;================================
;"Broli", from Super Boutuden 2
;================================
;----------------------------------------
;Author: The Necromancer
;
;
;----------------------------------------
;===========================================================================
;-| Notes |-----------------------------------------------------------------
;-| Default Values |----------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "start"
command = s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdup"
command = /$U
time = 1
[Command]
name = "holddown"
command = /$D
time = 1
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdstart"
command = /s
time = 1
;-| CPU |------------------------------------------------------------------
[Command]
name = "a2"
command = a
time = 1
[Command]
name = "b2"
command = b
time = 1
[Command]
name = "c2"
command = c
time = 1
[Command]
name = "x2"
command = x
time = 1
[Command]
name = "y2"
command = y
time = 1
[Command]
name = "z2"
command = z
time = 1
[Command]
name = "start2"
command = s
time = 1
[Command]
name = "holdfwd2"
command = /$F
time = 1
[Command]
name = "holdback2"
command = /$B
time = 1
[Command]
name = "holdup2"
command = /$U
time = 1
[Command]
name = "holddown2"
command = /$D
time = 1
[Command]
name = "holda2"
command = /a
time = 1
[Command]
name = "holdb2"
command = /b
time = 1
[Command]
name = "holdc2"
command = /c
time = 1
[Command]
name = "holdx2"
command = /x
time = 1
[Command]
name = "holdy2"
command = /y
time = 1
[Command]
name = "holdz2"
command = /z
time = 1
[Command]
name = "holdstart2"
command = /s
time = 1
[Command]
name = "recovery2"
command = x+y
time = 1
;-| Hyper Motions |--------------------------------------------------------
[Command]
name = "Gekimetsu Dama"
command = ~D, F, $D, F, x
time = 30
[Command]
name = "Gekimetsu Dama"
command = ~D, F, $D, F, y
time = 30
[Command]
name = "Gekimetsu Dama"
command = ~D, F, $D, F, z
time = 30
[Command]
name = "Minami Ginga Gouka"
command = ~D, $B, $D, F, x
time = 30
[Command]
name = "Minami Ginga Gouka"
command = ~D, $B, $D, F, y
time = 30
[Command]
name = "Minami Ginga Gouka"
command = ~D, $B, $D, F, z
time = 30
[Command]
name = "Magyo Satsuriku"
command = ~D, $B, $D, F, a
time = 30
[Command]
name = "Magyo Satsuriku"
command = ~D, $B, $D, F, b
time = 30
[Command]
name = "Magyo Satsuriku"
command = ~D, $B, $D, F, c
time = 30
;-| Special EX Motions |---------------------------------------------------
[Command]
name = "Kikou Ha EX"
command = ~D, DF, F, x+y
time = 15
[Command]
name = "Kikou Ha EX"
command = ~D, DF, F, y+z
time = 15
[Command]
name = "Kikou Ha EX"
command = ~D, DF, F, x+z
time = 15
[Command]
name = "Bakuenha EX"
command = ~$D, $U, x+y
time = 15
[Command]
name = "Bakuenha EX"
command = ~$D, $U, y+z
time = 15
[Command]
name = "Bakuenha EX"
command = ~$D, $U, x+z
time = 15
[Command]
name = "Tosshin Toubu Dageki EX"
command = ~F, D, $F, x+y
time = 15
[Command]
name = "Tosshin Toubu Dageki EX"
command = ~F, D, $F, y+x
time = 15
[Command]
name = "Tosshin Toubu Dageki EX"
command = ~F, D, $F, x+z
time = 15
[Command]
name = "Geki Kaze EX"
command = ~F, $D, B, x+y
time = 15
[Command]
name = "Geki Kaze EX"
command = ~F, $D, B, y+z
time = 15
[Command]
name = "Geki Kaze EX"
command = ~F, $D, B, x+z
time = 15
[Command]
name = "Tobi Rariatto EX"
command = ~30$B, F, x+y
time = 15
[Command]
name = "Tobi Rariatto EX"
command = ~30$B, F, y+z
time = 15
[Command]
name = "Tobi Rariatto EX"
command = ~30$B, F, x+z
time = 15
[Command]
name = "Mawari Ken EX"
command = ~D, DF, F, a+b
time = 15
[Command]
name = "Mawari Ken EX"
command = ~D, DF, F, b+c
time = 15
[Command]
name = "Mawari Ken EX"
command = ~D, DF, F, a+c
time = 15
[Command]
name = "Attouteki Gekiha EX"
command = ~30$D, $U, a+b
time = 15
[Command]
name = "Attouteki Gekiha EX"
command = ~30$D, $U, b+c
time = 15
[Command]
name = "Attouteki Gekiha EX"
command = ~30$D, $U, a+c
time = 15
[Command]
name = "Naraku Otoshi EX"
command = ~F, D, $F, a+b
time = 15
[Command]
name = "Naraku Otoshi EX"
command = ~F, D, $F, b+c
time = 15
[Command]
name = "Naraku Otoshi EX"
command = ~F, D, $F, a+c
time = 15
[Command]
name = "Satsubatsu Yakushin EX"
command = ~30$B, F, a+b
time = 15
[Command]
name = "Satsubatsu Yakushin EX"
command = ~30$B, F, b+c
time = 15
[Command]
name = "Satsubatsu Yakushin EX"
command = ~30$B, F, a+c
time = 15
;-| Special Motions |------------------------------------------------------
[Command]
name = "Kikou Ha"
command = ~D, DF, F, x
time = 15
[Command]
name = "Kikou Ha"
command = ~D, DF, F, y
time = 15
[Command]
name = "Kikou Ha"
command = ~D, DF, F, z
time = 15
[Command]
name = "Gou Kikou Ha"
command = ~B, $D, F, x
time = 15
[Command]
name = "Gou Kikou Ha"
command = ~B, $D, F, y
time = 15
[Command]
name = "Gou Kikou Ha"
command = ~B, $D, F, z
time = 15
[Command]
name = "Bakuenha"
command = ~$D, $U, x
time = 15
[Command]
name = "Bakuenha"
command = ~$D, $U, y
time = 15
[Command]
name = "Bakuenha"
command = ~$D, $U, z
time = 15
[Command]
name = "Tosshin Toubu Dageki"
command = ~F, D, $F, x
time = 15
[Command]
name = "Tosshin Toubu Dageki"
command = ~F, D, $F, y
time = 15
[Command]
name = "Tosshin Toubu Dageki"
command = ~F, D, $F, z
time = 15
[Command]
name = "Geki Kaze"
command = ~F, $D, B, x
time = 15
[Command]
name = "Geki Kaze"
command = ~F, $D, B, y
time = 15
[Command]
name = "Geki Kaze"
command = ~F, $D, B, z
time = 15
[Command]
name = "Tobi Rariatto"
command = ~30$B, F, x
time = 15
[Command]
name = "Tobi Rariatto"
command = ~30$B, F, y
time = 15
[Command]
name = "Tobi Rariatto"
command = ~30$B, F, z
time = 15
[Command]
name = "Zugai Hasatsu"
command = ~B, $D, $F, $U, x
time = 35
[Command]
name = "Zugai Hasatsu"
command = ~B, $D, $F, $U, y
time = 35
[Command]
name = "Zugai Hasatsu"
command = ~B, $D, $F, $U, z
time = 35
[Command]
name = "Zugai Hasatsu"
command = ~F, $D, $B, $U, x
time = 35
[Command]
name = "Zugai Hasatsu"
command = ~F, $D, $B, $U, y
time = 35
[Command]
name = "Zugai Hasatsu"
command = ~F, $D, $B, $U, z
time = 35
[Command]
name = "Mawari Ken"
command = ~D, DF, F, a
time = 15
[Command]
name = "Mawari Ken"
command = ~D, DF, F, b
time = 15
[Command]
name = "Mawari Ken"
command = ~D, DF, F, c
time = 15
[Command]
name = "Attouteki Gekiha"
command = ~30$D, $U, a
time = 15
[Command]
name = "Attouteki Gekiha"
command = ~30$D, $U, b
time = 15
[Command]
name = "Attouteki Gekiha"
command = ~30$D, $U, c
time = 15
[Command]
name = "Naraku Otoshi"
command = ~F, D, $F, a
time = 15
[Command]
name = "Naraku Otoshi"
command = ~F, D, $F, b
time = 15
[Command]
name = "Naraku Otoshi"
command = ~F, D, $F, c
time = 15
[Command]
name = "Satsubatsu Yakushin"
command = ~30$B, F, a
time = 15
[Command]
name = "Satsubatsu Yakushin"
command = ~30$B, F, b
time = 15
[Command]
name = "Satsubatsu Yakushin"
command = ~30$B, F, c
time = 15
[Command]
name = "Jigoku Wari"
command = ~F, $D, B, a
time = 30
[Command]
name = "Jigoku Wari"
command = ~F, $D, B, b
time = 30
[Command]
name = "Jigoku Wari"
command = ~F, $D, B, c
time = 30
;-| Misc Motions |---------------------------------------------------------
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 12
[Command]
name = "BB"
command = B, B
time = 12
[Command]
name = "DD"
command = D, D
time = 12
[Command]
name = "UU"
command = U, U
time = 12
[Command]
name = "Long Jump"
command = ~D, UF
time = 12
[Command]
name = "Long Jump"
command = ~D, UB
time = 12
[Command]
name = "Bukuu Jyutsu"
command = U, U
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "xz"
command = x+z
time = 1
[Command]
name = "ac"
command = a+c
time = 1
[Command]
name = "xa"
command = x+a
time = 1
[Command]
name = "by"
command = b+y
time = 1
[Command]
name = "cz"
command = c+z
time = 1
;-| Dir + Button |----------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -1]
;===========================================================================
;-| Misc |------------------------------------------------------------------
[State -1: AIHelper1]
type = ChangeState
trigger1 = IsHelper(9741)
trigger1 = Parent, Name = "[Necromancer's] Broli"
value = 9741
[State -1: AIHelper2]
type = ChangeState
trigger1 = IsHelper(9742)
trigger1 = Parent, Name = "[Necromancer's] Broli"
value = 9742
;---------------------------------------------------------------------------
;Taunt
[State -1: Taunt]
type = ChangeState
value = 195
triggerall = (BackEdgeBodyDist > -5) && (Var(2) <= 0)
trigger1 = (Command = "start") && (StateType = S) && (Ctrl)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Long Jump
[State -1: Long Jump]
type = ChangeState
value = 40
triggerall = (BackEdgeBodyDist > -5) && (Var(2) <= 0)
trigger1 = ((Command = "Long Jump")) && (((StateType = S) && (Ctrl)) || ((Var(0) != 3) && (Var(3) = 1) && (HitPauseTime < 1)) || (Var(3) = 3))
trigger2 = ((Command = "holdup") && (Pos Y >= 0)) && (((Command = "holdfwd") && (StateNo = 100)) || ((Command = "holdback") && (StateNo = 105)))
ignorehitpause = 1
;---------------------------------------------------------------------------
;Run Fwd
[State -1: Run Fwd]
type = ChangeState
value = 100
triggerall = (Command = "FF") && (StateNo != [100,106]) && (Pos Y >= 0) && (Var(2) <= 0)
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (Var(3) = 1) || (Var(3) = 3)
;---------------------------------------------------------------------------
;Run Back
[State -1: Run Back]
type = ChangeState
value = 105
triggerall = (Command = "BB") && (StateNo != [100,106]) && (Pos Y >= 0) && (Var(2) <= 0)
trigger1 = (StateType = S) && (Ctrl)
;---------------------------------------------------------------------------
;Ki Charge
[State -1: Ki Charge]
type = ChangeState
value = 8000
triggerall = (Command = "holdc") && (Command = "holdz") && (Command != "holdfwd") && (Command != "holdback") && (Var(2) <= 0)
trigger1 = ((StateType = S) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1))
;---------------------------------------------------------------------------
;Zanzouken
[State -1: Zanzouken]
type = ChangeState
value = 8010
triggerall = (Command = "by") && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = [150,153]) && (Power >= 500)) || (Var(3) = 3) || ((StateNo = 1060) && (MoveContact))
;---------------------------------------------------------------------------
;Bukuu Jyutsu
[State -1: Bukuu Jyutsu]
type = ChangeState
value = IfElse(StateType = A,8021,8020)
triggerall = (Command = "Bukuu Jyutsu") && (Var(0) = 0) && (Var(2) <= 0)
trigger1 = ((StateType = S) && (Ctrl)) || ((StateType = C) && (Ctrl)) || ((StateType = A) && (Ctrl))
trigger2 = (Var(3) = 2) || ((StateNo = 730) && (MoveHit) && (NumTarget(730)))
;---------------------------------------------------------------------------
;Ki Shouheki
[State -1: Ki Shouheki]
type = ChangeState
value = 8040
triggerall = ((Command = "xz") ^^ (Command = "ac")) && (Var(2) <= 0)
trigger1 = (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1))) && (Command != "holdfwd") && (Command != "holdback")
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (PrevStateNo != 8040)) || ((StateNo = [150,153]) && (Power >= 250))
;===========================================================================
;-| Hyper |-----------------------------------------------------------------
;---------------------------------------------------------------------------
;Gekimetsu Dama
[State -1: Gekimetsu Dama]
type = ChangeState
value = 3000
triggerall = (Command = "Gekimetsu Dama") && ((Power >= 1500) || (Life < 250)) && (StateNo != 3000) && (Var(2) <= 0)
triggerall = (Var(5) := IfElse((Command = "holdz"),(1 + (Power >= 2000) + (Power >= 2500)),IfElse((Command = "holdy"),(1 + (Power >= 2000)),1)))
trigger1 = ((StateType = S) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || (Var(3) = 1) || (Var(3) = 3) || (Var(3) = 4)
;---------------------------------------------------------------------------
;Minami Ginga Gouka
[State -1: Minami Ginga Gouka]
type = ChangeState
value = 3010
triggerall = (Command = "Minami Ginga Gouka") && (Power >= 4000) && (StateNo != 3010) && (Var(2) <= 0)
triggerall = (Var(5) := IfElse((Command = "holdz"),(1 + (Power >= 4500) + (Power >= 5000)),IfElse((Command = "holdy"),(1 + (Power >= 4500)),1)))
trigger1 = ((StateType = S) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || (Var(3) = 1) || (Var(3) = 3) || (Var(3) = 4)
;---------------------------------------------------------------------------
;Magyo Satsuriku
[State -1: Magyo Satsuriku]
type = ChangeState
value = 3020
triggerall = (Command = "Magyo Satsuriku") && (Power >= 4000) && (Pos Y >= 0) && (StateNo != 3020) && (Var(2) <= 0)
triggerall = (Var(5) := IfElse((Command = "holdc"),(1 + (Power >= 4500) + (Power >= 5000)),IfElse((Command = "holdb"),(1 + (Power >= 4500)),1)))
trigger1 = ((StateType = S) && (Ctrl)) || (Var(3) = 1) || (Var(3) = 3) || (Var(3) = 4)
;===========================================================================
;-| Special |---------------------------------------------------------------
;---------------------------------------------------------------------------
;Jigoku Wari
[State -1: Jigoku Wari]
type = ChangeState
value = 1100
triggerall = (Command = "Jigoku Wari") && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || (StateNo = 40) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || (Var(3) = 3)
;---------------------------------------------------------------------------
;Satsubatsu Yakushin
[State -1: Satsubatsu Yakushin]
type = ChangeState
value = 1090
triggerall = (Command = "Satsubatsu Yakushin") && (Command != "Satsubatsu Yakushin EX") && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1090) && (StateNo != 2090))
;---------------------------------------------------------------------------
;Naraku Otoshi
[State -1: Naraku Otoshi]
type = ChangeState
value = 1080
triggerall = (Command = "Naraku Otoshi") && (Command != "Naraku Otoshi EX") && (Var(20) = 0) && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (PrevStateNo != 1080) && (PrevStateNo != 2080))
;---------------------------------------------------------------------------
;Attouteki Gekiha
[State -1: Attouteki Gekiha]
type = ChangeState
value = 1070
triggerall = (Command = "Attouteki Gekiha") && (Command != "Attouteki Gekiha EX") && (Var(20) = 0) && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40)
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1070) && (StateNo != 2070))
;---------------------------------------------------------------------------
;Mawari Ken
[State -1: Mawari Ken]
type = ChangeState
value = 1060
triggerall = (Command = "Mawari Ken") && (Command != "Mawari Ken EX") && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1060) && (StateNo != 2060))
;---------------------------------------------------------------------------
;Zugai Hasatsu
[State -1: Zugai Hasatsu]
type = ChangeState
value = 1050
triggerall = (Command = "Zugai Hasatsu") && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || (StateNo = 40) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
;---------------------------------------------------------------------------
;Tobi Rariatto
[State -1: Tobi Rariatto]
type = ChangeState
value = 1040
triggerall = (Command = "Tobi Rariatto") && (Command != "Tobi Rariatto EX") && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1040) && (StateNo != 2040))
;---------------------------------------------------------------------------
;Geki Kaze
[State -1: Geki Kaze]
type = ChangeState
value = 1030
triggerall = (Command = "Geki Kaze") && (Command != "Geki Kaze EX") && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1030) && (StateNo != 2030))
;---------------------------------------------------------------------------
;Tosshin Toubu Dageki
[State -1: Tosshin Toubu Dageki]
type = ChangeState
value = 1020
triggerall = (Command = "Tosshin Toubu Dageki") && (Command != "Tosshin Toubu Dageki EX") && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != [1020,1021]) && (StateNo != [2020,2021]))
;---------------------------------------------------------------------------
;Bakuenha
[State -1: Bakuenha]
type = ChangeState
value = 1010
triggerall = (Command = "Bakuenha") && (Command != "Bakuenha EX") && (Var(20) = 0) && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40)
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1010) && (StateNo != 2010))
;---------------------------------------------------------------------------
;Gou Kikou Ha
[State -1: Gou Kikou Ha]
type = ChangeState
value = 1005
triggerall = (Command = "Gou Kikou Ha") && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1000) && (StateNo != 1005) && (StateNo != 2000))
;---------------------------------------------------------------------------
;Kikou Ha
[State -1: Kikou Ha]
type = ChangeState
value = 1000
triggerall = (Command = "Kikou Ha") && (Command != "Kikou Ha EX") && (Command != "Gou Kikou Ha") && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1000) && (StateNo != 2000))
;===========================================================================
;-| Special EX |------------------------------------------------------------
;---------------------------------------------------------------------------
;Satsubatsu Yakushin (EX)
[State -1: Satsubatsu Yakushin EX]
type = ChangeState
value = 2090
triggerall = (Command = "Satsubatsu Yakushin EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1090) && (StateNo != 2090))
;---------------------------------------------------------------------------
;Naraku Otoshi (EX)
[State -1: Naraku Otoshi EX]
type = ChangeState
value = 2080
triggerall = (Command = "Naraku Otoshi EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (PrevStateNo != 1080) && (PrevStateNo != 2080))
;---------------------------------------------------------------------------
;Attouteki Gekiha (EX)
[State -1: Attouteki Gekiha EX]
type = ChangeState
value = 2070
triggerall = (Command = "Attouteki Gekiha EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40)
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1070) && (StateNo != 2070))
;---------------------------------------------------------------------------
;Mawari Ken (EX)
[State -1: Mawari Ken EX]
type = ChangeState
value = 2060
triggerall = (Command = "Mawari Ken EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1060) && (StateNo != 2060))
;---------------------------------------------------------------------------
;Tobi Rariatto (EX)
[State -1: Tobi Rariatto EX]
type = ChangeState
value = 2040
triggerall = (Command = "Tobi Rariatto EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1040) && (StateNo != 2040))
;---------------------------------------------------------------------------
;Geki Kaze (EX)
[State -1: Geki Kaze EX]
type = ChangeState
value = 2030
triggerall = (Command = "Geki Kaze EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1030) && (StateNo != 2030))
;---------------------------------------------------------------------------
;Tosshin Toubu Dageki (EX)
[State -1: Tosshin Toubu Dageki EX]
type = ChangeState
value = 2020
triggerall = (Command = "Tosshin Toubu Dageki EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != [1020,1021]) && (StateNo != [2020,2021]))
;---------------------------------------------------------------------------
;Bakuenha (EX)
[State -1: Bakuenha EX]
type = ChangeState
value = 2010
triggerall = (Command = "Bakuenha EX") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40)
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1010) && (StateNo != 2010))
;---------------------------------------------------------------------------
;Kikou Ha (EX)
[State -1: Kikou Ha EX]
type = ChangeState
value = 2000
triggerall = (Command = "Kikou Ha EX") && (Command != "Gou Kikou Ha") && (Power >= 500) && (Var(20) = 0) && (Var(2) <= 0)
trigger1 = ((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1000) && (StateNo != 2000))
;===========================================================================
;-| Basic |-----------------------------------------------------------------
;---------------------------------------------------------------------------
;Throw
[State -1: Throw]
type = ChangeState
value = 800
triggerall = (Command = "xa") && ((Command = "holdfwd") || (Command = "holdback")) && (Var(2) <= 0)
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 1071) && (AnimElem = 3, > 0) && (NumTarget(1071) > 0)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Moushin Rariatto
[State -1: Moushin Rariatto]
type = ChangeState
value = 700
triggerall = ((Command = "x") || (Command = "y") || (Command = "z")) && (Command != "b") && (Var(2) <= 0)
trigger1 = (StateNo = [100,101]) && (AnimElem = 2, > 0) && (Command = "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Satsubatsu Geri
[State -1: Satsubatsu Geri]
type = ChangeState
value = 710
triggerall = ((Command = "a") || (Command = "b") || (Command = "c")) && (Command != "y") && (Var(2) <= 0)
trigger1 = (StateNo = [100,101]) && (AnimElem = 2, > 0) && (Command = "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stand Weak Punch
[State -1: SWP]
type = ChangeState
value = 200
triggerall = (Command = "x") && (Command != "holddown") && (Var(2) <= 0)
trigger1 = ((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (StateNo = 200) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3)))
trigger3 = (StateNo = 400) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3)))
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1: SMP]
type = ChangeState
value = 210
triggerall = (Command = "y") && (Command != "holddown") && (Command != "holdfwd") && (Var(2) <= 0)
trigger1 = ((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = 200) || (StateNo = 230) || (StateNo = 400) || (StateNo = 430)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Sakotsu Wari
[State -1: Sakotsu Wari]
type = ChangeState
value = 215
triggerall = (Command = "y") && (Command != "holddown") && (Command = "holdfwd") && (Var(2) <= 0)
trigger1 = (StateType = S) && (Ctrl)
trigger2 = ((StateNo = 200) || (StateNo = 230) || (StateNo = 400) || (StateNo = 430)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1: SSP]
type = ChangeState
value = 220
triggerall = (Command = "z") && (Command != "holddown") && (Var(2) <= 0)
trigger1 = ((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact)
trigger3 = ((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stand Weak Kick
[State -1: SWK]
type = ChangeState
value = 230
triggerall = (Command = "a") && (Command != "holddown") && (Var(2) <= 0)
trigger1 = ((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stand Medium Kick
[State -1: SMK]
type = ChangeState
value = 240
triggerall = (Command = "b") && (Command != "holddown") && (Var(2) <= 0)
trigger1 = ((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = 200) || (StateNo = 230)) && (MoveContact)
trigger3 = ((StateNo = 400) || (StateNo = 430)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stand Strong Kick
[State -1: SSK]
type = ChangeState
value = 250
triggerall = (Command = "c") && (Command != "holddown") && (Var(2) <= 0)
trigger1 = ((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact)
trigger3 = ((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Crouch Weak Punch
[State -1: CWP]
type = ChangeState
value = 400
triggerall = (Command = "x") && (Command = "holddown") && (Var(2) <= 0)
trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (StateNo = 200) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3)))
trigger3 = (StateNo = 400) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3)))
ignorehitpause = 1
;---------------------------------------------------------------------------
;Crouch Medium Punch
[State -1: CMP]
type = ChangeState
value = 410
triggerall = (Command = "y") && (Command = "holddown") && (Var(2) <= 0)
trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = 200) || (StateNo = 230) || (StateNo = 400) || (StateNo = 430)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Crouch Strong Punch
[State -1: CSP]
type = ChangeState
value = 420
triggerall = (Command = "z") && (Command = "holddown") && (Var(2) <= 0)
trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact)
trigger3 = ((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Crouch Weak Kick
[State -1: CWK]
type = ChangeState
value = 430
triggerall = (Command = "a") && (Command = "holddown") && (Var(2) <= 0)
trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
ignorehitpause = 1
;---------------------------------------------------------------------------
;Crouch Medium Kick
[State -1: CMK]
type = ChangeState
value = 440
triggerall = (Command = "b") && (Command = "holddown") && (Var(2) <= 0)
trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = 200) || (StateNo = 230)) && (MoveContact)
trigger3 = ((StateNo = 400) || (StateNo = 430)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Crouch Strong Kick
[State -1: CSK]
type = ChangeState
value = 450
triggerall = (Command = "c") && (Command = "holddown") && (Var(2) <= 0)
trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact)
trigger3 = ((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Jump Weak Kick
[State -1: JWK]
type = ChangeState
value = 600
triggerall = ((Command = "a") || (Command = "x")) && (Var(2) <= 0)
trigger1 = ((StateType = A) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (BackEdgeBodyDist > -5) && (Pos Y < 0))
ignorehitpause = 1
;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1: JMK]
type = ChangeState
value = 610
triggerall = ((Command = "b") || (Command = "y")) && (Var(2) <= 0)
trigger1 = ((StateType = A) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (BackEdgeBodyDist > -5) && (Pos Y < 0))
trigger2 = (StateNo = 600) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1: JSK]
type = ChangeState
value = 620
triggerall = ((Command = "c") || (Command = "z")) && (Var(2) <= 0)
trigger1 = ((StateType = A) && (Ctrl)) || ((StateNo = [100,106]) && (AnimElem = 2, > 0) && (BackEdgeBodyDist > -5) && (Pos Y < 0))
trigger2 = ((StateNo = 600) || (StateNo = 610)) && (MoveContact)
ignorehitpause = 1
;===========================================================================
;-| [StateDef -1] |---------------------------------------------------------
;---------------------------------------------------------------------------
;Artificial Intelligence
[State -1: DestroySelf]
type = DestroySelf
triggerall = (IsHelper(9630)) || (IsHelper(9631)) || (IsHelper(11000)) || (IsHelper(11030)) || (IsHelper(9601))
trigger1 = (MoveType = H) || (StateNo = 0)
;---------------------------------------------------------------------------
;Stand Guard
[State -1: StandGuard]
type = ChangeState
triggerall = (Var(2) > 0) && (P2StateType != C) && (P2MoveType = A) && ((P2Dist X < 150) || (EnemyNear, NumProj > 0))
trigger1 = (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing)
trigger2 = (StateNo = 52) || ((PrevStateNo = 5120) && (P2MoveType = A))
value = 130
;---------------------------------------------------------------------------
;Crouch Guard
[State -1: CrouchGuard]
type = ChangeState
triggerall = (Var(2) > 0) && (P2StateType = C) && (P2MoveType = A) && ((P2Dist X < 150) || (EnemyNear, NumProj > 0))
trigger1 = (StateType != A) && (Ctrl) && (EnemyNear, Facing != Facing)
trigger2 = (StateNo = 52) || ((PrevStateNo = 5120) && (P2MoveType = A))
value = 131
;---------------------------------------------------------------------------
;Aerial Guard
[State -1: AerialGuard]
type = ChangeState
triggerall = (Var(2) > 0) && (P2MoveType = A) && ((P2Dist X < 150) || (EnemyNear, NumProj > 0))
trigger1 = ((StateType = A) && (Ctrl)) || (StateNo = 5210)
value = 132
;---------------------------------------------------------------------------
;Stand Guarding
[State -1: StandGuarding]
type = ChangeState
trigger1 = (Var(2) > 0) && (StateType != A) && (P2StateType != C) && (P2MoveType = A) && (StateNo = [152,155]) && (EnemyNear, HitDefAttr != , NT,ST,HT)
value = 150
;---------------------------------------------------------------------------
;Crouch Guarding
[State -1: CrouchGuarding]
type = ChangeState
trigger1 = (Var(2) > 0) && (StateType != A) && (P2StateType = C) && (P2MoveType = A) && ((StateNo = [150,151]) || (StateNo = [154,155])) && (EnemyNear, HitDefAttr != , NT,ST,HT)
value = 152
;---------------------------------------------------------------------------
;Run Forward
[State -1: ChangeState]
type = ChangeState
triggerall = (Var(2) > 0) && (StateType != A) && (Ctrl) && (StateNo != [100,101]) && (P2MoveType != A) && (EnemyNear, NumProj = 0) && (Random <= 499) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (P2BodyDist X > 75) && (EnemyNear, Pos Y = 0) && (EnemyNear, Anim = 5300) && (P2MoveType != A)
trigger2 = ((P2Dist X > 150) || ((P2Dist X > 75) && (P2StateNo = 105)))
value = 100
;---------------------------------------------------------------------------
;Zanzouken
[State -1: Zanzouken]
type = ChangeState
triggerall = (Var(2) > 0) && ((StateNo = 130) || (StateNo = 131) || (StateNo = 150) || (StateNo = 152)) && (P2Dist X <= 80) && (StateNo != [3000,3021])
trigger1 = (EnemyNear, HitDefAttr = S, ST) || (EnemyNear, HitDefAttr = C, ST) || (EnemyNear, HitDefAttr = A, ST)
trigger2 = (EnemyNear, HitDefAttr = S, HT) || (EnemyNear, HitDefAttr = C, HT) || (EnemyNear, HitDefAttr = A, HT)
value = 8010
[State -1: Zanzouken]
type = ChangeState
triggerall = (Var(2) > 0) && (StateType != A) && (EnemyNear, HitDefAttr = SCA, AT) && (EnemyNear, Vel X > 0) && (P2Dist X < 100) && (StateNo != [3000,3021])
trigger1 = (Ctrl) || (StateNo = [150,153]) || (Var(3) = 3)
value = 8010
[State -1: Zanzouken]
type = ChangeState
triggerall = (Var(2) > 0) && (RoundState = 2)
trigger1 = (StateNo = 100) && (P2MoveType = A) && (Random <= 799) && (EnemyNear, Facing != Facing)
trigger2 = (P2Dist X < 250) && (Random <= 499) && (StateNo = [150,153]) && (EnemyNear, Facing != Facing) && (Power >= 250) && (P2MoveType = A)
trigger3 = (StateType != A) && (Ctrl) && (P2MoveType = A) && (P2Dist X > 125) && (EnemyNear, Facing != Facing) && (Random > 499)
trigger4 = (StateNo = 1030) && (AnimElem = 3, > 5) && (Random <= 499)
trigger5 = (StateType != A) && (Ctrl) && (P2Dist X > 150) && (EnemyNear, Pos Y < -70) && (EnemyNear, Facing != Facing) && (EnemyNear, Vel X < 0) && (EnemyNear, Vel Y < 0) && (Random <= 349)
trigger6 = (StateType != A) && (Ctrl) && (BackEdgeBodyDist < 20) && (P2MoveType = A) && (EnemyNear, Facing != Facing) && (Random <= 349)
trigger7 = (StateType != A) && (Ctrl) && (BackEdgeBodyDist < 50) && (P2Dist X < 150) && (EnemyNear, Facing != Facing) && (Random <= 499)
trigger8 = (StateNo = 5120) && (AnimTime <= 2) && (P2Dist X < 100) && (Random <= 349)
trigger9 = (StateNo = 8030) && (Var(3) = 3) && (Random <= 799)
trigger10 = (StateNo = 8030) && (Anim = 100) && (Random <= 499)
trigger11 = (StateNo = 8030) && (PrevStateNo = 130) && (Random <= 799)
value = 8010
;---------------------------------------------------------------------------
;Gekimetsu Dama
[State -1: Gekimetsu Dama]
type = ChangeState
value = 3000
triggerall = ((Power >= 1500) || (Life < 250)) && (StateNo != 3000) && (Pos Y >= 0) && (Var(2) > 0) && (RoundState = 2)
triggerall = (Var(5) := IfElse((Command = "holdz"),(1 + (Power >= 2000) + (Power >= 2500)),IfElse((Command = "holdy"),(1 + (Power >= 2000)),1)))
trigger1 = (((StateType != A) && (Ctrl)) || (Var(3) = 1) || (Var(3) = 3)) && (Var(15) > 5) && (P2Dist X <= 70) && (EnemyNear, Pos Y >= -50) && (P2StateType != L) && (P2MoveType = H) && (Random <= 499)
trigger2 = (StateNo = 1090) && (AnimElem = 10, > 2) && (MoveContact) && (Random <= 799)
trigger3 = (StateType != A) && (StateNo = [120,155]) && (Ctrl) && (P2Dist X < 80) && (EnemyNear, Pos Y > -30) && (Random <= 499)
;---------------------------------------------------------------------------
;Minami Ginga Gouka
[State -1: Minami Ginga Gouka]
type = ChangeState
value = 3010
triggerall = (Power >= 4000) && (StateNo != 3010) && (Pos Y >= 0) && (P2StateType != L) && (Var(2) > 0) && (RoundState = 2)
triggerall = (Var(5) := IfElse((Command = "holdz"),(1 + (Power >= 4500) + (Power >= 5000)),IfElse((Command = "holdy"),(1 + (Power >= 4500)),1)))
trigger1 = (Random <= 499) && (P2StateType != L) && (P2Dist X <= 100) && (Var(3) = 1) || (Var(3) = 3)
trigger2 = (StateType != A) && (Ctrl) && (Var(15) > 5) && (P2Dist X <= 70) && (EnemyNear, Pos Y >= -50) && (P2MoveType = H) && (Random <= 499)
trigger3 = (StateType != A) && (Ctrl) && (P2Dist X <= 60) && (EnemyNear, Pos Y >= -50) && (EnemyNear, Anim = 5300) && (P2MoveType != A)
trigger5 = (StateType != A) && (StateNo = [120,155]) && (Ctrl) && (P2Dist X < 80) && (EnemyNear, Pos Y > -30) && (Random <= 499)
;---------------------------------------------------------------------------
;Magyo Satsuriku
[State -1: Magyo Satsuriku]
type = ChangeState
value = 3020
triggerall = (Power >= 4000) && (Pos Y >= 0) && (StateNo != 3020) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
triggerall = (Var(5) := IfElse((Command = "holdc"),(1 + (Power >= 4500) + (Power >= 5000)),IfElse((Command = "holdb"),(1 + (Power >= 4500)),1)))
trigger1 = (StateType != A) && (Ctrl) && (P2StateNo != 5120) && (P2StateType = L) && (P2Dist X > 150) && (Random <= 499)
trigger2 = ((Var(3) = 1) || (Var(3) = 3) || (Var(3) = 4)) && (EnemyNear, Pos Y >= -30) && (EnemyNear, Vel Y >= 0)
trigger3 = (StateType != A) && (StateNo = [120,155]) && (Ctrl) && (P2Dist X < 80) && (EnemyNear, Pos Y > -30) && (Random <= 499)
;---------------------------------------------------------------------------
;Ki Shouheki
[State -1: Ki Shouheki]
type = ChangeState
value = 8040
triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (((Command = "x") && (Command = "z")) || ((Command = "a") && (Command = "c"))) && ((((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1))) && (Command != "holdfwd") && (Command != "holdback"))
trigger2 = (((Command = "x") && (Command = "z")) || ((Command = "a") && (Command = "c"))) && ((Var(3) = 1) || ((Var(3) = 3) && (PrevStateNo != 8040)))
trigger3 = (P2Dist X <= 125) && (Random <= 249) && (StateNo = [150,153]) && (Power >= 250)
trigger4 = (StateType != A) && (Ctrl) && (StateNo = 8010) && (AnimTime = 1) && (P2BodyDist X <= -10) && (EnemyNear, Pos Y >= -30) && (Random <= 499)
trigger5 = (P2Dist X <= 120) && (((StateNo = 5120) && (AnimTime = 1)) || (PrevStateNo = 5120))
;---------------------------------------------------------------------------
;Jigoku Wari
[State -1: Jigoku Wari]
type = ChangeState
value = 1100
triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Jigoku Wari") && (((StateType != A) && (Ctrl)) || (StateNo = 40) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Random <= 249) && (P2Dist X <= 70) && (Var(15) > 2) && ((Var(3) = 1) || (Var(3) = 3))
;---------------------------------------------------------------------------
;Satsubatsu Yakushin
[State -1: Satsubatsu Yakushin]
type = ChangeState
value = 1090
triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (StateNo != 1090) && (StateNo != 2090) && (RoundState = 2)
trigger1 = (Random <= 499) && (P2Dist X < 100) && (Var(15) > 2) && ((Var(3) = 1) || (Var(3) = 3))
trigger2 = (StateType != A) && (Ctrl) && (FrontEdgeBodyDist > 75) && (P2Dist X <= 100) && (P2StateNo = [5100,5120]) && (Random <= 499)
trigger3 = (StateNo = 52) && (PrevStateNo = 1080) && (P2MoveType = H) && (P2StateType = A) && (P2Dist X <= 70) && (FrontEdgeBodyDist > 50) && (Random <= 499)
;---------------------------------------------------------------------------
;Satsubatsu Yakushin (EX)
[State -1: Satsubatsu Yakushin EX]
type = ChangeState
value = 2090
triggerall = (Var(20) = 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (StateNo != 1090) && (StateNo != 2090) && (RoundState = 2)
trigger1 = (StateType != A) && (Ctrl) && (FrontEdgeBodyDist > 75) && (P2Dist X <= 100) && (P2StateNo = [5100,5120]) && (Random <= 249)
trigger2 = ((StateNo = 52) && (PrevStateNo = 1080) && (P2MoveType = H) && (P2StateType = A)) && (P2Dist X <= 70) && (Random <= 249)
trigger3 = (StateNo = [120,155]) && (Ctrl) && (P2Dist X = [71,120]) && (EnemyNear, NumProj = 0) && (Random <= 249)
;---------------------------------------------------------------------------
;Naraku Otoshi
[State -1: Naraku Otoshi]
type = ChangeState
value = 1080
triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Naraku Otoshi") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "Naraku Otoshi") && ((Var(3) = 1) || ((Var(3) = 3) && (PrevStateNo != 1080) && (PrevStateNo != 2080)))
trigger3 = (StateType != A) && (Ctrl) && (P2MoveType = H) && (P2StateType = A) && (P2Dist X > 100) && (Random <= 499)
trigger4 = (StateNo = 8040) && (AnimTime = 1) && (Random <= 499)
trigger5 = (StateType != A) && (Ctrl) && (Random <= 249) && (P2Dist X > 100) && (P2Dist X < 150) && (P2MoveType != A) && (P2StateType != A) && (P2StateType != L)
trigger6 = (StateNo = 1090) && (PrevStateNo != 1090) && (AnimElem = 10, > 2) && (MoveContact) && (Random <= 149)
trigger7 = (StateNo = 1051) && (AnimTime = 1) && (BackEdgeBodyDist < 30) && (NumTarget(1051) = 1) && (Random <= 499)
;---------------------------------------------------------------------------
;Naraku Otoshi (EX)
[State -1: Naraku Otoshi EX]
type = ChangeState
value = 2080
triggerall = (Var(20) = 0) && (Pos Y >= 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Naraku Otoshi EX") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "Naraku Otoshi EX") && ((Var(3) = 1) || ((Var(3) = 3) && (PrevStateNo != 1080) && (PrevStateNo != 2080)))
trigger3 = (StateType != A) && (Ctrl) && (P2MoveType = H) && (P2StateType = A) && (P2Dist X > 100) && (Random <= 249)
trigger4 = (StateType != A) && (Ctrl) && (Random <= 349) && (P2Dist X > 100) && (P2Dist X < 150) && (P2MoveType != A) && (P2StateType != A) && (P2StateType != L)
;---------------------------------------------------------------------------
;Attouteki Gekiha
[State -1: Attouteki Gekiha]
type = ChangeState
value = 1070
triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (NumTarget(1051) = 0) && (NumTarget(2040) = 0) && (RoundState = 2)
trigger1 = (Command = "Attouteki Gekiha") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40))
trigger2 = (Random <= 199) && (P2Dist X > 100) && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1070) && (StateNo != 2070)))
trigger3 = (StateType != A) && (Ctrl) && (P2Dist X > 150) && (P2StateType = A) && (P2MoveType = I) && (Random <= 499)
trigger4 = (StateType != A) && (Ctrl) && (EnemyNear, Pos Y < -200) && (P2MoveType != A) && (EnemyNear, NumProj = 0)
trigger5 = (StateType != A) && (Ctrl) && (P2Dist X > 150) && (EnemyNear, Pos Y < -70) && (EnemyNear, Vel X < 0) && (EnemyNear, Vel Y < 0) && (Random <= 249) && (P2MoveType != A)
trigger6 = (StateType != A) && (Ctrl) && (P2Dist X > 100) && (P2StateNo = [5100,5110]) && (Random <= 249)
;---------------------------------------------------------------------------
;Attouteki Gekiha (EX)
[State -1: Attouteki Gekiha EX]
type = ChangeState
value = 2070
triggerall = (Var(20) = 0) && (Pos Y >= 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Attouteki Gekiha EX") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40))
trigger2 = (Command = "Attouteki Gekiha EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1070) && (StateNo != 2070)))
trigger3 = (StateType != A) && (Ctrl) && (P2Dist X > 150) && (P2StateType = A) && (P2MoveType = I) && (Random <= 499)
trigger4 = (StateType != A) && (Ctrl) && (P2Dist X > 100) && (P2StateNo = [5100,5110]) && (Random <= 499)
;---------------------------------------------------------------------------
;Mawari Ken
[State -1: Mawari Ken]
type = ChangeState
value = 1060
triggerall = (Var(2) > 0) && (Pos Y >= 0) && (EnemyNear, Const(Size.Head.Pos.Y) < -50) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Mawari Ken") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Random <= 199) && (P2Dist X <= 100) && (NumTarget > 0) && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1060) && (StateNo != 2060)))
trigger3 = ((StateNo = 151) || (StateNo = 153)) && (P2Dist X <= 70) && (EnemyNear, NumProj = 0) && (Random <= 499)
trigger4 = (StateNo = 52) && (PrevStateNo = [600,620]) && (P2MoveType = H) && (P2StateType != C) && (P2StateType != L) && (P2Dist X <= 70) && (Random <= 449)
trigger5 = (StateType != A) && (Ctrl) && (PrevStateNo = 8010) && (P2StateType != S) && (P2Dist X < 60) && (Power < 500)
trigger6 = (StateNo = 1021) && (MoveContact) && (FrontEdgeBodyDist < 50) && (Random <= 799)
;---------------------------------------------------------------------------
;Mawari Ken (EX)
[State -1: Mawari Ken EX]
type = ChangeState
value = 2060
triggerall = (Var(20) = 0) && (Pos Y >= 0) && (EnemyNear, Const(Size.Head.Pos.Y) < -50) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021])
trigger1 = (Command = "Mawari Ken EX") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "Mawari Ken EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1060) && (StateNo != 2060)))
trigger3 = ((StateNo = 151) || (StateNo = 153)) && (P2Dist X <= 70) && (EnemyNear, NumProj = 0) && (Random <= 249)
trigger4 = (StateNo = 52) && (PrevStateNo = [600,620]) && (P2MoveType = H) && (P2StateType != C) && (P2StateType != L) && (P2Dist X <= 70) && (Random <= 249)
trigger5 = (StateType != A) && (Ctrl) && (PrevStateNo = 8010) && (P2StateType != S) && (P2Dist X < 60) && (Power >= 500)
;---------------------------------------------------------------------------
;Tobi Rariatto
[State -1: Tobi Rariatto]
type = ChangeState
value = 1040
triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Tobi Rariatto") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Random <= 199) && (P2Dist X = [50,75]) && (P2StateType != L) && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1040) && (StateNo != 2040)))
trigger3 = (StateType != A) && (Ctrl) && (PrevStateNo = 8010) && (EnemyNear, Ctrl = 0)
trigger4 = (StateType != A) && (Ctrl) && (P2StateNo = 100) && (P2Dist X <= 100) && (Random <= 149)
trigger5 = ((StateType != A) && (Ctrl) && (EnemyNear, Vel X > 5) && (P2MoveType != A) && (P2Dist X <= 75))
;---------------------------------------------------------------------------
;Tobi Rariatto (EX)
[State -1: Tobi Rariatto EX]
type = ChangeState
value = 2040
triggerall = (Var(20) = 0) && (Pos Y = 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Tobi Rariatto EX") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "Tobi Rariatto EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1040) && (StateNo != 2040)))
trigger3 = (StateType != A) && (Ctrl) && (PrevStateNo = 8010) && (EnemyNear, Ctrl = 0) && (P2Dist X < 75)
trigger4 = ((StateType != A) && (Ctrl) && (P2StateNo = 100) && (P2Dist X <= 100) && (Random <= 99)) || ((StateType != A) && (Ctrl) && (EnemyNear, Vel X > 5) && (P2MoveType != A) && (P2Dist X <= 75))
;---------------------------------------------------------------------------
;Geki Kaze
[State -1: Geki Kaze]
type = ChangeState
value = 1030
triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Geki Kaze") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "Geki Kaze") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1030) && (StateNo != 2030)))
trigger3 = (StateType != A) && (Ctrl) && (P2StateNo = 100) && (P2Dist X <= 75) && (Random <= 499)
trigger4 = (StateType != A) && (Ctrl) && (P2Dist X > 125) && (P2MoveType != H) && (P2StateType != L) && (EnemyNear, Anim != 5300) && (EnemyNear, Ctrl = 0) && (EnemyNear, Pos Y >= -30) && (Random <= 249)
trigger5 = (StateType != A) && (Ctrl) && ((StateNo = 151) || (PrevStateNo = 151) || (StateNo = 153) || (PrevStateNo = 153)) && (P2Dist X > 120) && (EnemyNear, NumProj = 0) && (Random <= 199)
trigger6 = (StateType != A) && (Ctrl) && (P2MoveType = A) && (P2Dist X > 125) && (Random <= 399)
trigger7 = (StateNo = 8040) && (AnimTime = 1) && (Random > 499)
trigger8 = (StateType != A) && (Ctrl) && (P2Dist X > 150) && (EnemyNear, Pos Y < -70) && (EnemyNear, Vel X < 0) && (EnemyNear, Vel Y < 0) && (Random <= 349) && (P2MoveType = A)
trigger9 = (StateType != A) && (Ctrl) && (Random <= 249) && (P2Dist X > 100) && (P2Dist X < 150) && (P2MoveType != A) && (P2StateType != A) && (P2StateType != L)
;---------------------------------------------------------------------------
;Geki Kaze (EX)
[State -1: Geki Kaze EX]
type = ChangeState
value = 2030
triggerall = (Var(20) = 0) && (Pos Y >= 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Geki Kaze EX") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "Geki Kaze EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1030) && (StateNo != 2030)))
trigger3 = (StateType != A) && (Ctrl) && (P2StateNo = 100) && (P2Dist X <= 75) && (Random <= 249)
trigger4 = (StateType != A) && (Ctrl) && (P2Dist X > 125) && (P2MoveType != H) && (P2StateType != L) && (EnemyNear, Anim != 5300) && (EnemyNear, Ctrl = 0) && (EnemyNear, Pos Y >= -30) && (Random <= 249)
trigger5 = (StateType != A) && (Ctrl) && ((StateNo = 151) || (PrevStateNo = 151) || (StateNo = 153) || (PrevStateNo = 153)) && (P2Dist X > 120) && (EnemyNear, NumProj = 0) && (Random <= 199)
;---------------------------------------------------------------------------
;Tosshin Toubu Dageki
[State -1: Tosshin Toubu Dageki]
type = ChangeState
value = 1020
triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Tosshin Toubu Dageki") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Random <= 199) && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != [1020,1021]) && (StateNo != [2020,2021])))
trigger3 = (StateType != A) && (Ctrl) && (EnemyNear, NumProj = 0) && (P2Dist X > 150) && (Random <= 499)
trigger4 = (StateNo = [200,250]) && (!AnimTime) && (!MoveContact) && (P2Dist X <= 100) && (Random <= 499)
trigger5 = (StateNo = 1060) && (MoveContact) && (Var(12) = 3) && (FrontEdgeBodyDist < 50) && (Random <= 799)
;---------------------------------------------------------------------------
;Tosshin Toubu Dageki (EX)
[State -1: Tosshin Toubu Dageki EX]
type = ChangeState
value = 2020
triggerall = (Var(20) = 0) && (Pos Y >= 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Tosshin Toubu Dageki EX") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "Tosshin Toubu Dageki EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != [1020,1021]) && (StateNo != [2020,2021])))
trigger3 = (StateType != A) && (Ctrl) && (EnemyNear, NumProj > 0) && (P2Dist X > 150) && (Power >= 500) && (Random <= 499)
;---------------------------------------------------------------------------
;Bakuenha
[State -1: Bakuenha]
type = ChangeState
value = 1010
triggerall = (Var(20) = 0) && (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Bakuenha") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40))
trigger2 = (Command = "Bakuenha") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1010) && (StateNo != 2010)))
trigger3 = (StateType != A) && (Ctrl) && (P2Dist X <= 150) && ((P2StateType = L) || (P2StateType = C)) && (Random <= 499)
trigger4 = (StateNo = 1090) && (AnimElem = 10, > 2) && (MoveContact) && (FrontEdgeBodyDist > 60) && (Random <= 249)
trigger5 = (Var(3) = 1) && (P2StateType = L) && (P2MoveType = H)
trigger6 = (StateNo = 1010) && (AnimElem = 3, > 20) && (AnimElem = 4, < 0) && (Var(12) < 2) && (Power > 0) && (P2MoveType = H) && (Random <= 799)
trigger7 = (StateNo = 1090) && (AnimElem = 10, > 2) && (MoveContact) && (Random > 749)
;---------------------------------------------------------------------------
;Bakuenha (EX)
[State -1: Bakuenha EX]
type = ChangeState
value = 2010
triggerall = (Var(20) = 0) && (Pos Y >= 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Bakuenha EX") && (((StateType != A) && (Ctrl)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)) || (StateNo = 40))
trigger2 = (Command = "Bakuenha EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1010) && (StateNo != 2010)))
trigger3 = (StateType != A) && (Ctrl) && (P2Dist X <= 150) && ((P2StateType = L) || (P2StateType = C)) && (Random <= 249)
trigger4 = (StateNo = 1090) && (AnimElem = 10, > 2) && (MoveContact) && (FrontEdgeBodyDist > 60) && (Random <= 149)
trigger5 = (Var(3) = 1) && (P2StateType = L) && (P2MoveType = H)
;---------------------------------------------------------------------------
;Gou Kikou Ha
[State -1: Gou Kikou Ha]
type = ChangeState
value = 1005
triggerall = (Power >= 300) && (StateNo != [1000,1005]) && (StateNo != 2000) && (Pos Y >= 0) && (Var(2) > 0) && (RoundState = 2)
trigger1 = (StateNo = 1090) && (AnimElem = 10, > 2) && (MoveContact) && (FrontEdgeBodyDist < 60) && (Random <= 399)
;---------------------------------------------------------------------------
;Kikou Ha
[State -1: Kikou Ha]
type = ChangeState
value = (IfElse(Power >= 500,2000,1000))
triggerall = (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Kikou Ha") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "Kikou Ha") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1000) && (StateNo != 2000)))
trigger3 = (StateType != A) && (Ctrl) && (P2Dist X > 175) && (P2MoveType = I) && (P2StateType = S) && (EnemyNear, Vel X <= 0) && (EnemyNear, Anim != 5300) && (EnemyNear, Pos Y >= -30) && (Random <= 499)
trigger4 = (StateNo = 1000) && (AnimElem = 3, > 5) && (AnimElem = 4, < 0) && (Var(12) < 3) && (Power > 0) && (P2MoveType = H)
trigger5 = (StateNo = 1090) && (AnimElem = 10, > 2) && (MoveContact) && (Random > 799)
trigger6 = (StateType != A) && (Ctrl) && (P2MoveType != A) && (P2StateType != L) && (P2Dist X > 125) && (Random <= 349)
trigger7 = (StateType != A) && (Ctrl) && (Power >= 500) && (P2Dist X > 150) && (EnemyNear, Pos Y < -70) && (EnemyNear, Vel X < 0) && (EnemyNear, Vel Y < 0) && (Random <= 249)
;---------------------------------------------------------------------------
;Kikou Ha (EX)
[State -1: Kikou Ha EX]
type = ChangeState
value = 2000
triggerall = (Pos Y >= 0) && (Power >= 500) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (Command = "Kikou Ha EX") && (((StateType != A) && (Ctrl)) || ((StateType = A) && (Ctrl) && (Var(20) = 1)) || ((StateNo = [100,101]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "Kikou Ha EX") && ((Var(3) = 1) || ((Var(3) = 3) && (StateNo != 1000) && (StateNo != 2000)))
trigger3 = (StateType != A) && (Ctrl) && (P2Dist X > 175) && (P2MoveType = I) && (P2StateType = S) && (EnemyNear, Vel X <= 0) && (EnemyNear, Anim != 5300) && (EnemyNear, Pos Y >= -30) && (Random <= 249)
trigger4 = (StateNo = 2000) && (AnimElem = 3, > 5) && (AnimElem = 4, < 0) && (Var(12) < 3) && (P2MoveType = H)
trigger5 = (StateType != A) && (Ctrl) && (EnemyNear, Pos Y < -100) || ((StateType != A) && (Ctrl) && (P2BodyDist X > 100) && (EnemyNear, Pos Y < -70) && (EnemyNear, Vel X < 0) && (EnemyNear, Vel Y < 0))
trigger6 = (StateType != A) && (Ctrl) && (StateNo != [100,150]) && (P2Dist X > 150) && (NumHelper(9601) = 0) && (Random <= 249)
;---------------------------------------------------------------------------
;Throw
[State -1: Throw]
type = ChangeState
value = 800
triggerall = (Var(2) > 0) && (StateType != A) && (Ctrl) && (P2Dist X <= 75) && (EnemyNear, Pos Y <= 0) && (Random <= 499) && (RoundState = 2)
trigger1 = (P2MoveType != A) && (P2StateType != L) && (EnemyNear, Pos Y >= -30)
trigger2 = (StateNo = 1071) && (AnimElem = 3, > 0) && (NumTarget > 0) && (Random <= 499)
;---------------------------------------------------------------------------
;Moushin Rariatto
[State -1: Moushin Rariatto]
type = ChangeState
value = 700
triggerall = (BackEdgeBodyDist > -5) && (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (StateNo = 100) && (P2Dist X <= 75) && (P2StateType != C) && (P2StateType != L) && (EnemyNear, Pos Y >= -50) && (Random <= 349)
trigger2 = (((StateNo = 1010) && (AnimElem = 3, > 5)) || ((StateNo = 1090) && (AnimElem = 10, > 2))) && (P2StateNo = [150,152]) && (P2StateType = C) && (Random <= 249)
trigger3 = (StateNo = 8010) && (PrevStateNo = 100) && (P2Dist X >= 0) && (P2Dist X < 150) && (Random <= 499)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Satsubatsu Geri
[State -1: Satsubatsu Geri]
type = ChangeState
value = 710
triggerall = (BackEdgeBodyDist > -5) && (Pos Y >= 0) && (Var(2) > 0) && (StateNo != [3000,3021]) && (RoundState = 2)
trigger1 = (StateNo = 100) && (P2Dist X <= 75) && (P2StateType != S) && (P2StateType != A) && (EnemyNear, Pos Y >= -50) && (Random <= 349)
trigger2 = (((StateNo = 1010) && (AnimElem = 3, > 5)) || ((StateNo = 1090) && (AnimElem = 10, > 2))) && (P2StateNo = [150,152]) && (P2StateType != C) && (Random <= 249)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stand Weak Punch
[State -1: SWP]
type = ChangeState
value = 200
triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2MoveType != A) && (RoundState = 2)
trigger1 = (Command = "x") && (Command != "holddown") && (((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "x") && (Command != "holddown") && ((StateNo = 200) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3))))
trigger3 = (Command = "x") && (Command != "holddown") && ((StateNo = 400) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3))))
trigger4 = (P2Dist X <= 70) && (P2MoveType != A) && (P2StateType != L) && (StateType = S) && (Ctrl) && (Random <= 149)
trigger5 = (P2BodyDist X <= 20) && (P2StateType = S) && (EnemyNear, NumProj = 0) && (Random <= 150) && (StateType = S) && (Ctrl)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1: SMP]
type = ChangeState
value = 210
triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2MoveType != A) && (RoundState = 2)
trigger1 = (Command = "y") && (Command != "holddown") && (Command != "holdfwd") && (((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "y") && (Command != "holddown") && (Command != "holdfwd") && (((StateNo = 200) || (StateNo = 230) || (StateNo = 400) || (StateNo = 430)) && (MoveContact))
trigger3 = (Command = "y") && (Command != "holddown") && (P2Dist X <= 120) && (P2MoveType != A) && (StateType = S) && (Ctrl)
trigger4 = (P2BodyDist X <= 30) && (P2StateType = S) && (EnemyNear, NumProj = 0) && (Random <= 150) && (StateType = S) && (Ctrl)
trigger5 = ((StateNo = 200) || (StateNo = 230)) && (MoveContact) && (Random <= 799)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Sakotsu Wari
[State -1: Sakotsu Wari]
type = ChangeState
value = 215
triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2Dist X <= 120) && (P2MoveType != A) && (RoundState = 2)
trigger1 = (Command = "y") && (Command != "holddown") && (Command = "holdfwd") && (StateType = S) && (Ctrl)
trigger2 = (Command = "y") && (Command != "holddown") && (Command = "holdfwd") && ((StateNo = 200) || (StateNo = 230) || (StateNo = 400) || (StateNo = 430)) && (MoveContact)
trigger3 = (Command = "y") && (Command != "holddown") && (P2MoveType != A) && (StateType = S) && (Ctrl)
trigger4 = (P2BodyDist X <= 40) && (P2StateType = C) && (EnemyNear, NumProj = 0) && (Random <= 250) && (StateType = S) && (Ctrl)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1: SSP]
type = ChangeState
value = 220
triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2Dist X <= 120) && (StateNo != [120,155]) && (RoundState = 2)
trigger1 = (Command = "z") && (Command != "holddown") && (((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "z") && (Command != "holddown") && (((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact))
trigger3 = (Command = "z") && (Command != "holddown") && (((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact))
trigger4 = (Command = "z") && (Command != "holddown") && (P2MoveType != A) && (StateType = S) && (Ctrl)
trigger5 = (P2BodyDist X <= 40) && (P2StateType = S) && (EnemyNear, NumProj = 0) && (Random <= 200) && (StateType != A) && (Ctrl)
trigger6 = ((StateNo = 210) || (StateNo = 240)) && (MoveContact) && (Random <= 799)
trigger7 = (StateNo = 8010) && (AnimElem = 3, > 0) && (P2Dist X < 50) && (EnemyNear, Pos Y > -50) && (Random <= 249)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stand Weak Kick
[State -1: SWK]
type = ChangeState
value = 230
triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2Dist X <= 120) && (StateNo != [120,155]) && (RoundState = 2)
trigger1 = (Command = "a") && (Command != "holddown") && (((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "a") && (Command != "holddown") && (P2MoveType != A) && (StateType = S) && (Ctrl)
trigger3 = (P2BodyDist X <= 20) && (P2StateType = S) && (EnemyNear, NumProj = 0) && (Random <= 300) && (StateType = S) && (Ctrl)
trigger4 = (P2BodyDist X <= 40) && (P2StateType = L) && (P2MoveType = H) && (Random <= 499) && (StateType != A) && (Ctrl)
trigger5 = (StateNo = 52) && (PrevStateNo = 1080) && (P2MoveType = H) && (P2StateType = A) && (P2Dist X <= 70) && (FrontEdgeBodyDist <= 50) && (Random <= 799)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stand Medium Kick
[State -1: SMK]
type = ChangeState
value = 240
triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2Dist X <= 120) && (StateNo != [120,155]) && (RoundState = 2)
trigger1 = (Command = "b") && (Command != "holddown") && (((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "b") && (Command != "holddown") && (((StateNo = 200) || (StateNo = 230)) && (MoveContact))
trigger3 = (Command = "b") && (Command != "holddown") && (((StateNo = 400) || (StateNo = 430)) && (MoveContact))
trigger4 = (Command = "b") && (Command != "holddown") && (P2MoveType != A) && (StateType = S) && (Ctrl)
trigger5 = (P2BodyDist X <= 40) && (P2StateType = S) && (EnemyNear, NumProj = 0) && (Random <= 350) && (StateType != A) && (Ctrl)
trigger6 = ((StateNo = 200) || (StateNo = 230)) && (MoveContact) && (Random <= 799)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Stand Strong Kick
[State -1: SSK]
type = ChangeState
value = 250
triggerall = (Var(2) > 0) && (StateNo != [3000,3021]) && (P2Dist X <= 120) && (StateNo != [120,155]) && (RoundState = 2)
trigger1 = (Command = "c") && (Command != "holddown") && (((StateType = S) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0)))
trigger2 = (Command = "c") && (Command != "holddown") && (((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact))
trigger3 = (Command = "c") && (Command != "holddown") && (((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact))
trigger4 = (Command = "c") && (Command != "holddown") && (P2MoveType != A) && (StateType = S) && (Ctrl)
trigger5 = (P2BodyDist X <= 30) && (P2StateType = S) && (EnemyNear, NumProj = 0) && (Random <= 400) && (StateType != A) && (Ctrl)
trigger6 = ((StateNo = 210) || (StateNo = 240)) && (MoveContact) && (Random <= 799)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Crouch Weak Punch
[State -1: CWP]
type = ChangeState
value = 400
triggerall = (Command = "x") && (Command = "holddown") && (P2Dist X <= 120) && (Var(2) > 0) && (StateNo != [3000,3021]) && (StateNo != [120,155])
trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = (StateNo = 200) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3)))
trigger3 = (StateNo = 400) && ((AnimElem = 2, > 5) || ((MoveContact) && (AnimElem = 2, > 3)))
ignorehitpause = 1
;---------------------------------------------------------------------------
;Crouch Medium Punch
[State -1: CMP]
type = ChangeState
value = 410
triggerall = (Command = "y") && (Command = "holddown") && (P2Dist X <= 120) && (Var(2) > 0) && (P2Dist X <= 120) && (P2MoveType != A) && (StateNo != [3000,3021]) && (StateNo != [120,155])
trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = 200) || (StateNo = 230) || (StateNo = 400) || (StateNo = 430)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Crouch Strong Punch
[State -1: CSP]
type = ChangeState
value = 420
triggerall = (Command = "z") && (Command = "holddown") && (P2Dist X <= 120) && (Var(2) > 0) && (P2Dist X <= 120) && (P2MoveType != A) && (StateNo != [3000,3021]) && (StateNo != [120,155])
trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact)
trigger3 = ((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Crouch Weak Kick
[State -1: CWK]
type = ChangeState
value = 430
triggerall = (Command = "a") && (Command = "holddown") && (P2Dist X <= 120) && (Var(2) > 0) && (P2Dist X <= 120) && (P2MoveType != A) && (StateNo != [3000,3021]) && (StateNo != [120,155])
trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
ignorehitpause = 1
;---------------------------------------------------------------------------
;Crouch Medium Kick
[State -1: CMK]
type = ChangeState
value = 440
triggerall = (Command = "b") && (Command = "holddown") && (P2Dist X <= 120) && (Var(2) > 0) && (P2Dist X <= 120) && (P2MoveType != A) && (StateNo != [3000,3021]) && (StateNo != [120,155])
trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = 200) || (StateNo = 230)) && (MoveContact)
trigger3 = ((StateNo = 400) || (StateNo = 430)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Crouch Strong Kick
[State -1: CSK]
type = ChangeState
value = 450
triggerall = (Command = "c") && (Command = "holddown") && (P2Dist X <= 120) && (Var(2) > 0) && (P2Dist X <= 120) && (P2MoveType != A) && (StateNo != [3000,3021]) && (StateNo != [120,155])
trigger1 = ((StateType = C) && (Ctrl)) || ((StateNo = [100,106]) && (Command != "holdfwd") && (BackEdgeBodyDist > -5) && (Pos Y >= 0))
trigger2 = ((StateNo = 200) || (StateNo = [210,215]) || (StateNo = 230) || (StateNo = 240)) && (MoveContact)
trigger3 = ((StateNo = 400) || (StateNo = 410) || (StateNo = 430) || (StateNo = 440)) && (MoveContact)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Jump Weak Kick
[State -1: JWK]
type = ChangeState
value = 600
triggerall = (Var(2) > 0) && (P2Dist X <= 120) && (StateNo != [3000,3021]) && (StateNo != [120,155])
trigger1 = ((Command = "a") || (Command = "x")) && (((StateType = A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y < 0)))
trigger2 = (StateType = A) && (Ctrl) && (Var(20) = 0) && (P2Dist X <= 100) && (Random <= 449)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1: JMK]
type = ChangeState
value = 610
triggerall = (Var(2) > 0) && (P2Dist X <= 120) && (StateNo != [3000,3021]) && (StateNo != [120,155])
trigger1 = ((Command = "a") || (Command = "x")) && (((StateType = A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y < 0)))
trigger2 = ((Command = "a") || (Command = "x")) && ((StateNo = 600) && (MoveContact))
trigger3 = (StateType = A) && (Ctrl) && (Var(20) = 0) && (P2Dist X <= 100) && (Random <= 349)
ignorehitpause = 1
;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1: JSK]
type = ChangeState
value = 620
triggerall = (Var(2) > 0) && (P2Dist X <= 120) && (StateNo != [3000,3021]) && (StateNo != [120,155])
trigger1 = ((Command = "c") || (Command = "z")) && (((StateType = A) && (Ctrl)) || ((StateNo = [100,106]) && (BackEdgeBodyDist > -5) && (Pos Y < 0)))
trigger2 = ((Command = "c") || (Command = "z")) && (((StateNo = 600) || (StateNo = 610)) && (MoveContact))
trigger3 = (StateType = A) && (Ctrl) && (Var(20) = 0) && (P2Dist X <= 100) && (Random <= 249)
ignorehitpause = 1