
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1

;-| Hyper Motions |--------------------------------------------------------

[Command]
name = "qcbf_K"
command = ~D, DB, B, F, a
time = 20
[Command]
name = "qcbf_K"
command = ~D, DB, B, F, ~a
time = 20
[Command]
name = "qcbf_K"
command = ~D, DB, B, F, b
time = 20
[Command]
name = "qcbf_K"
command = ~D, DB, B, F, ~b
time = 20
[Command]
name = "qcbf_K"
command = ~D, DB, B, F, c
time = 20
[Command]
name = "qcbf_K"
command = ~D, DB, B, F, ~c
time = 20

[Command]
name = "qcfhcb_K"
command = ~D, F, D, B, a
time = 30
[Command]
name = "qcfhcb_K"
command = ~D, F, D, B, ~a
time = 30
[Command]
name = "qcfhcb_K"
command = ~D, F, D, B, b
time = 30
[Command]
name = "qcfhcb_K"
command = ~D, F, D, B, ~b
time = 30
[Command]
name = "qcfhcb_K"
command = ~D, F, D, B, c
time = 30
[Command]
name = "qcfhcb_K"
command = ~D, F, D, B, ~c
time = 30

[Command]
name = "qcfhcb_P"
command = ~D, DF, F, D, B, x
time = 30
[Command]
name = "qcfhcb_P"
command = ~D, DF, F, D, B, ~x
time = 30
[Command]
name = "qcfhcb_P"
command = ~D, DF, F, D, B, y
time = 30
[Command]
name = "qcfhcb_P"
command = ~D, DF, F, D, B, ~y
time = 30
[Command]
name = "qcfhcb_P"
command = ~D, DF, F, D, B, z
time = 30
[Command]
name = "qcfhcb_P"
command = ~D, DF, F, D, B, ~z
time = 30

[Command]
name = "2qcf2p"
command = ~D, DF, F, D, DF, x+y
time = 20
[Command]
name = "2qcf2p"
command = ~D, DF, F, D, DF, x+z
time = 20
[Command]
name = "2qcf2p"
command = ~D, DF, F, D, DF, y+z
time = 20

[Command]
name = "2qcf2k"
command = ~D, DF, F, D, DF, a+b
time = 20
[Command]
name = "2qcf2k"
command = ~D, DF, F, D, DF, a+c
time = 20
[Command]
name = "2qcf2k"
command = ~D, DF, F, D, DF, b+c
time = 20

[Command]
name = "qcbf2p"
command = ~D, $B, F, x+y
time = 20
[Command]
name = "qcbf2p"
command = ~D, $B, F, x+z
time = 20
[Command]
name = "qcbf2p"
command = ~D, $B, F, y+z
time = 20

[Command]
name = "2qcb2p"
command = ~D, DB, B, D, DB, x+y
time = 20
[Command]
name = "2qcb2p"
command = ~D, DB, B, D, DB, x+z
time = 20
[Command]
name = "2qcb2p"
command = ~D, DB, B, D, DB, y+z
time = 20

[Command]
name = "emotion"
command = D, D, D, y+b
time = 30

[Command]
name = "easy_ranbu"
command = D, z+c

;-| Super Motions |--------------------------------------------------------

[Command]
name = "qcbfx"
command = ~D, $B, F, x
time = 20
[Command]
name = "qcbfx"
command = ~D, $B, F, ~x
time = 20
[Command]
name = "qcbfy"
command = ~D, $B, F, y
time = 20
[Command]
name = "qcbfy"
command = ~D, $B, F, ~y
time = 20
[Command]
name = "qcbfz"
command = ~D, $B, F, z
time = 20
[Command]
name = "qcbfz"
command = ~D, $B, F, ~z
time = 20

[Command]
name = "2qcfx"
command = ~D, DF, F, D, DF, x
time = 20
[Command]
name = "2qcfx"
command = ~D, DF, F, D, DF, ~x
time = 20
[Command]
name = "2qcfy"
command = ~D, DF, F, D, DF, y
time = 20
[Command]
name = "2qcfy"
command = ~D, DF, F, D, DF, ~y
time = 20
[Command]
name = "2qcfz"
command = ~D, DF, F, D, DF, z
time = 20
[Command]
name = "2qcfz"
command = ~D, DF, F, D, DF, ~z
time = 20

[Command]
name = "2qcbx"
command = ~D, DB, B, D, DB, x
time = 20
[Command]
name = "2qcbx"
command = ~D, DB, B, D, DB, ~x
time = 20
[Command]
name = "2qcby"
command = ~D, DB, B, D, DB, y
time = 20
[Command]
name = "2qcby"
command = ~D, DB, B, D, DB, ~y
time = 20
[Command]
name = "2qcbz"
command = ~D, DB, B, D, DB, z
time = 20
[Command]
name = "2qcbz"
command = ~D, DB, B, D, DB, ~z
time = 20

[Command]
name = "2qcfa"
command = ~D, DF, F, D, DF, a
time = 20
[Command]
name = "2qcfa"
command = ~D, DF, F, D, DF, ~a
time = 20
[Command]
name = "2qcfb"
command = ~D, DF, F, D, DF, b
time = 20
[Command]
name = "2qcfb"
command = ~D, DF, F, D, DF, ~b
time = 20
[Command]
name = "2qcfc"
command = ~D, DF, F, D, DF, c
time = 20
[Command]
name = "2qcfc"
command = ~D, DF, F, D, DF, ~c
time = 20

[Command]
name = "2qcba"
command = ~D, DB, B, D, DB, a
time = 20
[Command]
name = "2qcba"
command = ~D, DB, B, D, DB, ~a
time = 20
[Command]
name = "2qcbb"
command = ~D, DB, B, D, DB, b
time = 20
[Command]
name = "2qcbb"
command = ~D, DB, B, D, DB, ~b
time = 20
[Command]
name = "2qcbc"
command = ~D, DB, B, D, DB, c
time = 20
[Command]
name = "2qcbc"
command = ~D, DB, B, D, DB, ~c
time = 20

;-| EX Motions |------------------------------------------------------

[Command]
name = "qcf2p"
command = ~D, DF, F, x+y
[Command]
name = "qcf2p"
command = ~D, DF, F, x+z
[Command]
name = "qcf2p"
command = ~D, DF, F, y+z

[Command]
name = "qcf2k"
command = ~D, DF, F, a+b
[Command]
name = "qcf2k"
command = ~D, DF, F, a+c
[Command]
name = "qcf2k"
command = ~D, DF, F, b+c

[Command]
name = "qcb2p"
command = ~D, DB, B, x+y
[Command]
name = "qcb2p"
command = ~D, DB, B, x+z
[Command]
name = "qcb2p"
command = ~D, DB, B, y+z

[Command]
name = "qcb2k"
command = ~D, DB, B, a+b
[Command]
name = "qcb2k"
command = ~D, DB, B, a+c
[Command]
name = "qcb2k"
command = ~D, DB, B, b+c

[Command]
name = "dp2k"
command = ~F, D, DF, a+b
[Command]
name = "dp2k"
command = ~F, D, DF, a+c
[Command]
name = "dp2k"
command = ~F, D, DF, b+c

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

[Command]
name = "qcfx"
command = ~D, DF, F, x
[Command]
name = "qcfx"
command = ~D, DF, F, ~x
[Command]
name = "qcfy"
command = ~D, DF, F, y
[Command]
name = "qcfy"
command = ~D, DF, F, ~y
[Command]
name = "qcfz"
command = ~D, DF, F, z
[Command]
name = "qcfz"
command = ~D, DF, F, ~z

[Command]
name = "qcfa"
command = ~D, DF, F, a
[Command]
name = "qcfa"
command = ~D, DF, F, ~a
[Command]
name = "qcfb"
command = ~D, DF, F, b
[Command]
name = "qcfb"
command = ~D, DF, F, ~b
[Command]
name = "qcfc"
command = ~D, DF, F, c
[Command]
name = "qcfc"
command = ~D, DF, F, ~c

[Command]
name = "qcbx"
command = ~D, DB, B, x
[Command]
name = "qcbx"
command = ~D, DB, B, ~x
[Command]
name = "qcby"
command = ~D, DB, B, y
[Command]
name = "qcby"
command = ~D, DB, B, ~y
[Command]
name = "qcbz"
command = ~D, DB, B, z
[Command]
name = "qcbz"
command = ~D, DB, B, ~z

[Command]
name = "qcba"
command = ~D, DB, B, a
[Command]
name = "qcba"
command = ~D, DB, B, ~a
[Command]
name = "qcbb"
command = ~D, DB, B, b
[Command]
name = "qcbb"
command = ~D, DB, B, ~b
[Command]
name = "qcbc"
command = ~D, DB, B, c
[Command]
name = "qcbc"
command = ~D, DB, B, ~c

[Command]
name = "dpa"
command = ~F, D, DF, a
[Command]
name = "dpa"
command = ~F, D, DF, ~a
[Command]
name = "dpb"
command = ~F, D, DF, b
[Command]
name = "dpb"
command = ~F, D, DF, ~b
[Command]
name = "dpc"
command = ~F, D, DF, c
[Command]
name = "dpc"
command = ~F, D, DF, ~c

[Command]
name = "rdpx"
command = ~B, DB, D, x
[Command]
name = "rdpx"
command = ~B, DB, D, ~x
[Command]
name = "rdpy"
command = ~B, DB, D, y
[Command]
name = "rdpy"
command = ~B, DB, D, ~y
[Command]
name = "rdpz"
command = ~B, DB, D, z
[Command]
name = "rdpz"
command = ~B, DB, D, ~z

[Command]
name = "rdpa"
command = ~B, DB, D, a
[Command]
name = "rdpa"
command = ~B, DB, D, ~a
[Command]
name = "rdpb"
command = ~B, DB, D, b
[Command]
name = "rdpb"
command = ~B, DB, D, ~b
[Command]
name = "rdpc"
command = ~B, DB, D, c
[Command]
name = "rdpc"
command = ~B, DB, D, ~c

[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

[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


;-| Dir + Button |-----------------------------------------------------------
[Command]
name = "Fc"
command = F, c
time = 1

[Command]
name = "UFc"
command = UF, c
time = 1

[Command]
name = "Uc"
command = U, c
time = 1

[Command]
name = "UBc"
command = UB, c
time = 1

[Command]
name = "Bc"
command = B, c
time = 1

[Command]
name = "DBc"
command = DB, c
time = 1

[Command]
name = "Dc"
command = D, c
time = 1

[Command]
name = "DFc"
command = DF, c
time = 1


;-| 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 = "superjump"     ;Required (do not remove)
command = $D, U
time = 10

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

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

[Command]
name = "tripleS"
command = s,s,s
time = 20

;-| 2/3 Button Combination |-----------------------------------------------
[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

[Command]
name = "down_y"
command = /$D,y
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 = "s"
command = s
time = 1

[Command]
name = "lp_lk"
command = x+a
time = 10

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

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

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

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

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

;===================< DIR >===================

[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

;-| 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

[Command]
name = "hold-c"
command = /$c
time = 1
 
[Command]
name = "hold-z"
command = /$z
time = 1





[Statedef -1]

;===========================================================================
; HYPERS
;===========================================================================

;Unleashed Gekiretsu Ranbu
[State -1, Unleashed Gekiretsu Ranbu]
type = ChangeState
triggerall= var(59)<=0
triggerall = (var(54)=0 && command = "qcbf_K") || (var(54)=1 && command = "easy_ranbu")
triggerall = statetype != A  && !WinKo
triggerall = power >= 2000 && fvar(27)!=0 && stateno != 2900
trigger1 = Ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = stateno = 1300 && movecontact  ;Slash Chop
trigger4 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger5 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger6 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger7 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger8 = stateno=1001 && AnimElem = 3, >= 5
trigger9 = stateno=1004 && AnimElem = 3, >= 5
trigger10 = stateno=1007 && AnimElem = 3, >= 5
trigger11 = stateno=1105						;Landing from specials
trigger12 = stateno=1201						;Landing from Soaring Dragon kick
trigger13 = numhelper(2011)
trigger13 = helper(2011),movecontact			;Masenko
trigger14 = stateno = 1105						;Ironman Pose after special
value = 2900

;Gekiretsu Ranbu
[State -1, Gekiretsu Ranbu]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
;triggerall = (command = "2qcba") || (command = "2qcbb") || (command = "2qcbc")
triggerall = (var(54)=0 && command = "qcbf_K") || (var(54)=1 && command = "easy_ranbu")
triggerall = statetype != A  && !WinKo
triggerall = power >= 3000 && stateno != 2700
trigger1 = Ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = stateno = 1300 && movecontact  ;Slash Chop
trigger4 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger5 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger6 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger7 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger8 = stateno=1001 && AnimElem = 3, >= 5
trigger9 = stateno=1004 && AnimElem = 3, >= 5
trigger10 = stateno=1007 && AnimElem = 3, >= 5
trigger11 = stateno=1105						;Landing from specials
trigger12 = stateno=1201						;Landing from Soaring Dragon kick
trigger13 = numhelper(2011)
trigger13 = helper(2011),movecontact			;Masenko
trigger14 = stateno = 1105						;Ironman Pose after special
value = 2700

; Air Chou Kamehameha
[State -1, Air Chou Kamehameha]
type = changestate
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "2qcf2p"
triggerall = power >= 2000 && stateno != 2600
triggerall = statetype=A && !WinKo
trigger1 = ctrl
trigger2 = (stateno = 600) || (stateno = 610) || (StateNo = 615) || (StateNo = 617) || (stateno = 630) || (stateno = 640) || (stateno = 645)
trigger2 = movecontact
trigger3 = stateno=2115 && (anim=[2115,2120]) && pos Y<-50		;Soaring Dragon Strike
trigger4 = (stateno=1500 || stateno=1550) && pos Y<-50			;Hurricane Kick
trigger4 = movecontact
trigger5 = (stateno=1100 || stateno=1150) && pos Y<-50			;Soaring Dragon Kick
trigger5 = movecontact
trigger6 = stateno=1202 && animelemtime(1)>=0 && animelemtime(37)<0	;Dive Kick Flurry
trigger7 = stateno=1251 && animelemtime(35)<0					;Ex Dive Kick Flurry
value = 2600

;Chou Kamehameha
[State -1, Chou Kamehameha]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "2qcf2p"
triggerall = statetype != A  && !WinKo
triggerall = power >= 2000 && stateno != 2400
trigger1 = Ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = stateno = 1300 && movecontact  ;Slash Chop
trigger4 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger5 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger6 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger7 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger8 = stateno=1001 && AnimElem = 3, >= 5
trigger9 = stateno=1004 && AnimElem = 3, >= 5
trigger10 = stateno=1007 && AnimElem = 3, >= 5
trigger11 = stateno=1105						;Landing from specials
trigger12 = stateno=1201						;Landing from Soaring Dragon kick
trigger13 = numhelper(2011)
trigger13 = helper(2011),movecontact			;Masenko
trigger14 = stateno = 1105						;Ironman Pose after special
value = 2400

;Chou Masenko
[State -1, Chou Masenko]
type = ChangeState
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "2qcb2p"
triggerall = statetype != A  && !WinKo && stateno != 2300
triggerall = power >= 2000 || fvar(27)>0
trigger1 = Ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = stateno = 1300 && movecontact  ;Slash Chop
trigger4 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger5 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger6 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger7 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger8 = stateno=1001 && AnimElem = 5, >= 5
trigger9 = stateno=1004 && AnimElem = 5, >= 5
trigger10 = stateno=1007 && AnimElem = 5, >= 5
trigger11 = stateno=260 && animelemtime(10) > 0 && animelemtime(13) < 0 && movecontact   ;Wheel Kick
trigger12 = stateno=270 && movecontact
trigger13 = numhelper(2011)
trigger13 = helper(2011),movecontact			;Masenko
trigger14 = stateno = 1105						;Ironman Pose after special
value = 2300

;Soaring Dragon Unleashed
[State -1, Soaring Dragon Unleashed]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "qcbf2p"
triggerall = statetype != A  && !WinKo
triggerall = power >= 2000 || fvar(27)>0
trigger1 = Ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = stateno = 1300 && movecontact  ;Slash Chop
trigger4 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger5 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger6 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger7 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger8 = stateno=1001 && AnimElem = 5, >= 5
trigger9 = stateno=1004 && AnimElem = 5, >= 5
trigger10 = stateno=1007 && AnimElem = 5, >= 5
trigger11 = stateno=260 && animelemtime(10) > 0 && animelemtime(13) < 0 && movecontact   ;Wheel Kick
trigger12 = stateno=270 && movecontact
trigger13 = numhelper(2011)
trigger13 = helper(2011),movecontact			;Masenko
trigger14 = stateno = 1105						;Ironman Pose after special
value = 2200


; Destiny Mode
[State -1]
type = ChangeState
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = fvar(27)=0 ;No destiny mode
triggerall = command = "emotion"
triggerall = statetype != A  && !WinKo
triggerall = power >= 2000 && stateno != 2800
trigger1 = Ctrl
trigger2 = stateno=900
value = 2800


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

; Super Hurricane Kick
[State -1, Super Hurricane Kick]
type = changestate
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = (command = "2qcba") || (command = "2qcbb") || (command = "2qcbc")
triggerall = power >= 1000 && stateno != 2500
triggerall = statetype=A && !WinKo
trigger1 = ctrl
trigger2 = (stateno = 600) || (stateno = 610) || (StateNo = 615) || (StateNo = 617) || (stateno = 630) || (stateno = 640) || (stateno = 645)
trigger2 = movecontact
trigger3 = (stateno=1500 || stateno=1550) && pos Y<-15			;Hurricane Kick
trigger3 = movecontact
trigger4 = (stateno=1100 || stateno=1150) && pos Y<-40			;Soaring Dragon Kick
trigger4 = movecontact
trigger5 = stateno=1202 && animelemtime(1)>=0 && animelemtime(37)<0	;Dive Kick Flurry
trigger6 = stateno=1251 && animelemtime(35)<0					;Ex Dive Kick Flurry
value = 2500

;Soaring Dragon Strike
[State -1, Soaring Dragon Strike]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = (command = "qcbfx") || (command = "qcbfy") || (command = "qcbfz")
triggerall = statetype != A  && !WinKo
triggerall = power >= 1000 || fvar(27)>0
trigger1 = Ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = stateno = 1300 && movecontact  ;Slash Chop
trigger4 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger5 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger6 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger7 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger8 = stateno=1001 && AnimElem = 5, >= 5
trigger9 = stateno=1004 && AnimElem = 5, >= 5
trigger10 = stateno=1007 && AnimElem = 5, >= 5
trigger11 = stateno=260 && animelemtime(10) > 0 && animelemtime(13) < 0 && movecontact   ;Wheel Kick
trigger12 = stateno=270 && movecontact
trigger13 = stateno = 1105						;Ironman Pose after special
value = 2100

;Masenko
[State -1, Masenko]
type = ChangeState
triggerall = var(59)<=0
triggerall = var(28) = 0  ;Masenko Limiter
;triggerall = roundstate = 2
triggerall = (command = "2qcbx") || (command = "2qcby") || (command = "2qcbz")
triggerall = statetype != A  && !WinKo && stateno != 2000
triggerall = power >= 1000 || fvar(27)>0
trigger1 = Ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = stateno = 1300 && movecontact  ;Slash Chop
trigger4 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger5 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger6 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger7 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger8 = stateno=1001 && AnimElem = 5, >= 5
trigger9 = stateno=1004 && AnimElem = 5, >= 5
trigger10 = stateno=1007 && AnimElem = 5, >= 5
trigger11 = stateno=260 && animelemtime(10) > 0 && animelemtime(13) < 0 && movecontact   ;Wheel Kick
trigger12 = stateno=270 && movecontact
value = 2000


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

;EX Hurricane Kick
[State -1, EX Hurricane Kick]
type = changestate
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "qcb2k"
triggerall = statetype != A  && !WinKo
triggerall = power >= 500
trigger1 = ctrl
trigger2 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger3 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger4 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger5 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger6 = stateno = 100 || stateno = 101
value = 1550

;Hurricane Kick
[State -1, Hurricane Kick]
type = changestate
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = (command = "qcba") || (command = "qcbb") || (command = "qcbc")
triggerall = statetype != A  && !WinKo
trigger1 = ctrl
trigger2 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger3 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger4 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger5 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger6 = stateno = 100 || stateno = 101
value = 1500

;EX Ki Blast
[State -1, EX Ki Blast]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "qcf2p" && statetype != A  && !WinKo
triggerall = power >= 500
trigger1 = ctrl
trigger2 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger3 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger4 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger5 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger6 = stateno = 100 || stateno = 101
value = 1050

;Ki Blast (Light) 1
[State -1, Ki Blast (Light)]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "qcfx" && statetype != A  && !WinKo
trigger1 = ctrl
trigger2 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger3 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger4 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger5 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger6 = stateno = 100 || stateno = 101
value = 1000

;Ki Blast (Medium) 1
[State -1, Ki Blast (Medium)]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "qcfy" && statetype != A  && !WinKo
trigger1 = ctrl
trigger2 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger3 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger4 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger5 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger6 = stateno = 100 || stateno = 101
value = 1003

;Ki Blast (Hard) 1
[State -1, Ki Blast (Hard)]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "qcfz" && statetype != A  && !WinKo
trigger1 = ctrl
trigger2 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger3 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger4 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger5 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger6 = stateno = 100 || stateno = 101
value = 1006

;EX Soaring Dragon Kick
[State -1, EX Soaring Dragon Kick]
type = changestate
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "dp2k"
triggerall = statetype != A  && !WinKo
triggerall = power >= 500
trigger1 = ctrl
trigger2 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger3 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger4 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger5 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger6 = stateno = 100 || stateno = 101
value = 1150

;Soaring Dragon Kick
[State -1, Soaring Dragon Kick]
type = changestate
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = (command = "dpa") || (command = "dpb") || (command = "dpc")
triggerall = statetype != A  && !WinKo
trigger1 = ctrl
trigger2 = ((stateno = 200) || (stateno = 210) || (stateno = 220) || (stateno = 215)) && movecontact
trigger3 = ((stateno = 230) || (stateno = 240) || (stateno = 246) || (stateno = 250)) && movecontact
trigger4 = ((stateno = 400) || (stateno = 410) || (stateno = 420)) && movecontact
trigger5 = ((stateno = 430) || (stateno = 440) || (stateno = 450) || (stateno = 455)) && movecontact
trigger6 = stateno = 100 || stateno = 101
value = 1100

;EX Dive Kick Flurry
[State -1, EX Dive Kick Flurry]
type = changestate
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "qcf2k"
triggerall = statetype=A && !WinKo
triggerall = power >= 500
trigger1 = ctrl
trigger2 = (stateno = 600) || (stateno = 610) || (StateNo = 615) || (StateNo = 617) || (stateno = 630) || (stateno = 640) || (stateno = 645)
trigger2 = movecontact
value = 1250

;Dive Kick Flurry
[State -1, Dive Kick Flurry]
type = changestate
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = (command = "qcfa") || (command = "qcfb") || (command = "qcfc")
triggerall = var(15):=(command = "qcfa") + 2*(command = "qcfb") + 3*(command = "qcfc")
triggerall = statetype=A && !WinKo
trigger1 = ctrl
trigger2 = (stateno = 600) || (stateno = 610) || (StateNo = 615) || (StateNo = 617) || (stateno = 630) || (stateno = 640) || (stateno = 645)
trigger2 = movecontact
value = 1200

; Slashing Chop (aka Focus Attack)
[State -1, Slashing Chop]
type = ChangeState
triggerall= var(59)<=0
triggerall = roundstate = 2
triggerall = stateno !=[1300,1302]
triggerall = stateno != 106
;triggerall = command = "hold_z" && command = "hold_c"
triggerall = command = "z" && command = "c"
trigger1 = statetype = S
trigger1 = ctrl
value = 1300

;Zero Counter
[State -1, zero counter]
type = changestate
trigger1 = var(59)<=0
trigger1 = stateno=150 || stateno=152
;trigger1 = command="rdpx" || command="rdpy" || command="rdpz" || command="rdpa" || command="rdpb" || command="rdpc"
trigger1 = command="f2k" || command="f2p"
trigger1 = roundstate=2 && power>=1000 && statetype!=A
value = 750

;Air Zero Counter
[State -1, air zero counter]
type = changestate
trigger1 = var(59)<=0
trigger1 = stateno=154  ; && animelemtime(1)<6
trigger1 = command="f2k" || command="f2p"
trigger1 = roundstate=2 && power>=1000 && statetype=A
value = 760


;===========================================================================
; COMMAND & SYSTEM MOVES
;===========================================================================

; Wheel Kick Mega
[State -1, Wheel Kick Mega]
type = changestate
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = statetype!=A
trigger1 = stateno = 250 && movecontact
trigger1 = command="c" 
;trigger2 = stateno = 260 && animelemtime(10) > 0 && animelemtime(13) < 0		;After Wheel Kick (outdated)
;trigger2 = command="b" 
value = 270

; New f,f+MK
[State -1, New f,f+MK]
type = changestate
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = statetype!=A
trigger1 = stateno = 100 || stateno = 101
trigger1 = command="b" && command!="holddown"
value = 265

; Wheel Kick
[State -1, Wheel Kick]
type = null ;changestate
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = statetype!=A
trigger1 = stateno = 100 || stateno = 101
trigger1 = command="b" && command!="holddown"
value = 260

; Running Launcher Kick
[State -1, Launcher Kick]
type = changestate
triggerall = var(59)<=0
;triggerall = roundstate = 2
triggerall = statetype!=A
trigger1 = stateno = 100 || stateno = 101
trigger1 = command="c" && command!="holddown"
value = 455

;Destiny Mode Charge
[State -1]
type = ChangeState
triggerall = var(59)<=0
triggerall = fvar(27)>0  ;Destiny Mode
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = fvar(28) < 300
triggerall = stateno != 2810
triggerall = Ctrl
trigger1 = command = "hold_b" && command = "hold_y"
value = 2810

;Power Charge
[State -1]
type = ChangeState
triggerall = var(59)<=0
triggerall = fvar(27)<=0  ;No Destiny Mode
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = Power < 3000
triggerall = stateno != 900
triggerall = Ctrl
;trigger1 = command = "b" && command = "y"
trigger1 = command = "hold_b" && command = "hold_y"
value = 900

; Punch Throw (Tomoe Nage)
[State -1, throw1]
type = changestate
triggerall= var(59)<=0
trigger1 = command="xa" && command="holdback"
trigger1 = roundstate=2 && ctrl && statetype=S && stateno!=100
value = 800

; Kick Throw (Double Knee + Kick)
;[State -1, throw2]
;type = changestate
;triggerall= var(59)<=0
;trigger1 = command="xa" && command="holdfwd"
;trigger1 = roundstate=2 && ctrl && statetype=S && stateno!=100
;value = 810

; Kick Throw (Headbutt)
[State -1, throw2]
type = changestate
triggerall= var(59)<=0
trigger1 = command="xa" && command="holdfwd"
trigger1 = roundstate=2 && ctrl && statetype=S && stateno!=100
value = 820

;===========================================================================
; OMNI KICKS
;===========================================================================

;Up Back Kick
[State -1, Up Back Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "c" && command="holdup" && command="holdback"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = 600) || (StateNo = [610,617]) || (stateno = 620) 
trigger2 = MoveContact
trigger3 = (StateNo = 630) || (StateNo = 640) || (StateNo = 645) || (StateNo = 650)
trigger3 = MoveContact
value = 1470

;Back Kick
[State -1, Back Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "c" && command="holdback" && command!="holddown" && command!="holdup"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = 600) || (StateNo = [610,617]) || (stateno = 620) 
trigger2 = MoveContact
trigger3 = (StateNo = 630) || (StateNo = 640) || (StateNo = 645) || (StateNo = 650)
trigger3 = MoveContact
value = 1460

;Down Back Kick
[State -1, Down Back Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "c" && command="holddown" && command="holdback"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = 600) || (StateNo = [610,617]) || (stateno = 620) 
trigger2 = MoveContact
trigger3 = (StateNo = 630) || (StateNo = 640) || (StateNo = 645) || (StateNo = 650)
trigger3 = MoveContact
value = 1450

;Down Kick
[State -1, Down Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "c" && command="holddown" && command!="holdfwd" && command!="holdback"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = 600) || (StateNo = [610,617]) || (stateno = 620) 
trigger2 = MoveContact
trigger3 = (StateNo = 630) || (StateNo = 640) || (StateNo = 645) || (StateNo = 650)
trigger3 = MoveContact
value = 1440

;Down Fwd Kick
[State -1, Down Fwd Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "c" && command="holddown" && command="holdfwd"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = 600) || (StateNo = [610,617]) || (stateno = 620) 
trigger2 = MoveContact
trigger3 = (StateNo = 630) || (StateNo = 640) || (StateNo = 645) || (StateNo = 650)
trigger3 = MoveContact
value = 1430

;Fwd Kick
[State -1, Fwd Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "c" && command="holdfwd" && command!="holdup" && command!="holddown"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = 600) || (StateNo = [610,617]) || (stateno = 620) 
trigger2 = MoveContact
trigger3 = (StateNo = 630) || (StateNo = 640) || (StateNo = 645) || (StateNo = 650)
trigger3 = MoveContact
value = 1420

;Up Fwd Kick
[State -1, Up Fwd Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "c" && command="holdup" && command="holdfwd"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = 600) || (StateNo = [610,617]) || (stateno = 620) 
trigger2 = MoveContact
trigger3 = (StateNo = 630) || (StateNo = 640) || (StateNo = 645) || (StateNo = 650)
trigger3 = MoveContact
value = 1410

;Up Kick
[State -1, Up Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "c" && command="holdup" && command!="holdfwd" && command!="holdback"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = 600) || (StateNo = [610,617]) || (stateno = 620) 
trigger2 = MoveContact
trigger3 = (StateNo = 630) || (StateNo = 640) || (StateNo = 645) || (StateNo = 650)
trigger3 = MoveContact
value = 1400

;===========================================================================
; NORMALS
;===========================================================================

;Jump Down Medium Punch
[State -1, Jump Down Medium Punch]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = 600) || (StateNo = 630)
trigger2 = MoveContact
value = 615

; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = stateno = 265 && movecontact && animelemtime(10)>0 ;After f,f,MK
value = 200

; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = StateType != A && movecontact
trigger2 = (stateno = 200) || (stateno = 230)
trigger3 = stateno = 100 || stateno = 101
trigger4 = StateType != A && movecontact
trigger4 = (stateno = 400) || (stateno = 430)
trigger5 = stateno = 265 && movecontact && animelemtime(10)>0 ;After f,f,MK
value = 210

; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = StateType != A && movecontact
trigger2 = (stateno = 200) || (stateno = 230) || (stateno = 210) || (stateno = 240) || (stateno = 246)
trigger3 = stateno = 100 || stateno = 101
trigger4 = StateType != A && movecontact
trigger4 = (stateno = 400) || (stateno = 430) || (stateno = 410) || (stateno = 440)
trigger5 = stateno = 265 && movecontact && animelemtime(10)>0 ;After f,f,MK
value = 220

; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 100 || stateno = 101
trigger3 = stateno = 265 && movecontact && animelemtime(10)>0 ;After f,f,MK
value = 230

; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = StateType != A
trigger2 = (stateno = 200) || (stateno = 230)
trigger2 = movecontact
trigger3 = stateno = 100 || stateno = 101
trigger4 = StateType != A && movecontact
trigger4 = (stateno = 400) || (stateno = 430)
trigger5 = stateno = 265 && movecontact && animelemtime(10)>0 ;After f,f,MK
value = 240

; Stand Medium Kick Combo
[State -1, Stand Medium Kick Combo]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype = S
trigger1 = stateno = 210 && movecontact
trigger2 = stateno = 240 && movecontact
value = 246

; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = StateType != A
trigger2 = (stateno = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) || (stateno = 246)
trigger2 = movecontact
trigger3 = stateno = 100 || stateno = 101
trigger4 = StateType != A && movecontact
trigger4 = (stateno = 400) || (stateno = 410) || (stateno = 420) || (stateno = 430) || (stateno = 440)
trigger5 = stateno = 265 && movecontact && animelemtime(10)>0 ;After f,f,MK
value = 250

; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = StateType != A & MoveContact
trigger2 = (stateno = 200) || (stateno = 230)
trigger3 = stateno = 100 || stateno = 101
trigger4 = stateno = 265 && movecontact && animelemtime(10)>0 ;After f,f,MK
value = 400

; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = StateType != A & MoveContact
trigger2 = (StateNo = 400) || (stateno = 200) || (stateno = 230) || (stateno = 430)
trigger3 = stateno = 100 || stateno = 101
trigger4 = stateno = 265 && movecontact && animelemtime(10)>0 ;After f,f,MK
value = 410

; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = StateType != A & MoveContact
trigger2 = (StateNo = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440)
trigger3 = stateno = 100 || stateno = 101
trigger4 = StateType != A & MoveContact
trigger4 = (StateNo = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) || (stateno = 246)
trigger5 = stateno = 265 && movecontact && animelemtime(10)>0 ;After f,f,MK
value = 420

; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = StateType != A & MoveContact
trigger2 = (stateno = 200) || (stateno = 230)
trigger3 = stateno = 100 || stateno = 101
trigger4 = stateno = 265 && movecontact && animelemtime(10)>0 ;After f,f,MK
value = 430

; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = StateType != A & MoveContact
trigger2 = (StateNo = 400) || (stateno = 200) || (stateno = 230) || (stateno = 430)
trigger3 = stateno = 100 || stateno = 101
trigger4 = stateno = 265 && movecontact && animelemtime(10)>0 ;After f,f,MK
value = 440

; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = StateType != A & MoveContact
trigger2 = (StateNo = 400) || (stateno = 410) || (stateno = 430) || (stateno = 440)
trigger3 = stateno = 100 || stateno = 101
trigger4 = StateType != A & MoveContact
trigger4 = (StateNo = 200) || (stateno = 210) || (stateno = 230) || (stateno = 240) || (stateno = 246)
trigger5 = stateno = 265 && movecontact && animelemtime(10)>0 ;After f,f,MK
value = 450

;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "x"
triggerall = stateno != 600
triggerall = statetype = A
trigger1 = ctrl
value = 600

;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "y"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = 600) || (StateNo = 630)
trigger2 = MoveContact
value = 610

;Jump Medium Punch combo
[State -1, Jump Medium Punch combo]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "y"
triggerall = statetype = A
trigger1 = StateNo = 610
trigger1 = movecontact
trigger2 = StateNo = 640
trigger2 = movecontact
trigger3 = StateNo = 615
trigger3 = movecontact
value = 617

;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "z"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = 600) || (StateNo = 630) || (StateNo = 610) || (StateNo = 615) || (StateNo = 617) || (StateNo = 640) || (StateNo = 645)
trigger2 = MoveContact
value = 620

;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "a"
triggerall = statetype = A
trigger1 = ctrl
value = 630

;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "b"
triggerall = statetype = A
triggerall = (stateno!=640); && (stateno!=645)
trigger1 = ctrl
trigger2 = (StateNo = 600) || (StateNo = 630)
trigger2 = movecontact
value = 640

;Jump Medium Kick combo
[State -1, Jump Medium Kick combo]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "b"
triggerall = statetype = A
trigger1 = StateNo = 610
trigger1 = movecontact
trigger2 = StateNo = 640
trigger2 = movecontact
trigger3 = StateNo = 615
trigger3 = movecontact
value = 645

;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "c"
triggerall = statetype = A
trigger1 = ctrl
trigger1 = stateno != 650
trigger2 = (StateNo = 600) || (StateNo = 630) || (StateNo = 610) || (StateNo = 615) || (StateNo = 617) || (StateNo = 640) || (StateNo = 645)
trigger2 = MoveContact
value = 650

;===========================================================================
; SYSTEM
;===========================================================================

; Taunt
[State -1, Taunt]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "s" && stateno!=195
trigger1 = statetype != A
trigger1 = ctrl
value = 195

;Air Dash Forward
[State -1, Fwd]
type = ChangeState
value = 110
triggerall = var(59) <= 0
;triggerall = roundstate = 2
triggerall = var(10) > 0 ;limiter
triggerall = pos Y < -20
;triggerall = stateno != 105
trigger1 = (command = "FF") && (statetype = A) && (ctrl)

;Air Dash Down
[State -1, Down]
type = ChangeState
value = 118
triggerall = var(59) <= 0
;triggerall = roundstate = 2
triggerall = var(10) > 0 ;limiter
triggerall = pos Y < -20
;triggerall = stateno != 105
trigger1 = (command = "DD") && (statetype = A) && (ctrl)

;Air Dash Up
[State -1, Up]
type = ChangeState
value = 117
triggerall = var(59) <= 0
;triggerall = roundstate = 2
triggerall = var(10) > 0 ;limiter
triggerall = pos Y < -20
;triggerall = stateno != 105
trigger1 = (command = "UU") && (statetype = A) && (ctrl)

;Air Dash Back
[State -1, Back]
type = ChangeState
value = 115
triggerall = var(59) <= 0
;triggerall = roundstate = 2
triggerall = var(10) > 0 ;limiter
;triggerall = vel x <= 0
triggerall = pos Y < -20
;triggerall = stateno != 105
trigger1 = (command = "BB") && (statetype = A) && (ctrl)

; Run Fwd
[State -1, Run Fwd]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
trigger1 = command = "FF"
trigger1 = statetype = S && ctrl
trigger1 = roundstate=2 && (stateno!=[100,106])
value = 100

; Run Back
[State -1, Run Back]
type = ChangeState
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "BB"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno=195 && animelemtime(3)>=0
value = 105

; Super Jump
;This state executes only after performing the air launcher
[State -1, Jump Launcher]
type = ChangeState
value = 10230
triggerall= var(59)<=0
;triggerall = roundstate = 2
triggerall = command = "holdup"
trigger1 = (stateno = 450 || stateno = 455) && animelemtime(7)>0 && MoveHit

[State -1, Super Jump Straight Up]
type = ChangeState
value = 10231
triggerall= var(59)<=0
;triggerall = roundstate = 2
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = command = "superjump"

[State -1, Super Jump Forward]
type = ChangeState
value = 10232
triggerall= var(59)<=0
;triggerall = roundstate = 2
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = command = "superjumpforward"

[State -1, Super Jump Backward]
type = ChangeState
value = 10233
triggerall= var(59)<=0
;triggerall = roundstate = 2
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = command = "superjumpbackward"
