;-| Button Remapping |-----------------------------------------------------
[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


;-| Super Motions |--------------------------------------------------------
[Command]
name = "MagicalStage"
command = ~D,DF,F,D,DF,F, a+b
time 	= 25

[Command]
name = "MagicalStage"
command = ~D,DF,F,D,DF,F, b+c
time 	= 25

[Command]
name = "MagicalStage"
command = ~D,DF,F,D,DF,F, a+c
time 	= 25

[Command]
name = "Odango"
command = ~D,DF,F,D,DF,F, a
time 	= 25

[Command]
name = "Totsugeki Dokkaan"
command = ~D,DF,F,D,DF,F, b
time 	= 25

[Command]
name = "Oja Ranbu"
command = ~D,DF,F,D,DF,F, c
time 	= 25
;-| Special Motions |------------------------------------------------------
[Command]
name = "Poron UPPER Kyou1"
command = ~D, D, a
time 	= 12

[Command]
name = "Poron UPPER Kyou2"
command = ~D, D, b
time 	= 12

[Command]
name = "Poron UPPER Kyou3"
command = ~D, D, c
time 	= 12

[Command]
name = "Air Poron UPPER Kyou1"
command = ~D, D, a
time 	= 12

[Command]
name = "Air Poron UPPER Kyou2"
command = ~D, D, b
time 	= 12

[Command]
name = "Air Poron UPPER Kyou3"
command = ~D, D, c
time 	= 12

[Command]
name = "Mahou Tama Kyou1"
command = ~D,DF,F, a
time 	= 12

[Command]
name = "Mahou Tama Kyou2"
command = ~D,DF,F, b
time 	= 12

[Command]
name = "Mahou Tama Kyou3"
command = ~D,DF,F, c
time 	= 12

[Command]
name = "Haguu Jaku"
command = ~F,B, a
time 	= 12

[Command]
name = "Haguu Jaku"
command = ~F,B, b
time 	= 12

[Command]
name = "Haguu Jaku"
command = ~F,B, c
time 	= 12

[Command]
name = "Kurukurumaware Dai1"
command = ~D,DB,B, a
time 	= 12

[Command]
name = "Kurukurumaware Dai2"
command = ~D,DB,B, b
time 	= 12

[Command]
name = "Kurukurumaware Dai3"
command = ~D,DB,B, c
time 	= 12

[Command]
name = "dash_k_weak"
command = ~F, F, a
time 	= 12

[Command]
name = "dash_k_medium"
command = ~F, F, b
time 	= 12

[Command]
name = "dash_k_strong"
command = ~F, F, c
time 	= 12
;-| 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 = a+c
time = 1

[Command]
name = "ab"
command = a+b
time=1

[Command]
name = "hold_ab"
command = /a+b
time=1

[Command]
name = "hold_ax"
command = /a+x
time=1

[Command]
name = "Down"
command = $D,a
time = 10

[Command]
name = "Down"
command = $D,b
time = 10

[Command]
name = "Down"
command = $D,c
time = 10
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$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

[Command]
name = "hold_a"
command = /a
time=1

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

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

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

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

;---------------------------------------------------------------------------
;===========================================================================

[State -1, AI ON] ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1

[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0 ; it is on and
Trigger1=RoundState!=2 ; the round is not started yet or is already over
Trigger2=!IsHelper ; OR if we are a player, but
Trigger2=AILevel=0 ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1

[State -1]
Type=VarSet
Trigger1=1
var(50)= 10 ;Change the 60 to whatever you want. Take note of this value, as I mention it below.

[State -1]
Type=Changestate
Triggerall=Inguarddist; Guard when in guard distance
Triggerall=var(59)>0; and the AI is on
Triggerall=ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005; and we have control
Trigger1 = random< (var(50)* 40) ; Feel free to change the * 99 to whatever you want, 
value=120

[State -1]; The engine will still guard by through pressing the back button, we need to disable that.
Type=Assertspecial
Triggerall=StateNo!=[120,160]
Trigger1=var(59)>0
flag=noairguard
flag2=nocrouchguard
flag3=nostandguard

;===========================================================================
;---------------------------------------------------------------------------

[State -1, AI Air Light Punch] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl 
triggerall = roundstate = 2
triggerall = statetype = A
trigger1 = p2statetype != L
trigger1 = p2bodydist x < 35
trigger1 = random<var(50) * 60
value= 600

[State -1, AI Low Light Punch] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005 
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = p2bodydist x < 28
trigger1 = random<var(50) * 55
value= 400

[State -1, AI Magical Show] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005 
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 3000
trigger1 = p2statetype != L
trigger1 = p2bodydist x < 45
trigger1 = random<var(50) * 50
value= 2300

[State -1, AI Mahou Tama Kyou Strong] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005 
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = p2statetype != A
trigger1 = p2statetype != L
trigger1 = p2bodydist x < 150
trigger1 = random<var(50) * 6
value= Cond(Random <= 500, 2100, 2200)

[State -1, AI Mahou Tama Kyou Strong] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005 
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !numhelper(2500)
triggerall = stateno != 2501
triggerall = !numhelper(2400)
triggerall = stateno != 2401
triggerall = !numhelper(2110)
triggerall = stateno != 2111
triggerall = !numhelper(1101)
triggerall = stateno != 1103
triggerall = Numproj = 0
triggerall = power >= 1000
trigger1 = p2statetype != L
trigger1 = p2bodydist x > 60
trigger1 = random<var(50) * 2
value= 2000

[State -1, AI Light Punch] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005 
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = p2statetype != L
trigger1 = p2bodydist x < 45
trigger1 = random<var(50) * 50
value= 200

[State -1, AI Uppercut] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005 
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = p2statetype != L
trigger1 = p2movetype != H
trigger1 = p2bodydist x = [30,100]
trigger1 = random<var(50) * 20
trigger2 = p2statetype = A
trigger2 = p2movetype != H
trigger2 = p2bodydist x < 90
trigger2 = p2bodydist y >= -80
trigger2 = random<var(50) * 20
value= Cond(Random <= 500, 1210, 1220)

[State -1, AI Spin] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005 
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = p2statetype != L
trigger1 = p2movetype != H
trigger1 = p2bodydist x < 90
trigger1 = random<var(50) * 40
value= 1102

[State -1, AI Mahou Tama Kyou Strong] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005 
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !numhelper(1001)
triggerall = !numhelper(1011)
triggerall = !numhelper(1021)
trigger1 = p2statetype != L
trigger1 = p2bodydist x > 60
trigger1 = random<var(50) * 8
value= 1020

[State -1, AI Mahou Tama Kyou Weak] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005 
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = p2bodydist x = [20,110]
trigger1 = random<var(50) * 4
value= 1000

[State -1, AI Upper into Air] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005 
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = p2statetype != L
trigger1 = p2bodydist x = [51,90]
trigger1 = random<var(50) * 5
trigger2 = p2statetype != L
trigger2 =  p2bodydist x = [20,50]
trigger2 = random<var(50) * 3
value= 710

[State -1, AI Throw] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005 
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = p2bodydist x < 40
trigger1 = random<var(50) * 30
value= 800

[State -1, AI Hard Punch] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005 
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = p2statetype != L
trigger1 = p2statetype != A
trigger1 = p2bodydist x < 75
trigger1 = random<var(50) * 25
value= Cond(Random <= 500, 220, 420)

[State -1, AI Ctrl Back off] 
Type=ChangeState
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005
Triggerall = StateType != A
Triggerall = P2StateType = L
Triggerall = p2bodydist x < 50
triggerall = stateno != 105
trigger1 = 1
value= 105

[State -1, AI Walking Forwards] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = roundstate = 2
Triggerall = ctrl
Triggerall = statetype != A
triggerall = stateno != [100,105]
trigger1 = p2bodydist x > 100
trigger1 = frontedgedist > 40
trigger1 = random<var(50) * 20
value = 9999

[State -1, AI Walking Forwards] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = roundstate = 2
Triggerall = ctrl
Triggerall = statetype != A
triggerall = stateno != [100,105]
trigger1 = p2bodydist x > 20
trigger1 = frontedgedist > 40
trigger1 = random<var(50) * 20
value = 11000

[State -1, AI Walking Backwards] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = roundstate = 2
Triggerall = ctrl
Triggerall = statetype != A
triggerall = backedgedist > 60
triggerall = stateno != [100,105]
trigger1 = p2bodydist x > 20
trigger1 = random<var(50) * 20
trigger2 = frontedgedist < 40
trigger2 = random<var(50) * 2
trigger3 = frontedgedist < 40
trigger3 = p2statetype = L
trigger3 = random<var(50) * 25
value = Cond(Random <= 500, 105, 11001)

[State -1, AI Walking Around]
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = roundstate = 2
Triggerall = ctrl 
Triggerall = statetype != A
triggerall = stateno != [100,105]
trigger1 = random<var(50) * 7
value = 11005

[State -1, AI Jump Forwards] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = roundstate = 2
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005
Triggerall = statetype != A
trigger1 = p2statetype != L & p2movetype != H
trigger1 = frontedgedist > 40
trigger1 = random<var(50) * 2
value = 11003

[State -1, AI Jump Backwards] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
triggerall = roundstate = 2
Triggerall = ctrl || stateno = 11000 || stateno = 11001 || stateno = 11005
Triggerall = statetype != A
trigger1 = backedgedist > 60
trigger1 = random<var(50) * 1
trigger2 = backedgedist < 40
trigger2 = p2statetype = L
trigger2 = random<var(50) * 1
value = 11004

[State -1, AI Superjump Followup] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Trigger1 = stateno = 715
trigger1 = p2bodydist y > -10
value = 600

[State -1, AI Air Light Punch Followups] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = stateno = 600
trigger1 = movehit
value = 610

[State -1, AI Medium Air Punch Followups] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = stateno = 610
trigger1 = power >= 1000
trigger1 = movehit
trigger1 = random<var(50) * 70
value = 2110

[State -1, AI Medium Air Punch Followups] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = stateno = 610
trigger1 = movehit
value = Cond(Random <= 500, 620, 1230)

[State -1, AI Close Light Punch Followups] 
Type=Changestate
Triggerall = var(59)>0
Triggerall = alive = 1
Triggerall = stateno = 202 || stateno = 400 || stateno = 201
trigger1 = movehit
value = Cond(Random <= 500, 210, 410)

;---------------------------------------------------------------------------
[State -1, Magical Stage]
type = ChangeState
value = 2300
triggerall = var(59) = 0
triggerall = command = "MagicalStage"
triggerall = statetype = S || statetype = C
triggerall = power >= 3000
trigger1 = !numhelper(2500)
trigger1 = stateno != 2501
trigger1 = !numhelper(2400)
trigger1 = stateno != 2401
trigger1 = !numhelper(2110)
trigger1 = stateno != 2111
trigger1 = !numhelper(1101)
trigger1 = stateno != 1103
triggerall = Numproj = 0
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 211 && movecontact
trigger5 = stateno = 212 && movecontact
trigger6 = stateno = 221 && movecontact
trigger7 = stateno = 222 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 420 && movecontact
;---------------------------------------------------------------------------
[State -1, Odango]
type = ChangeState
value = 2000
triggerall = var(59) = 0
triggerall = command = "Odango"
triggerall = statetype = S || statetype = C
triggerall = power >= 1000
trigger1 = !numhelper(2500)
trigger1 = stateno != 2501
trigger1 = !numhelper(2400)
trigger1 = stateno != 2401
trigger1 = !numhelper(2110)
trigger1 = stateno != 2111
trigger1 = !numhelper(1101)
trigger1 = stateno != 1103
triggerall = Numproj = 0
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 211 && movecontact
trigger5 = stateno = 212 && movecontact
trigger6 = stateno = 221 && movecontact
trigger7 = stateno = 222 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 420 && movecontact
;---------------------------------------------------------------------------
[State -1, Totsugeki Dokkaan]
type = ChangeState
value = 2100
triggerall = var(59) = 0
triggerall = command = "Totsugeki Dokkaan"
triggerall = statetype = S || statetype = C
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 211 && movecontact
trigger5 = stateno = 212 && movecontact
trigger6 = stateno = 221 && movecontact
trigger7 = stateno = 222 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 420 && movecontact
;---------------------------------------------------------------------------
[State -1, Totsugeki Dokkaan]
type = ChangeState
value = 2110
triggerall = var(59) = 0
triggerall = command = "Totsugeki Dokkaan"
triggerall = statetype = A
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact
;---------------------------------------------------------------------------
[State -1, Oja Ranbu]
type = ChangeState
value = 2200
triggerall = var(59) = 0
triggerall = command = "Oja Ranbu"
triggerall = statetype = S || statetype = C
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 211 && movecontact
trigger5 = stateno = 212 && movecontact
trigger6 = stateno = 221 && movecontact
trigger7 = stateno = 222 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 420 && movecontact
;---------------------------------------------------------------------------
; Poron UPPER Kyou (Weak)
[State -1, Poron UPPER Kyou (Weak)]
type 		= ChangeState
value 		= 1200
triggerall = var(59) = 0
triggerall 	= command = "Poron UPPER Kyou1"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact

; Poron UPPER Kyou (Medium)
[State -1, Poron UPPER Kyou (Medium)]
type 		= ChangeState
value 		= 1210
triggerall = var(59) = 0
triggerall 	= command = "Poron UPPER Kyou2"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact

; Poron UPPER Kyou (Strong)
[State -1, Poron UPPER Kyou (Strong)]
type 		= ChangeState
value 		= 1220
triggerall = var(59) = 0
triggerall 	= command = "Poron UPPER Kyou3"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact

;Air Poron UPPER Kyou (Weak)
[State -1, Air Poron UPPER Kyou (Weak)]
type 		= ChangeState
value 		= 1230
triggerall = var(59) = 0
triggerall 	= command = "Air Poron UPPER Kyou1"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact

;Air Poron UPPER Kyou (Medium)
[State -1, Air Poron UPPER Kyou (Medium)]
type 		= ChangeState
value 		= 1230
triggerall = var(59) = 0
triggerall 	= command = "Air Poron UPPER Kyou2"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact

; Poron UPPER Kyou (Strong)
[State -1, Air Poron UPPER Kyou (Strong)]
type 		= ChangeState
value 		= 1230
triggerall = var(59) = 0
triggerall 	= command = "Air Poron UPPER Kyou3"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact

; Mahou Tama Kyou(Weak)
[State -1, Mahou Tama Kyou (Weak)]
type 		= ChangeState
value 		= 1000
triggerall = var(59) = 0
triggerall 	= command = "Mahou Tama Kyou1"
triggerall = !numhelper(1001)
triggerall = !numhelper(1011)
triggerall = !numhelper(1021)
trigger1 = ctrl
trigger1 = statetype = S || statetype = C
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact

; Magic(Weak)
[State -1, Mahou Tama Kyou (Medium)]
type 		= ChangeState
value 		= 1010
triggerall = var(59) = 0
triggerall 	= command = "Mahou Tama Kyou2"
triggerall = !numhelper(1001)
triggerall = !numhelper(1011)
triggerall = !numhelper(1021)
trigger1 = ctrl
trigger1 = statetype = S || statetype = C
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact

; Mahou Tama Kyou(Weak)
[State -1, Mahou Tama Kyou (Strong)]
type 		= ChangeState
value 		= 1020
triggerall = var(59) = 0
triggerall 	= command = "Mahou Tama Kyou3"
triggerall = !numhelper(1001)
triggerall = !numhelper(1011)
triggerall = !numhelper(1021)
trigger1 = ctrl
trigger1 = statetype = S || statetype = C
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact

; Haguu Jaku
[State -1, Haguu Jaku]
type 		= ChangeState
value 		= 1300
triggerall = var(59) = 0
triggerall 	= command = "Haguu Jaku"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact

; Kurukurumaware Dai (Weak)
[State -1, Kurukurumaware Dai (Weak)]
type 		= ChangeState
value 		= 1100
triggerall = var(59) = 0
triggerall 	= command = "Kurukurumaware Dai1"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact

; Kurukurumaware Dai (Medium)
[State -1, Kurukurumaware Dai (Medium)]
type 		= ChangeState
value 		= 1101
triggerall = var(59) = 0
triggerall 	= command = "Kurukurumaware Dai2"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact

; Kurukurumaware Dai (Strong)
[State -1, Kurukurumaware Dai (Strong)]
type 		= ChangeState
value 		= 1102
triggerall = var(59) = 0
triggerall 	= command = "Kurukurumaware Dai3"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact

; Dash Kougeki (Weak)
[State -1, Dash Kougeki (Weak)]
type 		= ChangeState
value 		= 700
triggerall = var(59) = 0
triggerall 	= command = "dash_k_weak"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = StateNo = 100
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact

; Dash Kougeki (Medium)
[State -1, Dash Kougeki (Medium)]
type 		= ChangeState
value 		= 710
triggerall = var(59) = 0
triggerall 	= command = "dash_k_medium"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = StateNo = 100
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact
;---------------------------------------------------------------------------
; Dash Kougeki (Strong)
[State -1, Dash Kougeki (Strong)]
type 		= ChangeState
value 		= 720
triggerall = var(59) = 0
triggerall 	= command = "dash_k_strong"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = StateNo = 100
trigger2 = stateno = 201 && movecontact
trigger3 = stateno = 202 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 211 && movecontact
trigger6 = stateno = 212 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 221 && movecontact
trigger9 = stateno = 222 && movecontact
trigger10 = stateno = 420 && movecontact
;---------------------------------------------------------------------------
;Doremi Throw
[State -1, Doremi Throw]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "holdfwd" || command = "holdback"
triggerall = command = "ab"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 107
triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 108
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Light Attack
[State -1, Stand Light Attack]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Stand Medium Attack
[State -1, Stand Medium Attack]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = stateno = 201
trigger2 = movecontact
trigger3 = stateno = 202
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
trigger5 = stateno = 401
trigger5 = movecontact
;---------------------------------------------------------------------------
;Stand Strong Attack
[State -1, Stand Strong Attack]
type = ChangeState
value = 220
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = stateno = 201
trigger2 = movecontact
trigger3 = stateno = 202
trigger3 = movecontact
trigger4 = stateno = 211
trigger4 = movecontact
trigger5 = stateno = 212
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 401
trigger7 = movecontact
trigger8 = stateno = 410
trigger8 = movecontact
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Attack
[State -1, Crouching Attack]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = command != "holdfwd"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Light Attack
[State -1, Crouching Attack]
type = ChangeState
value = 401
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Crouching Medium Attack
[State -1, Crouching Medium Attack]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = stateno = 201
trigger2 = movecontact
trigger3 = stateno = 202
trigger3 = movecontact
trigger4 = stateno = 400
trigger4 = movecontact
;---------------------------------------------------------------------------
;Crouching Strong Attack
[State -1, Crouching Strong Attack]
type = ChangeState
value = 420
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = stateno = 201
trigger2 = movecontact
trigger3 = stateno = 202
trigger3 = movecontact
trigger4 = stateno = 211
trigger4 = movecontact
trigger5 = stateno = 212
trigger5 = movecontact
trigger6 = stateno = 400
trigger6 = movecontact
trigger7 = stateno = 410
trigger7 = movecontact
;---------------------------------------------------------------------------
;Jump Light Attack
[State -1, Jump Light Attack]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Medium Attack
[State -1, Jump Medium Attack]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
;---------------------------------------------------------------------------
;Jump Strong Attack
[State -1, Jump Strong Attack]
type = ChangeState
value = 620
triggerall = var(59) = 0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact
trigger3 = stateno = 610
trigger3 = movecontact
;---------------------------------------------------------------------------
[State -1, SuperJump]
type 		= ChangeState
value 		= 715
triggerall = var(59) = 0
triggerall 	= command = "holdup"
triggerall 	= p2stateno = 719
trigger1 	= stateno = 710
trigger1 	= movehit
;---------------------------------------------------------------------------
; Wake Up
[State -1, Wake Up]
type = ChangeState
value = 2800
triggerall = var(59) = 0
triggerall 	= statetype != A && Roundstate = 2
triggerall 	= ((StateNo = [120,152]) && time < 10) && (Power >= 1000)
trigger1 	= command = "holdfwd" && command = "c"
IgnoreHitPause 	= 1
