; Backedgedist at > -1 is to ensure he does moves while within the
; screen. Without this, he can do moves outside the screen, which is
; giga-weird.
;---------------------------------------------------------------------------
; CPU only commands. Let's see you do this!!! >:)
[Command]
name = "CPU1"
command = D, D, D, D, D, D, D, D
time = 1
[Command]
name = "CPU11"
command = D, D, D, D, D, D, D, D
time = 1
[Command]
name = "CPU12"
command = D, D, D, D, D, D, D, D
time = 1
[Command]
name = "CPU2"
command = z, z, z, z, z, z, z, z
time = 1
[Command]
name = "CPU13"
command = z, z, z, z, z, z, z, z
time = 1
[Command]
name = "CPU14"
command = z, z, z, z, z, z, z, z
time = 1
[Command]
name = "CPU3"
command = B, B, B, B, B, B, B, B
time = 1
[Command]
name = "CPU15"
command = B, B, B, B, B, B, B, B
time = 1
[Command]
name = "CPU16"
command = B, B, B, B, B, B, B, B
time = 1
[Command]
name = "CPU4"
command = x, x, x, x, x, x, x, x
time = 1
[Command]
name = "CPU17"
command = x, x, x, x, x, x, x, x
time = 1
[Command]
name = "CPU18"
command = x, x, x, x, x, x, x, x
time = 1
[Command]
name = "CPU5"
command = U, U, U, U, U, U, U, U
time = 1
[Command]
name = "CPU19"
command = U, U, U, U, U, U, U, U
time = 1
[Command]
name = "CPU20"
command = U, U, U, U, U, U, U, U
time = 1
[Command]
name = "CPU6"
command = a, a, a, a, a, a, a, a
time = 1
[Command]
name = "CPU21"
command = a, a, a, a, a, a, a, a
time = 1
[Command]
name = "CPU22"
command = a, a, a, a, a, a, a, a
time = 1
[Command]
name = "CPU7"
command = F, F, F, F, F, F, F, F
time = 1
[Command]
name = "CPU23"
command = F, F, F, F, F, F, F, F
time = 1
[Command]
name = "CPU24"
command = F, F, F, F, F, F, F, F
time = 1
[Command]
name = "CPU8"
command = b, b, b, b, b, b, b, b
time = 1
[Command]
name = "CPU9"
command = y, y, y, y, y, y, y, y
time = 1
[Command]
name = "CPU10"
command = y, y, y, y, y, y, y, y
time = 1
;-| Super Motions |--------------------------------------------------------
[Command]
name = "theworld1"
command = x, F, z, B, a
time = 60
[Command]
name = "theworld2"
command = F, z, x, F, a
time = 60
[Command]
name = "superpunch"
command = ~F, D, DF, x+y
time = 15;30
[Command]
name = "superpunch"
command = ~F, D, DF, y+z
time = 15;30
[Command]
name = "superpunch"
command = ~F, D, DF, x+z
time = 15;30
[Command]
name = "demolition"
command = ~F, D, DF, a+b
time = 15;30
[Command]
name = "demolition"
command = ~F, D, DF, b+c
time = 15;30
[Command]
name = "demolition"
command = ~F, D, DF, a+c
time = 15;30
[Command]
name = "charisma"
command = ~D, DB, B, x+y
time = 15;20
[Command]
name = "charisma"
command = ~D, DB, B, y+z
time = 15;20
[Command]
name = "charisma"
command = ~D, DB, B, x+z
time = 15;20
[Command]
name = "punish"
command = ~D, DF, F, x+y
time = 15;20
[Command]
name = "punish"
command = ~D, DF, F, y+z
time = 15;20
[Command]
name = "punish"
command = ~D, DF, F, x+z
time = 15;20
;-| Special Motions |------------------------------------------------------
[Command]
name = "dissapear"
command = ~B, D, DB, x
time = 12;30
[Command]
name = "dissapear"
command = ~B, D, DB, y
time = 12;30
[Command]
name = "dissapear"
command = ~B, D, DB, z
time = 12;30
[Command]
name = "choke_x"
command = ~F, D, DF, x
time = 12
[Command]
name = "choke_y"
command = ~F, D, DF, y
time = 12
[Command]
name = "choke_z"
command = ~F, D, DF, z
time = 12
[Command]
name = "knife_x"
command = ~D, DF, F, x
time = 15
[Command]
name = "knife_y"
command = ~D, DF, F, y
time = 15
[Command]
name = "knife_z"
command = ~D, DF, F, z
time = 15
[Command]
name = "knife_xo"
command = ~B, D, F, x
time = 15
[Command]
name = "knife_yo"
command = ~B, D, F, y
time = 15
[Command]
name = "knife_zo"
command = ~B, D, F, z
time = 15
[Command]
name = "knife2_x"
command = ~F, DF, D, x
time = 15
[Command]
name = "knife2_y"
command = ~F, DF, D, y
time = 15
[Command]
name = "knife2_z"
command = ~F, DF, D, z
time = 15
[Command]
name = "beam_x"
command = ~D, DB, B, x
time = 15
[Command]
name = "beam_y"
command = ~D, DB, B, y
time = 15
[Command]
name = "beam_z"
command = ~D, DB, B, z
time = 15
[Command]
name = "beam_xo"
command = ~F, D, B, x
time = 15
[Command]
name = "beam_yo"
command = ~F, D, B, y
time = 15
[Command]
name = "beam_zo"
command = ~F, D, B, z
time = 15
[Command]
name = "ditch"
command = x+y+z
time = 1
[Command]
name = "world21_a"
command = ~D, DF, F, a
time = 15
[Command]
name = "world21_b"
command = ~D, DF, F, b
time = 15
[Command]
name = "world21_c"
command = ~D, DF, F, c
time = 15
[Command]
name = "world21_ao"
command = ~B, D, F, a
time = 15
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10
[Command]
name = "BB"
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery" ;Extra "recovery" commands (optional)
command = y+z
time = 1
[Command]
name = "recovery" ;Extra "recovery" commands (optional)
command = x+z
time = 1
[Command]
name = "ab"
command = a+b
time = 1
[Command]
name = "xy"
command = x+y
time = 1
[Command]
name = "yz"
command = y+z
time = 1
[Command]
name = "abc"
command = a+b+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "fwd_a"
command = /F,a
time = 1
[Command]
name = "fwd_b"
command = /F,b
time = 1
[Command]
name = "fwd_c"
command = /F,c
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_a"
command = /B,a
time = 1
[Command]
name = "back_b"
command = /B,b
time = 1
[Command]
name = "back_c"
command = /B,c
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
[Command]
name = "down_a"
command = /D,a
time = 1
[Command]
name = "down_b"
command = /D,b
time = 1
[Command]
name = "down_c"
command = /D,c
time = 1
[Command]
name = "down_x"
command = /D,x
time = 1
[Command]
name = "down_y"
command = /D,y
time = 1
[Command]
name = "down_z"
command = /D,z
time = 1
[Command]
name = "fwd_ab"
command = /F, a+b
time = 2
[Command]
name = "fwd_bc"
command = /F, b+c
time = 1
[Command]
name = "fwd_xy"
command = /F, x+y
time = 1
[Command]
name = "fwd_yz"
command = /F, y+z
time = 1
[Command]
name = "back_xy"
command = /B, x+y
time = 1
[Command]
name = "back_yz"
command = /B, y+z
time = 1
[Command]
name = "back_ab"
command = /B, a+b
time = 1
[Command]
name = "back_bc"
command = /B, b+c
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup"
command = /$U
time = 1
[Command]
name = "holddown"
command = /$D
time = 1
[Command]
name = "longjump"
command = D, $U
time = 18
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
[Command]
name = "holddownforward"
command = /$DF
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 = "s"
command = s
time = 1
;-| Hold Button |-----------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
;---------------------------------------------------------------------------
; Normal Commands
[Statedef -1]
; Global Stand/User Settings
[State 1010, Override]
type = HitOverride
trigger1 = IsHelper
trigger1 = (root, var(5) >= 1 || (root, var(13) = [1,35]))
triggerall = Time >= 0
trigger2 = IsHelper = 0
trigger2 = (var(5) >= 1 || (var(13) = [1,35]))
slot = 1
attr = SCA, AA, AT, AP
time = 3
ignorehitpause = 1
[State 1010, Override]
type = HitOverride
trigger1 = IsHelper(1000)
attr = SCA, AA, AT, AP
stateno = 1060 + (stateno = 1050)
slot = 0
time = 3
ignorehitpause = 1
[State 1010, Override]
type = HitBy
trigger1 = IsHelper(250) = 1
trigger1 = root, var(5) = 0 && root, var(13) = 0
value = SCA, NP, SP, HP, NA, SA, HA
time = 2
ignorehitpause = 1
[State 1010, Override]
type = HitOverride
trigger1 = IsHelper(250)
trigger1 = Time >= 0
attr = SCA, AA, AT, AP
slot = 0
stateno = 256
time = 3
ignorehitpause = 1
[State AssertSpecial]
type = AssertSpecial
trigger1 = IsHelper = 0
trigger1 = var(5) = 1
trigger2= IsHelper = 1
trigger2 = root, var(5) = 1
ignorehitpause = 1
flag = nomusic
flag2 = nostandguard
flag3 = nocrouchguard
[State that makes guarding impossible when the stand is around.]
type = AssertSpecial
trigger1 = IsHelper = 0
trigger1 = var(5) = 1 || NumHelper(250) = 1
trigger2 = IsHelper = 1
trigger2 = root, var(5) = 1
trigger3 = IsHelper = 0
trigger3 = (var(13) = [1,30])
ignorehitpause = 1
flag = noairguard
flag2 = nostandguard
flag3 = nocrouchguard
[State AssertSpecial]
type = AssertSpecial
trigger1 = IsHelper = 0
trigger1 = var(5) = 1
trigger2= IsHelper = 1
trigger2 = root, var(5) = 1
flag = noairguard
flag2 = nojugglecheck
flag3 = unguardable
ignorehitpause = 1
[State haha]
type = DefenceMulSet
trigger1 = IsHelper = 0
trigger1 = var(22) = 1
trigger2 = IsHelper = 1
trigger2 = root, var(22) = 1
value = .7
ignorehitpause = 1
[State haha]
type = AssertSpecial
trigger1 = IsHelper(1205)
trigger1 = root, Life > 0 && root, MoveType != H
flag = nokoslow
ignorehitpause = 1
[State haha]
type = AttackMulSet
trigger1 = IsHelper = 0
trigger1 = var(22) = 1
trigger2 = IsHelper = 1
trigger2 = root, var(22) = 1
value = 1.5
ignorehitpause = 1
[State heh]
type = CtrlSet
trigger1 = 1 && IsHelper = 1
value = 0
[State that Prevent The World from activating]
type = VarSet
trigger1 = 1 && IsHelper(250)
var(35) = GetHitVar(damage)
ignorehitpause = 1
[State that enables unblockability for helpers]
type = AssertSpecial
triggerall = IsHelper = 1
trigger1 = root, var(5) = 1
trigger2 = root, var(13) = [1,35]
flag = nojugglecheck
flag2 = unguardable
ignorehitpause = 1
[State that disables shadows for Stands]
type = AssertSpecial
trigger1 = IsHelper(250)
flag = noshadow
ignorehitpause = 1
[State that ensures mightyness]
type = NotHitBy
trigger1 = IsHelper = 1
trigger1 = root, var(5) = 1 || root, var(13) = [1,35]
trigger2 = IsHelper = 0
trigger2 = var(5) = 1 || var(13) = [1,35]
trigger3 = IsHelper(250)
trigger3 = root, StateNo = 270
trigger4 = IsHelper(250)
trigger4 = StateNo = 2203
trigger5 = IsHelper(250)
trigger5 = StateNo = [2305, 2307]
trigger6 = WinKO
value = SCA
time = 2
ignorehitpause = 1
[State 251, that cancels when DIo is hurt]
type = ChangeState
trigger1 = IsHelper(250)
trigger1 = root, var(14) = 1
trigger1 = StateNo != 256
value = 256
ignorehitpause = 1
[State 251, that Prevent The World from activating]
type = Null;parentVarset
trigger1 = IsHelper(250)
trigger1 = AnimTime = 0
v = 8
value = 0
ignorehitpause = 1
[State haha]
type = AttackMulSet
trigger1 = IsHelper = 0
trigger1 = var(5) = 1
;trigger2 = NumHelper >= 1
trigger2 = IsHelper = 1
trigger2 = root, var(5) = 1
value = .5
ignorehitpause = 1
[State 300,1]
type = AfterImage
trigger1 = IsHelper(250) = 1
trigger1 = Time = 0
time = 999999
TimeGap = 1
FrameGap = 1
length = 12
PalBright = 255 * (stateno <= 2000),255 * (stateno >= 2000 || StateNo = [250,259]),255 * (stateno = [250,259])
PalContrast = 255 * (stateno <= 2000),255 * (stateno >= 2000 || StateNo = [250,259]),255 * (stateno = [250,259])
Trans = add
; Global Knife settings
[State bwee]
type = Null;playsnd
triggerall = IsHelper(2210) >= 1
trigger1 = var(36) = 1
;trigger1 = numhelper(1000) >= 1
;trigger2 = numhelper(250) >= 1
;trigger2 = helper(2210), var(36) = 1
;trigger1 = helper(1000), stateno = 1061
value = s0,IfElse(random >= 500, 19, 20)
;value = s0, ifelse(random >= 500, (root, var(37)), 5)
volume = 200
channel = 3
abspan = var(38) ;helper(1000), pos X
ignorehitpause = 1
persistent = 0
;state haha
[State heck]
type = VarSet
trigger1 = NumHelper(2210) >= 1
var(36) = Helper(2210), var(36)
ignorehitpause = 1
[State heck]
type = VarSet
trigger1 = NumHelper(2210) >= 1
var(38) = Helper(2210), var(38)
ignorehitpause = 1
; COmmand Settings.
[State -1, Destruction]
type = ChangeState
value = 2000
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Power >= 1000
triggerall = Command = "superpunch"
triggerall = var(5) = 0
triggerall = Win != 1
triggerall = WinKO != 1
trigger1 = Ctrl
triggerall = StateType != A
trigger2 = StateNo = 200
;trigger2 = MoveContact
trigger3 = StateNo = 205
;trigger3 = MoveContact
trigger4 = StateNo = 210
;trigger4 = MoveContact
trigger5 = StateNo = 215
;trigger5 = MoveContact
trigger6 = StateNo = 220
;trigger6 = MoveContact
trigger7 = StateNo = 225
;trigger7 = MoveContact
trigger8 = StateNo = 230
;trigger8 = MoveContact
trigger9 = StateNo = 240
;trigger9 = MoveContact
trigger10 = StateNo = 245
;trigger10 = MoveContact
trigger11 = StateNo = 250
;trigger11 = MoveContact
trigger12 = StateNo = 300
;trigger12 = MoveContact
trigger13 = StateNo = 310
;trigger13 = MoveContact
trigger14 = StateNo = 321
;trigger14 = MoveContact
trigger15 = StateNo = 325
;trigger15 = MoveContact
trigger16 = StateNo = 330
;trigger16 = MoveContact
trigger17 = StateNo = 340
;trigger17 = MoveContact
trigger18 = StateNo = 350
;trigger18 = MoveContact
trigger19 = StateNo = [100,101]
trigger20 = StateNo = 105
[State -1, Toki yo Tomare]
type = ChangeState
value = 3000
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Power >= 2000
triggerall = (Command = "theworld2" && var(37) = 1) || Command = "theworld1"
triggerall = var(5) = 0
trigger1 = Ctrl
triggerall = StateType != A
triggerall = Win != 1
triggerall = WinKO != 1
trigger2 = StateNo = 200
trigger3 = StateNo = 205
trigger4 = StateNo = 210
trigger5 = StateNo = 215
trigger6 = StateNo = 220
trigger7 = StateNo = 225
trigger8 = StateNo = 230
trigger9 = StateNo = 240
trigger10 = StateNo = 245
trigger11 = StateNo = 250
trigger12 = StateNo = 300
trigger13 = StateNo = 310
trigger14 = StateNo = 321
trigger15 = StateNo = 325
trigger16 = StateNo = 330
trigger17 = StateNo = 340
trigger18 = StateNo = 350
trigger19 = StateNo = [100,105]
trigger20 = HitDefAttr = SC, NA
[State -1, Charisma]
type = ChangeState
value = 2100
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0)
triggerall = var(22) = 0
triggerall = IsHelper = 0 && NumHelper(2101) = 0
triggerall = BackEdgeDist > -1
triggerall = Power >= 2000
triggerall = Command = "charisma"
triggerall = var(5) = 0
triggerall = Win != 1
triggerall = WinKO != 1
trigger1 = Ctrl
triggerall = StateType != A
trigger2 = StateNo = 200
;trigger2 = MoveContact
trigger3 = StateNo = 205
;trigger3 = MoveContact
trigger4 = StateNo = 210
;trigger4 = MoveContact
trigger5 = StateNo = 215
;trigger5 = MoveContact
trigger6 = StateNo = 220
;trigger6 = MoveContact
trigger7 = StateNo = 225
;trigger7 = MoveContact
trigger8 = StateNo = 230
;trigger8 = MoveContact
trigger9 = StateNo = 240
;trigger9 = MoveContact
trigger10 = StateNo = 245
;trigger10 = MoveContact
trigger11 = StateNo = 250
;trigger11 = MoveContact
trigger12 = StateNo = 300
;trigger12 = MoveContact
trigger13 = StateNo = 310
;trigger13 = MoveContact
trigger14 = StateNo = 321
;trigger14 = MoveContact
trigger15 = StateNo = 325
;trigger15 = MoveContact
trigger16 = StateNo = 330
;trigger16 = MoveContact
trigger17 = StateNo = 340
;trigger17 = MoveContact
trigger18 = StateNo = 350
;trigger18 = MoveContact
trigger19 = StateNo = [100,105]
[State -1, Punishment]
type = ChangeState
value = 2200
triggerall = (var(37) = 1 && NumHelper(250) = 0) || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Power >= 1000
triggerall = Command = "punish"
triggerall = var(5) = 0
triggerall = var(7) = 0
triggerall = Win != 1
triggerall = WinKO != 1
trigger1 = Ctrl
triggerall = StateType != A
trigger2 = StateNo = 200
;trigger2 = MoveContact
trigger3 = StateNo = 205
;trigger3 = MoveContact
trigger4 = StateNo = 210
;trigger4 = MoveContact
trigger5 = StateNo = 215
;trigger5 = MoveContact
trigger6 = StateNo = 220
;trigger6 = MoveContact
trigger7 = StateNo = 225
;trigger7 = MoveContact
trigger8 = StateNo = 230
;trigger8 = MoveContact
trigger9 = StateNo = 240
;trigger9 = MoveContact
trigger10 = StateNo = 245
;trigger10 = MoveContact
trigger11 = StateNo = 250
;trigger11 = MoveContact
trigger12 = StateNo = 300
;trigger12 = MoveContact
trigger13 = StateNo = 310
;trigger13 = MoveContact
trigger14 = StateNo = 321
;trigger14 = MoveContact
trigger15 = StateNo = 325
;trigger15 = MoveContact
trigger16 = StateNo = 330
;trigger16 = MoveContact
trigger17 = StateNo = 340
;trigger17 = MoveContact
trigger18 = StateNo = 350
;trigger18 = MoveContact
trigger19 = StateNo = [100,105]
[State -1, Aerial Punishment]
type = ChangeState
value = 2300
triggerall = var(37) = 1 && NumHelper(250) = 0
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Power >= 1000
triggerall = Command = "punish"
triggerall = var(5) = 0
triggerall = var(7) = 0
triggerall = Win != 1
triggerall = WinKO != 1
trigger1 = Ctrl
triggerall = StateType = A
trigger2 = StateNo = [400, 440]
;trigger2 = HitDefAttr = A, NA
;trigger2 = MoveContact
[State -1, Najimuzo]
type = ChangeState
value = 1300 + (3 * (var(37) = 1) * (command = "choke_x"))
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "choke_x" || Command = "choke_y" || Command = "choke_z"
trigger1 = Ctrl
triggerall = var(5) = 0
triggerall = StateType != A
trigger2 = StateNo = 200
;trigger2 = MoveContact
trigger3 = StateNo = 205
;trigger3 = MoveContact
trigger4 = StateNo = 210
;trigger4 = MoveContact
trigger5 = StateNo = 215
;trigger5 = MoveContact
trigger6 = StateNo = 220
;trigger6 = MoveContact
trigger7 = StateNo = 225
;trigger7 = MoveContact
trigger8 = StateNo = 230
;trigger8 = MoveContact
trigger9 = StateNo = 240
;trigger9 = MoveContact
trigger10 = StateNo = 245
;trigger10 = MoveContact
trigger11 = StateNo = 250
;trigger11 = MoveContact
trigger12 = StateNo = 300
;trigger12 = MoveContact
trigger13 = StateNo = 310
;trigger13 = MoveContact
trigger14 = StateNo = 321
;trigger14 = MoveContact
trigger15 = StateNo = 325
;trigger15 = MoveContact
trigger16 = StateNo = 330
;trigger16 = MoveContact
trigger17 = StateNo = 340
;trigger17 = MoveContact
trigger18 = StateNo = 350
;trigger18 = MoveContact
trigger19 = StateNo = [100,105]
trigger20 = StateNo = 52
[State -1, KNife A]
type = ChangeState
value = 1000
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "knife_xo" || (var(37) = 1 && Command = "knife_x")
trigger1 = Ctrl
triggerall = StateType != A
trigger2 = StateNo = 200
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 205
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 210
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 215
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 220
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = StateNo = 225
;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = StateNo = 230
;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = StateNo = 240
;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = StateNo = 245
;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = StateNo = 250
;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger12 = StateNo = 300
;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger13 = StateNo = 310
;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger14 = StateNo = 321
;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger15 = StateNo = 325
;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger16 = StateNo = 330
;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger17 = StateNo = 340
;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger18 = StateNo = 350
;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger19 = StateNo = [100,105]
[State -1, Knife B]
type = ChangeState
value = 1010
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "knife_yo" || (var(37) = 1 && Command = "knife_y")
trigger1 = Ctrl
triggerall = StateType != A
trigger2 = StateNo = 200
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 205
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 210
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 215
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 220
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = StateNo = 225
;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = StateNo = 230
;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = StateNo = 240
;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = StateNo = 245
;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = StateNo = 250
;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger12 = StateNo = 300
;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger13 = StateNo = 310
;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger14 = StateNo = 321
;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger15 = StateNo = 325
;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger16 = StateNo = 330
;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger17 = StateNo = 340
;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger18 = StateNo = 350
;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger19 = StateNo = [100,105]
[State -1, KNife C]
type = ChangeState
value = 1020
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "knife_zo" || (var(37) = 1 && Command = "knife_z")
trigger1 = Ctrl
triggerall = StateType != A
trigger2 = StateNo = 200
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 205
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 210
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 215
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 220
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = StateNo = 225
;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = StateNo = 230
;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = StateNo = 240
;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = StateNo = 245
;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = StateNo = 250
;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger12 = StateNo = 300
;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger13 = StateNo = 310
;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger14 = StateNo = 321
;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger15 = StateNo = 325
;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger16 = StateNo = 330
;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger17 = StateNo = 340
;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger18 = StateNo = 350
;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger19 = StateNo = [100,105]
[State -1, Kyoufu no Henrin]
type = ChangeState
value = 1200
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "dissapear"
trigger1 = Ctrl
triggerall = StateType != A && var(5) = 0
trigger2 = StateNo = 200
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 205
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 210
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 215
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 220
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = StateNo = 225
;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = StateNo = 230
;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = StateNo = 240
;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = StateNo = 245
;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = StateNo = 250
;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger12 = StateNo = 300
;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger13 = StateNo = 310
;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger14 = StateNo = 321
;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger15 = StateNo = 325
;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger16 = StateNo = 330
;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger17 = StateNo = 340
;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger18 = StateNo = 350
;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger19 = StateNo = [100,105]
trigger20 = StateNo = 52
[State -1, Guard Cancel]
type = ChangeState
value = 290
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1 && StateType != A && NumHelper(0010) = 0
triggerall = Command = "choke_x" || Command = "choke_y" || Command = "choke_z" || (var(37) = 1 && Command = "c")
triggerall = var(7) = 0 && NumHelper(250) = 0
trigger1 = StateNo >= 150 && StateNo <= 155
;trigger2 = stateno >= 130 && stateno <= 132
ignorehitpause = 1
[State -1, Air World21 A]
type = ChangeState
value = 1430
triggerall = var(37) = 1 && NumHelper(250) = 0
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "world21_a"
triggerall = StateType = A
triggerall = var(7) = 0
trigger1 = Ctrl
trigger2 = StateNo = 400
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 410
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 420
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 430
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 440
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
[State -1, Air World21 B]
type = ChangeState
value = 1440
triggerall = var(37) = 1 && NumHelper(250) = 0
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "world21_b"
triggerall = StateType = A
triggerall = var(7) = 0
trigger1 = Ctrl
trigger2 = StateNo = 400
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 410
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 420
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 430
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 440
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
[State -1, Air World21 C]
type = ChangeState
value = 1450
triggerall = var(37) = 1 && NumHelper(250) = 0
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "world21_c"
triggerall = StateType = A
triggerall = var(7) = 0
trigger1 = Ctrl
trigger2 = StateNo = 400
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 410
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 420
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 430
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 440
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
[State -1, WOrld21 A]
type = ChangeState
value = 1400
triggerall = var(37) = 1 && NumHelper(250) = 0
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "world21_a"
triggerall = var(7) = 0
trigger1 = StateType != A
trigger1 = Ctrl
trigger2 = StateNo = 200
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 205
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 210
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 215
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 220
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = StateNo = 230
;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = StateNo = 240
;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = StateNo = 245
;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = StateNo = 300
;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = StateNo = 310
;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger12 = StateNo = 321
;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger13 = StateNo = 330
;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger14 = StateNo = 340
;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger15 = StateNo = [100,105]
trigger16 = StateNo = 225
;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
[State -1, World21 B]
type = ChangeState
value = 1410
triggerall = var(37) = 1 && NumHelper(250) = 0
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "world21_b"
triggerall = var(7) = 0
trigger1 = StateType != A
trigger1 = Ctrl
trigger2 = StateNo = 200
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 205
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 210
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 215
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 220
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = StateNo = 230
;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = StateNo = 240
;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = StateNo = 245
;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = StateNo = 300
;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = StateNo = 310
;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger12 = StateNo = 321
;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger13 = StateNo = 330
;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger14 = StateNo = 340
;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger15 = StateNo = [100,105]
trigger16 = StateNo = 225
;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
[State -1, WOrld21 C]
type = ChangeState
value = 1420
triggerall = (var(37) = 1 && NumHelper(250) = 0) || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = (var(37) = 1 && Command = "world21_c") || (var(37) = 0 && Command = "world21_ao")
triggerall = var(7) = 0
trigger1 = StateType != A
trigger1 = Ctrl
trigger2 = StateNo = 200
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 205
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 210
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 215
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 220
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = StateNo = 230
;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = StateNo = 240
;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = StateNo = 245
;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = StateNo = 300
;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = StateNo = 310
;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger12 = StateNo = 321
;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger13 = StateNo = 330
;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger14 = StateNo = 340
;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger15 = StateNo = [100,105]
trigger16 = StateNo = 225
;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
[State -1, Normal Stand Attack]
type = ChangeState
value = 250
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0 || (var(22) = 1 && var(5) = 1)
triggerall = IsHelper = 0 && NumHelper(250) = 0
triggerall = BackEdgeDist > -1
triggerall = (var(37) = 1 && Command = "c") || (var(37) = 0 && Command = "a")
triggerall = Command != "holddown"
triggerall = var(7) = 0
trigger1 = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 200
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 205
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 210
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 215
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 220
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = StateNo = 230
;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = StateNo = 240
;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = StateNo = 245
;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = StateNo = 300
;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = StateNo = 310
;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger12 = StateNo = 321
;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger13 = StateNo = 330
;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger14 = StateNo = 340
;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger15 = StateNo = [100,105]
trigger16 = StateNo = 225
;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
[State -1, Run]
type = ChangeState
value = 100
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1 && StateNo != [100,105]
trigger1 = Command = "FF"
trigger1 = Ctrl
trigger1 = StateType = S
[State -1, Ditch]
type = ChangeState
value = 270
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1 && var(33) = 0
triggerall = Command = "ditch" || (var(37) = 0 && Command = "c")
trigger1 = Ctrl = 1
trigger1 = StateType = S
trigger2 = StateNo = [100,105]
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1 && StateNo != [100,105]
triggerall = Command = "BB"
trigger1 = Ctrl
trigger1 = StateType = S
[State -1, Kuretsu A]
type = ChangeState
value = 1100
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0 && var(5) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "beam_xo" || (var(37) = 1 && Command = "beam_x")
trigger1 = Ctrl
triggerall = StateType != A
trigger2 = StateNo = 200
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 205
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 210
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 215
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 220
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = StateNo = 225
;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = StateNo = 230
;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = StateNo = 240
;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = StateNo = 245
;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = StateNo = 250
;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger12 = StateNo = 300
;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger13 = StateNo = 310
;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger14 = StateNo = 321
;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger15 = StateNo = 325
;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger16 = StateNo = 330
;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger17 = StateNo = 340
;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger18 = StateNo = 350
;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger19 = StateNo = [100,105]
[State -1, Kuretsu B]
type = ChangeState
value = 1110
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0 && var(5) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "beam_yo" || (var(37) = 1 && Command = "beam_y")
trigger1 = Ctrl
triggerall = StateType != A
trigger2 = StateNo = 200
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 205
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 210
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 215
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 220
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = StateNo = 225
;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = StateNo = 230
;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = StateNo = 240
;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = StateNo = 245
;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = StateNo = 250
;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger12 = StateNo = 300
;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger13 = StateNo = 310
;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger14 = StateNo = 321
;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger15 = StateNo = 325
;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger16 = StateNo = 330
;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger17 = StateNo = 340
;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger18 = StateNo = 350
;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger19 = StateNo = [100,105]
[State -1, Kuretsu C]
type = ChangeState
value = 1120
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0 && var(5) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "beam_zo" || (var(37) = 1 && Command = "beam_z")
trigger1 = Ctrl
triggerall = StateType != A
trigger2 = StateNo = 200
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 205
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 210
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 215
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 220
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = StateNo = 225
;trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = StateNo = 230
;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = StateNo = 240
;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = StateNo = 245
;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = StateNo = 250
;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger12 = StateNo = 300
;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger13 = StateNo = 310
;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger14 = StateNo = 321
;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger15 = StateNo = 325
;trigger15 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger16 = StateNo = 330
;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger17 = StateNo = 340
;trigger17 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger18 = StateNo = 350
;trigger18 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger19 = StateNo = [100,105]
[State -1, Throw] ; Ripoff from TestP Guile...>:P
type = ChangeState
value = 900
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = StateType = S && MoveType != H
triggerall = BackEdgeDist > -1
triggerall = Ctrl && var(5) = 0
trigger1 = Command = "fwd_xy" && var(37) = 1;Command
trigger2 = Command = "fwd_y" ;Near
trigger2 = Command != "fwd_yz"
trigger2 = P2BodyDist X < 5
trigger2 = P2StateType = S
trigger2 = P2MoveType != H
trigger3 = Command = "fwd_y" ;Near
trigger3 = Command != "fwd_yz"
trigger3 = P2BodyDist X < 5
trigger3 = P2StateType = C
trigger3 = P2MoveType != H
trigger4 = Command = "fwd_z" ;Near
trigger4 = Command != "fwd_yz"
trigger4 = P2BodyDist X < 5
trigger4 = P2StateType = S
trigger4 = P2MoveType != H
trigger5 = Command = "fwd_z" ;Near
trigger5 = Command != "fwd_yz"
trigger5 = P2BodyDist X < 5
trigger5 = P2StateType = C
trigger5 = P2MoveType != H
[State -1, Throw] ; Ripoff from TestP Guile...>:P
type = ChangeState
value = 360
triggerall = var(37) = 1 && NumHelper(250) = 0
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = StateType = S && MoveType != H
triggerall = BackEdgeDist > -1
triggerall = Ctrl && var(5) = 0
trigger1 = Command = "fwd_b" || Command = "back_b"
trigger1 = P2BodyDist X < 5
trigger1 = P2StateType != A
trigger1 = P2MoveType != H
trigger2 = Command = "fwd_c" || Command = "back_c"
trigger2 = P2BodyDist X < 5
trigger2 = P2StateType != A
trigger2 = P2MoveType != H
[State -1, Throw] ; Ripoff from TestP Guile...>:P
type = ChangeState
value = 901
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(250) = 0 && NumHelper(2101) = 0)
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = StateType = S && MoveType != H
triggerall = BackEdgeDist > -1
triggerall = Ctrl && var(5) = 0
trigger1 = Command = "back_xy" && var(37) = 1
trigger2 = Command = "back_y" ;Near
trigger2 = Command != "back_yz"
trigger2 = P2BodyDist X < 5
trigger2 = P2StateType = S
trigger2 = P2MoveType != H
trigger3 = Command = "back_y" ;Near
trigger3 = Command != "back_yz"
trigger3 = P2BodyDist X < 5
trigger3 = P2StateType = C
trigger3 = P2MoveType != H
trigger4 = Command = "back_z" ;Near
trigger4 = Command != "back_yz"
trigger4 = P2BodyDist X < 5
trigger4 = P2StateType = S
trigger4 = P2MoveType != H
trigger5 = Command = "back_z" ;Near
trigger5 = Command != "back_yz"
trigger5 = P2BodyDist X < 5
trigger5 = P2StateType = C
trigger5 = P2MoveType != H
[State -1, Running Low and Medium Punch]
type = ChangeState
value = 205
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1 && NumHelper(250) = 0
trigger1 = Command = "x"
triggerall = StateNo = [100,105]
triggerall = Command != "holddown"
trigger2 = Command = "y" && var(37) = 1
trigger3 = Command = "a" && var(37) = 1
[State -1, Running High Punch]
type = ChangeState
value = 225
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "z"
trigger1 = Command != "holddown"
trigger1 = StateNo = [100,105]
[State -1, Running Medium Kick]
type = ChangeState
value = 245
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = (var(37) = 1 && Command = "b") || (var(37) = 0 && Command = "y")
trigger1 = StateNo = [100,105]
trigger1 = Command != "holddown"
[State -1, Crouching Slide]
type = ChangeState
value = 325
;triggerall = var(22) = 0
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "z"
triggerall = Command = "holddownforward"
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 200
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 205
trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = var(37) = 1
trigger4 = StateNo = 210
trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = var(37) = 1
trigger5 = StateNo = 230
trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = var(37) = 1
trigger6 = StateNo = 240
trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = var(37) = 1
trigger7 = StateNo = 245
trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = var(37) = 1
trigger8 = StateNo = 300
trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = var(37) = 1
trigger9 = StateNo = 310
trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = var(37) = 1
trigger10 = StateNo = 330
trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = var(37) = 1
trigger11 = StateNo = 340
trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = var(37) = 1
trigger12 = StateNo = [100,105]
;---------------------------------------------------------------------------
[State -1, Standing Low Punch]
type = ChangeState
value = 200
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "x"
triggerall = Command != "holddown"
trigger1 = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 200
trigger2 = AnimElemNo(0) >= 3 && var(5) = 0
trigger3 = StateNo = 200
trigger3 = AnimElemNo(0) >= 3 && var(5) = 1 && Power >= 1
[State -1, Standing Medium Punch]
type = ChangeState
value = 210
;triggerall = var(22) = 0
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "y" && var(37) = 1
triggerall = Command != "holddown"
trigger1 = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 200
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 205
trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = var(37) = 1
trigger4 = StateNo = 230
trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = var(37) = 1
trigger5 = StateNo = 300
trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = var(37) = 1
trigger6 = StateNo = 330
trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = var(37) = 1
[State -1, Standing High Punch]
type = ChangeState
value = 220
;triggerall = var(22) = 0 || (var(22) = 1 && var(5) = 1)
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "z"
triggerall = Command != "holddown"
trigger1 = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 200
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 205
trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = var(37) = 1
trigger4 = StateNo = 210
trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = var(37) = 1
trigger5 = StateNo = 230
trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = var(37) = 1
trigger6 = StateNo = 240
trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = var(37) = 1
;trigger7 = stateno = 245
;trigger7 = movecontact && (var(5) = 0 || (var(5) >=1 && power >= 1)) && numhelper(250) = 0
trigger7 = StateNo = 300
trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = var(37) = 1
trigger8 = StateNo = 310
trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = var(37) = 1
trigger9 = StateNo = 330
trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = var(37) = 1
trigger10 = StateNo = 340
trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = var(37) = 1
trigger11 = StateNo = 52
trigger12 = StateNo = 220
trigger12 = AnimElemNo(0) >= 11
trigger12 = var(5) = 0
trigger13 = StateNo = 220
trigger13 = AnimElemNo(0) >= 11
trigger13 = var(5) = 1 && Power >= 1
[State -1, Standing Low Punch 2]
type = ChangeState
value = 230
;triggerall = var(22) = 0
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "a" && var(37) = 1
triggerall = Command != "holddown"
trigger1 = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 200
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 205
trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = var(37) = 1
trigger4 = StateNo = 300
trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = var(37) = 1
trigger5 = StateNo = 230
trigger5 = AnimElemNo(0) >= 3 && var(5) = 0
trigger6 = StateNo = 230
trigger6 = AnimElemNo(0) >= 3 && var(5) = 1 && Power >= 1
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
;triggerall = var(22) = 0
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = (var(37) = 1 && Command = "b") || (var(37) = 0 && Command = "y")
triggerall = Command != "holddown"
trigger1 = StateType = S
trigger1 = Ctrl
trigger2 = StateNo = 200
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 205
trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = var(37) = 1
trigger4 = StateNo = 210
trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = var(37) = 1
trigger5 = StateNo = 230
trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = var(37) = 1
trigger6 = StateNo = 300
trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = var(37) = 1
trigger7 = StateNo = 310
trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = var(37) = 1
trigger8 = StateNo = 330
trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = var(37) = 1
[State -1, Crouching Low Punch]
type = ChangeState
value = 300
;triggerall = var(22) = 0
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "x"
triggerall = Command = "holddown"
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 200
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 300
trigger3 = (var(5) = 0 || (var(5) >= 1 && Power >= 1))
trigger4 = StateNo = [100,105]
[State -1, Crouching Medium Punch]
type = ChangeState
value = 310
;triggerall = var(22) = 0
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "y"
triggerall = Command = "holddown"
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 200
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 205
trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = var(37) = 1
trigger4 = StateNo = 300
trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = var(37) = 1
trigger5 = StateNo = 330
trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = var(37) = 1
trigger6 = StateNo = [100,105]
[State -1, Crouching High Punch]
type = ChangeState
value = 321
triggerall = var(22) = 0 || (var(22) = 1 && var(5) = 1)
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "z"
triggerall = Command = "holddown"
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 200
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 205
trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = var(37) = 1
trigger4 = StateNo = 210
trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = var(37) = 1
trigger5 = StateNo = 230
trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = var(37) = 1
trigger6 = StateNo = 240
trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = var(37) = 1
trigger7 = StateNo = 245
trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = var(37) = 1
trigger8 = StateNo = 300
trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = var(37) = 1
trigger9 = StateNo = 310
trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = var(37) = 1
trigger10 = StateNo = 330
trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = var(37) = 1
trigger11 = StateNo = 340
trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = var(37) = 1
trigger12 = StateNo = [100,105]
[State -1, Crouching Low Punch 2]
type = ChangeState
value = 330
triggerall = var(37) = 1
;triggerall = var(22) = 0
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "a"
triggerall = Command = "holddown"
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 200
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 300
trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = var(37) = 1
trigger4 = StateNo = 330
trigger4 = (var(5) = 0 || (var(5) >= 1 && Power >= 1))
trigger5 = StateNo = [100,105]
[State -1, Crouching Medium Punch 2]
type = ChangeState
value = 340
triggerall = var(37) = 1
;triggerall = var(22) = 0
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
triggerall = Command = "b"
triggerall = Command = "holddown"
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 200
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 205
trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = var(37) = 1
trigger4 = StateNo = 230
trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = var(37) = 1
trigger5 = StateNo = 300
trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = var(37) = 1
trigger6 = StateNo = 310
trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = var(37) = 1
trigger7 = StateNo = 330
trigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = var(37) = 1
trigger8 = StateNo = [100,105]
[State -1, Crouching Stand Attack]
type = ChangeState
value = 350
triggerall = var(37) = 1 || (var(37) = 0 && NumHelper(2101) = 0)
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0 && NumHelper(250) = 0
triggerall = BackEdgeDist > -1
triggerall = (var(37) = 1 && Command = "c") || (var(37) = 0 && Command = "a")
triggerall = Command = "holddown"
triggerall = var(7) = 0
trigger1 = StateType = C
trigger1 = Ctrl
trigger2 = StateNo = 200
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 205
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 210;
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 215
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 220
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger7 = StateNo = 230
t;rigger7 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger8 = StateNo = 240
;trigger8 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger9 = StateNo = 245
;trigger9 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger10 = StateNo = 300
;trigger10 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger11 = StateNo = 310
;trigger11 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger12 = StateNo = 321
;trigger12 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger13 = StateNo = 330
;trigger13 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger14 = StateNo = 340
;trigger14 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger15 = StateNo = [100,105]
trigger16 = StateNo = 225
;trigger16 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
[State -1, Air Low Punch]
type = ChangeState
value = 400
;triggerall = var(22) = 0
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
trigger1 = Command = "x"
triggerall = StateType = A
triggerall = Ctrl
trigger2 = Command = "a" && var(37) = 1
[State -1, Air Medium Punch]
type = ChangeState
value = 410
;triggerall = var(22) = 0
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
triggerall = Command = "y" && var(37) = 1
triggerall = StateType = A
trigger1 = Ctrl
trigger2 = StateNo = 400
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 430
trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = var(37) = 1
[State -1, Air High Punch]
type = ChangeState
value = 420
triggerall = var(22) = 0 || (var(22) = 1 && var(5) = 1)
triggerall = IsHelper = 0
triggerall = Command = "z"
triggerall = StateType = A
trigger1 = Ctrl
trigger2 = StateNo = 400
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 410
trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = var(37) = 1
trigger4 = StateNo = 430
trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = var(37) = 1
trigger5 = StateNo = 440
trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = var(37) = 1
[State -1, Air Medium Kick]
type = ChangeState
value = 440
;triggerall = var(22) = 0
triggerall = (var(22) = 0 || (var(22) = 1 && var(5) = 1 && P2BodyDist X <= 20))
triggerall = IsHelper = 0
triggerall = (var(37) = 1 && Command = "b") || (var(37) = 0 && Command = "y")
triggerall = StateType = A
trigger1 = Ctrl
trigger2 = StateNo = 400
trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger2 = var(37) = 1
trigger3 = StateNo = 410
trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = var(37) = 1
[State -1, Air Stand Attack]
type = ChangeState
value = 450
triggerall = var(22) = 0 || (var(22) = 1 && var(5) = 1)
triggerall = IsHelper = 0
triggerall = (var(37) = 1 && Command = "c") || (var(37) = 0 && Command = "a")
triggerall = StateType = A && NumHelper(250) = 0
triggerall = var(7) = 0
trigger1 = Ctrl
trigger2 = StateNo = 400
;trigger2 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger3 = StateNo = 410
;trigger3 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger4 = StateNo = 420
;trigger4 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger5 = StateNo = 430
;trigger5 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
trigger6 = StateNo = 440
;trigger6 = MoveContact && (var(5) = 0 || (var(5) >=1 && Power >= 1))
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(22) = 0
triggerall = IsHelper = 0
triggerall = BackEdgeDist > -1
trigger1 = Command = "s"
trigger1 = StateType = S
trigger1 = Ctrl && MoveType = I
[State haha]
type = ChangeState
triggerall = (stateno = [150, 155]) ;&& numhelper(250) = 0
trigger1 = var(37) = 1 && (command = "xy" || Command = "yz")
trigger2 = var(37) = 0 && Command = "c"
trigger3 = var(22) = 1 && Random > 100
trigger4 = var(22) = 1 && P2BodyDist X <= 10
value = 5300
ignorehitpause = 1