;=============================================
; CMD File for Tien Z2 by Team Z2
;=============================================

[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 |--------------------------------------------------------

;[##TENSHINHAN##]

;Ungrounded
;[Command]
;name = "QCBx2, k"
;Command = ~D, DB, B, D, DB, B, a
;time = 25
;[Command]
;name = "QCBx2, k"
;Command = ~D, DB, B, D, DB, B, b
;time = 25
;[Command]
;name = "QCBx2, k"
;Command = ~D, DB, B, D, DB, B, c
;time = 25



;Kikoho lvl 1
;[Command]
;name = "QCB,F+ x"
;Command = D, B, F, x
;time = 23
;[Command]
;name = "QCB,F+ y"
;Command = D, B, F, y
;time = 23
;[Command]
;name = "QCB,F+ z"
;Command = D, B, F, z
;time = 23


;Dodonpa lvl 2
;[Command]
;name = "QCFx2, 2p"
;Command = ~D, DF, F, D, DF, F, x+y
;time = 25
;[Command]
;name = "QCFx2, 2p"
;Command = ~D, DF, F, D, DF, F, x+z
;time = 25
;[Command]
;name = "QCFx2, 2p"
;Command = ~D, DF, F, D, DF, F, y+z
;time = 25




;Dodonpa lvl 1 (Tien)
;[Command]
;name = "QCFx2, p"
;Command = ~D, DF, F, D, DF, F, x
;time = 25
;;[Command]
;;name = "QCFx2, p"
;;Command = ~D, F, D, F, x
;;time = 25
;[Command]
;name = "QCFx2, p"
;Command = ~D, DF, F, D, DF, F, y
;time = 25
;;[Command]
;;name = "QCFx2, p"
;;Command = ~D, F, D, F, y
;;time = 25
;[Command]
;name = "QCFx2, p"
;Command = ~D, DF, F, D, DF, F, z
;time = 25
;;[Command]
;;name = "QCFx2, p"
;;Command = ~D, F, D, F, z
;;time = 25


;Rising whirlwind attack (Super Wing Attack)
;[Command]
;name = "QCFx2, k"
;Command = ~D, DF, F, D, DF, F, a
;time = 25
;[Command]
;name = "QCFx2, k"
;Command = ~D, DF, F, D, DF, F, b
;time = 25
;[Command]
;name = "QCFx2, k"
;Command = ~D, DF, F, D, DF, F, c
;time = 25

;Shiyoken (Shiva's Punishment) old command
;[Command]
;name = "QCFx2, 2k"
;Command = ~D, DF, F, D, DF, F, a+b
;time = 25
;[Command]
;name = "QCFx2, 2k"
;Command = ~D, DF, F, D, DF, F, b+c
;time = 25
;[Command]
;name = "QCFx2, 2k"
;Command = ~D, DF, F, D, DF, F, c+a
;time = 25

;Shiyoken (Shiva's Punishment)
;[Command]
;name = "QCB,F, k"
;Command = ~D, DB, B, F, a
;time = 25
;[Command]
;name = "QCB,F, k"
;Command = ~D, DB, B, F, b
;time = 25
;[Command]
;name = "QCB,F, k"
;Command = ~D, DB, B, F, c
;time = 25

;Back breaker (Shiva's Cage)
;[Command]
;name = "QCB,F, p"
;Command = ~D, DB, B, F, x
;time = 25
;[Command]
;name = "QCB,F, p"
;Command = ~D, DB, B, F, y
;time = 25
;[Command]
;name = "QCB,F, p"
;Command = ~D, DB, B, F, z
;time = 25


;-| Special Motions |--------------------------------------------------------

;[##TENSHINHAN##]

;Hunting Crane
;[Command]
;name    = "QCB_a"
;Command = ~D, B, a
;[Command]
;name    = "QCB_a"
;Command = ~D, B, ~a
;[Command]
;name    = "QCB_b"
;Command = ~D, B, b
;[Command]
;name    = "QCB_b"
;Command = ~D, B, ~b
;[Command]
;name    = "QCB_c"
;Command = ~D, B, c
;[Command]
;name    = "QCB_c"
;Command = ~D, B, ~c


;EX Hunting Crane
;[Command]
;name    = "QCB_2k"
;Command = D, B, a+b
;[Command]
;name    = "QCB_2k"
;Command = D, B, b+c
;[Command]
;name    = "QCB_2k"
;Command = D, B, c+a
;[Command]
;name    = "QCB_2k"
;Command = ~D, B, a+b
;[Command]
;name    = "QCB_2k"
;Command = ~D, B, b+c
;[Command]
;name    = "QCB_2k"
;Command = ~D, B, c+a


;Talons
;[Command]
;name    = "QCF_x"
;Command = ~D, F, x
;[Command]
;name    = "QCF_x"
;Command = ~D, F, ~x
;[Command]
;name    = "QCF_y"
;Command = ~D, F, y
;[Command]
;name    = "QCF_y"
;Command = ~D, F, ~y
;[Command]
;name    = "QCF_z"
;Command = ~D, F, z
;[Command]
;name    = "QCF_z"
;Command = ~D, F, ~z


;Talons (Talons 6, Kick)
;[Command]
;name    = "QCF_a"
;Command = ~D, F, a
;[Command]
;name    = "QCF_a"
;Command = ~D, F, ~a
;[Command]
;name    = "QCF_b"
;Command = ~D, F, b
;[Command]
;name    = "QCF_b"
;Command = ~D, F, ~b
;[Command]
;name    = "QCF_c"
;Command = ~D, F, c
;[Command]
;name    = "QCF_c"
;Command = ~D, F, ~c


;Crane Stance
;[Command]
;name    = "QCF_k"
;Command = ~D, F, a
;time = 10
;[Command]
;name    = "QCF_k"
;Command = ~D, F, ~a
;time = 10
;[Command]
;name    = "QCF_k"
;Command = ~D, F, b
;time = 10
;[Command]
;name    = "QCF_k"
;Command = ~D, F, ~b
;time = 10
;[Command]
;name    = "QCF_k"
;Command = ~D, F, c
;time = 10
;[Command]
;name    = "QCF_k"
;Command = ~D, F, ~c
;time = 10



;EX Talons
;[Command]
;name    = "QCF_2p"
;Command = ~D, F, x+y
;[Command]
;name    = "QCF_2p"
;Command = ~D, F, y+z
;[Command]
;name    = "QCF_2p"
;Command = ~D, F, x+z



;Levitation new command (it was Up,Up)
;[Command]
;name    = "QCB_p"
;Command = D, B, x
;[Command]
;name    = "QCB_p"
;Command = D, B, y
;[Command]
;name    = "QCB_p"
;Command = D, B, z



;Z Counter - Aerial Z counter (Punches)
;[Command]
;name    = "f2p"
;Command = $F, x+y
;;time    = 1
;[Command]
;name    = "f2p"
;Command = $F, x+z
;;time = 1
;[Command]
;name    = "f2p"
;Command = $F, y+z
;;time    = 1

;Z Counter - Aerial Z counter (Kick)
;[Command]
;name    = "f2k"
;Command = $F, a+b
;;time    = 1
;[Command]
;name    = "f2k"
;Command = $F, a+c
;;time    = 1
;[Command]
;name    = "f2k"
;Command = $F, b+c
;;time    = 1



;Wing Attack
;[Command]
;name    = "dp_x"
;Command = ~F, D, DF, x
;[Command]
;name    = "dp_x"
;Command = ~F, D, DF, ~x
;[Command]
;name    = "dp_y"
;Command = ~F, D, DF, y
;[Command]
;name    = "dp_y"
;Command = ~F, D, DF, ~y
;[Command]
;name    = "dp_z"
;Command = ~F, D, DF, z
;[Command]
;name    = "dp_z"
;Command = ~F, D, DF, ~z

;EX Wing Attack
;[Command]
;name    = "dp_2p"
;Command = ~F, D, DF, x+y
;[Command]
;name    = "dp_2p"
;Command = ~F, D, DF, y+z
;[Command]
;name    = "dp_2p"
;Command = ~F, D, DF, x+z


;[Command]
;name    = "F,z"
;Command = ~F, z
;time    = 10


;[Command]
;name    = "F_k"
;Command = ~F, a
;time    = 10
;[Command]
;name    = "F_k"
;Command = ~F, b
;time    = 10
;[Command]
;name    = "F_k"
;Command = ~F, c
;time    = 10
;[Command]
;name    = "F_p"
;Command = ~F, x
;time    = 10
;[Command]
;name    = "F_p"
;Command = ~F, y
;time    = 10
;[Command]
;name    = "F_p"
;Command = ~F, z
;time    = 10


;Enter - exit Emotion (OM) mode
;[Command]
;name    = "DD_b+y"
;Command = D, D, b+y
;time    = 20


;[Command]
;name    = "HCB_p"
;Command = ~F, D, B, x
;[Command]
;name    = "HCB_p"
;Command = ~F, D, B, ~x
;[Command]
;name    = "HCB_p"
;Command = ~F, D, B, y
;[Command]
;name    = "HCB_p"
;Command = ~F, D, B, ~y
;[Command]
;name    = "HCB_p"
;Command = ~F, D, B, z
;[Command]
;name    = "HCB_p"
;Command = ~F, D, B, ~z


;[Command]
;name = "mash_x"
;command = ~x, x, x
;time = 25
;;buffer.time = 3
;[Command]
;name = "mash_y"
;command = ~y, y, y
;time = 23
;;buffer.time = 3
;[Command]
;name = "mash_z"
;command = ~z, z, z
;time = 21
;;buffer.time = 3



;[##CHIAOTZU##]

;Telekinesis
;[Command]
;name    = "HCB_x"
;Command = ~F, D, B, x
;[Command]
;name    = "HCB_x"
;Command = ~F, D, B, ~x
;[Command]
;name    = "HCB_y"
;Command = ~F, D, B, y
;[Command]
;name    = "HCB_y"
;Command = ~F, D, B, ~y
;[Command]
;name    = "HCB_z"
;Command = ~F, D, B, z
;[Command]
;name    = "HCB_z"
;Command = ~F, D, B, ~z


;Dodonpa
;[Command]
;name    = "rdp"
;Command = ~B, D, DB, x
;[Command]
;name    = "rdp"
;Command = ~B, D, DB, ~x
;[Command]
;name    = "rdp"
;Command = ~B, D, DB, y
;[Command]
;name    = "rdp"
;Command = ~B, D, DB, ~y
;[Command]
;name    = "rdp"
;Command = ~B, D, DB, z
;[Command]
;name    = "rdp"
;Command = ~B, D, DB, ~z

;Shield
;[Command]
;name    = "DD_2p"
;Command = D, D, x+y
;time    = 20
;[Command]
;name    = "DD_2p"
;Command = D, D, y+z
;time    = 20
;[Command]
;name    = "DD_2p"
;Command = D, D, z+x
;time    = 20



;-| 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
;
;[Command]
;name    = "UU"     ;Required (do not remove)
;Command = U, U
;time    = 10
;
;[Command]
;name    = "DD"     ;Required (do not remove)
;Command = D, D
;time    = 10
;
;[Command]
;name = "DDD"
;command = D, D, D
;time = 20




;-|                        |-----------------------------------------------
;[Command]
;name    = "recovery";Required (do not remove)
;command = x
;time    = 1
;[Command]
;name    = "recovery";Required (do not remove)
;command = y
;time    = 1
;[Command]
;name    = "recovery";Required (do not remove)
;command = z
;time    = 1
;[Command]
;name    = "recovery";Required (do not remove)
;command = a
;time    = 1
;[Command]
;name    = "recovery";Required (do not remove)
;command = b
;time    = 1
;[Command]
;name    = "recovery";Required (do not remove)
;command = c
;time    = 1
;
;[Command]
;name    = "xa"
;command = x+a
;time    = 1


;-| Dir + Button |---------------------------------------------------------
;[Command]
;name    = "down_a"
;Command = /$D,a
;time    = 1
;
;[Command]
;name    = "down_b"
;Command = /$D,b
;time    = 1


;-| Single Button |---------------------------------------------------------
;[Command]
;name    = "a"
;Command = a
;time    = 1
;
;[Command]
;name    = "b"
;Command = b
;time    = 1
;
;[Command]
;name    = "c"
;Command = c
;time    = 1
;
;[Command]
;name    = "x"
;Command = x
;time    = 1
;
;[Command]
;name    = "y"
;Command = y
;time    = 1
;
;[Command]
;name    = "z"
;Command = z
;time    = 1
;
;[Command]
;name    = "start"
;Command = s
;time    = 1
;[Command]
;name    = "s"
;Command = s
;time    = 1
;
;
;[Command]
;name    = "a+b+c"
;Command = a+b+c
;time    = 1
;
;
;[Command]
;name    = "p"
;Command = x
;time    = 1
;[Command]
;name    = "p"
;Command = y
;time    = 1
;[Command]
;name    = "p"
;Command = z
;time    = 1
;[Command]
;name    = "k"
;Command = a
;time    = 1
;[Command]
;name    = "k"
;Command = b
;time    = 1
;[Command]
;name    = "k"
;Command = c
;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    = "upfwd"
;Command = UF
;time    = 1
;[Command]
;name    = "upback"
;Command = UB
;time    = 1
;[Command]
;name    = "downfwd"
;Command = DF
;time    = 1
;[Command]
;name    = "downback"
;Command = DB
;time    = 1


;[Command]
;name = "superjumpbackward"     ;Required (do not remove)
;Command = $D, UB
;time = 10
;
;[Command]
;name = "superjump"     ;Required (do not remove)
;Command = $D, U
;time = 10
;
;[Command]
;name = "superjumpforward"     ;Required (do not remove)
;Command = $D, UF
;time = 10



;-| Hold Dir |--------------------------------------------------------------
;[Command]
;name = "holdfwd";Required (do not remove)
;Command = /$F
;time = 1
;
;[Command]
;name = "holdback";Required (do not remove)
;Command = /$B
;time = 1
;
;[Command]
;name = "holdup" ;Required (do not remove)
;Command = /$U
;time = 1
;
;[Command]
;name = "holddown";Required (do not remove)
;Command = /$D
;time = 1


;-| 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










;====================<SINGLE BUTTON>====================

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

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

[Command]
name    = "s"
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


;====================<HOLD BUTTON>====================

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


[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "hold_b"
command = /b
time = 1


[Command]
name = "holdc"
command = /c
time = 1
[Command]
name = "hold_c"
command = /c
time = 1


[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "hold_x"
command = /x
time = 1


[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "hold_y"
command = /y
time = 1


[Command]
name = "holdz"
command = /z
time = 1
[Command]
name = "hold_z"
command = /z
time = 1


[Command]
name = "holdstart"
command = /s
time = 1
[Command]
name = "hold_s"
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 DIR>====================

[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



;====================<OTHER>====================

[Command]
name = "highjump"
command = $D, $U
time = 15



;====================<DOUBLE TAP>====================

[Command]
name = "FF"
command = F, F
time = 10

[Command]
name = "BB"
command = B, B
time = 10



;====================<2/3 BUTTON COMBINATION>====================

;[Command]
;name = "recovery"
;command = x+y
;time = 1
;
;[Command]
;name = "recovery"
;command = x+z
;time = 1
;
;[Command]
;name = "recovery"
;command = y+z
;time = 1
;
;[Command]
;name = "recovery"
;command = a+x
;time = 1


[Command]
name = "recovery"
command = /x
time = 1

[Command]
name = "recovery"
command = /y
time = 1

[Command]
name = "recovery"
command = /z
time = 1

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

[Command]
name = "recovery"
command = /b
time = 1

[Command]
name = "recovery"
command = /c
time = 1







[Command]
name = "pp"
command = x+y
time = 1

[Command]
name = "pp"
command = x+z
time = 1

[Command]
name = "pp"
command = y+z
time = 1


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

[Command]
name = "kk"
command = a+c
time = 1

[Command]
name = "kk"
command = b+c
time = 1


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

[Command]
name = "b+y"
command = b+y
time = 1

[Command]
name = "c+z"
command = c+z
time = 1


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

[Command]
name = "a+c"
command = a+c
time = 1

[Command]
name = "b+c"
command = b+c
time = 1
























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;==============================================================================================
;========================================<-1 STATES>===========================================
;==============================================================================================
[StateDef -1]

;==============================================================================================
;==============================================================================================
;================================<EXPLODsive Buffering System>=================================
;====================================<by JustMorphPointman>====================================
;========================<better known as JustNoPoint and Jmorphman>===========================
;==============================================================================================

;This is an explod-based buffering system, designed to overcome several different errors and bugs
;related to MUGEN's default method of processing commands, as well as offering creators more control
;over how the commands of their character should work. It is designed to be easy to use, understand,
;and install. For more information, including instructions on how to add this to a character, as
;well as how to customize it and add new commands, please visit http://mugenguild.com/forum/msg.2366951

;==============================================================================================
;========================<QUICK REFERENCE GUIDE TO THE EXPLOD ID #'s>==========================
;==============================================================================================

;BASIC DIRECTIONAL INPUTS (these are primarily used to detect directional releases, but also can
;be used outside of the Buffering system code block to detect when a specific direction is currently
;being input or held down)

;Down:				90000002
;Down-right:			90000003
;Right:				90000006
;Up-right:			90000009
;Up:				90000008
;Up-left:				90000007
;Left:				90000004
;Down-left:			90000001


;BUTTON PRESS
;x:				90000200
;y:				90000210
;z:				90000220
;a:				90000230
;b:				90000240
;c:				90000250
;start:				90000195


;BUTTON RELEASE
;x:				90000205
;y:				90000215
;z:				90000225
;a:				90000235
;b:				90000245
;c:				90000255
;start:				90000196


;SYSTEM MOTIONS
;Down (3 ticks):			(D with a 3 tick buffer)	90000012
;Down-right (3 ticks):		(DR with a 3 tick buffer)	90000013
;Right (3 ticks):			(R with a 3 tick buffer)	90000016
;Up-right (3 ticks):		(UR with a 3 tick buffer)	90000019
;Up (3 ticks):			(U with a 3 tick buffer)	90000018
;Up-left (3 ticks):			(UL with a 3 tick buffer)	90000017
;Left (3 ticks):			(L with a 3 tick buffer)	90000014
;Down-left (3 ticks):		(DL with a 3 tick buffer)	90000011

;Down (3 ticks + HitPause):		(D w/ 3 tick buffer + HitPause)	90000022
;Down-right (3 ticks + HitPause):	(DR w/ 3 tick buffer + HitPause)	90000023
;Right (3 ticks + HitPause):		(R w/ 3 tick buffer + HitPause)	90000026
;Up-right (3 ticks + HitPause):	(UR w/ 3 tick buffer + HitPause)	90000029
;Up (3 ticks + HitPause):		(U w/ 3 tick buffer + HitPause)	90000028
;Up-left (3 ticks + HitPause):	(UL w/ 3 tick buffer + HitPause)	90000027
;Left (3 ticks + HitPause):		(L w/ 3 tick buffer + HitPause)	90000024
;Down-left (3 ticks + HitPause):	(DL w/ 3 tick buffer + HitPause)	90000021

;R, R:				(F, F)		90001016
;L, L:				(B, B)		90001064
;D, U:				(D, U)		90000408
;U, U:				(U, U)		90000518
;D, D:				(D, D)		90000562
;R, DR, D				(F, DF, D)	90007502
;L, DL, D				(B, DB, D)	90007552





;SPECIAL MOTIONS
;D, DR, R:			(QCF)		90010006
;D, DL, L:			(QCB)		90010104
;R, D, DR:			(F, D, DF)	90010203
;L, D, DL:			(B, D, DB)	90010301
;L, DL, D, DR, R:			(HCF)		90010406
;R, DR, D, DL, L:			(HCB)		90010504

;(charge) L, R:			([charge] B, F)	90010606
;(charge) R, L:			([charge] F, B)	90010704
;(charge) D, U:			([charge] D, U)	90010808

;L, D, R, U:			(360)			90011008
;L, U, R, D:			(360)			90011102
;D, R, U, L:			(360)			90011204
;D, L, U, R:			(360)			90011306
;R, D, L, U:			(360)			90011408
;R, U, L, D:			(360)			90011502
;U, R, D, L:			(360)			90011604
;U, L, D, R:			(360)			90011706
;R, D, L, R:			(HCB, F)			90012016
;L, D, R, L:			(HCF, B)			90012114
;R, L, R:				(F, B, F)			90012216
;L, R, L:				(B, F, B)			90012314
;D, DR, R, UR:			(QCF, UF)			90012409
;D, DL, L, UL:			(QCB, UB)			90012507
;D, D:				([special] D, D)		90012602


;SUPER MOTIONS
;D, DR, R, D, DR, R:			(QCFx2)		90030016
;D, DL, L, D, DL, L:			(QCBx2)		90030114
;L, DL, D, DR, R, L, DL, D, DR, R:		(HCFx2)		90030416
;R, DR, D, DL, L, R, DR, D, DL, L:		(HCBx2)		90030514

;(charge) L, R, L, R:			([charge] B, F, B, F)	90030616
;(charge) R, L, R, L:			([charge] F, B, F, B)	90030714
;(charge) DL, DR, DL, UR:			([charge] DB, DF, DB, UF)	90030809
;(charge) DR, DL, DR, UL:			([charge] DF, DB, DF, UB)	90030907

;L, D, R, U, L, D, R, U:			(720)			90031018
;L, U, R, D, L, U, R, D:			(720)			90031112
;D, R, U, L, D, R, U, L:			(720)			90031214
;D, L, U, R, D, L, U, R:			(720)			90031316
;R, D, L, U, R, D, L, U:			(720)			90031418
;R, U, L, D, R, U, L, D:			(720)			90031512
;U, R, D, L, U, R, D, L:			(720)			90031614
;U, L, D, R, U, L, D, R:			(720)			90031716

;R, L, D, R:				(F, HCF)			90032016
;L, R, D, L:				(B, HCB)			90032114
;D, DR, R, D, L:				(QCF, HCB)		90032204
;D, DL, L, D, R:				(QCB, HCF)		90032306
;D, DR, R, DR, L:				(QCF, DF, B)		90032404
;D, DL, L, DL, R:				(QCB, DB, F)		90032506
;D, D, D:					(D, D, D)			90032602


;SUPER MOTIONS (button inputs)
;x, x, F, a, z:				(Shun Goku Satsu)		94000220



;==============================================================================================
;===================================<DIRECTIONAL COMMANDS>=====================================
;==============================================================================================

;==============================================================================================
;These are required for the system to function; they are active whenever the specified direction
;is currently being input, and disappear as soon as they are released (via a series of RemoveExplods
;at the bottom of the Buffering system code block). They are used by the system to detect directional
;releases, but can also be used outside of the Buffering system code block to detect when a specific
;direction is being input or held down.
;==============================================================================================

[State -1, Release Down Detector]
type = Explod
;make sure explod doesn't already exist
triggerAll = !NumExplod(90000002)
;check to make sure Helper exists, and that the entity running this code isn't the helper, and that
;the AI isn't active. Only a human player should be making explods!
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;If either of these explods exist, then down/up inputs have been reversed (this is usually caused
;by an attack of some sort, such as Thanos's Mind Gem super). We can easily flip left/right commands,
;but for down/up inputs, we must have two sets of triggers. This is the first set, which only activate
;if the explods don't exist, so we can just check the inputs normally.
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;explod will be created if down is input
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
;no other directions may be input, otherwise it wouldn't be a down input!
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
;These sets of triggers, however, only are used if one of the direction input reversal explods exist.
;We treat "down" inputs as "up", and vice-versa; "down-right" is treated as "up-right", and so on.
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000002
;these explods are only removed via a RemoveExplod, so their RemoveTime is set to -1 (aka infinite)
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Down-Right Detector]
type = Explod
triggerAll = !NumExplod(90000003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000003
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Right Detector]
type = Explod
triggerAll = !NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000006
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Up-Right Detector]
type = Explod
triggerAll = !NumExplod(90000009)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger1 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000009
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Up Detector]
type = Explod
triggerAll = !NumExplod(90000008)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000008
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Up-Left Detector]
type = Explod
triggerAll = !NumExplod(90000007)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000007
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Left Detector]
type = Explod
triggerAll = !NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000004
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release Down-Left Detector]
type = Explod
triggerAll = !NumExplod(90000001)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger1 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000001
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1



;==============================================================================================
;==========================================<BUTTONS>===========================================
;==============================================================================================

[State -1, Press x]
type = Explod
;if there already exists a "press x" explod, and the player is in HitPauseTime, then we don't need another!
trigger1 = !HitPauseTime || !NumExplod(90000200)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "x"
anim = 1
ID = 90000200
;the removeTime, pauseMoveTime, and superMoveTime all must be the same value. This represents the
;amount of time (in ticks) that this individual input is "active"; in other words, it's the window
;of time the player has to input the next input in sequence (or if it's the final input of a command,
;the amount of time that command will last, if the character cannot currently perform the move in
;question). We use "10" as the default value for most directional inputs, because it's generally the
;standard amount of time for most games
;We use "3" for button inputs, which is what many modern games use, but there's a lot of variance
;there.

;We also include " + IfElse(HitPauseTime, HitPauseTime - 1, 0)" to the RemoveTime/PauseMoveTime/SuperMoveTime
;in order to keep the command alive during hit pause. This goes on all button press commands, as well as
;the final directional input of any system, special, or super command.
;For more information on what the removeTime (and pauseMoveTime, et. al.) represents, see the comments for
;the "Right, Right" command
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, Press y]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000210)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "y"
anim = 1
ID = 90000210
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, Press z]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000220)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "z"
anim = 1
ID = 90000220
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, Press a]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000230)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "a"
anim = 1
ID = 90000230
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, Press b]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000240)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "b"
anim = 1
ID = 90000240
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, Press c]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000250)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "c"
anim = 1
ID = 90000250
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, Press start]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000195)
trigger1 = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "start"
anim = 1
ID = 90000195
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;These explods are used to detect button releases, much in the same way that the directional
;detectors work. These are required for the system, but it's easier to use MUGEN's standard
;"holda" / "holdx" / etc. for situations where you need to detect a held button input, rather than
;making use of these like you would the release direction detectors.
;==============================================================================================
[State -1, Release x Detector]
type = Explod
triggerAll = !NumExplod(90000201)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "x" || Helper(90000005), command = "holdx"
anim = 1
ID = 90000201
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release y Detector]
type = Explod
triggerAll = !NumExplod(90000211)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "y" || Helper(90000005), command = "holdy"
anim = 1
ID = 90000211
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release z Detector]
type = Explod
triggerAll = !NumExplod(90000221)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "z" || Helper(90000005), command = "holdz"
anim = 1
ID = 90000221
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release a Detector]
type = Explod
triggerAll = !NumExplod(90000231)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "a" || Helper(90000005), command = "holda"
anim = 1
ID = 90000231
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release b Detector]
type = Explod
triggerAll = !NumExplod(90000241)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "b" || Helper(90000005), command = "holdb"
anim = 1
ID = 90000241
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release c Detector]
type = Explod
triggerAll = !NumExplod(90000251)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "c" || Helper(90000005), command = "holdc"
anim = 1
ID = 90000251
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State -1, Release start Detector]
type = Explod
triggerAll = !NumExplod(90000194)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "start"
anim = 1
ID = 90000194
removeTime = -1
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1



;==============================================================================================
;Take note of the RemoveTimes on these: release button inputs don't persist through hitpause!
;==============================================================================================

[State -1, Release x]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000205)
triggerAll = NumExplod(90000201)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "x" && Helper(90000005), command != "holdx"
anim = 1
ID = 90000205
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Release y]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000215)
triggerAll = NumExplod(90000211)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "y" && Helper(90000005), command != "holdy"
anim = 1
ID = 90000215
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Release z]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000225)
triggerAll = NumExplod(90000221)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "z" && Helper(90000005), command != "holdz"
anim = 1
ID = 90000225
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Release a]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000235)
triggerAll = NumExplod(90000231)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "a" && Helper(90000005), command != "holda"
anim = 1
ID = 90000235
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Release b]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000245)
triggerAll = NumExplod(90000241)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "b" && Helper(90000005), command != "holdb"
anim = 1
ID = 90000245
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Release c]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000255)
triggerAll = NumExplod(90000251)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "c" && Helper(90000005), command != "holdc"
anim = 1
ID = 90000255
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Release start]
type = Explod
trigger1 = !HitPauseTime || !NumExplod(90000196)
triggerAll = NumExplod(90000194)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "start" && Helper(90000005), command != "holdstart"
anim = 1
ID = 90000196
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1

[State -1, Throw Tech]
type = Explod
trigger1 = NumHelper(90000005) && !IsHelper
trigger1 = !AILevel
trigger1 = Helper(90000005), command = "x" && Helper(90000005), command = "a"
anim = 1
ID = 90000800
removeTime = 3 
pauseMoveTime = 3 
superMoveTime = 3 
ignoreHitPause = 1

;==============================================================================================
;=============================<DIRECTIONAL INPUTS (3 TICK BUFFER)>=============================
;==============================================================================================

;==============================================================================================
;These activate whenever the direction in question is input, and persist for three ticks. Useful
;if you need to use only a single directional input, but also want it to last longer than one tick.
;==============================================================================================

;======================================<DOWN (3 TICKS)>========================================
[State -1, Down (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90000012
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;===================================<DOWN-RIGHT (3 TICKS)>=====================================
[State -1, Down-Right (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90000013
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;======================================<RIGHT (3 TICKS)>=======================================
[State -1, Right (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90000016
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;=====================================<UP-RIGHT (3 TICKS)>=====================================
[State -1, Up-Right (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
anim = 1
ID = 90000019
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;========================================<UP (3 TICKS)>========================================
[State -1, Up (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "back"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "back"
anim = 1
ID = 90000018
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;=====================================<UP-LEFT (3 TICKS)>======================================
[State -1, Up-Left (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
anim = 1
ID = 90000017
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;=======================================<LEFT 3 TICKS>=========================================
[State -1, Left (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90000014
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;====================================<DOWN-LEFT 3 TICKS>=======================================
[State -1, Down-Left (3 ticks)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90000011
removeTime = 3
pauseMoveTime = 3
superMoveTime = 3
ignoreHitPause = 1



;==============================================================================================
;=====================<DIRECTIONAL INPUTS (3 TICK BUFFER + HITPAUSE TIME)>=====================
;==============================================================================================

;==============================================================================================
;These are almost identical to the explods directly above this, except these will persist through
;a HitPause, and will only activate if the direction in question is being either held or input on
;the same tick that any button is input. These can be used to replicate the command behavior of Capcom
;games for crouching and command normal moves. For more information, please see [INSERT LINK].
;==============================================================================================

;==============================<DOWN (3 TICKS + HITPAUSE TIME)>================================
[State -1, Down (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command = "down" || Helper(90000005), command = "holddown") && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holdfwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = (Helper(90000005), command = "up" || Helper(90000005), command = "holdup") && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown" && Helper(90000005), command != "holdfwd"
anim = 1
ID = 90000022
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1




;===========================<DOWN-RIGHT (3 TICKS + HITPAUSE TIME)>=============================
[State -1, Down-Right (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command = "dfwd" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = (Helper(90000005), command = "ufwd" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000023
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================<RIGHT (3 TICKS + HITPAUSE TIME)>===============================
[State -1, Right (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = (Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd") && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000026
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=============================<UP-RIGHT (3 TICKS + HITPAUSE TIME)>=============================
[State -1, Up-Right (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command = "ufwd" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holddown"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = (Helper(90000005), command = "dfwd" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdfwd")) && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "holdback" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000029
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;================================<UP (3 TICKS + HITPAUSE TIME)>================================
[State -1, Up (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command = "up" || Helper(90000005), command = "holdup") && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "back" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown" && Helper(90000005), command != "holdback"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = (Helper(90000005), command = "down" || Helper(90000005), command = "holddown") && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "back" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holdback"
anim = 1
ID = 90000028
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=============================<UP-LEFT (3 TICKS + HITPAUSE TIME)>==============================
[State -1, Up-Left (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command = "uback" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = (Helper(90000005), command = "dback" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000027
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;===============================<LEFT 3 TICKS + HITPAUSE TIME>=================================
[State -1, Left (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = (Helper(90000005), command = "back" || Helper(90000005), command = "holdback") && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000024
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;============================<DOWN-LEFT 3 TICKS + HITPAUSE TIME>===============================
[State -1, Down-Left (3 ticks + HitPauseTime)]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
triggerAll = Helper(90000005), command = "x" || Helper(90000005), command = "y" || Helper(90000005), command = "z" || Helper(90000005), command = "a"  || Helper(90000005), command = "b" || Helper(90000005), command = "c" || Helper(90000005), command = "start"
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command = "dback" || (Helper(90000005), command = "holddown" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holdup"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = (Helper(90000005), command = "uback" || (Helper(90000005), command = "holdup" && Helper(90000005), command = "holdback")) && Helper(90000005), command != "fwd" && Helper(90000005), command != "down" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "holddown"
anim = 1
ID = 90000021
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;Reminder: because this system is based on absolute directions (left/right) instead of relative
;directions (forward/backward), all commands must have a mirrored command as well (unless they are
;performed solely with up and/or down!) In other words, two different versions of each individual
;command must be defined in this system: one assuming the character is facing the right, and one
;for the left.
;==============================================================================================

;==============================================================================================
;================================<FORWARD, FORWARD/BACK, BACK>=================================
;==============================================================================================

;==============================================================================================
;Dash/run commands in SNK typically have release directions as their first inputs. In other words,
;in most SNK games, you can dash/run by holding forward or back for however long you like, and then
;quickly releasing the stick and returning to neutral, then quickly inputting forward/back again.
;In most Capcom games, this will not work. We have the dash/run commands in this system set up to
;follow Capcom's example.

;Different games have different input windows for dash commands. KOF gives you a 7 tick window between
;each the first and second forward/back commands, and the final input has a buffer time of 3 ticks.
;CPS2 Capcom games (under the normal speed setting) have an input window of 7 ticks for the consecutive
;forward/back commands, and the final input has a buffer time of 2 ticks. In SFIII, both the input
;window and the buffer time is 7 ticks. The default values in this system are 10 for the input window
;and 3 for the buffer time, to match up with the other commands (but feel free to change those values
;to suit your personal preference!)
;==============================================================================================

;=======================================<RIGHT, RIGHT>=========================================
[State -1, R, R: 1st Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90001006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, R: Neutral]
type = Explod
triggerAll = NumExplod(90000006) && NumExplod(90001006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;make sure no directional input is being performed
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90001005
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

;We remove the neutral explod if any non-right input is detected, or if the 1st right explod does not exist
;in most Capcom games, a dash command will be cancelled mid-input if any direction other than forward/back
;and neutral are input. But SNK games give you more leeway: as long as you have inputting forward/back, and
;have returned the stick to neutral, you can input any other directional command and still get a dash as long
;as you input another forward/back command. If you want to replicate this behavior, simply delete the first trigger
;of this RemoveExplod sctrl (you will still need the second trigger, though).
[State -1, Remove R, R: Neutral]
type = RemoveExplod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007) || NumExplod(90000004) || NumExplod(90000001)
trigger2 = !NumExplod(90001006)
ID = 90001005
ignoreHitPause = 1

[State -1, R, R: 2nd Right]
type = Explod
;we check to see if the user has input right recently, and has returned the stick to neutral
triggerAll = NumExplod(90001005) && NumExplod(90001006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90001016
;see the button explods above for an explanation of this IfElse statement. This statement only goes on the final
;input of any command, and should not go anywhere else in the command!
;We also are using a non-standard removeTime for this input, as dash commands in most games are only active
;for a short period of time (around 1-3 ticks).
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, R, R: 2nd Right (10 ticks)]
type = Explod
;this one is used for Kung Fu Knee
triggerAll = NumExplod(90001005) && NumExplod(90001006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90001026
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;Now for the reversed command:
;==============================================================================================

;=======================================<LEFT, LEFT>=========================================
[State -1, L, L: 1st Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90001054
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, L: Neutral]
type = Explod
triggerAll = NumExplod(90000004) && NumExplod(90001054)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90001055
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, Remove L, L: Neutral]
type = RemoveExplod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000006) || NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007) || NumExplod(90000001)
trigger2 = !NumExplod(90001054)
ID = 90001055
ignoreHitPause = 1

[State -1, L, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90001055) && NumExplod(90001054)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90001064
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

[State -1, L, L: 2nd Left (10 ticks)]
type = Explod
triggerAll = NumExplod(90001055) && NumExplod(90001054)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90001074
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;===================================<DOWN, UP (SUPER JUMP)>====================================
;==============================================================================================

;==============================================================================================
;Super jump commands can be done with any down directional input, followed by any up directional
;==============================================================================================

;=======================================<DOWN, UP>=========================================
[State -1, D, U: Down]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger1 = Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger2 = Helper(90000005), command != "down"
anim = 1
ID = 90000402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, U: Up]
type = Explod
triggerAll = NumExplod(90000402)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger1 = Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger2 = Helper(90000005), command != "up"
anim = 1
ID = 90000408
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;=====================================<UP, UP/DOWN, DOWN>======================================
;==============================================================================================

;==============================================================================================
;Pretty similar to the Forward, Forward/Back, Back commands, only we don't need to worry about
;the player's facing or anything, since all the inputs are either down or up!

;Also of note is that any up/down direction may be used to activate this command (i.e., a UF, UF
;will still be considered a U, U command).
;==============================================================================================

;=======================================<UP, UP>=========================================
[State -1, U, U: 1st Up]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger1 = Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger2 = Helper(90000005), command != "up"
anim = 1
ID = 90000508
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, U, U: Neutral]
type = Explod
triggerAll = (NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009)) && NumExplod(90000508)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
anim = 1
ID = 90000505
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, Remove U, U: Neutral]
type = RemoveExplod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000004) || NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003) || NumExplod(90000006)
trigger2 = !NumExplod(90000508)
ID = 90000505
ignoreHitPause = 1

[State -1, U, U: 2nd Up]
type = Explod
triggerAll = NumExplod(90000505) && NumExplod(90000508)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger1 = Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger2 = Helper(90000005), command != "up"
anim = 1
ID = 90000518
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=========================================<DOWN,DOWN>==========================================
[State -1, D, D: 1st Down]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger1 = Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger2 = Helper(90000005), command != "down"
anim = 1
ID = 90000552
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, D: Neutral]
type = Explod
triggerAll = (NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) && NumExplod(90000552)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90000555
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, Remove D, D: Neutral]
type = RemoveExplod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000004) || NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009) || NumExplod(90000006)
trigger2 = !NumExplod(90000552)
ID = 90000555
ignoreHitPause = 1

[State -1, D, D: 2nd Down]
type = Explod
triggerAll = NumExplod(90000555) && NumExplod(90000552)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger1 = Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger2 = Helper(90000005), command != "down"
anim = 1
ID = 90000562
removeTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 3 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;===================================<QUARTER CIRCLE DOWN>======================================
;==============================================================================================

;==============================================================================================
;This is the SFA2 style Zero Counter command. This is the first command in the system that uses
;a release directional input. However, this command works somewhat differently from the way pretty
;much every other command in this system works, so we're gonna avoid getting deep into discussion
;about anything here. Please see the following command (quarter-circle forward/back) for a basic
;look at how most release inputs work in this system.
;==============================================================================================


;================================<RIGHT, DOWN-RIGHT, DOWN>=====================================
[State -1, R, DR, D: Release Right]
type = Explod
;check to see if the Release Right Detector explod exists. If it exists and down is no longer being
;input, that means it was released!
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;if right isn't currently being input by the user, then right was released!
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
;... but if right is currently being input by the user, AND there's another direction being input,
;then right is still considered to have been released.
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90007506
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, R, DR, D: Down-Right]
type = Explod
;the "Right" explod needs to exist before the next command in sequence is allowed
triggerAll = NumExplod(90007506)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90007503
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D: Down]
type = Explod
triggerAll = NumExplod(90007503)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90007502
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=================================<LEFT, DOWN-LEFT, DOWN>======================================
[State -1, L, DL, D: Release Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90007554
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, L, DL, D: Down-Left]
type = Explod
triggerAll = NumExplod(90007554)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90007551
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D: Down]
type = Explod
triggerAll = NumExplod(90007551)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90007552
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;===============================<QUARTER CIRCLE FORWARD/BACK>==================================
;==============================================================================================

;==============================================================================================
;The vast majority of all commands in fighting games allow the first input of any command to be
;a release input, so that you're allowed to hold the direction that the command starts with for
;however long you want, then input the rest of the command, and still get the move. This is why
;in MUGEN, people typically write all their character's commands as starting with a release input;
;however, things are a bit more complicated outside of MUGEN (and thus, more complicated in this
;buffer too). In most games, the window of time a player has to input the next command in sequence
;after performing a release input is shorter than the window of time they have to input the next
;command after a press input. For example, in Street Fighter III, if you want to perform a quarter-
;circle forward motion, and you press (or hold) the "down" direction, you will have 10 ticks to
;input "down-forward" and continue the command. But if instead you were to hold the "down" direction
;down for a few seconds before releasing it, you will have only 5 ticks to input "down-forward" to
;continue entering the command.

;The way this is translated to the EXPLODsive Buffering system is this: we have two separate explods
;for the first input of every command that uses a release directional input. One explod is created
;whenever the first input is entered, and has a RemoveTime of 10 (which is the same amount of time
;that most other directional explods use in this system); one other explod is also created whenever
;the direction of the first input is released: this has a RemoveTime of 5, which is generally what
;commercial fighting games use.

;Do note that not every game gives players the same input windows for every single command: for
;example, in Street Fighter Alpha 3 (on normal speed), press directional inputs all have a 10 tick
;input window, but the input window for the release directional input in a quarter-circle motion is
;6, while the input window for the release directional input in a forward, down, down-forward motion
;is only 4! There's a whole bunch of variance here, sometimes in the same game, and so it's best to check
;the source game of the character you're making (if applicable) to try and get an idea of what RemoveTime
;will be best for each of your commands.
;==============================================================================================

;================================<DOWN, DOWN-RIGHT, RIGHT>=====================================

;Since this is the press directional input for the first input, it has a RemoveTime of 10
[State -1, D, DR, R: Press Down]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90010002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

;And since this is the release directional input for the first input, it has a RemoveTime of only 5!
[State -1, D, DR, R: Release Down]
type = Explod
triggerAll = NumExplod(90000002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
anim = 1
ID = 90010052
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, D, DR, R: Down-Right]
type = Explod
;Remember, we have to check to see if either the "press down" or "release down" explods exist!
triggerAll = NumExplod(90010002) || NumExplod(90010052)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90010003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R: Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010006
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=================================<DOWN, DOWN-LEFT, LEFT>======================================
[State -1, D, DL, L: Press Down]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90010102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L: Release Down]
type = Explod
triggerAll = NumExplod(90000002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
anim = 1
ID = 90010152
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, D, DL, L: Down-Left]
type = Explod
triggerAll = NumExplod(90010102) || NumExplod(90010152)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90010101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L: Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010104
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;===========================<DOUBLE QUARTER CIRCLE FORWARD/BACK>===============================
;==============================================================================================

;==============================================================================================
;This command is mostly identical to the QCF/QCB commands, but with different ID's; there are some
;important differences, however. Instead of repeating the entire first QCF/QCB command, we just
;(mostly) use the ones we already defined above!

;We do repeat the forward/backward input from the first QCF/QCB, though. This is because the final
;explod of the QCF/QCB command will persist through hitpause, which is not true for the QCFx2
;command: otherwise, you'd be able to input a QCF during a long hitpause, wait for the hitpause to
;end, and then input another QCF and still get a QCFx2 motion, and that's not how things are supposed
;to work!

;Also, do note that Capcom games use a command shortcut for QCFx2/QCBx2 motions; a D, DF, F, D, DF
;will work just as well as a D, DF, F, D, DF, F motion; if you want to replicate this behavior, all
;you have to do is check to see if either the repsective "DF/DB" or the "F/B" explods exist in the
;triggers for that move's ChangeState.
;==============================================================================================

;===========================<DOUBLE DOWN, DOWN-RIGHT, RIGHT>===============================
;this is almost identical to the D, DR, R: Right explod; the only difference is that it has a
;RemoveTime of 10 (with no additional IfElse statements), because it shouldn't persist through hitpause!
[State -1, D, DR, R, D, DR, R: 1st Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, D, DR, R: 2nd Down]
type = Explod
triggerAll = NumExplod(90030006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90030002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, D, DR, R: 2nd Down-Right]
type = Explod
triggerAll = NumExplod(90030002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90030003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, D, DR, R: 2nd Right]
type = Explod
triggerAll = NumExplod(90030003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030016
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1


;===========================<DOUBLE DOWN, DOWN-LEFT, LEFT>===============================
[State -1, D, DL, L, D, DL, L: 1st Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030104
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, D, DL, L: 2nd Down]
type = Explod
triggerAll = NumExplod(90030104)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90030102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, D, DL, L: 2nd Down-Left]
type = Explod
triggerAll = NumExplod(90030102)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90030101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, D, DL, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90030101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030114
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;=====<QUARTER CIRCLE FORWARD, HALF CIRCLE BACK/QUARTER CIRCLE BACK, HALF CIRCLE FORWARD>======
;==============================================================================================

;==============================================================================================
;This is a command used mostly by SNK, and it has a few quirks compared to how Capcom approaches
;commands. For half-circle motions, SNK only checks for the cardinal inputs (i.e., the non-diagonal
;directions) to see if the user has successfully complated the move, and gives those cardinal inputs
;an extra-long input window (in KOF '98, for example, it's 16, compared to the 10 tick input window for
;normal commands) to compensate for the loss of the diagonal inputs.

;For the default EXPLODsive Buffering system, however, we have opted to allow diagonal inputs in
;these SNK-style half-circle commands, but to make them optional (because, to be quite honest, ignoring
;diagonal inputs entirely is pretty dumb!). What this ends up looking like is that the command can be
;completed only using cardinal inputs, but any diagonal inputs will still be cheked: any diagonal
;input will keep the command "alive" even if the cardinal input preceeding it has exhausted its input
;window.

;The way that translates to this explod system is that (for half-circle motions) we allow the user
;to skip the diagonal inputs: the "down" explod in a HCF command could be created if the "back"
;explod exists, e.g., instead of requiring the "down-back" explod to exist. However, we must also
;allow the "back" explod to be created if the "down-back" explod exists: this makes it so the diagonal
;inputs aren't just a waste of time; they will keep the command alive even if the previous cardinal
;direction explod has expired, which is exactly the same behavior that KOF has.

;To replicate the same behavior that SNK games use, simply delete the diagonal input explods, and increase
;the RemoveTime on each of the cardinal input explods.

;A final note: as with the QCFx2/QCBx2 commands, we use the parts of the earlier QCF/QCB command block
;instead of just repeating that code.
;==============================================================================================

;===============<DOWN, DOWN-RIGHT, RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>===================
[State -1, D, DR, R, DR, D, DL, L: Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, DR, D, DL, L: Down-Right]
type = Explod
triggerAll = NumExplod(90032206)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90032203
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, DR, D, DL, L: Down]
type = Explod
triggerAll = NumExplod(90032203) || NumExplod(90032206)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90032202
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, DR, D, DL, L: Down-Left]
type = Explod
triggerAll = NumExplod(90032202)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90032201
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, DR, D, DL, L: Left]
type = Explod
triggerAll = NumExplod(90032201) || NumExplod(90032202)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032204
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;================<DOWN, DOWN-LEFT, LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>===================
[State -1, D, DL, L, DL, D, DR, R: Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, DL, D, DR, R: Down-Left]
type = Explod
triggerAll = NumExplod(90032304)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90032301
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, DL, D, DR, R: Down]
type = Explod
triggerAll = NumExplod(90032301) || NumExplod(90032304)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90032302
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, DL, D, DR, R: Down-Right]
type = Explod
triggerAll = NumExplod(90032302)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90032303
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, DL, D, DR, R: Right]
type = Explod
triggerAll = NumExplod(90032303) || NumExplod(90032302)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032306
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;=====<QUARTER CIRCLE FORWARD, DOWN-FORWARD, BACK/QUARTER CIRCLE BACK, DOWN-BACK, FORWARD>=====
;==============================================================================================

;==============================================================================================
;This is very, very similar to the preceding command, but it is a distinct command with its own
;quirks! This is typically used for Terry's Power Geyser super, among a few other moves. What
;makes this different from the QCF, HCB/QCB, HCF command is that although this command is officially
;referred to in move lists as "QCF, DF, B/QCB, DB, F", in KOF games, this command can (usually) skip
;straight from the starting QCF/QCB and proceed directly to the final input of the command (the
;command would here be rendered as "QCF, B"/"QCB, F"). But this can sometimes be weird: in KOF 2002
;this can only be done if  that final input in the QCF/QCB part of the command is held for at least
;two ticks (KOF 2002 is the first game in the series where the player only needs to enter an individual
;input for only one frame and still complete a command; previous games required the inputs to be held
;for at least two). In the Fatal Fury series, however, generally this either uses a motion that is
;actually "QCF, DF, B / QCB, DB, F" motion, or sometimes even a QCF, HCB/QCB, HCF motion. Point is,
;there's a ton of variance here!

;As with the previous command, we have opted to modify this for the default EXPLODsive Buffering system,
;in order to keep it relatively simple and tried to change the manner in which the command worked into
;something that made more sense (to us, at least). We have it set up so that this command can skip straight
;from the starting QCF/QCB and proceed directly to the final input of the command (the command would here
;be rendered as "QCF, B"/"QCB, F"). It also can be performed using a QCF, HCB/QCB, HCF motion, with
;the additional quirk that the user can proceed immediately to the final input of the command no matter
;where they are in the half circle motion. So, for example, the user could perform QCB, DB, D, F, and
;still get the move. What this ends up looking like translated to MUGEN code is that, for instance, the
;explod representing QCF, DF, B: DB is allowed to be created if an explod exists representing "D", or "DF",
;or even "F".

;As with the the QCF, HCB / QCB, HCF command, this can be made to accurate to the source game(s)
;by removing some or all of the non-diagonal (and also the "down") explods.
;==============================================================================================

;========================<DOWN, DOWN-RIGHT, RIGHT, DOWN-RIGHT, LEFT>===========================
[State -1, D, DR, R, DR, L: Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032406
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, DR, L: Down-Right]
type = Explod
triggerAll = NumExplod(90032406)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90032403
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, DR, L: Down]
type = Explod
;the Down explod will be created if either (or both) the Right or Down-Right explods exist
triggerAll = NumExplod(90032406) || NumExplod(90032403)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90032402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, DR, L: Down-Left]
type = Explod
;the Down-Left explod will be created if the Right, Down-Right, or Down explods exist
triggerAll = NumExplod(90032406) || NumExplod(90032403) || NumExplod(90032402)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90032401
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, DR, L: Left]
type = Explod
;the Left explod will be created if the Right, Down-Right, Down, or Down-Left explods exist
triggerAll = NumExplod(90032406) || NumExplod(90032403) || NumExplod(90032402) || NumExplod(90032401)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032404
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=========================<DOWN, DOWN-LEFT, LEFT, DOWN-LEFT, RIGHT>============================
[State -1, D, DL, L, DL, R: Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032504
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, DL, R: Down-Left]
type = Explod
triggerAll = NumExplod(90032504)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90032501
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, DL, R: Down]
type = Explod
triggerAll = NumExplod(90032504) || NumExplod(90032501)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90032502
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, DL, R: Down-Right]
type = Explod
triggerAll = NumExplod(90032504) || NumExplod(90032501) || NumExplod(90032502)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90032503
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, DL, R: Right]
type = Explod
triggerAll = NumExplod(90032504) || NumExplod(90032501) || NumExplod(90032502) || NumExplod(90032503)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032506
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;============<QUARTER CIRCLE FORWARD, UP-FORWARD/QUARTER CIRCLE BACK, UP-BACK>=================
;==============================================================================================

;==============================================================================================
;Also known as a "Tiger Knee" motion. Works much the same way the double quarter circle motions
;work.
;==============================================================================================

;===========================<DOWN, DOWN-RIGHT, RIGHT, UP-RIGHT>================================
[State -1, D, DR, R, UR: Right]
type = Explod
triggerAll = NumExplod(90010003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012406
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DR, R, UR: Up-Right]
type = Explod
triggerAll = NumExplod(90012406)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
anim = 1
ID = 90012409
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=============================<DOWN, DOWN-LEFT, LEFT, UP-LEFT>=================================
[State -1, D, DL, L, UL: Left]
type = Explod
triggerAll = NumExplod(90010101)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012504
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, D, DL, L, UL: Up-Left]
type = Explod
triggerAll = NumExplod(90012504)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
anim = 1
ID = 90012507
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;====================<FORWARD, DOWN, DOWN-FORWARD/BACK, DOWN, DOWN-BACK>=======================
;==============================================================================================

;==============================================================================================
;Nothing special here, just the standard dragon punch motion!
;==============================================================================================

;================================<RIGHT, DOWN, DOWN-RIGHT>=====================================
[State -1, R, D, DR: Press Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, D, DR: Release Right]
type = Explod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90010256
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, R, D, DR: Down]
type = Explod
triggerAll = NumExplod(90010206) || NumExplod(90010256)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90010202
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, D, DR: Down-Right]
type = Explod
triggerAll = NumExplod(90010202)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90010203
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=================================<LEFT, DOWN, DOWN-LEFT>======================================
[State -1, L, D, DL: Press Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, D, DL: Release Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90010354
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, L, D, DL: Down]
type = Explod
triggerAll = NumExplod(90010304) || NumExplod(90010354)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90010302
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, D, DL: Down-Left]
type = Explod
triggerAll = NumExplod(90010302)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90010301
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;=================================<HALF CIRCLE FORWARD/BACK>===================================
;==============================================================================================

;==============================================================================================
;As mentioned earlier, SNK games have command shortcuts for half-circle moves, allowing the user
;to only input cardinal directions and still complete the command. We have opted to use Capcom's
;method for the standard half circle comands here, but these can very easily be modified to use
;the SNK method!
;==============================================================================================

;========================<LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>============================
[State -1, L, DL, D, DR, R: Press Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010404
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R: Release Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90010454
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, L, DL, D, DR, R: Down-Left]
type = Explod
triggerAll = NumExplod(90010404) || NumExplod(90010454)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90010401
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R: Down]
type = Explod
triggerAll = NumExplod(90010401) || NumExplod(90010404) || NumExplod(90010454)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90010402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R: Down-Right]
type = Explod
triggerAll = NumExplod(90010402) || NumExplod(90010401)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90010403
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R: Right]
type = Explod
triggerAll = NumExplod(90010403) || NumExplod(90010402)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010406
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;========================<RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>============================
[State -1, R, DR, D, DL, L: Press Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010506
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L: Release Right]
type = Explod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90010556
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, R, DR, D, DL, L: Down-Right]
type = Explod
triggerAll = NumExplod(90010506) || NumExplod(90010556)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90010503
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L: Down]
type = Explod
triggerAll = NumExplod(90010503) || NumExplod(90010506) || NumExplod(90010556)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90010502
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L: Down-Left]
type = Explod
triggerAll = NumExplod(90010502) || NumExplod(90010503)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !NumExplod(92828282) && !NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = NumExplod(92828282) || NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90010501
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L: Left]
type = Explod
triggerAll = NumExplod(90010501) || NumExplod(90010502)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010504
removeTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + ifElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;==============================<DOUBLE HALF CIRCLE FORWARD/BACK>===============================
;==============================================================================================

;==============================================================================================
;The double half circle motions use the exact same principles that the double quarter circle motions
;used: they're dependent on the standard half circle motions to reduce clutter and unnecessary
;duplication of code.
;==============================================================================================

;=====================<DOUBLE LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>========================
[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 1st Right]
type = Explod
triggerAll = NumExplod(90010403)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030406
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Left]
type = Explod
triggerAll = NumExplod(90030406)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030404
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Down-Left]
type = Explod
triggerAll = NumExplod(90030404)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90030401
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Down]
type = Explod
triggerAll = NumExplod(90030401) || NumExplod(90030404)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90030402
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Down-Right]
type = Explod
triggerAll = NumExplod(90030402)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90030403
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R, L, DL, D, DR, R: 2nd Right]
type = Explod
triggerAll = NumExplod(90030403) || NumExplod(90030402)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030416
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;========================<DOUBLE RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>============================
[State -1, R, DR, D, DL, L, R, DR, D, DL, L: Left]
type = Explod
triggerAll = NumExplod(90010501)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030504
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Right]
type = Explod
triggerAll = NumExplod(90030504)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030506
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Down-Right]
type = Explod
triggerAll = NumExplod(90030506)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90030503
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Down]
type = Explod
triggerAll = NumExplod(90030503) || NumExplod(90030506)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90030502
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Down-Left]
type = Explod
triggerAll = NumExplod(90030502)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90030501
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L, R, DR, D, DL, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90030501) || NumExplod(90030502)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030514
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1




;===============================<(SNK) CHARGE BACK, FORWARD>================================

;==============================================================================================
;This is somewhat similar to the Capcom style of charge moves, but we won't be keeping track of
;the "back" charge, instead, we're gonna be keeping track of how long the player has held left or
;right: when a character facing either direction holds left, var(31) will increase by one every tick.
;And when a character (again, facing any direction) holds right, var(31) will *decrease* by one every
;tick. If at any point the character stops holding the direction they were holding, var(31) will be reset
;to 0.

;So, if var(31) is greater than or equal to 45, then that means the player has sufficiently charged left
;enough to perform a charge back, forward move (provided they are facing to the right). And if var(31) is
;less than or equal to -45, the player has sufficiently charged right long enough to perform a charge back,
;forward move (if they're facing to the left).

;As with the Capcom method of charge moves, var(32) is set to 10 (Capcom has a 16 tick charge buffer SNK
;uses a 10 tick one) once var(31) has incremented (or decremented) enough. This is our charge buffer, and
;as long as it's non-zero, we are able to perform a charge move. var(32) will slowly start counting down to
;0, however, if the player stops hold left or right!
;==============================================================================================
;==============================================================================================
[State -1, Left Charge Increment]
type = VarAdd
triggerAll = NumHelper(90000005) && !IsHelper
trigger1 = !AILevel
trigger1 = Helper(90000005), command = "holdback"
trigger2 = AILEVEL
var(31) = 1
ignoreHitPause = 1

;this will only activate if var(31) is greater than zero; this is to avoid this VarSet from activating
;when the player is charging right
[State -1, Left Charge Reset]
type = VarSet
triggerAll = var(31) > 0
triggerAll = NumHelper(90000005) && !IsHelper
trigger1 = !AILevel
trigger1 = Helper(90000005), command != "holdback" || Helper(90000005), command = "holdfwd"
trigger2 = AILEVEL
trigger2 = StateNo = 0 || Sysvar(1)=0 && StateNo = 40 && Time = 2 
trigger3 = AILEVEL
Trigger3 = (StateNo = [100,105]) || (StateNo = [110,115]) || (StateNo = [10231,10232])|| (StateNo = [221,223]) || (StateNo = [22221,22223]) ||  StateNo = 1000 || (StateNo = [1031,1100]) || (StateNo = [1900,1905]) || (StateNo = [3000,3599]) || StateNo = 3657 || StateNo = 3667 || (StateNo = [3682,3685])
trigger3 = Time = 1
trigger4 = Anim = 20 || StateNo = 3600 && Vel X >0
trigger5 = StateNo = (StateNo = [3621,3623])
var(31) = 0
ignoreHitPause = 1

[State -1, Right Charge Increment]
type = VarAdd
triggerAll = NumHelper(90000005) && !IsHelper
trigger1 = !AILevel
trigger1 = Helper(90000005), command = "holdfwd"
trigger2 = AILEVEL
trigger2 = StateNo = 0 || Sysvar(1)=0 && StateNo = 40 && Time = 2 
trigger3 = AILEVEL
Trigger3 = (StateNo = [100,105]) || (StateNo = [110,115]) || (StateNo = [10231,10232]) || (StateNo = [221,223]) || (StateNo = [22221,22223]) ||  StateNo = 1000 || (StateNo = [1031,1100]) || (StateNo = [1900,1905]) || (StateNo = [3000,3599]) || StateNo = 3657 || StateNo = 3667 || (StateNo = [3682,3685])
trigger3 = Time = 1
trigger4 = Anim = 20 || StateNo = 3600 && Vel X >0
var(31) = -1
ignoreHitPause = 1

[State -1, Right Charge Reset]
type = VarSet
triggerAll = var(31) < 0
triggerAll = NumHelper(90000005) && !IsHelper
trigger1 = !AILevel
trigger1 = Helper(90000005), command != "holdfwd" || Helper(90000005), command = "holdback"
var(31) = 0
ignoreHitPause = 1

[State -1, Left/Right Charge Buffer Activation]
type = VarSet
;we need to remember to check the absolute value of var(31), since in the SNK method, it can be
;either positive or negative!
trigger1 = abs(var(31)) >= 45
;var(32) is only set to 10 (as opposed to 16 like the Capcom method) here because of the different
;way the charge buffer works in SNK games; see below for a more detailed discussion of this.
var(32) = IfElse(var(31) < 0, -16, 16)
ignoreHitPause = 1

[State -1, Left Charge Buffer Decrement]
type = VarAdd
trigger1 = abs(var(31)) < 45 && var(32) > 0
var(32) = -1

[State -1, Right Charge Buffer Decrement]
type = VarAdd
trigger1 = abs(var(31)) < 45 && var(32) < 0
var(32) = 1



;==============================================================================================
;Much like with Capcom-style charge moves, the length of time the command is active behaves very
;differently than with standard commands: instead of having the RemoveTime be a constant value,
;we use the current value of the charge buffer, var(32).
;==============================================================================================

;=================================<(SNK) CHARGE LEFT, RIGHT>===================================
;we only need one command explod for this move, since we already know that the player has been
;inputting the opposite direction!
[State -1, Charge Left, Right: Right]
type = Explod
triggerAll = var(32) > 0
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010606
removeTime = var(32) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = var(32) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = var(32) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=================================<(SNK) CHARGE RIGHT, LEFT>===================================
[State -1, Charge Right, Left: Left]
type = Explod
triggerAll = var(32) < 0
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90010704
removeTime = abs(var(32)) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = abs(var(32)) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = abs(var(32)) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

;==============================================================================================
;============================<CHARGE BACK, FORWARD, BACK, FORWARD>=============================
;==============================================================================================

;==============================================================================================
;This is extremely similar to the QCFx2/QCBx2 code, only with slight adjustments made to make it
;fit the format of a charge move.
;==============================================================================================

;==============================<CHARGE LEFT, RIGHT, LEFT, RIGHT>===============================

[State -1, Charge Left, Right, Left, Right: 1st Right]
type = Explod
triggerAll = Var(32) > 0
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030606
removeTime = Var(32)
pauseMoveTime = Var(32)
superMoveTime = Var(32)
ignoreHitPause = 1

[State -1, Charge Left, Right, Left, Right: 2nd Left]
type = Explod
triggerAll = NumExplod(90030606)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030604
removeTime = Var(32)
pauseMoveTime = Var(32)
superMoveTime = Var(32)
ignoreHitPause = 1

[State -1, Charge Left, Right, Left, Right: 2nd Right]
type = Explod
triggerAll = NumExplod(90030604)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030616
removeTime = Var(32) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = Var(32) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = Var(32) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================<CHARGE RIGHT, LEFT, RIGHT, LEFT>===============================
[State -1, Charge Right, Left, Right, Left: 1st Left]
type = Explod
triggerAll = Var(32) < 0
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030704
removeTime = abs(Var(32))
pauseMoveTime = abs(Var(32))
superMoveTime = abs(Var(32))
ignoreHitPause = 1

[State -1, Charge Right, Left, Right, Left: 2nd Right]
type = Explod
triggerAll = NumExplod(90030704)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030706
removeTime = abs(Var(32))
pauseMoveTime = abs(Var(32))
superMoveTime = abs(Var(32))
ignoreHitPause = 1

[State -1, Charge Right, Left, Right, Left: 2nd Left]
type = Explod
triggerAll = NumExplod(90030706)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90030714
removeTime = abs(Var(32)) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = abs(Var(32)) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = abs(Var(32)) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

;==============================================================================================
;===================================<(SNK) CHARGE DOWN, UP>====================================
;==============================================================================================

;==============================================================================================
;This uses the exact same concept as the Back, Forward charge move, only things are much easier
;since we don't have to deal with switching sides and having to have mirrored commands!

;Do note that we use different variables [var(33) and var(34)] here.

;The only differences between this and the Capcom method are that var(34) is set to 10, not 16.
;==============================================================================================

[State -1, Down Charge Increment]
type = VarAdd
triggerAll = NumHelper(90000005) && !IsHelper 
trigger1 = !AIlevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "holddown"
trigger2 = !AIlevel
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "holdup"
trigger3 = AIlevel>0
var(33) = 1
ignoreHitPause = 1

[State -1, Down Charge Reset]
type = VarSet
triggerAll = NumHelper(90000005) && !IsHelper 
trigger1 = !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command != "holddown" || Helper(90000005), command = "holdup"
trigger2 = !AILevel
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command != "holdup" || Helper(90000005), command = "holddown"
trigger3 = AIlevel
trigger3 = StateNo = 40 || (StateNo = [10230,10233]) || StateNo = 100 ||  StateNo = 105 ||  StateNo = 110 ||  StateNo = 115 ||  StateNo = 195
trigger3 = Time = 1
trigger4 = AIlevel
trigger4 = (StateNo = [22221,22223]) || StateNo = 1000 || (StateNo = [1031,1150]) || StateNo = 1057 || (StateNo = [1900,1905])  
trigger4 = Time = 1
trigger5 = AILevel
trigger5 = Var(12)>1
trigger6 = AILevel
trigger6 = StateType = S && CTRL
var(33) = 0
ignoreHitPause = 1

[State -1, Down Charge Buffer Activation]
type = VarSet
trigger1 = var(33) >= 45
var(34) = 16
ignoreHitPause = 1

[State -1, Down Charge Buffer Decrement]
type = VarAdd
trigger1 = var(33) < 45 && var(34) > 0
var(34) = -1

[State -1, Charge Down, Up: Up]
type = Explod
triggerAll = var(34) > 0
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
anim = 1
ID = 90010808
removeTime = var(34) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = var(34) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = var(34) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;===================<CHARGE DOWN-BACK, DOWN-FORWARD, DOWN-BACK, UP-FORWARD>====================
;==============================================================================================

;==============================================================================================
;Almost identical to the charge Back, Forward, Back, Forward command, only we have to check Var(34)
;(to make sure down has been charged enough) in addition to checking Var(32) (to make sure back has
;been charged enough.
;==============================================================================================

;=====================<CHARGE DOWN-LEFT, DOWN-RIGHT, DOWN-LEFT, UP-RIGHT>======================
[State -1, Charge Down-Left, Down-Right, Down-Left, Up-Right: Down-Right]
type = Explod
triggerAll = Var(32) > 0 && Var(34) > 0
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90030803
removeTime = Var(34)
pauseMoveTime = Var(34)
superMoveTime = Var(34)
ignoreHitPause = 1

[State -1, Charge Down-Left, Down-Right, Down-Left, Up-Right: 2nd Down-Left]
type = Explod
triggerAll = NumExplod(90030803)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90030801
removeTime = Var(34)
pauseMoveTime = Var(34)
superMoveTime = Var(34)
ignoreHitPause = 1

[State -1, Charge Down-Left, Down-Right, Down-Left, Up-Right: Up-Right]
type = Explod
triggerAll = NumExplod(90030801)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
anim = 1
ID = 90030809
removeTime = Var(34) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = Var(34) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = Var(34) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=====================<CHARGE DOWN-RIGHT, DOWN-LEFT, DOWN-RIGHT, UP-LEFT>======================
[State -1, Charge Down-Right, Down-Left, Down-Right, Up-Left: Down-Left]
type = Explod
triggerAll = Var(32) < 0 && Var(34) > 0
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90030901
removeTime = Var(34)
pauseMoveTime = Var(34)
superMoveTime = Var(34)
ignoreHitPause = 1

[State -1, Charge Down-Right, Down-Left, Down-Right, Up-Left: 2nd Down-Right]
type = Explod
triggerAll = NumExplod(90030901)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90030903
removeTime = Var(34)
pauseMoveTime = Var(34)
superMoveTime = Var(34)
ignoreHitPause = 1

[State -1, Charge Down-Right, Down-Left, Down-Right, Up-Left: Up-Left]
type = Explod
triggerAll = NumExplod(90030903)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
anim = 1005
ID = 90030907
removeTime = Var(34) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = Var(34) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = Var(34) + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1

;
;
;;==============================================================================================
;;===========================================<360>==============================================
;;==============================================================================================
;
;;==============================================================================================
;;Much like with SNK's half circle commands, 360 commands (from both Capcom and SNK) only require
;;you to input the cardinal directions. And again like SNK's half-circle commands, however, we have
;;opted to make it so that diagonal inputs are still accepted and that they will keep the command "alive".
;;There are eight different permutations of the 360 command: there are four different directional input
;;that the move can be started in, and the move can be performed in either a clockwise or counter-clockwise
;;direction.
;
;;This all means a whole lot of code! If you aren't using either the 360 or 720 commands, it is strongly
;;recommended that you delete this huge block of code!
;;==============================================================================================
;
;;=================================<360/LEFT, DOWN, RIGHT, UP>==================================
;[State -1, 360/L, D, R, U: Press Left]
;type = Explod
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011004
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/L, D, R, U: Release Left]
;type = Explod
;triggerAll = NumExplod(90000004)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
;trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
;trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
;anim = 1
;ID = 90011054
;removeTime = 5
;pauseMoveTime = 5
;superMoveTime = 5
;ignoreHitPause = 1
;
;[State -1, 360/L, D, R, U: Down-Left]
;type = Explod
;triggerAll = NumExplod(90011004) || NumExplod(90011054)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011001
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/L, D, R, U: Down]
;type = Explod
;triggerAll = NumExplod(90011004) || NumExplod(90011054) || NumExplod(90011001)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90011002
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/L, D, R, U: Down-Right]
;type = Explod
;triggerAll = NumExplod(90011002)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011003
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/L, D, R, U: Right]
;type = Explod
;triggerAll = NumExplod(90011003) || NumExplod(90011002)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011006
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/L, D, R, U: Up-Right]
;type = Explod
;triggerAll = NumExplod(90011006)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011009
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/L, D, R, U: Up]
;type = Explod
;triggerAll = NumExplod(90011006) || NumExplod(90011009)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011008
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;=================================<360/LEFT, UP, RIGHT, DOWN>==================================
;[State -1, 360/L, U, R, D: Press Left]
;type = Explod
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011104
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/L, U, R, D: Release Left]
;type = Explod
;triggerAll = NumExplod(90000004)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
;trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
;trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
;anim = 1
;ID = 90011154
;removeTime = 5
;pauseMoveTime = 5
;superMoveTime = 5
;ignoreHitPause = 1
;
;[State -1, 360/L, U, R, D: Up-Left]
;type = Explod
;triggerAll = NumExplod(90011104) || NumExplod(90011154)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011107
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/L, U, R, D: Up]
;type = Explod
;triggerAll = NumExplod(90011104) || NumExplod(90011154) || NumExplod(90011107)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011108
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/L, U, R, D: Up-Right]
;type = Explod
;triggerAll = NumExplod(90011108)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011109
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/L, U, R, D: Right]
;type = Explod
;triggerAll = NumExplod(90011108) || NumExplod(90011109)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011106
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/L, U, R, D: Down-Right]
;type = Explod
;triggerAll = NumExplod(90011106)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011103
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/L, U, R, D: Down]
;type = Explod
;triggerAll = NumExplod(90011106) || NumExplod(90011103)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90011102
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;=================================<360/DOWN, RIGHT, UP, LEFT>==================================
;[State -1, 360/D, R, U, L: Press Down]
;type = Explod
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90011202
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/D, R, U, L: Release Down]
;type = Explod
;triggerAll = NumExplod(90000002)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
;trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
;trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
;trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
;trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
;trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
;anim = 1
;ID = 90011252
;removeTime = 5
;pauseMoveTime = 5
;superMoveTime = 5
;ignoreHitPause = 1
;
;[State -1, 360/D, R, U, L: Down-Right]
;type = Explod
;triggerAll = NumExplod(90011202) || NumExplod(90011252)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011203
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/D, R, U, L: Right]
;type = Explod
;triggerAll = NumExplod(90011202) || NumExplod(90011252) || NumExplod(90011203)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011206
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/D, R, U, L: Up-Right]
;type = Explod
;triggerAll = NumExplod(90011206)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011209
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/D, R, U, L: Up]
;type = Explod
;triggerAll = NumExplod(90011206) || NumExplod(90011209)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011208
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/D, R, U, L: Up-Left]
;type = Explod
;triggerAll = NumExplod(90011208)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011207
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/D, R, U, L: Left]
;type = Explod
;triggerAll = NumExplod(90011208) || NumExplod(90011207)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011204
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;=================================<360/DOWN, LEFT, UP, RIGHT>==================================
;[State -1, 360/D, L, U, R: Press Down]
;type = Explod
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90011302
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/D, L, U, R: Release Down]
;type = Explod
;triggerAll = NumExplod(90000002)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
;trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
;trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
;trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
;trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
;trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
;anim = 1
;ID = 90011352
;removeTime = 5
;pauseMoveTime = 5
;superMoveTime = 5
;ignoreHitPause = 1
;
;[State -1, 360/D, L, U, R: Down-Left]
;type = Explod
;triggerAll = NumExplod(90011302) || NumExplod(90011352)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011301
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/D, L, U, R: Left]
;type = Explod
;triggerAll = NumExplod(90011302) || NumExplod(90011352) || NumExplod(90011301)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011304
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/D, L, U, R: Up-Left]
;type = Explod
;triggerAll = NumExplod(90011304)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011307
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/D, L, U, R: Up]
;type = Explod
;triggerAll = NumExplod(90011304) || NumExplod(90011307)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011308
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/D, L, U, R: Up-Right]
;type = Explod
;triggerAll = NumExplod(90011308)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011309
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/D, L, U, R: Right]
;type = Explod
;triggerAll = NumExplod(90011308) || NumExplod(90011309)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011306
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;=================================<360/RIGHT, DOWN, LEFT, UP>==================================
;[State -1, 360/R, D, L, U: Press Right]
;type = Explod
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011406
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/R, D, L, U: Release Right]
;type = Explod
;triggerAll = NumExplod(90000006)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
;trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
;trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
;anim = 1
;ID = 90011456
;removeTime = 5
;pauseMoveTime = 5
;superMoveTime = 5
;ignoreHitPause = 1
;
;[State -1, 360/R, D, L, U: Down-Right]
;type = Explod
;triggerAll = NumExplod(90011406) || NumExplod(90011456)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011403
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/R, D, L, U: Down]
;type = Explod
;triggerAll = NumExplod(90011406) || NumExplod(90011456) || NumExplod(90011403)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90011402
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/R, D, L, U: Down-Left]
;type = Explod
;triggerAll = NumExplod(90011402)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011401
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/R, D, L, U: Left]
;type = Explod
;triggerAll = NumExplod(90011402) || NumExplod(90011401)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011404
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/R, D, L, U: Up-Left]
;type = Explod
;triggerAll = NumExplod(90011404)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011407
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/R, D, L, U: Up]
;type = Explod
;triggerAll = NumExplod(90011404) || NumExplod(90011407)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011408
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;=================================<360/RIGHT, UP, LEFT, DOWN>==================================
;[State -1, 360/R, U, L, D: Press Right]
;type = Explod
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011506
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/R, U, L, D: Release Right]
;type = Explod
;triggerAll = NumExplod(90000006)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
;trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
;trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
;anim = 1
;ID = 90011556
;removeTime = 5
;pauseMoveTime = 5
;superMoveTime = 5
;ignoreHitPause = 1
;
;[State -1, 360/R, U, L, D: Up-Right]
;type = Explod
;triggerAll = NumExplod(90011506) || NumExplod(90011556)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011509
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/R, U, L, D: Up]
;type = Explod
;triggerAll = NumExplod(90011506) || NumExplod(90011556) || NumExplod(90011509)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011508
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/R, U, L, D: Up-Left]
;type = Explod
;triggerAll = NumExplod(90011508)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011507
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/R, U, L, D: Left]
;type = Explod
;triggerAll = NumExplod(90011508) || NumExplod(90011507)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011504
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/R, U, L, D: Down-Left]
;type = Explod
;triggerAll = NumExplod(90011504)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011501
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/R, U, L, D: Down]
;type = Explod
;triggerAll = NumExplod(90011504) || NumExplod(90011501)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90011502
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;=================================<360/UP, RIGHT, DOWN, LEFT>==================================
;[State -1, 360/U, R, D, L: Press Up]
;type = Explod
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011608
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/U, R, D, L: Release Up]
;type = Explod
;triggerAll = NumExplod(90000008)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
;trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
;trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
;trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger3 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
;trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
;trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
;anim = 1
;ID = 90011658
;removeTime = 5
;pauseMoveTime = 5
;superMoveTime = 5
;ignoreHitPause = 1
;
;[State -1, 360/U, R, D, L: Up-Right]
;type = Explod
;triggerAll = NumExplod(90011608) || NumExplod(90011658)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011609
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/U, R, D, L: Right]
;type = Explod
;triggerAll = NumExplod(90011608) || NumExplod(90011658) || NumExplod(90011609)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011606
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/U, R, D, L: Down-Right]
;type = Explod
;triggerAll = NumExplod(90011606)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011603
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/U, R, D, L: Down]
;type = Explod
;triggerAll = NumExplod(90011606) || NumExplod(90011603)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90011602
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/U, R, D, L: Down-Left]
;type = Explod
;triggerAll = NumExplod(90011602)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011601
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/U, R, D, L: Left]
;type = Explod
;triggerAll = NumExplod(90011602) || NumExplod(90011601)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011604
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;=================================<360/UP, LEFT, DOWN, RIGHT>==================================
;[State -1, 360/U, L, D, R: Press Up]
;type = Explod
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011708
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/U, L, D, R: Release Up]
;type = Explod
;triggerAll = NumExplod(90000008)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
;trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
;trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
;trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger3 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
;trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
;trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
;anim = 1
;ID = 90011758
;removeTime = 5
;pauseMoveTime = 5
;superMoveTime = 5
;ignoreHitPause = 1
;
;[State -1, 360/U, L, D, R: Up-Left]
;type = Explod
;triggerAll = NumExplod(90011708) || NumExplod(90011758)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90011707
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/U, L, D, R: Left]
;type = Explod
;triggerAll = NumExplod(90011708) || NumExplod(90011758) || NumExplod(90011707)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011704
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/U, L, D, R: Down-Left]
;type = Explod
;triggerAll = NumExplod(90011704)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011701
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/U, L, D, R: Down]
;type = Explod
;triggerAll = NumExplod(90011704) || NumExplod(90011701)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90011702
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/U, L, D, R: Down-Right]
;type = Explod
;triggerAll = NumExplod(90011702)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011703
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 360/U, L, D, R: Right]
;type = Explod
;triggerAll = NumExplod(90011702) || NumExplod(90011703)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90011706
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;==============================================================================================
;;===========================================<720>==============================================
;;==============================================================================================
;
;;==============================================================================================
;;This block of code is pretty much identical to the 360 command block, but we only have to code
;;one additional rotation, because the first rotation is already covered by the 360 command block
;;(much in the same way that the QCFx2/QCBx2 block only needed to code a single quarter-circle motion)
;;==============================================================================================
;
;;======================<720/LEFT, DOWN, RIGHT, UP, LEFT, DOWN, RIGHT, UP>======================
;[State -1, 720/L, D, R, U, L, D, R, U: 1st Up]
;type = Explod
;triggerAll = NumExplod(90011006) || NumExplod(90011009)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031008
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, D, R, U, L, D, R, U: Up-Left]
;type = Explod
;triggerAll = NumExplod(90031008)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031007
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, D, R, U, L, D, R, U: 2nd Left]
;type = Explod
;triggerAll = NumExplod(90031008) || NumExplod(90031007)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031004
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, D, R, U, L, D, R, U: 2nd Down-Left]
;type = Explod
;triggerAll = NumExplod(90031004)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031001
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, D, R, U, L, D, R, U: 2nd Down]
;type = Explod
;triggerAll = NumExplod(90031001) || NumExplod(90031004)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90031002
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, D, R, U, L, D, R, U: 2nd Down-Right]
;type = Explod
;triggerAll = NumExplod(90031002)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031003
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, D, R, U, L, D, R, U: 2nd Right]
;type = Explod
;triggerAll = NumExplod(90031003) || NumExplod(90031002)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031006
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, D, R, U, L, D, R, U: 2nd Up-Right]
;type = Explod
;triggerAll = NumExplod(90031006)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031009
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, D, R, U, L, D, R, U: 2nd Up]
;type = Explod
;triggerAll = NumExplod(90031006) || NumExplod(90031009)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031018
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;=====================<720/LEFT, UP, RIGHT, DOWN, LEFT, UP, RIGHT, DOWN>=======================
;[State -1, 720/L, U, R, D, L, U, R, D: 1st Down]
;type = Explod
;triggerAll = NumExplod(90011106) || NumExplod(90011103)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90031102
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, U, R, D, L, U, R, D: Down-Left]
;type = Explod
;triggerAll = NumExplod(90031102)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031101
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, U, R, D, L, U, R, D: 2nd Left]
;type = Explod
;triggerAll = NumExplod(90031102) || NumExplod(90031101)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031104
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, U, R, D, L, U, R, D: 2nd Up-Left]
;type = Explod
;triggerAll = NumExplod(90031104)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031107
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, U, R, D, L, U, R, D: 2nd Up]
;type = Explod
;triggerAll = NumExplod(90031107) || NumExplod(90031104)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031108
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, U, R, D, L, U, R, D: 2nd Up-Right]
;type = Explod
;triggerAll = NumExplod(90031108)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031109
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, U, R, D, L, U, R, D: 2nd Right]
;type = Explod
;triggerAll = NumExplod(90031108) || NumExplod(90031109)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031106
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, U, R, D, L, U, R, D: 2nd Down-Right]
;type = Explod
;triggerAll = NumExplod(90031106)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031103
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, U, R, D, L, U, R, D: 2nd Down]
;type = Explod
;triggerAll = NumExplod(90031106) || NumExplod(90031103)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90031112
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;======================<720/DOWN, RIGHT, UP, LEFT, DOWN, RIGHT, UP, LEFT>======================
;[State -1, 720/D, R, U, L, D, R, U, L: 1st Left]
;type = Explod
;triggerAll = NumExplod(90011208) || NumExplod(90011207)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031204
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/L, D, R, U, L, D, R, U: Down-Left]
;type = Explod
;triggerAll = NumExplod(90031204)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031201
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, R, U, L, D, R, U, L: 2nd Down]
;type = Explod
;triggerAll = NumExplod(90031204) || NumExplod(90031201)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90031202
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, R, U, L, D, R, U, L: 2nd Down-Right]
;type = Explod
;triggerAll = NumExplod(90031202)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031203
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, R, U, L, D, R, U, L: 2nd Right]
;type = Explod
;triggerAll = NumExplod(90031202) || NumExplod(90031203)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031206
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, R, U, L, D, R, U, L: 2nd Up-Right]
;type = Explod
;triggerAll = NumExplod(90031206)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031209
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, R, U, L, D, R, U, L: 2nd Up]
;type = Explod
;triggerAll = NumExplod(90031206) || NumExplod(90031209)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031208
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, R, U, L, D, R, U, L: 2nd Up-Left]
;type = Explod
;triggerAll = NumExplod(90031208)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031207
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, R, U, L, D, R, U, L: 2nd Left]
;type = Explod
;triggerAll = NumExplod(90031208) || NumExplod(90031207)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031214
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;=================================<360/DOWN, LEFT, UP, RIGHT>==================================
;[State -1, 720/D, L, U, R, D, L, U, R: 1st Right]
;type = Explod
;triggerAll = NumExplod(90011308) || NumExplod(90011309)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031306
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, L, U, R, D, L, U, R: Down-Right]
;type = Explod
;triggerAll = NumExplod(90031306)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031303
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, L, U, R, D, L, U, R: 2nd Down]
;type = Explod
;triggerAll = NumExplod(90031306) || NumExplod(90031303)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90031302
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, L, U, R, D, L, U, R: 2nd Down-Left]
;type = Explod
;triggerAll = NumExplod(90031302)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031301
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, L, U, R, D, L, U, R: 2nd Left]
;type = Explod
;triggerAll = NumExplod(90031302) || NumExplod(90031301)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031304
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, L, U, R, D, L, U, R: 2nd Up-Left]
;type = Explod
;triggerAll = NumExplod(90031304)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031307
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, L, U, R, D, L, U, R: 2nd Up]
;type = Explod
;triggerAll = NumExplod(90031304) || NumExplod(90031307)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031308
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, L, U, R, D, L, U, R: 2nd Up-Right]
;type = Explod
;triggerAll = NumExplod(90031308)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031309
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/D, L, U, R, D, L, U, R: 2nd Right]
;type = Explod
;triggerAll = NumExplod(90031308) || NumExplod(90031309)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031316
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;======================<720/RIGHT, DOWN, LEFT, UP, RIGHT, DOWN, LEFT, UP>======================
;[State -1, 720/R, D, L, U, R, D, L, U: 1st Up]
;type = Explod
;triggerAll = NumExplod(90011404) || NumExplod(90011407)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031408
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, D, L, U, R, D, L, U: Up-Right]
;type = Explod
;triggerAll = NumExplod(90031408)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031409
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, D, L, U, R, D, L, U: 2nd Right]
;type = Explod
;triggerAll = NumExplod(90031408) || NumExplod(90031409)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031406
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, D, L, U, R, D, L, U: 2nd Down-Right]
;type = Explod
;triggerAll = NumExplod(90031406)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031403
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, D, L, U, R, D, L, U: 2nd Down]
;type = Explod
;triggerAll = NumExplod(90031406) || NumExplod(90031403)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90031402
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, D, L, U, R, D, L, U: 2nd Down-Left]
;type = Explod
;triggerAll = NumExplod(90031402)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031401
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, D, L, U, R, D, L, U: 2nd Left]
;type = Explod
;triggerAll = NumExplod(90031402) || NumExplod(90031401)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031404
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, D, L, U, R, D, L, U: 2nd Up-Left]
;type = Explod
;triggerAll = NumExplod(90031404)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031407
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, D, L, U, R, D, L, U: 2nd Up]
;type = Explod
;triggerAll = NumExplod(90031404) || NumExplod(90031407)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031418
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;======================<720/RIGHT, UP, LEFT, DOWN, RIGHT, UP, LEFT, DOWN>======================
;[State -1, 720/R, U, L, D, R, U, L, D: 1st Down]
;type = Explod
;triggerAll = NumExplod(90011504) || NumExplod(90011501)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90031505
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, D, L, U, R, D, L, U: Down-Right]
;type = Explod
;triggerAll = NumExplod(90031505)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031503
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, U, L, D, R, U, L, D: 2nd Right]
;type = Explod
;triggerAll = NumExplod(90031505) || NumExplod(90031503)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031506
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, U, L, D, R, U, L, D: 2nd Up-Right]
;type = Explod
;triggerAll = NumExplod(90031506)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031509
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, U, L, D, R, U, L, D: 2nd Up]
;type = Explod
;triggerAll = NumExplod(90031506) || NumExplod(90031509)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031508
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, U, L, D, R, U, L, D: 2nd Up-Left]
;type = Explod
;triggerAll = NumExplod(90031508)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031507
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, U, L, D, R, U, L, D: 2nd Left]
;type = Explod
;triggerAll = NumExplod(90031508) || NumExplod(90031507)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031504
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, U, L, D, R, U, L, D: 2nd Down-Left]
;type = Explod
;triggerAll = NumExplod(90031504)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031501
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/R, U, L, D, R, U, L, D: 2nd Down]
;type = Explod
;triggerAll = NumExplod(90031504) || NumExplod(90031501)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90031502
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;======================<720/UP, RIGHT, DOWN, LEFT, UP, RIGHT, DOWN, LEFT>======================
;[State -1, 720/U, R, D, L, U, R, D, L: 1st Left]
;type = Explod
;triggerAll = NumExplod(90011602) || NumExplod(90011601)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031604
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, R, D, L, U, R, D, L: Up-Left]
;type = Explod
;triggerAll = NumExplod(90031604)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031607
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, R, D, L, U, R, D, L: 2nd Up]
;type = Explod
;triggerAll = NumExplod(90031604) || NumExplod(90031607)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031608
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, R, D, L, U, R, D, L: 2nd Up-Right]
;type = Explod
;triggerAll = NumExplod(90031608)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031609
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, R, D, L, U, R, D, L: 2nd Right]
;type = Explod
;triggerAll = NumExplod(90031608) || NumExplod(90031609)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031606
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, R, D, L, U, R, D, L: 2nd Down-Right]
;type = Explod
;triggerAll = NumExplod(90031606)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031603
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, R, D, L, U, R, D, L: 2nd Down]
;type = Explod
;triggerAll = NumExplod(90031606) || NumExplod(90031603)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90031602
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, R, D, L, U, R, D, L: 2nd Down-Left]
;type = Explod
;triggerAll = NumExplod(90031602)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031601
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, R, D, L, U, R, D, L: 2nd Left]
;type = Explod
;triggerAll = NumExplod(90031602) || NumExplod(90031601)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031614
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;
;
;
;;=================================<720/UP, LEFT, DOWN, RIGHT>==================================
;[State -1, 720/U, L, D, R, U, L, D, R: 1st Right]
;type = Explod
;triggerAll = NumExplod(90011702) || NumExplod(90011703)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031706
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, L, D, R, U, L, D, R: Up-Right]
;type = Explod
;triggerAll = NumExplod(90031706)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031709
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, L, D, R, U, L, D, R: 2nd Up]
;type = Explod
;triggerAll = NumExplod(90031706) || NumExplod(90031709)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "up" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "down" && Helper(90000005), command != "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031708
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, L, D, R, U, L, D, R: 2nd Up-Left]
;type = Explod
;triggerAll = NumExplod(90031708)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;anim = 1
;ID = 90031707
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, L, D, R, U, L, D, R: 2nd Left]
;type = Explod
;triggerAll = NumExplod(90031708) || NumExplod(90031707)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031704
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, L, D, R, U, L, D, R: 2nd Down-Left]
;type = Explod
;triggerAll = NumExplod(90031704)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031701
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, L, D, R, U, L, D, R: 2nd Down]
;type = Explod
;triggerAll = NumExplod(90031704) || NumExplod(90031701)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
;anim = 1
;ID = 90031702
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, L, D, R, U, L, D, R: 2nd Down-Right]
;type = Explod
;triggerAll = NumExplod(90031702)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
;trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
;trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
;trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031703
;removeTime = 10
;pauseMoveTime = 10
;superMoveTime = 10
;ignoreHitPause = 1
;
;[State -1, 720/U, L, D, R, U, L, D, R: 2nd Right]
;type = Explod
;triggerAll = NumExplod(90031702) || NumExplod(90031703)
;triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
;trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
;anim = 1
;ID = 90031716
;removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
;ignoreHitPause = 1
;


;==============================================================================================
;===================<HALF CIRCLE FORWARD, BACK/HALF CIRCLE BACK, FORWARD>======================
;==============================================================================================

;==============================================================================================
;This command is used generally by SNK for characters with command throws; much like SNK half-circle
;commands, a player can skip the diagonal inputs and still complete the move.
;==============================================================================================

;====================<RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT, RIGHT>=========================
[State -1, R, DR, D, DL, L, R: Press 1st Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L, R: Release 1st Right]
type = Explod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90012056
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, R, DR, D, DL, L, R: Down-Right]
type = Explod
triggerAll = NumExplod(90012006) || NumExplod(90012056)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90012003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L, R: Down]
type = Explod
triggerAll = NumExplod(90012003) || NumExplod(90012006) || NumExplod(90012056)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90012002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L, R: Down-Left]
type = Explod
triggerAll = NumExplod(90012002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90012001
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L, R: Left]
type = Explod
triggerAll = NumExplod(90012001) || NumExplod(90012002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012004
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, DR, D, DL, L, R: 2nd Right]
type = Explod
triggerAll = NumExplod(90012004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012016
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;=====================<LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT, LEFT>=========================
[State -1, L, DL, D, DR, R, L: Press 1st Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012104
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R, L: Release 1st Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90012154
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, L, DL, D, DR, R, L: Down-Left]
type = Explod
triggerAll = NumExplod(90012104) || NumExplod(90012154)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90012101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R, L: Down]
type = Explod
triggerAll = NumExplod(90012101) || NumExplod(90012104) || NumExplod(90012154)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90012102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R, L: Down-Right]
type = Explod
triggerAll = NumExplod(90012102)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90012103
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R, L: Right]
type = Explod
triggerAll = NumExplod(90012103) || NumExplod(90012102)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012106
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, DL, D, DR, R, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90012106)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012114
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;========================<FORWARD, BACK, FORWARD/BACK, FORWARD, BACK>==========================
;==============================================================================================

;==============================================================================================
;The Zanretsuken motion, used mostly in Art of Fighting characters. Despite looking somewhat similar
;to a dash command, the first forward/back input can be a release motion, and there's no need to return
;the stick to neutral.
;==============================================================================================

;====================================<RIGHT, LEFT, RIGHT>======================================
[State -1, R, L, R: Press 1st Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, L, R: Release 1st Right]
type = Explod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90012256
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, R, L, R: Left]
type = Explod
triggerAll = NumExplod(90012206) || NumExplod(90012256)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012204
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, L, R: 2nd Right]
type = Explod
triggerAll = NumExplod(90012204)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012216
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;====================================<LEFT, RIGHT, LEFT>=======================================
[State -1, L, R, L: Press 1st Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, R, L: Release 1st Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90012354
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, L, R, L: Right]
type = Explod
triggerAll = NumExplod(90012304) || NumExplod(90012354)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012306
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, R, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90012306)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90012314
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;==================================<(SPECIAL) DOWN, DOWN >=====================================
;==============================================================================================

;==============================================================================================
;This explod is for the special move variant of the D, D motion; the only difference between this
;and the one above is that this has a RemoveTime of 10, like every other special move, since it's
;designed to be used for special moves (as opposed to the earlier D, D command, which was for air
;dashing).
;==============================================================================================

[State -1, (special) D, D: 2nd Down]
type = Explod
triggerAll = NumExplod(90000555) && NumExplod(90000552)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger1 = Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger2 = Helper(90000005), command != "down"
anim = 1
ID = 90012602
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;====================================<DOWN, DOWN, DOWN>========================================
;==============================================================================================

;==============================================================================================
;And this is just extending the principle futher, to a third down input! This is typically used
;as a super command.
;==============================================================================================

[State -1, D, D, D: 2nd Neutral]
type = Explod
triggerAll = (NumExplod(90000001) || NumExplod(90000002) || NumExplod(90000003)) && NumExplod(90012602)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "holdback" && Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
anim = 1
ID = 90032605
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, Remove D, D, D: 2nd Neutral]
type = RemoveExplod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = NumExplod(90000004) || NumExplod(90000007) || NumExplod(90000008) || NumExplod(90000009) || NumExplod(90000006)
trigger2 = !NumExplod(90012602)
ID = 90032605
ignoreHitPause = 1

[State -1, D, D, D: 3rd Down]
type = Explod
triggerAll = NumExplod(90032605) && NumExplod(90012602)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "down" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "dback"
trigger1 = Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "ufwd" || Helper(90000005), command = "uback"
trigger2 = Helper(90000005), command != "down"
anim = 1
ID = 90032602
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;===================<FORWARD, HALF CIRCLE FORWARD/BACK, HALF CIRCLE BACK>======================
;==============================================================================================

;==============================================================================================
;A super motion used mostly by SNK; uses the modified SNK half-circle rules defined earlier.
;==============================================================================================

;=====================<RIGHT, LEFT, DOWN-LEFT, DOWN, DOWN-RIGHT, RIGHT>========================
[State -1, R, L, DL, D, DR, R: Press 1st Right]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, L, DL, D, DR, R: Release 1st Right]
type = Explod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90032056
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, R, L, DL, D, DR, R: Left]
type = Explod
triggerAll = NumExplod(90032006) || NumExplod(90032056)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032004
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, L, DL, D, DR, R: Down-Left]
type = Explod
triggerAll = NumExplod(90032004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90032001
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, L, DL, D, DR, R: Down]
type = Explod
triggerAll = NumExplod(90032001) || NumExplod(90032004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90032002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, L, DL, D, DR, R: Down-Right]
type = Explod
triggerAll = NumExplod(90032002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90032003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, R, L, DL, D, DR, R: 2nd Right]
type = Explod
triggerAll = NumExplod(90032003) || NumExplod(90032002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032016
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==================<LEFT, RIGHT, DOWN-RIGHT, DOWN, DOWN-LEFT, LEFT>======================
[State -1, L, R, DR, D, DL, L: Press 1st Left]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032104
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, R, DR, D, DL, L: 1st Left]
type = Explod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
anim = 1
ID = 90032154
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -1, L, R, DR, D, DL, L: Right]
type = Explod
triggerAll = NumExplod(90032104) || NumExplod(90032154)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "fwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032106
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, R, DR, D, DL, L: Down-Right]
type = Explod
triggerAll = NumExplod(90032106)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dfwd" && Helper(90000005), command != "back" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "ufwd" && Helper(90000005), command != "back" && Helper(90000005), command != "down"
anim = 1
ID = 90032103
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, R, DR, D, DL, L: Down]
type = Explod
triggerAll = NumExplod(90032103) || NumExplod(90032106)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "down" && Helper(90000005), command != "back" && Helper(90000005), command != "up" && Helper(90000005), command != "fwd"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" && Helper(90000005), command != "back" && Helper(90000005), command != "down" && Helper(90000005), command != "fwd"
anim = 1
ID = 90032102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, R, DR, D, DL, L: Down-Left]
type = Explod
triggerAll = NumExplod(90032102)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command = "dback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up"
trigger2 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "uback" && Helper(90000005), command != "fwd" && Helper(90000005), command != "down"
anim = 1
ID = 90032101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, L, R, DR, D, DL, L: 2nd Left]
type = Explod
triggerAll = NumExplod(90032101) || NumExplod(90032102)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "back" && Helper(90000005), command != "fwd" && Helper(90000005), command != "up" && Helper(90000005), command != "down"
anim = 1
ID = 90032114
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1



;==============================================================================================
;===========================<SHUN GOKU SATSU/x, x, FORWARD, a, z>==============================
;==============================================================================================

;==============================================================================================
;This move to demonstrates how button press commands work: note that we use unique button press explods
;here because we need to keep track of what order the buttons have been pressed in, and because
;unlike the regular button inputs, which only stay active for a fairly brief period of time, the
;button inputs for the Shun Goku Satsu motion stay active for the same period of time that all other
;directional commands do.
;==============================================================================================

;This is the 2nd x input for this move, but it goes above the 1st x input because otherwise, a single
;press of x would activate both explods! Placing it above the 1st means that x must be input twice, each
;on separate ticks.
[State -1, x, x, F, a, z: 2nd x]
type = Explod
triggerAll = NumExplod(94000200)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "x"
anim = 1
ID = 94000201
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, x, x, F, a, z: 1st x]
type = Explod
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "x"
anim = 1
ID = 94000200
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1


;This forward input is a little bit tricky and weird. We have it patterned after SFA and other CPS2 games
;here, where it behaves a little differently compared to how most games (including SFA itself) operate
;for moves done in or inputted while in the air (see http://mugenguild.com/forum/msg.2366955 for a discussion
;about how most games operate). In CPS2 games, if you jump over an opponent while inputting this command,
;"forward" won't have flipped directions until you land. This is in contrast to how the move behaves in SFIII
;and elsewhere. Remove the "StateType != A" in the triggers below to have it work like SFIII/most other games.

;An additional item of interest here is that directional inputs in (most) games's command supers accept diagonals
;in place of cardinal directional inputs; i.e., "LP, LP, DF, LK, HP" would still activate an SGS in SFA2. Weirdly
;enough, though diagonals are allowed in SFA2, SFIII, and the Darkstalkers series, SFA3 only allows a cardinal input!
;SNK games also only allow cardinal inputs. We however have opted to follow Capcom's (usual) method and allow diagonals.
[State -1, x, x, F, a, z: Forward]
type = Explod
triggerAll = NumExplod(94000201)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = IfElse(P2dist x < 0 && StateType != A, Facing = -1, Facing = 1)
trigger1 = (Helper(90000005), command = "fwd" || Helper(90000005), command = "dfwd" || Helper(90000005), command = "ufwd") && Helper(90000005), command != "back"
trigger2 = IfElse(P2dist x < 0 && StateType != A, Facing = 1, Facing = -1)
trigger2 = (Helper(90000005), command = "back" || Helper(90000005), command = "dback" || Helper(90000005), command = "uback") && Helper(90000005), command != "fwd"
anim = 1
ID = 94000006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, x, x, F, a, z: a]
type = Explod
triggerAll = NumExplod(94000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "a"
anim = 1
ID = 94000230
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -1, x, x, F, a, z: z]
type = Explod
triggerAll = NumExplod(94000230)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command = "z"
anim = 1
ID = 94000220
removeTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
pauseMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
superMoveTime = 10 + IfElse(HitPauseTime, HitPauseTime - 1, 0)
ignoreHitPause = 1



;==============================================================================================
;===============================<REMOVE DIRECTIONAL DETECTORS>=================================
;==============================================================================================

;==============================================================================================
;This block of RemoveExplods gets rid of any active release detector explods; if the direction in
;question isn't currently being input, or if the direction is being input but other directions are
;also being input, then the detector explod is removed, having served its purpose as a detector.
;This must go at the very bottom of the entire EXPLODsive Buffering system code!
;==============================================================================================

[State -1, Remove Down Detector]
type = RemoveExplod
triggerAll = NumExplod(90000002)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
id = 90000002
ignoreHitPause = 1

[State -1, Remove Down-Right Detector]
type = RemoveExplod
triggerAll = NumExplod(90000003)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd")
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd")
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
id = 90000003
ignoreHitPause = 1

[State -1, Remove Right Detector]
type = RemoveExplod
triggerAll = NumExplod(90000006)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000006
ignoreHitPause = 1

[State -1, Remove Up-Right Detector]
type = RemoveExplod
triggerAll = NumExplod(90000009)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd")
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "fwd" && Helper(90000005), command != "holdfwd")
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd"
trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000009
ignoreHitPause = 1

[State -1, Remove Up Detector]
type = RemoveExplod
triggerAll = NumExplod(90000008)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = Helper(90000005), command != "up" && Helper(90000005), command != "holdup"
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = Helper(90000005), command != "down" && Helper(90000005), command != "holddown"
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "back" || Helper(90000005), command = "holdback" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000008
ignoreHitPause = 1

[State -1, Remove Up-Left Detector]
type = RemoveExplod
triggerAll = NumExplod(90000007)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback")
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback")
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000007
ignoreHitPause = 1

[State -1, Remove Left Detector]
type = RemoveExplod
triggerAll = NumExplod(90000004)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "back" && Helper(90000005), command != "holdback"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown" || Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
id = 90000004
ignoreHitPause = 1

[State -1, Remove Down-Left Detector]
type = RemoveExplod
triggerAll = NumExplod(90000001)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger1 = (Helper(90000005), command != "down" && Helper(90000005), command != "holddown") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback")
trigger2 = !enemy, NumExplod(92828282) && !enemy, NumExplod(92468246)
trigger2 = Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
trigger2 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger2 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger3 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger3 = (Helper(90000005), command != "up" && Helper(90000005), command != "holdup") || (Helper(90000005), command != "back" && Helper(90000005), command != "holdback")
trigger4 = enemy, NumExplod(92828282) || enemy, NumExplod(92468246)
trigger4 = Helper(90000005), command = "up" || Helper(90000005), command = "holdup"
trigger4 = Helper(90000005), command = "back" || Helper(90000005), command = "holdback"
trigger4 = Helper(90000005), command = "fwd" || Helper(90000005), command = "holdfwd" || Helper(90000005), command = "down" || Helper(90000005), command = "holddown"
id = 90000001
ignoreHitPause = 1



;==============================================================================================
;==============================<REMOVE RELEASE BUTTON DETECTORS>===============================
;==============================================================================================

;==============================================================================================
;Same principle here as with the directional release detector explods.
;==============================================================================================

[State -1, Remove x Detector]
type = RemoveExplod
triggerAll = NumExplod(90000201)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "x" && Helper(90000005), command != "holdx"
ID = 90000201
ignoreHitPause = 1

[State -1, Remove y Detector]
type = RemoveExplod
triggerAll = NumExplod(90000211)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "y" && Helper(90000005), command != "holdy"
ID = 90000211
ignoreHitPause = 1

[State -1, Remove z Detector]
type = RemoveExplod
triggerAll = NumExplod(90000221)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "z" && Helper(90000005), command != "holdz"
ID = 90000221
ignoreHitPause = 1

[State -1, Remove a Detector]
type = RemoveExplod
triggerAll = NumExplod(90000231)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "a" && Helper(90000005), command != "holda"
ID = 90000231
ignoreHitPause = 1

[State -1, Remove b Detector]
type = RemoveExplod
triggerAll = NumExplod(90000241)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "b" && Helper(90000005), command != "holdb"
ID = 90000241
ignoreHitPause = 1

[State -1, Remove c Detector]
type = RemoveExplod
triggerAll = NumExplod(90000251)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "c" && Helper(90000005), command != "holdc"
ID = 90000251
ignoreHitPause = 1

[State -1, Remove start Detector]
type = RemoveExplod
triggerAll = NumExplod(90000194)
triggerAll = NumHelper(90000005) && !IsHelper && !AILevel
trigger1 = Helper(90000005), command != "start" && Helper(90000005), command != "holdstart"
ID = 90000194
ignoreHitPause = 1


;==============================================================================================
;==========================================<GUARDING>==========================================
;==============================================================================================

;==============================================================================================
;Here, we override the MUGEN's default guard system, and add our own triggers. This will ensure
;that the player can always block as long as they are holding a direction away from the opponent.
;This block of code also adds "chicken guarding", which is allowing the player to air guard by holding
;not only back, but down-back and up-back.

;It is also recommended that you also override the guard states (120, 130, 131, 132, 140, 150, 151, 152, 154, 155)
;with an updated version that uses the EXPLODsive buffering system. A copy of those fixed states
;can be found in this character, and also in the release thread (here:PUT LINK HERE).

;NOTE if you plan to use the NoGuard Assertspecial SCTRL somewhere else you will instead need to modify the below states.
;==============================================================================================

[State -1, AssertSpecial: NoAirGuard]
type = AssertSpecial
triggerAll = !AILevel 
trigger1 = P2DisT x < -12 && StateType = A
trigger2 = var(10) =1 
trigger3 = vel x >= 0.1
trigger4 =  !NumExplod(90000004) && !NumExplod(90000006) && !NumExplod(90000001) && !NumExplod(90000003) && !NumExplod(90000007) && !NumExplod(90000009)
flag = NoAirGuard
ignoreHitPause = 0

[State -1, AssertSpecial: No StandGuard and NoCrouchGuard when landing from jump after switching sides]
type = AssertSpecial
triggerAll = !AILevel 
trigger1 = P2DisT x < -12 && StateType != A
trigger2 =  !NumExplod(90000004) && !NumExplod(90000006) && !NumExplod(90000001) && !NumExplod(90000003) && !NumExplod(90000007) && !NumExplod(90000009)
flag = NoStandGuard
flag2 = NoCrouchGuard
ignoreHitPause = 0

[State -1, Stand Blocking]
type = ChangeState
triggerAll = !AILevel
triggerAll = InGuardDist
triggerAll = P2DisT x < -12 && StateType != A
triggerAll = StateType = S
triggerAll = ctrl
trigger1 = (IfElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90000004)) || (IfElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90000006))
value = 120

[State -1, Crouch Blocking]
type = ChangeState
triggerAll = !AILevel
triggerAll = InGuardDist
triggerAll = P2DisT x < -12 && StateType != A
triggerAll = StateType = C
triggerAll = ctrl
trigger1 = (IfElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90000001)) || (IfElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90000003))
value = 120

[State -1, Air Blocking]
type = ChangeState
triggerAll = !AILevel 
triggerAll = InGuardDist
triggerAll = StateType = A
triggerAll = ctrl
triggerAll = !(StateNo = [120,155])
triggerAll = Var(10)=0
triggerAll = (vel x <= 0)
trigger1 = (IfElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90000004)) || (IfElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90000006))
trigger2 = (IfElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90000001)) || (IfElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90000003))
trigger3 = (IfElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90000007)) || (IfElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90000009))
value = 120

[State -1, Air Blocking]
type = ChangeState
triggerAll = !AILevel 
triggerAll = InGuardDist
triggerAll = StateType = A
triggerAll = StateNo = 5210 && Time = 14
trigger1 = (IfElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90000004)) || (IfElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90000006))
trigger2 = (IfElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90000001)) || (IfElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90000003))
trigger3 = (IfElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90000007)) || (IfElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90000009))
value = 120

;==============================================================================================
;==============================================================================================
;=============================<End of EXPLODsive Buffering System>=============================
;==============================================================================================
;==============================================================================================

;TEST TEST TEST TEST TEST TEST TEST
;[state -1]
;type = ChangeState
;value = 185
;triggerall = !AILevel
;triggerall = command = "x"
;trigger1 = StateType = S && ctrl





;Ungrounded
;[State -1, Ungrounded]
;type = ChangeState
;value = IfElse(StateType != A, 3000, 3018)
;triggerall = Command = "QCBx2, k"
;;triggerall = Command != "holddown"
;;triggerall = power >= IfElse(var(40)=0,3000,2000) ;&& var(40) = 0
;triggerall = power >= IfElse(fvar(27)=0,3000,2000) ;&& var(40) = 0
;
;triggerall = TeamMode != Simul
;triggerall = enemyNear,TeamMode != Simul
;triggerall = (enemy,Name != "Saibamen Z2")
;
;trigger1 = ctrl	;StateType != A && 
;trigger2 = stateno = 100 || stateno = 101
;
;trigger3 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger4 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S 
;trigger7 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger8 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0
;
;trigger9 = StateNo = 626 && AnimElemTime(3)>1
;trigger10 = StateNo = 643 && MoveContact
;trigger11  = StateType = A &&(StateNo = [600,619]) && MoveContact
;trigger12 = StateType = A && StateNo = 630 && MoveContact
;trigger13 = StateType = A && StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && MoveContact
;trigger14 = StateType = A && StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
;trigger15 = StateType = A && StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact

;Ungrounded
[State -1, Ungrounded]
type = ChangeState
value = IfElse(StateType != A, 3000, 3018)
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90030114)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90030016))) 
;triggerall = IfElse(Facing = 1,(NumExplod(90030114)),NumExplod(90030016))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
triggerall = power >= IfElse(fvar(27)=0,3000,2000)
triggerall = TeamMode != Simul
triggerall = enemyNear,TeamMode != Simul
triggerall = (enemy,Name != "Saibamen Z2")
trigger1 = ctrl	;StateType != A && 
trigger2 = stateno = 100 || stateno = 101
trigger3 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger4 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger6 = StateNo = 246 && MoveContact && StateType = S 
trigger7 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger8 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0
trigger9 = StateNo = 626 && AnimElemTime(3)>1
trigger10 = StateNo = 643 && MoveContact
trigger11  = StateType = A &&(StateNo = [600,619]) && MoveContact
trigger12 = StateType = A && StateNo = 630 && MoveContact
trigger13 = StateType = A && StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && MoveContact
trigger14 = StateType = A && StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
trigger15 = StateType = A && StateNo = 642 && AnimElemTime(3)>= 1 && AnimElemTime(5)<= 0 && MoveContact
trigger16 = StateNo = 105 && Time > 9




;===========================================================================
;===========================================================================
;===========================================================================

;Chiaotzu Sacrifice
;[State -1, Chiaotzu Sacrifice]
;type = ChangeState
;value = 4499
;triggerall = RoundState = 2
;triggerall = Command = "DD_b+y";"QCFx2, 2k"
;triggerall = Power >= 1500 && fvar(27)!=0;var(40) != 0;2000
;trigger1 = StateType != A && ctrl
;trigger1 = numhelper(30000) && Helper(30000), Stateno = 30006
;trigger2 = (StateNo = [900,901]) && numhelper(30000) && Helper(30000), Stateno = 30006

;Chiaotzu Sacrifice
[State -1, Chiaotzu Sacrifice]
type = ChangeState
value = 4499
triggerall = RoundState = 2
triggerall = NumExplod(90012602) && NumExplod(90000210) && NumExplod(90000240)
triggerall = Power >= 2000 && fvar(27)!=0 && FVar(28) >= 60		;OM mode
trigger1 = StateType != A && ctrl
trigger1 = numhelper(30000) && Helper(30000), Stateno = 30006
trigger2 = (StateNo = [900,901]) && numhelper(30000) && Helper(30000), Stateno = 30006


;===========================================================================
;===========================================================================
;===========================================================================

;Action - Chiaotzu
;[State -1, Action - Chiaotzu]
;type = ChangeState
;value = 4498
;triggerall = fvar(27)=0;var(40) = 0
;triggerall = NumHelper(30000)
;triggerall = Helper(30000), var(10) = 0
;triggerall = Command = "DD_2p"
;triggerall = Power >= 1500
;trigger1 = StateType != A && ctrl

;Action - Chiaotzu
[State -1, Action - Chiaotzu]
type = ChangeState
value = 4498
triggerall = fvar(27)=0
triggerall = NumHelper(30000)
triggerall = Helper(30000), var(10) = 0
triggerall = NumExplod(90012602) && NumExplod(90000200) && NumExplod(90000210) || NumExplod(90012602) && NumExplod(90000210) && NumExplod(90000220) || NumExplod(90012602) && NumExplod(90000220) && NumExplod(90000200) 
triggerall = Power >= 1500
trigger1 = StateType != A && ctrl

;===========================================================================
;===========================================================================
;===========================================================================

;OM mode
;[State -1, OM mode]
;type = ChangeState
;value = 2800
;triggerall = RoundState = 2
;triggerall = Command = "DD_b+y";"QCFx2, 2k"
;triggerall = Power >= 2000 && fvar(27)=0;var(40) = 0;2000
;triggerall = p2stateno != 3017
;triggerall = TeamMode != Simul
;triggerall = enemyNear,TeamMode != Simul
;triggerall = (enemy,Name != "Saibamen Z2")
;trigger1 = StateType != A && ctrl
;trigger2 = StateNo = [900,901]

[State -1, OM mode]
type = ChangeState
value = 2800
triggerall = RoundState = 2
triggerall = NumExplod(90012602) && NumExplod(90000210) && NumExplod(90000240)
triggerall = Power >= 2000 && fvar(27)=0
triggerall = p2stateno != 3017
triggerall = TeamMode != Simul
triggerall = enemyNear,TeamMode != Simul
triggerall = (enemy,Name != "Saibamen Z2")
trigger1 = StateType != A && ctrl
trigger2 = StateNo = [900,901]


;===========================================================================
;===========================================================================
;===========================================================================

;Shiyoken
;[State -1, Shiyoken (Shiva's Punishment)]
;type = ChangeState
;value = 2400
;triggerall = RoundState = 2
;triggerall = Command = "QCB,F, k";"QCFx2, 2k"
;triggerall = Power >= 1000;2000
;trigger1 = StateType != A && ctrl
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger6 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger4 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger5 = StateNo = 246 && MoveContact && StateType = S 
;trigger7 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0

[State -1, Shiyoken (Shiva's Punishment)]
type = ChangeState
value = 2400
triggerall = RoundState = 2
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90032506)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90032404)))
;triggerall = IfElse(Facing = 1,(NumExplod(90032506)),NumExplod(90032404))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
triggerall = Power >= 1000
trigger1 = StateType != A && ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger6 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger4 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger5 = StateNo = 246 && MoveContact && StateType = S 
trigger7 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0


;===========================================================================
;===========================================================================
;===========================================================================

;Shiva's Cage
;[State -1, Shiva's Cage]
;type = ChangeState
;value = 2500
;triggerall = RoundState = 2
;triggerall = Command = "DD_2p"
;triggerall = Power >= 1000
;triggerall = fvar(27)!=0;var(40) > 0
;trigger1 = StateType != A && ctrl
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger6 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger4 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger5 = StateNo = 246 && MoveContact && StateType = S 
;trigger7 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0
;trigger8 = StateNo = 2401 && Time <= 51 && Time >= 40

;Shiva's Cage
[State -1, Shiva's Cage]
type = ChangeState
value = 2500
triggerall = RoundState = 2
triggerall = NumExplod(90012602)
triggerall = NumExplod(90000200) && NumExplod(90000210) || NumExplod(90000210) && NumExplod(90000220) || NumExplod(90000220) && NumExplod(90000200)
triggerall = Power >= 1000
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateType != A && ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger6 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger4 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger5 = StateNo = 246 && MoveContact && StateType = S 
trigger7 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0
trigger8 = StateNo = 2401 && Time <= 51 && Time >= 40


;===========================================================================
;===========================================================================
;===========================================================================

;[State -1, Blinding Wings (Super Wing Attack)]
;type = ChangeState
;value = 2300
;triggerall = RoundState = 2
;triggerall = Command = "QCFx2, k"
;triggerall = Power >= 1000
;trigger1 = StateType != A && ctrl
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger6 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger4 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger5 = StateNo = 246 && MoveContact && StateType = S 
;trigger7 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0

[State -1, Blinding Wings (Super Wing Attack)]
type = ChangeState
value = 2300
triggerall = RoundState = 2
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90030114)))
;triggerall = IfElse(Facing = 1,(NumExplod(90030016)),NumExplod(90030114))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
triggerall = Power >= 1000
trigger1 = StateType != A && ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger6 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger4 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger5 = StateNo = 246 && MoveContact && StateType = S 
trigger7 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0


;===========================================================================
;===========================================================================
;===========================================================================

;[State -1, Dodonpa lvl 2]
;type = ChangeState
;value = 2230
;triggerall = RoundState = 2
;triggerall = Command = "QCFx2, 2p"
;triggerall = Power >= 2000
;trigger1 = StateType != A && ctrl
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S 
;trigger7 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0 && !NumHelper(2237)

[State -1, Dodonpa lvl 2]
type = ChangeState
value = 2230
triggerall = RoundState = 2
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90030114)))
;triggerall = IfElse(Facing = 1,(NumExplod(90030016)),NumExplod(90030114))
triggerall = NumExplod(90000200) && NumExplod(90000210) || NumExplod(90000210) && NumExplod(90000220) || NumExplod(90000220) && NumExplod(90000200)
triggerall = Power >= 2000
trigger1 = StateType != A && ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger6 = StateNo = 246 && MoveContact && StateType = S 
trigger7 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0 && !NumHelper(2237)


;[State -1, Dodonpa lvl 2]
;type = ChangeState
;value = 2230
;triggerall = RoundState = 2
;triggerall = Command = "QCFx2, 2p"
;triggerall = Power >= 2000
;triggerall = NumHelper(2207)
;triggerall = !NumHelper(2237)
;trigger1 = StateNo = 2201 && Helper(2207),MoveHit ;go to state 2201 in supers.cns
;trigger2 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0 ;&& !NumHelper(2237)

[State -1, Dodonpa lvl 2]
type = ChangeState
value = 2230
triggerall = RoundState = 2
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90030114)))
;triggerall = IfElse(Facing = 1,(NumExplod(90030016)),NumExplod(90030114))
triggerall = NumExplod(90000200) && NumExplod(90000210) || NumExplod(90000210) && NumExplod(90000220) || NumExplod(90000220) && NumExplod(90000200)
triggerall = Power >= 2000
triggerall = NumHelper(2207)
triggerall = !NumHelper(2237)
trigger1 = StateNo = 2201 && Helper(2207),MoveHit ;go to state 2201 in supers.cns
trigger2 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0 ;&& !NumHelper(2237)



;[State -1, Dodonpa lvl 1]
;type = ChangeState
;value = 2200
;triggerall = RoundState = 2
;triggerall = Command = "QCFx2, p"
;triggerall = Power >= 1000
;trigger1 = StateType != A && ctrl
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S 
;trigger7 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0 && !NumHelper(2207)

[State -1, Dodonpa lvl 1]
type = ChangeState
value = 2200
triggerall = RoundState = 2
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90030114)))
;triggerall = IfElse(Facing = 1,(NumExplod(90030016)),NumExplod(90030114))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = Power >= 1000
trigger1 = StateType != A && ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger6 = StateNo = 246 && MoveContact && StateType = S 
trigger7 = StateNo = 1304 && AnimelemTime(3)>=5 && AnimelemTime(4) <= 0 && !NumHelper(2207)


;===========================================================================
;===========================================================================
;===========================================================================

;Lvl 1 Kikoho
;[State -1, Lvl 1 Kikoho]
;type = ChangeState
;value = 2000
;triggerall = RoundState = 2
;triggerall = Command = "QCB,F+ x" || Command = "QCB,F+ y" || Command = "QCB,F+ z"
;triggerall = Power >= 1000
;trigger1 = StateType != C && ctrl
;trigger2 = StateNo = 626 && AnimElemTime(3)>1
;trigger3 = StateNo = 1123 && AnimElemTime(3)>=1

;Kikoho
[State -1, Kikoho]
type = ChangeState
value = 2000
triggerall = RoundState = 2
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90032506)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90032404)))
;triggerall = IfElse(Facing = 1,(NumExplod(90032506)),NumExplod(90032404))
triggerall = NumExplod(90000200) ||NumExplod(90000210) || NumExplod(90000220)
triggerall = Power >= 1000
trigger1 = StateType != C && ctrl
trigger2 = StateNo = 626 && AnimElemTime(3)>1
trigger3 = StateNo = 1123 && AnimElemTime(3)>=1
trigger4 = StateNo = 105 && Time > 9



;+1
;[State -1, +1]
;type = ChangeState
;value = 2004
;triggerall = RoundState = 2
;triggerall = Command = "x" || Command = "y" || Command = "z"
;triggerall = var(26) < 4
;trigger1 = StateNo = 2001 && AnimElemTime(9)>1
;trigger2 = StateNo = 2004 && AnimElemTime(9)>1

;+1
[State -1, +1]
type = ChangeState
value = 2004
triggerall = RoundState = 2
triggerall = NumExplod(90000200) ||NumExplod(90000210) || NumExplod(90000220)
triggerall = var(26) < 4
trigger1 = StateNo = 2001 && AnimElemTime(9)>1
trigger2 = StateNo = 2004 && AnimElemTime(9)>1


;===========================================================================
;===========================================================================
;===========================================================================

;Volleyball Stance
;[State -1, Volleyball Stance]
;type = ChangeState
;value = 1000
;triggerall = Command = "holddown" && command = "holdfwd" && Command = "z"
;trigger1 = StateType != A && ctrl
;;trigger2 = var(40) > 0 && (StateNo = 1303 && Time > 18  || StateNo = 1303 && movecontact || StateNo = 1304) && Command = "hold_z"
;trigger2 = fvar(27)!=0 && (StateNo = 1303 && Time > 18  || StateNo = 1303 && movecontact || StateNo = 1304) && Command = "hold_z"

;[State -1, Volleyball Stance]
;type = ChangeState
;value = 1000
;triggerall = IfElse(Facing = -1, NumExplod(90000021),NumExplod(90000023))
;triggerall = NumExplod(90000220) || Command = "z"
;trigger1 = StateType != A && ctrl
;trigger2 = fvar(27)!=0 && (StateNo = 1303 && Time > 18  || StateNo = 1303 && movecontact || StateNo = 1304) && NumExplod(90000225);OM mode


[State -1, Volleyball Stance]
type = ChangeState
value = 1000
triggerAll = !AILevel
triggerall = NumExplod(90000220) ||  command = "z"
triggerall = NumExplod(90012602)
trigger1 = StateType != A && ctrl
trigger2 = fvar(27)!=0 && (StateNo = 1303 && Time > 18  || StateNo = 1303 && movecontact || StateNo = 1304) ;&& NumExplod(90000225);OM mode


;triggerall = NumExplod(90012602) && NumExplod(90000210) && NumExplod(90000240)

;===========================================================================
;===========================================================================
;===========================================================================

;Crane stance (OM)
;[State -1, Crane stance (OM)]
;type = ChangeState
;value = 1350
;triggerall = fvar(27)!=0;var(40) > 0
;triggerall = Command = "QCF_k"; "DDD"
;trigger1 = StateType != A && ctrl
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S

[State -1, Crane stance (OM)]
type = ChangeState
value = 1350
triggerall = fvar(27)!=0				;OM mode
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90010104)))
;triggerall = ifElse(Facing = 1, NumExplod(90010006),NumExplod(90010104))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
trigger1 = StateType != A && ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger6 = StateNo = 246 && MoveContact && StateType = S


;===========================================================================
;===========================================================================
;===========================================================================

;EX Wing Attack
;[State -1, EX Wing Attack]
;type = ChangeState
;value = 1420
;triggerall = Command = "dp_2p"
;triggerall = StateType != A && Power >= 500
;triggerall = fvar(27)!=0;var(40) > 0
;trigger1 = ctrl
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S

;EX Wing Attack
[State -1, EX Wing Attack]
type = ChangeState
value = 1420
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90010301)))
;triggerall = IfElse(Facing = -1,(NumExplod(90010301)),NumExplod(90010203))
triggerall = NumExplod(90000200) && NumExplod(90000210) || NumExplod(90000210) && NumExplod(90000220) || NumExplod(90000220) && NumExplod(90000200)
triggerall = StateType != A && Power >= 500
triggerall = fvar(27)!=0				;OM mode
trigger1 = ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger6 = StateNo = 246 && MoveContact && StateType = S



;Wing Attack- Light Medium Heavy
;[State -1, Wing Attack]
;type = ChangeState
;value = 1400+IfElse(command="dp_x",0,IfElse(command="dp_y",1,2))
;triggerall = Command = "dp_x" || Command = "dp_y" || Command = "dp_z"
;triggerall = fvar(27)!=0;var(40) > 0
;trigger1 = StateType != A && ctrl
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S

;Wing Attack- Light
[State -1]
type = ChangeState
value = 1400
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90010301)))
;triggerall = IfElse(Facing = -1,(NumExplod(90010301)),NumExplod(90010203))
triggerall = NumExplod(90000200)
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateType != A && ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger6 = StateNo = 246 && MoveContact && StateType = S

;Wing Attack- Medium
[State -1]
type = ChangeState
value = 1401
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90010301)))
;triggerall = IfElse(Facing = -1,(NumExplod(90010301)),NumExplod(90010203))
triggerall = NumExplod(90000210)
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateType != A && ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger6 = StateNo = 246 && MoveContact && StateType = S

;Wing Attack- Heavy
[State -1]
type = ChangeState
value = 1402
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90010203)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90010301)))
;triggerall = IfElse(Facing = -1,(NumExplod(90010301)),NumExplod(90010203))
triggerall = NumExplod(90000220)
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateType != A && ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger6 = StateNo = 246 && MoveContact && StateType = S


;===========================================================================
;===========================================================================
;===========================================================================

;EX Talons
;[State -1, Talons]
;type = ChangeState
;value = 1320
;triggerall = Command = "QCF_2p"
;triggerall = StateType != A && Power >= 500
;trigger1 = ctrl
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S

;EX Talons
[State -1, Talons]
type = ChangeState
value = 1320
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90010104)))
;triggerall = ifElse(Facing = 1, NumExplod(90010006),NumExplod(90010104))
triggerall = NumExplod(90000200) && NumExplod(90000210) || NumExplod(90000210) && NumExplod(90000220) || NumExplod(90000220) && NumExplod(90000200)
triggerall = StateType != A && Power >= 500
trigger1 = ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger6 = StateNo = 246 && MoveContact && StateType = S



;Talons- Light Medium Heavy
;[State -1, Talons]
;type = ChangeState
;value = 1300
;triggerall = Command = "QCF_x" || Command = "QCF_y" || Command = "QCF_z"
;trigger1 = StateType != A && ctrl
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S

;Talons- Light Medium Heavy
[State -1, Talons]
type = ChangeState
value = 1300
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90010104)))
;triggerall = ifElse(Facing = 1, NumExplod(90010006),NumExplod(90010104))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
trigger1 = StateType != A && ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger6 = StateNo = 246 && MoveContact && StateType = S


;===========================================================================
;===========================================================================
;===========================================================================

;Air Hunting Crane- EX version
;[State -1, Air Hunting Crane EX]
;type = ChangeState
;value = 1130
;triggerall = Command = "QCB_2k"
;triggerall = StateType = A && Power >= 500
;triggerall = NumExplod(112000) = 0	;only one EX Hunting Crane
;trigger1 = ctrl
;trigger2 = (StateNo = [600,619]) && MoveContact
;trigger3 = StateNo = 626 && AnimElemTime(3)>1
;trigger4 = StateNo = 630 && MoveContact
;trigger5 = StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && MoveContact
;trigger6 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
;trigger7 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
;trigger8 = StateNo = 643 && MoveContact

;Air Hunting Crane- EX version
[State -1, Air Hunting Crane EX]
type = ChangeState
value = 1130
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90010006)))
;triggerall = ifElse(Facing = 1, NumExplod(90010104),NumExplod(90010006))
triggerall = NumExplod(90000230) && NumExplod(90000240) || NumExplod(90000240) && NumExplod(90000250) || NumExplod(90000250) && NumExplod(90000230)
triggerall = StateType = A && Power >= 500
triggerall = NumExplod(112000) = 0	;only one EX Hunting Crane
trigger1 = ctrl
trigger2 = (StateNo = [600,619]) && MoveContact
trigger3 = StateNo = 626 && AnimElemTime(3)>1
trigger4 = StateNo = 630 && MoveContact
trigger5 = StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && MoveContact
trigger6 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
trigger7  = StateType = A && StateNo = 642 && AnimElemTime(3)>= 1 && AnimElemTime(5)<= 0 && MoveContact
trigger8 = StateNo = 643 && MoveContact
trigger9 = StateNo = 105 && Time > 9



;Hunting Crane- EX version
;[State -1, Hunting Crane EX]
;type = ChangeState
;value = 1120
;triggerall = Command = "QCB_2k"
;triggerall = StateType != A && Power >= 500
;triggerall = NumExplod(112000) = 0	;only one EX Hunting Crane
;trigger1 = ctrl
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S

;Hunting Crane- EX version
[State -1, Hunting Crane EX]
type = ChangeState
value = 1120
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90010006)))
;triggerall = ifElse(Facing = 1, NumExplod(90010104),NumExplod(90010006))
triggerall = NumExplod(90000230) && NumExplod(90000240) || NumExplod(90000240) && NumExplod(90000250) || NumExplod(90000250) && NumExplod(90000230)
triggerall = StateType != A && Power >= 500
triggerall = NumExplod(112000) = 0	;only one EX Hunting Crane
trigger1 = ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger6 = StateNo = 246 && MoveContact && StateType = S



;Hunting Crane- Light Medium Heavy
;[State -1, Hunting Crane]
;type = ChangeState
;value = IfElse(StateType != A, 1100, 1110)
;triggerall = Command = "QCB_a" || Command = "QCB_b" || Command = "QCB_c"
;trigger1 = ctrl
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S
;trigger7 = StateNo = 626 && AnimElemTime(3)>1
;trigger8 = StateNo = 643 && MoveContact
;trigger9  = StateType = A &&(StateNo = [600,619]) && MoveContact
;trigger10 = StateType = A && StateNo = 630 && MoveContact
;trigger11 = StateType = A && StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && MoveContact
;trigger12 = StateType = A && StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
;trigger13 = StateType = A && StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact

;Hunting Crane- Light Medium Heavy
[State -1, Hunting Crane]
type = ChangeState
value = IfElse(StateType != A, 1100, 1110)
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90010104)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90010006)))
;triggerall = ifElse(Facing = 1, NumExplod(90010104),NumExplod(90010006))
triggerall = NumExplod(90000230) || NumExplod(90000240) || NumExplod(90000250)
trigger1 = ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger6 = StateNo = 246 && MoveContact && StateType = S
trigger7 = StateNo = 626 && AnimElemTime(3)>1
trigger8 = StateNo = 643 && MoveContact
trigger9  = StateType = A &&(StateNo = [600,619]) && MoveContact
trigger10 = StateType = A && StateNo = 630 && MoveContact
trigger11 = StateType = A && StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && MoveContact
trigger12 = StateType = A && StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
trigger13  = StateType = A && StateNo = 642 && AnimElemTime(3)>= 1 && AnimElemTime(5)<= 0 && MoveContact
trigger14 = StateNo = 105 && Time > 9


;===========================================================================
;===========================================================================
;===========================================================================

;Solar Flare - Taiyoken
;OM mode only
;[State -1, Solar Flare - Taiyoken]
;type = ChangeState
;value = 1700
;triggerall = Command = "HCB_p"
;;triggerall = Command != "holddown"
;triggerall = Power >= 500 && fvar(27)!=0;var(40) > 0;2000
;trigger1 = StateType != A && ctrl
;trigger2 = stateno = 100 || stateno = 101

;Solar Flare - Taiyoken
;OM mode only
[State -1, Solar Flare - Taiyoken]
type = ChangeState
value = 1700
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90010504)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90010406)))
;triggerall = ifElse(Facing = 1, NumExplod(90010504),NumExplod(90010406))
triggerall = NumExplod(90000200) || NumExplod(90000210) || NumExplod(90000220)
triggerall = Power >= 500 && fvar(27)!=0		;OM mode
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101


;===========================================================================
;===========================================================================
;===========================================================================

;;Fast Shiyoken L
;;OM mode only
;[State -1, mash potatoes L]
;type = ChangeState
;value = 1800
;triggerall = fvar(27)!=0;var(40) > 0
;triggerall = Command = "mash_x"
;triggerall = Command != "holddown"
;trigger1 = StateType != A && ctrl
;;trigger2 = stateno = 100 || stateno = 101
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S

;;Fast Shiyoken M
;;OM mode only
;[State -1, mash potatoes M]
;type = ChangeState
;value = 1801
;triggerall = fvar(27)!=0;var(40) > 0
;triggerall = Command = "mash_y"
;triggerall = Command != "holddown"
;trigger1 = StateType != A && ctrl
;;trigger2 = stateno = 100 || stateno = 101
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S

;;Fast Shiyoken H
;;OM mode only
;[State -1, mash potatoes H]
;type = ChangeState
;value = 1802
;triggerall = fvar(27)!=0;var(40) > 0
;triggerall = Command = "mash_z"
;triggerall = Command != "holddown"
;trigger1 = StateType != A && ctrl
;;trigger2 = stateno = 100 || stateno = 101
;trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
;trigger3 = (StateNo = [250,299]) && MoveContact && StateType != A
;trigger4 = (StateNo = [400,499]) && MoveContact && StateType != A
;trigger5 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
;trigger6 = StateNo = 246 && MoveContact && StateType = S


;===========================================================================
;===========================================================================
;===========================================================================

; Kiai Attack (aka Focus Attack)
;[State -1, Kiai Attack]
;type       = ChangeState
;triggerall = AIlevel<=0
;;triggerall = roundstate = 2
;triggerall = stateno !=[1500,1502]
;triggerall = stateno != 106
;;;;;triggerall = command = "hold_z" && command = "hold_c"
;triggerall = command = "z" && command = "c"
;trigger1   = statetype = S
;trigger1   = ctrl
;value      = 1500

; Kiai Attack (aka Focus Attack)
[State -1]
type       = ChangeState
triggerall = AIlevel<=0
;triggerall = roundstate = 2
triggerall = stateno !=[1500,1502]
triggerall = stateno != 106
;;;;triggerall = command = "hold_z" && command = "hold_c" ;NO
triggerall = command = "z" && command = "c"
triggerall = NumExplod(90000220) && NumExplod(90000250)
trigger1   = statetype = S
trigger1   = ctrl
value      = 1500


;===========================================================================
;===========================================================================
;===========================================================================

;Z Counter - Ground
;[State -1, Z Counter - Ground]
;type = ChangeState
;trigger1 = !AILevel
;trigger1 = StateNo=150 || StateNo=152
;trigger1 = Command="f2k" || Command="f2p"
;trigger1 = RoundState=2 && power>=1000 && StateType!=A
;value = 750

;Z COUNTER - Ground
[State -1]
type = ChangeState
trigger1 = !AILevel
trigger1 = StateNo=150 || StateNo=152
trigger1 = ((ifElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90000006)) || (ifElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90000004)))
;trigger1 = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90001016)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90001064)))
;trigger1 = ifElse(Facing = 1, NumExplod(90001016),NumExplod(90001064)) 
trigger1 = NumExplod(90000200) && NumExplod(90000210) || NumExplod(90000210) && NumExplod(90000220) || NumExplod(90000220) && NumExplod(90000200) || NumExplod(90000230) && NumExplod(90000240) ||NumExplod(90000240) && NumExplod(90000250) || NumExplod(90000250) && NumExplod(90000230) 
trigger1 = RoundState=2 && power>=1000 && StateType!=A
value = 750



;Z Counter - Air
;[State -1, Z Counter - Air]
;type = ChangeState
;trigger1 = !AILevel
;trigger1 = StateNo=154  ; && animelemtime(1)<6
;trigger1 = Command="f2k" || Command="f2p"
;trigger1 = RoundState=2 && power>=1000 && StateType=A
;value = 760

;Z COUNTER - Air
[State -1]
type = ChangeState
trigger1 = !AILevel
trigger1 = StateNo=154  ; && animelemtime(1)<6
trigger1 = ((ifElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90000006)) || (ifElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90000004)))
;trigger1 = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90001016)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90001064)))
;trigger1 = ifElse(Facing = 1, NumExplod(90001016),NumExplod(90001064)) 
trigger1 = NumExplod(90000200) && NumExplod(90000210) || NumExplod(90000210) && NumExplod(90000220) || NumExplod(90000220) && NumExplod(90000200) || NumExplod(90000230) && NumExplod(90000240) ||NumExplod(90000240) && NumExplod(90000250) || NumExplod(90000250) && NumExplod(90000230) 
trigger1 = RoundState=2 && power>=1000 && StateType=A
value = 760


;===========================================================================
;===========================================================================
;===========================================================================
;Dash attacks

;[State -1, Dash HP (stand)]
;type = ChangeState
;triggerall = AIlevel <= 0
;;triggerall = RoundState = 2
;triggerall = StateType != A
;trigger1 = StateNo = 100 || StateNo = 101
;trigger1 = Command = "z" && Command != "holddown" && Command != "holdback"
;value = 300

[State -1, Dash HP (stand)]
type = ChangeState
triggerall = AIlevel <= 0
;triggerall = RoundState = 2
triggerall = StateType != A
trigger1 = StateNo = 100 || StateNo = 101
trigger1 = NumExplod(90000220) && !NumExplod(90000022)
value = 300



;[State -1, Buddha's Flight]
;type = ChangeState
;triggerall = AIlevel <= 0
;;triggerall = RoundState = 2
;triggerall = StateType = A
;triggerall = fvar(27)!=0;var(40) > 0		;OM mode
;trigger1 = StateNo = 110 && AnimElemTime(1)>0;|| stateno = 101
;trigger1 = Command = "z" && Command != "holddown" && Command != "holdback" && Command = "holdfwd"
;trigger2 = StateNo = 626 && Command = "z" && Command = "holdfwd"
;value = 350

[State -1, Buddha's Flight]
type = ChangeState
triggerall = AIlevel <= 0
;triggerall = RoundState = 2
triggerall = StateType = A
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateNo = 110 && AnimElemTime(1)>0;|| stateno = 101 
;trigger1 = NumExplod(90000220) && !NumExplod(90000022) && ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90000026)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90000024)))
trigger1 = NumExplod(90000220) && !NumExplod(90000022) && IfElse(Facing = 1, NumExplod(90000026),NumExplod(90000024)) 
;====
;after down HP (Buddha's fist)
;trigger2 = StateNo = 626 && NumExplod(90000220) && ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90000026)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90000024)))
trigger2 = StateNo = 626 && NumExplod(90000220) && IfElse(Facing = 1, NumExplod(90000026),NumExplod(90000024)) 
;====
;trigger3 = StateNo = 105 && Time > 9 && NumExplod(90000220) && IfElse(Facing = 1, NumExplod(90000026),NumExplod(90000024))
value = 350


;===========================================================================
;===========================================================================
;===========================================================================

;Super Jumps
;[State -1, Super Jump Backward]
;type = ChangeState
;value = 57
;triggerall= !AIlevel
;;triggerall = roundstate = 2
;trigger1 = StateType = S
;trigger1 = ctrl
;trigger1 = Command = "superjumpbackward"
;
;[State -1, Super Jump Forward]
;type = ChangeState
;value = 56
;triggerall= !AIlevel
;;triggerall = roundstate = 2
;trigger1 = StateType = S
;trigger1 = ctrl
;trigger1 = Command = "superjumpforward"
;trigger2 = command = "holdup"
;trigger2 = stateno = 420  && animelemtime(7)>0 && MoveHit
;
;[State -1, Super Jump Straight Up]
;type = ChangeState
;value = 55
;triggerall= !AIlevel
;;triggerall = roundstate = 2
;trigger1 = StateType = S
;trigger1 = ctrl
;trigger1 = Command = "superjump"



;Super Jumps
[State -1, Super Jump Backward]
type = ChangeState
value = 57
triggerall= !AIlevel
;triggerall = roundstate = 2
trigger1 = StateType = S
trigger1 = ctrl
trigger1 = NumExplod(90000408)
trigger1 = ifElse(Facing = 1, NumExplod(90000007),NumExplod(90000009))
;trigger1 = (ifElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90000007)) || (ifElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90000009)


[State -1, Super Jump Forward]
type = ChangeState
value = 56
triggerall= !AIlevel
;triggerall = roundstate = 2
trigger1 = StateType = S
trigger1 = ctrl
trigger1 = NumExplod(90000408)
trigger1 = ifElse(Facing = 1, NumExplod(90000009),NumExplod(90000007)) 
;trigger1 = (ifElse(P2DisT x < -12, Facing = -1, Facing = 1) && NumExplod(90000009)) || (ifElse(P2DisT x < -12, Facing = 1, Facing = -1) && NumExplod(90000007))
;==;==;==;==;==
;Launcher
trigger2 = NumExplod(90000008) || NumExplod(90000009) || NumExplod(90000007)
trigger2 = stateno = 420  && animelemtime(7)>0 && MoveHit
;==;==;==;==;==


[State -1, Super Jump Straight Up]
type = ChangeState
value = 55
triggerall= !AIlevel
;triggerall = roundstate = 2
trigger1 = StateType = S
trigger1 = ctrl
trigger1 = NumExplod(90000408)


;===========================================================================
;===========================================================================
;===========================================================================

[State -1, Levitation (ground)]
type = ChangeState
value = 108
triggerall = NumExplod(90000230) && NumExplod(90000240) && NumExplod(90000250)
;;;triggerall = Command = "a+b+c";"QCB_p";"UU"
triggerall = NumExplod(41) = 0	;only once
triggerall = NumExplod(108) = 0	;only once
;triggerall = Pos y <= -50
trigger1 = StateType != A && ctrl
trigger2 = (StateNo = [200,242]) && MoveContact && StateType = S
trigger3 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger4 = StateNo = 246 && MoveContact && StateType = S
trigger5 = (StateNo = [250,299]) && MoveContact && StateType != A
trigger6 = (StateNo = [400,499]) && MoveContact && StateType != A
trigger7 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact   ;Made on purpose
trigger8 = StateNo = 1304 && AnimelemTime(2)>=1 && AnimelemTime(4) <= 0
trigger9 = StateNo = 1350 && AnimelemTime(2)>=1 && AnimelemTime(4) <= 0

[State -1, Levitation]
type = ChangeState
value = 109
triggerall = NumExplod(90000230) && NumExplod(90000240) && NumExplod(90000250)
;;;triggerall = Command = "a+b+c";"QCB_p";"UU"
triggerall = NumExplod(41) = 0	;only once
triggerall = Pos y <= -50
trigger1 = StateType = A && ctrl
trigger2 = (StateNo = [350,351]) && MoveContact && StateType = A
trigger3 = (StateNo = [600,699]) && MoveContact && StateType = A
trigger4 = StateNo = 1123 && AnimElemTime(3)>=1


;===========================================================================
;===========================================================================
;===========================================================================

;Taunt
;[State -1, Taunt]
;type = ChangeState
;value = 195
;triggerall = Command = "start"
;trigger1 = StateType != A && ctrl

;Taunt
[State -1]
type = ChangeState
value = 195
triggerall = NumExplod(90000195)
trigger1 = StateType != A && ctrl





;===========================================================================
;===========================================================================
;===========================================================================

;Run Fwd
;[State -1, Run Fwd]
;type = ChangeState
;value = 100
;trigger1 = Command = "FF"
;trigger1 = StateType != A && ctrl

;Run Fwd
[State -1]
type = ChangeState
value = 100
trigger1 = ifElse(Facing = 1, NumExplod(90001016),NumExplod(90001064))
trigger1 = StateType != A && ctrl



;Run Back
;[State -1, Run Back]
;type = ChangeState
;value = 105
;trigger1 = Command = "BB"
;trigger1 = StateType != A && ctrl

;Run Back
[State -1]
type = ChangeState
value = 105
trigger1 = ifElse(Facing = 1, NumExplod(90001064),NumExplod(90001016))
trigger1 = StateType != A && ctrl

;===============================

;(air) Dash forward
;[State -1, Run Fwd]
;type = ChangeState
;value = 110
;triggerall = NumExplod(41) = 0	;only once
;trigger1 = Command = "FF"
;trigger1 = StateType = A && ctrl

;(air) Dash forward
[State -1]
type = ChangeState
value = 110
triggerall = NumExplod(41) = 0	;only once
trigger1 = ifElse(Facing = 1, NumExplod(90001016),NumExplod(90001064))
trigger1 = StateType = A && ctrl



;(air) Dash backward
;[State -1, Run Back]
;type = ChangeState
;value = 113
;triggerall = NumExplod(41) = 0	;only once
;triggerall = StateNo != 105		;not when already dashing back (ground)
;trigger1 = Command = "BB"
;trigger1 = StateType = A && ctrl

;(air) Dash backward
[State -1]
type = ChangeState
value = 113
triggerall = NumExplod(41) = 0	;only once
triggerall = StateNo != 105		;not when already dashing back (ground)
triggerall = vel x < 0
trigger1 = ifElse(Facing = 1, NumExplod(90001064),NumExplod(90001016))
trigger1 = StateType = A && ctrl


;===========================================================================
;===========================================================================
;===========================================================================

;Power Charge
;[State -1]
;type = ChangeState
;triggerall = AIlevel<=0
;triggerall = roundstate = 2
;triggerall = StateType != A
;triggerall = Power < 3000
;triggerall = StateNo != 900
;triggerall = Enemy, StateNo != 31509
;triggerall = Ctrl
;trigger1 = command = "hold_b" && command = "hold_y"
;value = 900

;Power Charge
[State -1]
type = ChangeState
triggerall = AIlevel<=0
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = Power < 3000
triggerall = StateNo != 900
triggerall = Enemy, StateNo != 31509
triggerall = Ctrl
trigger1 = NumExplod(90000210) && NumExplod(90000240) || command = "holdb" && command = "holdy"
value = 900


;===========================================================================
;===========================================================================
;===========================================================================

;; Forward throw
;;[State -1, Forward throw]
;;type = ChangeState
;;value = 800
;;triggerall= !AIlevel
;;triggerall = Command = "xa" && Command != "holdback"
;;trigger1 = roundstate = 2 && ctrl && StateType = S && StateNo != 100
;;trigger2 = (StateNo = [200,211]) && MoveHit
;;trigger3 = (StateNo = [230,241]) && MoveHit
;;trigger4 = StateNo = 245 && AnimElemTime(8)> 0 && MoveHit
;;trigger5 = StateNo = 246 && MoveHit

; Forward throw
;[State -1, Forward throw]
;type = ChangeState
;value = 800
;triggerall= !AIlevel
;triggerall = NumExplod(90000200) && NumExplod(90000230) && !IfElse(Facing = -1, NumExplod(90000026),NumExplod(90000024))
;trigger1 = roundstate = 2 && ctrl && StateType = S && StateNo != 100
;trigger2 = (StateNo = [200,211]) && MoveHit
;trigger3 = (StateNo = [230,241]) && MoveHit
;trigger4 = StateNo = 245 && AnimElemTime(8)> 0 && MoveHit
;trigger5 = StateNo = 246 && MoveHit


; Forward throw (NO TECH)
[State -1]
type = ChangeState
value = 800
triggerall = var(0)!=0
triggerall= !AIlevel
triggerall = NumExplod(90000200) && NumExplod(90000230) && !IfElse(Facing = -1, NumExplod(90000026),NumExplod(90000024))
trigger1 = roundstate = 2 && ctrl && StateType = S && StateNo != 100
;trigger2 = (StateNo = [200,211]) && MoveHit
;trigger3 = (StateNo = [230,241]) && MoveHit
;trigger4 = StateNo = 245 && AnimElemTime(8)> 0 && MoveHit
;trigger5 = StateNo = 246 && MoveHit

; Forward throw (COMBO and NO TECH)
[State -1]
type = ChangeState
value = 804
triggerall = var(0)=0
triggerall= !AIlevel
triggerall = NumExplod(90000200) && NumExplod(90000230) && !IfElse(Facing = -1, NumExplod(90000026),NumExplod(90000024))
trigger1 = roundstate = 2 && ctrl && StateType = S && StateNo != 100
;trigger2 = (StateNo = [200,211]) && MoveHit
;trigger3 = (StateNo = [230,241]) && MoveHit
;trigger4 = StateNo = 245 && AnimElemTime(8)> 0 && MoveHit
;trigger5 = StateNo = 246 && MoveHit

; Forward throw (COMBO)
[State -1]
type = ChangeState
value = 804
triggerall= !AIlevel
triggerall = NumExplod(90000200) && NumExplod(90000230) && !IfElse(Facing = -1, NumExplod(90000026),NumExplod(90000024))
trigger1 = roundstate = 2 && ctrl && StateType = S && StateNo != 100
trigger2 = (StateNo = [200,211]) && MoveHit
trigger3 = (StateNo = [230,241]) && MoveHit
trigger4 = StateNo = 245 && AnimElemTime(8)> 0 && MoveHit
trigger5 = StateNo = 246 && MoveHit



;; Back throw
;[State -1, Back throw]
;type = ChangeState
;value = IfElse(fvar(27)=0,805,815);IfElse(var(40) = 0,805,815)	;it changes if Tien is in OM mode
;triggerall= !AIlevel
;triggerall = Command="xa" && Command = "holdback"
;trigger1 = roundstate=2 && ctrl && StateType=S && StateNo!=100

; Back throw
[State -1]
type = ChangeState
value = IfElse(fvar(27)=0,805,815)			;it changes if Tien is in OM mode
triggerall = var(0)!=0
triggerall= !AIlevel
triggerall = NumExplod(90000200) && NumExplod(90000230) && IfElse(Facing = -1, NumExplod(90000026),NumExplod(90000024))
trigger1 = roundstate=2 && ctrl && StateType=S && StateNo!=100

; Back throw (NO TECH)
[State -1]
type = ChangeState
value = IfElse(fvar(27)=0,808,818)			;it changes if Tien is in OM mode
triggerall = var(0)=0
triggerall= !AIlevel
triggerall = NumExplod(90000200) && NumExplod(90000230) && IfElse(Facing = -1, NumExplod(90000026),NumExplod(90000024))
trigger1 = roundstate=2 && ctrl && StateType=S && StateNo!=100


;===========================================================================
;===========================================================================
;===========================================================================
;s.LP 1
;[State -1, s.LP 1]
;type = ChangeState
;value = 200
;triggerall = Command = "x"
;triggerall = Command != "holddown"
;trigger1 = StateType != A && ctrl
;trigger2 = stateno = 100 || stateno = 101

;s.LP 1
[State -1, s.LP 1]
type = ChangeState
value = 200
triggerAll = !AILevel
triggerall = NumExplod(90000200) ||  command = "x"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101




;s.LP 2
;[State -1, s.LP 2]
;type = ChangeState
;value = 201
;triggerall = Command = "x"
;triggerall = Command != "holddown"
;triggerall = fvar(27)!=0;var(40) > 0		;OM mode
;trigger1 = StateNo = 200 && MoveContact

;s.LP 2
[State -1, s.LP 2]
type = ChangeState
value = 201
triggerAll = !AILevel
triggerall = NumExplod(90000200) ||  command = "x"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateType != A && ctrl
trigger2 = StateNo = 200 && MoveContact





;s.MP
;[State -1, s.MP]		;210=far	211=close
;type = ChangeState
;value = IfElse(P2BodyDist x>=7,210,211)
;triggerall = Command = "y"
;triggerall = Command != "holddown"
;trigger1 = StateType != A && ctrl
;trigger2 = stateno = 100 || stateno = 101
;trigger3 = (StateNo = [200,201]) && MoveContact
;trigger4 = (StateNo = [230,235]) && MoveContact
;trigger5 = (StateNo = 400) && MoveContact
;trigger6 = (StateNo = 430) && MoveContact

;s.MP
[State -1, s.MP]		;210=far	211=close
type = ChangeState
value = IfElse(P2BodyDist x>=7,210,211)
triggerAll = !AILevel
triggerall = NumExplod(90000210) ||  command = "y"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = (StateNo = [200,201]) && MoveContact
trigger4 = (StateNo = [230,235]) && MoveContact
trigger5 = (StateNo = 400) && MoveContact
trigger6 = (StateNo = 430) && MoveContact






;s.HP
;[State -1, s.HP]
;type = ChangeState
;value = IfElse(P2BodyDist x>=3,220,221)
;triggerall = Command = "z"
;triggerall = Command != "holddown"
;trigger1 = StateType != A && ctrl
;trigger2 = (StateNo = [200,211]) && MoveContact
;trigger3 = (StateNo = [230,235]) && MoveContact
;trigger4 = StateNo = 240 && MoveContact
;trigger5 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact
;trigger6 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact
;trigger7 = StateNo = 246 && MoveContact
;trigger8 = (StateNo = [400,440]) && StateNo != 420 && MoveContact 

;s.HP
[State -1, s.HP]
type = ChangeState
value = IfElse(P2BodyDist x>=3,220,221);220
triggerAll = !AILevel
triggerall = NumExplod(90000220) ||  command = "z"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
triggerall = (!NumExplod(90000001) && !NumExplod(90000002) && !NumExplod(90000003))
trigger1 = StateType != A && ctrl
trigger2 = (StateNo = [200,211]) && MoveContact
trigger3 = (StateNo = [230,235]) && MoveContact
trigger4 = StateNo = 240 && MoveContact
trigger5 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0
trigger6 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact
trigger7 = StateNo = 246 && MoveContact
trigger8 = (StateNo = [400,440]) && StateNo != 420 && MoveContact 









;s.LK
;[State -1, s.LK]	;230=far	235=close
;type = ChangeState
;value = IfElse(P2BodyDist x>=3,230,235)
;triggerall = Command = "a"
;triggerall = Command != "holddown"
;trigger1 = StateType != A && ctrl
;trigger2 = stateno = 100 || stateno = 101


;s.LK
[State -1, s.LK]	;230=far	235=close
type = ChangeState
value = IfElse(P2BodyDist x>=3,230,235)
triggerAll = !AILevel
triggerall = NumExplod(90000230) ||  command = "a"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101







;
;;fwd s.MK (from 240)
;[State -1, fwd s.MK]
;type = ChangeState
;value = 246
;triggerall = Command = "b"
;triggerall = Command = "holdfwd"
;triggerall = Command != "holddown"
;trigger1 = StateNo = 240 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0
;
;
;;fwd s.MK
;[State -1, fwd s.MK]
;type = ChangeState
;value = 245
;triggerall = Command = "b"
;triggerall = Command = "holdfwd"
;triggerall = Command != "holddown"
;trigger1 = StateType != A && ctrl
;trigger2 = stateno = 100 || stateno = 101




;fwd s.MK (from 240)
[State -1]
type = ChangeState
value = 246
triggerAll = !AILevel
triggerall = NumExplod(90000240) || command = "b"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
;triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90000026)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90000024))) 
triggerall = IfElse(Facing = 1, NumExplod(90000026),NumExplod(90000024))
trigger1 = StateNo = 240 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0


;fwd s.MK
[State -1]
type = ChangeState
value = 245
triggerAll = !AILevel
triggerall = NumExplod(90000240) || command = "b"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
;triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90000026)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90000024))) 
triggerall = IfElse(Facing = 1, NumExplod(90000026),NumExplod(90000024))
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101






;s.MK 1
;[State -1, s.MK 1]
;type = ChangeState
;value = 240
;triggerall = Command = "b"
;triggerall = Command != "holddown"
;trigger1 = StateType != A && ctrl
;trigger2 = stateno = 100 || stateno = 101
;trigger3 = (StateNo = [200,211]) && MoveContact
;trigger4 = (StateNo = [230,235]) && MoveContact ;&& AnimElemTime(8)>0
;trigger5 = (StateNo = 400) && MoveContact
;trigger6 = (StateNo = 430) && MoveContact

;s.MK 1
[State -1, s.MK 1]
type = ChangeState
value = 240
triggerAll = !AILevel
triggerall = NumExplod(90000240) ||  command = "b"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = (StateNo = [200,211]) && MoveContact
trigger4 = (StateNo = [230,235]) && MoveContact
trigger5 = (StateNo = 400) && MoveContact
trigger6 = (StateNo = 430) && MoveContact





;
;;s.MK 2
;[State -1, s.MK 2]
;type = ChangeState
;value = 241
;triggerall = Command = "b"
;triggerall = Command != "holddown"
;triggerall = fvar(27)!=0;var(40) > 0		;OM mode
;trigger1 = StateNo = 240 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 ;&& MoveContact
;;s.MP (3)
;[State -1, s.MP (3)]
;type = ChangeState
;value = 215
;triggerall = Command = "y"
;triggerall = Command != "holddown"
;triggerall = fvar(27)!=0;var(40) > 0		;OM mode
;trigger1 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact
;trigger2 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact
;;s.MK -> (3)
;[State -1, s.MK -> (3)]
;type = ChangeState
;value = 243
;triggerall = Command = "b"
;triggerall = Command != "holddown"
;triggerall = Command = "holdfwd"
;triggerall = fvar(27)!=0;var(40) > 0		;OM mode
;trigger1 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact
;;s.MK 3
;[State -1, s.MK 3]
;type = ChangeState
;value = 242
;triggerall = Command = "b"
;triggerall = Command != "holddown"
;triggerall = fvar(27)!=0;var(40) > 0		;OM mode
;trigger1 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact



;s.MK 2
[State -1, s.MK 2 OM]
type = ChangeState
value = 241
triggerAll = !AILevel
triggerall = NumExplod(90000240) ||  command = "b"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateNo = 240 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0
;s.MP (3)
[State -1, s.MP (3) OM]
type = ChangeState
value = 215
triggerAll = !AILevel
triggerall = NumExplod(90000210) ||Command = "y"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0
trigger2 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0
;s.MK -> (3)
[State -1, s.MK -> (3) OM]
type = ChangeState
value = 243
triggerAll = !AILevel
triggerall = NumExplod(90000240) ||  command = "b"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90000026)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90000024))) 
;triggerall = IfElse(Facing = -1, NumExplod(90000024),NumExplod(90000026))
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0
;s.MK 3
[State -1, s.MK 3 OM]
type = ChangeState
value = 242
triggerAll = !AILevel
triggerall = NumExplod(90000240) ||  command = "b"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 





;
;;B s.HK
;[State -1, s.HK]
;type = ChangeState
;value = 255
;triggerall = Command = "c"
;triggerall = Command != "holddown"
;triggerall = Command = "holdback"
;trigger1 = StateType != A && ctrl
;trigger2 = stateno = 100 || stateno = 101
;trigger3 = (StateNo = [200,211]) && MoveContact
;trigger4 = (StateNo = [230,235]) && MoveContact
;trigger5 = StateNo = 240 && AnimElemTime(4)>= 1 && AnimElemTime(6)< 0 && MoveContact
;trigger6 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact
;trigger7 = StateNo = 245 && AnimElemTime(8)>0 && MoveContact 
;trigger8 = StateNo = 246 && MoveContact
;trigger9 = (StateNo = [400,440]) && StateNo != 420 && MoveContact 




;s.HK
;[State -1, s.HK]
;type = ChangeState
;value = 250
;triggerall = Command = "c"
;triggerall = Command != "holddown"
;trigger1 = StateType != A && ctrl
;trigger2 = stateno = 100 || stateno = 101
;trigger3 = (StateNo = [200,211]) && MoveContact
;trigger4 = (StateNo = [230,235]) && MoveContact
;trigger5 = StateNo = 240 && AnimElemTime(4)>= 1 && AnimElemTime(6)< 0 && MoveContact
;trigger6 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact
;trigger7 = StateNo = 245 && AnimElemTime(8)>0 && MoveContact 
;trigger8 = StateNo = 246 && MoveContact
;trigger9 = (StateNo = [400,440]) && StateNo != 420 && MoveContact 

;s.HK
[State -1, s.HK]
type = ChangeState
value = 250
triggerAll = !AILevel
triggerall = NumExplod(90000250) ||  command = "c"
triggerall = (!NumExplod(90000021) && !NumExplod(90000022) && !NumExplod(90000023))
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = (StateNo = [200,211]) && MoveContact
trigger4 = (StateNo = [230,235]) && MoveContact
trigger5 = StateNo = 240 && AnimElemTime(4)>= 1 && AnimElemTime(6)< 0 && MoveContact
trigger6 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 
trigger7 = StateNo = 245 && AnimElemTime(8)>0 && MoveContact 
trigger8 = StateNo = 246 && MoveContact
trigger9 = (StateNo = [400,440]) && StateNo != 420 && MoveContact  



;===========================================================================
;===========================================================================
;===========================================================================

;c.LP
;[State -1, c.LP]
;type = ChangeState
;value = 400
;triggerall = Command = "x"
;triggerall = Command = "holddown"
;trigger1 = StateType = C && ctrl
;trigger2 = stateno = 100 || stateno = 101
;trigger3 = (StateNo = [200,201]) && MoveContact
;trigger4 = (StateNo = [230,235]) && MoveContact

;c.LP
[State -1, c.LP]
type = ChangeState
value = 400
triggerAll = !AILevel
triggerall = NumExplod(90000200) ||  command = "x"
triggerall = NumExplod(90000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = (StateNo = [200,201]) && MoveContact
trigger4 = (StateNo = [230,235]) && MoveContact






;c.MP
;[State -1, c.MP]
;type = ChangeState
;value = 410
;triggerall = Command = "y"
;triggerall = Command = "holddown"
;trigger1 = StateType = C && ctrl
;trigger2 = stateno = 100 || stateno = 101
;trigger3 = (StateNo = [200,201]) && MoveContact
;trigger4 = (StateNo = [230,235]) && MoveContact
;trigger5 = StateNo = 400 && MoveContact
;trigger6 = StateNo = 430 && MoveContact

;c.MP
[State -1, c.MP]
type = ChangeState
value = 410
triggerAll = !AILevel
triggerall = NumExplod(90000210) ||  command = "y"
triggerall = NumExplod(90000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = (StateNo = [200,201]) && MoveContact
trigger4 = (StateNo = [230,235]) && MoveContact
trigger5 = StateNo = 400 && MoveContact
trigger6 = StateNo = 430 && MoveContact





;c.HP
;[State -1, c.HP]
;type = ChangeState
;value = 420
;triggerall = Command = "z"
;triggerall = Command = "holddown"
;trigger1 = StateType = C && ctrl
;trigger2 = stateno = 100 || stateno = 101
;trigger3 = (StateNo = [200,211]) && MoveContact
;trigger4 = (StateNo = [230,235]) && MoveContact
;trigger5 = (StateNo = [400,410]) && MoveContact
;trigger6 = (StateNo = [430,440]) && MoveContact
;trigger7 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact
;trigger8 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact
;trigger9 = StateNo = 246 && MoveContact
;trigger10 = StateNo = 240 && MoveContact

;c.HP
[State -1, c.HP]
type = ChangeState
value = 420
triggerAll = !AILevel
triggerall = NumExplod(90000220) ||  command = "z"
triggerall = NumExplod(90000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = (StateNo = [200,211]) && MoveContact
trigger4 = (StateNo = [230,235]) && MoveContact
trigger5 = (StateNo = [400,410]) && MoveContact
trigger6 = (StateNo = [430,440]) && MoveContact
trigger7 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact
trigger8 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 
trigger9 = StateNo = 246 && MoveContact
trigger10 = StateNo = 240 && MoveContact






;c.LK
;[State -1, c.LK]
;type = ChangeState
;value = 430
;triggerall = Command = "a"
;triggerall = Command = "holddown"
;trigger1 = StateType = C && ctrl
;trigger2 = stateno = 100 || stateno = 101
;trigger3 = (StateNo = [200,201]) && MoveContact
;trigger4 = (StateNo = [230,235]) && MoveContact

;c.LK
[State -1, c.LK]
type = ChangeState
value = 430
triggerAll = !AILevel
triggerall = NumExplod(90000230) ||  command = "a"
triggerall = NumExplod(90000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = (StateNo = [200,201]) && MoveContact
trigger4 = (StateNo = [230,235]) && MoveContact




;c.MK
;[State -1, c.MK]
;type = ChangeState
;value = 440
;triggerall = Command = "b"
;triggerall = Command = "holddown"
;trigger1 = StateType = C && ctrl
;trigger2 = stateno = 100 || stateno = 101
;trigger3 = (StateNo = [200,211]) && MoveContact
;trigger4 = (StateNo = [230,235]) && MoveContact
;trigger5 = StateNo = 400 && MoveContact
;trigger6 = StateNo = 430 && MoveContact

;c.MK
[State -1, c.MK]
type = ChangeState
value = 440
triggerAll = !AILevel
triggerall = NumExplod(90000240) ||  command = "b"
triggerall = NumExplod(90000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = (StateNo = [200,211]) && MoveContact
trigger4 = (StateNo = [230,235]) && MoveContact
trigger5 = StateNo = 400 && MoveContact
trigger6 = StateNo = 430 && MoveContact






;c.HK
;[State -1, c.HK]
;type = ChangeState
;value = 450
;triggerall = Command = "c"
;triggerall = Command = "holddown"
;trigger1 = StateType = C && ctrl
;trigger2 = stateno = 100 || stateno = 101
;trigger3 = (StateNo = [200,211]) && MoveContact
;trigger4 = (StateNo = [230,235]) && MoveContact
;trigger5 = (StateNo = [400,410]) && MoveContact
;trigger6 = (StateNo = [430,440]) && MoveContact
;trigger7 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact
;trigger8 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact
;trigger9 = StateNo = 240 && MoveContact
;trigger10 = StateNo = 246 && MoveContact

;c.HK 
[State -1, c.HK]
type = ChangeState
value = 450
triggerAll = !AILevel
triggerall = NumExplod(90000250) ||  command = "c"
triggerall = NumExplod(90000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType != A && ctrl
trigger2 = stateno = 100 || stateno = 101;&& Time > 8
trigger3 = (StateNo = [200,211]) && MoveContact
trigger4 = (StateNo = [230,235]) && MoveContact
trigger5 = (StateNo = [400,410]) && MoveContact
trigger6 = (StateNo = [430,440]) && MoveContact
trigger7 = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact
trigger8 = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 
trigger9 = StateNo = 240 && MoveContact
trigger10 = StateNo = 246 && MoveContact



;===========================================================================
;===========================================================================
;===========================================================================

;a.LP
;[State -1, a.LP]
;type = ChangeState
;value = 600
;triggerall = Command = "x"
;trigger1 = StateType = A && ctrl
;trigger2 = StateNo = [108,109]		;Levitation

;a.LP
[State -1, a.LP]
type = ChangeState
value = 600
triggerAll = !AILevel
triggerall = NumExplod(90000200) ||  command = "x"
trigger1 = StateType = A && ctrl
trigger2 = (StateNo = [108,109]) && Time > 3		;Levitation
trigger3 = StateNo = 105 && Time > 9



;a.MP
;[State -1, a.MP]
;type = ChangeState
;value = 610
;triggerall = Command = "y"
;trigger1 = StateType = A && ctrl
;trigger2 = StateNo = 600 || StateNo = 630
;trigger2 = MoveContact
;trigger3 = StateNo = [108,109]		;Levitation

;a.MP
[State -1, a.MP]
type = ChangeState
value = 610
triggerAll = !AILevel
triggerall = NumExplod(90000210)||command = "y"
trigger1 = StateType = A && ctrl
trigger2 = (StateNo = 600) || (StateNo = 630)
trigger2 = MoveContact
trigger3 = (StateNo = [108,109]) && Time > 3		;Levitation
trigger4 = StateNo = 105 && Time > 9





;
;;up a.HP
;[State -1, up a.HP]
;type = ChangeState
;value = 622
;triggerall = Command = "z"
;triggerall = Command = "holdup"
;triggerall = fvar(27)!=0;var(40) > 0		;OM mode
;trigger1 = StateType = A && ctrl
;trigger2 = StateNo = [108,109]		;Levitation
;trigger3 = (StateNo = [600,610]) && MoveContact
;trigger4 = StateNo = 1123 && AnimElemTime(3)>=1
;trigger5 = StateNo = 625 && MoveContact ;Command = "z" && Command = "holdfwd"
;trigger6 = StateNo = 350 && MoveContact ;Command = "z" && Command = "holdup"
;
;;down a.HP
;[State -1, down a.HP]
;type = ChangeState
;value = 625
;triggerall = Command = "z"
;triggerall = Command = "holddown"
;trigger1 = StateType = A && ctrl
;trigger2 = StateNo = [108,109]		;Levitation
;trigger3 = (StateNo = [600,610]) && MoveContact
;trigger4 = StateNo = 1123 && AnimElemTime(3)>=1





;up a.HP
[State -1, up a.HP]
type = ChangeState
value = 622
triggerall = NumExplod(90000220) || Command = "z"
triggerall = NumExplod(90000027) || NumExplod(90000028) || NumExplod(90000029)
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateType = A && ctrl
trigger2 = (StateNo = [108,109]) && Time > 3		;Levitation
trigger3 = (StateNo = [600,610]) && MoveContact
trigger4 = StateNo = 1123 && AnimElemTime(3)>=1
trigger5 = StateNo = 625 && MoveContact 
trigger6 = StateNo = 350 && MoveContact
trigger7 = StateNo = 105 && Time > 9

;down a.HP
[State -1, down a.HP]
type = ChangeState
value = 625
triggerall = NumExplod(90000220) || Command = "z"
triggerall = NumExplod(90000021) || NumExplod(90000022) || NumExplod(90000023)
trigger1 = StateType = A && ctrl
trigger2 = (StateNo = [108,109]) && Time > 3		;Levitation
trigger3 = (StateNo = [600,610]) && MoveContact
trigger4 = StateNo = 1123 && AnimElemTime(3)>=1
trigger5 = StateNo = 105 && Time > 9





;a.HP
;[State -1, a.HP]
;type = ChangeState
;value = 620
;triggerall = Command = "z"
;trigger1 = StateType = A && ctrl
;trigger2 = StateNo = 600 || StateNo = 610 || StateNo = 630 || StateNo = 640
;trigger2 = MoveContact
;trigger3 = StateNo = [108,109]		;Levitation
;trigger4 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact

;a.HP
[State -1, a.HP]
type = ChangeState
value = 620
triggerAll = !AILevel
triggerall = NumExplod(90000220) || Command = "z"
trigger1 = StateType = A && ctrl
trigger2 = StateNo = 600 || StateNo = 610 || StateNo = 630 || StateNo = 640
trigger2 = MoveContact
trigger3 = (StateNo = [108,109]) && Time > 3		;Levitation
trigger4 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0
trigger5 = StateNo = 105 && Time > 9







;
;;a.LK
;[State -1, a.LK]
;type = ChangeState
;value = 630
;triggerall = Command = "a"
;trigger1 = StateType = A && ctrl
;trigger2 = StateNo = [108,109]		;Levitation
;
;
;
;;a.MK 1
;[State -1, a.MK 1]
;type = ChangeState
;value = 640
;triggerall = Command = "b"
;trigger1 = StateType = A && ctrl
;trigger2 = (StateNo = [600,610]) && MoveContact
;trigger3 = StateNo = 630 && MoveContact ;&& AnimElemTime(8)>0
;trigger4 = StateNo = [108,109]		;Levitation
;;a.MK 2
;[State -1, a.MK 2]
;type = ChangeState
;value = 641
;triggerall = Command = "b"
;triggerall = fvar(27)!=0;var(40) > 0		;OM mode
;trigger1 = StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 ;&& MoveContact
;;a.MK -> (3)
;[State -1, a.MK -> (3)]
;type = ChangeState
;value = 643
;triggerall = Command = "b"
;triggerall = fvar(27)!=0;var(40) > 0		;OM mode
;triggerall = Command = "holdfwd"
;trigger1 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact
;;a.MK 3
;[State -1, a.MK 3]
;type = ChangeState
;value = 642
;triggerall = Command = "b"
;triggerall = fvar(27)!=0;var(40) > 0		;OM mode
;trigger1 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact
;
;
;;a.HK
;[State -1, a.HK]
;type = ChangeState
;value = 650
;triggerall = Command = "c"
;trigger1 = StateType = A && ctrl
;trigger2 = StateNo = 600 || StateNo = 610 || StateNo = 630 || StateNo = 640
;trigger2 = MoveContact
;trigger3 = StateNo = [108,109]		;Levitation
;trigger4 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 ;&& MoveContact







;a.LK
[State -1, a.LK]
type = ChangeState
value = 630
triggerAll = !AILevel
triggerall = NumExplod(90000230) || Command = "a"
trigger1 = StateType = A && ctrl
trigger2 = (StateNo = [108,109]) && Time > 3		;Levitation
trigger3 = StateNo = 105 && Time > 9



;a.MK -> (3)
[State -1, a.MK -> (3) OM]
type = ChangeState
value = 643
triggerAll = !AILevel
triggerall = ((ifElse(P2Dist x < -12, Facing = -1, Facing = 1) && NumExplod(90000026)) || (ifElse(P2Dist x < -12, Facing = 1, Facing = -1) && NumExplod(90000024))) 
;triggerall = IfElse(Facing = -1, NumExplod(90000024),NumExplod(90000026))
triggerall = NumExplod(90000240) || Command = "b"
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0
;a.MK 1
[State -1, a.MK 1]
type = ChangeState
value = 640
triggerAll = !AILevel
triggerall = NumExplod(90000240) || Command = "b"
trigger1 = StateType = A && ctrl
trigger2 = (StateNo = [600,610]) && MoveContact
trigger3 = StateNo = 630 && MoveContact 
trigger4 = (StateNo = [108,109]) && Time > 3		;Levitation
trigger5 = StateNo = 105 && Time > 9
;a.MK 2
[State -1, a.MK 2 OM]
type = ChangeState
value = 641
triggerAll = !AILevel
triggerall = NumExplod(90000240) || Command = "b"
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0
;a.MK 3
[State -1, a.MK 3 OM]
type = ChangeState
value = 642
triggerAll = !AILevel
triggerall = NumExplod(90000240) || Command = "b"
triggerall = fvar(27)!=0				;OM mode
trigger1 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 


;a.HK
[State -1, a.HK]
type = ChangeState
value = 650
triggerAll = !AILevel
triggerall = NumExplod(90000250) || Command = "c"
trigger1 = StateType = A && ctrl
trigger2 = StateNo = 600 || StateNo = 610 || StateNo = 630 || StateNo = 640
trigger2 = MoveContact
trigger3 = (StateNo = [108,109]) && Time > 3		;Levitation
trigger4 = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 
trigger5 = StateNo = 105 && Time > 9


;===========================================================================
;===========================================================================
;===========================================================================

;Chicken Block
[State -1, Chicken Block]
type = ChangeState
triggerall = AILevel = 0
triggerall = InGuardDist
triggerall = StateType = A
trigger1 = Command = "holdback" && Command = "holdup"
trigger1 = Ctrl
trigger2 = StateNo = 5210 && Time = 14
trigger2 = (Command = "holdback" && Command = "holdup") || (Command = "holdback" && Command = "holddown") || (Command = "holdback" )
value = 120


;==========================================================================
;==========================================================================
;==========================================================================
;==========================================================================
;==-|AI|-==-|AI|-==-|AI|-==-|AI|-==-|AI|-==-|AI|-==-|AI|-==-|AI|-==-|AI|-==
;==========================================================================
;==========================================================================
;==========================================================================
;==========================================================================

;[State -1, AI Air Dash];Back Dash / Forward Dash
;type       = ChangeState
;value      = Ifelse(enemynear,Movetype = A && enemynear, vel x > 0 && random < 150, 113, 110)
;triggerall = AILevel >= 1 && RoundState = 2 && numenemy && NumExplod(41) = 0 && pos Y < -20
;;triggerall = StateNo != 105 && StateType = A && (p2bodydist x >= 80) && (p2bodydist y = [-44,44])
;triggerall = stateno != 105 && statetype = A && (p2bodydist x>=80) && (p2bodydist y=[-40,155])
;triggerall = ceil(random <= 80 * (AILevel**2/64.0))
;trigger1   = ctrl
;;trigger2   = StateNo = 105 && (random < 350)

[State -1, AI Air Back Dash]
type       = ChangeState
value      = 113
triggerall = AILevel >= 1 && RoundState = 2 && numenemy && pos Y < -20 && NumExplod(41) = 0	;only once 
;triggerall = (p2bodydist x<=80) && (p2bodydist y=[-44,44])&&statetype = A&&CTRL
triggerall = (p2bodydist x=[-5,80]) && (p2bodydist y=[-44,44])&&statetype = A&&CTRL
trigger1   = random<200*((AIlevel**2)/64.0)
trigger1   = P2MoveType != H
trigger2   = random<300*((AIlevel**2)/64.0)
trigger2   = P2MoveType = A

[State -1, AI Air Forward Dash AI]
type       = ChangeState
value      = 110
triggerall = AILevel >= 1 && RoundState = 2 && numenemy && pos Y < -20 && NumExplod(41) = 0	;only once 
triggerall = StateType = A && Ctrl
trigger1   = (P2BodyDist X = [-10,-50]) && P2StateType != A
trigger1   = random<300*((AIlevel**2)/64.0)
trigger2   = P2BodyDist X >100
trigger2   = P2MoveType = H
trigger2   = random<300*((AIlevel**2)/64.0)






[State -1, AI Fall Recovery]
type     = ChangeState
value    = ifelse((pos y >= -20), 5200, 5210)
trigger1 = AILevel && numenemy
trigger1 = RoundState = 2 && alive
trigger1 = StateNo = 5050 && canrecover
trigger1 = vel y >= -1 && ceil(random <= 250 * (AILevel**2/64.0))




[State -1, AI Run]
type     = ChangeState
value    = 100
trigger1 = AILevel && numenemy
trigger1 = RoundState=2 && StateType=S
trigger1 = ctrl && (StateNo != [100,106])
trigger1= (enemynear,movetype!=A) && p2bodydist x>=70 && random<150*((AIlevel**2)/64.0)
;trigger1 = (enemynear,movetype!=A) && p2bodydist x>=100 && ceil(random<=100*(AILevel**2/64.0))
;trigger1 = (enemynear,movetype!=A) && p2bodydist x>=140 && ceil(random<=20*(AILevel**2/64.0))




;[State -1, AI Jump]
;type     = ChangeState
;value    = 40
;trigger1 = AILevel && numenemy && ceil(random <= 50 * (AILevel**2/64.0))
;trigger1 = RoundState = 2 && StateType!=A && ctrl
;trigger1 = enemynear, movetype = A && p2bodydist x < 160 && enemynear, hitdefattr=SC,AT




[State -1, AI Jump]
type     = ChangeState
value    = 40
trigger1 = AILevel && numenemy && ceil(random <= 50 * (AILevel**2/64.0)) && (p2bodydist y = [-320,-60]) && enemynear,StateType != L
trigger1 = RoundState = 2 && StateType!=A && ctrl
trigger1 = enemynear, movetype = A && p2bodydist x < 160 && enemynear, hitdefattr=SC,AT




[State -1, AI Dash Backward]
type       = ChangeState
value      = 105
triggerall = AILevel && numenemy
triggerall = RoundState = 2 && StateType = S
triggerall = ctrl && (StateNo != [100,106])
trigger1   = (enemynear, movetype = A) && backedgedist >= 80 && (p2bodydist x = [80,120]) && (enemynear, vel x)
trigger1   = random < ifelse((enemynear, hitdefattr = SC,AT), 150, 50) && ceil(random = 300 * (AILevel**2/64.0))
trigger2   = (p2bodydist x = [0,80]) && backedgebodydist >= 50
trigger2   = enemynear,StateNo = 5120 && enemynear,animtime = -3 && ceil(random <= 400 * (AILevel**2/64.0))



[State -1, AI Walk Fwd]
type       = ChangeState
value      = 20
triggerall = AILevel && numenemy && roundstate=2
triggerall = stateno != 20 && stateno != 100
triggerall = statetype = S && ctrl && pos Y = 0
trigger1   = p2bodydist x >= 10 && random < 500*((AIlevel**2)/64.0)
trigger1   = p2bodydist y = [-20,5]
trigger1   = enemynear,movetype != A
trigger2   = (p2bodydist x = [10,110])
trigger2   = p2bodydist y = [-20,5]
trigger2   = random < 700*((AIlevel**2)/64.0)
trigger2   = (enemy,facing = facing)
trigger3   = p2bodydist x >= 10 && random < 500*((AIlevel**2)/64.0)
trigger3   = p2bodydist y = [-20,5]
trigger3   = enemynear,movetype != A
trigger3   =(enemy,stateno = [120,155]) || moveguarded

[State -1, AI Walk Fwd Stop]
type       = ChangeState
value      = 0
triggerall = AILevel && numenemy && roundstate=2
triggerall = stateno = 20 
triggerall = statetype = S
trigger1   = P2movetype = A && (enemy,facing != facing)
trigger2   = p2bodydist x < 4
ctrl       = 1



[State -1, AI Guard]
type       = ChangeState
value      = 120
triggerall = AILevel && numenemy && RoundState = 2 && inguarddist && (StateNo != [120,155])
trigger1   = !(enemynear,hitdefattr=SCA,AT) && (enemynear,time<120)
trigger1   = (StateType!=A || p2StateType=A)
trigger1   = random<ifelse((p2StateNo=[200,699]), 50*(AILevel**2/64.0), ifelse((p2StateNo=[1000,2999]), 100*(AILevel**2/64.0), 500))
;trigger1   = random<(ifelse((P2StateNo=[200, 699]),100,ifElse((P2StateNo = [1000,2999]),333, 1000))*(AILevel ** 2 / 64.0))
trigger1   = ctrl && p2bodydist x<=-5



[State -1, AI Super Jump Forward]
type       = ChangeState
value      = 56
triggerall = AILevel && numenemy && StateType != A && RoundState = 2 && (p2bodydist y = [-320,-40])
triggerall = StateNo != 100 && pos y = 0 
trigger1   = ctrl && enemy,vel y < -1 && (p2bodydist x = [ 10, 70]) && enemynear,movetype != A && ceil(random<30*(AILevel**2/64.0))
trigger2   = ctrl && enemy,vel y < -1 && ceil(random<30*(AILevel**2/64.0))
trigger2   = enemynear,movetype = H && (enemynear,StateNo=5040)
trigger2   = p2bodydist x <= 50 && ceil(random<45*(AILevel**2/64.0))

[State -1, AI Super Jump Launcher]
type       = ChangeState
value      = 56
triggerall = AILevel && numenemy && StateType != A && RoundState = 2 && pos y = 0
trigger1   = ctrl && enemynear,MoveType != H && P2BodyDist Y < -120 && enemy,vel y != 0
trigger2   = stateno = 420 && animelemtime(7)>0 && MoveHit && ceil(random<500*(AILevel**2/64.0)) && enemy, vel y <= -10




[State -1, AI Z Counter]
type     = ChangeState
value    = 750
trigger1 = AILevel && numenemy && RoundState=2 && StateType!=A && ceil(power>=1000+(AILevel**2/64.0))
trigger1 = StateNo=150 || StateNo=152
;trigger1 = ceil(random<=5*(AILevel**2/64.0))
trigger1 = ceil(random<=50*(AILevel**2/64.0))
trigger1 = (p2bodydist x=[0,50]) ;&& (life<.5*lifemax)

[State -1, AI Air Z Counter]
type     = ChangeState
value    = 760
trigger1 = AILevel && numenemy && RoundState=2 && StateType=A && ceil(power>=1000+(AILevel**2/64.0))
trigger1 = StateNo=154
;trigger1 = ceil(random<=5*(AILevel**2/64.0))
trigger1 = ceil(random<=50*(AILevel**2/64.0))
trigger1 = (p2bodydist x=[0,50]) ;&& (life<.5*lifemax)




[State -1, AI Power Charge]
type       = ChangeState
value      = 900
;triggerall = AILevel && fvar(27)<=0 && numenemy && RoundState=2 && StateType!=A
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = power < const(data.power) && Movetype != A && enemynear, Movetype != A && !(enemynear, ctrl)
triggerall =  power < const(data.power) && power < powermax 
triggerall = !inguarddist && p2bodydist x >= 120 && ceil(random < 300 * (AILevel**2/64.0))
triggerall = stateno != [900,901]
triggerall = ctrl
trigger1   = (enemynear, Movetype = H || enemynear, StateType = L)
trigger2   = enemynear, vel x < 0 
trigger3   = enemynear, StateNo = [120,155]
trigger4   = enemynear, Movetype = I




[State -1, AI Throw (TECH)]
type       = ChangeState
value      = Ifelse(random<=500,800,IfElse(fvar(27)=0,805,815))
triggerall = var(0)!=0
triggerall = AILevel && ceil(random < 100 *(AILevel**2/64.0))
triggerall = RoundState = 2 && StateType != A && enemynear,StateType != L && (enemynear,StateNo != [5120,5201])
triggerall = enemynear, movetype != H && enemynear, StateType != A && enemynear, Hitover && (p2bodydist x = [0,30])
triggerall = ctrl
trigger1   = ceil(random < 150 * (AILevel**2/64.0))
trigger2   = enemynear, StateNo = [120, 145]
trigger2   = ceil(random < 150 * (AILevel**2/64.0))
trigger3   =(p2bodydist x = [0, 30]) && random < 80
trigger4   =(p2StateNo = [120, 145]) && (p2bodydist x = [0, 30]) && ceil(random < 150 *(AILevel**2/64.0))

[State -1, AI Throw (NO TECH)]
type       = ChangeState
value      = Ifelse(random<=500,804,IfElse(fvar(27)=0,808,818))
triggerall = var(0)=0
triggerall = AILevel && ceil(random < 100 *(AILevel**2/64.0))
triggerall = RoundState = 2 && StateType != A && enemynear,StateType != L && (enemynear,StateNo != [5120,5201])
triggerall = enemynear, movetype != H && enemynear, StateType != A && enemynear, Hitover && (p2bodydist x = [0,30])
triggerall = ctrl
trigger1   = ceil(random < 150 * (AILevel**2/64.0))
trigger2   = enemynear, StateNo = [120, 145]
trigger2   = ceil(random < 150 * (AILevel**2/64.0))
trigger3   =(p2bodydist x = [0, 30]) && random < 80
trigger4   =(p2StateNo = [120, 145]) && (p2bodydist x = [0, 30]) && ceil(random < 150 *(AILevel**2/64.0))


[State -1, AI Forward Throw (COMBO)]
type       = ChangeState
value      = 804
triggerall = RoundState = 2 && StateType != A && enemynear,StateType != L && (enemynear,StateNo != [5120,5201])
triggerall = enemynear, StateType != A && (p2bodydist x = [-10,40])
trigger1   = (StateNo = [200,211]) && MoveHit
trigger1   = ceil(random < 400 * (AILevel**2/64.0))
trigger2   = (StateNo = [230,241]) && MoveHit
trigger2   = ceil(random < 400 * (AILevel**2/64.0))
trigger3   = StateNo = 245 && AnimElemTime(8)> 0 && MoveHit
trigger3   = ceil(random < 400 * (AILevel**2/64.0))
trigger4   = StateNo = 246 && MoveHit
trigger4   = ceil(random < 400 * (AILevel**2/64.0))





[State -1, AI s.LP or s.LK]
type       = ChangeState
value      = IfElse(ceil(random < 400),200,230);200
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (p2bodydist x = [0, 40]) && (p2bodydist y = [-80,5]) && P2StateType != C && P2StateType != L
trigger1   = ctrl && ceil(random < 400 * (AILevel**2/64.0))
trigger2   = (StateNo = [100,101]) && ceil(random<400*(AILevel**2/64.0))
trigger3   = ctrl && (enemynear, ctrl) && ceil(random<400*(AILevel**2/64.0))

[State -1, AI s.LP2 OM]
type       = ChangeState
value      = 201
triggerall = fvar(27)!=0
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
trigger1   = (StateNo = 200) && movehit
trigger1   = ceil(random < 500 * (AILevel**2/64.0)) && (p2bodydist x = [0, 40]) && (p2bodydist y = [-80,5]) && P2StateType != C && P2StateType != L




[State -1, AI s.MP]
type       = ChangeState
value      = IfElse(P2BodyDist x>=7,210,211);210
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (p2bodydist x = [0, 40]) && (p2bodydist y = [-80,5]) && P2StateType != C && P2StateType != L
trigger1   = ctrl && ceil(random < 400 * (AILevel**2/64.0))
trigger2   = (StateNo = [100,101]) && ceil(random<400*(AILevel**2/64.0))
trigger3   = ctrl&&(enemynear,ctrl) && ceil(random<400*(AILevel**2/64.0))
trigger4   = ((StateNo = [200,209])|| (StateNo = [230,239])||(StateNo = [400,409])||(StateNo = [430,439]))&& movehit
trigger4   = ceil(random < 400 * (AILevel**2/64.0))





[State -1, AI s.MK 2 OM]
type       = ChangeState
value      = 241
triggerall = fvar(27)!=0
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
;trigger1   = StateNo = 240 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0
trigger1   = StateNo = 240 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && movecontact
trigger1   = ceil(random < 600 * (AILevel**2/64.0)) && (p2bodydist x = [0, 40]) && (p2bodydist y = [-80,5]) && P2StateType != C && P2StateType != L

[State -1, AI s.MK 3 OM or s.MK -> OM]
type       = ChangeState
value      = IfElse(ceil(random < 400),242,243)
triggerall = fvar(27)!=0
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
;trigger1   = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0
trigger1   = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && movecontact
trigger1   = ceil(random < 700 * (AILevel**2/64.0)) && (p2bodydist x = [-10, 40]) && (p2bodydist y = [-80,5]) && P2StateType != C && P2StateType != L

[State -1, AI s.MP and j.MP (3) OM]
type       = ChangeState
value      = 215
triggerall = fvar(27)!=0
triggerall = AILevel && numenemy && RoundState = 2 && StateType != C
;trigger1   = StateNo = 241 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0
trigger1   = StateNo = 241 && AnimElemTime(6)>= 2 && AnimElemTime(8)<= 0 && movecontact
trigger1   = ceil(random < 700 * (AILevel**2/64.0)) && (p2bodydist x = [-10, 40]) && (p2bodydist y = [-80,5]) && P2StateType != C && P2StateType != L
;trigger2   = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0
trigger2   = StateNo = 641 && AnimElemTime(6)>= 2 && AnimElemTime(8)<= 0 && movecontact
trigger2   = ceil(random < 700 * (AILevel**2/64.0)) && (p2bodydist x = [-10, 40]) && (p2bodydist y = [-80,5]) && P2StateType != C && P2StateType != L






[State -1, AI s.MK]
type       = ChangeState
value      = 240
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (p2bodydist x = [0, 40]) && (p2bodydist y = [-80,5]) && P2StateType != C && P2StateType != L
trigger1   = ctrl && ceil(random < 400 * (AILevel**2/64.0))
trigger2   = (StateNo = [100,101]) && ceil(random<400*(AILevel**2/64.0))
trigger3   = ctrl&&(enemynear,ctrl) && ceil(random<400*(AILevel**2/64.0))
trigger4   = ((StateNo = [200,209])|| (StateNo = [230,239])||(StateNo = [400,409])||(StateNo = [430,439]))&& movehit
trigger4   = ceil(random < 400 * (AILevel**2/64.0))
trigger5   = (StateNo = [210,219]) && movehit
trigger5   = ceil(random < 400 * (AILevel**2/64.0))





[State -1, AI Forward s.MK]
type       = ChangeState
value      = 245
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (p2bodydist x = [0, 40]) && (p2bodydist y = [-80,5]) && P2StateType != C && P2StateType != L
trigger1   = ctrl && ceil(random < 400 * (AILevel**2/64.0))
trigger2   = (StateNo = [100, 101]) && ceil(random < 400 * (AILevel**2/64.0))
trigger3   = ctrl && (enemynear, ctrl) && ceil(random < 400 * (AILevel**2/64.0))





[State -1, AI s.MK (after 240)]
type       = ChangeState
value      = 246
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
trigger1   = StateNo = 240 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && movecontact
trigger1   = ceil(random < 500 * (AILevel**2/64.0)) && (p2bodydist x = [-10, 40]) && (p2bodydist y = [-80,5]) && P2StateType != C && P2StateType != L





[State -1, AI s.HP]
type       = ChangeState
value      = IfElse(P2BodyDist x>=3,220,221);220
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (p2bodydist x = [-10, 40]) && (p2bodydist y = [-80,5]) && P2StateType != C && P2StateType != L
trigger1   = ctrl && ceil(random < 400 * (AILevel**2/64.0))
trigger2   = ctrl&&(enemynear,ctrl) && ceil(random<400*(AILevel**2/64.0))
;Trigger3   = StateNo = 200 || StateNo = 201 ||StateNo = 210 ||StateNo = 211 ||StateNo = 230 || StateNo = 235 
;Trigger3   = StateNo = 240 || StateNo = 241 ||StateNo = 400 ||StateNo = 410 ||StateNo = 430 || StateNo = 440
;Trigger3   = MoveHit
trigger3   = ((StateNo = [210,219]) || (StateNo = [240,241]) || StateNo = 246 || (StateNo = [410,419]) || (StateNo = [440,449])) && movehit
trigger3   = (StateNo != 215 || (StateNo != [242,243])) && movehit
trigger3   = ceil(random < 400 * (AILevel**2/64.0))
trigger4   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
trigger4   = ceil(random < 400 * (AILevel**2/64.0))

[State -1, AI s.HK]
type       = ChangeState
value      = 250
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (p2bodydist x = [-10, 40]) && (p2bodydist y = [-80,5]) && P2StateType != C && P2StateType != L
trigger1   = ctrl && ceil(random < 400 * (AILevel**2/64.0))
trigger2   = (StateNo = [100,101]) && ceil(random<400*(AILevel**2/64.0))
trigger3   = ctrl&&(enemynear,ctrl) && ceil(random<400*(AILevel**2/64.0))
;Trigger4   = StateNo = 200 || StateNo = 201 ||StateNo = 210 ||StateNo = 211 ||StateNo = 230 || StateNo = 235 
;Trigger4   = StateNo = 240 || StateNo = 241 ||StateNo = 400 ||StateNo = 410 ||StateNo = 430 || StateNo = 440
;Trigger4   = MoveHit
trigger4   = ((StateNo = [210,219]) || (StateNo = [240,241]) || StateNo = 246 || (StateNo = [400,419]) || (StateNo = [430,449])) && movehit
trigger4   = (StateNo != 215 || (StateNo != [242,243])) && movehit
trigger4   = ceil(random < 400 * (AILevel**2/64.0))
trigger5   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
trigger5   = ceil(random < 400 * (AILevel**2/64.0))




[State -1, AI Dash HP (stand)]
type       = ChangeState
value      = 300
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
trigger1   = StateNo = 100 || StateNo = 101
trigger1   = ceil(random < 600 * (AILevel**2/64.0)) && (p2bodydist x = [-10, 60]) && (p2bodydist y = [-20,5]) && P2StateType != L

[State -1, AI Buddha's Flight]
type       = ChangeState
value      = 350
triggerall = fvar(27)!=0
triggerall = AILevel && numenemy && RoundState = 2 && StateType = A
trigger1   = StateNo = 110 && AnimElemTime(1)>0
trigger1   = ceil(random < 400 * (AILevel**2/64.0)) && (p2bodydist x = [-10, 60]) && (p2bodydist y = [-80,5]) && P2StateType != L
trigger2   = StateNo = 626 && AnimElemTime(3)>3
trigger2   = ceil(random < 600 * (AILevel**2/64.0)) && (p2bodydist x = [-10, 60]) && (p2bodydist y = [-80,5]) && P2StateType != L





[State -1, AI c.LP or c.LK]
type       = ChangeState
value      = IfElse(ceil(random < 400),400,430)
triggerall = AILevel && numenemy && RoundState=2 && StateType != A
triggerall = (p2bodydist x = [-10, 25]) &&(p2bodydist y = [-50,25]) && P2StateType != A && P2StateType != L 
trigger1   = ctrl && ceil(random < 400 * (AILevel**2/64.0))
trigger2   = (StateNo = [100, 101]) && ceil(random < 100 * (AILevel**2/64.0))
trigger3   = ((StateNo = [200, 209])|| (StateNo = [230, 239])) && movehit
trigger3   = ceil(random < 405 * (AILevel**2/64.0))



[State -1, AI c.MP]
type       = ChangeState
value      = 410
triggerall = AILevel && numenemy && RoundState=2 && StateType != A
triggerall = (p2bodydist x = [-10, 40]) &&(p2bodydist y = [-50,25]) && P2StateType != A && P2StateType != L
trigger1   = ctrl && ceil(random < 400*(AILevel**2/64.0))
trigger2   = (StateNo = [100,101]) && ceil(random<100*(AILevel**2/64.0))
trigger3   = ((StateNo = [200,209])|| (StateNo = [230,239])) && movehit
trigger3   = ceil(random < 400 * (AILevel**2/64.0))
trigger4   = (StateNo = [400,409]) || (StateNo = [430,439]) && movehit
trigger4   = ceil(random < 400 * (AILevel**2/64.0))

[State -1, AI c.MK]
type       = ChangeState
value      = 440
triggerall = AILevel && numenemy && RoundState=2 && StateType != A
triggerall = (p2bodydist x = [-10, 35]) &&(p2bodydist y = [-50,25]) && P2StateType != A && P2StateType != L
trigger1   = ctrl && ceil(random < 400*(AILevel**2/64.0))
trigger2   = (StateNo = [100,101]) && ceil(random<100*(AILevel**2/64.0))
trigger3   = ((StateNo = [200,209])|| (StateNo = [230,239])) && movehit
trigger3   = ceil(random < 400 * (AILevel**2/64.0))
trigger4   = ((StateNo = [210,219]) || (StateNo = [400,409]))&& movehit
trigger4   = (StateNo != 215) && movehit
trigger4   = ceil(random < 400 * (AILevel**2/64.0))


[State -1, AI c.HP or c.HK]
type       = ChangeState
value      = IfElse(ceil(random < 700),420,450)
triggerall = AILevel && numenemy && RoundState=2 && StateType != A
triggerall = (p2bodydist x = [-10, 35]) &&(p2bodydist y = [-50,25]) && P2StateType != A && P2StateType != L
trigger1   = ctrl && ceil(random < 400*(AILevel**2/64.0))
trigger2   = (StateNo = [100, 101]) && ceil(random < 100 * (AILevel**2/64.0))
trigger3   = ((StateNo = [200, 209])|| (StateNo = [230, 239])) && movehit
trigger3   = ceil(random < 400 * (AILevel**2/64.0))
trigger4   = ((StateNo = [210,219]) || (StateNo = [240,241]) || StateNo = 246 || (StateNo = [400,419]) || (StateNo = [430,449])) && movehit
trigger4   = (StateNo != 215 || (StateNo != [242,243])) && movehit
trigger4   = ceil(random < 550 * (AILevel**2/64.0))
;trigger4   = ((StateNo = [210,219])|| (StateNo = [240,241]) || StateNo = 246 ||(StateNo = [400,409]))&& movehit
;trigger4   = (StateNo != 215 || (StateNo != [242,243])) && movehit
;trigger4   = ceil(random < 400 * (AILevel**2/64.0))
trigger5   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
trigger5   = ceil(random < 400 * (AILevel**2/64.0))




[State -1, AI j.LP or j.LK]
type       = ChangeState
value      = IfElse(ceil(random < 499),600,630);600
triggerall = AILevel && numenemy && RoundState = 2 && StateType = A && StateNo != 600 && StateNo != 630
triggerall = (p2bodydist x = [-10,70]) && (p2bodydist y = [ -80, 30]) && p2StateType != L
trigger1   = ctrl && ceil(random<400*(AILevel**2/64.0)) ;&& enemy, vel y <= -4
trigger2   = (StateNo = [108,109]) && Time > 3 && ceil(random < 100 * (AILevel**2/64.0))		;Levitation




[State -1, AI j.MK 2 OM]
type       = ChangeState
value      = 641
triggerall = fvar(27)!=0
triggerall = AILevel && numenemy && RoundState = 2 && StateType = A
;trigger1   = StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0
trigger1   = StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && movecontact
trigger1   = ceil(random < 600 * (AILevel**2/64.0)) && (p2bodydist x = [-10,70]) && (p2bodydist y = [-80,35]) && P2StateType != C && P2StateType != L

[State -1, AI j.MK 3 OM or j.MK -> OM]
type       = ChangeState
value      = IfElse(ceil(random < 499),642,643)
triggerall = fvar(27)!=0
triggerall = AILevel && numenemy && RoundState = 2 && StateType = A
;trigger1   = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0
trigger1   = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && movecontact
trigger1   = ceil(random < 700 * (AILevel**2/64.0)) && (p2bodydist x = [-10,70]) && (p2bodydist y = [-80,35]) && P2StateType != C && P2StateType != L





[State -1, AI j.MP or j.MK]
type       = ChangeState
value      = IfElse(ceil(random < 499),610,640);610
triggerall = AILevel && numenemy && RoundState = 2 && StateType = A
triggerall = (p2bodydist x = [-10, 70]) && (p2bodydist y = [ -70, 20]) && p2StateType != L
trigger1   = ctrl && random < (ifelse((vel x > 0 && p2StateType = A), ceil(random<60*(AILevel**2/64.0)), ceil(random<20*(AILevel**2/64.0))))
trigger2   = (StateNo = 600 || StateNo = 630)&& movehit && ceil(random < 550 * (AILevel**2/64.0))
;trigger2   = (StateNo = 600||StateNo = 630)&& movehit && random < 500
trigger3 = (StateNo = [108,109]) && Time > 3 && ceil(random < 100 * (AILevel**2/64.0))		;Levitation




[State -1, AI j.MK]
type       = ChangeState
value      = 640
triggerall = AILevel && numenemy && RoundState = 2 && StateType = A
triggerall = (p2bodydist x = [-10, 70]) && (p2bodydist y = [ -70, 20]) && p2StateType != L
trigger1   = ctrl && random < (ifelse((vel x > 0 && p2StateType = A), ceil(random<60*(AILevel**2/64.0)), ceil(random<20*(AILevel**2/64.0))))
trigger2   = (StateNo = 600 || StateNo = 610 || StateNo = 630) && movehit && ceil(random < 550 * (AILevel**2/64.0))
;trigger2   = (StateNo = 600 || StateNo = 610 || StateNo = 630) && movehit && random < 500
trigger3   = (StateNo = [108,109]) && Time > 3 && ceil(random < 100 * (AILevel**2/64.0))		;Levitation






[State -1, AI j.HP or j.HK]
type       = ChangeState
value      = IfElse(ceil(random < 499),620,650);620
triggerall = AILevel && numenemy && RoundState=2 && StateType = A
triggerall = (p2bodydist x = [-10, 80]) && (p2bodydist y = [ -90, 30]) && p2StateType != L
trigger1   = ctrl && ceil(random < 20*(AILevel**2/64.0))
trigger2   = ((StateNo = [600,619]) || (StateNo = [640,641])) && movehit ;&& enemynear,StateType=A
trigger2   = (StateNo != 215 || (StateNo != [642,643])) && movehit ;&& enemynear,StateType=A
trigger2   = ceil(random < 350 * (AILevel**2/64.0))
trigger3   = (StateNo = [108,109]) && Time > 3 && ceil(random < 100 * (AILevel**2/64.0)) 




[State -1, AI Down j.HP (Buddha's Fist)]
type       = ChangeState
value      = 625
triggerall = AILevel && numenemy && RoundState = 2 && StateType = A && var(2)<3
trigger1   = StateNo = 1123 && AnimElemTime(3)>=2 
trigger1   = ceil(random < 400 * (AILevel**2/64.0)) 


[State -1, AI Up a.HP]
type       = ChangeState
value      = 622
triggerall = fvar(27)!=0			;OM mode
triggerall = AILevel && numenemy && RoundState = 2 && StateType = A
trigger1   = StateNo = 350 && MoveContact 
trigger1   = ceil(random < 400 * (AILevel**2/64.0))
trigger2   = StateNo = 626 && AnimElemTime(3)>1 ;StateNo = 626 && AnimElemTime(3)>1 
trigger2   = ceil(random < 400 * (AILevel**2/64.0))


;==================================================
;======================SPECIALS====================

[State -1, AI Talons and AI EX Talons]
type       = ChangeState
value      = Ifelse(power > 500 && ceil(random < 200 * (AILevel**2/64.0)), 1320, 1300)
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) && (enemynear, StateType != A)
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 15) && (p2bodydist y = [-80,5])
triggerall = (enemynear, StateNo != 40) && (p2bodydist x <= 85) && (p2bodydist y = [-80,5])
trigger1   = ctrl && ceil(random < 150 * (AILevel**2/64.0))
trigger2   = ((StateNo = [200,229]) || (StateNo = [230,242]) || StateNo = 246 || StateNo = 250 || (StateNo = [400,450])) && movehit
trigger2   = (StateNo != 215 || (StateNo != 243)) && movehit
trigger2   = ceil(random < 400 * (AILevel**2/64.0))
trigger3   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
trigger3   = ceil(random < 400 * (AILevel**2/64.0))




[State -1, AI Hunting Crane]
type       = ChangeState
value      = 1100
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) ;&& (enemynear, StateType != A)
triggerall = (enemy, StateNo != 5070)
triggerall = ((Enemy,pos y > -20) && !(enemynear, hitfall))
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 15) && (p2bodydist y = [-80,5])
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x <= 85) && (p2bodydist y = [-80,5])
triggerall = (p2bodydist x = [15,75]) && (p2bodydist y = [-80,5]) && (Statetype != A)
;triggerall = (p2bodydist x = [-10,85]) && (p2bodydist y = [-10,250]) && (Statetype = A) && Pos Y <= -50
trigger1   = ctrl && ceil(random < 150 * (AILevel**2/64.0))
;trigger2   = ((StateNo = [200,229]) || (StateNo = [230,242]) || StateNo = 246 || StateNo = 250 || (StateNo = [400,450])) && movehit
;trigger2   = (StateNo != 215 || (StateNo != 243)) && movehit
;trigger2   = ceil(random < 300 * (AILevel**2/64.0))
;trigger3   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
;trigger3   = ceil(random < 300 * (AILevel**2/64.0))

[State -1, AI Hunting Crane (in combos)]
type       = ChangeState
value      = 1100
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
;triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) ;&& (enemynear, StateType != A)
triggerall = (enemy, StateNo != 5070)
triggerall = ((Enemy,pos y > -20) && !(enemynear, hitfall))
trigger1   = ((StateNo = [200,229]) || (StateNo = [230,242]) || StateNo = 246 || StateNo = 250 || (StateNo = [400,450])) && movehit
trigger1   = (StateNo != 215 || (StateNo != 243)) && movehit
trigger1   = ceil(random < 300 * (AILevel**2/64.0))
trigger1   = (p2bodydist x = [-10,60]) && (p2bodydist y = [-80,5]) && P2StateType != L
trigger2   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
trigger2   = ceil(random < 300 * (AILevel**2/64.0))
trigger2   = (p2bodydist x = [-10,60]) && (p2bodydist y = [-80,5]) && P2StateType != L




[State -1, AI Air Hunting Crane]
type       = ChangeState
value      = 1110
triggerall = AILevel && numenemy && RoundState = 2 && StateType = A
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) ;&& (enemynear, StateType != A)
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 15) && (p2bodydist y = [-80,5])
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x <= 85) && (p2bodydist y = [-80,5])
;triggerall = (p2bodydist x = [-10,85]) && (p2bodydist y = [-80,5]) && (Statetype != A)
triggerall = (p2bodydist x = [15,85]) && (p2bodydist y = [-30,80]) && (Statetype = A) && Pos Y <= -50
trigger1   = ctrl && ceil(random < 150 * (AILevel**2/64.0))
;trigger2   = StateType = A && (StateNo = [600,619]) && MoveContact
;trigger2   = ceil(random < 300 * (AILevel**2/64.0))
;;;trigger5   = StateNo = 626 && AnimElemTime(3)>1 
;;;trigger5   = ceil(random < 900 * (AILevel**2/64.0))
;trigger3   = StateType = A && StateNo = 630 && MoveContact
;trigger3   = ceil(random < 300 * (AILevel**2/64.0))
;trigger4   = StateType = A && StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && MoveContact
;trigger4   = ceil(random < 300 * (AILevel**2/64.0))
;trigger5   = StateType = A && StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
;trigger5   = ceil(random < 300 * (AILevel**2/64.0))
;trigger6   = StateType = A && StateNo = 642 && AnimElemTime(3)>= 1 && AnimElemTime(5)<= 0 && MoveContact
;trigger6   = ceil(random < 300 * (AILevel**2/64.0))
trigger2   = StateNo = 105 && Time > 9 && ceil(random < 85 * (AILevel**2/64.0))

[State -1, AI Air Hunting Crane (in combos)]
type       = ChangeState
value      = 1110
triggerall = AILevel && numenemy && RoundState = 2 && StateType = A
trigger1   = StateType = A && (StateNo = [600,619]) && MoveContact
trigger1   = ceil(random < 330 * (AILevel**2/64.0))
trigger2   = StateNo = 626 && AnimElemTime(3)>3 ;StateNo = 626 && AnimElemTime(3)>1 
trigger2   = ceil(random < 400 * (AILevel**2/64.0))
trigger2   = (p2bodydist x = [-10,70]) && (p2bodydist y = [-80,35]) && P2StateType != C && P2StateType != L
trigger3   = StateType = A && StateNo = 630 && MoveContact
trigger3   = ceil(random < 340 * (AILevel**2/64.0))
trigger3   = (p2bodydist x = [-10,70]) && (p2bodydist y = [-80,35]) && P2StateType != C && P2StateType != L
trigger4   = StateType = A && StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && MoveContact
trigger4   = ceil(random < 340 * (AILevel**2/64.0))
trigger4   = (p2bodydist x = [-10,70]) && (p2bodydist y = [-80,35]) && P2StateType != C && P2StateType != L
trigger5   = StateType = A && StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
trigger5   = ceil(random < 340 * (AILevel**2/64.0))
trigger5   = (p2bodydist x = [-10,70]) && (p2bodydist y = [-80,35]) && P2StateType != C && P2StateType != L
trigger6   = StateType = A && StateNo = 642 && AnimElemTime(3)>= 1 && AnimElemTime(5)<= 0 && MoveContact
trigger6   = ceil(random < 340 * (AILevel**2/64.0))
trigger6   = (p2bodydist x = [-10,70]) && (p2bodydist y = [-80,35]) && P2StateType != C && P2StateType != L


[State -1, AI EX Hunting Crane]; and AI Air EX Hunting Crane]
type       = ChangeState
value      = 1120;IfElse(StateType != A, 1120, 1130)
triggerall = NumExplod(112000) = 0		;only one EX Hunting Crane
triggerall = Power >= 500
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A 
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) && (enemynear, StateType != A)
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 15) && (p2bodydist y = [-80,5])
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x <= 85) && (p2bodydist y = [-80,5])
triggerall = (p2bodydist x = [15,75]) && (p2bodydist y = [-80,5]) && (Statetype != A)
;triggerall = (p2bodydist x = [-10,85]) && (p2bodydist y = [-10,250]) && (Statetype = A) && Pos Y <= -50
trigger1   = ctrl && ceil(random < 250 * (AILevel**2/64.0))
trigger2   = ((StateNo = [200,229]) || (StateNo = [230,242]) || StateNo = 246 || StateNo = 250 || (StateNo = [400,450])) && movehit
trigger2   = (StateNo != 215 || (StateNo != 243)) && movehit
trigger2   = ceil(random < 100 * (AILevel**2/64.0))
trigger3   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
trigger3   = ceil(random < 100 * (AILevel**2/64.0))
;trigger4   = StateType = A && (StateNo = [600,619]) && MoveContact
;trigger4   = ceil(random < 100 * (AILevel**2/64.0))
;;trigger5   = StateNo = 626 && AnimElemTime(3)>1 
;;trigger5   = ceil(random < 100 * (AILevel**2/64.0))
;trigger5   = StateType = A && StateNo = 630 && MoveContact
;trigger5   = ceil(random < 100 * (AILevel**2/64.0))
;trigger6   = StateType = A && StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && MoveContact
;trigger6   = ceil(random < 100 * (AILevel**2/64.0))
;trigger7   = StateType = A && StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
;trigger7   = ceil(random < 100 * (AILevel**2/64.0))
;trigger8   = StateType = A && StateNo = 642 && AnimElemTime(3)>= 1 && AnimElemTime(5)<= 0 && MoveContact
;trigger8   = ceil(random < 100 * (AILevel**2/64.0))
;trigger9   = StateNo = 105 && Time > 9 && ceil(random < 85 * (AILevel**2/64.0))

[State -1, AI Air EX Hunting Crane];[State -1, AI EX Hunting Crane and AI Air EX Hunting Crane]
type       = ChangeState
value      = 1130;IfElse(StateType != A, 1120, 1130)
triggerall = NumExplod(112000) = 0		;only one EX Hunting Crane
triggerall = Power >= 500
triggerall = AILevel && numenemy && RoundState = 2 && StateType = A
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) && (enemynear, StateType != A)
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 15) && (p2bodydist y = [-80,5])
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x <= 85) && (p2bodydist y = [-80,5])
;triggerall = (p2bodydist x = [-10,85]) && (p2bodydist y = [-80,5]) && (Statetype != A)
triggerall = (p2bodydist x = [15,85]) && (p2bodydist y = [-30,80]) && (Statetype = A) && Pos Y <= -50
trigger1   = ctrl && ceil(random < 250 * (AILevel**2/64.0))
;trigger2   = ((StateNo = [200,229]) || (StateNo = [230,242]) || StateNo = 246 || StateNo = 250 || (StateNo = [400,450])) && movehit
;trigger2   = (StateNo != 215 || (StateNo != 243)) && movehit
;trigger2   = ceil(random < 100 * (AILevel**2/64.0))
;trigger3   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
;trigger3   = ceil(random < 100 * (AILevel**2/64.0))
trigger2   = StateType = A && (StateNo = [600,619]) && MoveContact
trigger2   = ceil(random < 150 * (AILevel**2/64.0))
;trigger5   = StateNo = 626 && AnimElemTime(3)>1 
;trigger5   = ceil(random < 100 * (AILevel**2/64.0))
trigger3   = StateType = A && StateNo = 630 && MoveContact
trigger3   = ceil(random < 150 * (AILevel**2/64.0))
trigger4   = StateType = A && StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && MoveContact
trigger4   = ceil(random < 150 * (AILevel**2/64.0))
trigger5   = StateType = A && StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
trigger5   = ceil(random < 150 * (AILevel**2/64.0))
trigger6   = StateType = A && StateNo = 642 && AnimElemTime(3)>= 1 && AnimElemTime(5)<= 0 && MoveContact
trigger6   = ceil(random < 150 * (AILevel**2/64.0))
trigger7   = StateNo = 105 && Time > 9 && ceil(random < 85 * (AILevel**2/64.0))







[State -1, AI Wings and AI EX Wings]
type       = ChangeState
value      = Ifelse(power > 500 && ceil(random < 250 * (AILevel**2/64.0)), 1420, 1400+random%2)
triggerall = fvar(27)!=0
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) && (enemynear, StateType != A)
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 15) && (p2bodydist y = [-80,5])
triggerall = (enemynear, StateNo != 40) && (p2bodydist x <= 55) && (p2bodydist y = [-80,5])
trigger1   = ctrl && ceil(random < 105 * (AILevel**2/64.0))
trigger2   = ((StateNo = [200,229]) || (StateNo = [230,242]) || StateNo = 246 || StateNo = 250 || (StateNo = [400,450])) && movehit
trigger2   = (StateNo != 215 || (StateNo != 243)) && movehit
trigger2   = ceil(random < 500 * (AILevel**2/64.0))
trigger3   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
trigger3   = ceil(random < 500 * (AILevel**2/64.0))





[State -1, AI Crane Pose]
type       = ChangeState
value      = 1350
triggerall = fvar(27)!=0
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) && (enemynear, StateType != A)
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 15) && (p2bodydist y = [-80,5])
triggerall = (enemynear, StateNo != 40) && (p2bodydist x <= 100) && (p2bodydist y = [-80,5])
trigger1   = ctrl && ceil(random < 100 * (AILevel**2/64.0))
trigger2   = ((StateNo = [200,229]) || (StateNo = [230,242]) || StateNo = 246 || StateNo = 250 || (StateNo = [400,450])) && movehit
trigger2   = (StateNo != 215 || (StateNo != 243)) && movehit
trigger2   = ceil(random < 400 * (AILevel**2/64.0))
trigger3   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
trigger3   = ceil(random < 400 * (AILevel**2/64.0))




[State -1, AI Taunt OM]
type       = ChangeState
value      = 195
triggerall = fvar(27)!=0 && fvar(28) < 90
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (enemy, StateNo != [120, 155]) && !(enemynear, ctrl) && (enemynear, MoveType != A)
triggerall = (p2bodydist x >= 50) 
trigger1   = ctrl && ceil(random < 100 * (AILevel**2/64.0))






[State -1, AI Taiyoken]
type       = ChangeState
value      = 1700
triggerall = fvar(27)!=0
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = Power >= 500 && fvar(27)!=0		;OM mode
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) && (enemynear, StateType != A)
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 15) && (p2bodydist y = [-80,5])
triggerall = (p2bodydist x <= 85) && (p2bodydist y = [-80,5])
trigger1   = ctrl && ceil(random < 200 * (AILevel**2/64.0))
trigger2   = (StateNo = [100, 101]) && ceil(random < 200 * (AILevel**2/64.0))







[State -1, AI VolleyBall stance]
type       = ChangeState
value      = 1000
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) && (enemynear, StateType != A)
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 15) && (p2bodydist y = [-80,5])
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x <= 105) && (p2bodydist y = [-120,5])
triggerall = (enemynear, StateNo != 40) && (p2bodydist x = [45,105]) && (p2bodydist y = [-120,5])
trigger1   = ctrl && ceil(random < 75 * (AILevel**2/64.0))
;trigger2   = fvar(27)!=0 && (StateNo = 1303 && Time > 18 && movecontact || StateNo = 1304)
;trigger2   = ceil(random < 400 * (AILevel**2/64.0))

;[State -1, AI VolleyBall stance OM (After Talons)]
;type       = ChangeState
;value      = 1000
;triggerall = AILevel && numenemy && RoundState = 2 && fvar(27)!=0
;triggerall = p2bodydist x < 30
;trigger1   = fvar(27)!=0 && (StateNo = 1303 && Time > 18 && movecontact || StateNo = 1304)
;trigger1   = ceil(random < 100 * (AILevel**2/64.0))





[State -1, AI Levitation (ground)]
type       = ChangeState
value      = 108
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) && (enemynear, StateType != A)
triggerall = (enemynear, StateNo != 40) && (p2bodydist x <= 50) ;&& (p2bodydist y = [-80,5])
triggerall = NumExplod(41) = 0	;only once
triggerall = NumExplod(108) = 0	;only once
trigger1   = ctrl && ceil(random < 50 * (AILevel**2/64.0))
trigger2   = (StateNo = [200,242]) && MoveContact && StateType = S
trigger2   = ceil(random < 75 * (AILevel**2/64.0))
trigger3   = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger3   = ceil(random < 75 * (AILevel**2/64.0))
trigger4   = StateNo = 246 && MoveContact && StateType = S
trigger4   = ceil(random < 75 * (AILevel**2/64.0))
trigger5   = (StateNo = [250,299]) && MoveContact && StateType != A
trigger5   = ceil(random < 75 * (AILevel**2/64.0))
trigger6   = (StateNo = [400,499]) && MoveContact && StateType != A
trigger6   = ceil(random < 75 * (AILevel**2/64.0))
trigger7   = StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
trigger7   = ceil(random < 150 * (AILevel**2/64.0))
trigger8   = StateNo = 1304 && AnimelemTime(2)>=1 && AnimelemTime(4) <= 0
trigger8   = ceil(random < 150 * (AILevel**2/64.0))
trigger9   = StateNo = 1350 && AnimelemTime(2)>=1 && AnimelemTime(4) <= 0
trigger9   = ceil(random < 150 * (AILevel**2/64.0))

[State -1, AI Levitation (Air)]
type       = ChangeState
value      = 109
triggerall = AILevel && numenemy && RoundState = 2 && StateType = A
triggerall = Pos y <= -50
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) && (enemynear, StateType != A)
triggerall = (enemynear, StateNo != 40) && (p2bodydist x <= 50) && (p2bodydist y = [-80,5])
triggerall = NumExplod(41) = 0	;only once
trigger1   = ctrl && ceil(random < 50 * (AILevel**2/64.0))
trigger2   = (StateNo = [350,351]) && MoveContact && StateType = A
trigger2   = ceil(random < 75 * (AILevel**2/64.0))
trigger3   = (StateNo = [600,699]) && StateNo != 641 && MoveContact && StateType = A
trigger3   = ceil(random < 150 * (AILevel**2/64.0))
trigger4   = StateNo = 1123 && AnimElemTime(3)>=1
trigger4   = ceil(random < 150 * (AILevel**2/64.0))





[State -1, AI Chiaotzu Action]
type       = ChangeState
value      = 4498
triggerall = power >= 1500
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A && fvar(27)=0
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) && (enemynear, StateType != A)
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 15) && (p2bodydist y = [-80,5])
triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 85) && (p2bodydist y = [-80,5])
triggerall = NumHelper(30000)
triggerall = Helper(30000), var(10) = 0
trigger1   = ctrl && ceil(random < 150 * (AILevel**2/64.0))




[State -1, AI Focus Attack]
type       = ChangeState
value      = 1500
triggerall = AILevel && numenemy && RoundState = 2 && (StateNo !=[1500,1502]) && StateNo != 106 && StateType = S
triggerall = (enemynear,hitdefattr = S, NP, SP) && (p2bodydist y = [ -70, 0]) && (p2StateType != L) && (enemynear, vel y >= 0)
triggerall = (enemynear, const(size.head.pos.y) <= -40) || (enemynear, StateType != A)
trigger1   = ctrl && ceil(random < 50 *(AILevel**2/64.0))




;==================================================
;=======================SUPERS=====================

[State -1, AI Chiaotzu Sacrifice]
type       = ChangeState
value      = 4499
triggerall = power >= 2000 
triggerall = AILevel && numenemy && RoundState = 2 && StateType != A && fvar(27)!=0 && FVar(28) >= 60
triggerall = (enemy, StateNo != [120, 155]) && (enemy, StateNo != [5100, 5120]) && (enemynear, StateType != L) && (enemynear, StateType != A)
;triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 15) && (p2bodydist y = [-80,5])
triggerall = (enemynear, StateNo != 40) && (p2bodydist x >= 85) && (p2bodydist y = [-80,5])
trigger1   = StateType != A && ctrl && ceil(random < 200 * (AILevel**2/64.0))
trigger1   = numhelper(30000) && Helper(30000), Stateno = 30006
trigger2   = (StateNo = [900,901]) && numhelper(30000) && Helper(30000), Stateno = 30006




[State -1, AI Kikoho]
type       = ChangeState
value      = 2000
triggerall = AILevel  && RoundState = 2 && StateNo != 2000
triggerall = power >= 1000 
triggerall = (enemynear,StateType != L) && !(enemynear, hitfall) && (enemynear,StateNo!=[5100,5220])
triggerall = (p2bodydist x >=60) ;&& (p2bodydist y =[-60,5]) 
trigger1   = Ctrl && ceil(random<200*(AILevel**2/64.0))
;trigger2   = StateNo = 626 && AnimElemTime(3)>1 && (p2bodydist x < 80)
;trigger2   = ceil(random < 150 * (AILevel**2/64.0))
;trigger3   = StateNo = 1123 && AnimElemTime(3)>=1 && (p2bodydist x < 80)
;trigger3   = ceil(random < 150 * (AILevel**2/64.0))
;trigger4   = StateNo = 105 && Time > 9
;trigger4   = ceil(random < 150 * (AILevel**2/64.0))

[State -1, AI Kikoho + 1]
type       = ChangeState
value      = 2004
triggerall = AILevel  && RoundState = 2
triggerall = var(26) < 4
trigger1   = StateNo = 2001 && AnimElemTime(9)>1
trigger1   = ceil(random < 50 * (AILevel**2/64.0))
trigger2   = StateNo = 2004 && AnimElemTime(9)>1
trigger2   = ceil(random < 50 * (AILevel**2/64.0))




[State -1, AI Dodonpa LVL 1]
type       = ChangeState
value      = 2200
triggerall = AILevel  && RoundState = 2 && StateType != A && StateNo != 2200
triggerall = power >= 1000 
triggerall = (enemynear,StateType != L) && (enemynear,StateNo!=[5100,5220])
triggerall = (p2bodydist x <=120) && (p2bodydist y =[-60,5]) 
triggerall = (enemy, StateNo != 5070)
triggerall = ((Enemy,pos y > -20) && !(enemynear, hitfall))
trigger1   = Ctrl && ceil(random<250*(AILevel**2/64.0))
trigger2   = (StateNo = 100 || StateNo = 101) && ceil(random < 85 * (AILevel**2/64.0))
trigger3   = ((StateNo = [200,229]) || (StateNo = [230,242]) || StateNo = 246 || StateNo = 250 || (StateNo = [400,450])) && movehit
trigger3   = (StateNo != 215 || (StateNo != 243) || (StateNo != 420)) && movehit
trigger3   = ceil(random < 175 * (AILevel**2/64.0))
trigger4   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
trigger4   = ceil(random < 175 * (AILevel**2/64.0))
;trigger5   = StateNo = 1304 && AnimelemTime(3)>=8 && AnimelemTime(4) <= 0 && p2bodydist y < -60
;trigger5   = ceil(random < 150 * (AILevel**2/64.0))




[State -1, AI Dodonpa LVL 2 (no LVL 1 Dodonpa Move Hit)]
type       = ChangeState
value      = 2230
triggerall = AILevel  && RoundState = 2 && StateType != A && StateNo != 2230
triggerall = power >= 2000 
triggerall = (enemynear,StateType != L) && (enemynear,StateNo!=[5100,5220])
triggerall = (p2bodydist x <=120) && (p2bodydist y =[-60,5]) 
triggerall = (enemy, StateNo != 5070)
triggerall = ((Enemy,pos y > -20) && !(enemynear, hitfall))
trigger1   = Ctrl && ceil(random<150*(AILevel**2/64.0))
trigger2   = (StateNo = 100 || StateNo = 101) && ceil(random < 85 * (AILevel**2/64.0))
trigger3   = ((StateNo = [200,229]) || (StateNo = [230,242]) || StateNo = 246 || StateNo = 250 || (StateNo = [400,450])) && movehit
trigger3   = (StateNo != 215 || (StateNo != 243) || (StateNo != 420)) && movehit
trigger3   = ceil(random < 65 * (AILevel**2/64.0))
trigger4   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
trigger4   = ceil(random < 65 * (AILevel**2/64.0))
;trigger5   = StateNo = 1304 && AnimelemTime(3)>=7 && AnimelemTime(4) <= 0 && !NumHelper(2237) && p2bodydist y < -60
;trigger5   = ceil(random < 150 * (AILevel**2/64.0))

[State -1, AI Dodonpa LVL 2 (LVL 1 Dodonpa Move Hit)]
type       = ChangeState
value      = 2230
triggerall = AILevel  && RoundState = 2 && StateType != A && StateNo != 2230
triggerall = power >= 2000 
triggerall = (enemynear,StateType != L) && (enemynear,StateNo!=[5100,5220])
triggerall = (p2bodydist x >= -10) && (p2bodydist y =[-60,5]) 
triggerall = NumHelper(2207)
triggerall = !NumHelper(2237)
trigger1   = StateNo = 2201 && Helper(2207), MoveHit > 5
trigger1   = ceil(random < 350 * (AILevel**2/64.0))




[State -1, AI Shiyoken (Shiva's Punishment)]
type       = ChangeState
value      = 2400
triggerall = AILevel && RoundState = 2 && StateType != A 
triggerall = power >= 1000
triggerall = (enemynear,StateType != L) && (enemynear,StateNo!=[5100,5220])
triggerall = (p2bodydist x =[-10,70]) && (p2bodydist y =[-80,5]) &&(enemynear, StateType != L) &&(enemynear, Movetype != A)
triggerall = (enemy, StateNo != 5070)
triggerall = ((Enemy,pos y > -20) && !(enemynear, hitfall))
trigger1   = Ctrl && ceil(random < 350 * (AILevel**2/64.0))
trigger2   = (StateNo = [200,242]) && MoveContact && StateType = S
trigger2   = ceil(random < 350 * (AILevel**2/64.0))
trigger3   = (StateNo = [250,299]) && MoveContact && StateType != A
trigger3   = ceil(random < 350 * (AILevel**2/64.0))
trigger4   = (StateNo = [400,499]) && MoveContact && StateType != A
trigger4   = ceil(random < 350 * (AILevel**2/64.0))
trigger5   = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger5   = ceil(random < 350 * (AILevel**2/64.0))
trigger6   = StateNo = 246 && MoveContact && StateType = S 
trigger6   = ceil(random < 350 * (AILevel**2/64.0))
;trigger7   = StateNo = 1304 && AnimelemTime(3)>=7 && AnimelemTime(4) <= 0 && p2bodydist y < -100
;trigger7   = ceil(random < 250 * (AILevel**2/64.0))




[State -1, AI Blinding Wings (Super Wing Attack)]
type       = ChangeState
value      = 2300
triggerall = AILevel && RoundState = 2 && StateType != A 
triggerall = power >= 1000
triggerall = (enemynear,StateType != L) && (enemynear,StateNo!=[5100,5220])
triggerall = (p2bodydist x =[-10,70]) && (p2bodydist y =[-80,5]) &&(enemynear, StateType != L) &&(enemynear, Movetype != A)
triggerall = (enemy, StateNo != 5070)
triggerall = ((Enemy,pos y > -20) && !(enemynear, hitfall))
trigger1   = Ctrl && ceil(random < 350 * (AILevel**2/64.0))
trigger2   = (StateNo = [200,242]) && MoveContact && StateType = S
trigger2   = ceil(random < 350 * (AILevel**2/64.0))
trigger3   = (StateNo = [250,299]) && MoveContact && StateType != A
trigger3   = ceil(random < 350 * (AILevel**2/64.0))
trigger4   = (StateNo = [400,499]) && MoveContact && StateType != A
trigger4   = ceil(random < 350 * (AILevel**2/64.0))
trigger5   = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger5   = ceil(random < 350 * (AILevel**2/64.0))
trigger6   = StateNo = 246 && MoveContact && StateType = S 
trigger6   = ceil(random < 350 * (AILevel**2/64.0))
;trigger7   = StateNo = 1304 && AnimelemTime(3)>=7 && AnimelemTime(4) <= 0 && p2bodydist y < -60
;trigger7   = ceil(random < 250 * (AILevel**2/64.0))




[State -1, AI Shiva's Cage]
type       = ChangeState
value      = 2500
triggerall = fvar(27)!=0
triggerall = AILevel && RoundState = 2 && StateType != A 
triggerall = power >= 1000
triggerall = (enemynear,StateType != L) && (enemynear,StateNo!=[5100,5220])
;triggerall = (p2bodydist x =[-10,50]) && (p2bodydist y =[-80,5]) &&(enemynear, StateType != A) &&(enemynear, Movetype != A)
triggerall = (p2bodydist x =[-10,50]) && (p2bodydist y =[-80,5]) &&(enemynear, StateType != L) &&(enemynear, Movetype != A)
trigger1   = Ctrl && ceil(random < 350 * (AILevel**2/64.0))
trigger2   = (StateNo = [200,242]) && MoveContact && StateType = S
trigger2   = ceil(random < 350 * (AILevel**2/64.0))
trigger3   = (StateNo = [250,299]) && MoveContact && StateType != A
trigger3   = ceil(random < 350 * (AILevel**2/64.0))
trigger4   = (StateNo = [400,499]) && MoveContact && StateType != A
trigger4   = ceil(random < 350 * (AILevel**2/64.0))
trigger5   = StateNo = 245 && AnimElemTime(8)> 0 && MoveContact && StateType = S
trigger5   = ceil(random < 350 * (AILevel**2/64.0))
trigger6   = StateNo = 246 && MoveContact && StateType = S 
trigger6   = ceil(random < 350 * (AILevel**2/64.0))
;trigger7   = StateNo = 1304 && AnimelemTime(3)>=7 && AnimelemTime(4) <= 0 && p2bodydist y < -60
;trigger7   = ceil(random < 250 * (AILevel**2/64.0))
trigger7   = StateNo = 2401 && Time <= 51 && Time >= 40
trigger7   = ceil(random < 350 * (AILevel**2/64.0))






[State -1, AI Ungrounded]
type       = ChangeState
value      = IfElse(StateType != A, 3000, 3018)
triggerall = AILevel && RoundState = 2
triggerall = power >= 3000 && fvar(27)=0
triggerall = (enemynear, StateType != L) && (enemynear, StateNo != [5100, 5220]) ;&& (enemynear, StateType != A)
triggerall = (p2bodydist x = [-20, 95]) && (p2bodydist y = [-80,5])  ;x 60, 140
triggerall = TeamMode != Simul
triggerall = enemyNear,TeamMode != Simul
triggerall = (enemy,Name != "Saibamen Z2")
trigger1   = Ctrl && ceil(random < 100 * (AILevel**2/64.0))
trigger2   = (StateNo = 100 || StateNo = 101) && ceil(random < 85 * (AILevel**2/64.0))
trigger3   = ((StateNo = [200,229]) || (StateNo = [230,242]) || StateNo = 246 || StateNo = 250 || (StateNo = [400,450])) && movehit
trigger3   = (StateNo != 215 || (StateNo != 243)) && movehit
trigger3   = ceil(random < 100 * (AILevel**2/64.0))
trigger4   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
trigger4   = ceil(random < 100 * (AILevel**2/64.0))
trigger5   = StateType = A && (StateNo = [600,619]) && MoveContact
trigger5   = ceil(random < 100 * (AILevel**2/64.0))
trigger6   = StateNo = 626 && AnimElemTime(3)>1 
trigger6   = ceil(random < 100 * (AILevel**2/64.0))
trigger7   = StateType = A && StateNo = 630 && MoveContact
trigger7   = ceil(random < 100 * (AILevel**2/64.0))
trigger8   = StateType = A && StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && MoveContact
trigger8   = ceil(random < 100 * (AILevel**2/64.0))
trigger9   = StateNo = 1304 && AnimelemTime(3)>=8 && AnimelemTime(4) <= 0 && p2bodydist y < -50
trigger9   = ceil(random < 100 * (AILevel**2/64.0))
trigger10  = StateNo = 105 && Time > 9 && ceil(random < 85 * (AILevel**2/64.0))

[State -1, AI Ungrounded OM]
type       = ChangeState
value      = IfElse(StateType != A, 3000, 3018)
triggerall = AILevel && RoundState = 2
triggerall = power >= 2000 && fvar(27)!=0
triggerall = (enemynear, StateType != L)  && (enemynear, StateNo != [5100, 5220]) ;&& (enemynear, StateType != A)
triggerall = (p2bodydist x = [-20, 95]) && (p2bodydist y = [-80,5])  ;x 60, 140
triggerall = TeamMode != Simul
triggerall = enemyNear,TeamMode != Simul
triggerall = (enemy,Name != "Saibamen Z2")
trigger1   = Ctrl && ceil(random < 100 * (AILevel**2/64.0))
trigger2   = (StateNo = 100 || StateNo = 101) && ceil(random < 85 * (AILevel**2/64.0))
trigger3   = ((StateNo = [200,229]) || (StateNo = [230,242]) || StateNo = 246 || StateNo = 250 || (StateNo = [400,450])) && movehit
trigger3   = (StateNo != 215 || (StateNo != 243)) && movehit
trigger3   = ceil(random < 100 * (AILevel**2/64.0))
trigger4   = StateNo = 245 && AnimElemTime(8)>0 && Movehit 
trigger4   = ceil(random < 100 * (AILevel**2/64.0))
trigger5   = StateType = A && (StateNo = [600,619]) && MoveContact
trigger5   = ceil(random < 100 * (AILevel**2/64.0))
trigger6   = StateNo = 626 && AnimElemTime(3)>1 
trigger6   = ceil(random < 100 * (AILevel**2/64.0))
trigger7   = StateType = A && StateNo = 630 && MoveContact
trigger7   = ceil(random < 100 * (AILevel**2/64.0))
trigger8   = StateType = A && StateNo = 640 && AnimElemTime(4)>= 1 && AnimElemTime(6)<= 0 && MoveContact
trigger8   = ceil(random < 100 * (AILevel**2/64.0))
trigger9   = StateType = A && StateNo = 641 && AnimElemTime(6)>= 1 && AnimElemTime(8)<= 0 && MoveContact
trigger9   = ceil(random < 100 * (AILevel**2/64.0))
trigger10  = StateType = A && StateNo = 642 && AnimElemTime(3)>= 1 && AnimElemTime(5)<= 0 && MoveContact
trigger10  = ceil(random < 100 * (AILevel**2/64.0))
trigger11  = StateNo = 643 && MoveContact
trigger11  = ceil(random < 100 * (AILevel**2/64.0))
trigger12  = StateNo = 1304 && AnimelemTime(3)>=8 && AnimelemTime(4) <= 0 && p2bodydist y < -50
trigger12  = ceil(random < 100 * (AILevel**2/64.0))
trigger13  = StateNo = 105 && Time > 9 && ceil(random < 85 * (AILevel**2/64.0))




[State -1, AI OM mode]
type       = ChangeState
triggerall = TeamMode != Simul
triggerall = enemyNear,TeamMode != Simul
triggerall = AILevel && RoundState = 2 && StateType != A  && power >= 2000 && StateNo != 2800 && fvar(27) = 0
triggerall = p2stateno != 3017
triggerall = ((enemynear, StateType = L) || (enemynear, Movetype != A)) && (p2bodydist x > 85) && Life >= 200
triggerall = (enemy,Name != "Saibamen Z2")
trigger1   = Ctrl && (Random < 200 * (AILevel**2/64.0))
trigger2   = StateNo = 900 && Movetype = I && (Random < 150 * (AILevel**2/64.0))
trigger3   = ((enemynear, StateType = L) || (enemynear, Movetype != A)) && Life >= 200
trigger3   = Ctrl && (Random < 200 * (AILevel**2/64.0))
value      = 2800
;[State -1, AI OM mode]
;type       = ChangeState
;triggerall = TeamMode != Simul
;triggerall = enemyNear,TeamMode != Simul
;triggerall = AILevel && RoundState = 2 && StateType != A  && power >= 2000 && StateNo != 2800 && fvar(27) = 0
;triggerall = p2stateno != 3017
;triggerall = ((enemynear, StateType = L) || (enemynear, Movetype != A)) && (p2bodydist x > 85) && Life >= 200
;triggerall = (enemy,Name != "Saibamen Z2")
;trigger1   = ((enemynear, StateType = L) || (enemynear, Movetype != A)) && Life >= 200
;trigger1   = Ctrl && (Random < 200 * (AILevel**2/64.0))
;value      = 2800




