴊݎp` QghsU
;Crouching Meduim Weapon
[State -1, Crouching Meduim Weapon]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holdfwd"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && time > 3
trigger3 = stateno = 400 && movecontact = 1

;---------------------------------------------------------------------------
;Ⴊݎp` PghsU
;Crouching Light Weapon
[State -1, Crouching Light Weapon]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && time > 3
trigger3 = stateno = 400 && movecontact > 1

;---------------------------------------------------------------------------
;Crouching Strong Weapon
[State -1, Crouching Strong Weapon]
type = ChangeState
value = 420
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && time > 3
trigger3 = stateno = 400 && movecontact = 1
trigger4 = stateno = 240 && movecontact = 1
trigger5 = stateno = 410 && hitcount >= 2
trigger6 = stateno = 410 && movecontact = 1
trigger6 = time >= 7

;---------------------------------------------------------------------------
;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 && movecontact = 1
trigger3 = stateno = 410 && hitcount >= 2 ;&& movecontact = 1 && time > 8
trigger4 = stateno = 410 && movecontact = 1
trigger4 = time >= 7
trigger5 = stateno = 210 && movecontact = 1
trigger6 = stateno = 240 && movecontact = 1
trigger7 = stateno = 200 && time > 3

;---------------------------------------------------------------------------
;ႪݏRグ
;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
trigger2 = stateno = 400 && movecontact = 1
trigger3 = stateno = 440 && movecontact = 1
trigger4 = stateno = 410 && hitcount >= 2 ;&& movecontact = 1 && time > 8
trigger5 = stateno = 410 && movecontact = 1
trigger5 = time >= 7

;---------------------------------------------------------------------------
;Wv؂グU
;Jump Meduim Weapon
[State -1, Jump Meduim Weapon]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = command = "y" ;"x" || command = "y"
triggerall = command = "holdup"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

;---------------------------------------------------------------------------
;WvU
;Jump Light Weapon
[State -1, Jump Light Weapon]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 || stateno = 640 ;jump_x or jump_a
trigger2 = movecontact

;---------------------------------------------------------------------------
;Jump Strong Weapon
[State -1, Jump Strong Weapon]
type = ChangeState
value = 620
triggerall = var(59) = 0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 || stateno = 640 ;jump_x or jump_a
trigger2 = movecontact
;trigger3 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;WvLbN ʂ̏R
;Jump Meduim Kick
[State -1, Jump Meduim Kick]
type = ChangeState
value = 640
triggerall = var(59) = 0
triggerall = command = "a" || command = "b"
triggerall = command = "holddown"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact = 1
trigger3 = stateno = 630 && movecontact = 1

;---------------------------------------------------------------------------
;WvLbN GR
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 || stateno = 640 ;jump_x or jump_a
trigger2 = movecontact

;---------------------------------------------------------------------------
;WvLbN ΂
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 || stateno = 640 ;jump_x or jump_a
trigger2 = movecontact

