;#ADD004BASIC PIEs#
;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
;-------------------------------------
[command]
name = "Tiger Onslaught"
command = ~D, DB, B, D, DB, b+y;x+z
time = 35
[command]
name = "Tiger Domination"
command = ~D, DF, F, D, DF, b+y;x+z
time = 35
[Command]
name = "Tiger Punishment"
command = ~F, B, DB, D, DF, F, s
time = 35
[Command]
name = "Tiger Rampage"
command = ~F, B, DB, D, DF, F, a
time = 35
[Command]
name = "FatalClinch"
command = ~F, B, DB, D, DF, F, b
time = 32
[Command]
name = "FatalTiger"
command = ~F, B, DB, D, DF, F, c
time = 32
[Command]
name = "TigerPunisher"
command = ~D, DF, F, D, DF, ~s
time = 32
[Command]
name = "SuperCounter"
command = ~D, DB, B, D, DB, ~s
time = 32
[Command]
name = "SuperCounter"
command = ~D, DB, B, D, DB, s
time = 32
[Command]
name = "TigerWave"
command = ~F, B, DB, D, DF, F, x
time = 35
[Command]
name = "TigerWave"
command = ~F, B, DB, D, DF, F, y
time = 35
[Command]
name = "TigerWave"
command = ~F, B, DB, D, DF, F, z
time = 35
[Command]
name = "tigercrossc"
command = D, D, D, a+x;c
time = 45
[Command]
name = "tigerfangz"
command = D, D, D, c+z
time = 45
[Command]
name = "tigercrossb"
command = D, D, D, a+b
time = 45
[Command]
name = "tigercrossb"
command = D, D, D, b+c
time = 45
[Command]
name = "tigercrossb"
command = D, D, D, a+c
time = 45
[Command]
name = "tigerfangy"
command = D, D, D, x+y
time = 45
[Command]
name = "tigerfangy"
command = D, D, D, z+y
time = 45
[Command]
name = "tigerfangy"
command = D, D, D, z+x
time = 45
[Command]
name = "tigercrossa"
command = D, D, D, a
time = 45
[Command]
name = "tigercrossa"
command = D, D, D, b
time = 45
[Command]
name = "tigercrossa"
command = D, D, D, c
time = 45
[Command]
name = "tigerfangx"
command = D, D, D, x
time = 45
[Command]
name = "tigerfangx"
command = D, D, D, y
time = 45
[Command]
name = "tigerfangx"
command = D, D, D, z
time = 45
[command]
name = "Tiger Cannon"
command = ~D, DF, F, D, DF, x
time = 32
[command]
name = "Tiger Cannon"
command = ~D, DF, F, D, DF, ~x
time = 32
[command]
name = "Tiger Cannon"
command = ~D, DF, F, D, DF, y
time = 32
[command]
name = "Tiger Cannon"
command = ~D, DF, F, D, DF, ~y
time = 32
[command]
name = "Tiger Cannon"
command = ~D, DF, F, D, DF, z
time = 32
[command]
name = "Tiger Cannon"
command = ~D, DF, F, D, DF, ~z
time = 32
[command]
name = "Tiger Cannon MAX"
command = ~D, DF, F, D, DF, x+y
time = 32
[command]
name = "Tiger VARIED ASSAULT"
command = ~D, DF, F, D, DF, y+z
time = 32
;[command]
;name = "Tiger Cannon MAX"
;command = ~D, DF, F, D, DF, x+z
;time = 32
[command]
name = "Low Tiger Cannon"
command = ~D, DB, B, D, DB, x
time = 32
[command]
name = "Low Tiger Cannon"
command = ~D, DB, B, D, DB, ~x
time = 32
[command]
name = "Low Tiger Cannon"
command = ~D, DB, B, D, DB, y
time = 32
[command]
name = "Low Tiger Cannon"
command = ~D, DB, B, D, DB, ~y
time = 32
[command]
name = "Low Tiger Cannon"
command = ~D, DB, B, D, DB, z
time = 32
[command]
name = "Low Tiger Cannon"
command = ~D, DB, B, D, DB, ~z
time = 32
[command]
name = "Low Tiger Cannon MAX"
command = ~D, DB, B, D, DB, x+y
time = 32
[command]
name = "Low Tiger Cannon MAX"
command = ~D, DB, B, D, DB, y+z
time = 32
[command]
name = "Low Tiger Cannon MAX"
command = ~D, DB, B, D, DB, x+z
time = 32
[command]
name = "Tiger Genocide"
command = ~D, DF, F, D, DF, a
time = 32
[command]
name = "Tiger Genocide"
command = ~D, DF, F, D, DF, ~a
time = 32
[command]
name = "Tiger Genocide"
command = ~D, DF, F, D, DF, b
time = 32
[command]
name = "Tiger Genocide"
command = ~D, DF, F, D, DF, ~b
time = 32
[command]
name = "Tiger Genocide"
command = ~D, DF, F, D, DF, c
time = 32
[command]
name = "Tiger Genocide"
command = ~D, DF, F, D, DF, ~c
time = 32
[command]
name = "Tiger Genocide MAX"
command = ~D, DF, F, D, DF, a+b
time = 32
[command]
name = "Tiger Genocide takuma"
command = ~D, DF, F, D, DF, b+c
time = 32
[command]
name = "Tiger Genocide MAX"
command = ~D, DF, F, D, DF, a+c
time = 32
[command]
name = "Tiger Raid"
command = ~D, DB, B, D, DB, a
time = 32
[command]
name = "Tiger Raid"
command = ~D, DB, B, D, DB, ~a
time = 32
[command]
name = "Tiger Raid"
command = ~D, DB, B, D, DB, b
time = 32
[command]
name = "Tiger Raid"
command = ~D, DB, B, D, DB, ~b
time = 32
[command]
name = "Tiger Raid"
command = ~D, DB, B, D, DB, c
time = 32
[command]
name = "Tiger Raid"
command = ~D, DB, B, D, DB, ~c
time = 32
[command]
name = "Tiger Raid MAX"
command = ~D, DB, B, D, DB, a+b
time = 32
[command]
name = "Tiger Raid MAX"
command = ~D, DB, B, D, DB, b+c
time = 32
[command]
name = "Tiger Raid MAX"
command = ~D, DB, B, D, DB, a+c
time = 32
[command]
name = "Tiger Storm"
command = ~D, DF, F, D, DF, a+x;x+y
time = 32
[command]
name = "Tiger Destruction"
command = ~D, DB, B, D, DB, a+x;x+z
time = 32
[command]
name = "Tiger Assault 2"
command = ~D, DB, B, D, DB, c+z;c+z;x+z
time = 32
[command]
name = "Tiger Assault"
command = ~D, DF, F, D, DF, c+z;c+z;x+z
time = 32
;-| Special Motions |------------------------------------------------------
[command]
name = "Tiger Shot" ; n.10
command = ~D, DF, F, x
time = 15
[command]
name = "Tiger Shot"
command = ~D, DF, F, ~x
time = 15
[command]
name = "Tiger Shot"
command = ~D, DF, F, y
time = 15
[command]
name = "Tiger Shot"
command = ~D, DF, F, ~y
time = 15
[command]
name = "Tiger Shot"
command = ~D, DF, F, z
time = 15
[command]
name = "Tiger Shot"
command = ~D, DF, F, ~z
time = 15
;[command]
;name = "Tiger Bluff"
;command = ~D, DF, F, s
;time = 15
;[command]
;name = "Tiger Bluff"
;command = ~D, DF, F, ~s
;time = 15
[Command]
name = "EX Tiger Shot"
command = ~D, DF, F, x+y
time = 15
[Command]
name = "EX Tiger Shot"
command = ~D, DF, F, y+z
time = 15
[Command]
name = "EX Tiger Shot"
command = ~D, DF, F, x+z
time = 15
[command]
name = "Low Tiger Shot"
command = ~D, DF, F, a
time = 15
[command]
name = "Low Tiger Shot"
command = ~D, DF, F, ~a
time = 15
[command]
name = "Dive Knee a"
command = ~D, DF, F, a
time = 15
[command]
name = "Dive Knee a"
command = ~D, DF, F, ~a
time = 15
[command]
name = "Low Tiger Shot"
command = ~D, DF, F, b
time = 15
[command]
name = "Low Tiger Shot"
command = ~D, DF, F, ~b
time = 15
[command]
name = "Dive Knee b"
command = ~D, DF, F, b
time = 15
[command]
name = "Dive Knee b"
command = ~D, DF, F, ~b
time = 15
[command]
name = "Low Tiger Shot"
command = ~D, DF, F, c
time = 15
[command]
name = "Low Tiger Shot"
command = ~D, DF, F, ~c
time = 15
[command]
name = "Dive Knee c"
command = ~D, DF, F, c
time = 15
[command]
name = "Dive Knee c"
command = ~D, DF, F, ~c
time = 15
;[command]
;name = "Low Tiger Bluff"
;command = ~D, DB, B, s
;time = 15
;[command]
;name = "Low Tiger Bluff"
;command = ~D, DB, B, ~s
;time = 15
[Command]
name = "EX Low Tiger Shot"
command = ~D, DF, F, a+b
time = 15
[Command]
name = "EX Low Tiger Shot"
command = ~D, DF, F, b+c
time = 15
;[Command]
;name = "TigerThrow"
;command = ~D, DB, B, a+x
;time = 10;15
[command]
name = "knee combo start1"
command = ~D, DB, B, c
time = 15
[command]
name = "knee combo start2"
command = ~D, DB, B, b
time = 15
;---------------------------------------------------------------------------
[command]
name = "punch combo startEX"
command = ~D, DB, B, x+y
time = 15
[command]
name = "punch combo startEX"
command = ~D, DB, B, y+z
time = 15
[command]
name = "punch combo startEX"
command = ~D, DB, B, x+z
time = 15
[command]
name = "punch combo start2"
command = ~D, DB, B, z
time = 15
[command]
name = "punch combo start1"
command = ~D, DB, B, x
time = 15
[command]
name = "punch combo start1"
command = ~D, DB, B, y
time = 15
[command]
name = "punch combo start1"
command = ~D, DB, B, z
time = 15
[command]
name = "COUNTERLOW"
command = ~D, DB, B, x
time = 15
[command]
name = "COUNTERAIR" ; n.19
command = ~D, DB, B, a
time = 15
[command]
name = "COUNTEREX"
command = ~D, DB, B, a+x
time = 15
;---------------------------------------------------------------------------
; Air Tiger Tooth
[Command]
name = "EXJaguarTooth"
command = ~F, DF, D, DB, B, a+b
time = 15
[Command]
name = "EXJaguarTooth"
command = ~F, DF, D, DB, B, b+c
time = 15
[Command]
name = "JaguarTooth"
command = ~F, DF, D, DB, B, a
time = 15
[Command]
name = "JaguarTooth"
command = ~F, DF, D, DB, B, b
time = 15
[Command]
name = "JaguarTooth"
command = ~F, DF, D, DB, B, c
time = 15
;---------------------------------------------------------------------------
[Command]
name = "Tiger Uppercut"
command = ~F, D, DF, x
time = 16
[Command]
name = "Tiger Uppercut"
command = ~F, D, DF, ~x
time = 16
[Command]
name = "Tiger Uppercut2"
command = ~F, D, DF, y
time = 16
[Command]
name = "Tiger Uppercut2"
command = ~F, D, DF, ~y
time = 16
[Command]
name = "Tiger Uppercut3"
command = ~F, D, DF, z
time = 16
[Command]
name = "Tiger Uppercut3"
command = ~F, D, DF, ~z
time = 16
[Command]
name = "EX Tiger Uppercut"
command = ~F, D, DF, x+y
time = 16
[Command]
name = "EX Tiger Uppercut"
command = ~F, D, DF, y+z
time = 16
[Command]
name = "EX Tiger Uppercut"
command = ~F, D, DF, x+z
time = 16
[Command]
name = "Tiger BLOW"
command = ~B, D, DB, x
time = 16
[Command]
name = "Tiger BLOW"
command = ~B, D, DB, ~x
time = 16
[Command]
name = "Tiger BLOW2"
command = ~B, D, DB, y
time = 16
[Command]
name = "Tiger BLOW2"
command = ~B, D, DB, ~y
time = 16
[Command]
name = "Tiger BLOW3"
command = ~B, D, DB, z
time = 16
[Command]
name = "Tiger BLOW3"
command = ~B, D, DB, ~z
time = 16
[Command]
name = "EX Tiger BLOW"
command = ~B, D, DB, x+y
time = 16
[Command]
name = "EX Tiger BLOW"
command = ~B, D, DB, y+z
time = 16
[Command]
name = "EX Tiger BLOW"
command = ~B, D, DB, x+z
time = 16
[Command]
name = "Tiger Knee"
command = ~F, D, DF, a
time = 16
[Command]
name = "Tiger Knee"
command = ~F, D, DF, ~a
time = 16
[Command]
name = "Tiger Knee2"
command = ~F, D, DF, b
time = 16
[Command]
name = "Tiger Knee2"
command = ~F, D, DF, ~b
time = 16
[Command]
name = "Tiger Knee3"
command = ~F, D, DF, c
time = 16
[Command]
name = "Tiger Knee3"
command = ~F, D, DF, ~c
time = 16
[Command]
name = "EX Tiger Knee"
command = ~F, D, DF, a+b
time = 16
[Command]
name = "EX Tiger Knee"
command = ~F, D, DF, b+c
time = 16
[Command]
name = "EX Tiger Knee"
command = ~F, D, DF, a+c
time = 16
[Command]
name = "EX Tiger Raid"
command = ~B, D, DB, a+b
time = 16
[Command]
name = "EX R Tiger KNEE"
command = ~B, D, DB, b+c
time = 16
;[Command]
;name = "EX R Tiger KNEE"
;command = ~B, D, DB, a+c
;time = 16
[Command]
name = "leg bazooka"
command = ~D, DB, B, a+b
time = 15
[Command]
name = "leg bazooka"
command = ~D, DB, B, ~a+b
time = 15
[Command]
name = "Tiger CLAW"
command = ~B, D, DB, a
time = 16
[Command]
name = "Tiger CLAW"
command = ~B, D, DB, ~a
time = 16
[Command]
name = "Tiger CLAW2"
command = ~B, D, DB, b
time = 16
[Command]
name = "Tiger CLAW2"
command = ~B, D, DB, ~b
time = 16
[Command]
name = "Tiger CLAW3"
command = ~B, D, DB, c
time = 16
[Command]
name = "Tiger CLAW3"
command = ~B, D, DB, ~c
time = 16
;[Command]
;name = "FFA" ;SLASH LIGHT KICK
;command = ~F, F, a
;time = 16
;[Command]
;name = "FFB" ;TIGER THRUST
;command = ~F, F, b
;time = 16
;[Command]
;name = "FFC" ;TIGER TH
;command = ~F, F, c
;time = 16
[Command]
name = "412p" ;Zero Counter
command = ~B, DB, D, x
time = 16
[Command]
name = "412p" ;Zero Counter
command = ~B, DB, D, y
time = 16
[Command]
name = "412p" ;Zero Counter
command = ~B, DB, D, z
time = 16
[Command]
name = "412p" ;Zero Counter
command = ~B, DB, D, ~x
time = 16
[Command]
name = "412p" ;Zero Counter
command = ~B, DB, D, ~y
time = 16
[Command]
name = "412p" ;Zero Counter
command = ~B, DB, D, ~z
time = 16
[Command]
name = "412k" ;Zero Counter
command = ~B, DB, D, a
time = 16
[Command]
name = "412k" ;Zero Counter
command = ~B, DB, D, b
time = 16
[Command]
name= "412k" ;Zero Counter
command = ~B, DB, D, c
time = 16
[Command]
name = "412k" ;Zero Counter
command = ~B, DB, D, ~a
time = 16
[Command]
name = "412k" ;Zero Counter
command = ~B, DB, D, ~b
time = 16
[Command]
name = "412k" ;Zero Counter
command = ~B, DB, D, ~c
time = 16
;[Command]
;name = "ddex" ; D,D,D
;command = D, D, x+y
;time = 16
;[Command]
;name = "ddx" ; D,D,D
;command = D, D, x
;time = 16
;[Command]
;name = "ddy" ; D,D,D
;command = D, D, y
;time = 16
;[Command] ; n.42
;name = "ddz" ; D,D,D
;command = D, D, z
;time = 16
;--| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "a+z"
command = a+z
time = 1
[Command]
name = "a+x"
command = a+x
time= 4; 1
;[Command]
;name = "a+x10"
;command = a+x
;time= 10; 1
[Command]
name = "b+y"
command = b+y
time = 1
[Command]
name = "c+z"
command = c+z
time = 1
[Command]
name = "pp"
command = x+y
time = 1
[Command]
name = "pp2"
command = y+z
time = 1
[Command]
name = "kk"
command = a+b
time = 1
[Command] ; n.52
name = "kk2"
command = b+c
time = 1
;[Command]
;name = "kk10"
;command = a+b
;time = 1
;buffer.time = 10
;[Command]
;name = "kk10"
;command = b+c
;time = 1
;buffer.time = 10
;-| Dir + Button |---------------------------------------------------------
;[Command]
;name = "back_x"
;command = /$B,x
;time = 1
;[Command]
;name = "back_y"
;command = /$B,y
;time = 1
;[Command]
;name = "back_z"
;command = /$B,z
;time = 1
;[Command]
;name = "down_x"
;command = /$D,x
;time = 1
;[Command]
;name = "down_y"
;command = /$D,y
;time = 1
;[Command]
;name = "down_z"
;command = /$D,z
;time = 1
;[Command]
;name = "fwd_x"
;command = /$F,x
;time = 1
;[Command]
;name = "fwd_y"
;command = /$F,y
;time = 1
;[Command]
;name = "fwd_z"
;command = /$F,z
;time = 1
;[Command]
;name = "up_x"
;command = /$U,x
;time = 1
;[Command]
;name = "up_y"
;command = /$U,y
;time = 1
;[Command]
;name = "up_z"
;command = /$U,z
;time = 1
;[Command]
;name = "back_a"
;command = /$B,a
;time = 1
;[Command]
;name = "back_b"
;command = /$B,b
;time = 1
;[Command]
;name = "back_c"
;command = /$B,c
;time = 1
;[Command]
;name = "down_a"
;command = /$D,a
;time = 1
;[Command]
;name = "down_b"
;command = /$D,b
;time = 1
;[Command]
;name = "down_c"
;command = /$D,c
;time = 1
;[Command]
;name = "fwd_a"
;command = /$F,a
;time = 1
;[Command]
;name = "fwd_b"
;command = /$F,b
;time = 1
;[Command]
;name = "fwd_c"
;command = /$F,c
;time = 1
;[Command]
;name = "up_a"
;command = /$U,a
;time = 1
;[Command]
;name = "up_b"
;command = /$U,b
;time = 1
;[Command]
;name = "up_c"
;command = /$U,c
;time = 1
;-| Single Button |---------------------------------------------------------
[Command] ; n.77
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
;[Command]
;name = "downfwd"
;command = $DF
;time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
;[Command]
;name = "downback"
;command = $DB
;time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
;[Command]
;name = "upback"
;command = $UB
;time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
;[Command]
;name = "upfwd"
;command = $UF
;time = 1
;combo-----------------------------
[Command]
name = "x10"
command = x
time = 1
buffer.time = 10
;[Command]
;name = "x15"
;command = x
;time = 1
;buffer.time = 15
[Command]
name = "y10"
command = y
time = 1
buffer.time = 10
[Command]
name = "y15"
command = y
time = 1
buffer.time = 15
[Command]
name = "z10"
command = z
time = 1
buffer.time = 10
[Command]
name = "z15"
command = z
time = 1
buffer.time = 15
[Command]
name = "z35"
command = z
time = 1
buffer.time = 35
[Command]
name = "a10"
command = a
time = 1
buffer.time = 10
[Command]
name = "a15"
command = a
time = 1
buffer.time = 15
;[Command]; solo 2 utilizzi
;name = "b10"
;command = b
;time = 1
;buffer.time = 10
[Command]
name = "b15"
command = b
time = 1
buffer.time = 15
[Command] ; n.102
name = "c10"
command = c
time = 1
buffer.time = 10
[Command] ; n.102
name = "c15"
command = c
time = 1
buffer.time = 15
;==============================================================================================
;==========================================<BUTTONS>===========================================
;==============================================================================================
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
;[Command]
;name = "hold_s"
;command = /s
;Time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
;---------------------------------------------------------------------------
;Release Direction
[Command]
name = "rlsfwd"
command = ~$F
time = 1
[Command]
name = "rlsback"
command = ~$B
time = 1
[Command]
name = "rlsup"
command = ~$U
time = 1
[Command] ; n.121
name = "rlsdown"
command = ~$D
time = 1
;--------------------------------------------------------------------------
;Release Button
[Command]
name = "rlsx"
command = ~x
time = 1
[Command]
name = "rlsy"
command = ~y
time = 1
[Command]
name = "rlsz"
command = ~z
time = 1
[Command]
name = "rlsa"
command = ~a
time = 1
[Command]
name = "rlsb"
command = ~b
time = 1
[Command]
name = "rlsc"
command = ~c
time = 1
;---------------------------------------------------------------------------
;Other
[Command]
name = "highjump"
command = $D, $U
time = 15
[Command]
name = "highjump" ;"DU"
command = D, U
time = 18
;---------------------------------------------------------------------------
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;//==========================
;// add004-1-sctrls-start
;//==========================
;--- partner_standby
[state 0]
type=selfstate
value=190190
ctrl=0
trigger1=ctrl && numpartner && !ishelper && roundstate=2 && pos y=0
trigger1=(sysfvar(4)>0) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
trigger1=(playerid(floor(sysfvar(0))),var(0)=90900) && (playerid(floor(sysfvar(0))),var(22)=4)
ignorehitpause=1
;##Add.List01##
;//==========================
;// add004-1-sctrls-end
;//==========================
[State -1, AI ON] ;;
Type = VarSet
TriggerAll = Var(59) < 1
TriggerAll = RoundState = 2
Trigger1 = AILevel>0
v = 59
value = 1
Ignorehitpause = 1
[State -1, AI OFF] ;;
Type = VarSet
Trigger1= var(59) > 0
Trigger1 = RoundState != 2
Trigger2 = !IsHelper
Trigger2 = AILevel = 0
v = 59
value = 0
Ignorehitpause = 1
[State -1, super jump ]
type = ChangeState
value = 99999
trigger1 = command = "highjump" ; "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
; If you want to make a launcher you can use these
trigger2 = (stateno = 350 || stateno = 351) && (movehit) && (command = "holdup")
[State -1, Tick Fix]
type = CtrlSet
triggerall = !ctrl
trigger1 = (StateNo = 52 || StateNo = 101 || StateNo = 5120) && !AnimTime
trigger2 = (StateNo = [200,499]) && !AnimTime
trigger3 = (StateNo = [760,762]) && !AnimTime
trigger4 = StateNo = 811 && !AnimTime
trigger5 = (StateNo = 5001 || StateNo = 5011 || StateNo = 151 || StateNo = 153) && HitOver
trigger6 = (StateNo = [700,715]) && !AnimTime
value = 1
[State -1, CtrlSet For Helpers];special thanks to 20S
type = CtrlSet
trigger1 = IsHelper
value = 0
[State -1, Hit Count For Helpers];special thanks to 20S
type = ParentVarAdd
trigger1 = IsHelper
trigger1 = MoveHit = 1
trigger1 = !HitPauseTime
trigger1 = !(HitDefAttr = SCA, AT)
var(13) = 1
[State -1, Juggle Count For Helpers];special thanks to 20S
type = ParentVarAdd
trigger1 = IsHelper
trigger1 = MoveHit = 1
trigger1 = !HitPauseTime
trigger1 = !(HitDefAttr = SCA, AT)
var(15) = 1
[State -1, ProjContact];special thanks to 20S
type = VarSet
trigger1 = IsHelper
trigger1 = MoveContact = 1 && NumTarget
var(18) = 1
[State -1, Root ProjContact];special thanks to 20S
type = ParentVarSet
trigger1 = IsHelper
trigger1 = MoveContact = 1 && NumTarget
var(18) = 1
;= [ A.I. ] =======================================================
;------------------------------------------------------------
;[State -1, super jump ]
;type = ChangeState
;value = 99999
;triggerAll = AILevel && NumEnemy
;triggerall = statetype != A && roundstate = 2 && alive && ctrl && random < 990
;trigger1 = p2stateno = (3400,3420)
;trigger2 = p2stateno = (3500,3520)
;trigger3 = p2stateno = (3600,3623)
;trigger4 = p2stateno = (3700,3721)
;trigger5 = p2stateno = (3800,3870)
;trigger6 = p2stateno = (3900,3911)
;trigger7 = (stateno = 350 || stateno = 351) && (movehit); && (command = "holdup")
[State -1, hop Fwd]
type = ChangeState
value = 100
triggerAll = AILevel && NumEnemy
trigger1 = statetype != A && roundstate = 2 && alive && ctrl && random < 100
trigger1 = (stateno != [100, 105]) && enemynear, movetype != A && p2dist x > 150
[State -1, Run Fwd]
type = ChangeState
value = 110;100
triggerAll = AILevel && NumEnemy
trigger1 = statetype != A && roundstate = 2 && alive && ctrl && random < 100
trigger1 = (stateno != [100, 105]) && enemynear, movetype != A && p2dist x > 150
[State -1, Stop Run]
type = ChangeState
value = 111;101
triggerAll = AILevel && NumEnemy
triggerall = statetype != A && roundstate = 2 && alive
triggerall = stateno = 100 && p2dist x <= 150
trigger1 = anim = 100 && time >= 1
[State -1, Run Back]
type = ChangeState
value = 105
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundstate = 2 && alive && statetype != A
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140)
trigger1 = ctrl && (enemynear, stateno = 5110) && p2bodydist x <= 25 && backedgebodydist >= 120
[State -1, Guard]
type=ChangeState
value=120
triggerall= AILevel && numenemy
triggerall= roundstate=2 && inguarddist
triggerall= enemynear,p2dist x>=0 && !(stateno=[120,155]) && !var(26) && !var(28)
trigger1= (ctrl || stateno=0 || stateno=21 || (stateno=[100,101]))
trigger1= !(enemynear,hitdefattr=SCA,AT) && (enemynear,time<=120)
trigger1= statetype!=A || enemynear,statetype=A
trigger1= ifelse(statetype=A,((var(3)!=[1,2]) || stateno=5210),1)
trigger1= random<((500*(var(46)=[1,2])+ifelse((enemynear,stateno=[200,699]),333,ifelse((enemynear,stateno=[1000,2999]),666,1000))))*(AILevel**2/64.0)
[State -1, Standing Parry]
type=HitOverRide
triggerall= AILevel && numenemy;Var(59) = 1;
triggerall= roundstate=2 && statetype!=A
trigger1= (ctrl || stateno=0 || stateno=21) && random<(250+300*((stateno=5120 || stateno=5201) && !animtime || (var(46)=[1,2])))*(AILevel**2/64.0)
trigger1= var(11):=1
trigger2= (stateno=[760,761]) && random<(350+350*((var(46)=[1,2]) || (prevstateno=[760,761]) && !animtime))*(AILevel**2/64.0)
trigger2= var(11):=1
trigger3= ctrl && statetype=C && enemynear,hitdefattr=SA,AA,AP && random<(200+200*(var(46)=[1,2]))*(AILevel**2/64.0)
trigger3= var(11):=1
attr=SA,AA,AP
stateno=760
slot=0
time=8
[State -1, Crouching Parry]
type=HitOverRide
triggerall= AILevel && numenemy
triggerall= roundstate=2 && statetype!=A
trigger1= (ctrl || stateno=11 || stateno=21) && random<(150+200*((stateno=5120 || stateno=5201) && !animtime || (var(46)=[1,2])))*(AILevel**2/64.0)
trigger1= var(11):=2
trigger2= (stateno=[760,761]) && random<(250+250*((var(46)=[1,2]) || (prevstateno=[760,761]) && !animtime))*(AILevel**2/64.0)
trigger2= var(11):=2
trigger3= ctrl && statetype=S && enemynear,hitdefattr=C,AA,AP && random<(100+100*(var(46)=[1,2]))*(AILevel**2/64.0)
trigger3= var(11):=2
attr=C,AA,AP
stateno=761
slot=0
time=8
[State -1, Air Parry]
type=HitOverRide
triggerall= AILevel && numenemy
triggerall= roundstate=2 && statetype=A
trigger1= (ctrl || (anim=[41,43])) && random<(150+200*(var(46)=[1,2]))*(AILevel**2/64.0)
trigger1= var(11):=3
trigger2= stateno=762 && random<(250+250*((var(46)=[1,2]) || prevstateno=762 && !animtime))*(AILevel**2/64.0)
trigger2= var(11):=3
attr=SA,AA,AP
stateno=762
forceair=1
slot=0
time=7
[State -1, Reset Parry]
type=HitOverRide
triggerall= AILevel && numenemy
trigger1= (!ctrl && !(stateno=[760,762]) && stateno!=5120)
trigger2= movetype!=I || (stateno=[100,106]) || (stateno=[120,132])
trigger3= (statetype=S || statetype=C) && var(11)!=1 && var(11)!=2
trigger4= statetype=A && var(11)!=3
slot=0
time=0
[State -1, Dodge]
type = ChangeState
value = 700
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundstate = 2 && alive && random < 150 && statetype != A
triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerall = p2statetype != A && p2statetype != L
triggerall = p2dist x <= 130 && p2movetype = A
trigger1 = ctrl
[State -1, Dodge]
type = ChangeState
value = 700
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundstate = 2 && alive && random < 300 && statetype != A
triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerall = p2statetype != A && p2statetype != L
triggerall = p2dist x <= 130 && p2movetype = A
triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj))
trigger1 = ctrl
[State -1 Tiger Thrust]
type = ChangeState
value = 253
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundstate = 2 && alive && statetype != A
triggerall = p2statetype != A && p2statetype != L
triggerall = stateno = 700
trigger1 = anim = 700 && time >= 5
[State -1, Roll Forward]
type = ChangeState
value = 710
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundstate = 2 && alive && random < 100 && statetype != A
triggerall = p2statetype != A && p2statetype != L && frontedgedist >= 140
triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerall = p2dist x <= 130 && p2movetype = A && p2movetype != H
trigger1 = ctrl
[State -1, Roll Forward]
type=ChangeState
value=710
triggerall= AILevel && numenemy
triggerall= roundstate=2 && statetype!=A && !var(26) && !var(28)
triggerall= (facing=1 && (enemynear,facing=-1)) || (facing=-1 && (enemynear,facing=1))
triggerall= (ctrl || stateno=21 || (stateno=[100,101])) && p2bodydist x>=80 && !(enemy,hitdefattr=SC,ST,HT,AT)
trigger1= enemynear,movetype=A && enemy,numproj>=0 && inguarddist
trigger1= random<(ifelse((var(46)=[1,2]),enemy,numproj>=0,250))*(AILevel**2/64.0)
[State -1, Roll Forward]
type = ChangeState
value = 710
triggerall = AILevel >= 5
triggerall = roundstate = 2 && statetype != A
trigger1 = (ctrl || (StateNo = [104,106]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H)) && random < (50 * (AIlevel ** 2 / 64.0))
trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
trigger1 = numhelper(800214) && (helper(800214), inguarddist) && inguarddist
trigger1 = ((enemy, numhelper) || (enemy, numproj)) || ((enemy(numenemy = 2), numhelper) || (enemy(numenemy = 2), numproj))
trigger1 = p2statetype != A && p2statetype != L && p2dist x >= 200
trigger1 = !((enemynear, numhelper) && (enemynear, hitdefattr = SCA, SA))
[State -1, Roll Forward]
type = ChangeState
value = 710
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundstate = 2 && alive && random < 100 && statetype != A && backedgedist <= 60
triggerall = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 80 && p2movetype != H
trigger1 = PlayerIDExist(helper(33333333),var(3))
trigger1 = PlayerID(helper(33333333),var(3)),p2bodydist X < 10 ; Distance between character and enemy's projectile is less than 10.
trigger1 = ctrl
[State -1, Roll Forward]
type = ChangeState
value = 710
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundstate = 2 && alive && random < 100 && statetype != A
triggerall = (facing = 1 && (enemy, facing = -1)) || (facing = -1 && (enemy, facing = 1))
triggerall = p2statetype != A && p2statetype != L && p2dist x >= 80
triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj))
trigger1 = PlayerIDExist(helper(33333333),var(3))
trigger1 = PlayerID(helper(33333333),var(3)),p2bodydist X < 10 ; Distance between character and enemy's projectile is less than 10.
trigger1 = ctrl
[State -1, Power Charge]
type = ChangeState
value = 730
triggerAll = AILevel && NumEnemy
triggerAll = roundstate != 1 && roundstate = 2 && alive && statetype != A
TRIGGERALL = !VAR(20) && POWER <=3000
triggerAll = power < const(data.power) && power <= 3000 && !var(20);PowerMax && !var(20)
triggerAll = (ctrl || (StateNo = [100,101]) ) && !InGuardDist && P2BodyDist x >= 150 && Random < 500;(50 * (AILevel ** 2 / 64.0))
trigger1 = numpartner = 0
trigger2 = numpartner >= 1 && (partner, stateno != [5000,5050])
[State -1, Stop Power Charge]
type = ChangeState
value = 731
triggerAll = AILevel && NumEnemy
TRIGGERALL = LIFE<=333 && Random < 999
triggerall = power >= 2000 && var(20) <= 0
triggerall = roundstate != 1 && roundstate = 2 && alive && statetype != A
;triggerall = stateno = 730; && p2dist x <= 150
;triggerall = stateno = 770
;triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj))
trigger1 = anim = 730 && time >= 1
[State -1, Stop Power Charge]
type = ChangeState
value = 731
triggerAll = AILevel && NumEnemy
TRIGGERALL = LIFE<=600 && Random < 999; && P2BodyDist x >= 100
;triggerAll = (ctrl || (StateNo = [100,101]) ) && !InGuardDist; && P2BodyDist x >= 150
triggerall = power >= 2000 && var(20) <= 0
;triggerall = !VAR(20)
triggerall = roundstate != 1 && roundstate = 2 && alive && statetype != A
;triggerall = stateno = 730; && p2dist x <= 150
;triggerall = stateno = 770
;triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj))
trigger1 = anim = 730 && time >= 1
[State -1, Stop Power Charge]
type = ChangeState
value = 731
triggerAll = AILevel && NumEnemy
TRIGGERALL = LIFE<=500 && Random < 300
triggerall = power >= 3000 && var(20) <= 0
triggerall = roundstate != 1 && roundstate = 2 && alive && statetype != A
triggerall = stateno = 730; && p2dist x <= 150
triggerall = stateno = 770
triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj))
trigger1 = anim = 730 && time >= 1
[State -1, Stop Power Charge]
type = ChangeState
value = 731
triggerAll = AILevel && NumEnemy
TRIGGERALL = Random < 300
triggerall = power >= 2000 && var(20) <= 0
triggerall = roundstate != 1 && roundstate = 2 && alive && statetype != A
triggerall = stateno = 730 && p2dist x >= 150
triggerall = stateno = 770
triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj))
trigger1 = anim = 730 && time >= 1
[State -1, Zero Counter]
type=ChangeState
value=750
triggerall= AILevel && numenemy
triggerall= roundstate=2 && statetype!=A && power>=1000 && !var(20)
trigger1= (p2bodydist x=[0,60]) && (stateno=150 || stateno=152) && random<100*(AILevel**2/64.0)
[State -1, Zero Counter]
type = ChangeState
value = 750
triggerAll = AILevel && NumEnemy
trigger1 = 1
trigger1= roundstate != 1 && roundstate = 2 && alive && random < 350 && statetype != A
trigger1 = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
trigger1 = power >= 1000 && !var(20)
trigger1 = StateNo = 150 || StateNo = 152
trigger1 = p2bodydist x <= 40
[State -1, MAX Mode]
type = ChangeState
value = 770
triggerAll = AILevel && NumEnemy
triggerall = life<= 350 && statetype!=A;333
triggerall = roundstate != 1 && roundstate = 2 && alive && random < 999 && statetype != A
triggerall = power >= 1000 && var(20) <= 0; && p2bodydist x >= 80
trigger1 = ctrl
[State -1, MAX Mode]
type = ChangeState
value = 770
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundstate = 2
TRIGGERALL = LIFE<=600 && Random < 999 && alive && statetype != A; && P2BodyDist x >= 100
;triggerAll = (ctrl || (StateNo = [100,101]) ) && !InGuardDist; && P2BodyDist x >= 150
triggerall = power >= 3000 && var(20) <= 0
trigger1 = ctrl
[State -1, MAX Mode]
type = ChangeState
value = 770
triggerAll = AILevel && NumEnemy && statetype!=A
triggerall = roundstate != 1 && roundstate = 2 && alive && random < 300 && statetype != A
triggerall = power >= 2000 && p2dist x >= 100 && var(20) <= 0
trigger1 = ctrl
[State -1, T.V.A. Tiger Assassin]
type = ChangeState
value = 805001
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = Stateno = 21000; && (AnimElemTime(22)>=5 && AnimElemTime(23)<0)
[State -1, Tiger Clinch option 1]
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 10
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
value = 361;1110
[State -1, Tiger Clinch option 2]
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 10
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
value = 36198;871
[State -1, Tiger Clinch option 3]
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 10
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
value = 36199;830;1164;1163;1104
[State -1, Tiger Clinch option 4]
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 10
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
value = 36200
[State -1, Tiger Clinch option 5]
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 10
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
value = 36201
[State -1, Tiger Clinch option 6]
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 10
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
value = 36202
[State -1, Tiger Clinch option 7] ;switch side
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 999
triggerall= PREVstateno != 805000
triggerall= stateno != 805000
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
value = 805000;80511;81111111
[State -1, Tiger Clinch option 8] ; backstep
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 150
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
trigger2 = stateno = 805000 && animelem = 6, >= 0; && animelem = 3, > 0 && animelem = 3, < 47
value = 805001
[State -1, Tiger Clinch option 8] ; backstep
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 150
trigger1 = stateno = 805000 && animelem = 6, >= 0
value = 805001
[State -1, Tiger Clinch option 9]
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 15
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
value = 832
[State -1, Tiger Clinch option 10]
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 15
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
value = 36206
[State -1, Tiger Clinch option 11]
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 15
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
value = 36203;1161
[State -1, Tiger Clinch option 12]
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 15
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
value = 810
[State -1, Tiger Clinch option 13]
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 15
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47
value = 811
[State -1, Tiger Clinch option 14]
type = ChangeState
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 15 && backedgebodydist <= 100 && frontedgebodydist <= 100
trigger1 = stateno = 210100 && animelem = 3, > 0 && animelem = 3, < 47 && backedgebodydist <= 100 && frontedgebodydist <= 100
value = 26034
[State -1, Tiger Clinch] ;
type = ChangeState
value = 210000;80102;80100
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 999 && P2bodydist X<200 ;400
triggerall= !(enemynear,statetype=A) && !(enemynear,statetype=L) && !(enemynear,movetype=H)
triggerall= !(prevstateno=5120 || (enemynear,stateno=[5100,5299]))
triggerall= (p2bodydist x=[-25,25]) && p2bodydist y=0 && stateno!=100 && !inguarddist
;trigger1= ctrl
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
;trigger2 = var(5) || var(6) || var(7)
[State -1, Tiger Clinch] ;
type = ChangeState
value = 210000;80102;80100
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 999; && P2bodydist X<300; 600
triggerall= !(enemynear,statetype=A) && !(enemynear,statetype=L) && !(enemynear,movetype=H)
triggerall= !(prevstateno=5120 || (enemynear,stateno=[5100,5299]))
triggerall= (p2bodydist x=[-25,25]) && p2bodydist y=0 && stateno!=100 && !inguarddist
trigger1 = StateNo = 1022 && Animelemtime(3) >= 1;, >= 1
trigger2 = StateNo = 243 && Animelemtime(14) >= 4; && movecontact
trigger3 = StateNo = 1921 && Animelem = 8, >= 1 && movecontact
trigger4 = StateNo = 1608 && Animelemtime (13) >=1 && Movecontact
[State -1, Throw] ; k
type = ChangeState
value = 800
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 100
triggerall= !(enemynear,statetype=A) && !(enemynear,statetype=L) && !(enemynear,movetype=H)
triggerall= !(prevstateno=5120 || (enemynear,stateno=[5100,5299]))
triggerall= (p2bodydist x=[-25,25]) && p2bodydist y=0 && stateno!=100 && !inguarddist
trigger1= ctrl
[State -1, Throw] ; p
type = ChangeState
value = 801
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 100
triggerall= !(enemynear,statetype=A) && !(enemynear,statetype=L) && !(enemynear,movetype=H)
triggerall= !(prevstateno=5120 || (enemynear,stateno=[5100,5299]))
triggerall= (p2bodydist x=[-25,25]) && p2bodydist y=0 && stateno!=100 && !inguarddist
trigger1= ctrl
[State -1, Throw] ; k2
type = ChangeState
value = 860
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 100
triggerall= !(enemynear,statetype=A) && !(enemynear,statetype=L) && !(enemynear,movetype=H)
triggerall= !(prevstateno=5120 || (enemynear,stateno=[5100,5299]))
triggerall= (p2bodydist x=[-25,25]) && p2bodydist y=0 && stateno!=100 && !inguarddist
trigger1= ctrl
[State -1, Throw] ; p2
type = ChangeState
value = 871
triggerAll = AILevel && NumEnemy
triggerall= roundstate=2 && statetype=S && alive && random < 100
triggerall= !(enemynear,statetype=A) && !(enemynear,statetype=L) && !(enemynear,movetype=H)
triggerall= !(prevstateno=5120 || (enemynear,stateno=[5100,5299]))
triggerall= (p2bodydist x=[-25,25]) && p2bodydist y=0 && stateno!=100 && !inguarddist
trigger1= ctrl
[State -1, Air Throw punch]
type = ChangeState
value = 900
triggerAll = AILevel && NumEnemy
triggerall = roundstate = 2 && random < 200 && alive && StateType = A && p2movetype != H
trigger1 = ctrl && pos y <= -30 && p2bodydist x <= 25 && p2statetype = A
[State -1, Air Throw punch 2] ;2
type = ChangeState
value = 905
triggerAll = AILevel && NumEnemy
triggerall = roundstate = 2 && random < 200 && alive && StateType = A && p2movetype != H
trigger1 = ctrl && pos y <= -30 && p2bodydist x <= 25 && p2statetype = A
[State -1, Air Throw kick]
type = ChangeState
value = 949
triggerAll = AILevel && NumEnemy
triggerall = roundstate = 2 && random < 200 && alive && StateType = A && p2movetype != H
trigger1 = ctrl && pos y <= -30 && p2bodydist x <= 25 && p2statetype = A
;------------------------------------------------------------------
;EX sfv focus Attack
[state -1]
type = changestate
value = 980
triggerAll = AILevel && NumEnemy && StateType != A && StateType = S
triggerall = movetype != H
triggerall = roundstate != 1 && roundState = 2 && statetype != A && random < 50 && alive
triggerall = Power>=250 && enemynear,backedgebodydist<=5-(P2bodydist X>90) && P2bodydist X<100
triggerall = prevstateno != 1800 && prevstateno != 1830 && prevstateno != 1700 && prevstateno != 1730 && prevstateno != 7500
triggerall = stateno != 1800 && stateno != 1830 && stateno != 1700 && stateno != 1730;ctrl;(ctrl || stateno=11||(stateno=20)||(stateno=[120,132]))
triggerall = prevstateno != (3700,3800)
triggerall = prevstateno != (3500,3600)
triggerall = prevstateno != 370099 && stateno != 7500
triggerall = stateno != (3700,3800)
triggerall = stateno != 370099
triggerall = stateno != 1199 && stateno != 1329
triggerall = prevstateno != 1199 && prevstateno != 1329
triggerall = p2statetype != L
trigger1 = ctrl; || var(5)
;trigger2 = p2movetype = A
;trigger1 = (stateno=1221||stateno=1230012)&&movecontact=1&&animelemtime(2)>=1;&&var(3)=4&&!((var(16)>1||P2statetype=A) && var(45)<500)
;trigger2 = (stateno=[1000,1030])&&numhelper(1010)
;trigger2 = helper(1010),time<8 && random%3=0; && var(54)%8<ifelse(enemynear,backedgebodydist<=5,5,2-(P2bodydist X>90)) && P2bodydist X<100
;------------------------------------------------------------------
;sfv focus Attack
[state -1]
type = changestate
value = 980
triggerAll = AILevel && NumEnemy && StateType != A && StateType = S
triggerall = movetype != H
triggerall = roundstate != 1 && roundState = 2 && statetype != A && random < 50 && alive
triggerall = p2statetype != L
triggerall = prevstateno != 1800 && prevstateno != 1830 && prevstateno != 1700 && prevstateno != 1730 && prevstateno != 7500
triggerall = stateno != 1800 && stateno != 1830 && stateno != 1700 && stateno != 1730;ctrl;(ctrl || stateno=11||(stateno=20)||(stateno=[120,132]))
triggerall = P2bodydist X>=50 && P2bodydist X<100; && random <150; && P2bodydist X>200;,var(54)%7<2,var(54)%5<2)
triggerall = prevstateno != (3700,3800)
triggerall = prevstateno != 370099
triggerall = prevstateno != (3500,3600)
triggerall = stateno != 1199 && stateno != 1329
triggerall = prevstateno != 1199 && prevstateno != 1329
triggerall = stateno != (3700,3800)
triggerall = stateno != 370099 && stateno != 7500
trigger1 = ctrl
;trigger2 = p2movetype = A
;trigger2 = (P2bodydist X=[30,90]) && P2stateno!=5120&&P2stateno!=5201 ;&& var(54)%7<ifelse(P2bodydist X<40,3,2) && (fvar(37)=[-2,0])
;trigger2 = (!enemynear,vel X||ifelse(enemynear,facing=facing,enemynear,frontedgebodydist<=5,enemynear,backedgebodydist<=5)) && random < 100
;trigger3 = (P2bodydist X=[60,120]) && random < 100;&&p2statetype = L;&& fvar(33) && fvar(30)<3 && random%7=0
;================================================
;------------------------------------------------------------------
;EX sf4 focus Attack
[state -1]
type = changestate
value = 950
triggerAll = AILevel && NumEnemy && StateType != A && StateType = S
triggerall = movetype != H
triggerall = roundstate != 1 && roundState = 2 && statetype != A && random < 50 && alive
triggerall = Power>=250 && enemynear,backedgebodydist<=5-(P2bodydist X>90) && P2bodydist X<100
triggerall = prevstateno != 1800 && prevstateno != 1830 && prevstateno != 1700 && prevstateno != 1730 && prevstateno != 7500
triggerall = stateno != 1800 && stateno != 1830 && stateno != 1700 && stateno != 1730;ctrl;(ctrl || stateno=11||(stateno=20)||(stateno=[120,132]))
triggerall = prevstateno != (3700,3800)
triggerall = prevstateno != (3500,3600)
triggerall = prevstateno != 370099 && stateno != 7500
triggerall = stateno != (3700,3800)
triggerall = stateno != 370099
triggerall = stateno != 1199 && stateno != 1329
triggerall = prevstateno != 1199 && prevstateno != 1329
triggerall = p2statetype != L
trigger1 = ctrl; || var(5)
;trigger2 = p2movetype = A
;trigger1 = (stateno=1221||stateno=1230012)&&movecontact=1&&animelemtime(2)>=1;&&var(3)=4&&!((var(16)>1||P2statetype=A) && var(45)<500)
;trigger2 = (stateno=[1000,1030])&&numhelper(1010)
;trigger2 = helper(1010),time<8 && random%3=0; && var(54)%8<ifelse(enemynear,backedgebodydist<=5,5,2-(P2bodydist X>90)) && P2bodydist X<100
;------------------------------------------------------------------
;sf4 focus Attack
[state -1]
type = changestate
value = 950
triggerAll = AILevel && NumEnemy && StateType != A && StateType = S
triggerall = movetype != H
triggerall = roundstate != 1 && roundState = 2 && statetype != A && random < 50 && alive
triggerall = p2statetype != L
triggerall = prevstateno != 1800 && prevstateno != 1830 && prevstateno != 1700 && prevstateno != 1730 && prevstateno != 7500
triggerall = stateno != 1800 && stateno != 1830 && stateno != 1700 && stateno != 1730;ctrl;(ctrl || stateno=11||(stateno=20)||(stateno=[120,132]))
triggerall = P2bodydist X>=50 && P2bodydist X<100; && random <150; && P2bodydist X>200;,var(54)%7<2,var(54)%5<2)
triggerall = prevstateno != (3700,3800)
triggerall = prevstateno != 370099
triggerall = prevstateno != (3500,3600)
triggerall = stateno != 1199 && stateno != 1329
triggerall = prevstateno != 1199 && prevstateno != 1329
triggerall = stateno != (3700,3800)
triggerall = stateno != 370099 && stateno != 7500
trigger1 = ctrl
;trigger2 = p2movetype = A
;trigger2 = (P2bodydist X=[30,90]) && P2stateno!=5120&&P2stateno!=5201 ;&& var(54)%7<ifelse(P2bodydist X<40,3,2) && (fvar(37)=[-2,0])
;trigger2 = (!enemynear,vel X||ifelse(enemynear,facing=facing,enemynear,frontedgebodydist<=5,enemynear,backedgebodydist<=5)) && random < 100
;trigger3 = (P2bodydist X=[60,120]) && random < 100;&&p2statetype = L;&& fvar(33) && fvar(30)<3 && random%7=0
;================================================
;---------------------------------------------------
;---------------------------------------------------
;---------------------------------------------------
; Tiger Wave
[State -1, tigerwave ]
type = ChangeState
value = 7500
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
triggerall = p2statetype != L && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7) || var(8)
; Tiger Wave
[State -1, tigerwave ]
type = ChangeState
value = 7500
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 75 && statetype != A
triggerall = p2statetype != L && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7) || var(8)
; Tiger Wave
[State -1, tigerwave ]
type = ChangeState
value = 7500
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 75 && statetype != A
triggerall = p2statetype != L && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7) || var(8)
;super counter
[State -1, Tiger Super Counter L3]
type = ChangeState
value = 3700
triggerAll = AILevel && NumEnemy && StateType = S
triggerall = p2movetype != H; && p2movetype = A
triggerall = !(enemynear,hitfall) && p2statetype != L
;triggerall = movetype != H && p2movetype != H; && p2movetype = A
triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype != A && !numhelper(1010) && p2statetype != L
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != (3700,3800)
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 && prevstateno != 370099 && prevstateno != 7500
triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100
triggerall = prevstateno != (3800,3850)
triggerall = prevstateno != 3700
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = stateno != 3700
TRIGGERALL = p2stateNO != [1740,1750]
TRIGGERALL = p2stateno != [5020,5070]
triggerall = stateno != 1199 && stateno != 1329
triggerall = prevstateno != 1199 && prevstateno != 1329
triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011])
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
triggerall = p2dist x <= 100; && p2dist x >= 60 ;220 && p2dist x >= 160
triggerall = stateno != (3700,3800);(enemynear,const(size.head.pos.y)<=-40) ; <=-80)
TRIGGERALL = StateNO != 370099
triggerall = stateno != 7500
TRIGGERALL = StateNO != 1605
TRIGGERALL = StateNO != 1022
TRIGGERALL = P2StateNO != 661
TRIGGERALL = P2StateNO != 662
triggerall = stateno != (1600,16999)
;TRIGGERALL = prevStateNO != [1700,1750]
triggerall = enemy,NumProj = 0
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]); || stateno = 21 || ((Stateno = [120,131]) && movetype != H)
trigger2 = P2stateno = [3000,4000]; && p2movetype = A && power >=2000
trigger3 = p2movetype = A && p2movetype != H
;trigger4 = var(5) || var(6) || var(7) || var(8)
;------------------------------------------------------
;---------------------------------------------------
[State -1, T.V.A. AIRTHROW]
type = ChangeState
value = 3825
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = Stateno = 3800 && (AnimElemTime(41)>=1 && AnimElemTime(42)<0)
[State -1, T.V.A. AIR T.C 30ー]
type = ChangeState
value = 3820
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = Stateno = 3800 && (AnimElemTime(41)>=1 && AnimElemTime(42)<0)
[State -1, T.V.A. Thousand Tiger]
type = ChangeState
value = 3810
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = Stateno = 3800 && (AnimElemTime(33)>=5 && AnimElemTime(34)<0)
[State -1, T.V.A. Tiger air rush]
type = ChangeState
value = 3860
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
trigger1 = Stateno = 3850 && AnimElemTime(23)=10; 23 && AnimElemTime(29)<0)
[State -1, T.V.A. Tiger air rush]
type = ChangeState
value = 3850
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
trigger1 = Stateno = 3800 && (AnimElemTime(41)>=1 && AnimElemTime(42)<0) && movehit
[State -1, T.V.A. Tiger Assassin]
type = ChangeState
value = 3815
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = Stateno = 3800 && (AnimElemTime(33)>=5 && AnimElemTime(34)<0)
; Tiger Varied Assault
[State -1, Tiger Varied Assault ]
type = ChangeState
value = 3800
triggerAll = AILevel && NumEnemy
triggerall = random < 350 && p2dist x <= 100
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
triggerall = (p2stateno != [5020,5070]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101]); || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5) || var(6) || var(7) || var(8)
; Tiger Varied Assault
[State -1, Tiger Varied Assault ]
type = ChangeState
value = 3800
triggerAll = AILevel && NumEnemy
triggerall = life>= 600 && random < 300 && p2dist x <= 100;600
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101]); || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = StateNo = 10212 && animelemtime(6) >= 2
trigger5 = var(5) || var(6) || var(7) || var(8)
trigger5 = StateNo = 10212 && animelemtime(7) >= 1 && random < 500
;CLINCH T.UPPERCUT AFTER MID STRONG
[State -1, CLINCH T.UPPERCUT]
type = ChangeState
value = 3940
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 333 && statetype != A
trigger1 = Stateno = 3908 && AnimElemTime(11)>=5; 23 && AnimElemTime(29)<0)
;CLINCH FINISH 1 AFTER MID STRONG
[State -1, CLINCH FINISH 1]
type = ChangeState
value = 3911
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 333 && statetype != A
trigger1 = Stateno = 3908 && AnimElemTime(11)>=5; 23 && AnimElemTime(29)<0)
;CLINCH Fire punch AFTER MID STRONG
[State -1, CLINCH FINISH 1]
type = ChangeState
value = 3950
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 333 && statetype != A
trigger1 = Stateno = 3908 && AnimElemTime(11)>=5; 23 && AnimElemTime(29)<0)
;CLINCH T.UPPERCUT
[State -1, CLINCH T.UPPERCUT]
type = ChangeState
value = 3940
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
trigger1 = Stateno = 3906 && AnimElemTime(13)>=4; 23 && AnimElemTime(29)<0)
trigger2 = Stateno = 3908 && AnimElemTime(11)>=5; 23 && AnimElemTime(29)<0)
;CLINCH FINISH 1
[State -1, CLINCH FINISH 1]
type = ChangeState
value = 3911
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
trigger1 = Stateno = 3906 && AnimElemTime(13)>=4; 23 && AnimElemTime(29)<0)
trigger2 = Stateno = 3908 && AnimElemTime(11)>=5; 23 && AnimElemTime(29)<0)
;CLINCH fire punch
[State -1, CLINCH FINISH 1]
type = ChangeState
value = 3950
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
trigger1 = Stateno = 3906 && AnimElemTime(13)>=4; 23 && AnimElemTime(29)<0)
trigger2 = Stateno = 3908 && AnimElemTime(11)>=5; 23 && AnimElemTime(29)<0)
;CLINCH mid strong
[State -1, CLINCH mid strong]
type = ChangeState
value = 3908
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && life<= 333 && random < 999 && statetype != A
trigger1 = Stateno = 3906 && AnimElemTime(13)>=4; 23 && AnimElemTime(29)<0)
;CLINCH mid strong
[State -1, CLINCH mid strong]
type = ChangeState
value = 3908
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 400 && statetype != A
trigger1 = Stateno = 3906 && AnimElemTime(13)>=4; 23 && AnimElemTime(29)<0)
; Fatal clinch
[State -1, Fatal clinch ]
type = ChangeState
value = 3900
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A;300
triggerall = p2statetype != A && p2statetype != L && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
triggerall = (p2stateno != [5020,5070]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101]); || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5) || var(6) || var(7) || var(8)
; Fatal clinch
[State -1, Fatal clinch ]
type = ChangeState
value = 3900
triggerAll = AILevel && NumEnemy
triggerall = life<= 333 && random < 550
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
;triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger1 = ctrl || (StateNo = [100,101]); || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
; Fatal Tiger
[State -1, Fatal Tiger L3 ]
type = ChangeState
value = 3600
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 310 && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101]); || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5) || var(6) || var(7) || var(8)
; Fatal Tiger
[State -1, Fatal Tiger L3 ]
type = ChangeState
value = 3600
triggerAll = AILevel && NumEnemy
triggerall = life<= 333 && random < 560
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
; tiger assault
[State -1, Tiger Assault L3]
type = ChangeState
value = 2700
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A; 460
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120
triggerall = ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011]))
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = ifelse(var(20) <= 0, power >= 6000, power >= 2000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 120)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 120)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5) || var(6) || var(7)
; tiger assault
[State -1, Tiger Assault L3]
type = ChangeState
value = 2700
triggerAll = AILevel && NumEnemy
triggerall = life<= 300 && random < 460 && p2life <=350
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != L && (p2stateno != [150,151]) && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
;tiger fang
[State -1, Tiger fang L3]
type = ChangeState
value = 3695
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 200
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5) || var(6) || var(7) || var(8)
;tiger fang
[State -1, Tiger fang L3]
type = ChangeState
value = 3695
triggerAll = AILevel && NumEnemy
triggerall = life<= 330 && random < 500
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 200 && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
;tiger cross
[State -1, Tiger cross L3]
type = ChangeState
value = 2200;2110
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 200
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5) || var(6) || var(7) || var(8)
;tiger cross
[State -1, Tiger cross L3]
type = ChangeState
value = 2200
triggerAll = AILevel && NumEnemy
triggerall = life<= 330 && random < 500
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 200 && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
;tiger storm
[State -1, Tiger Storm L3]
type = ChangeState
value = 3400
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5) || var(6) || var(7) || var(8)
;tiger storm
[State -1, Tiger Storm L3]
type = ChangeState
value = 3400
triggerAll = AILevel && NumEnemy
triggerall = life<= 330 && random < 500
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
;tiger destruction
[State -1, Tiger DESTRUCTION L3]
type = ChangeState
value = 3500
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != L && p2dist x <= 120 && p2dist Y <= -50 && (p2stateno != [150,151]);
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140)
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5) || var(6) || var(7) || var(8)
;tiger ONSLAUGHT
[State -1, Tiger ONSLAUGHT L3]
type = ChangeState
value = 3550
triggerAll = AILevel && NumEnemy
triggerall = life<= 330 && random < 500
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != L && p2dist x <= 120 && p2dist Y <= -50 && (p2stateno != [150,151]); && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
;tiger ONSLAUGHT
[State -1, Tiger ONSLAUGHT L3 Air]
type = ChangeState
value = 3550
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
triggerall = p2statetype != L && p2dist x <= 140 && p2dist Y <= -50
triggerall = (p2stateno = [5020,5050])
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || (StateNo = [100,101])
;tiger destruction
[State -1, Tiger DESTRUCTION L3]
type = ChangeState
value = 3500
triggerAll = AILevel && NumEnemy
triggerall = life<= 330 && random < 500
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != L && p2dist x <= 120 && p2dist Y <= -50 && (p2stateno != [150,151]); && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
;tiger destruction
[State -1, Tiger DESTRUCTION L3 Air]
type = ChangeState
value = 3500
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
triggerall = p2statetype != L && p2dist x <= 140 && p2dist Y <= -50
triggerall = (p2stateno = [5020,5050])
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || (StateNo = [100,101])
;air tiger raid
[State -1, Raging Tiger Kick L.3]
type = ChangeState
value = 2860
triggerAll = AILevel && NumEnemy
triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011])
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype = A
triggerall = p2statetype = A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2movetype != A
triggerall = (p2stateno != [120,153])
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
trigger1 = ctrl && pos y <= -40
; SFV L3 TIGER RAMPAGE
[State -1, SFV L3 ]
type = ChangeState
value = 1999
triggerAll = AILevel && NumEnemy
triggerall = random < 250 && statetype != A&& p2dist x <= 150
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && (p2stateno != [150,151])
triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
; SFV L3 TIGER RAMPAGE
[State -1, SFV L3 ]
type = ChangeState
value = 1999
triggerAll = AILevel && NumEnemy
triggerall = life<= 333 && random < 500 && p2dist x <= 150
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
; SAMCHAY L3 TIGER PUNISHMENT
[State -1, SAMCHAY L3 ]
type = ChangeState
value = 3750
triggerAll = AILevel && NumEnemy
triggerall = random < 300 && statetype != A&& p2dist x <= 150
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && (p2stateno != [150,151])
triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
; SAMCHAY L3 TIGER PUNISHMENT
[State -1, SAMCHAY L3 ]
type = ChangeState
value = 3750
triggerAll = AILevel && NumEnemy
triggerall = life<= 333 && random < 450 && p2dist x <= 150
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
; L3 TIGER DOMINATION EVILKEN VYN
[State -1, SFV L3 ]
type = ChangeState
value = 4400
triggerAll = AILevel && NumEnemy
triggerall = random < 200 && statetype != A && p2dist x <= 170
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && (p2stateno != [150,151])
triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
; L3 TIGER DOMINATION EVILKEN VYN
[State -1, SFV L3 ]
type = ChangeState
value = 4400
triggerAll = AILevel && NumEnemy
triggerall = life<= 333 && random < 400 && p2dist x <= 170
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
; L3 TIGER TAKUMA
[State -1, SFV L3 ]
type = ChangeState
value = 3450
triggerAll = AILevel && NumEnemy
triggerall = random < 200 && statetype != A && p2dist x <= 170
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && (p2stateno != [150,151])
triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
; L3 TIGER TAKUMA
[State -1, SFV L3 ]
type = ChangeState
value = 3450
triggerAll = AILevel && NumEnemy
triggerall = life<= 333 && random < 400 && p2dist x <= 170
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]); && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)
;---------------------------------------------------
;---------------------------------------------------
;---------------------------------------------------
;Fire Punch Evil Ken air tiger fang
[State -1, Tiger fang L2]
type = ChangeState
value = 3651
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140)
trigger1 = ctrl
trigger2 = var(6) || var(7)
;tiger cross
[State -1, Tiger cross L2]
type = ChangeState
value = 2150;2109
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140)
trigger1 = ctrl
trigger2 = var(6) || var(7)
;tiger assault
[State -1, Tiger ASSAULT L2]
type = ChangeState
value = 2600
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A; 460
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120
triggerall = ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011]))
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 120)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 120)
trigger1 = ctrl
trigger2 = var(6) || var(7)
;air tiger cannon
[State -1, AIR Tiger Cannon MAX]
type = ChangeState
value = 2950
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype = A; && p2dist y >= -50
triggerall = p2statetype = A &&p2statetype != C && p2statetype != L && !numhelper(3060) && !numhelper(3160)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011])
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40)
trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0)
trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0)
trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A
trigger3= movecontact && random<200*(AILevel**2/64.0)
;air tiger cannon 30
[State -1, AIR Tiger Cannon 30 MAX]
type = ChangeState
value = 2970
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype = A; && p2dist y >= -50
triggerall = p2statetype != L && !numhelper(3060) && !numhelper(3160)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011])
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40)
trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0)
trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0)
trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A
trigger3= movecontact && random<200*(AILevel**2/64.0)
;tiger cannon
[State -1, Tiger Cannon MAX]
type = ChangeState
value = 3050
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && p2dist y >= -50
triggerall = p2statetype != L && !numhelper(3060) && !numhelper(3160)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011])
trigger1 = stateno = 1200 && anim = 1200 && movecontact && movehit
;low tiger cannon
[State -1, Low Tiger Cannon MAX]
type = ChangeState
value = 3150
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype != A && p2statetype != L && !numhelper(3060) && !numhelper(3160) && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)
;tiger genocide
[State -1, Tiger Genocide MAX]
type = ChangeState
value = 3250
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120
triggerall = ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011]))
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 120)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 120)
trigger1 = ctrl
trigger2 = var(6) || var(7)
;tiger raid
[State -1, Tiger Raid MAX]
type = ChangeState
value = 3350
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120
triggerall = ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011]))
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 120)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 120)
trigger1 = ctrl
trigger2 = var(6) || var(7)
;air tiger raid
[State -1, Raging Tiger Kick MAX]
type = ChangeState
value = 2850
triggerAll = AILevel && NumEnemy
triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011])
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A
triggerall = p2statetype = A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2movetype != A
triggerall = (p2stateno != [120,153])
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 0)
trigger1 = ctrl && pos y <= -40
;---------------------------------------------------
;---------------------------------------------------
;---------------------------------------------------
;air tiger cannon
[State -1, AIR Tiger Cannon]
type = ChangeState
value = 2900
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype = A; && p2dist y >= -50
triggerall = p2statetype = A &&p2statetype != C && p2statetype != L && !numhelper(3010) && !numhelper(3110)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40)
trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0)
trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0)
trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A
trigger3= movecontact && random<100*(AILevel**2/64.0)
;air tiger cannon 30
[State -1, AIR Tiger Cannon 30]
type = ChangeState
value = 2960
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype = A; && p2dist y >= -50
triggerall = p2statetype != L && !numhelper(3010) && !numhelper(3110)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40)
trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0)
trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0)
trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A
trigger3= movecontact && random<100*(AILevel**2/64.0)
;tiger cannon
[State -1, Tiger Cannon]
type = ChangeState
value = 3000
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && p2dist y >= -50
triggerall = p2statetype != L && !numhelper(3010) && !numhelper(3110)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1 = stateno = 1200 && anim = 1200 && movecontact && movehit; && time >= 1
;low tiger cannon
[State -1, Low Tiger Cannon]
type = ChangeState
value = 3100
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A
triggerall = p2statetype != A && p2statetype != L && !numhelper(3010) && !numhelper(3110) && (p2stateno != [150,151])
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
;tiger genocide
[State -1, Tiger Genocide]
type = ChangeState
value = 3200
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120
triggerall = ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011]))
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 120)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 120)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
;tiger raid
[State -1, Tiger Raid]
type = ChangeState
value = 3300
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2movetype != A
triggerall = (p2stateno != [120,153])
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 120)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 120)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
;tiger cross
[State -1, Tiger cross L1]
type = ChangeState
value = 2100;2150
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140)
trigger1 = ctrl
trigger2 = var(5) || var(6)
;Fire Punch Evil Ken tiger fang
[State -1, Tiger fang L1]
type = ChangeState
value = 3650
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120
triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 1000)
triggerall = !((facing = 1 && (enemynear, facing = 1)) && p2dist x <= 140)
triggerall = !((facing = -1 && (enemynear, facing = -1)) && p2dist x <= 140)
trigger1 = ctrl
trigger2 = var(5) || var(6)
;air tiger raid
[State -1, Raging Tiger Kick]
type = ChangeState
value = 2800
triggerAll = AILevel && NumEnemy
triggerall = (p2stateno != [5000,5001]) || (p2stateno != [5010,5011])
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype = A
triggerall = p2statetype = A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2movetype != A
triggerall = (p2stateno != [120,153])
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1 = ctrl && pos y <= -40
;---------------------------------------------------
;---------------------------------------------------
;---------------------------------------------------
[State -1, EX CANCEL]
type = ChangeState
value = 10212
triggerall= AILevel && numenemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 50;100; && p2dist x <= 120
triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0)
trigger1 = StateNo = 1200 && movecontact || StateNo = 1210 && movecontact || StateNo = 1221 && movecontact ||StateNo = 1230012 && movecontact
trigger2 = StateNo = 1030 && ANIMELEMTIME(7) >=1 && p2dist x <= 120|| StateNo = 1130 && ANIMELEMTIME(7) >=1 && p2dist x <= 120
trigger3 = StateNo = 1000 && ANIMELEMTIME(7) >=1 && p2dist x <= 120|| StateNo = 1100 && ANIMELEMTIME(7) >=1 && p2dist x <= 120
trigger4 = StateNo = 1400 && movecontact || StateNo = 1410 && movecontact || StateNo = 1420 && movecontact || StateNo = 1430 && movecontact
trigger5 = StateNo = 1300 && movecontact || StateNo = 1310 && movecontact || StateNo = 1320 && movecontact || StateNo = 1330 && animelem <= 4&& movecontact
[State -1, STEP left HIGH kick]
type = Changestate
value = 30100
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A
triggerall = p2statetype != L
trigger1 = StateNo = 10212 && animelemtime(6) >= 2
[State -1, AIR TIGER SHOT]
type=ChangeState
value = 11000
triggerall= AILevel && numenemy
triggerall= roundstate=2 && statetype=A && pos y<=-30
triggerall= !var(39)
triggerall= !var(16) && var(15)<1
triggerall = p2statetype = A && p2statetype != L && p2statetype != C
triggerall= p2bodydist x>=0 && p2dist y>=0 && !(enemynear,hitfall)
trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40)
trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0)
trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0)
trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A
trigger3= movecontact && random<100*(AILevel**2/64.0)
[State -1, EX AIR TIGER SHOT]
type=ChangeState
value = 11030
triggerall= AILevel && numenemy
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall= roundstate=2 && statetype=A && pos y<=-30
triggerall= !var(39)
triggerall= !var(16) && var(15)<1
triggerall = p2statetype = A && p2statetype != L && p2statetype != C
triggerall= p2bodydist x>=0 && p2dist y>=0 && !(enemynear,hitfall)
trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40)
trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0)
trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0)
trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A
trigger3= movecontact && random<100*(AILevel**2/64.0)
[State -1, AIR TIGER SHOT 30]
type=ChangeState
value = 11100
triggerall= AILevel && numenemy
triggerall= roundstate=2 && statetype=A && pos y<=-30
triggerall= !var(39)
triggerall= !var(16) && var(15)<1
triggerall = p2statetype != L
triggerall= p2bodydist x>=0 && p2dist y>=0 && !(enemynear,hitfall)
trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40)
trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0)
trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0)
trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A
trigger3= movecontact && random<100*(AILevel**2/64.0)
[State -1, EX AIR TIGER SHOT 30]
type=ChangeState
value = 11130
triggerall= AILevel && numenemy
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall= roundstate=2 && statetype=A && pos y<=-30
triggerall= !var(39)
triggerall= !var(16) && var(15)<1
triggerall = p2statetype != L
triggerall= p2bodydist x>=0 && p2dist y>=0 && !(enemynear,hitfall)
trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40)
trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0)
trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0)
trigger3= ((stateno=[600,610]) || (stateno=[630,640])) && enemynear,statetype=A
trigger3= movecontact && random<100*(AILevel**2/64.0)
[State -1, Tiger Shot]
type = ChangeState
value = 1000
triggerAll = AILevel && NumEnemy
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A && !numhelper(1010)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != [7500,7701]
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1001 && anim != 1101
triggerall = p2statetype != A && p2statetype != L && p2statetype != C && p2dist x <= 220 && p2dist x >= 160
triggerall = (enemynear,const(size.head.pos.y)<=-80)
triggerall = time > 10
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX Tiger Shot]
type = ChangeState
value = 1030
triggerAll = AILevel && NumEnemy
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A && !numhelper(1010)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != [7500,7701]
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1002 && anim != 1102
triggerall = p2statetype != A && p2statetype != L && p2statetype != C && p2dist x <= 220 && p2dist x >= 160
triggerall = (enemynear,const(size.head.pos.y)<=-80)
triggerall = time > 10
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Low Tiger Shot]
type = ChangeState
value = 1100
triggerAll = AILevel && NumEnemy
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A && !numhelper(1010)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != [7500,7701]
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1001 && anim != 1101
triggerall = p2statetype != A && p2statetype != L && p2dist x >= 160
triggerall = time > 10
trigger1 = ctrl || (StateNo = [100,101])
[State -1, EX Low Tiger Shot]
type = ChangeState
value = 1130
triggerAll = AILevel && NumEnemy
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = stateno != (4400,4410)
triggerall = stateno != (3450,3453)
triggerall = stateno != (3550,3553)
triggerall = stateno != (3750,3753)
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = prevstateno != (4400,4410)
triggerall = prevstateno != (3450,3453)
triggerall = prevstateno != (3550,3553)
triggerall = prevstateno != (3750,3753)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31501
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A && !numhelper(1010)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != [7500,7701]
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1002 && anim != 1102
triggerall = p2statetype != A && p2statetype != L && p2dist x > 160 && p2movetype = H
triggerall = time > 10
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(10) := 2
trigger3 = var(5)
trigger5 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact
trigger6 = (stateno = 430 || stateno = 440) && movecontact
[State -1, Tiger Uppercut]
type = ChangeState
value = 1200
triggerAll = AILevel && NumEnemy && roundstate = 2 && statetype != A && numenemy
triggerall = stateno != 1612
triggerall = prevstateno != 1612
triggerall = stateno != 226
triggerall = prevstateno != 226
trigger1 = AILevel && (stateno = 200 || stateno = 221 || (stateno = 230 && (time = [4,5])) || (stateno = 240 && (time = [5,6])) || (stateno = 250 && (time = [6,7])) || stateno = 430 || stateno = 440)
trigger1 = p2statetype != A && p2statetype != L && (p2bodydist x = [0,30]) && movehit && random < (450 * (AIlevel ** 2 / 64.0)) && power < 1000 && (enemynear, stateno = [5000,5050])
trigger2 = AILevel && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21) && random < (75 * (AIlevel ** 2 / 64.0))
trigger2 = p2statetype = A && (p2bodydist x = [10,35]) && (p2dist y = [-100,-60]) && p2movetype != H
trigger3 = AILevel >= 5 && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H)) && random < (100 * (AIlevel ** 2 / 64.0))
trigger3 = p2statetype != L && p2movetype = A && (p2bodydist x = [0,40]) && p2dist y >= -100 && power < 1000
trigger4 = AILevel >= 5 && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H)) && random < (100 * (AIlevel ** 2 / 64.0))
trigger4 = p2statetype != L && p2movetype = A && (p2bodydist x = [0,60]) && p2dist y >= -100 && (enemynear, vel x > 0) && power < 1000
[State -1, Strong Tiger Uppercut]
type = ChangeState
value = 1221;1220
triggerAll = AILevel && NumEnemy && roundstate = 2 && statetype != A && numenemy
triggerall = stateno != 1612
triggerall = prevstateno != 1612
triggerall = stateno != 226
triggerall = prevstateno != 226
trigger1 = AILevel && (stateno = 200 || stateno = 221 || (stateno = 230 && (time = [4,5])) || (stateno = 240 && (time = [5,6])) || (stateno = 250 && (time = [6,7])) || stateno = 430 || stateno = 440)
trigger1 = p2statetype != A && p2statetype != L && (p2bodydist x = [0,30]) && movehit && random < (450 * (AIlevel ** 2 / 64.0)) && power >= 1000 && (enemynear, stateno = [5000,5050])
trigger2 = AILevel >= 5 && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H)) && random < (100 * (AIlevel ** 2 / 64.0))
trigger2 = p2statetype != L && p2movetype = A && (p2bodydist x = [0,40]) && p2dist y >= -100 && power >= 1000
trigger3 = AILevel >= 5 && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H)) && random < (100 * (AIlevel ** 2 / 64.0))
trigger3 = p2statetype != L && p2movetype = A && (p2bodydist x = [0,60]) && p2dist y >= -100 && (enemynear, vel x > 0) && power >= 1000
trigger4 = AILevel >= 5 && (ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 21 || ((Stateno = [120,131]) && movetype != H)) && random < (250 * (AIlevel ** 2 / 64.0))
trigger4 = p2stateno = 1393 && (p2bodydist x = [10,50]) && p2dist y >= -120
[State -1, Tiger Uppercut]
type = ChangeState
value = 1200
triggerAll = AILevel && NumEnemy
triggerall = stateno != 1612
triggerall = prevstateno != 1612
triggerall = stateno != 226
triggerall = prevstateno != 226
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != A && p2statetype != L && ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) && p2bodydist x <= 35
trigger1 = ctrl
trigger2 = var(5)
[State -1, Tiger Uppercut COMBO BREAKER]
type = ChangeState
value = 1199
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype != A && p2dist x<= 99 && power >=2000
triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250)
triggerall = !hitfall && p2statetype != L
triggerall = gethitvar(hitcount) > 1
trigger1 = stateno = [5000,5011]
[State -1, Tiger knee COMBO BREAKER]
type = ChangeState
value = 1329
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype != A && p2dist x>= 100 && p2dist x<= 150 && power >=2000
triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250)
triggerall = !hitfall && p2statetype != L
triggerall = gethitvar(hitcount) > 1
trigger1 = stateno = [5000,5011]
[State -1, AIR COMBO BREAKER]
type = ChangeState
value = 23491
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype = A && p2dist x<= 100 && p2dist y >= -50 && power >=2000;p2dist y<= 50
triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250) && p2statetype != L
triggerall = gethitvar(hitcount) > 2
trigger1 = stateno = [5020,5071]
[State -1, AIR COMBO BREAKER]
type = ChangeState
value = 23491
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype = A && p2dist x<= 100 && p2dist y >= -50;p2dist y<= 50
triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250) && p2statetype != L
triggerall = gethitvar(hitcount) > 4
trigger1 = stateno = [5020,5071]
;Foward Tiger Uppercut
[State -1, Tiger Uppercut]
type = ChangeState
value = 1200
triggerall = var(59)=1
triggerall = roundstate = 2 && (P2statetype!=L||(P2statetype=L&&enemynear,alive=0)) && random < 400 && statetype != A && (P2bodydist X=[-20,40])
triggerall = stateno != 1612
triggerall = prevstateno != 1612
triggerall = stateno != 226
triggerall = prevstateno != 226
trigger1 = (ctrl||stateno=13||(stateno=[21,22])||(stateno=[120,132])||(stateno=52 && time>=2))
trigger1 = P2bodydist X<30 && (P2stateno=[966,968])&&P2movetype=H; && ((var(45)<500&&Power<3000)||(var(45)<500&&enemynear,life<150))
[State -1, Tiger Uppercut]
type = ChangeState
value = 1200
triggerAll = AILevel && NumEnemy
triggerall = stateno != 1612
triggerall = prevstateno != 1612
triggerall = stateno != 226
triggerall = prevstateno != 226
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A && p2movetype != H
triggerall = p2statetype = A && p2statetype != L && p2dist x <= 100 && p2dist y >= -100
trigger1 = ctrl
[State -1, Tiger Uppercut]
type = ChangeState
value = 1200
triggerAll = AILevel && NumEnemy
triggerall = stateno != 1612
triggerall = prevstateno != 1612
triggerall = stateno != 226
triggerall = prevstateno != 226
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2bodydist x <= 30 && backedgedist <= 80
triggerall = p2movetype != I && p2stateno != 120 && (p2stateno != [130,131]) && (p2stateno != [150,153])
trigger1 = ctrl
[State -1, Tiger uppercut after ex cancel]
type = ChangeState
value = 1221
triggerAll = AILevel && NumEnemy
triggerall = stateno != 1612
triggerall = prevstateno != 1612
triggerall = stateno != 226
triggerall = prevstateno != 226
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A
triggerall = p2statetype != L
trigger1 = stateno = 10212
[State -1, EX Tiger Uppercut]
type = ChangeState
value = 1230012
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && random < 60
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) && p2bodydist x <= 35
triggerall = p2statetype != A && p2statetype != L && ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011]))
trigger1 = ctrl
trigger2 = stateno = 251 && movecontact && movehit
trigger3 = stateno = 430 && movecontact && movehit
[State -1, EX Tiger Uppercut]
type = ChangeState
value = 1230012
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A && p2movetype != H
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = p2statetype = A && p2statetype != L && (p2bodydist x = [5,35]) && p2dist y >= -80 && p2movetype = A
trigger1 = ctrl
[State -1, Jaguar Tooth]
type = ChangeState
value = 1950;2200
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A; && !numhelper(1010)
triggerall = enemy,NumProj = 1
triggerall = p2statetype != A && p2statetype != L && ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011]))
trigger1 = StateNo = 1000 && AnimelemTIME(6) >= 8
trigger2 = StateNo = 1100 && AnimelemTIME(6) >= 8; && MOVECONTACT
trigger3 = StateNo = 1030 && AnimelemTIME(6) >= 8
trigger4 = StateNo = 1130 && AnimelemTIME(6) >= 8; && MOVECONTACT
[State -1, EX Jaguar Tooth]
type = ChangeState
value = 1980;2230
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A; && !numhelper(1010)
triggerall = p2statetype != A && p2statetype != L && ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011]))
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = StateNo = 1000 && AnimelemTIME(6) >= 8
trigger2 = StateNo = 1100 && AnimelemTIME(6) >= 8; && MOVECONTACT
trigger3 = StateNo = 1030 && AnimelemTIME(6) >= 8
trigger4 = StateNo = 1130 && AnimelemTIME(6) >= 8; && MOVECONTACT
[State -1 COUNTER EX]
type = ChangeState
value = 1870
triggerAll = AILevel && NumEnemy && StateType = S
triggerall = movetype != H
triggerall = !(enemynear,hitfall) && p2statetype != L
triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0)
triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerall = roundstate != 1 && roundState = 2 && alive && random < 175 && statetype != A && !numhelper(1010)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = prevstateno != 1870 && prevstateno != 1871 && prevstateno != 1880 && prevstateno != 1881 && prevstateno != 1340 && prevstateno != 1341
triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100
TRIGGERALL = p2stateNO != [1740,1750]
triggerall = stateno != 1199 && stateno != 1329
triggerall = prevstateno != 1199 && prevstateno != 1329
triggerall = p2statetype = A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2dist x >= 60 ;220 && p2dist x >= 160
triggerall = (enemynear,const(size.head.pos.y)<=-40) ; <=-80)
TRIGGERALL = StateNO != 1605
TRIGGERALL = StateNO != 1022
TRIGGERALL = StateNO != 201
triggerall = enemy,NumProj = 0
trigger1 = ctrl
[State -1 COUNTER LOW]
type = ChangeState
value = 1700
triggerAll = AILevel && NumEnemy
triggerall = life<= 330 && random < 999
triggerall = facing = 1
triggerall = !(enemynear,hitfall) && p2statetype != L
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && !numhelper(1010)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != 1700 && prevstateno != 1830
triggerall = prevstateno != 1870 && prevstateno != 1871 && prevstateno != 1880 && prevstateno != 1881 && prevstateno != 1340 && prevstateno != 1341
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 && prevstateno != 1800 && prevstateno != 1830
triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100
TRIGGERALL = p2stateNO != [1840,1850]
triggerall = p2statetype != A && p2statetype != L && p2statetype != C && p2dist x <= 130; && p2dist x >= 5 ;220 && p2dist x >= 160
TRIGGERALL = StateNO != 1605
TRIGGERALL = StateNO != 1022
triggerall = enemy,NumProj = 0
trigger1 = var(5)
[State -1 COUNTER HIGH]
type = ChangeState
value = 1800
triggerAll = AILevel && NumEnemy && StateType = S
triggerall = movetype != H
triggerall = !(enemynear,hitfall) && p2statetype != L
triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerall = life<= 330 && random < 999
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && !numhelper(1010)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != 1605 && prevstateno != 1700 && prevstateno != 1730
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 && prevstateno != 1022 && prevstateno != 1800 && prevstateno != 1830
triggerall = prevstateno != 1870 && prevstateno != 1871 && prevstateno != 1880 && prevstateno != 1881 && prevstateno != 1340 && prevstateno != 1341
triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100
TRIGGERALL = p2stateNO != [1740,1750]
triggerall = stateno != 1199 && stateno != 1329
triggerall = prevstateno != 1199 && prevstateno != 1329
triggerall = p2statetype = A && p2statetype != L && p2statetype != C && p2dist x <= 130; && p2dist x >= 5 ;220 && p2dist x >= 160
TRIGGERALL = StateNO != 1605
TRIGGERALL = StateNO != 1022
TRIGGERALL = StateNO != 201
triggerall = enemy,NumProj = 0
trigger1 = ctrl
[State -1 COUNTER LOW]
type = ChangeState
value = 1700
triggerAll = AILevel && NumEnemy && StateType = S
triggerall = movetype != H
triggerall = !(enemynear,hitfall) && p2statetype != L
triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerall = roundstate != 1 && roundState = 2 && alive && random < 75 && statetype != A && !numhelper(1010)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != 1605 && prevstateno != 1700 && prevstateno != 1730
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130 && prevstateno != 1022 && prevstateno != 1800 && prevstateno != 1830
triggerall = prevstateno != 1870 && prevstateno != 1871 && prevstateno != 1880 && prevstateno != 1881 && prevstateno != 1340 && prevstateno != 1341
triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100
TRIGGERALL = p2stateNO != [1840,1850]
triggerall = stateno != 1199 && stateno != 1329
triggerall = prevstateno != 1199 && prevstateno != 1329
triggerall = p2statetype != A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2dist x >= 60 ;220 && p2dist x >= 160
triggerall = (enemynear,const(size.head.pos.y)<=-40); <=-80)
TRIGGERALL = StateNO != 1605
TRIGGERALL = StateNO != 1022
TRIGGERALL = StateNO != 201
triggerall = enemy,NumProj = 0
trigger1 = ctrl
[State -1 COUNTER HIGH]
type = ChangeState
value = 1800
triggerAll = AILevel && NumEnemy && StateType = S
triggerall = movetype != H
triggerall = !(enemynear,hitfall) && p2statetype != L
triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerall = roundstate != 1 && roundState = 2 && alive && random < 75 && statetype != A && !numhelper(1010)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = prevstateno != 1870 && prevstateno != 1871 && prevstateno != 1880 && prevstateno != 1881 && prevstateno != 1340 && prevstateno != 1341
triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100
TRIGGERALL = p2stateNO != [1740,1750]
triggerall = stateno != 1199 && stateno != 1329
triggerall = prevstateno != 1199 && prevstateno != 1329
triggerall = p2statetype = A && p2statetype != L && p2statetype != C && p2dist x <= 120 && p2dist x >= 60 ;220 && p2dist x >= 160
triggerall = (enemynear,const(size.head.pos.y)<=-40) ; <=-80)
TRIGGERALL = StateNO != 1605
TRIGGERALL = StateNO != 1022
TRIGGERALL = StateNO != 201
triggerall = enemy,NumProj = 0
trigger1 = ctrl
[State -1, EX TNT PUNCH]
type = ChangeState
value = 1930
triggerAll = AILevel && NumEnemy
TRIGGERALL = STATENO != 243
TRIGGERALL = prevSTATENO != 243
triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A && !numhelper(1010)
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100 && prevstateno != 304
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = anim != 3000 && anim != 3100 && anim != 3200 && anim != 3300 && anim != 3250 && anim != 3350 && anim != 1000 && anim != 1100
triggerall = p2statetype != A && p2statetype != L && p2statetype != C && p2dist x <= 220 && p2dist x >= 160
triggerall = (enemynear,const(size.head.pos.y)<=-80)
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = time > 10
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5)
[State -1, TNT Punch]
type = ChangeState
value = 1900
triggerall = AILevel && NumEnemy
triggerAll = roundstate != 1 && RoundState = 2 && StateType != A && STATENO !=1604
TRIGGERALL = STATENO != 1604
TRIGGERALL = STATENO != 1605
TRIGGERALL = STATENO != 243
TRIGGERALL = prevSTATENO != 243
triggerAll = (P2BodyDist x = [-22,130]) && (P2Dist y = [-70,0])
triggerAll = (P2StateType != A || P2MoveType = H) && P2StateType != L
trigger1 = (ctrl || StateNo = 52 || (StateNo = [100, 101]))
trigger1 = Random < (ifElse((P2StateNo = [120,155]), 40, 25) * (AIlevel ** 2 / 64.0))
trigger2 = (ctrl || StateNo = 52 || (StateNo = [100, 101]))
trigger2 = EnemyNear, GetHitVar(HitTime) >= 4 && Random < (40 * (AIlevel ** 2 / 64.0))
;trigger3 = var(6) && MoveHit && Random < (40 * (AILevel ** 2 / 64.0))
;trigger3 = EnemyNear, GetHitVar(HitTime) >= 8
[State -1, Strong Tiger Knee]
type = ChangeState
value = 1320
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype = S && (p2dist x = [110,135])
triggerall = (enemynear,const(size.head.pos.y)<=-80)
trigger5 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact
trigger1 = ctrl
[State -1, EX Tiger Knee]
type = ChangeState
value = 1331;1330
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x < 110
triggerall = p2stateno != 120 && (p2stateno != [130,131]) && (p2stateno != [150,153])
trigger5 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact
trigger1 = ctrl
[State -1, REAR EX Tiger Knee]
type = ChangeState
value = 13302
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x > 150 && p2dist x < 210
triggerall = p2stateno != 120 && (p2stateno != [130,131]) && (p2stateno != [150,153])
triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj))
trigger1 = ctrl
[State -1, Tiger BLOW]
type = ChangeState
value = 1400
triggerAll = AILevel && NumEnemy
triggerall = stateno != 226
triggerall = prevstateno != 226
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype != A && p2statetype != L && ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011])) && p2bodydist x <= 35
trigger1 = ctrl
trigger2 = var(5)
[State -1, Tiger BLOW]
type = ChangeState
value = 1400
triggerAll = AILevel && NumEnemy
triggerall = stateno != 226
triggerall = prevstateno != 226
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A && p2movetype != H
triggerall = p2statetype = A && p2statetype != L && p2dist x <= 100 && p2dist y >= -100
trigger1 = ctrl
[State -1, Tiger BLOW]
type = ChangeState
value = 1400
triggerAll = AILevel && NumEnemy
triggerall = stateno != 226
triggerall = prevstateno != 226
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2bodydist x <= 30 && backedgedist <= 80
triggerall = p2movetype != I && p2stateno != 120 && (p2stateno != [130,131]) && (p2stateno != [150,153])
trigger1 = ctrl
[State -1, Tiger BLOW after ex cancel]
type = ChangeState
value = 1420
triggerAll = AILevel && NumEnemy
triggerall = stateno != 226
triggerall = prevstateno != 226
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A
triggerall = p2statetype != L
trigger1 = stateno = 10212
[State -1, EX Tiger BLOW]
type = ChangeState
value = 1430
triggerAll = AILevel && NumEnemy
triggerall = stateno != 226
triggerall = prevstateno != 226
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && random < 60
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0) && p2bodydist x <= 35
triggerall = p2statetype != A && p2statetype != L && ((p2stateno = [5000,5001]) || (p2stateno = [5010,5011]))
trigger1 = ctrl
trigger2 = stateno = 251 && movecontact && movehit
trigger3 = stateno = 430 && movecontact && movehit
[State -1, EX Tiger BLOW]
type = ChangeState
value = 1430
triggerAll = AILevel && NumEnemy
triggerall = stateno != 226
triggerall = prevstateno != 226
triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A && p2movetype != H
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = p2statetype = A && p2statetype != L && (p2bodydist x = [5,35]) && p2dist y >= -80 && p2movetype = A
trigger1 = ctrl
[State -1, Tiger CLAW Strong]
type = ChangeState
value = 1650
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 120 && statetype != A ;160
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [85,145]) && p2dist x >=35; && vel x >= 0;;p2dist x <= 140
triggerall = !inguarddist && !((enemy, numhelper) || (enemy, numproj))
trigger1 = ctrl
[State -1, Tiger CLAW Med]
type = ChangeState
value = 1625
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 120 && statetype != A ;160
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [85,145]) && p2dist x >=35; && vel x >= 0;;p2dist x <= 140
triggerall = !inguarddist && !((enemy, numhelper) || (enemy, numproj))
trigger1 = ctrl
[State -1, Tiger CLAW]
type = ChangeState
value = 1600
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 120 && statetype != A ;160
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [85,145]) && p2dist x >=35; && vel x >= 0;;p2dist x <= 140
triggerall = !inguarddist && !((enemy, numhelper) || (enemy, numproj))
trigger1 = ctrl
[State -1, EX Tiger claw]
type = ChangeState
value = 1675
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = roundstate != 1 && roundState = 2 && alive && random < 130 && statetype != A ;160
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [85,145]) && p2dist x >=35; && vel x >= 0;;p2dist x <= 140
trigger1 = ctrl
;dive knee
[State -1, Diving Kick]
type = ChangeState
value = 670
triggerall= AILevel && numenemy
triggerall= roundstate=2 && statetype=A
triggerall= !var(39)
triggerall= !var(16) && var(15)<1
triggerall = p2statetype != L
triggerall= p2bodydist x>=0 && p2dist y>=0 && !(enemynear,hitfall)
trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40)
trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0)
trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0)
trigger3= ((stateno=[600,610]) || (stateno=[630,640])); && enemynear,statetype=A
trigger3= movecontact && random<100*(AILevel**2/64.0)
;ex dive knee
[State -1, EX Diving Kick]
type = ChangeState
value = 671
triggerall= AILevel && numenemy
triggerall= roundstate=2 && statetype=A; && pos y<=-30
triggerall= !var(39)
triggerall= !var(16) && var(15)<1
triggerall = p2statetype != L
triggerall= p2bodydist x>=0 && p2dist y>=0 && !(enemynear,hitfall)
trigger1= ctrl && p2bodydist x>=60 && !(enemynear,statetype=A) && !(enemynear,stateno=40)
trigger1= !(enemynear,movetype=A) && random<(20+5*(enemynear,stateno=5120)*(var(46)=0))*(AILevel**2/64.0)
trigger2= ctrl && enemynear,statetype=A && p2bodydist x>=60 && random<50*(AILevel**2/64.0)
trigger3= ((stateno=[600,610]) || (stateno=[630,640])); && enemynear,statetype=A
trigger3= movecontact && random<100*(AILevel**2/64.0)
;dive knee
[State -1, Diving Kick]
type = ChangeState
value = 670
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype = A
trigger1 = (STATENO = [621,650]) && MOVECONTACT;ctrl
;ex dive knee
[State -1, EX Diving Kick]
type = ChangeState
value = 671
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype = A
trigger1 = (STATENO = [621,650]) && MOVECONTACT;ctrl
[State -1, lkp combo 1 hit 1] ; punch 1 10 hit combo
type = ChangeState
value = 160199
triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerAll = AILevel && NumEnemy
triggerall = StateNO != 291
triggerall = StateNO != 290
triggerall = StateNO != 242
triggerall = StateNO != 211
triggerall = StateNO != 1601
triggerall = StateNO != 206
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype != C && p2statetype != A && p2statetype != L && p2dist x <= 100; && p2dist x >= 45;p2dist x <= 140
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
[State -1, lp combo 1 hit 3b] ;mid elbow 10 hit
type = ChangeState
value = 160921
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500
trigger1 = StateNo = 160199 && Animelem = 5, >= 1 && movecontact
[State -1, lp combo 1 hit 4] ;strong elbow 10 hit
type = ChangeState
value = 160914;160911
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500
trigger1 = StateNo = 160921 && Animelem = 6, >= 4 && movecontact
[State -1, lp combo 1 hit 4] ;strong rev. punch 10 hit
type = ChangeState
value = 20299
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500
trigger1 = StateNo = 160914 && Animelem = 8, >= 1 && movecontact
[State -1, lp combo 1 hit 4] ;KNEE 1 10 hit
type = ChangeState
value = 160242
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500
trigger1 = StateNo = 20299 && AnimelemTIME(13) >= 2 && movecontact
[State -1, lp combo 1 hit 4] ;KNEE 2 10 hit
type = ChangeState
value = 35511
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500
trigger1 = StateNo = 160242 && AnimelemTIME(9) >= 2 && movecontact
[State -1, lpk combo 1 hit 3a] ; left low kick wide 10 HIT
type = ChangeState
value = 16063
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500
trigger1 = StateNo = 35511 && AnimelemTIME(7) >= 2 && movecontact
[State -1, lpk combo 1 hit 3a] ; left mid kick 10 HIT
type = ChangeState
value = 160711
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500
trigger1 = StateNo = 16063 && AnimelemTIME(8) >= 2 && movecontact
[State -1, lpk combo 1 hit 3a] ; rev. low kick 10 HIT
type = ChangeState
value = 1609311
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500
trigger1 = StateNo = 160711 && AnimelemTIME(12) >= 2 && movecontact
[State -1, Tiger Knee] ; tiger knee 10 hit
type = ChangeState
value = 13308
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;500
trigger1 = StateNo = 1609311 && Animelemtime (10) >=2 && movecontact
[State -1, lp combo 1 hit 1] ; light KOF punch
type = ChangeState
value = 1601
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = StateNO != 291
triggerall = StateNO != 290
triggerall = StateNO != 242
triggerall = StateNO != 211
triggerall = StateNO != 1601
triggerall = StateNO != 206
triggerall = (stateno !=[200,999999])
triggerall = StateNO != 291
triggerall = StateNO != 290
triggerall = StateNO != 242
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != C && p2statetype != A && p2statetype != L && p2dist x <= 60
triggerall = (enemynear,const(size.head.pos.y)<=-80)
trigger1 = ctrl
[State -1, lpk combo 1 hit 1] ; light punch combo starter
type = ChangeState
value = 1604
triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerAll = AILevel && NumEnemy
triggerall = StateNO != 291
triggerall = StateNO != 290
triggerall = StateNO != 242
triggerall = StateNO != 211
triggerall = StateNO != 1601
triggerall = StateNO != 206
triggerall = roundstate != 1 && roundState = 2 && alive && random < 600 && statetype != A;999
triggerall = p2statetype != C && p2statetype != A && p2statetype != L && p2dist x <= 100
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
[State -1, lpk combo 1 hit 2] ; adon high kick combo
type = ChangeState
value = 291
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = random < 999 && statetype != A
trigger1 = (StateNo = 1601 && Animelemtime (4) >= 2)
[State -1, Stand Strong Punch] ; adon strong punch
type = ChangeState
value = 1605
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = random < 500; 999
trigger1 = StateNo = 1604 && movecontact
[State -1, Stand MID HOOK Punch]
type = ChangeState
value = 209
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = random < 500; 999
trigger1 = StateNo = 1604 && movecontact
[State -1, Stand Strong Punch] ; adon strong punch
type = ChangeState
value = 1605
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = random < 500
trigger1 = (StateNo = 16121 && Animelemtime(8) >= 2) && movecontact || (StateNo = 20811 && Animelemtime (5) >= 2 ); || (StateNo = 16051 && Animelem = 8, >= 1)
trigger2 = (StateNo = 16051876 && Animelem = 9, >= 1) || (StateNo = 291 && Animelem = 6 >= 1)|| (StateNo = 292 && Animelemtime (6) >= 1)
trigger3 = stateno = 16051 && Animelem = 7, >= 1
[State -1, lpk combo 1 hit 2] ; urien 2 hit elbow after adon 2 hit elbow
type = ChangeState
value = 25700
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && movecontact
triggerall = random < 999
trigger1 = StateNo = 25800 && Animelemtime(9) >= 4
[State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter A after mid kick pasart
type = ChangeState
value = 16023
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && movecontact
triggerall = random < 350
trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter B after mid kick pasart
type = ChangeState
value = 16024
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && movecontact
triggerall = random < 350
trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lpk combo 1 hit 2] ; adon 2 hit elbow after mid kick
type = ChangeState
value = 25800
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A && movecontact
triggerall = random < 350
trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lpk combo 1 hit 2] ; adon strong punch after mid kick
type = ChangeState
value = 16059
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = random < 350
trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
trigger2 = StateNo = 16101 && Animelem = 9, >= 1
[State -1, lpk combo 1 hit 2C] ;mid kick joe after mid kick pasart
type = ChangeState
value = 160521
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = random < 350
trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lpk combo 1 hit 2] ; SF4 STEP LOW KICK comboed
type = ChangeState
value = 310992
triggerall = var(59) =1
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = random < 350
trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lp combo 1 hit 4] ;strong rev. punch bruce
type = ChangeState
value = 20298
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A ;330
triggerall = p2statetype = S && p2dist x >= 35
trigger1 = StateNo = 1605 && Animelemtime (5) >= 1
[State -1, lp combo 1 hit 4] ;spinning back fist
type = ChangeState
value = 16054
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A ;330
triggerall = p2statetype = S && p2dist x >= 35
trigger1 = StateNo = 1605 && Animelemtime (5) >= 1
[State -1, step hook left slash]
type = ChangeState
value = 517
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A ;330
trigger1 = StateNo = 513 && Animelemtime(11) >= 1
trigger2 = StateNo = 20298 && AnimelemTIME(12) >= 2
[State -1, lpk combo 1 hit 3] ; high kick pasart after adon strong punch
type = ChangeState
value = 1608
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 255 && statetype != A ;330
triggerall = p2statetype != C && p2statetype != L && p2dist x >= 35
trigger1 = StateNo = 1605 && Animelemtime (5) >= 1
trigger2 = StateNo = 16059 && Animelemtime (8) >= 1
[State -1, lpk combo 1 hit 3b] ; right mid kick high
type = ChangeState
value = 1607
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A ;330
triggerall = p2statetype = S && p2dist x >= 65 ;&& p2dist x <= 165
trigger1 = stateno = 1605 && Animelemtime(5) >= 1 ; 4 4
[State -1, lpk combo 1 hit 4c]; rev. low slash kick
type = ChangeState
value = 16093
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A ;330
triggerall = p2statetype = S && p2dist x <= 165 && p2dist x >= 65
trigger1 = StateNo = 1607 && Animelemtime(11) >= 1
[State -1, STEP left HIGH Kick]
type = ChangeState
value = 300
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
trigger1 = StateNo = 16093 && Animelemtime(11) >= 2
[state -1, leg bazooka] ; leg bazooka
type = ChangeState
value = 103
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 40 && statetype != A ;330
triggerall = p2statetype = S && p2dist x <= 165 && p2dist x >= 65
trigger1 = StateNo = 1022 && Animelemtime(1) >= 1; 3; 1605
trigger2 = stateno = 1605 && Animelemtime(5) >= 1
[State -1, lpk combo 1 hit 2] ; STAND Superman punch
type = ChangeState
value = 223
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype != A
trigger1 = stateno = 16101 && Animelem = 9, >= 2
trigger2 = stateno = 16052 && Animelem = 9, >= 1
trigger3 = stateno = 160522 && Animelem = 9, >= 1
trigger4 = StateNo = 160522 && Animelem = 9, >= 1
trigger5 = StateNo = 160522 && Animelem = 9, >= 1
trigger6 = StateNo = 16161 && Animelem = 8, >= 1; && Movecontact
trigger7 = StateNo = 16161 && Animelem = 8, >= 1; && Movecontact
trigger8 = StateNo = 242 && Animelem = 6, >= 1 && Movecontact
trigger9 = StateNo = 262
trigger10 = StateNo = 262
[State -1, lpk combo 1 hit 2] ; STAND Superman punch
type = ChangeState
value = 225;456789
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype != A
trigger1 = stateno = 1606 && Animelem = 7, >= 1
trigger2 = StateNo = 16061 && Animelem = 11, >= 1 && Movecontact
[State -1, lpk combo 1 hit 3b] ; mid kick
type = ChangeState
value = 1605221
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 550 && statetype != A ;330
triggerall = p2statetype = S && p2dist x >= 35
trigger1 = StateNo = 1605 && Animelemtime (5) >= 1;
[State -1, lpk combo 1 hit 3b] ; mid kick 10
type = ChangeState
value = 16057
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 550 && statetype != A ;330
triggerall = p2statetype = S && p2dist x <= 165 && p2dist x >= 65
trigger1 = StateNo = 1605221 && Animelemtime(8) >= 5 && movehit
[State -1, lp combo 1 hit 2] ; MID KICK SX after adon strong punch
type = ChangeState
value = 249
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A ;330
triggerall = p2statetype = S && p2dist x >= 35
trigger1 = StateNo = 1605 && Animelemtime (5) >= 1;
[State -1, lp combo 1 hit 4] ; elbowknee bruce irvin
type = ChangeState
value = 26921
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A ;330
triggerall = p2statetype = S && p2dist x <= 165 && p2dist x >= 65
trigger1 = StateNo = 1609 && Animelem = 7, >= 1
trigger2 = StateNo = 2212 && AnimelemTIME(7) >= 1
trigger3 = Stateno = 249 && animelemtime(12) >= 2
trigger4 = StateNO = 16054 && Animelem = 10, >= 1
[State -1, lpk combo 1 hit 3e] ; step fwd
type = ChangeState
value = 1022
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random <= 350 && statetype != A
triggerall = p2statetype != L && p2dist x >= 35; && p2dist x >= 70
trigger1 = StateNo = 16059 && Animelemtime (8) >= 1
[State -1, lpk combo 1 hit 3e] ; step fwd
type = ChangeState
value = 1022
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random <= 250 && statetype != A
triggerall = p2statetype = S && p2dist x >= 35
trigger1 = StateNo = 1605 && Animelemtime (5) >= 1
trigger2 = StateNO = 16081 && Animelem = 10, >= 1
trigger3 = StateNO = 16054 && Animelem = 10, >= 1
trigger4 = StateNO = 16094 && Animelem = 7,>= 3;8, >= 1
trigger5 = StateNO = 20298 && AnimelemTIME(12) >= 2
[State -1, lkp combo 2 hit 1] ; step low kick 1 hit
type = ChangeState
value = 16102
triggerAll = AILevel && NumEnemy && StateType != A && RoundState = 2
triggerall = roundstate != 1 && roundState = 2 && alive && random <= 150 && statetype != A
triggerall = StateNo = 1022 && Animelemtime(3) >= 1
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[state -1, leg bazooka] ; leg bazooka
type = ChangeState
value = 103
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random <= 100 && statetype != A && prevstateno != 1605 && prevstateno != 1022
triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj))
trigger1 = PlayerIDExist(helper(33333333),var(3))
trigger1 = PlayerID(helper(33333333),var(3)),p2bodydist X < 10
trigger1 = ctrl
[State -1, Throw] ; kick MTM COMBO
type = ChangeState
value = 80099
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random <= 110 && statetype != A && prevstateno != 1605 && prevstateno != 1022
trigger1 = StateNo = 1022 && Animelemtime(3) >= 1;, >= 1
[State -1, Throw] ; kick MTM COMBO
type = ChangeState
value = 80100
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random <= 110 && statetype != A && prevstateno != 1605 && prevstateno != 1022
trigger1 = StateNo = 1022 && Animelemtime(3) >= 1;, >= 1
[State -1, lpk combo 1 hit 3] ; low kick wide
type = ChangeState
value = 1606
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != L && p2statetype != A && p2dist x >= 35
trigger1 = StateNo = 1605 && Animelemtime (5) >= 1
[State -1, lpk combo 1 hit 3] ; EX slash left low kick
type = ChangeState
value = 160931
triggerAll = AILevel && NumEnemy
triggerall = power >= 500 && var(20) <= 0
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A
triggerall = p2statetype != L && p2statetype != A && p2dist x >= 35
triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0)
trigger1 = StateNo = 1606 && Animelem = 7, >= 1
trigger2 = StateNo = 16059 && Animelemtime (8) >= 1
trigger3 = StateNo = 16061 && Animelem = 12, >= 1 && Movecontact
[State -1, lpk combo 1 hit 3] ; ex STEP left high kick
type = ChangeState
value = 160932
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 650 && statetype != A
triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0)
trigger1 = StateNo = 160931 && Animelem = 12, >= 3
[State -1, lpk combo 1 hit 3] ; low kick to right high kick
type = ChangeState
value = 16061
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A
triggerall = p2statetype = S && p2dist x >= 35
trigger1 = StateNo = 1605 && Animelemtime (5) >= 1;trigger2 = var(5)
[State -1, lpk combo 1 hit 3] ; low kick to right high kick
type = ChangeState
value = 16061
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
triggerall = p2statetype != L && p2dist x >= 35 && (p2bodydist y=[-50,50])
trigger1 = StateNo = 1605 && Animelemtime (5) >= 1
[State -1, lpk combo 1 hit 3] ; high kick pasart after trip low kick
type = ChangeState
value = 1608
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 950 && statetype != A ;330
triggerall = p2statetype != L && movecontact;p2dist x >= 65
trigger1 = StateNo = 16101 && Animelem = 9, >= 1
[State -1, bruce elbow] ; BRUCE elbow rev. after high kick pasart
type = ChangeState
value = 201
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A;180
triggerall = p2statetype = S && p2dist x >= 65
trigger1 = (StateNo = 1608 && Animelemtime (13) >=8); 9 1
trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact
trigger3 = StateNO = 16054 && Animelem = 10, >= 1
[State -1, lp combo 1 hit 4] ;tiger uppercut comboed after strong close punch
type = ChangeState
value = 1211
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 30 && movehit
trigger1 = (StateNo = 1609 && Animelem = 7, >= 1) || (StateNo = 1612 && Animelem = 7, >= 1 )
trigger2 = StateNo = 201 && Animelemtime (9) >=3
[State -1, ROLLING TIGER UPPERCUT] ;left tiger uppercut after bruce elbow
type = ChangeState
value = 4501143
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 165 && statetype != A
triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 30 && movehit
trigger1 = StateNo = 201 && Animelemtime (9) >=3
[State -1, lkp combo 1 hit 1] ; MB02 Air Tiger Crusher
type = ChangeState
value = 23501
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
trigger1 = StateNo = 4501143 && Animelemtime(9) >= 1 && movecontact
[State -1, bruce elbow] ; BRUCE UPPER STRONG PUNCH after BRUCE elbow rev.
type = ChangeState
value = 272
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 160 && statetype != A
triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 30
trigger1 = (StateNo = 201 && Animelemtime (9) >=3);&& Movecontact;13
trigger2 = StateNo = 15012 && Animelemtime(14) >= 1
[State -1, bruce elbow] ; strong smashing BRUCE elbow after BRUCE elbow rev.
type = ChangeState
value = 271
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 160 && statetype != A
triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 30
trigger1 = StateNo = 201 && Animelemtime (9) >=3
[State -1, joe tiger knee] ; after bruce elbow
type = ChangeState
value = 13304
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 160 && statetype != A
triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 30
trigger1 = StateNo = 201 && Animelemtime (9) >=3
[State -1, EX joe tiger knee] ; after bruce elbow
type = ChangeState
value = 13303
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 160 && statetype != A
triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 30
trigger1 = StateNo = 201 && Animelemtime (9) >=3
[State -1, bruce elbow] ; BRUCE elbow rev. after high kick pasart
type = ChangeState
value = 201
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A
triggerall = p2statetype = S && p2dist x >= 65
triggerall = StateNo = 1608 && Animelemtime (13) >=8 && Movecontact
TRIGGER1 = CTRL ||(p2stateno >= 100) && movecontact
[State -1, lpk combo 1 hit 3] ; Tiger Knee after high kick pasart
type = ChangeState
value = 13307;13308
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != L && p2dist x >= 70
triggerall = StateNo = 1608 && Animelemtime(13) >=8 && Movecontact ; 11 1
TRIGGER1 = CTRL ||(p2stateno >= 100) && movecontact
[State -1, lpk combo 1 hit 3] ; slash adon crouch kick AFTER high kick pasart
type = ChangeState
value = 45011
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != A && p2dist x >= 70
triggerall = StateNo = 1608 && Animelemtime (13) >=8 && Movecontact
TRIGGER1 = CTRL ||(p2stateno >= 100) && movecontact
[State -1, lpk combo 1 hit 3] ; slash low kick after high kick pasart
type = ChangeState
value = 2357
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != A && p2dist x >= 70
triggerall = StateNo = 1608 && Animelemtime (13) >=8 && Movecontact
TRIGGER1 = CTRL ||(p2stateno >= 100) && movecontact
[State -1, lpk combo 1 hit 3] ; elbowknee SF4 F.U. after high kick pasart
type = ChangeState
value = 26942
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != C && p2dist x >= 65
triggerall = StateNo = 1608 && Animelemtime (13) >=8 && Movecontact
TRIGGER1 = CTRL ||(p2stateno >= 100) && movecontact
[State -1, lpk combo 1 hit 3] ; bruce elbowknee after high kick pasart
type = ChangeState
value = 26941
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != C && p2dist x >= 65
triggerall = StateNo = 1608 && Animelemtime (13) >=8 && Movecontact
TRIGGER1 = CTRL ||(p2stateno >= 100) && movecontact
[State -1, lpk combo 1 hit 3] ; adon right high kick after left low kick
type = ChangeState
value = 16092
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
triggerall = p2statetype != C && p2dist x <= 200 && p2dist x >= 50
trigger1 = StateNo = 16061 && Animelem = 12, >= 1 && Movecontact
trigger2 = stateno = 209 && animelemtime(4) >=2 && movecontact;||
[State -1, hpk combo 1 hit 2] ; slash low kick after strong punch
type = ChangeState
value = 2355
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 450 && statetype != A
trigger1 = (StateNo = 220 && Animelem = 6 >= 1); && Movecontact
[State -1, hpk combo 1 hit 2] ; slash mid kick after adon high kick/strong punch
type = ChangeState
value = 16152
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 450
trigger1 = (StateNo = 16092 && Animelem = 11, >=1) || (StateNo = 220 && Animelem = 6 >= 1)&& Movecontact
[State -1, hpk combo 1 hit 2] ; slash high kick after adon high kick/strong punch
type = ChangeState
value = 1615
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 450
trigger1 = (StateNo = 16092 && Animelem = 11, >=1) || (StateNo = 220 && Animelem = 6 >= 1)&& Movecontact
[State -1, lpk combo 1 hit 3e] ; -strong close punch v.2
type = ChangeState
value = 1609
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random <= 450 && statetype != A
trigger1 = StateNo = 1022 && Animelemtime(3) = 1;, >= 1
[State -1, lkp combo 1 hit 1] ; dynamite upper combo
type = ChangeState
value = 1922
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
trigger1 = StateNo = 1609 && Animelem = 7, >= 1
[State -1, lkp combo 1 hit 1] ; slash knee HIGH no ex combo after close strong punch
type = ChangeState
value = 278
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
trigger1 = StateNo = 1609 && Animelem = 7, >= 1
[State -1, lp combo 1 hit 4] ;strong elbow *******
type = ChangeState
value = 160912
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 1 && statetype != A
trigger1 = StateNo = 1609 && Animelem = 7, >= 1
[State -1, lp combo 1 hit 4] ;tiger uppercut comboed after strong close punch
type = ChangeState
value = 1211
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
trigger1 = (StateNo = 1609 && Animelem = 7, >= 1) || (StateNo = 1612 && Animelem = 7, >= 1 ) && movehit
[State -1, lp combo 1 hit 4] ;tiger uppercut V.3 EX comboed after strong close punch
type = ChangeState
value = 1230013
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 550 && statetype != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = (StateNo = 1609 && Animelem = 7, >= 1) || (StateNo = 1612 && Animelem = 7, >= 1 )
[State -1, Stand Left Medium kick]
type = ChangeState
value = 241
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype = S && p2dist x <= 130 && p2dist x >= 80
triggerall = (enemynear,const(size.head.pos.y)<=-80)
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 210 || stateno = 221 || stateno = 230 || stateno = 240) && movecontact && p2movetype = H
[State -1, Stand Medium Kick]
type = ChangeState
value = 242
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2bodydist x >= 35 && (p2dist y = [-80,-40]); && (enemynear, vel y >= 0)
trigger1 = ctrl
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A && (p2stateno != [5020,5050])
triggerall = p2statetype = A && p2statetype != L && p2bodydist x >= 35 && (p2dist y = [-80,-40]) && (enemynear, vel y >= 0)
trigger1 = ctrl
[State -1, Strong close knee]
type = ChangeState
value = 251
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A && (p2stateno != [5020,5050])
triggerall = p2statetype = A && p2statetype != L && p2bodydist x <= 35 && (p2dist y = [-80,-40]) && (enemynear, vel y >= 0)
trigger1 = ctrl
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [120,135])
triggerall = (enemynear,const(size.head.pos.y)<=-80)
trigger1 = ctrl
[State -1, lkp combo 2 hit 1] ; TRIP step HIGH kick
type = ChangeState
value = 16103
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 100
triggerall = p2statetype != L && p2statetype != C && p2dist x <= 100; && p2dist x >=65;p2dist x <= 140
triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj))
trigger1= ctrl
[State -1, lkp combo 2 hit 1] ; TRIP step HIGH kick
type = ChangeState
value = 16103
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
triggerall = p2statetype != C && p2statetype != L && (p2dist x = [120,135])
triggerall = (enemynear,const(size.head.pos.y)<=-80)
trigger1 = ctrl
trigger2 = var(5)
trigger3 = StateNo = 1022 && Animelemtime(3) >= 1
[State -1, lk combo 1 hit 1] ; TEEP KICK light
type = ChangeState
value = 15013
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 50 && statetype != A
triggerall = p2statetype != C && p2statetype != A && p2statetype != L && (p2dist x = [90,145])
trigger1 = ctrl;
[State -1, lpk combo 1 hit 2C] ;Standing Left High Medium Kick after light teep kick
type = ChangeState
value = 248;16055
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
triggerall = p2statetype != A && p2statetype != L; && (p2dist x = [90,145])
trigger1 = StateNo = 15013 && Animelemtime(11) >= 2 && Animelemtime(12) <= 3
;trigger1 = StateNo = 15013 && Animelemtime(10) >= 1
[State -1, lkp combo 1 hit 1] ; STEP teep kick high strong combo starter
type = ChangeState
value = 15012
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 80 && statetype != A
triggerall = p2statetype != C && p2statetype != A && p2statetype != L && (p2dist x = [90,145])
trigger1 = ctrl
[State -1, lkp combo 1 hit 2] ; step left elbowknee combo TEEP
type = ChangeState
value = 355
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype != L && p2statetype != a && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140
trigger1 = StateNo = 15012 && Animelemtime(14) >= 1
trigger2 = Stateno = 1605221 && Animelemtime(11) >= 1
[State -1, lkp combo 1 hit 2] ; mid punch joe after step teep kick high
type = ChangeState
value = 16111
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
triggerall = p2statetype != L && p2statetype != a && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140
trigger1 = StateNo = 15012 && Animelemtime(14) >= 1 && movecontact
[State -1, lkp combo 1 hit 2] ; close mp after joe mp teep
type = ChangeState
value = 2212
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 16111 && Animelemtime(10) >= 4
[State -1, lkp combo 1 hit 3b] ; slash knee HIGH combo no ex combo
type = ChangeState
value = 354
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 211 && Animelemtime (3) >= 4
trigger2 = StateNo = 291 && Animelemtime (7) >= 1
trigger3 = StateNo = 292 && Animelemtime (6) >= 1
[State -1, lpk combo 1 hit 3a] ; left low kick wide after close strong punch
type = ChangeState
value = 16062
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
trigger1 = StateNo = 2212 && AnimelemTIME(6) >= 1;
[State -1, lkp combo 1 hit 2] ; high tiger thrust after knee 2b combo
type = ChangeState
value = 16142
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
trigger1 = StateNo = 160241 && Animelem = 9, >= 1
trigger2 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9
[State -1, lkp combo 1 hit 2] ; low tiger thrust after mid kick
type = ChangeState
value = 16143
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
trigger1 = StateNo = 16052 && Animelem = 8, >= 4
[State -1, lkp combo 1 hit 2] ; low tiger thrust after low kick
type = ChangeState
value = 16143
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
trigger1 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9
[State -1, lkp combo 1 hit 3] ; knee combo 3B shura
type = ChangeState
value = 13311;13309
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A
trigger1 = StateNo = 160241 && Animelem = 9, >= 1 && Movecontact
;trigger2 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9
[State -1, lkp combo 1 hit 3] ; knee combo 3B shura
type = ChangeState
value = 13310
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A
trigger1 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9
[State -1, lkp combo 1 hit 3b] ; slash knee HIGH combo
type = ChangeState
value = 353
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
trigger1 = StateNo = 16022 && Animelem = 7, >= 1 || StateNo = 2212 && AnimelemTIME(6) >= 2; && Movecontact
[State -1, lkp combo 1 hit 1] ; light punch combo starter
type = ChangeState
value = 500
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 20 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 130 && p2dist x >= 80 && !(enemynear,statetype=C) && !(enemynear,statetype=L)
trigger1 = ctrl
trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242); && movecontact
[State -1, lkp combo 1 hit 1] ; hook punch combo starter
type = ChangeState
value = 501
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 20 && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [120,135])
trigger1 = StateNo = 500 && Animelemtime (7) >= 1;&& Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; strong punch close combo
type = ChangeState
value = 502
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = StateNo = 501 && Animelemtime (8) >= 1; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; strong punch combo
type = ChangeState
value = 503
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; JUMP M.Punch combo
type = ChangeState
value = 504;503
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; hook punch combo starter
type = ChangeState
value = 505
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 20 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 130 && p2dist x >= 80 && !(enemynear,statetype=C) && !(enemynear,statetype=L)
trigger1 = ctrl
trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242); && movecontact
[State -1, lkp combo 1 hit 1] ; step close punch combo low
type = ChangeState
value = 506
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = StateNo = 505 && Animelemtime (8) >= 1; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; step strong punch combo adon
type = ChangeState
value = 507
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = StateNo = 506 && Animelemtime (8) >= 1; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; step close punch combo far
type = ChangeState
value = 508
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = StateNo = 507 && Animelemtime (8) >= 1; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; HOP strong punch combo
type = ChangeState
value = 509
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = StateNo = 507 && Animelemtime (8) >= 1; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ;Stand hp combo crouch elbow urien
type = ChangeState
value = 510
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = StateNo = 507 && Animelemtime (8) >= 1; || StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7); (7)
[State -1, lkp combo 1 hit 1] ; step SPINING BACK ELBOW combo
type = ChangeState
value = 511
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = StateNo = 502 && Animelemtime (7) >= 3;
[State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter A
type = ChangeState
value = 16023
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 30 && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [120,135])
trigger1 = ctrl
trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact
[State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter B
type = ChangeState
value = 16024
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 30 && statetype != A
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [120,135])
trigger1 = ctrl
trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact
[State -1, lkp combo 1 hit 2] ; step knee combo 2A
type = ChangeState
value = 160241
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 16023 && Animelem = 8, >= 1
[State -1, lkp combo 1 hit 2] ; step knee combo 2B
type = ChangeState
value = 160231
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 16024 && Animelem = 9, >= 1
[State -1, lkp combo 1 hit 3] ; knee combo 3A
type = ChangeState
value = 13209
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
trigger1 = StateNo = 160231 && Animelem = 8, >= 1 && Movecontact
[State -1, lkp combo 1 hit 3] ; knee combo 3B
type = ChangeState
value = 13311;13309
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
trigger1 = StateNo = 160241 && Animelem = 8, >= 1 && Movecontact
[State -1, lkp combo 1 hit 3] ; knee combo 3B shura
type = ChangeState
value = 13310
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
trigger1 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9
[State -1, lpk combo 1 hit 4c] ; ELBOWKNEE
type = ChangeState
value = 16141
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
trigger1 = (StateNo = 1609 && Animelem = 6, >= 1) || (StateNo = 16091 && Animelem = 8, >= 1) || (StateNo = 16022 && Animelem = 6, >= 1) || (StateNo = 160231 && Animelem = 8, >= 1 && Movecontact)
[State -1, lkp combo 1 hit 3] ; SLASH LOW KICK combo 3AA
type = ChangeState
value = 2355
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 400 && statetype != A
triggerall = p2statetype != A; && p2statetype = S && p2statetype != L && p2dist x <= 120 && p2dist x >= 60
trigger1 = StateNo = 160231 && Animelem = 8, >= 1 && Movecontact
[State -1, lpk combo 1 hit 3] ; slash left sf4 low kick combo 3BB
type = ChangeState
value = 31011
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 400 && statetype != A
triggerall = p2statetype != A; ;triggerall = p2statetype = A && p2statetype = S && p2statetype != L && p2dist x <= 120 && p2dist x >= 60
trigger1 = StateNo = 160241 && Animelem = 9, >= 1 && Movecontact
[State -1, Crouching SLASH Strong Kick] ; BRUCE
type = ChangeState
value = 453
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x >= 70 && p2dist x <= 115
TRIGGER1 = CTRL
trigger2 =(p2stateno = 130); && movehit
trigger2 = var(5)
[State -1, ROLLING TIGER UPPERCUT] ; after bruce slash crouch kick
type = ChangeState
value = 4501142
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 453 && Animelem = 17, >= 1 && movehit
[State -1, lkp combo 1 hit 1] ; adon elbow gatling elbow combo starter
type = ChangeState
value = 259
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A
triggerall = p2statetype != L && p2statetype != a && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140
triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj))
trigger1 = ctrl
trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact
trigger3 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lkp combo 1 hit 1] ; adon elbow gatling elbow combo starter
type = ChangeState
value = 259
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A
triggerall = p2statetype != L && p2statetype != a; && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140
trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lkp combo 1 hit 1] ; step left mid kick gatling combo starter
type = ChangeState
value = 152010
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A
triggerall = p2statetype != L && p2statetype != a && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140
triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj))
trigger1 = ctrl
trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact
trigger3 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lkp combo 1 hit 1] ; step left mid kick gatling combo starter
type = ChangeState
value = 152010
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A
triggerall = p2statetype != L && p2statetype != a; && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140
trigger1 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, Stand Medium Punch left hook]
type = ChangeState
value = 214
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 125 && statetype != A ;500
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [50,110])
triggerall = (enemynear,const(size.head.pos.y)<=-80); && (enemynear, vel X >= 0)
triggerall = (stateno !=[200,999999])
trigger1 = ctrl
[State -1, hpk combo 1 hit 2] ; slash low kick after strong punch
type = ChangeState
value = 2355
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
trigger1 = (StateNo = 214 && Animelem = 5 >= 4); && Movecontact
[State -1, bruce elbow] ; BRUCE elbow rev. after LOW SLASH kick
type = ChangeState
value = 202
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = (StateNo = 2355 && Animelemtime (11) >=2); && Movecontact
[State -1, hpk combo 1 hit 2] ; slash high kick after strong punch/adon high kick
type = ChangeState
value = 1615
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A
trigger1 = (StateNo = 214 && Animelem = 5, >= 4)
[State -1, lkp combo 1 hit 1] ; mid kick
type = ChangeState
value = 243
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 250 && statetype != A ;250
;triggerall = (enemynear,const(size.head.pos.y)<=-80)
triggerall = p2statetype != C && p2statetype != A && p2statetype != L && (p2dist x = [90,145]) && p2dist x >=35
trigger1 = ctrl
[State -1, lkp combo 1 hit 1] ; mid kick
type = ChangeState
value = 243
triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = StateNO != 291
triggerall = StateNO != 290
triggerall = StateNO != 242
triggerall = StateNO != 211
triggerall = StateNO != 1601
triggerall = StateNO != 206
;triggerall = (enemynear,const(size.head.pos.y)<=-80)
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A;999
triggerall = p2statetype != C && p2statetype != A && p2statetype != L && p2dist x <= 140
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
[State -1, Crouching SLASH Strong Kick]
type = ChangeState
value = 453
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 450 && statetype != A
triggerall = p2statetype != A && p2statetype != L
trigger1= StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lkp combo 2 hit 1] ; adon STEP low kick combo starter after mid kick
type = ChangeState
value = 1610
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 420
triggerall = p2statetype != L && p2statetype != a
trigger1= StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lkp combo 2 hit 1] ; adon STEP low kick combo starter after bruce rev.elbow
type = ChangeState
value = 1610
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999
triggerall = p2statetype != L && p2statetype != a
trigger1= ctrl && StateNo = 201 && Animelemtime (9) >=3
trigger2 = StateNo = 201 && Animelemtime (9) >=3
[State -1, lkp combo 2 hit 1] ; TRIP STEP low kick 1 hit
type = ChangeState
value = 16101; + (Abs(P2BodyDist X) <= 50) * 1 ;value = 241
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500
triggerall = p2statetype != L && p2statetype != a
trigger1= ctrl && StateNo = 243 && Animelemtime(14) >= 4 && movecontact
trigger2 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lkp combo 2 hit 1] ; TRIP STEP low kick 1 hit
type = ChangeState
value = 16101
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 160
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [90,145])
triggerall = inguarddist && ((enemy, numhelper) || (enemy, numproj))
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2= StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lkp combo 2 hit 1] ; TRIP STEP low kick 1 hit
type = ChangeState
value = 16101
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 160
triggerall = p2statetype != A && p2statetype != L && (p2dist x = [90,145])
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2= StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lkp combo 2 hit 1] ; TRIP STEP low kick 1 hit
type = ChangeState
value = 16101;
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 560
triggerall = p2statetype = C && p2statetype != A && p2statetype != L && (p2dist x = [90,145])
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
;trigger2= StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, KNEE LAUNCHER]
type = ChangeState
value = 350
triggerAll = AILevel && NumEnemy && StateType != A
TRIGGERALL = STATENO != 350
TRIGGERALL = PREVSTATENO != 350
triggerall = roundstate != 1 && roundState = 2 && alive && random < 10
triggerall = p2statetype != L && p2dist x <= 100; && p2dist x >=65;p2dist x <= 140
trigger1= ctrl
trigger2 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
[State -1, lkp combo 1 hit 2] ; gatling kicks
type = ChangeState
value = 24121
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A
triggerall = p2statetype != L && p2statetype != a; && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140
trigger1 = StateNo = 152010 && Animelemtime(8) >= 1 && moveCONTACT;hit
[State -1, lkp combo 1 hit 2] ; gatling elbows
type = ChangeState
value = 24122
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A
triggerall = p2statetype != L && p2statetype != a; && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140
trigger1 = StateNo = 259 && Animelemtime(5) >= 1 && moveCONTACT;hit
[State -1, mk combo 1 hit 2] ; low kick wide 1 after mid kick
type = ChangeState
value = 1616
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A
triggerall = p2statetype != L && p2statetype != a; && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140
trigger1 = StateNo = 152010 && Animelemtime(8) >= 1&& moveCONTACT || StateNo = 244 && Animelemtime(1) >= 1; && Movecontact
[State -1, mk combo 1 hit 3] ; low kick wide 2
type = ChangeState
value = 16161
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 1616 && Animelem = 7, >= 1; && Movecontact
[State -1, mk combo 1 hit 4] ; rev. high kick
type = ChangeState
value = 1617
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 16161 && Animelem = 7, >= 1; && Movecontact
[State -1, Stand MID HOOK Punch]
type = ChangeState
value = 209
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
triggerall= (p2bodydist x=[-25,70]) && (p2bodydist y=[-50,50]) && !(enemynear,statetype=C) && !(enemynear,statetype=L)
triggerall= (enemynear,const(size.head.pos.y)<=-40) || (enemynear,statetype=A)
trigger1= (ctrl || stateno=21 || (stateno=[100,101])) && random<(ifelse(enemynear,statetype=A,var(46)=0,150))*(AILevel**2/64.0)
[State -1, lpk combo 1 hit 2C] ;mid kick after hook punch1 joe
type = ChangeState
value = 160521
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 80
trigger1 = stateno = 209 && animelemtime(4) >=4 && movecontact
[State -1, lpk combo 1 hit 2C] ;mid kick after hook punch2 joe
type = ChangeState
value = 160522
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 80
trigger1 = stateno = 160521 && animelemtime(8) >=5 && movecontact
[State -1, lpk combo 1 hit 2C] ;mid kick after hook punch3
type = ChangeState
value = 16053
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 80
trigger1 = stateno = 160522 && animelemtime(8) >=5 && movecontact
[State -1, lkp combo 1 hit 1] ; adon step light kick combo starter
type = ChangeState
value = 1610
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A;70
triggerall = p2statetype != L && p2statetype != a && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140
trigger1 = ctrl;
trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact
[State -1, lkp combo 1 hit 1] ; adon step light kick combo starter vs crouch
type = ChangeState
value = 1610
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A;70
triggerall = p2statetype != L && p2statetype != a && p2statetype = C && p2dist x <= 145 && p2dist x >= 75;p2dist x <= 140
trigger1 = ctrl
trigger2 = (stateno = 220 || stateno = 230 || stateno = 241 || stateno = 242) && movecontact
[State -1, lkp combo 1 hit 2] ; mid punch after step light kick
type = ChangeState
value = 1611
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 550 && statetype != A
trigger1 = StateNo = 1610 && Animelemtime (8) >= 1 && movecontact;
[State -1, lpk combo 1 hit 2] ; adon high kick combo
type = ChangeState
value = 292
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 550 && statetype != A
trigger1 = StateNo = 1610 && Animelemtime (8) >= 1 && movecontact;
[State -1, lpk combo 1 hit 3c] ; -strong close punch v.2 after mid punch
type = ChangeState
value = 1612
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
trigger1 = StateNo = 1611 && Animelem = 5, >= 2; || StateNo = 16052 || StateNo = 1607
[State -1, lkp combo 1 hit 3b] ; left mid kick
type = ChangeState
value = 16121
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 550 && statetype != A
trigger1 = StateNo = 1611 && Animelem = 5, >= 2; && Movecontact
[State -1, lkp combo 1 hit 4c] ;elbowknee
type = ChangeState
value = 16141
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 150 && statetype != A
trigger1 = StateNo = 1612 && Animelem = 7, >= 1; && Movecontact
[State -1, lkp combo 1 hit 4b] ; low kick wide
type = ChangeState
value = 1614
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
trigger1 = StateNo = 1612 && Animelem = 7, >= 1; && Movecontact
[State -1, lkp combo 1 hit 4c] ; step high kick
type = ChangeState
value = 1613
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
trigger1 = StateNo = 1614 && Animelem = 8, >= 1
trigger2 = StateNo = 1022 && Animelemtime(3) >= 1; || (StateNo = 1612 && Animelem = 4, >= 1) || ; && Movecontact
[State -1, lkp combo 1 hit 4d] ; step mid kick
type = ChangeState
value = 1513
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
trigger1 = (StateNo = 1614 && Animelem = 8, >= 1)
[State -1, lkp combo 1 hit 4b] ; -strong close punch v.2 orig ex
type = ChangeState
value = 16120
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = ifelse(var(20) <= 0, power >= 300, power >= 0)
trigger1 = StateNo = 1614 && Animelem = 8, >= 1; && Movecontact
[State -1, lkp combo 1 hit 5a] ; EX tiger shot comboed
type = ChangeState
value = 1001;13301
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 800 && statetype != A
triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0)
trigger1 = (StateNo = 1613 && Animelem = 8, >= 3) || (StateNo = 1513 && Animelem = 7, >= 1) || (StateNo = 1617 && Animelem = 9, >= 1)
[State -1, lkp combo 1 hit 5] ; tiger knee 3 HIT ex
type = ChangeState
value = 13301
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = ifelse(var(20) <= 0, power >= 450, power >= 0)
trigger1 = (StateNo = 1001 && AnimelemTIME(6) >= 8)&& movehit || (StateNo = 16093 && Animelem = 9, >= 1)&& movehit ||(StateNo = 1613 && Animelem = 8, >= 3)&& movehit || (StateNo = 1513 && Animelem = 7, >= 1)&& movehit || (StateNo = 1617 && Animelem = 9, >= 1)&& movehit ; 8 10 ; 8 10
trigger2 = (StateNo = 160932 && Animelem = 5, >= 1) && movehit
trigger5 = StateNo = 353 && Animelemtime(8) >= 1&& movehit
[State -1, lkp combo 1 hit 5] ; tiger LEFT knee 4 HIT ex
type = ChangeState
value = 14202
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = (StateNo = 16032 && Animelem = 12, >= 1) && movehit;7
trigger2 = (StateNo = 1001 && AnimelemTIME(6) >= 8)&& movehit|| (StateNo = 16093 && Animelem = 9, >= 1)&& movehit ||(StateNo = 1613 && Animelem = 8, >= 3)&& movehit || (StateNo = 1513 && Animelem = 7, >= 1)&& movehit || (StateNo = 1617 && Animelem = 9, >= 1) && movehit; 8 10 ; 8 10
trigger3 = (StateNo = 160932 && Animelem = 5, >= 1) && movehit
trigger4 = StateNo = 13301 && Animelem = 10, >= 1 && movehit
trigger5 = StateNo = 353 && Animelemtime(8) >= 1 && movehit
[State -1, lkp combo 1 hit 6] ; tiger blow 1 ex
type = ChangeState
value = 12301;12001;13301
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 900; && statetype != A
triggerall = ifelse(var(20) <= 0, power >= 350, power >= 0)
trigger1 = StateNo = 14202 && Animelem = 17, >= 1 ; 17
[State -1, lkp combo 1 hit 6] ; tiger blow 2 ex
type = ChangeState
value = 12301;12001;13301
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 900; && statetype != A
triggerall = ifelse(var(20) <= 0, power >= 350, power >= 0)
trigger1 = StateNo = 13301 && Animelem = 10, >= 1
[State -1, lpk combo 1 hit 2C] ;mid kick after hook punch1 joe
type = ChangeState
value = 160521
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
triggerall = p2statetype != C && p2dist x <= 200 && p2dist x >= 50
trigger1 = stateno = 209 && animelemtime(4) >=4 && movecontact
[State -1, lpk combo 1 hit 2C] ;mid kick after hook punch2 joe
type = ChangeState
value = 160522
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
;triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 80
trigger1 = stateno = 160521 && animelemtime(8) >=5 && movecontact
[State -1, lpk combo 1 hit 2C] ;mid kick after hook punch3
type = ChangeState
value = 16053
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = stateno = 160522 && animelemtime(8) >=5 && movecontact
[State -1, Stand MID Punch]
type = ChangeState
value = 210
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 500 && statetype != A
triggerall = p2statetype = S && p2dist x <= 100 && p2dist x >= 80
triggerall = p2statetype = C
triggerall = (enemynear,const(size.head.pos.y)<=-80)
trigger1 = ctrl
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype != A
triggerall = p2statetype = S && p2dist x <= 130 && p2dist x >= 80
triggerall = (enemynear,const(size.head.pos.y)<=-80)
trigger1 = ctrl
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 219 && Animelemtime(6) >= 1 && movecontact
[State -1, lkp combo 1 hit 1] ; stom.punch
type = ChangeState
value = 219
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = roundstate != 1 && alive && random < 260 && statetype != A ;250
triggerall = p2statetype != C && p2statetype != A && p2statetype != L && (p2dist x = [90,145]) && p2dist x >=35
trigger1 = ctrl
[State -1, lkp combo 1 hit 1] ; stom.punch
type = ChangeState
value = 219
triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = StateNO != 291
triggerall = StateNO != 290
triggerall = StateNO != 242
triggerall = StateNO != 211
triggerall = StateNO != 1601
triggerall = StateNO != 206
triggerall = roundstate != 1 && alive && random < 450 && statetype != A;999
triggerall = p2statetype != C && p2statetype != A && p2statetype != L && p2dist x <= 140
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
[State -1, lkp combo 1 hit 1] ; Dillinger Hanuman 1
type = ChangeState
value = 226
triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerAll = AILevel && NumEnemy && StateType != A
triggerall = StateNO != 291
triggerall = StateNO != 290
triggerall = StateNO != 242
triggerall = StateNO != 211
triggerall = StateNO != 1601
triggerall = StateNO != 206
triggerall = roundstate != 1 && alive && random < 999 && statetype != A;510
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 130;130
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
[State -1, bruce elbow] ; Dillinger Hanuman 2
type = ChangeState
value = 274
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 226 && Animelemtime(6) >= 4 && moveCONTACT
[State -1, bruce elbow] ; Dillinger Hanuman 3
type = ChangeState
value = 276
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 274 && Animelemtime(14) >= 1
[State -1, bruce elbow] ; Dillinger Hanuman 4
type = ChangeState
value = 277
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 276 && Animelemtime(8) >= 1
[State -1, Stand CLOSE ELBOW]
type = ChangeState
value = 211
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 60
triggerall = (enemynear,const(size.head.pos.y)<=-80)
trigger1 = ctrl
[State -1, Stand Strong Punch]
type = ChangeState
value = 221
triggerAll = AILevel && NumEnemy;AILevel && numenemy
triggerall = roundstate = 2 && random < (200 * (AIlevel ** 2 / 64.0)) && statetype != A
triggerall = p2statetype != L && (p2bodydist x = [0,20])
trigger1 = ctrl && p2statetype = S && (enemynear,const(size.head.pos.y)<=-80)
trigger2 = ctrl && p2statetype = A && p2dist y >= -30
[State -1, Stand Close High Punch]
type = ChangeState
value = 221
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 60
triggerall = (enemynear,const(size.head.pos.y)<=-80)
trigger1 = ctrl
[State -1, Stand sfv Light Kick]
type = ChangeState
value = 229
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
triggerall = p2statetype = C && p2statetype != A && p2statetype != L && p2dist x <= 60; 60
;triggerall = (enemynear,const(size.head.pos.y)<=-80)
trigger1 = ctrl
;trigger2 = (stateno = 200 || stateno = 210 || stateno = 221 || stateno = 230 || stateno = 240) && movecontact && p2movetype = H
[State -1, Stand sfv Light Kick]
type = ChangeState
value = 229
triggerALL = (facing = 1 && (enemynear, facing = -1)) || (facing = -1 && (enemynear, facing = 1))
triggerAll = AILevel && NumEnemy
triggerall = StateNO != 291
triggerall = StateNO != 290
triggerall = StateNO != 242
triggerall = StateNO != 211
triggerall = StateNO != 1601
triggerall = StateNO != 206
triggerall = roundstate != 1 && roundState = 2 && alive && random < 600 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 101 ;100
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
[State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter B
type = ChangeState
value = 16020
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 229 && Animelem = 5, >= 2
[State -1, lkp combo 1 hit 2] ; step mid kick SFV
type = ChangeState
value = 32098
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 16020 && Animelem = 9, >= 1
[State -1, lkp combo 1 hit 2] ; step mid kick SFV
type = ChangeState
value = 32097
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 32098 && Animelemtime(14) >= 2
[State -1, lkp combo 1 hit 2] ; tiger knee SFV
type = ChangeState
value = 32096
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 32097 && Animelemtime(19) >= 1
[State -1, lkp combo 1 hit 2] ; ex left tiger uppercut SFV
type = ChangeState
value = 32095
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
triggerall = StateNo = 32096 && movehit
trigger1 = StateNo = 32094 && Animelemtime(3) >= 3 && movehit
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A
triggerall = p2statetype = S && p2dist x <= 120 && p2dist x >= 60 ; 130 80
triggerall = (enemynear,const(size.head.pos.y)<=-80)
trigger1 = ctrl
;trigger2 = (stateno = 200 || stateno = 210 || stateno = 221 || stateno = 230 || stateno = 240) && movecontact && p2movetype = H
[State -1, Stand left Light Kick]
type = ChangeState
value = 231
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 60; 60
triggerall = (enemynear,const(size.head.pos.y)<=-80)
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 210 || stateno = 221 || stateno = 230 || stateno = 240) && movecontact && p2movetype = H
[State -1, STEP left HIGH Kick]
type = ChangeState
value = 300
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 110
trigger1 = ctrl
[State -1, STEP left LOW Kick]
type = ChangeState
value = 310
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 110
trigger1 = ctrl
[State -1, STEP left MID Kick]
type = ChangeState
value = 320
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 100 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 110
trigger1 = ctrl
[State -1, Crouching Light Punch] ; SFV CROUCHING LIGHT ELBOW
type = ChangeState
value = 401
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 700 && statetype != A
triggerall = p2statetype = C && p2statetype != A && p2statetype != L && p2dist x <= 50
trigger1 = ctrl
[State -1, lkp combo 1 hit 2] ; SFV CROUCHING LIGHT ELBOW
type = ChangeState
value = 401
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
trigger1 = StateNo = 401 && Animelemtime(3) >= 1 && movehit
[State -1, Crouching Light punch]
type = ChangeState
value = 400
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 400 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 50
trigger1 = ctrl
[State -1, Crouching Medium punch]
type = ChangeState
value = 410
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 80 && p2dist x >= 50
trigger1 = ctrl
[State -1, Crouching Strong punch]
type = ChangeState
value = 420
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 100 && p2dist x >= 80
trigger1 = ctrl
[State -1, Crouching Elbow Urien]
type = ChangeState
value = 421
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 350 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 80; && p2dist x >= 100
trigger1 = ctrl
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 400 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 50
trigger1 = ctrl
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440 + (Abs(P2BodyDist X) <= 50) * 1
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A;350
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 80 && p2dist x >= 40
trigger1 = ctrl
[State -1, Crouching Medium Kick SFV]
type = ChangeState
value = 441
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 999 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x >= 4 && p2dist x <= 115
;TRIGGER1 = CTRL
trigger1 = ctrl; || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
;trigger2 =(p2stateno = 130); && movehit
;trigger2 = var(5)
[State -1, Crouching Strong Kick]
type = ChangeState
value = 452
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype != A
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 100 && p2dist x >= 70
trigger1 = ctrl
[State -1, Jump Medium Punch]
type = ChangeState
value = 611
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 300 && statetype = A
triggerall = p2statetype = A && p2statetype != L && p2dist x <= 120 && p2dist y = [-60,0]
trigger1 = ctrl
[State -1, Jump Strong Punch]
type = ChangeState
value = 619
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A
triggerall = p2statetype = A && p2statetype != L && p2dist x <= 120 && p2dist y = [-60,0]
trigger1 = ctrl
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A && (Vel X = 0)
triggerall = p2statetype = A && p2statetype != L && p2dist x <= 120 && p2dist y = [-60,0]
trigger1 = ctrl
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A
triggerall = p2statetype = A && p2statetype != L && p2dist x <= 120 && p2dist y = [-60,0]
trigger1 = ctrl
[State -1, Jump Strong Punch D]
type = ChangeState
value = 621
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A
triggerall = p2statetype = A && p2statetype != L && p2dist x <= 120 && p2dist y = [-40,0]
trigger1 = ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A && vel y >= 0 && (Vel X != 0)
triggerall = p2statetype = A && p2dist x <= 120 && (p2dist y = [-20,20])
trigger1 = ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A && vel y >= 0 && (Vel X != 0)
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 && (p2dist y = [20,100])
trigger1 = ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 65112
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A && vel y >= 0 && (Vel X = 0)
triggerall = p2statetype = A && p2dist x <= 120 && (p2dist y = [-20,20])
trigger1 = ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 65112
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 200 && statetype = A && vel y >= 0 && (Vel X = 0)
triggerall = p2statetype != A && p2statetype != L && p2dist x <= 120 && (p2dist y = [20,100])
trigger1 = ctrl
; getup kick
[State -1, getupkick]
type = ChangeState
value = 304
triggerAll = AILevel && NumEnemy
triggerall = roundstate != 1 && roundState = 2 && alive && random < 50; && statetype = A && vel y >= 0
triggerall = p2statetype != L && p2statetype != A && p2dist x <= 120 && vel x >= 0; && (p2dist y = [20,100])
trigger1 = (stateno = 5120) && (alive = 1)
;========================================================================
;========================================================================
; L3 TIGER DOMINATION EVILKEN VYN
[State -1, SFV L3 ]
type = ChangeState
value = 4400
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "sfvsuper"
triggerall = command = "Tiger Domination"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
; SAMCHAY L3 TIGER PUNISHMENT
[State -1, SAMCHAY L3 ]
type = ChangeState
value = 3750
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Punishment"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
; SFV L3 TIGER RAMPAGE
[State -1, SFV L3 ]
type = ChangeState
value = 1999
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Rampage"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
; Tiger Wave
[State -1, tigerwave ]
type = ChangeState
value = 7500
triggerall = var(59) = 0 && StateType != A
triggerall = command = "TigerWave"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
;super counter
[State -1, Tiger Super Counter L3]
type = ChangeState
value = 3700
triggerall = var(59) = 0 && StateType != A
triggerall = command = "SuperCounter"
triggerall = RoundState = 2 && StateType != A
;triggerall = life <= 333
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
; Fatal clinch
[State -1, Fatal Clinch ]
type = ChangeState
value = 3900
triggerall = var(59) = 0 && StateType != A
triggerall = command = "FatalClinch"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
; Fatal Tiger
[State -1, Fatal Tiger ]
type = ChangeState
value = 3600
triggerall = var(59) = 0 && StateType != A
triggerall = command = "FatalTiger"
triggerall = RoundState = 2 && StateType != A
;triggerall = life <= 333
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
; Tiger cross 3
[State -1, Tiger cross 3 ]
type = ChangeState
value = 2200;2110
triggerall = var(59) = 0 && StateType != A
triggerall = command = "tigercrossc"
triggerall = RoundState = 2 && StateType != A
;triggerall = life <= 333
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
; Fire Punch Evil Ken air tiger fang
[State -1, Tiger Fang 3 ]
type = ChangeState
value = 3695
triggerall = var(59) = 0 && StateType != A
triggerall = command = "tigerfangz"
triggerall = RoundState = 2 && StateType != A
;triggerall = life <= 333
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
; Tiger cross 2
[State -1, Tiger cross 2 ]
type = ChangeState
value = 2150;2109
triggerall = var(59) = 0 && StateType != A
triggerall = command = "tigercrossb"
triggerall = RoundState = 2 && StateType != A
;triggerall = life <= 333
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)
; Fire Punch Evil Ken air tiger fang
[State -1, Tiger Fang 2 ]
type = ChangeState
value = 3651
triggerall = var(59) = 0 && StateType != A
triggerall = command = "tigerfangy"
triggerall = RoundState = 2 && StateType != A
;triggerall = life <= 333
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)
; Tiger cross 1
[State -1, Tiger cross 1 ]
type = ChangeState
value = 2100;2150; 2111
triggerall = var(59) = 0 && StateType != A
triggerall = command = "tigercrossa"
triggerall = RoundState = 2 && StateType != A
;triggerall = life <= 333
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6); || var(7)
; Fire Punch Evil Ken tiger fang
[State -1, Tiger Fang 1 ]
type = ChangeState
value = 3650
triggerall = var(59) = 0 && StateType != A
triggerall = command = "tigerfangx"
triggerall = RoundState = 2 && StateType != A
;triggerall = life <= 333
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6); || var(7)
[State -1, Tiger ASSAULT L3]
type = ChangeState
value = 2700
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Assault"; && command = "b+c";"a+x"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 6000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
[State -1, Ryuko Ranbu takuma L3]
type = ChangeState
value = 3450
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Genocide takuma"; && command = "b+c";"a+x"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
;------------------------------------------------------
; Raging Tiger Kick L.3
[State -1, Raging Tiger Kick]
type = ChangeState
value = 2860
triggerall = var(59) = 0
triggerall = power >= 3000&&Pos Y <= -40&&command = "Tiger Storm"
triggerall = statetype = A && Roundstate=2
trigger1 = ctrl
trigger2 = VAR(5) || var(6) || var(7) || var(8)
; Raging Tiger Kick MAX
[State -1, Raging Tiger Kick]
type = ChangeState
value = 2850
triggerall = var(59) = 0
triggerall = power >= 2000&&Pos Y <= -40&&command = "Tiger Genocide MAX"
triggerall = statetype = A && Roundstate=2
trigger1 = ctrl
trigger2 = VAR(5) || var(6) || var(7)
; Raging Tiger Kick
[State -1, Raging Tiger Kick]
type = ChangeState
value = 2800
triggerall = var(59) = 0
triggerall = power >= 1000&&Pos Y <= -40&&command = "Tiger Genocide"
triggerall = statetype = A && Roundstate=2
trigger1 = ctrl
trigger2 = VAR(5) || VAR(6)
;------------------------------------------------------
[State -1, Tiger ONSLAUGHT]
type = ChangeState
value = 3550
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Onslaught"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
[State -1, Tiger Destruction]
type = ChangeState
value = 3500
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Destruction"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
[State -1, Tiger Storm]
type = ChangeState
value = 3400
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Storm"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7) || var(8)
;------------------------------------------------------
[State -1, T.V.A. AIRTHROW]
type = ChangeState
value = 3825
triggerAll = !AILevel
triggerAll = command = "y10" && movehit
triggerAll = RoundState = 2
trigger1 = Stateno = 3800 && (AnimElemTime(40)>=1 && AnimElemTime(41)<0)
[State -1, T.V.A. AIR T.C 30ー]
type = ChangeState
value = 3820
triggerAll = !AILevel
triggerAll = command = "z10" && movehit
triggerAll = RoundState = 2
trigger1 = Stateno = 3800 && (AnimElemTime(40)>=1 && AnimElemTime(41)<0)
[State -1, T.V.A. Thousand Tiger]
type = ChangeState
value = 3810
triggerAll = !AILevel
triggerAll = command = "x10" && movecontact
triggerAll = RoundState = 2 && StateType != A
trigger1 = Stateno = 3800 && (AnimElemTime(33)>=5 && AnimElemTime(34)<0)
[State -1, T.V.A. Tiger air rush]
type = ChangeState
value = 3860
triggerAll = !AILevel
triggerAll = command = "b15"
triggerAll = RoundState = 2
trigger1 = Stateno = 3850 && AnimElemTime(23)=10
[State -1, T.V.A. Tiger air rush]
type = ChangeState
value = 3850
triggerAll = !AILevel
triggerAll = command = "b15"
triggerAll = RoundState = 2
trigger1 = Stateno = 3800 && (AnimElemTime(41)>=1 && AnimElemTime(42)<0) && movehit
[State -1, T.V.A. Tiger Assassin]
type = ChangeState
value = 3815
triggerAll = !AILevel
triggerAll = command = "a10" && movecontact
triggerAll = RoundState = 2 && StateType != A
trigger1 = Stateno = 3800 && (AnimElemTime(33)>=5 && AnimElemTime(34)<0)
[State -1, MAX Tiger Varied Assault]
type = ChangeState
value = 3800
triggerAll = !AILevel
triggerAll = command = "Tiger VARIED ASSAULT"
triggerAll = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7) || var(8)
;------------------------------------------------------
[State -1, Tiger Raid MAX]
type = ChangeState
value = 3350
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Raid MAX"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)
[State -1, Tiger Genocide MAX]
type = ChangeState
value = 3250
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Genocide MAX"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)
[State -1, AIR Tiger Cannon MAX]
type = ChangeState
value = 2950
triggerall = var(59) = 0
triggerall = command = "Tiger Cannon MAX" && !numhelper(3060) && !numhelper(3160)
triggerall = RoundState = 2 && StateType = A
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)
[State -1, AIR Tiger Cannon MAX 30]
type = ChangeState
value = 2970
triggerall = var(59) = 0
triggerall = command = "Low Tiger Cannon MAX" && !numhelper(3060) && !numhelper(3160)
triggerall = RoundState = 2 && StateType = A
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)
[State -1, Low Tiger Cannon MAX]
type = ChangeState
value = 3150
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Low Tiger Cannon MAX" && !numhelper(3060) && !numhelper(3160)
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)
[State -1, Tiger Cannon MAX]
type = ChangeState
value = 3050
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Cannon MAX" && !numhelper(3060) && !numhelper(3160)
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)
[State -1, Tiger ASSAULT L2]
type = ChangeState
value = 2600
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Assault 2"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)
[State -1, Tiger Raid]
type = ChangeState
value = 3300
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Raid"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Tiger Genocide]
type = ChangeState
value = 3200
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Genocide"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, AIR Tiger Cannon]
type = ChangeState
value = 2900
triggerall = var(59) = 0
triggerall = command = "Tiger Cannon" && !numhelper(3010) && !numhelper(3110)
triggerall = RoundState = 2 && StateType = A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, AIR Tiger Cannon 30]
type = ChangeState
value = 2960
triggerall = var(59) = 0
triggerall = command = "Low Tiger Cannon" && !numhelper(3010) && !numhelper(3110)
triggerall = RoundState = 2 && StateType = A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Low Tiger Cannon]
type = ChangeState
value = 3100
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Low Tiger Cannon" && !numhelper(3010) && !numhelper(3110)
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Tiger Cannon]
type = ChangeState
value = 3000
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Cannon" && !numhelper(3010) && !numhelper(3110)
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, EX Tiger Knee]
type = ChangeState
value = 1331;1330
triggerall = var(59) = 0 && StateType != A
triggerall = command = "EX Tiger Knee"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX Tiger Raid Omega]
type = ChangeState
value = 1675
triggerall = var(59) = 0 && StateType != A
triggerall = command = "EX Tiger Raid"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, REAR EX Tiger Knee]
type = ChangeState
value = 13302
triggerall = var(59) = 0 && StateType != A
triggerall = command = "EX R Tiger KNEE"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
;---------------------------------------------------------------------------
[State -1]; leg bazooka
type = ChangeState
value = 103
triggerall = var(59) = 0 && StateType != A
triggerall = command = "leg bazooka"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX Tiger Uppercut] ; v.2
type = ChangeState
value = 1230012
triggerall = var(59) = 0 && StateType != A
triggerall = command = "EX Tiger Uppercut"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 30099 && animelemtime(4) <=4 || stateno = 32099 && animelemtime(5) <=2
trigger2 = var(5)
[State -1, EX Tiger BLOW]
type = ChangeState
value = 1430
triggerall = var(59) = 0 && StateType != A
triggerall = command = "EX Tiger BLOW"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX AIR Tiger Shot]
type = ChangeState
value = 11030
triggerall = var(59) = 0
triggerall = command = "EX Tiger Shot" && !numhelper(1010) && !numhelper(1017)
triggerall = RoundState = 2 && StateType = A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX AIR Tiger Shot 30]
type = ChangeState
value = 11130
triggerall = var(59) = 0
triggerall = command = "punch combo startEX" && !numhelper(1010) && !numhelper(1017)
triggerall = RoundState = 2 && StateType = A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, EX Low Tiger Shot]
type = ChangeState
value = 1130
triggerall = var(59) = 0 && StateType != A
triggerall = command = "EX Low Tiger Shot" && !numhelper(1010) && !numhelper(1017)
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = StateNo = 1617 && Animelem = 6 >= 1
trigger3 = var(5)
[State -1, EX Tiger Shot]
type = ChangeState
value = 1030
triggerall = var(59) = 0 && StateType != A
triggerall = command = "EX Tiger Shot" && !numhelper(1010) && !numhelper(1017)
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = StateNo = 1617 && Animelem = 6 >= 1
trigger3 = var(5)
[State -1, Strong Tiger Knee]
type = ChangeState
value = 1320
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Knee3"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Med Tiger Knee]
type = ChangeState
value = 1310
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Knee2"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Tiger Knee]
type = ChangeState
value = 1300
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Knee"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Strong Tiger Uppercut]
type = ChangeState
value = 1221;1220
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Uppercut3"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 30099 && animelemtime(4) <=4 || stateno = 32099 && animelemtime(5) <=2
trigger2 = var(5)
[State -1, Med Tiger Uppercut]
type = ChangeState
value = 1210
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Uppercut2"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 30099 && animelemtime(4) <=4 || stateno = 32099 && animelemtime(5) <=2
trigger2 = var(5)
[State -1, Tiger Uppercut]
type = ChangeState
value = 1200
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Uppercut"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) || stateno = 30099 && animelemtime(4) <=4 || stateno = 32099 && animelemtime(5) <=2
trigger2 = var(5)
[State -1, Tiger Uppercut COMBO BREAKER]
type = ChangeState
value = 1199
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Uppercut"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250)
triggerall = !hitfall
triggerall = gethitvar(hitcount) > 1
trigger1 = stateno = [5000,5011]
[State -1, Tiger knee COMBO BREAKER]
type = ChangeState
value = 1329
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Knee"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250)
triggerall = !hitfall
triggerall = gethitvar(hitcount) > 1
trigger1 = stateno = [5000,5011]
[State -1, AIR COMBO BREAKER]
type = ChangeState
value = 23491
triggerall = var(59) = 0 && StateType = A
triggerall = command = "Low Tiger Shot"
triggerall = RoundState = 2 && StateType = A
triggerall = ifelse(var(20) <= 0, power >= 750, power >= 250)
triggerall = gethitvar(hitcount) > 2
trigger1 = stateno = [5020,5071]
[State -1, EX CANCEL]
type = ChangeState
value = 10212
triggerall = var(59) = 0 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
triggerall = command = "a+x";"a+x10"
triggerall = RoundState = 2 && StateType != A
trigger1 = StateNo = 1200 && movecontact || StateNo = 1210 && movecontact || StateNo = 1221 && movecontact || StateNo = 1230012 && movecontact
trigger2 = StateNo = 1030 && ANIMELEMTIME(6) >=1 || StateNo = 1130 && ANIMELEMTIME(6) >=1
trigger3 = StateNo = 1000 && ANIMELEMTIME(6) >=1 || StateNo = 1100 && ANIMELEMTIME(6) >=1
trigger4 = StateNo = 1400 && movecontact || StateNo = 1410 && movecontact || StateNo = 1430 && movecontact
trigger5 = StateNo = 1300 && movecontact || StateNo = 1310 && movecontact || StateNo = 1320 && movecontact || StateNo = 1330 && animelem <= 4 && movecontact
[State -1, STEP left HIGH kick]
type = Changestate
value = 30100
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a10" && command = "holdfwd"
triggerall = command != "holddown"
triggerall = RoundState = 2 && StateType != A
trigger1 = StateNo = 10212 && animelemtime(6) >= 2
[State -1, Tiger BLOW Strong]
type = ChangeState
value = 1420
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger BLOW3"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Tiger BLOW Med]
type = ChangeState
value = 1410
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger BLOW2"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Tiger BLOW]
type = ChangeState
value = 1400
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger BLOW"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Tiger CLAW Strong]
type = ChangeState
value = 1650
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger CLAW3"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Tiger CLAW Med]
type = ChangeState
value = 1625
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger CLAW2"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Tiger CLAW]
type = ChangeState
value = 1600
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger CLAW"
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Low Tiger Shot]
type = ChangeState
value = 1100
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Low Tiger Shot" && !numhelper(1010) && !numhelper(1017)
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = StateNo = 1617 && Animelem = 6 >= 1
trigger3 = var(5)
[State -1, Tiger Shot]
type = ChangeState
value = 1000
triggerall = var(59) = 0 && StateType != A
triggerall = command = "Tiger Shot" && !numhelper(1010) && !numhelper(1017)
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = StateNo = 1617 && Animelem = 6 >= 1
trigger3 = var(5)
[State -1, AIR Tiger Shot]
type = ChangeState
value = 11000
triggerall = var(59) = 0
triggerall = command = "Tiger Shot" && !numhelper(1010) && !numhelper(1017)
triggerall = RoundState = 2 && StateType = A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, lkp combo 1 hit 1] ; hook punch combo starter
type = ChangeState
value = 505
triggerall = var(59) = 0 && StateType != A
triggerall = command = "punch combo start2";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, AIR Tiger Shot 30]
type = ChangeState
value = 11100
triggerall = var(59) = 0
triggerall = command = "punch combo start1" && !numhelper(1017) && !numhelper(1010)
triggerall = RoundState = 2 && StateType = A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Zero Counter]
type = ChangeState
value = 750
triggerall = var(59) = 0 && StateType != A
trigger1 = StateNo = 150 || StateNo = 152
trigger1 = command = "412p" || command = "412k"
trigger1 = RoundState = 2 && StateType != A
trigger1 = power >= 1000 && !var(20)
;[State -1, Tiger Bluff]
;type = ChangeState
;value = 191
;triggerall = var(59) = 0 && StateType != A
;triggerall = command = "Tiger Bluff"
;triggerall = RoundState = 2 && StateType != A
;trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
;trigger2 = var(5)
[State -1, EX Jaguar Tooth]
type = ChangeState
value = 1980
triggerall = var(59) = 0 && StateType != A
triggerAll = command = "EXJaguarTooth"
triggerAll = RoundState = 2 && StateType != A
triggerAll = power >= 250; && var(20) <= 60
triggerAll = Enemy, StateNo != [1145,1148]
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Jaguar Tooth]
type = ChangeState
value = 1950
triggerall = var(59) = 0 && StateType != A
triggerAll = command = "JaguarTooth"
triggerAll = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
[State -1, Dash Forward/Run]
type = ChangeState
value = 110
triggerall = var(59) = 0 && StateType != A
triggerall = command = "FF"
triggerall = roundstate = 2 && StateType = S
trigger1 = ctrl
trigger2 = stateno = 950 && time > 7
trigger3 = stateno = 980 && time > 7
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0 && StateType != A
triggerall = command = "BB"
triggerall = roundstate = 2 && StateType = S
trigger1 = ctrl
trigger2 = stateno = 950 && time > 7
trigger3 = stateno = 980 && time > 7
[State -1, Tiger Clinch] ;
type = ChangeState
value = 210000
triggerall = var(59) = 0 && StateType != A
triggerALL = command = "punch combo startEX"
triggerALL = RoundState = 2 && StateType = S
trigger1 = ctrl
[State -1, Tiger Clinch] ;
type = ChangeState
value = 210000
triggerall = var(59) = 0 && StateType != A
triggerALL = command = "s"
triggerALL = RoundState = 2 && StateType = S
trigger1 = StateNo = 1022 && Animelemtime(3) >= 1
trigger2 = StateNo = 243 && Animelemtime(14) >= 4 && movecontact
trigger3 = StateNo = 1921 && Animelem = 8, >= 1 && movecontact
trigger4 = StateNo = 1608 && Animelemtime (13) >=8 && Movecontact
[State -1, Throw] ; kick
type = ChangeState
value = 800
triggerall = var(59) = 0 && StateType != A
triggerALL = (command = "holdfwd" || command = "holdback") && (command = "kk")
triggerALL = RoundState = 2 && StateType = S
trigger1 = ctrl
[State -1, Throw] ; kick MTM COMBO
type = ChangeState
value = 80099
triggerall = var(59) = 0 && StateType != A
triggerALL = (command = "holdfwd") && (command = "x")
triggerALL = RoundState = 2 && StateType = S
trigger1 = StateNo = 1022 && Animelemtime(3) >= 1;, >= 1
[State -1, Throw] ; kick MTM COMBO
type = ChangeState
value = 80101
triggerall = var(59) = 0 && StateType != A
triggerALL = (command = "holdfwd") && (command = "y")
triggerALL = RoundState = 2 && StateType = S
trigger1 = StateNo = 1022 && Animelemtime(3) >= 1;, >= 1
[State -1, Throw] ; kick NUOVA
type = ChangeState
value = 860
triggerall = var(59) = 0 && StateType != A
trigger1 = (command = "holdfwd" || command = "holdback") && (command = "kk2")
trigger1 = RoundState = 2 && StateType = S
trigger1 = ctrl
[State -1, Throw] ; punch
type = ChangeState
value = 801
triggerall = var(59) = 0 && StateType != A
trigger1 = (command = "holdfwd" || command = "holdback") && (command = "pp")
trigger1 = RoundState = 2 && StateType = S
trigger1 = ctrl
[State -1, Throw] ; punch NUOVA
type = ChangeState
value = 871
triggerall = var(59) = 0 && StateType != A
trigger1 = (command = "holdfwd" || command = "holdback") && (command = "pp2")
trigger1 = RoundState = 2 && StateType = S
trigger1 = ctrl
[State -1, Air Throw punch]
type = ChangeState
value = 900
triggerall = var(59) = 0
trigger1 = (command = "holdfwd" || command = "holdback") && command = "pp"
trigger1 = RoundState = 2 && StateType = A
trigger1 = ctrl && pos y <= -30
trigger1 = statetype != S
[State -1, Air Throw punch 2]
type = ChangeState
value = 905
triggerall = var(59) = 0
trigger1 = (command = "holdfwd" || command = "holdback") && command = "pp2"
trigger1 = RoundState = 2 && StateType = A
trigger1 = ctrl && pos y <= -30
trigger1 = statetype != S
[State -1, Air Throw kick]
type = ChangeState
value = 949
triggerall = var(59) = 0
trigger1 = (command = "holdfwd" || command = "holdback") && command = "kk"
trigger1 = RoundState = 2 && StateType = A
trigger1 = ctrl && pos y <= -30
trigger1 = statetype != S
;---------------------------------
[State -1]
type = ChangeState
value = 1870
triggerall = var(59) = 0 && StateType != A
triggerall = command = "COUNTEREX"
triggerAll = power >= 250; && var(20) <= 60
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1]
type = ChangeState
value = 1700
triggerall = var(59) = 0 && StateType != A
triggerall = command = "COUNTERLOW"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1]
type = ChangeState
value = 1800
triggerall = var(59) = 0 && StateType != A
triggerall = command = "COUNTERAIR"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
;--------------------------------------
[State -1, Roll Forward]
type = ChangeState
value = 710
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a+x"
triggerall = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdfwd"
[State -1, Roll Back]
type = ChangeState
value = 715
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a+x"
triggerall = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdback"
[State -1, Dodge]
type = ChangeState
value = 700
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a+x"
triggerall = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101]))
;---------------------------------------------------------------------------
;----------------------------- Running PUNCH --------------------------------
; Running Light PUNCH
[State -1]
type = ChangeState
value = 655
triggerall = Var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = stateno = 100
trigger1 = time >= 4
;---------------------------------------------------------------------------
; Running Medium PUNCH
[State -1]
type = ChangeState
value = 656
triggerall = Var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
triggerall = command = "holdfwd"
trigger1 = stateno = 100
trigger1 = time >= 4
;---------------------------------------------------------------------------
; Running Heavy PUNCH
[State -1]
type = ChangeState
value = 657
triggerall = Var(59) = 0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = stateno = 100
trigger1 = time >= 4
;---------------------------------------------------------------------------
;----------------------------- Running Kick --------------------------------
; Running Light Kick
[State -1]
type = ChangeState
value = 658
triggerall = Var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = stateno = 100
trigger1 = time >= 4
;---------------------------------------------------------------------------
; Running Medium Kick
[State -1]
type = ChangeState
value = 659
triggerall = Var(59) = 0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
triggerall = command = "holdfwd"
trigger1 = stateno = 100
trigger1 = time >= 4
;---------------------------------------------------------------------------
; Running Heavy Kick
[State -1]
type = ChangeState
value = 660
triggerall = Var(59) = 0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = stateno = 100
trigger1 = time >= 4
;---------------------------------
;ex dive knee
[State -1, Diving Kick]
type = ChangeState
value = 673
triggerall = var(59) = 0;!AIlevel
triggerall = roundstate = 2
triggerAll = power >= 250; && var(20) <= 60
triggerall = command = "EX Low Tiger Shot"
triggerall = statetype = A
triggerall = Vel X >= 0
trigger1 = ctrl
trigger2 = var(5)
;dive knee lk
[State -1, Diving Kick]
type = ChangeState
value = 670
triggerall = var(59) = 0;!AIlevel
triggerall = roundstate = 2
triggerall = command = "Dive Knee a"
triggerall = statetype = A
triggerall = Vel X >= 0
trigger1 = ctrl
trigger2 = var(5)
;dive knee mk
[State -1, Diving Kick]
type = ChangeState
value = 671
triggerall = var(59) = 0;!AIlevel
triggerall = roundstate = 2
triggerall = command = "Dive Knee b"
triggerall = statetype = A
triggerall = Vel X >= 0
trigger1 = ctrl
trigger2 = var(5)
;dive knee hk
[State -1, Diving Kick]
type = ChangeState
value = 672
triggerall = var(59) = 0;!AIlevel
triggerall = roundstate = 2
triggerall = command = "Dive Knee c"
triggerall = statetype = A
triggerall = Vel X >= 0
trigger1 = ctrl
trigger2 = var(5)
;---------------------------------
[State -1, EX TNT PUNCH]
type = ChangeState
value = 1930;
triggerall = var(59) = 0 && StateType != A
triggerAll = (command = "pp" || command = "pp2") && var(55) >= 3.5;4;4;3.5
trigger1 = StateType != A && RoundState = 2
triggerAll = power >= 250; && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
;-------------------------------------------------
;-------------------------------------------------
[State -1, TNT Punch (mashing punch)]
type = ChangeState
value = 1900;11001;1900
triggerAll = !AILevel
triggerAll = command = "x" || command = "y" || command = "z"
triggerAll = var(55) >= 5
triggerAll = RoundState = 2 && StateType != A; && !NumProjID(131035)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5);6
[State -1, lk combo 1 hit 2] ; MID KICK
type = ChangeState
value = 1502
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15" ;B
trigger1 = StateNo = 1501 && Animelem = 6, >= 1;-4; 1
[State -1, lk combo 1 hit 3] ; SLASH LOW KICK
type = ChangeState
value = 1503
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddown" && command != "holdback"
triggerall = command = "a15"
trigger1 = StateNo = 1502 && AnimElem = 10 >= -6
[State -1, lk combo 1 hit 3] ; STRONG CLOSE PUNCH
type = ChangeState
value = 16122
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd"
triggerall = command = "z15"
trigger1 = StateNo = 1502 && AnimElem = 10 >= 1;-6
[State -1, mk combo 1 hit 2] ; LOW KICK WIDE
type = ChangeState
value = 1512
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddown" && command != "holdback"
triggerall = command = "a15"; a
trigger1 = StateNo = 16104 && Animelem = 7, >= 1
[State -1, mk combo 1 hit 3] ; SLASH MID KICK
type = ChangeState
value = 1513
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command != "holdback"
triggerall = command = "b15" ;B
trigger1 = StateNo = 1512 && Animelem = 7, >= 1
[State -1, lp combo 1 hit 1] ; light KOF punch
type = ChangeState
value = 1601
triggerall = var(59) = 0 && StateType != A
triggerall = command = "x"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = StateNO != 291
triggerall = StateNO != 290
triggerall = StateNO != 242
triggerall = StateNO != 211
triggerall = StateNO != 1601
triggerall = StateNO != 206
triggerall = (stateno !=[200,999999])
triggerall = StateNO != 291
triggerall = StateNO != 290
triggerall = StateNO != 242
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, lp combo 1 hit 2] ; light punch
type = ChangeState
value = 1602
triggerall = var(59) = 0 && StateType != A
trigger1 = command = "x" && time <= 50; "lpcombo1hit2"
trigger1 = StateNo = 1601 && Animelemtime (3) >= 1
[State -1, lp combo 1 hit 2b] ;light elbow
type = ChangeState
value = 16021
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10";y3
trigger1 = StateNo = 1601 && Animelem = 3, >= 2
[State -1, lp combo 1 hit 2b] ;light elbow joe
type = ChangeState
value = 211
triggerall = var(59) = 0 && StateType != A
triggerall = command = "x10"
trigger1 = StateNo = 16021 && Animelemtime (6) >= 1;3
[State -1, lp combo 1 hit 2b] ;light elbow ADON
type = ChangeState
value = 20811
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10"
trigger1 = StateNo = 211 && Animelemtime (3) >= 5 ; (2) >= 3
[State -1, lp combo 1 hit 2b] ;light KNEE
type = ChangeState
value = 16022
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a10"
trigger1 = StateNo = 16021 && Animelem = 5, >= 1 || StateNo = 20811 && Animelemtime (5) >= 2 || stateno = 1601 && animelemtime (3)>= 3
[State -1, lp combo 1 hit 3] ; strong punch
type = ChangeState
value = 1603
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
trigger1 = StateNo = 1602 && Animelem = 3, >= 1
[State -1, lp combo 1 hit 4k] ;step sf4 low kick after strong punch
type = ChangeState
value = 16032
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a10"
trigger1 = StateNo = 1603 && Animelem = 4, >= 1
trigger2 = StateNo = 1602 && Animelem = 3 >= 1
[State -1, lp combo 1 hit 3b] ;mid elbow
type = ChangeState
value = 16091
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10"
trigger1 = StateNo = 16021 && Animelem = 5, >= 1 || StateNo = 20811 && Animelemtime (5) >= 2
[State -1, lkp combo 1 hit 1] ; punch 1 10 hit combo
type = ChangeState
value = 160199
TRIGGERALL = PREVSTATENO !=160199
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddownfwd"
triggerall = command = "x"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, lp combo 1 hit 3b] ;mid elbow 10 hit
type = ChangeState
value = 160921
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
trigger1 = StateNo = 160199 && Animelem = 5, >= 1
[State -1, lp combo 1 hit 4] ;strong elbow
type = ChangeState
value = 160911
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
trigger1 = StateNo = 16022 && Animelem = 6, >= 1
[State -1, lp combo 1 hit 4] ;strong elbow 10 hit
type = ChangeState
value = 160914
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z15"
trigger1 = StateNo = 160921 && Animelem = 6, >= 4 ;|| (StateNo = 1609 && Animelem = 4, >= 1)
;trigger2 = StateNo = 16022 && Animelem = 6, >= 1
[State -1, lp combo 1 hit 4] ;strong elbow 10 hit
type = ChangeState
value = 160915
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z15"
trigger1 = StateNo = 16091 && Animelem = 6, >= 4 ;|| (StateNo = 1609 && Animelem = 4, >= 1)
;trigger2 = StateNo = 16022 && Animelem = 6, >= 1
[State -1, lp combo 1 hit 4] ;strong rev. punch 10 hit
type = ChangeState
value = 20299
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z15"
trigger1 = StateNo = 160914 && Animelem = 8, >= 1 ;|| (StateNo = 1609 && Animelem = 4, >= 1)
;trigger2 = StateNo = 16022 && Animelem = 6, >= 1
[State -1, lp combo 1 hit 4] ;KNEE 1 10 hit
type = ChangeState
value = 160242
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z15"
trigger1 = StateNo = 20299 && AnimelemTIME(13) >= 2;&& Animelem = 10, >= 6 ;|| (StateNo = 1609 && Animelem = 4, >= 1)
;trigger2 = StateNo = 16022 && Animelem = 6, >= 1
[State -1, lp combo 1 hit 4] ;KNEE 2 10 hit
type = ChangeState
value = 35511
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
trigger1 = StateNo = 160242 && AnimelemTIME(9) >= 2;Animelem = 10, >= 6 ;|| (StateNo = 1609 && Animelem = 4, >= 1)
;trigger2 = StateNo = 16022 && Animelem = 6, >= 1
[State -1, lpk combo 1 hit 3a] ; left low kick wide 10 HIT
type = ChangeState
value = 16063
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holddown"
triggerall = command = "z10"
trigger1 = StateNo = 35511 && AnimelemTIME(7) >= 2; && movecontact
[State -1, lpk combo 1 hit 3a] ; left mid kick 10 HIT
type = ChangeState
value = 160711
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holddown"
triggerall = command = "z10"
trigger1 = StateNo = 16063 && AnimelemTIME(8) >= 2; && movecontact
[State -1, lpk combo 1 hit 3a] ; rev. low kick 10 HIT
type = ChangeState
value = 1609311
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holddown"
triggerall = command = "z10"
trigger1 = StateNo = 160711 && AnimelemTIME(12) >= 2; && movecontact
[State -1, Tiger Knee] ; tiger knee 10 hit
type = ChangeState
value = 13308
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "z10"
triggerall = RoundState = 2 && StateType != A
trigger1 = StateNo = 1609311 && Animelemtime (10) >=2
[State -1, lp combo 1 hit 4] ;strong elbow
type = ChangeState
value = 160913
triggerall = var(59) = 0 && StateType != A
triggerall = command = "x10"
trigger1 = StateNo = 16091 && Animelem = 8, >= 1 ;|| (StateNo = 1609 && Animelem = 4, >= 1)
trigger2 = StateNo = 16022 && Animelem = 6, >= 1
[State -1, lp combo 1 hit 4] ;strong elbow
type = ChangeState
value = 16091
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
trigger1 = StateNo = 16091 && Animelem = 8, >= 1 ;|| (StateNo = 1609 && Animelem = 4, >= 1)
[State -1, Stand Medium Punch left hook]
type = ChangeState
value = 214; + (Abs(P2BodyDist X) <= 20) * 1
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdback" && command = "x"
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Stand Medium Punch left hook]
type = ChangeState
value = 215; + (Abs(P2BodyDist X) <= 20) * 1
;triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdback" && command = "x"
triggerall = command = "x10"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = StateNo = 1605 && Animelemtime(6) >= 2
[State -1, step punch balrog]
type = ChangeState
value = 512; + (Abs(P2BodyDist X) <= 20) * 1
;triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdback" && command = "x"
triggerall = command = "z15"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = StateNo = 215 && Animelemtime(7) >= 1
;trigger2 = StateNo = 515 && Animelemtime(9) >= 3
[State -1, step punch balrog slash]
type = ChangeState
value = 516; + (Abs(P2BodyDist X) <= 20) * 1
;triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdback" && command = "x"
triggerall = command = "z15"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = StateNo = 515 && Animelemtime(9) >= 3
;trigger1 = ctrl || (StateNo = [100,101])
;trigger1 = ctrl || (StateNo = [100,101])
[State -1, step punch balrog slash]
type = ChangeState
value = 1421; + (Abs(P2BodyDist X) <= 20) * 1
;triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdback" && command = "x"
triggerall = command = "y15"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = StateNo = 515 && Animelemtime(9) >= 3
;trigger1 = ctrl || (StateNo = [100,101])
;trigger1 = ctrl || (StateNo = [100,101])
[State -1, step close punch balrog]
type = ChangeState
value = 513; + (Abs(P2BodyDist X) <= 20) * 1
;triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdback" && command = "x"
triggerall = command = "y15"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = StateNo = 215 && Animelemtime(7) >= 1
;trigger1 = ctrl || (StateNo = [100,101])
[State -1, step hook left slash]
type = ChangeState
value = 517; + (Abs(P2BodyDist X) <= 20) * 1
;triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdback" && command = "x"
triggerall = command = "x10"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = StateNo = 513 && Animelemtime(11) >= 1
trigger2 = StateNo = 20298 && AnimelemTIME(12) >= 2
;trigger1 = ctrl || (StateNo = [100,101])
[State -1, step left smashing elbow]
type = ChangeState
value = 514; + (Abs(P2BodyDist X) <= 20) * 1
;triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdback" && command = "x"
triggerall = command = "z15"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = StateNo = 513 && Animelemtime(11) >= 1
;trigger1 = ctrl || (StateNo = [100,101])
[State -1, step left close punch]
type = ChangeState
value = 515; + (Abs(P2BodyDist X) <= 20) * 1
;triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdback" && command = "x"
triggerall = command = "y15"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = StateNo = 513 && Animelemtime(11) >= 1
;trigger1 = ctrl || (StateNo = [100,101])
[State -1, lpk combo 1 hit 1] ; light punch
type = ChangeState
value = 1604
triggerall = var(59) = 0 && StateType != A
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = StateType != A && RoundState = 2
triggerall = StateNO != 291
triggerall = StateNO != 290
triggerall = StateNO != 242
triggerall = StateNO != 211
triggerall = StateNO != 1601
triggerall = StateNO != 206
triggerall = (stateno !=[200,999999])
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, lpk combo 1 hit 2] ; adon strong punch
type = ChangeState
value = 1605
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
trigger1 = (StateNo = 1604 && Animelem = 3, >= 1) || (StateNo = 16121 && Animelemtime(8) >= 2) && movecontact || (StateNo = 20811 && Animelemtime (5) >= 2 ); || (StateNo = 16051 && Animelem = 8, >= 1)
trigger2 = (StateNo = 16051876 && Animelem = 9, >= 1) || (StateNo = 291 && Animelem = 6 >= 1)|| (StateNo = 292 && Animelemtime (6) >= 1)
trigger3 = stateno = 16051 && Animelem = 7, >= 1
;trigger4 = StateNo = 243 && Animelem = 10, >= 1; && movecontact
[State -1, lpk combo 1 hit 2] ; urien 2 hit elbow after adon 2 hit elbow
type = ChangeState
value = 25700
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
trigger1 = StateNo = 25800 && Animelemtime(9) >= 4; && movecontact
[State -1, lpk combo 1 hit 2] ; adon 2 hit elbow after mid kick
type = ChangeState
value = 25800
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10"
trigger1 = StateNo = 243 && Animelemtime(14) >= 4; && movecontact
[State -1, lpk combo 1 hit 2] ; adon strong punch after mid kick
type = ChangeState
value = 16059
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
trigger1 = StateNo = 243 && Animelemtime(14) >= 4; && movecontact
[State -1, lpk combo 1 hit 2] ; SF4 STEP LOW KICK comboed
type = ChangeState
value = 310992
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a10"
trigger1 = StateNo = 243 && Animelemtime(14) >= 4; && movecontact
[State -1, lpk combo 1 hit 2] ; adon strong punch
type = ChangeState
value = 16059
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10"
trigger1 = StateNo = 16101 && Animelem = 9, >= 1
[State -1, lpk combo 1 hit 2] ; STAND Superman punch
type = ChangeState
value = 225
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
triggerall = StateType != A && RoundState = 2
trigger1 = stateno = 16101 && Animelem = 9, >= 2
trigger2 = stateno = 16052 && Animelem = 9, >= 1
trigger3 = stateno = 160522 && Animelem = 9, >= 1
trigger4 = StateNo = 160522 && Animelem = 9, >= 1
trigger5 = StateNo = 160522 && Animelem = 9, >= 1
trigger6 = StateNo = 16161 && Animelem = 8, >= 1; && Movecontact
trigger7 = StateNo = 16161 && Animelem = 8, >= 1; && Movecontact
trigger8 = StateNo = 242 && Animelem = 6, >= 1 && Movecontact
trigger9 = StateNo = 262
trigger10 = StateNo = 262
[State -1, lpk combo 1 hit 2] ; STAND Superman punch
type = ChangeState
value = 225;
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
triggerall = StateType != A && RoundState = 2
trigger1 = stateno = 1606 && Animelem = 7, >= 1
trigger2 = StateNo = 16061 && Animelem = 11, >= 1 && Movecontact
;trigger1 = stateno = 16101 && Animelem = 9, >= 2
[State -1, lpk combo 1 hit 3a] ; spinning back fist
type = ChangeState
value = 16054;16061
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y"
trigger1 = StateNo = 1605 && Animelem = 4, >= 1
[State -1, lp combo 1 hit 4] ;strong rev. punch bruce
type = ChangeState
value = 20298
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z"
trigger1 = StateNo = 1605 && Animelem = 4, >= 1
;trigger2 = StateNO = 16054 && Animelem = 10, >= 1
[State -1, lp combo 1 hit 4] ;strong rev. punch bruce AFTER REV.PUNCH MTM
type = ChangeState
value = 20298
triggerall = var(59) = 0 && StateType != A
triggerall = command = "x10"
trigger1 = StateNO = 16054 && Animelem = 10, >= 1
[State -1, lpk combo 1 hit 2B] ; low kick close ADON
type = ChangeState
value = 16051
triggerall = var(59) = 0 && StateType != A
TRIGGERALL = command = "holdfwd"
triggerall = command = "a10"
trigger1 = StateNo = 1604 && Animelem = 3, >= 1 ; 1605 4
[State -1, lpk combo 1 hit 2B] ; low kick close JOE
type = ChangeState
value = 16051876
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a10"
trigger1 = StateNo = 1604 && Animelem = 3, >= 1
[State -1, lpk combo 1 hit 2C] ; mid kick 10ー after light punch
type = ChangeState
value = 16052
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = StateNo = 1604 && Animelem = 3, >= 1
[State -1, lpk combo 1 hit 2C] ;mid kick after hook punch1 joe
type = ChangeState
value = 160521
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = stateno = 209 && animelemtime(4) >=4 && movecontact
trigger2 = StateNo = 243 && Animelemtime (14) >= 4 && movecontact
[State -1, lpk combo 1 hit 2C] ;mid kick after hook punch2 joe
type = ChangeState
value = 160522
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = stateno = 160521 && animelemtime(9) >=1 && movecontact ;8,5
[State -1, lpk combo 1 hit 2C] ;mid kick after hook punch3
type = ChangeState
value = 16053
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = stateno = 160522 && animelemtime(9) >=1 && movecontact ;8,5
[State -1, lpk combo 1 hit 2C] ;Standing Left High Medium Kick after light teep kick
type = ChangeState
value = 248
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = StateNo = 15013 && Animelemtime(11) >= 2 && Animelemtime(12) <= 3; && movecontact;15012 && Animelem = 10, >= 1
[State -1, lpk combo 1 hit 3a] ; left low kick to right high kick
type = ChangeState
value = 16061
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddown"
triggerall = command = "a15"
trigger1 = StateNo = 1605 && Animelem = 4, >= 1
;trigger2 = StateNo = 2212 && AnimelemTIME(5) >= 1 && movecontact
[State -1, lpk combo 1 hit 3a] ; left low kick wide after close strong punch
type = ChangeState
value = 16062
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holddown"
triggerall = command = "a15"
trigger1 = StateNo = 2212 && AnimelemTIME(6) >= 1;
[state -1, leg bazooka] ; leg bazooka
type = ChangeState
value = 103
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdback" && command = "a15"
;triggerall = command = "a10" ;a15
;trigger1 = StateNo = 1605 && Animelem = 4, >= 1
trigger1 = StateNo = 1022 && Animelemtime(1) >= 1; 3; 1605
trigger2 = stateno = 1605 && Animelem = 4, >= 1
[State -1, lpk combo 1 hit 3] ; low kick wide
type = ChangeState
value = 1606
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a10"
trigger1 = StateNo = 1605 && Animelemtime(4) >= 4 || StateNo = 16054 && Animelem = 10, >= 1
[State -1, lpk combo 1 hit 3] ; EX slash left low kick
type = ChangeState
value = 160931
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a10"
triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0)
trigger1 = StateNo = 1606 && Animelem = 7, >= 1
trigger2 = StateNo = 16061 && Animelem = 12, >= 1 && Movecontact
[State -1, lpk combo 1 hit 3] ; ex STEP left high kick
type = ChangeState
value = 160932
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a10"
triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0)
trigger1 = StateNo = 160931 && Animelemtime(12) >= 3
[State -1, lpk combo 1 hit 3b] ; mid kick
type = ChangeState
value = 1605221
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdback"
triggerall = command = "b15";"b10"
trigger1 = StateNo = 1605 && Animelemtime(4) >= 4
[State -1, lpk combo 1 hit 3b] ; mid kick 10
type = ChangeState
value = 16057
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdback"
triggerall = command = "b15";"b10"
trigger1 = StateNo = 1605221 && Animelemtime(8) >= 5 && movehit
[State -1, lp combo 1 hit 2] ; MID KICK SX
type = ChangeState
value = 249
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddown" ; && time <= 50; "lpcombo1hit2"
triggerall = command = "b15"
trigger1 = (StateNo = 1605 && Animelemtime (5) >= 1);
[State -1, lpk combo 1 hit 3b] ; right mid kick high
type = ChangeState
value = 1607
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = stateno = 1605 && Animelemtime(5) >= 1 ; 4 4
[State -1, lpk combo 1 hit 3c] ; high kick pasart stance
type = ChangeState
value = 1608
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 1605 && Animelemtime(4) >= 4
trigger2 = StateNo = 16059 && Animelemtime (8) >= 1
[State -1, lpk combo 1 hit 3e] ; step fwd
type = ChangeState
value = 1022
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd"
trigger1 = StateNo = 1605 && Animelemtime (5) >= 1
trigger2 = StateNO = 16081 && Animelem = 10, >= 1
trigger3 = StateNO = 16054 && Animelem = 10, >= 1
trigger4 = StateNO = 16094 && Animelem = 7,>= 3;8, >= 1
trigger5 = StateNO = 20298 && AnimelemTIME(12) >= 2
trigger6 = StateNo = 16059 && Animelemtime (8) >= 1
[State -1, lpk combo 1 hit 3d]; low kick wide
type = ChangeState
value = 1606
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a10" ;a
trigger1 = StateNo = 16051876 && Animelem = 8, >= 1 || StateNo = 16052 && Animelem = 9, >= 3
[State -1, lpk combo 1 hit 3e] ; -strong close punch v.2
type = ChangeState
value = 1609
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
trigger1 = StateNo = 1022 && Animelemtime(3) >= 1
[State -1, lp combo 1 hit 4] ; elbowknee bruce irvin
type = ChangeState
value = 26921
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
trigger1 = StateNo = 1609 && Animelem = 7, >= 1
trigger2 = StateNo = 2212 && AnimelemTIME(7) >= 1
trigger3 = Stateno = 249 && animelemtime(11) >= 2
trigger4 = StateNO = 16054 && Animelem = 10, >= 1
[State -1, lp combo 1 hit 4] ; elbowknee bruce irvin combo pasart
type = ChangeState
value = 26941
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z15"
trigger1 = StateNo = 1608 && Animelemtime (13) >=8; 9 1
[State -1, lp combo 1 hit 4] ; elbowknee SF4 F.U. combo pasart
type = ChangeState
value = 26942
triggerall = var(59) = 0 && StateType != A
triggerall = command = "x10"
trigger1 = StateNo = 1608 && Animelemtime (13) >=8; 9 1
[State -1, lp combo 1 hit 4] ;tiger uppercut comboed after strong close punch
type = ChangeState
value = 1211
triggerall = var(59) = 0 && StateType != A
triggerall = command = "x10"
trigger1 = (StateNo = 1609 && Animelem = 7, >= 1) || (StateNo = 1612 && Animelem = 7, >= 1 )
trigger2 = StateNo = 201 && Animelemtime (9) >=3
[State -1, lp combo 1 hit 4] ;tiger uppercut V.3 EX comboed after strong close punch
type = ChangeState
value = 1230013
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
trigger1 = (StateNo = 1609 && Animelem = 7, >= 1) || (StateNo = 1612 && Animelem = 7, >= 1 )
[State -1, ROLLING TIGER UPPERCUT]
type = ChangeState
value = 4501142
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holddownfwd"
triggerall = command = "z35"
trigger1 = StateNo = 453 && Animelem = 17, >= 1
;trigger1 = StateNo = 450112 && Animelem = 14, >= 1
[State -1, ROLLING TIGER UPPERCUT]; left tiger uppercut after bruce elbow
type = ChangeState
value = 4501143
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holddownfwd"
triggerall = command = "y15"
trigger1 = StateNo = 201 && Animelem = 9, >= 3
;trigger1 = StateNo = 450112 && Animelem = 14, >= 1
[State -1, lpk combo 1 hit 4c] ; ELBOWKNEE
type = ChangeState
value = 16141
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15" ; "c+z"
trigger1 = (StateNo = 1609 && Animelem = 6, >= 1) || (StateNo = 16091 && Animelem = 8, >= 1) || (StateNo = 16022 && Animelem = 6, >= 1) || (StateNo = 160231 && Animelem = 8, >= 1 && Movecontact)
[State -1, lkp combo 1 hit 2] ; high tiger thrust after knee 2b combo
type = ChangeState
value = 16142
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = StateNo = 160241 && Animelem = 9, >= 1
trigger2 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9
[State -1, lkp combo 1 hit 2] ; low tiger thrust after mid kick
type = ChangeState
value = 16143
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 16052 && Animelem = 8, >= 4
[State -1, lkp combo 1 hit 2] ; low tiger thrust after low kick
type = ChangeState
value = 16143
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a15"
trigger1 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9
[State -1, lkp combo 1 hit 1] ; crouch elbow combo urien
type = ChangeState
value = 423
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
;trigger1 = (StateNo = 1609 && Animelem = 6, >= 1) || (StateNo = 16091 && Animelem = 8, >= 1) || (StateNo = 16022 && Animelem = 6, >= 1) || (StateNo = 160231 && Animelem = 8, >= 1 && Movecontact)
trigger1 = (StateNo = 16091 && Animelem = 8, >= 1) || (StateNo = 16022 && Animelem = 6, >= 1) || (StateNo = 160231 && Animelem = 8, >= 1 && Movecontact)
[State -1, lkp combo 1 hit 1] ; dynamite upper combo
type = ChangeState
value = 1922
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
;trigger1 = (StateNo = 1609 && Animelem = 6, >= 1) || (StateNo = 16091 && Animelem = 8, >= 1) || (StateNo = 16022 && Animelem = 6, >= 1) || (StateNo = 160231 && Animelem = 8, >= 1 && Movecontact)
trigger1 = (StateNo = 1609 && Animelem = 7, >= 1)
[State -1, lkp combo 1 hit 1] ; slash knee HIGH no ex combo after close strong punch
type = ChangeState
value = 278
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = (StateNo = 1609 && Animelem = 7, >= 1)
[State -1 Focus Attack (SFV Style)]
type = ChangeState
value = 980;950
triggerall = var(59) = 0 && StateType != A
triggerall = StateType != A && RoundState = 2
;triggerall = !fvar(35) && (roundstate=[2,3]) && Statetype!=A
triggerall = command = "holddown" && command ="c+z";(var(24)=900||command="c+z"||(var(3)=3&&((((stateno=[240,249])||stateno=346)&&command="z"))||((stateno=[210,216])&&command="c")))
trigger1 = ctrl || (stateno=[200,799]) && movecontact=1 && Power>=250; || (StateNo = [100,101]);(Ctrl|| StateNo=40 || (StateNo=52 && Time>=2))
;trigger2 = (stateno=[200,799]) && movecontact=1 && Power>=250;==EX version
;trigger2 = ((stateno=[200,799])||(stateno=[1000,])) && movecontact=1 && Power>=250;==EX version
[State -1 Focus Attack (SF4 Style)]
type = ChangeState
value = 950;740;950
triggerall = var(59) = 0 && StateType != A
triggerall = StateType != A && RoundState = 2
;triggerall = !fvar(35) && (roundstate=[2,3]) && Statetype!=A
triggerall = command ="c+z";(var(24)=900||command="c+z"||(var(3)=3&&((((stateno=[240,])||stateno=346)&&command="z"))||((stateno=[210,216])&&command="c")))
trigger1 = ctrl || (stateno=[200,799]) && movecontact=1 && Power>=250; || (StateNo = [100,101]);(Ctrl|| StateNo=40 || (StateNo=52 && Time>=2))
;trigger2 = (stateno=[200,799]) && movecontact=1 && Power>=250;==EX version
;trigger2 = ((stateno=[200,799])||(stateno=[1000,])) && movecontact=1 && Power>=250;==EX version
[State -1, lpk combo 1 hit 4b]; adon right high kick after left low kick
type = ChangeState
value = 16092
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15" ; c
trigger1 = StateNo = 16061 && Animelem = 12, >= 1
trigger2 = stateno = 209 && animelemtime(4) >=1 && movecontact;|| ; || StateNo = 16052 || StateNo = 1607
trigger3 = StateNo = 243 && Animelemtime (14) >= 4 && movecontact
trigger4 = stateno = 210 && animelemtime(4) >=1 && movecontact;||
trigger5 = stateno = 212 && animelemtime(6) >=1 && movecontact;||
[State -1, lpk combo 1 hit 4c]; rev. low slash kick
type = ChangeState
value = 16093
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddown" && command != "holdback"
triggerall = command = "a10"
trigger1 = StateNo = 1607 && Animelemtime(11) >= 1;Animelem = 8, >= 2; || StateNo = 16052 || StateNo = 1607
[State -1, lkp combo 1 hit 1] ; adon step light kick combo starter
type = ChangeState
value = 1610
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddownfwd"
triggerall = command = "a"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, lkp combo 1 hit 1] ; MB02 Air Tiger Crusher
type = ChangeState
value = 23501
triggerall = var(59) = 0 && StateType = A
triggerall = command = "c15";"knee combo start1";"holddownfwd"
;triggerall = command = "c"
trigger1 = StateType = A && RoundState = 2
;trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
;trigger2 = var(5)
trigger1 = StateNo = 4501143 && Animelemtime(9) >= 1 && movecontact
[State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter A
type = ChangeState
value = 16023
triggerall = var(59) = 0 && StateType != A
triggerall = command = "knee combo start1";"holddownfwd"
;triggerall = command = "c"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, lkp combo 1 hit 1] ; STEP KNEE combo starter B
type = ChangeState
value = 16024
triggerall = var(59) = 0 && StateType != A
triggerall = command = "knee combo start2";"holddownfwd"
;triggerall = command = "c"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, lkp combo 1 hit 2] ; step knee combo 2A
type = ChangeState
value = 160241
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = StateNo = 16023 && Animelem = 8, >= 1
[State -1, lkp combo 1 hit 2] ; step knee combo 2B
type = ChangeState
value = 160231
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = StateNo = 16024 && Animelem = 8, >= 1;9
[State -1, lkp combo 1 hit 1] ; STEP KNEE SFV
type = ChangeState
value = 16020
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15";"holddownfwd"
trigger1 = StateNo = 229 && Animelem = 5, >= 2
[State -1, lkp combo 1 hit 2] ; step mid kick sfv
type = ChangeState
value = 32098
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 16020 && Animelem = 9, >= 1
[State -1, lkp combo 1 hit 2] ; step mid kick sfv
type = ChangeState
value = 32097
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 32098 && Animelemtime(14) >= 2
[State -1, lkp combo 1 hit 2] ; tiger knee sfv
type = ChangeState
value = 32096
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 32097 && Animelemtime(19) >= 1
[State -1, lkp combo 1 hit 2] ; ex left tiger uppercut sfv
type = ChangeState
value = 32095
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z15"
trigger1 = StateNo = 32094 && Animelemtime(5) >= 2;Animelemtime(3) >= 3;Animelemtime(3) >= 3
[State -1, lkp combo 1 hit 3] ; knee combo 3A
type = ChangeState
value = 13209
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 160231 && Animelem = 8, >= 1 && Movecontact
[State -1, lkp combo 1 hit 3] ; knee combo 3B shura
type = ChangeState
value = 13311;13311;13309
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 160241 && Animelem = 8, >= 1; && Movecontact;9
;trigger2 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9
[State -1, lkp combo 1 hit 3] ; knee combo 3B shura
type = ChangeState
value = 13310
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 16062 && Animelem = 10, >= 1 && Movecontact ;9
[State -1, lkp combo 1 hit 3] ; SLASH LOW KICK combo 3AA
type = ChangeState
value = 2355
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a15"
trigger1 = StateNo = 160231 && Animelem = 8, >= 1 && Movecontact
[State -1, lpk combo 1 hit 3] ; slash left sf4 low kick combo 3BB
type = ChangeState
value = 31011
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a15"
trigger1 = StateNo = 160241 && Animelem = 9, >= 1 && Movecontact
[State -1, lk combo 1 hit 1] ; TEEP KICK light
type = ChangeState
value = 15013
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdback" && command != "holddown"
triggerall = command = "a"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
;trigger2 = var(5)
[State -1, lk combo 1 hit 1] ; TEEP KICK strong high
type = ChangeState
value = 15012
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdback" && command != "holddown"
triggerall = command = "c"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
;trigger2 = StateNo = 160199 && Animelem = 5, >= 1
[State -1, lk combo 1 hit 1] ; TEEP KICK high strong combo after punch 1 10 hit
type = ChangeState
value = 15012
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdback" && command != "holddown"
triggerall = command = "c10"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = StateNo = 160199 && Animelem = 5, >= 1
;trigger2 = var(5)
[State -1, lkp combo 1 hit 2] ; mid punch
type = ChangeState
value = 1611
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10"
trigger1 = StateNo = 1610 && Animelem = 7, >= 1 ;
[State -1, lkp combo 1 hit 2] ; mp joe after step teep kick high
type = ChangeState
value = 16111
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y15"
trigger1 = StateNo = 15012 && Animelemtime(14) >= 1
[State -1, lkp combo 1 hit 2] ; close mp after joe mp teep
type = ChangeState
value = 2212
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z35"
trigger1 = StateNo = 16111 && Animelemtime(10) >= 4
[State -1, lkp combo 1 hit 3b] ; left mid kick
type = ChangeState
value = 16121
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = StateNo = 1611 && Animelem = 5, >= 2; && Movecontact
[State -1, lkp combo 1 hit 3b] ; slash knee combo
type = ChangeState
value = 352
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = StateNo = 16121 && Animelemtime(8) >= 2 && movecontact; && StateNo = 244 && Animelemtime(1) >= 1;1 -6
;trigger1 = StateNo = 244 && Animelemtime(1) >= 3
[State -1, lkp combo 1 hit 3b] ; slash knee HIGH combo no ex combo
type = ChangeState
value = 354
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = StateNo = 211 && Animelemtime (3) >= 4
trigger2 = StateNo = 291 && Animelemtime (7) >= 1
trigger3 = StateNo = 292 && Animelemtime (6) >= 1
[State -1, lkp combo 1 hit 3b] ; slash knee HIGH combo
type = ChangeState
value = 353
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 16022 && Animelem = 7, >= 1 || StateNo = 2212 && AnimelemTIME(6) >= 2; && Movecontact
[State -1, lkp combo 1 hit 3b] ; KNEE LAUNCHER combo
type = ChangeState
value = 351
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddown"
triggerall = command = "c15"
trigger1 = (StateNo = 16121 && Animelemtime(8) >= 2) && movecontact || (StateNo = 352 && Animelem = 8, >= -6) && movecontact;1;1
[State -1, lpk combo 1 hit 3c] ; -strong close punch v.2
type = ChangeState
value = 1612
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10"
trigger1 = StateNo = 1611 && Animelem = 5, >= 2; || StateNo = 16052 || StateNo = 1607
[State -1, lkp combo 1 hit 4c] ;elbowknee
type = ChangeState
value = 16141
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "b" ; "c+z"
trigger1 = StateNo = 1612 && Animelem = 7, >= 1; && Movecontact
[State -1, lkp combo 1 hit 4b] ; low kick wide
type = ChangeState
value = 1614
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a15"
trigger1 = StateNo = 1612 && Animelem = 7, >= 1; && Movecontact
[State -1, lkp combo 1 hit 4b] ; ex strong close punch v.2 orig
type = ChangeState
value = 16120
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z15" ;z
triggerall = ifelse(var(20) <= 0, power >= 300, power >= 0)
trigger1 = StateNo = 1614 && Animelem = 7, >= 1; && Movecontact
[State -1, lkp combo 1 hit 4c] ; step high kick
type = ChangeState
value = 1613
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = (StateNo = 1612 && Animelem = 7, >= 1) || (StateNo = 1614 && Animelem = 8, >= 1) || (StateNo = 222 && Animelem = 5, >= 1)&& Movecontact ; && Movecontact
[State -1, lkp combo 2 hit 1] ; step high kick
type = ChangeState
value = 1615;1613;300
triggerall = var(59) = 0 && StateType != A
triggerall = StateNo = 1022 && Animelemtime(3) >= 1
triggerall = command = "b15"
trigger1 = StateType != A && RoundState = 2
;trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, lkp combo 2 hit 1] ; step high kick
type = ChangeState
value = 1613;1613;300
triggerall = var(59) = 0 && StateType != A
triggerall = StateNo = 1022 && Animelemtime(3) >= 1
triggerall = command = "c15"
trigger1 = StateType != A && RoundState = 2
;trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, lkp combo 1 hit 4d] ; step mid kick
type = ChangeState
value = 1513
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"
trigger1 = (StateNo = 1614 && Animelem = 8, >= 1)
[State -1, lkp combo 1 hit 5] ; tiger LEFT knee 4 HIT ex
type = ChangeState
value = 14202
triggerall = var(59) = 0; && StateType != A
triggerall = command = "holdupfwd"
triggerall = command = "c15"
triggerall = ifelse(var(20) <= 0, power >= 750, power >= 0)
trigger1 = (StateNo = 16032 && Animelem = 12, >= 1);7
trigger2 = (StateNo = 1001 && Animelem = 6, >= 1) || (StateNo = 16093 && Animelem = 9, >= 1) ||(StateNo = 1613 && Animelem = 8, >= 3) || (StateNo = 1513 && Animelem = 7, >= 1) || (StateNo = 1617 && Animelem = 9, >= 1); 8 10 ; 8 10
trigger3 = StateNo = 160932 && Animelem = 5, >= 1
trigger4 = StateNo = 13301 && Animelem = 10, >= 1
trigger5 = StateNo = 353 && Animelemtime(8) >= 1 && movecontact
[State -1, lkp combo 1 hit 5] ; tiger knee ex v.2 step
type = ChangeState
value = 133011
triggerall = var(59) = 0; && StateType != A
triggerall = command = "holdupfwd"
triggerall = command = "b15"
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = (StateNo = 16032 && Animelem = 12, >= 1);8
[State -1, lkp combo 1 hit 5] ; tiger knee 3 HIT ex
type = ChangeState
value = 13301
triggerall = var(59) = 0
triggerall = command = "holdupfwd"
triggerall = command = "b15"
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = (StateNo = 1001 && Animelem = 6, >= 1) || (StateNo = 16093 && Animelem = 9, >= 1) || (StateNo = 1613 && Animelem = 8, >= 3) || (StateNo = 1513 && Animelem = 7, >= 1) || (StateNo = 1617 && Animelem = 9, >= 1); 8 10 ; 8 10
trigger2 = StateNo = 160932 && Animelem = 5, >= 1
trigger3 = StateNo = 353 && Animelemtime(8) >= 1 && movecontact
[State -1, lkp combo 1 hit 5a] ; EX tiger shot comboed
type = ChangeState
value = 1001;13301
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd"
triggerall = command = "z10"
triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0)
trigger1 = (StateNo = 1613 && Animelem = 8, >= 3) || (StateNo = 1513 && Animelem = 7, >= 1) || (StateNo = 1617 && Animelem = 9, >= 1) ; 8 10 ; 8 10
[State -1, lkp combo 1 hit 6] ; tiger blow 1 ex
type = ChangeState
value = 12301;12001;13301
triggerall = var(59) = 0
triggerall = command = "holdfwd"
triggerall = command = "z35"
triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0)
trigger1 = StateNo = 14202 && Animelem = 17, >= 1 ; 17
[State -1, lkp combo 1 hit 6] ; tiger blow 2 ex
type = ChangeState
value = 12301;12001;13301
triggerall = var(59) = 0
triggerall = command = "holdfwd"
triggerall = command = "z10"
triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0)
trigger1 = StateNo = 13301 && Animelem = 10, >= 1
[State -1, lkp combo 1 hit 6] ; tiger blow 2 ex
type = ChangeState
value = 12301;12001;13301
triggerall = var(59) = 0
triggerall = command = "holdfwd"
triggerall = command = "z10"
triggerall = ifelse(var(20) <= 0, power >= 750, power >= 0)
trigger1 = StateNo = 133011 && Animelem = 14, >= 1
[State -1, hpk combo 1 hit 2] ; slash high kick after strong punch/adon high kick
type = ChangeState
value = 1615
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "c15"
trigger1 = (StateNo = 220 && Animelem = 5 >= 4) || (StateNo = 16092 && Animelem = 11, >=1)&& Movecontact
[State -1, hpk combo 1 hit 2] ; slash high kick after strong punch/adon high kick
type = ChangeState
value = 1615
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "b15"
trigger1 = (StateNo = 214 && Animelem = 5, >= 4); || (StateNo = 16092 && Animelem = 11, >=1)&& Movecontact;
[State -1, hpk combo 1 hit 2] ; ex slash high kick after strong close punch
type = ChangeState
value = 161511
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "c15"
triggerall = ifelse(var(20) <= 0, power >= 250, power >= 0)
trigger1 = (StateNo = 16120 && Animelem = 10, >=1)
trigger1 = (StateNo = 16120 && Animelem = 10, >=1)
[State -1, hpk combo 1 hit 2] ; slash mid kick after adon high kick/high punch
type = ChangeState
value = 16152
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "b15"
;trigger1 = (StateNo = 16092 && Animelem = 9, >=1) ; 10
trigger1 = (StateNo = 220 && Animelem = 6 >= 1) || (StateNo = 16092 && Animelem = 11, >=1)&& Movecontact
[State -1, hpk combo 1 hit 2] ; slash low kick after strong punch
type = ChangeState
value = 2355
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "a15"
;trigger1 = (StateNo = 16092 && Animelem = 9, >=1) ; 10
trigger1 = (StateNo = 220 && Animelem = 6 >= 1); && Movecontact
[State -1, hpk combo 1 hit 2] ; slash low kick after strong punch
type = ChangeState
value = 2355
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "a15"
;trigger1 = (StateNo = 16092 && Animelem = 9, >=1) ; 10
trigger1 = (StateNo = 214 && Animelem = 5 >= 4); && Movecontact
[State -1, hpk combo 1 hit 2] ; slash adon crouch kick after high kick
type = ChangeState
value = 45011
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "a15"
trigger1 = (StateNo = 1608 && Animelemtime (14) >=1); && Movecontact ; 11 1
trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact
[State -1, hpk combo 1 hit 2] ; slash low kick after high kick pasart
type = ChangeState
value = 2357
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "b15"
trigger1 = (StateNo = 1608 && Animelemtime (14) >=1); && Movecontact
[State -1, bruce elbow] ; BRUCE elbow rev. after high kick pasart
type = ChangeState
value = 201
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "y15"
triggerall = RoundState = 2 && StateType != A
trigger1 = (StateNo = 1608 && Animelemtime (14) >=1); 9 1
trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact
trigger3 = StateNO = 16054 && Animelem = 10, >= 1
;trigger3 = (StateNo = 2355 && Animelemtime (11) >=2); && Movecontact
[State -1, bruce elbow] ; BRUCE elbow rev. after LOW SLASH kick
type = ChangeState
value = 202
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "y15"
triggerall = RoundState = 2 && StateType != A
trigger1 = (StateNo = 2355 && Animelemtime (11) >=2); && Movecontact
[State -1, bruce elbow] ; BRUCE UPPER STRONG PUNCH after BRUCE elbow rev.
type = ChangeState
value = 272
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command = "z15"
triggerall = RoundState = 2 && StateType != A
trigger1 = StateNo = 201 && Animelemtime (9) >=3;&& Movecontact;13
trigger2 = StateNo = 15012 && Animelemtime(14) >= 1
;trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact
[State -1, bruce elbow] ; Dillinger Hanuman 2
type = ChangeState
value = 274
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10"
triggerall = RoundState = 2 && StateType != A
trigger1 = StateNo = 226 && Animelemtime(6) >= 4;219
[State -1, bruce elbow] ; dillinger hanuman 3
type = ChangeState
value = 276
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y15"
triggerall = RoundState = 2 && StateType != A
trigger1 = StateNo = 274 && Animelemtime(14) >= 1
[State -1, bruce elbow] ; dillinger hanuman 4
type = ChangeState
value = 277
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
triggerall = RoundState = 2 && StateType != A
trigger1 = StateNo = 276 && Animelemtime(8) >= 1
[State -1, bruce elbow] ; strong smashing BRUCE elbow after BRUCE elbow rev.
type = ChangeState
value = 271
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "z15"
triggerall = RoundState = 2 && StateType != A
trigger1 = StateNo = 201 && Animelemtime (9) >=3;&& Movecontact;13
;trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact
[State -1, joe tiger knee] ; after bruce elbow
type = ChangeState
value = 13304
triggerall = var(59) = 0 && StateType != A
;triggerall = command = "holdupfwd" && command != "holddown"
triggerall = command = "a15"
triggerall = RoundState = 2 && StateType != A
trigger1 = (StateNo = 201 && Animelemtime (9) >=3)
[State -1, EX joe tiger knee] ; after bruce elbow
type = ChangeState
value = 13303
triggerall = var(59) = 0 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
;triggerall = command = "holdupfwd" && command != "holddown"
triggerall = command = "c15"
triggerall = RoundState = 2 && StateType != A
trigger1 = (StateNo = 201 && Animelemtime (9) >=3); && Movecontact;13
;trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact
[State -1, Tiger Knee] ; after high pasart kick/after step sf4 low kick
type = ChangeState
value = 13307;13308
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "c15"
triggerall = RoundState = 2 && StateType != A
trigger1 = (StateNo = 1608 && Animelemtime (14) >=1); && Movecontact; 11 1
trigger2 = (StateNo = 16032 && Animelemtime (10) >=4) && Movecontact
;trigger2 = var(5)
[State -1, lkp combo 2 hit 1] ; TRIP STEP low kick 1 hit
type = ChangeState
value = 16101; + (Abs(P2BodyDist X) <= 50) * 1 ;value = 241
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddownback"
triggerall = command = "a"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
trigger3 = StateNo = 1022 && Animelemtime(3) >= 1
[State -1, lkp combo 2 hit 1] ; TRIP step HIGH kick
type = ChangeState
value = 16103 + (Abs(P2BodyDist X) <= 50) * 1 ;value = 241
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddownback"
triggerall = command = "c"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
trigger3 = StateNo = 1022 && Animelemtime(3) >= 1
[State -1, mk combo 1 hit 1] ; ROUND MID
type = ChangeState
value = 16104; + (Abs(P2BodyDist X) >= 51) * 1
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddownback"; && command != "holddown" ;
triggerall = command = "c"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, lkp combo 2 hit 1] ; step low kick 1 hit
type = ChangeState
value = 16102
triggerall = var(59) = 0 && StateType != A
triggerall = StateNo = 1022 && Animelemtime(3) >= 1
triggerall = command = "a10"
trigger1 = StateType != A && RoundState = 2
;trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, KNEE LAUNCHER]
type = ChangeState
value = 350
triggerall = var(59) = 0 && StateType != A
TRIGGERALL = STATENO != 350
TRIGGERALL = PREVSTATENO != 350
triggerall = command = "holddownback"
triggerall = command = "b"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, lkp combo 2 hit 2] ; high kick pasart
type = ChangeState
value = 1608
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 16101 && Animelem = 9, >= 1; || StateNo = 230 && Animelemtime(6) >= 1
trigger2 = StateNo = 16102 && Animelem = 9, >= 1; || StateNo = 230 && Animelemtime(6) >= 1
[State -1, lkp combo 2 hit 2] ; high kick after svc low kick
type = ChangeState
value = 16081
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 1606 && Animelemtime(6) >= 1 && movecontact
[State -1, lkp combo 2 hit 2] ; adon high kick after svc low kick
type = ChangeState
value = 16094;16081
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 230 && Animelemtime(6) >= 1 && movecontact; || StateNo = 1606 && Animelemtime(6) >= 1 && movecontact
trigger2 = StateNo = 229 && Animelemtime(8) >= 1 && movecontact;
[State -1, lkp combo 1 hit 3b] ; gatling kicks
type = ChangeState
value = 24121
triggerall = var(59) = 0 && StateType != A
triggerAll = command = "b15" && var(55) >= 4;3;.5;5
trigger1 = StateType != A && RoundState = 2
trigger1 = StateNo = 152010 && Animelemtime (8) >= 1 && Movecontact ; (7)
[State -1, lkp combo 1 hit 3b] ; gatling elbows
type = ChangeState
value = 24122
triggerall = var(59) = 0 && StateType != A
triggerAll = command = "y10" && var(55) >= 4;
trigger1 = StateType != A && RoundState = 2
trigger1 = StateNo = 259 && Animelemtime (5) >= 1 && Movecontact ; (7)
[State -1, mk combo 1 hit 1] ; gatling kicks combo starter
type = ChangeState
value = 152010
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddownfwd"
triggerall = command = "b"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]); ||
trigger2 = var(5) && StateNo != 291
[State -1, lkp combo 1 hit 1] ; light punch combo starter
type = ChangeState
value = 500
triggerall = var(59) = 0 && StateType != A
triggerall = command = "punch combo start1";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, lkp combo 1 hit 1] ; hook punch combo
type = ChangeState
value = 501
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = StateNo = 500 && Animelemtime (7) >= 1; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; strong punch close combo
type = ChangeState
value = 502
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = StateNo = 501 && Animelemtime (8) >= 1; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; strong punch combo
type = ChangeState
value = 503
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; JUMP M.Punch combo
type = ChangeState
value = 504;503
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; step close punch combo low
type = ChangeState
value = 506
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = StateNo = 505 && Animelemtime (8) >= 1; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; step strong punch combo adon
type = ChangeState
value = 507
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = StateNo = 506 && Animelemtime (8) >= 1; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; step close punch combo far
type = ChangeState
value = 508
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = StateNo = 507 && Animelemtime (8) >= 1; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; step strong punch combo adon
type = ChangeState
value = 509
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = StateNo = 507 && Animelemtime (8) >= 1; && Movecontact ; (7)
[State -1, lkp combo 1 hit 1] ; step crouch elbow urien
type = ChangeState
value = 510
triggerall = var(59) = 0 && StateType != A
triggerall = command = "x10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = StateNo = 507 && Animelemtime (8) >= 1; || StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7); (7)
[State -1, lkp combo 1 hit 1] ; step SPINING BACK ELBOW combo
type = ChangeState
value = 511
triggerall = var(59) = 0 && StateType != A
triggerall = command = "x10";"holddownfwd"
trigger1 = StateType != A && RoundState = 2
trigger1 = StateNo = 502 && Animelemtime (7) >= 3; || StateNo = 502 && Animelemtime (7) >= 3; && Movecontact ; (7); (7)
trigger2 = StateNo = 16161 && Animelem = 7, >= 1; && Movecontact
[State -1, mk combo 1 hit 2] ; low kick wide 1
type = ChangeState
value = 1616
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddown" && command != "holdback"
triggerall = command = "a15";15
trigger1 = StateNo = 152010 && Animelemtime(8) >= 1|| StateNo = 244 && Animelemtime(1) >= 1; && Movecontact
[State -1, mk combo 1 hit 3] ; low kick wide 2
type = ChangeState
value = 16161
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddown" && command != "holdback"
triggerall = command = "a15" ;15
trigger1 = StateNo = 1616 && Animelem = 7, >= 1; && Movecontact
[State -1, mk combo 1 hit 4] ; rev. high kick
type = ChangeState
value = 1617
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdback" && command != "holddown"
triggerall = command = "c15"
trigger1 = StateNo = 16161 && Animelem = 7, >= 1; && Movecontact
[State -1, mk combo 1 hit 4] ; rev. mid kick
type = ChangeState
value = 16171
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdback" && command != "holddown"
triggerall = command = "b15"
trigger1 = StateNo = 16161 && Animelem = 8, >= 1; && Movecontact
;[State -1, Tiger TH Comboed]
;type = Changestate
;value = 255
;triggerall = var(59) = 0 && StateType != A
;triggerall = command = "c15"; && command = "fwd"
;triggerall = command != "holddown"
;triggerall = statetype != A
;trigger1 = statetype = S
;trigger1 = ctrl || (stateno=[100,101])
;trigger2 = var(4)
[State -1, TEEP KICK]
type = Changestate
value = 260
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a" && command = "holdback"
triggerall = command != "holdup"
;triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl || (stateno=[100,101])
[State -1, lkp combo 1 hit 2] ; step left elbowknee combo TEEP
type = ChangeState
value = 355
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
trigger1 = StateNo = 15012 && Animelemtime(14) >= 1
trigger2 = Stateno = 1605221 && Animelemtime(11) >= 1
[State -1, STEP left HIGH kick]; SF4 STEP high KICK
type = Changestate
value = 30099
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c10" && command = "holdfwd";= "SLHK"; && command = "fwd"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl || (stateno=[100,101])
;trigger1 = statetype = S
;trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
;trigger1 = ctrl || (stateno=[100,101])
[State -1, STEP left LOW kick] ;SF4 STEP LOW KICK
type = Changestate
value = 310991
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a" && command = "holdfwd"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl || (stateno=[100,101])
[State -1, STEP left MID kick]
type = Changestate
value = 32099
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b" && command = "holdfwd"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl || (stateno=[100,101])
[State -1, new mid kick]; pasart
type = Changestate
value = 243; + (Abs(P2BodyDist X) <= 30) * 1 ;value = 241
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b" && command = "holdback"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl || (stateno=[100,101])
[State -1, Stand Adon Mid Kick]
type = ChangeState
value = 290
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c" && command = "holdback"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, lpk combo 1 hit 2] ; adon high kick combo
type = ChangeState
value = 291
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
triggerall = StateType != A
trigger1 = (StateNo = 1601 && Animelemtime (4) >= 2);
;trigger2 = (StateNo = 1604 && Animelemtime (4) >= 1)
[State -1, lpk combo 1 hit 2] ; adon high kick combo
type = ChangeState
value = 292
triggerall = var(59) = 0 && StateType != A
triggerall = command = "c15"
triggerall = StateType != A
trigger1 = (StateNo = 1610 && Animelemtime (8) >= 1)
[State -1, Power Charge]
type = ChangeState
value = 730
triggerall = var(59) = 0 && StateType != A
trigger1 = command = "hold_c" && command = "hold_x"
trigger1 = RoundState = 2 && StateType != A
trigger1 = power < const(data.power) && power < PowerMax && !var(20)
trigger1 = ctrl || (StateNo = [100,101])
[State -1, MAX Mode]
type = ChangeState
value = 770
triggerall = var(59) = 0 && StateType != A
triggerall = command = "a+z"
triggerall = RoundState = 2 && StateType != A
triggerall = var(20) <= 0 && Power >= 1000
trigger1 = ctrl || (Stateno = [100,101])
;---------------------------------------------------------------------------
[State -1, Stand JOE LIGHT PUNCH]
type = ChangeState
value = 205 + (Abs(P2BodyDist X) <= 30) * 1 ;20
triggerall = var(59) = 0 && StateType != A
triggerall = command = "x";
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, elbowknee bruce irvin]
type = ChangeState
value = 269;204; + (Abs(P2BodyDist X) > 20) * 1
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z"
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Stand MTM STRONG Punch]
type = ChangeState
value = 219; + (Abs(P2BodyDist X) <= 20) * 1
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, STAND BRUCE STRONG PUNCH]; Dillinger Hanuman 1
type = ChangeState
value = 226
triggerall = var(59) = 0 && StateType != A
triggerall = stateno != 421
triggerall = command = "holddownback"
triggerall = command = "y"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
[State -1, Stand strong close Punch combo]
type = ChangeState
value = 222; + (Abs(P2BodyDist X) <= 20) * 1
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z35"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger1 = StateNo = 212 && Animelemtime(6) >= 1 ;5
trigger2 = StateNo = 209 && Animelemtime(5) >= 2 ;5
trigger3 = StateNo = 210 && Animelemtime(6) >= 2 ;5
;trigger1 = ctrl || (StateNo = [100,101])
[State -1, Stand elbow 2 hit adon]
type = ChangeState
value = 259;212; + (Abs(P2BodyDist X) <= 20) * 1
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y"
triggerall = command = "holddownfwd"
triggerall = StateType != A
;trigger1 = ctrl || (StateNo = [100,101])
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]); ||
trigger2 = var(5) && StateNo != 259;291
[State -1, Stand elbow 1 hit adon]
type = ChangeState
value = 279;212; + (Abs(P2BodyDist X) <= 20) * 1
triggerall = var(59) = 0 && StateType != A
triggerall = command = "z"
triggerall = command = "holddownfwd"
;triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Stand Medium Punch balrog]
type = ChangeState
value = 212; + (Abs(P2BodyDist X) <= 20) * 1
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Stand Medium Punch hook]
type = ChangeState
value = 209; + (Abs(P2BodyDist X) <= 20) * 1
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y"
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
;trigger2 = StateNo = 1604 && movecontact
[State -1, Stand Medium Punch hook]
type = ChangeState
value = 209; + (Abs(P2BodyDist X) <= 20) * 1
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y10"
triggerall = StateType != A
trigger1 = StateNo = 1604; && movecontact
[State -1, Stand Medium Punch]
type = ChangeState
value = 210 + (Abs(P2BodyDist X) <= 20) * 1
triggerall = var(59) = 0 && StateType != A
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Stand Strong Punch]
type = ChangeState
;value = 1870;220 + (Abs(P2BodyDist X) <= 20) * 1 ;1930;
value = 220 + (Abs(P2BodyDist X) <= 20) * 1 ;1930;
triggerall = var(59) = 0 && StateType != A
triggerall = command != "holddown" && command = "z10"
triggerall = StateType != A
triggerall = stateno!=224
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = StateNo = 219 && Animelemtime(7) >= 1 && movecontact
[State -1, Stand Light Kick]
type = ChangeState
value = 229 + (Abs(P2BodyDist X) <= 25) * 1 ;1931;;50
triggerall = var(59) = 0 && StateType != A
triggerall = command != "holddown" && command = "a"
triggerall = StateType != A
trigger1 = ctrl; || (StateNo = [100,101])
[State -1, Stand Left medium kick]
type = ChangeState
value = 241 + (Abs(P2BodyDist X) <= 50) * 1 ;2005;2200;11001;value = 241
triggerall = var(59) = 0 && StateType != A
triggerall = command != "holddown" && command = "b"
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, lp combo 1 hit 2] ; MID KICK SX
type = ChangeState
value = 241
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"; && time <= 50; "lpcombo1hit2"
trigger1 = (StateNo = 1601 && Animelemtime (3) >= 2);
[State -1, lp combo 1 hit 2] ; high MID KICK SX
type = ChangeState
value = 247
triggerall = var(59) = 0 && StateType != A
triggerall = command = "b15"; && time <= 50; "lpcombo1hit2"
trigger1 = (StateNo = 210 && Animelemtime (6) >= 1)
[State -1, Standing Strong Kick]
type = ChangeState
value = 250 + (Abs(P2BodyDist X) <= 10) * 1 ;3550;250
triggerall = var(59) = 0 && StateType != A
triggerall = command != "holddown" && command = "c"
triggerall = command != "holdfwd"
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
[State -1, Standing Strong close knee]
type = ChangeState
value = 252; + (Abs(P2BodyDist X) > 30) * 1 ;value = 241
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "c15"
triggerall = STATENO !=1100 && !numhelper(1010) && !numhelper(1017)
triggerall = PREVSTATENO !=1100 && !numhelper(1010) && !numhelper(1017)
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
trigger2 = (StateNo = 241 && Animelemtime (11) >= 1)
[State -1, Standing Strong close knee]
type = ChangeState
value = 278
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holdfwd" && command != "holddown"
triggerall = command = "c15"
triggerall = STATENO !=1100 && !numhelper(1010) && !numhelper(1017)
triggerall = PREVSTATENO !=1100 && !numhelper(1010) && !numhelper(1017)
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
trigger2 = (StateNo = 247 && Animelemtime (11) >= 1)
[State -1, Crouching Light Punch]
type = ChangeState
value = 401; + (Abs(P2BodyDist X) > 25) * 1
triggerall = var(59) = 0 && StateType != A
triggerAll = command = "holddownback" && command = "x10"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Light Punch]
type = ChangeState
value = 400 + (Abs(P2BodyDist X) <= 25) * 1
triggerall = var(59) = 0 && StateType != A
triggerAll = command = "holddown" && command = "x10"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) = 0 && StateType != A
triggerAll = command = "holddown" && command = "y"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, crouching strong elbow urien]
type = ChangeState
value = 421
triggerall = var(59) = 0 && StateType != A
triggerall = stateno != 421
triggerall = command = "holddownback"
triggerall = command = "z"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) = 0 && StateType != A
triggerAll = command = "holddown" && command = "z"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Light Kick]
type = ChangeState
value = 430;123123;430
triggerall = var(59) = 0 && StateType != A
triggerAll = command = "holddown" && command = "a"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440 + (Abs(P2BodyDist X) <= 50) * 1
triggerall = var(59) = 0 && StateType != A
triggerAll = command = "holddown" && command = "b"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
[State -1, Crouching SLASH Strong Kick]
type = ChangeState
value = 453
triggerall = var(59) = 0 && StateType != A
triggerall = command = "holddownfwd"
triggerall = command = "c"
trigger1 = StateType != A && RoundState = 2
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)
[State -1, Crouching Strong Kick]
type = ChangeState
value = 452
triggerall = var(59) = 0 && StateType != A
triggerAll = command = "holddown" && command = "c"
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
;Jumping light punch
[State -1, Jumping light punch]
type = ChangeState
value = Ifelse(command="holddown",601,600)
triggerall = var(59) = 0
triggerall = !AILevel&&Roundstate=2&&statetype = A&&command = "x"
trigger1 = ctrl
;Jumping mid punch
[State -1, Jumping mid punch]
type = ChangeState
value = Ifelse(command="holddown",610,611)
triggerall = var(59) = 0
triggerall = !AILevel&&Roundstate=2&&statetype = A&&command = "y"
trigger1 = ctrl
;Jumping High Punch
[State -1, Jumping High Punch]
type = ChangeState
value = Ifelse(command="holddown",621,619)
triggerall = var(59) = 0
triggerall = (command = "z") && (Vel X = 0)
trigger1 = statetype = A
trigger1 = ctrl
;Jumping High Punch
[State -1, Jumping High Punch]
type = ChangeState
value = Ifelse(command="holddown",621,620)
triggerall = var(59) = 0
triggerall = !AILevel&&Roundstate=2&&statetype = A&&command = "z"
trigger1 = ctrl
;trigger2 = (stateno = [600,619])&& movecontact
;trigger3 = (stateno = [630,649])&& movecontact
;trigger4 = stateno = 100000
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) = 0
triggerall = (command = "a") && (Vel X != 0)
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Light Kick]
type = ChangeState
value = 641
triggerall = var(59) = 0
triggerall = (command = "a") && (Vel X = 0)
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) = 0
triggerall = (command = "b") && (Vel X != 0)
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump medium Kick]
type = ChangeState
value = 6511
triggerall = var(59) = 0
triggerall = (command = "b") && (Vel X = 0)
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) = 0
triggerall = (command = "c") && (Vel X != 0)
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Jump Strong Kick]
type = ChangeState
value = 65112
triggerall = var(59) = 0
triggerall = (command = "c") && (Vel X = 0)
trigger1 = statetype = A
trigger1 = ctrl
[State -1, Taunt]
type = ChangeState
value = 195;3750;3450;3450;1340;1609311;32097;24122;3651;3554;3651;195;3650;750;;195;3712;195 ;23491;1619;195;
triggerall = var(59) = 0 && StateType != A
triggerall = command = "s"
triggerall = StateType != A
triggerall = StateNo != [200,699]
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5) || var(6) || var(7) || var(8)
;trigger2 = var(5)
; getup kick
[State -1, getupkick]
type = ChangeState
value = 304
triggerall = command = "holdfwd"
triggerall = time = 1
triggerall = var(59) = 0 && StateType != A
trigger1 = (stateno = 5120) && (alive = 1)