
[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


[Command]
name = "AI1"
command = U, D, U, D, U, D, U, D
time = 1
[Command]
name = "AI2"
command = U, D, U, D, U, D, U ,D,U
time = 1
[Command]
name = "AI3"
command = U, D, U, D, U, D, U ,D ,U ,D
time = 1
[Command]
name = "AI4"
command = U, D, U, D, U, D, U, D ,b
time = 1
[Command]
name = "AI5"
command = U, D, D, D, U, D, U, D, U
time = 1
[Command]
name = "AI6"
command = U, U, U, D, U, D, U ,D ,U ,D
time = 1
[Command]
name = "AI7"
command = U, D, U, D, U, D, U, D ,x
time = 1
[Command]
name = "AI8"
command = U, D, U, D, U, D, U ,D,U ,y
time = 1
[Command]
name = "AI9"
command = U, D, U, D, U, D, U ,D ,U ,D ,z
time = 1
[Command]
name = "AI10"
command = U, D, U, D, U, D, U, D ,U ,D ,a
time = 1
[Command]
name = "AI11"
command = U, D, U, D, U, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI12"
command = U, D, U, D, U, D, U ,D ,U ,D,c
time = 1
[Command]
name = "AI13"
command = U, D, U, D, U, D, U, D ,U ,D ,F
time = 1
[Command]
name = "AI14"
command = U, D, U, D, U, D, U ,D,U,D,U,B
time = 1
[Command]
name = "AI15"
command = U, D, U, D, U, D, U ,D ,U ,D,D,D
time = 1
[Command]
name = "AI16"
command = U, F, U, D, U, D, U ,D ,U ,D ,z
time = 1
[Command]
name = "AI17"
command = U, F, U, D, U, D, U, D ,U ,D ,a
time = 1
[Command]
name = "AI18"
command = U, F, U, D, U, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI19"
command = U, F, U, D, U, D, U ,U ,U ,D ,z
time = 1
[Command]
name = "AI20"
command = U, F, U, D, U, D, U, B ,U ,D ,a
time = 1
[Command]
name = "AI21"
command = U, F, U, D, B, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI22"
command = U, F, U, D, U, D, U ,U ,U ,D ,z,b
time = 1
[Command]
name = "AI23"
command = U, F, U, D, U, D, U, B ,U ,D ,a,c
time = 1
[Command]
name = "AI24"
command = U, F, U, D, B, D, U ,D,U,D,U,b,a
time = 1
[Command]
name = "AI25"
command = U, F, U, D, U, D, U ,U ,U ,D ,z,b,U
time = 1
[Command]
name = "AI26"
command = U, F, U, D, U, D, U, B ,U ,D ,a,c,D
time = 1
[Command]
name = "AI27"
command = U, F, U, D, B, D, U ,D,U,D,U,b,a,F
time = 1
;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;


[Command]
name = "Spheno"
command = ~D, DB, B, a+b
[Command]
name = "Spheno"
command = ~D, DB, B, b+c
[Command]
name = "Spheno"
command = ~D, DB, B, a+c
[Command]
name = "Spheno"
command = ~D, DB, B, x


[Command]
name = "Sen"
command = ~D, DF, F, a+b
[Command]
name = "Sen"
command = ~D, DF, F, b+c
[Command]
name = "Sen"
command = ~D, DF, F, a+c
[Command]
name = "Sen"
command = ~D, DF, F, x

;-| Special Motions |------------------------------------------------------
[Command]
name = "mach"
command = ~a,a,a,a,a
time = 30

[Command]
name = "mach"
command = ~b,b,b,b,b
time = 30

[Command]
name = "mach"
command = ~c,c,c,c,c
time = 30

[Command]
name = "upper_a"
command = ~D, D, a
time = 10

[Command]
name = "upper_b"
command = ~D, D, b
time = 10

[Command]
name = "upper_b"
command = ~D, D, c
time = 10

[Command]
name = "enshin1"
command = ~D, DF, F, a

[Command]
name = "enshin1"
command = ~D, DF, F, b

[Command]
name = "enshin1"
command = ~D, DF, F, c


[Command]
name = "pheno1"
command = ~D, DB, B, a

[Command]
name = "pheno2"
command = ~D, DB, B, b

[Command]
name = "pheno2"
command = ~D, DB, B, c


;-| 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 = "douji"
command = a+b
time = 1

[Command]
name = "douji"
command = b+c
time = 1


[Command]
name = "douji"
command = a+c
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


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

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

;-----------------------------------------
[State -1,2]
type = Varset
triggerall = var(30) != 30
trigger1 = command = "AI1"
trigger2 = command = "AI2"
trigger3 = command = "AI3"
trigger4 = command = "AI4"
trigger5 = command = "AI5"
trigger6 = command = "AI6"
trigger7 = command = "AI7"
trigger8 = command = "AI8"
trigger9 = command = "AI9"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
v = 30
value = 30
;AIItɂꍇ30ʂ̐ɂĂ

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


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = Var(32) < 8
triggerall = var(30) = 30
trigger1   = p2statetype = C
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = p2bodydist X < 16
trigger1 = p2bodydist X > 4
trigger2   = p2statetype = S
trigger2 = statetype = S
trigger2 = ctrl = 1
trigger2 = p2bodydist X < 16
trigger2 = p2bodydist X > 7
trigger3 = stateno = 400
trigger3 = movecontact && time > 3
trigger3 = p2bodydist X < 20
[State -1, Crouching Light Punch]
type = ChangeState
value = 420
triggerall = Var(32) < 8
triggerall = var(30) = 30
trigger1 = stateno = 400
trigger1 = movehit && time > 3
trigger1 = p2bodydist X > 20
[State -1, Crouching Light Punch]
type = ChangeState
value = 410
triggerall = Var(32) < 10
triggerall = var(30) = 30
trigger1 = stateno = 400
trigger1 = moveguarded && time > 3
trigger1 = p2bodydist X > 17
[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1250
triggerall = var(30) = 30
triggerall = Var(32) < 8
trigger1 = NumHelper(2000) = 0
trigger1 = stateno = 420
trigger1 = movehit && time > 3
trigger1 = p2bodydist X > 20
trigger2 = NumHelper(2000) = 0
trigger2 = stateno = 260
trigger2 = movehit && time > 25
trigger2 = p2bodydist X < 55
[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1000
triggerall = Var(32) < 9
triggerall = var(30) = 30
trigger1 = stateno = 410
trigger1 = var(31) = 0
trigger1 = moveguarded && time > 3
[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1300
triggerall = Var(32) < 10
triggerall = var(30) = 30
trigger1 = stateno = 410
trigger1 = var(31) = 1
trigger1 = moveguarded && time > 3
;trigger1 = p2bodydist X > 20
[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1111
triggerall = Var(32) < 6
triggerall = var(30) = 30
trigger1 = stateno = 410
trigger1 = var(31) = 2
trigger1 = moveguarded && time > 3
;trigger1 = p2bodydist X > 20
[State -1]
type = ChangeState
value = 3000
triggerall = Var(32) < 10
triggerall = var(30)   = 30
trigger1 = stateno = 420
trigger1 = movehit && time > 6
trigger1 = NumHelper(2000) = 1

[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = Var(32) < 11
triggerall = var(30) = 30
triggerall = NumHelper(2000) != 0
triggerall = p2bodydist X < 10
triggerall = p2bodydist Y < -30
trigger1 = ctrl = 1
trigger1 = P2MoveType != H

;AIs2
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = Var(32) < 3
triggerall = var(31) != 0
triggerall = var(30) = 30
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = p2bodydist X < 2
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = Var(32) < 6
triggerall = var(30) = 30
triggerall = var(31) = 0
trigger1 = p2statetype = C
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = p2bodydist X < 2
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;AIs4
[State -1, Kung Fu Throw]
type = ChangeState
value = 240
triggerall = Var(32) < 6
triggerall = var(30) = 30
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno = 100
triggerall = p2statetype = C
trigger1 = p2bodydist X < 20
trigger1 = p2bodydist X > 3

;AIs5
[State -1, Kung Fu Throw]
type = ChangeState
value = 230
triggerall = Var(32) < 8
triggerall = var(30) = 30
triggerall = statetype = S
triggerall = ctrl
;triggerall = stateno = 100
triggerall = (p2statetype = S) || (p2statetype = C)
trigger1 = p2bodydist X < 20
trigger1 = p2bodydist X > 3
[State -1, Kung Fu Throw]
type = ChangeState
value = 1111
triggerall = Var(32) < 10
triggerall = var(30) = 30
triggerall = statetype = S
trigger1 = stateno = 230
trigger1 = movehit && time > 12
[State -1, Kung Fu Throw]
type = ChangeState
value = 1111
triggerall = var(30) = 30
triggerall = statetype = S
trigger1 = stateno = 200
trigger1 = movehit && time > 12
trigger1 = P2bodydist Y < -12
[State -1, Kung Fu Throw]
type = ChangeState
value = 1111
triggerall = Var(32) < 6
triggerall = var(30) = 30
triggerall = statetype = S
trigger1 = stateno = 210
trigger1 = movehit && time > 12
trigger1 = P2bodydist Y < -12

[State -1, Kung Fu Throw]
type = ChangeState
value = 220
triggerall = Var(32) < 8
triggerall = var(30) = 30
triggerall = statetype = S
triggerall = (p2statetype = S) || (p2statetype = C)
trigger1 = p2bodydist X < 10
trigger1 = stateno = 210
trigger1 = movehit && time > 3

;AIs6

[State -1]
type = ChangeState
value = 3000
triggerall = Var(32) < 5
triggerall = P2stateno = 821
triggerall = var(30)   = 30
triggerall = statetype != A
triggerall = NumHelper(2000) = 1
trigger1 = P2bodydist Y > -65
trigger1 = ctrl


[State -1]
type = ChangeState
value = 1111
triggerall = Var(32) < 10
triggerall = statetype = S
triggerall = NumHelper(2000) = 0
trigger1 = FrontEdgeBodyDist < 55
triggerall = P2stateno = 821
triggerall   = var(30)   = 30
trigger1   = ctrl = 1
[State -1]
type = ChangeState
value = 230
triggerall = Var(32) < 10
triggerall = statetype = S
trigger1 = FrontEdgeBodyDist > 54
triggerall = NumHelper(2000) = 0
triggerall = P2stateno = 821
triggerall   = var(30)   = 30
trigger1   = ctrl = 1

[State -1]
type = ChangeState
value = 600
triggerall = Var(32) < 7
triggerall = statetype = A
triggerall = var(30) = 30
triggerall = p2bodydist X < 45
triggerall = p2bodydist X > 3
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = moveguarded && time > 3
trigger3 = Vel Y <= 0
trigger3 = stateno = 600
trigger3 = movehit && time > 3
[State -1]
type = ChangeState
value = 610
triggerall = Var(32) < 7
triggerall = statetype = A
triggerall = var(30)   = 30
triggerall = p2statetype = A
trigger1 = stateno = 600
trigger1 = movehit && time > 3
[State -1]
type = ChangeState
value = 620
triggerall = statetype = A
triggerall = var(30)   = 30
triggerall = p2statetype = A
trigger1 = stateno = 610
trigger1 = movehit && time > 5


;AIs7
[State -1, Kung Fu Throw]
type = ChangeState
value = 1111
triggerall = Var(32) < 5
triggerall = var(30) = 30
triggerall = statetype = S
triggerall = p2movetype = H
triggerall = p2bodydist X < 35
triggerall = p2bodydist X > 3
triggerall = P2bodydist Y < -12
triggerall = P2bodydist Y > -25
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movehit && time > 3
trigger3 = stateno = 210
trigger3 = movehit && time > 3

[State -1, Kung Fu Throw]
type = ChangeState
value = 1111
triggerall = var(30) = 30
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = p2bodydist X > 108
trigger1 = p2bodydist X < 129



;[State -1]
;type = ChangeState
;value = 152
;triggerall = var(30) = 30
;triggerall = stateno = 150
;triggerall = p2statetype = C
;trigger1 = p2movetype = A
;trigger1 = p2bodydist X < 50
;trigger2 = enemy, NumProj != 0
;trigger2 = p2bodydist X > 150
;[State -1]
;type = ChangeState
;value = 130
;triggerall = var(30) = 30
;triggerall = statetype != A
;triggerall = ctrl
;triggerall = p2statetype != C
;trigger1 = p2movetype = A
;trigger1 = enemy, MoveGuarded = 0
;trigger2 = enemy, NumProj != 0
;trigger2 = p2bodydist X > 100
;[State -2]
;type = ChangeState
;triggerall = var(30) = 30
;triggerall = p2bodydist X < 40
;triggerall = StateType != A
;triggerall = P2statetype != C
;triggerall = P2Movetype = A
;trigger1 = ctrl = 1
;value = 130


[State -1, Kung Fu Throw]
type = ChangeState
value = 260
triggerall = Var(32) < 6
triggerall = var(30) = 30
triggerall = var(31) = 0
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = p2bodydist X > 46
trigger1 = p2bodydist X < 56

[State -1, Kung Fu Throw]
type = ChangeState
value = 1300
triggerall = Var(32) < 7
triggerall = var(30) = 30
triggerall = var(31) = 1
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = p2bodydist X > 46
trigger1 = p2bodydist X < 56

[State -1, Kung Fu Throw]
type = ChangeState
value = 240
triggerall = Var(32) < 7
triggerall = var(30) = 30
triggerall = var(31) = 2
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = p2bodydist X > 46
trigger1 = p2bodydist X < 56
;AIs8
[State -1, Crouching Light Punch]
type = ChangeState
value = 1349
triggerall = Var(32) < 9
triggerall = var(30) = 30
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 108
triggerall = p2bodydist X > 91
trigger1 = var(31) = 0
trigger2 = var(31) = 1
[State -1, Crouching Light Punch]
type = ChangeState
value = 1000
triggerall = Var(32) < 7
triggerall = var(30) = 30
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 130
triggerall = p2bodydist X > 108
trigger1 = var(31) = 0

;AIs3
[State -1, Kung Fu Throw]
type = ChangeState
value = 100
triggerall = Var(32) < 11
triggerall = var(30) = 30
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = (p2statetype = S) || (p2statetype = C)
trigger1 = p2bodydist X < 29
trigger1 = p2bodydist X > 15
trigger2 = p2bodydist X < 59
trigger2 = p2bodydist X > 33
trigger3 = p2bodydist X > 60
trigger3 = p2bodydist X < 78
trigger4 = p2bodydist X > 82
trigger4 = p2bodydist X < 101
trigger5 = p2bodydist X > 120
trigger5 = p2bodydist X < 145

;AIs9

[State -1]
type = ChangeState
value = 3300
triggerall = Var(32) < 5
triggerall = statetype = S
triggerall = p2bodydist X < 30
triggerall = var(30)   = 30
triggerall = P2Movetype = A
triggerall = NumHelper(2000) = 1
trigger1 = ctrl

[State -1]
type = ChangeState
value = 3000
triggerall = Var(32) < 3
triggerall = var(30)   = 30
triggerall = NumHelper(2000) = 1
triggerall = p2statetype = A
trigger1 = stateno = 452
trigger1 = movehit

[State -1, Kung Fu Throw]
type = ChangeState
value = 3000
triggerall = Var(32) < 2
triggerall = var(30) = 30
triggerall = statetype = S
triggerall = NumHelper(2000) = 1
triggerall = ctrl = 1
triggerall = p2bodydist X > 146
triggerall = P2Life != 0
trigger1 = var(31) = 0
trigger2 = var(31) = 1


[State -1, Kung Fu Throw]
type = ChangeState
value = 1000
triggerall = Var(32) < 3
triggerall = var(30) = 30
triggerall = statetype = S
triggerall = NumHelper(2000) = 0
triggerall = ctrl = 1
triggerall = p2bodydist X > 146
trigger1 = var(31) = 1
trigger1 = stateno != 100


[State -1, Kung Fu Throw]
type = ChangeState
value = 100
triggerall = Var(32) < 5
triggerall = var(30) = 30
triggerall = statetype = S
triggerall = NumHelper(2000) = 0
triggerall = ctrl = 1
triggerall = stateno != 100
triggerall = p2bodydist X > 146
trigger1 = var(31) = 2
trigger2 = var(31) = 0


[State -1]
type = ChangeState
value = 1450
triggerall = Var(32) < 2
triggerall = statetype = A
triggerall = var(30) = 30
triggerall = p2bodydist X < 75
triggerall = p2bodydist X > 55
triggerall = p2bodydist Y > 25
triggerall = ctrl
trigger1 = var(31) = 2
trigger1   = p2statetype != A

[State -1]
type = ChangeState
value = 3300
triggerall = Var(32) < 7
triggerall = statetype = S
triggerall = p2bodydist X < 50
triggerall = var(30)   = 30
triggerall = NumHelper(2000) = 1
trigger1 = p2stateno = 5120
trigger1 = ctrl

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

[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3300
triggerall = command = "Spheno"
triggerall = NumHelper(2000) = 1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1000,4000]
trigger2 = movecontact
trigger3= stateno = 150 || stateno = 151
trigger4 = stateno = 152 || stateno = 153

[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3300
triggerall = command = "Spheno"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1000,4000]
trigger2 = movecontact
trigger3= stateno = 150 || stateno = 151
trigger4 = stateno = 152 || stateno = 153
;---------------------------------------------------------------------------
;Triple Kung Fu Palm (uses one super bar)
;OJt[˂iQ[WxPj
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = command = "Sen"
triggerall = statetype != A
triggerall = NumHelper(2000) = 1
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1000,4000]
trigger2 = movecontact
trigger3 = stateno = 150 || stateno = 151
trigger4 = stateno = 152 || stateno = 153

[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = command = "Sen"
triggerall = statetype != A
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [1000,4000]
trigger2 = movecontact
trigger3 = stateno = 150 || stateno = 151
trigger4 = stateno = 152 || stateno = 153
;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[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 != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1



;---------------------------------------------------------------------------
;Fast Kung Fu Palm (1/3 super bar)
;Jt[˂iQ[WxP^Rj
;[State -1, Fast Kung Fu Palm]
;type = ChangeState
;value = 1020
;triggerall = command = "QCF_xy"
;triggerall = power >= 330
;trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Light Kung Fu Palm
;Jt[˂ij
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = command = "enshin1"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 150 || stateno = 151
trigger3 = stateno = 152 || stateno = 153

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1500
triggerall = command = "mach"
triggerall = command != "holddown"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 150 || stateno = 151
trigger3 = stateno = 152 || stateno = 153
trigger4 = stateno = 1500
trigger4 = AnimElem = 10
;---------------------------------------------------------------------------
;Strong Kung Fu Palm
;Jt[˂ij
;[State -1, Strong Kung Fu Palm]
;type = ChangeState
;value = 1050
;triggerall = command = "enshin2"
;trigger1 = var(1) ;Use combo condition (above)
;trigger2 = stateno = 150 || stateno = 151
;trigger3 = stateno = 152 || stateno = 153

;---------------------------------------------------------------------------
;Light Kung Fu Blow
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = command = "upper_a"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 150 || stateno = 151
trigger3 = stateno = 152 || stateno = 153
;---------------------------------------------------------------------------
;Strong Kung Fu Blow
[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1250
triggerall = command = "upper_b"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1400
triggerall = StateType = A
trigger1 = command = "pheno1"
;trigger1 = var(1) ;Use combo condition (above)
trigger1 = ctrl

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1450
triggerall = StateType = A
trigger1 = command = "pheno2"
;trigger1 = var(1) ;Use combo condition (above)
trigger1 = ctrl

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1300
triggerall = command = "pheno1"
trigger1 = var(1) ;Use combo condition (above)
trigger2 = stateno = 150 || stateno = 151
trigger3 = stateno = 152 || stateno = 153

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1349
triggerall = command = "pheno2"
triggerall = var(1) ;Use combo condition (above)
trigger1 = ctrl = 1
trigger2 = stateno = 150 || stateno = 151
trigger3 = stateno = 152 || stateno = 153



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

[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = command = "FF"
triggerall = movecontact < 5
triggerall = movecontact > 0
trigger1 = stateno = 200 || stateno = 210 || stateno = 220
trigger2 = stateno = 400 || stateno = 410 || stateno = 420

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

;---------------------------------------------------------------------------
;Kung Fu Throw
;
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = command = "c"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H



[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "douji"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 610 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking

;===========================================================================
[State -1, Stand Light Punch]
type = ChangeState
value = 230
triggerall = command != "holddown"
triggerall = stateno = 100
trigger1 = ctrl
trigger1 = command = "a"
trigger2 = ctrl
trigger2 = command = "b"
;---------------------------------------------------------------------------
[State -1, Stand Light Punch]
type = ChangeState
value = 240
triggerall = command != "holddown"
triggerall = stateno = 100
trigger1 = ctrl
trigger1 = command = "c"

[State -1, Stand Light Punch]
type = ChangeState
value = 260
triggerall = command = "holdfwd"
triggerall = command = "c"
triggerall = statetype != A
trigger1 = ctrl

;Ⴊ݃JE^[
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "holddown"
trigger1 = command = "x"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = command = "x"
trigger2 = stateno = 200
trigger2 = movecontact && time > 3
trigger3 = command = "x"
trigger3 = stateno = 400
trigger3 = movecontact && time > 3
trigger4 = command = "douji"
trigger4 = statetype = C
trigger4 = ctrl
trigger5 = command = "douji"
trigger5 = stateno = 200
trigger5 = movecontact && time > 3
trigger6 = command = "douji"
trigger6 = stateno = 400
trigger6 = movecontact && time > 3


[State -1, Stand Light Punch]
type = ChangeState
value = 210
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = command ="holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact && time > 3
trigger3 = stateno = 400
trigger3 = movecontact && time > 3

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = command ="holdfwd"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact && time > 3
trigger3 = stateno = 400
trigger3 = movecontact && time > 3

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "a"
triggerall = command ="holdfwd"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Stand Light Punch
;
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact && time > 3
trigger3 = stateno = 400
trigger3 = movecontact && time > 3

[State -1, Stand Light Punch]
type = ChangeState
value = 250
triggerall = var(30) != 30
triggerall = command != "holddown"
trigger1 = command = "x"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = command = "x"
trigger2 = stateno = 200
trigger2 = movecontact && time > 3
trigger3 = command = "x"
trigger3 = stateno = 400
trigger3 = movecontact && time > 3
trigger4 = command = "douji"
trigger4 = statetype = S
trigger4 = ctrl
trigger5 = command = "douji"
trigger5 = stateno = 200
trigger5 = movecontact && time > 3
trigger6 = command = "douji"
trigger6 = stateno = 400
trigger6 = movecontact && time > 3
;---------------------------------------------------------------------------
;Stand Strong Punch
;
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact && time > 3
trigger3 = stateno = 400
trigger3 = movecontact && time > 3
;---------------------------------------------------------------------------
;Stand Light Kick
;
[State -1, Stand Light Kick]
type = ChangeState
value = 220
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact && time > 3
trigger3 = stateno = 210
trigger3 = movecontact && time > 5
trigger4 = stateno = 400
trigger4 = movecontact && time > 3
trigger5 = stateno = 410
trigger5 = movecontact && time > 5
;---------------------------------------------------------------------------
;Standing Strong Kick
;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;Taunt
;
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Light Punch
;Ⴊݎ
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact && time > 3
trigger3 = stateno = 400
trigger3 = movecontact && time > 3

;---------------------------------------------------------------------------
;Crouching Strong Punch
;Ⴊ݋
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact && time > 3
trigger3 = stateno = 400
trigger3 = movecontact && time > 3

;---------------------------------------------------------------------------
;Crouching Light Kick
;Ⴊݎ
[State -1, Crouching Light Kick]
type = ChangeState
value = 420
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact && time > 3
trigger3 = stateno = 210
trigger3 = movecontact && time > 5
trigger4 = stateno = 400
trigger4 = movecontact && time > 3
trigger5 = stateno = 410
trigger5 = movecontact && time > 5
;---------------------------------------------------------------------------
;Crouching Strong Kick


;---------------------------------------------------------------------------
;Jump Light Punch
;󒆎p`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 4
trigger3 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
[State -1, Jump Light Kick]
type = ChangeState
value = 660
triggerall = command = "c"
triggerall = command = "holdfwd"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact
trigger4 = stateno = 1350 ;Air blocking

;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact
trigger4 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Strong Kick
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking


[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking


[State -1, Jump S]
type = ChangeState
value = 40
triggerall = command = "holdup"
triggerall = movecontact
trigger1 = stateno = 200
trigger2 = stateno = 210
trigger3 = stateno = 220
trigger4 = stateno = 230
trigger5 = stateno = 240
trigger6 = stateno = 400
trigger7 = stateno = 410
trigger8 = stateno = 420


[State -1, Jump Strong Kick]
type = ChangeState
value = 900
triggerall = var(9) != 1
triggerall = var(15) = 1
triggerall = command = "holdup"
triggerall = Pos Y <= -30
trigger1 = ctrl = 1
trigger1 = Pos Y <= -40
trigger2 = ctrl = 1
trigger2 = Vel Y >= 0
trigger3 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger4 = stateno = 620
trigger4 = movecontact

[State -1, Jump Strong Kick]
type = ChangeState
value = 901
triggerall = var(9) != 1
triggerall = var(15) = 1
triggerall = command = "holdup"
triggerall = command ="holdfwd"
triggerall = Pos Y <= -30
trigger1 = ctrl = 1
trigger1 = Pos Y <= -40
trigger2 = ctrl = 1
trigger2 = Vel Y >= 0
trigger3 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger4 = stateno = 620
trigger4 = movecontact

[State -1, Jump Strong Kick]
type = ChangeState
value = 902
triggerall = var(9) != 1
triggerall = var(15) = 1
triggerall = command = "holdback"
triggerall = command ="holdup"
triggerall = Pos Y <= -30
trigger1 = ctrl = 1
trigger1 = Pos Y <= -40
trigger2 = ctrl = 1
trigger2 = Vel Y >= 0
trigger3 = stateno = 600 || stateno = 610
trigger3 = movecontact
trigger4 = stateno = 620
trigger4 = movecontact

[State -3, 3]
type = VarSet
trigger1 = StateType != A
var(9) = 0

[State 40, 2]
type = VarSet
trigger1 = command != "holdup"
trigger1 = Pos Y <=0
var(15) = 1

[State 40, 2]
type = VarSet
trigger1 = command = "holdup"
trigger1 = Pos Y <=0
var(15) = 0

[State 40, 2]
type = VarSet
trigger1 = Pos Y >=0
var(15) = 0
