; Bill Command
;=[ BUTTOM REMAPPING ]================================================
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
;=[ COMMAND DEFAULT ]=================================================
[Defaults]
command.time = 15
command.buffer.time = 1
;=====[ MOTION INPUTS ]======================
[Command]
name = "FF"
command = F, F
time = 20
buffer.time = 5
[Command]
name = "BB"
command = B, B
time = 20
buffer.time = 5
[Command]
name = "DD"
command = D, D
time = 20
buffer.time = 5
[Command]
name = "UU"
command = U, U
time = 20
buffer.time = 5
[Command]
name = "DDD"
command = D, D, D
time = 20
buffer.time = 10
[Command]
name = "DP"
command = ~F, D, DF
time = 15
buffer.time = 10
[Command]
name = "RDP"
command = ~B, D, DB
time = 15
buffer.time = 10
[Command]
name = "HCF"
command = ~B, $D, F
time = 20
buffer.time = 10
[Command]
name = "HCB"
command = ~F, $D, B
time = 20
buffer.time = 10
[Command]
name = "HCFB"
command = ~B, $D, F, B
time = 25
buffer.time = 10
[Command]
name = "HCBF"
command = ~F, $D, B, F
time = 25
buffer.time = 10
[Command]
name = "QCF"
command = ~D, DF, F
time = 15
buffer.time = 10
[Command]
name = "QCB"
command = ~D, DB, B
time = 15
buffer.time = 10
[Command]
name = "QCFQCF"
command = ~D, DF, F, D, DF, F
time = 20
buffer.time = 10
[Command]
name = "QCBQCB"
command = ~D, DB, B, D, DB, B
time = 20
buffer.time = 10
[Command]
name = "QCFHCB"
command = ~D, DF, F, $D, B
time = 30
buffer.time = 10
[Command]
name = "QCBHCF"
command = ~D, DB, B, $D, F
time = 30
buffer.time = 10
[Command]
name = "HCFHCF"
command = ~B, $D, F, B, $D, F
time = 35
buffer.time = 10
[Command]
name = "HCBHCB"
command = ~F, $D, B, F, $D, B
time = 35
buffer.time = 10
[Command]
name = "Pretzel"
command = ~DB, F, $D, B, DF
time = 35
buffer.time = 10
[Command]
name = "ChargeBF"
command = ~40$B, F
time = 20
buffer.time = 10
[Command]
name = "ChargeDU"
command = ~40$D, U
time = 20
buffer.time = 10
[Command]
name = "ChargeBFBF"
command = ~60$B, $F, B, F
time = 25
buffer.time = 10
[Command]
name = "Super Jump"
command = $D,$U
time = 10
buffer.time = 5
;=====[ PRESS BUTTON ]=======================
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "d"
command = d
time = 1
[Command]
name = "w"
command = w
time = 1
[Command]
name = "dw"
command = d+w
time = 1
[Command]
name = "start"
command = s
time = 1
;=====[ HOLD DIRECTION ]=======================
[Command]
name = "holdfwd"
command = /$F
time = 1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdup"
command = /$U
time = 1
[Command]
name = "holddown"
command = /$D
time = 1
[Command]
name = "brokeholdfwd"
command = /F
time = 1
[Command]
name = "brokeholdback"
command = /B
time = 1
[Command]
name = "brokeholdupback"
command = /UB
time = 1
[Command]
name = "brokeholdup"
command = /U
time = 1
[Command]
name = "brokeholdupfwd"
command = /UF
time = 1
[Command]
name = "brokeholddownback"
command = /DB
time = 1
[Command]
name = "brokeholddown"
command = /D
time = 1
[Command]
name = "brokeholddownfwd"
command = /DF
time = 1
;=====[ HOLD BUTTON ]=======================
[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "holdd"
command = /d
time = 1
[Command]
name = "holdw"
command = /w
time = 1
[Command]
name = "holdstart"
command = /s
time = 1
;=====[ DIRECTION ]=======================
[Command]
name = "fwd"
command = F
time = 1
[Command]
name = "back"
command = B
time = 1
[Command]
name = "up"
command = U
time = 1
[Command]
name = "down"
command = D
time = 1
[Command]
name = "dfwd"
command = DF
time = 1
[Command]
name = "dback"
command = DB
time = 1
[Command]
name = "ufwd"
command = UF
time = 1
[Command]
name = "uback"
command = UB
time = 1
;=====[ RELEASE DIRECTION ]=======================
[Command]
name = "rlsfwd"
command = ~$F
time = 1
[Command]
name = "rlsback"
command = ~$B
time = 1
[Command]
name = "rlsup"
command = ~$U
time = 1
[Command]
name = "rlsdown"
command = ~$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
;=[ STATEDEF -1 ]======================================================
[Statedef -1]
;=[ COMBO CONDITION ]==================================================
[State -1, Reset]
type = Null
trigger1 = 1 || Var(1) := 0
trigger1 = 1 || Var(2) := 0
[State -1, Cancel Check] ; Specials
type = VarSet
trigger1 = StateNo = 200
trigger2 = StateNo = 210 && Anim = 211 || StateNo = 220
trigger2 = MoveContact
trigger3 = StateNo = 230
trigger3 = MoveContact
trigger4 = StateNo = 240
trigger4 = MoveContact
trigger5 = StateNo = 400
trigger6 = StateNo = 430
trigger6 = MoveContact
trigger7 = StateNo = 440 || StateNo = 310
trigger7 = MoveContact
trigger8 = StateNo = 715
trigger8 = Var(9) = 2
trigger9 = StateNo = 52
trigger10 = (Map(BD.Specialx2_Cancel) && Var(9) = 3) || (Map(BD.SuperSpecial_Cancel) && Var(9) = 2)
trigger11 = StateNo = 720 && MoveContact
trigger11 = Var(9) != 1
trigger12 = (StateNo = [200,499]) && Time <= 3 + (4 * (Var(9) = 2))
var(1) = 1
ignorehitpause = 1
[State -1, Cancel Check] ; Supers
type = VarSet
trigger1 = StateNo = 200
trigger2 = StateNo = 210 || StateNo = 220
trigger2 = MoveContact
trigger3 = StateNo = 230
trigger3 = MoveContact
trigger4 = StateNo = 240 || StateNo = 250
trigger4 = MoveContact
trigger5 = StateNo = 400 || StateNo = 410 && MoveContact
trigger6 = StateNo = 430
trigger7 = StateNo = 440 || (StateNo = [310,320])
trigger7 = MoveContact
trigger8 = StateNo = 715
trigger8 = Var(9) = 2
trigger9 = StateNo = 52
trigger10 = Map(BD.Superx2_Cancel) && Var(9) = 1
trigger11 = StateNo = 720 && MoveContact
trigger11 = Var(9) != 3
trigger12 = (StateNo = [200,499]) && Time <= 3 + (4 * (Var(9) = 2))
var(2) = 1
ignorehitpause = 1
;=[ SUPER MOVES ]=====================================================
;-| Hack n' Slash |-
[State -1, Hack n' Slash] ;SC I
type = ChangeState
value = 3000
triggerall = !AILevel && RoundState = 2
triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch)
triggerall = Map(InputBuffer_ChargeBFBF.2X) || Map(InputBuffer_ChargeBFBF) || Command = "ChargeBFBF"
triggerall = Power >= 1000
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
trigger2 = Var(2) && (PrevStateNo != [3000, 3099])
ignorehitpause = 1
;-| Mind Reader |-
[State -1, Mind Reader] ;SC III
type = ChangeState
value = 3200
triggerall = !AILevel && RoundState = 2
triggerall = Map(InputBuffer_QCFQCF) || Command = "QCFQCF"
triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch)
triggerall = Power >= 1000
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
trigger2 = Var(2) && (PrevStateNo != [3200, 3209])
ignorehitpause = 1
;-| Grand Execution |-
[State -1, Grand Execution] ;SC II
type = ChangeState
value = 3100
triggerall = !AILevel && RoundState = 2
triggerall = Map(InputBuffer_QCBQCB) || Command = "QCBQCB"
triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch)
triggerall = Power >= 1000
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
trigger2 = Var(2) && (PrevStateNo != [3100, 3199])
ignorehitpause = 1
;=[ SPECIAL MOVES ]===================================================
;-| Diablo Ambush |-
[State -1, ES Diablo Ambush]
type = ChangeState
value = 1330
triggerall = StateNo != [1330, 1399]
triggerall = !AILevel && Power >= 500 && RoundState = 2
triggerall = Map(InputBuffer_QCF) || Command = "QCF"
triggerall = Map(InputBuffer_2P) || Map(InputBuffer_Release2P)
triggerall = StateType = A && Pos Y <= -10 && Map(SmallJump) = 0
trigger1 = Ctrl || ((StateNo = [600,620]) || (StateNo = [630, 640])) && (MoveContact || Time <= 3 + (4 * (Var(9) = 2))) || Var(1)
ignorehitpause = 1
[State -1, Diablo Ambush]
type = ChangeState
value = 1300
triggerall = StateNo != [1300, 1399]
triggerall = PrevStateNo != [1300, 1399]
triggerall = !AILevel
triggerall = Map(InputBuffer_QCF) || Command = "QCF"
triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch)
triggerall = StateType = A && Pos Y <= -10 && Map(SmallJump) = 0
trigger1 = Ctrl || ((StateNo = [600,620]) || (StateNo = [630, 640])) && (MoveContact || Time <= 3 + (4 * (Var(9) = 2))) || Var(1)
ignorehitpause = 1
;-| Diablo Air Raid |-
[State -1, ES Diablo Air Raid]
type = ChangeState
value = 1230
triggerall = StateNo != [1230, 1299]
triggerall = !AILevel && Power >= 500 && RoundState = 2
triggerall = Map(InputBuffer_QCB) || Command = "QCB"
triggerall = Map(InputBuffer_2P) || Map(InputBuffer_Release2P)
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
trigger2 = Var(1)
ignorehitpause = 1
[State -1, Diablo Air Raid]
type = ChangeState
value = 1200
triggerall = StateNo != [1200, 1299]
triggerall = PrevStateNo != [1200, 1299]
triggerall = !AILevel
triggerall = Map(InputBuffer_QCB) || Command = "QCB"
triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch)
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
trigger2 = Var(1)
ignorehitpause = 1
;-| Built Uppercut |-
[State -1, ES Built Uppercut]
type = ChangeState
value = 1130
triggerall = StateNo != [1130, 1199]
triggerall = !AILevel && Power >= 500 && RoundState = 2
triggerall = Map(InputBuffer_DP) || Command = "DP"
triggerall = Map(InputBuffer_2P) || Map(InputBuffer_Release2P)
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
trigger2 = Var(1)
ignorehitpause = 1
[State -1, Built Uppercut]
type = ChangeState
value = 1100
triggerall = StateNo != [1100, 1199]
triggerall = PrevStateNo != [1100, 1199]
triggerall = !AILevel
triggerall = Map(InputBuffer_DP) || Command = "DP"
triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch)
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
trigger2 = Var(1)
ignorehitpause = 1
;-| Diablo Charge |-
[State -1, ES Diablo Charge]
type = ChangeState
value = 1030
triggerall = StateNo != [1030, 1099]
triggerall = !AILevel && Power >= 500 && RoundState = 2
triggerall = Map(InputBuffer_ChargeBF) && Map(InputBuffer_ChargeBack) >= 30 || Command = "ChargeBF"
triggerall = Map(InputBuffer_2P) || Map(InputBuffer_Release2P)
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
trigger2 = Var(1)
ignorehitpause = 1
[State -1, Diablo Charge]
type = ChangeState
value = 1000
triggerall = StateNo != [1000, 1099]
triggerall = PrevStateNo != [1000, 1099]
triggerall = !AILevel
triggerall = Map(InputBuffer_ChargeBF) && Map(InputBuffer_ChargeBack) >= 30 || Command = "ChargeBF"
triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_ReleaseAnyPunch)
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
trigger2 = Var(1)
ignorehitpause = 1
;=[ SYSTEM ]==========================================================
;-| Dash |-
[State -1, Dash]
type = ChangeState
value = Cond(Var(9) = 3, 110, 100 + (Const(Movement.Dash.Type) * 2))
triggerall = !AILevel
triggerall = statetype = S
triggerall = ctrl
trigger1 = Map(InputBuffer_FF) || Command = "FF"
;-| Backdash |-
[State -1, Back Dash]
type = ChangeState
value = 105
triggerall = !AILevel
triggerall = statetype = S
triggerall = ctrl
trigger1 = Map(InputBuffer_BB) || Command = "BB"
;-| Dash Attack |-
[State -1, Dash]
type = ChangeState
value = 660 + (Map(InputBuffer_AnyKick) * 5)
triggerall = !AILevel
triggerall = StateNo = 102 && Pos Y != 0 && Time < 10
trigger1 = Map(InputBuffer_AnyPunch) || Map(InputBuffer_AnyKick)
;-| Taunt |-
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !AILevel
triggerall = Map(InputBuffer_Start) && Cond(GameMode = "training" || GameMode = "trials", Map(InputBuffer_LK), 1)
triggerall = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (stateno = [200,490]) && Time <= 2
ignorehitpause = 1
;-| Dodge |-
[State -1, Dodge]
type = ChangeState
value = 700
trigger1 = !AILevel
trigger1 = Map(InputBuffer_MP) && Map(InputBuffer_MK)
trigger1 = StateType != A
trigger1 = StateNo != 715
trigger1 = Ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || Var(1) && Var(9) = 2
ignorehitpause = 1
;-| Guard Cancel |-
[State -1, Guard Cancel]
type = ChangeState
value = 720
trigger1 = !AILevel
trigger1 = Map(InputBuffer_QCF) || Command = "QCF"
trigger1 = Map(InputBuffer_MP) && Map(InputBuffer_MK)
trigger1 = StateNo = [150,153]
ignorehitpause = 1
;-| Mind Reader GC |-
[State -1, Mind Reader GC]
type = ChangeState
value = 3210
triggerall = !AILevel && RoundState = 2
triggerall = Map(InputBuffer_AnyPunch) || Map(InputBuffer_AnyKick)
triggerall = Map(Super.Install)
triggerall = StateType != A
trigger1 = StateNo = [150,153]
ignorehitpause = 1
;-| Tactical Cancel |-
[State -1, Tactical Cancel]
type = ChangeState
value = 730 + (7 * StateType = A)
triggerall = !AILevel && Var(9) = 2 && Power >= 500
triggerall = ((StateNo = [200,699]) || (StateNo = [1000,2999])) && ((MoveContact = [1, 32]) || Time >= 5)
triggerall = StateNo != [1300,1399]
trigger1 = Map(InputBuffer_LP) && Map(InputBuffer_LK)
trigger1 = Cond(StateType != A, (Command = "holdfwd" || Command = "holdback"), 1)
trigger1 = !Var(15) && Cond(MoveGuarded, (StateNo != [1000,2999]), 1)
ignorehitpause = 1
;-| Decisive Strike |-
[State -1, Decisive Strike]
type = ChangeState
value = 740
triggerall = !AILevel
triggerall = FVar(1) > 0
trigger1 = Map(InputBuffer_HP) && Map(InputBuffer_HK)
trigger1 = StateType != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
ignorehitpause = 1
;-| Tech Roll |-
[State -1, Tech Roll]
type = ChangeState
value = 5200
triggerall = !AILevel
triggerall = Alive
triggerall = Enemy,Map(UntechableHit) = 0
triggerall = StateNo = 5050 || StateNo = 5071
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
trigger1 = Map(InputBuffer_2P) || Map(InputBuffer_2K)
trigger2 = Var(9) = 2 && Map(InputBuffer_AnyKick) && Map(InputBuffer_AnyPunch)
ignorehitpause = 1
;=[ COMMAND NORMALS ]=================================================
;-| Throw |-
[State -1, Throw]
type = ChangeState
value = 900
trigger1 = !AILevel
trigger1 = Map(InputBuffer_LP) && Map(InputBuffer_LK)
trigger1 = PrevStateNo != [100,110]
trigger1 = (Ctrl || (StateNo = [200, 599]) && Time < 2) && Cond(Command = "holdback", StateType = S, StateType != A)
ignorehitpause = 1
;-| Cranial Bust |-
[State -1, Cranial Bust]
type = ChangeState
value = 300
triggerall = !AILevel
triggerall = Command = "holdfwd" && Command != "holddown"
triggerall = Map(InputBuffer_MP)
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
ignorehitpause = 1
;-| Sedentary |-
[State -1, Sedentary]
type = ChangeState
value = 310
triggerall = !AILevel
triggerall = Command = "holdfwd" && Command = "holddown"
triggerall = Map(InputBuffer_MK)
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
ignorehitpause = 1
;-| King's Low |-
[State -1, King's Low]
type = ChangeState
value = 320
triggerall = !AILevel
triggerall = Command = "holddown"
triggerall = StateNo = [100,111]
triggerall = Map(InputBuffer_LK)
trigger1 = statetype != A
trigger1 = (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111])
ignorehitpause = 1
;=[ NORMALS ]=========================================================
;-| st.LP |-
[State -1, st.LP]
type = ChangeState
value = 200
triggerall = !AILevel
triggerall = Map(InputBuffer_LP)
triggerall = Command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8)
trigger2 = StateNo = 400 && MoveContact && AnimElemTime(2) > 0
ignorehitpause = 1
;-| st.MP |-
[State -1, st.MP]
type = ChangeState
value = 210
triggerall = !AILevel
triggerall = Map(InputBuffer_MP)
triggerall = Command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8)
ignorehitpause = 1
;-| st.HP |-
[State -1, st.HP]
type = ChangeState
value = 220
triggerall = !AILevel
triggerall = Map(InputBuffer_HP)
triggerall = Command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8)
ignorehitpause = 1
;-| st.LK |-
[State -1, st.LK]
type = ChangeState
value = 230
triggerall = !AILevel
triggerall = Map(InputBuffer_LK)
triggerall = Command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8)
trigger2 = StateNo = 430 && MoveContact && AnimElemTime(3) > 0
ignorehitpause = 1
;-| st.MK |-
[State -1, st.MK]
type = ChangeState
value = 240
triggerall = !AILevel
triggerall = Map(InputBuffer_MK)
triggerall = Command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8)
ignorehitpause = 1
;-| st.HK |-
[State -1, st.HK]
type = ChangeState
value = 250
triggerall = !AILevel
triggerall = Map(InputBuffer_HK)
triggerall = Command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8)
ignorehitpause = 1
;-| cr.LP |-
[State -1, cr.LP]
type = ChangeState
value = 400
triggerall = !AILevel
triggerall = Map(InputBuffer_LP)
triggerall = Command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8)
trigger2 = StateNo = 430 && MoveContact
ignorehitpause = 1
;-| cr.MP |-
[State -1, cr.MP]
type = ChangeState
value = 410
triggerall = !AILevel
triggerall = Map(InputBuffer_MP)
triggerall = Command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8)
trigger2 = StateNo = 440 && MoveContact
ignorehitpause = 1
;-| cr.HP |-
[State -1, cr.HP]
type = ChangeState
value = 420
triggerall = !AILevel
triggerall = Map(InputBuffer_HP)
triggerall = Command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8)
ignorehitpause = 1
;-| cr.LK |-
[State -1, cr.LK]
type = ChangeState
value = 430
triggerall = !AILevel
triggerall = Map(InputBuffer_LK)
triggerall = Command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8)
trigger2 = StateNo = 430 && (MoveContact && AnimElemTime(2) > 0 || AnimElemTime(3) > 0)
ignorehitpause = 1
;-| cr.MK |-
[State -1, cr.MK]
type = ChangeState
value = 440
triggerall = !AILevel
triggerall = Map(InputBuffer_MK)
triggerall = Command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8)
ignorehitpause = 1
;-| cr.HK |-
[State -1, cr.HK]
type = ChangeState
value = 450
triggerall = !AILevel
triggerall = Map(InputBuffer_HK)
triggerall = Command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (StateNo = [100,101]) && Map(DashCtrl) = 1 || (StateNo = [110,111]) || (Anim = 730 && Time > 8)
ignorehitpause = 1
;-| j.LP |-
[State -1, j.LP]
type = ChangeState
value = 600
triggerall = !AILevel
triggerall = Map(InputBuffer_LP)
trigger1 = statetype = A
trigger1 = ctrl
;-| j.MP |-
[State -1, j.MP]
type = ChangeState
value = 610
triggerall = !AILevel
triggerall = Map(InputBuffer_MP)
trigger1 = statetype = A
trigger1 = ctrl
;-| j.HP |-
[State -1, j.HP]
type = ChangeState
value = 620
triggerall = !AILevel
triggerall = Map(InputBuffer_HP)
trigger1 = statetype = A
trigger1 = ctrl
;-| j.LK |-
[State -1, j.LK]
type = ChangeState
value = 630
triggerall = !AILevel
triggerall = Map(InputBuffer_LK)
trigger1 = statetype = A
trigger1 = ctrl
;-| j.MK |-
[State -1, j.MK]
type = ChangeState
value = 640
triggerall = !AILevel
triggerall = Map(InputBuffer_MK)
trigger1 = statetype = A
trigger1 = ctrl
;-| j.HK |-
[State -1, j.HK]
type = ChangeState
value = 650
triggerall = !AILevel
triggerall = Map(InputBuffer_HK)
triggerall = statetype = A
trigger1 = ctrl