

;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[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 = 30

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


command.buffer.time = 1
;-|A.I.|------------------------------------------------------------------

;-| Super Motions |--------------------------------------------------------
[command]
name = "Stab"
command = ~D,DB,B,D,DB,B,~c
time = 25

[command]
name = "Stab"
command = ~D,DB,B,D,DB,B,~b
time = 25

[command]
name = "Stab"
command = ~D,DB,B,D,DB,B,~a
time = 25

[command]
name = "SFB"
command = ~D,DF,F,D,DF,F,~z
time = 25

[command]
name = "SFB"
command = ~D,DF,F,D,DF,F,~y
time = 25

[command]
name = "SFB"
command = ~D,DF,F,D,DF,F,~x
time = 25

[command]
name = "Ignite"
command = ~D,D,D,~z
time = 25

[command]
name = "Ignite"
command = ~D,D,D,~y
time = 25

[command]
name = "Ignite"
command = ~D,D,D,~x
time = 25

[command]
name = "Pounch"
command = ~D,DB,B,D,DB,B,~x
time = 25

[command]
name = "Pounch"
command = ~D,DB,B,D,DB,B,~y
time = 25

[command]
name = "Pounch"
command = ~D,DB,B,D,DB,B,~z
time = 25

[command]
name = "SFG"
command = ~D,DF,F,D,DF,F,~c
time = 25

[command]
name = "SFG"
command = ~D,DF,F,D,DF,F,~b
time = 25

[command]
name = "SFG"
command = ~D,DF,F,D,DF,F,~a
time = 25

[command]
name = "blitz"
command = ~D,B,D,F,~z
time = 25

[command]
name = "blitz"
command = ~D,B,D,F,~y
time = 25

[command]
name = "blitz"
command = ~D,B,D,F,~x
time = 25

[command]
name = "Stab"
command = ~D,DB,B,D,DB,B,c
time = 25

[command]
name = "Stab"
command = ~D,DB,B,D,DB,B,b
time = 25

[command]
name = "Stab"
command = ~D,DB,B,D,DB,B,a
time = 25

[command]
name = "SFB"
command = ~D,DF,F,D,DF,F,z
time = 25

[command]
name = "SFB"
command = ~D,DF,F,D,DF,F,y
time = 25

[command]
name = "SFB"
command = ~D,DF,F,D,DF,F,x
time = 25

[command]
name = "Ignite"
command = ~D,D,D,z
time = 25

[command]
name = "Ignite"
command = ~D,D,D,y
time = 25

[command]
name = "Ignite"
command = ~D,D,D,x
time = 25

[command]
name = "Pounch"
command = ~D,DB,B,D,DB,B,x
time = 25

[command]
name = "Pounch"
command = ~D,DB,B,D,DB,B,y
time = 25

[command]
name = "Pounch"
command = ~D,DB,B,D,DB,B,z
time = 25

[command]
name = "SFG"
command = ~D,DF,F,D,DF,F,c
time = 25

[command]
name = "SFG"
command = ~D,DF,F,D,DF,F,b
time = 25

[command]
name = "SFG"
command = ~D,DF,F,D,DF,F,a
time = 25

[command]
name = "blitz"
command = ~D,B,D,F,z
time = 25

[command]
name = "blitz"
command = ~D,B,D,F,y
time = 25

[command]
name = "blitz"
command = ~D,B,D,F,x
time = 25
;-| Special Motions |------------------------------------------------------
[command]
name = "ckick"
command = ~B,D,DB,~c
time = 15

[command]
name = "ckick2"
command = ~B,D,DB,~b
time = 15

[command]
name = "ckick3"
command = ~B,D,DB,~a
time = 15

[command]
name = "FG"
command = ~F,D,DF,~z
time = 15


[command]
name = "FG2"
command = ~F,D,DF,~y
time = 15

[command]
name = "FG3"
command = ~F,D,DF,~x
time = 15

[command]
name = "FB"
command = ~D,DF,F,~z
time = 15

[command]
name = "FB2"
command = ~D,DF,F,~y
time = 15

[command]
name = "FB3"
command = ~D,DF,F,~x
time = 15

[command]
name = "FS2"
command = ~D,DB,B,~y
time = 15
;command.buffer.time=5

[command]
name = "FS"
command = ~D,DB,B,~z
time = 15
;command.buffer.time=5

[command]
name = "FS3"
command = ~D,DB,B,~x
time = 15
;command.buffer.time=5

[command]
name = "Sill"
command = ~D,DB,B,~c
time = 15

[command]
name = "Sill"
command = ~D,DB,B,~b
time = 15

[command]
name = "Sill"
command = ~D,DB,B,~a
time = 15

[command]
name = "Sill2"
command = ~D,DF,F,~c
time = 15

[command]
name = "Sill2"
command = ~D,DF,F,~b
time = 15

[command]
name = "Sill2"
command = ~D,DF,F,~a
time = 15

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

[command]
name = "ckick"
command = ~B,D,DB,c
time = 15

[command]
name = "ckick2"
command = ~B,D,DB,b
time = 15

[command]
name = "ckick3"
command = ~B,D,DB,a
time = 15

[command]
name = "EXFG"
command = ~F,D,DF,z+y
time = 15

[command]
name = "EXFG"
command = ~F,D,DF,x+y
time = 15

[command]
name = "EXFG"
command = ~F,D,DF,z+x
time = 15

[command]
name = "FG"
command = ~F,D,DF,z
time = 15


[command]
name = "FG2"
command = ~F,D,DF,y
time = 15

[command]
name = "FG3"
command = ~F,D,DF,x
time = 15

[command]
name = "EXFS"
command = ~D,DB,B,z+x
time = 15

[command]
name = "EXFS"
command = ~D,DB,B,y+x
time = 15

[command]
name = "EXFS"
command = ~D,DB,B,z+y
time = 15

[command]
name = "EXFB"
command = ~D,DF,F,z+x
time = 15

[command]
name = "EXFB"
command = ~D,DF,F,z+y
time = 15

[command]
name = "EXFB"
command = ~D,DF,F,y+x
time = 15

[command]
name = "FB"
command = ~D,DF,F,z
time = 15

[command]
name = "FB2"
command = ~D,DF,F,y
time = 15

[command]
name = "FB3"
command = ~D,DF,F,x
time = 15

[command]
name = "FS2"
command = ~D,DB,B,y
time = 15
;command.buffer.time=5

[command]
name = "FS"
command = ~D,DB,B,z
time = 15
;command.buffer.time=5

[command]
name = "FS3"
command = ~D,DB,B,x
time = 15
;command.buffer.time=5

[command]
name = "Sill"
command = ~D,DB,B,c
time = 15

[command]
name = "Sill"
command = ~D,DB,B,b
time = 15

[command]
name = "Sill"
command = ~D,DB,B,a
time = 15

[command]
name = "Sill2"
command = ~D,DF,F,c
time = 15

[command]
name = "Sill2"
command = ~D,DF,F,b
time = 15

[command]
name = "Sill2"
command = ~D,DF,F,a
time = 15

[command]
name = "OH"
command = y+b
time = 15

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1

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

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

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

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

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

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1

[Command]
name = "back_y"
command = /$B,y
time = 1

[Command]
name = "back_z"
command = /$B,z
time = 1

[Command]
name = "down_x"
command = /$D,x
time = 1

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

[Command]
name = "down_z"
command = /$D,z
time = 1

[Command]
name = "fwd_x"
command = /$F,x
time = 1

[Command]
name = "fwd_y"
command = /$F,y
time = 1

[Command]
name = "fwd_z"
command = /$F,z
time = 1

[Command]
name = "up_x"
command = /$U,x
time = 1

[Command]
name = "up_y"
command = /$U,y
time = 1

[Command]
name = "up_z"
command = /$U,z
time = 1

[Command]
name = "back_a"
command = /$B,a
time = 1

[Command]
name = "back_b"
command = /$B,b
time = 1

[Command]
name = "back_c"
command = /$B,c
time = 1

[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

[Command]
name = "down_c"
command = /$D,c
time = 1

[Command]
name = "fwd_a"
command = /$F,a
time = 1

[Command]
name = "fwd_b"
command = /$F,b
time = 1

[Command]
name = "fwd_c"
command = /$F,c
time = 1

[Command]
name = "up_a"
command = /$U,a
time = 1

[Command]
name = "up_b"
command = /$U,b
time = 1

[Command]
name = "up_c"
command = /$U,c
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

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

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

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

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

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

[Command]
name = "downfwd"
command = $DF
time = 1

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

[Command]
name = "downback"
command = $DB
time = 1

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

[Command]
name = "upback"
command = $UB
time = 1

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

[Command]
name = "upfwd"
command = $UF
time = 1

;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

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

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

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

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

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

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

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

[Command]
name = "holddownfwd"
command = /$DF
time = 1

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

[Command]
name = "holddownback"
command = /$DB
time = 1

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

[Command]
name = "holdupback"
command = /$UB
time = 1

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

[Command]
name = "holdupfwd"
command = /$UF
time = 1

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.  
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]


;===============================================================================
;Stab
[State -1, StabAI]
type = ChangeState
value = 1700
triggerall =  AILevel >1 && StateType != A
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = random<50*AILevel
triggerall = stateno !=[1000,3999]
triggerall = p2bodydist x = [50,150]
triggerall = movetype != H
triggerall = (Var(0) >= 1)
triggerall = life <= 250
triggerall = var(11) = 0
triggerall = (p2bodydist y =[-55,-15]) && enemynear, vel y >=0
Triggerall = statetype!=A
triggerall = p2movetype!=I
triggerall = teammode != simul
trigger1=ctrl
;----------------------------------------------------------------------------
;SFG
[State -1, SFGAI]
type = ChangeState
value = 3100
triggerall = AILevel >1 && StateType != A && Power >= 3000
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = random<32*AILevel
triggerall = p2statetype != A
triggerall = p2bodydist x=[20,250]
triggerall = stateno !=[3000,3999]
triggerall = movetype != H
triggerall = (Var(0) = 0)
trigger1 =  ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movehit
trigger3 = stateno = 210|| stateno=211
trigger3 =  movehit
trigger4 = stateno = 240|| stateno=241
trigger4 =  movehit
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 =  movehit
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 =  movehit
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movehit
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 =  movehit
trigger9 = stateno = 420 || stateno=421
trigger9 =  movehit
trigger10= stateno = 1500|| stateno=1501|| stateno=1502
trigger10 =  movehit
trigger11 = stateno = 1000 || stateno=1001|| stateno=1002 || stateno=10000
trigger11 =  movehit
trigger12 = stateno = 1005 || stateno=1008
trigger12 =  movehit
trigger13= var(31)
;-----------------------------------------------------------------
;Blitz
[State -1, BlitzAI]
type = ChangeState
value = 1800
triggerall = AILevel >1 && StateType != A && Power >= 2000
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = random<25*AILevel
triggerall = stateno !=[1000,3999]
triggerall = p2bodydist x = [0,70]
triggerall = movetype != H
triggerall = (Var(0) >= 1)
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 =  movehit
trigger3 = stateno = 210|| stateno=211
trigger3 =  movehit
trigger4 = stateno = 240|| stateno=241
trigger4 =  movehit
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 =  movehit
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 =  movehit
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 =  movehit
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movehit
trigger9 = stateno = 420 || stateno=421
trigger9 =  movehit
trigger10= stateno = 1500|| stateno=1501|| stateno=1502
trigger10 =  movehit
trigger11 = stateno = 1000 || stateno=1001|| stateno=1002 || stateno=10000
trigger11 =  movehit
trigger12 = stateno = 1005 || stateno=1008
trigger12 = movehit
trigger13= var(31)

--------------------------------------------
;SFB
[State -1, SFBAI]
type = ChangeState
value = 1110
triggerall = AILevel >1 && StateType != A  && Power >= 2000
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = random<25*AILevel
triggerall = p2statetype != A
triggerall = ((p2bodydist x=[80,250]) && p2movetype!=H)||( (p2bodydist x=[0,250]) && p2movetype=H)
triggerall = stateno !=[3000,3999]
triggerall = movetype != H
triggerall = (Var(0) = 0)
trigger1= ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 =  movehit
trigger3 = stateno = 210|| stateno=211
trigger3 = movehit
trigger4 = stateno = 240|| stateno=241
trigger4 = movehit
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 =  movehit
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movehit
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 =  movehit
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 =  movehit
trigger9 = stateno = 420 || stateno=421
trigger9 =  movehit
trigger10= stateno = 1500|| stateno=1501|| stateno=1502
trigger10 = movehit
trigger11 = stateno = 1000 || stateno=1001|| stateno=1002 || stateno=10000
trigger11 =  movehit
trigger12 = stateno = 1005 || stateno=1008
trigger12 =  movehit
trigger13= var(31)
trigger14= p2movetype =A && p2bodydist x >100 && ctrl

;-----------------------------------------------------------------
;Pounch
[State -1, PounchAI]
type = ChangeState
value = 8880
triggerall = AILevel >1 && StateType != A && Power >= 1000
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = random<19*AILevel
triggerall = stateno !=[1000,3999]
triggerall = (p2bodydist y  =[-70,-20]) && enemy,vel y >=0
triggerall = p2bodydist x = [0,200]
triggerall = movetype != H
triggerall = (Var(0) >= 0)
Triggerall = statetype!=A
trigger1=(ctrl && AILevel <4)||(ctrl && p2movetype!=I && AILevel >=4)
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movehit
trigger3 = stateno = 210|| stateno=211
trigger3 = movehit
trigger4 = stateno = 240|| stateno=241
trigger4 =  movehit
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 =  movehit
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movehit
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 =  movehit
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 =  movehit
trigger9 = stateno = 420 || stateno=421
trigger9 =  movehit
trigger10= stateno = 1500|| stateno=1501|| stateno=1502
trigger10 = movehit
trigger11 = stateno = 1000 || stateno=1001|| stateno=1002 || stateno=10000
trigger11 =  movehit
trigger12 = stateno = 1005 || stateno=1008
trigger12 =  movehit
trigger13= var(31)
;--------------------------------------------------------------------------
;Ignite
[State -1, IgniteAI]
type = ChangeState
value = 3000
triggerall = AILevel >1 && StateType != A && Power >= 1000
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = random<32*AILevel
triggerall = life <= 300
triggerall = p2statetype != A
triggerall = p2bodydist x=[70,250]
triggerall = stateno !=[3000,3999]
triggerall = movetype != H
triggerall = (Var(0) = 0)
trigger1=ctrl
trigger2= p2movetype!=I && ctrl && AILevel >3
 ;--------------------------------------------
[State -1, Guard]
type = ChangeState
value = 120
triggerall = movetype !=H
triggerall = roundstate = 2
triggerall = stateno!=[120,155]
triggerall=AILevel>0
triggerall = enemynear,anim!=5120
triggerall = (statetype!=A)||(statetype=A && p2bodydist x >5)
triggerall =(StateNo !=[200,3999])&&(StateNo != 105)
Triggerall =  Random < (113*AILevel)
triggerall =InGuardDist || enemynear,hitdefattr=SCA,NP,SP,HP || enemynear,hitdefattr = SCA,AA
triggerall =((EnemyNear, movetype=A&& enemynear,hitdefattr!=SCA,AA)||( enemynear,hitdefattr=SCA,NP,SP,HP || enemynear,hitdefattr = SCA,AA))|| enemy,numproj >0
trigger1 = ctrl ||stateno=20
;------------------------------------------------------
[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = roundstate = 2
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,35])
triggerall = enemy, statetype != A || (p2movetype= H && (p2bodydist y =[-45,0])&&enemy,vel y >=0&& AILevel >3)
Triggerall = Random < 60*AILevel
triggerall = p2statetype != L && p2statetype !=A
triggerall = p2stateno !=[120,150]
triggerall = p2statetype !=C
trigger1 = ctrl
value = ifelse(var(0)=1,201,200)
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,40])
triggerall = enemy, statetype != A || (p2movetype= H && (p2bodydist y =[-45,0])&&enemy,vel y >=0&& AILevel >3)
Triggerall = Random < 70*AILevel
triggerall = roundstate = 2
triggerall = p2statetype != L
triggerall = p2stateno !=[120,150]
triggerall = p2statetype !=C
trigger1 = ctrl
trigger2 = stateno = 200 || stateno=201
trigger2 = movecontact
trigger3 = stateno = 230 || stateno=231
trigger3 = movecontact
trigger4 = stateno = 400 || stateno=401
trigger4 = movecontact
trigger5 = stateno = 430  || stateno=431
trigger5 = movecontact
value = ifelse(var(0)=1,211,210)
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,70]) && (P2BodyDist Y = 0 )
Triggerall = Random < 70*AILevel
triggerall = p2statetype != L && p2statetype !=A
triggerall = p2stateno !=[120,150]
triggerall = p2statetype !=C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 205&& movecontact
trigger5 = stateno = 235 && movecontact
trigger6= (stateno=405|| stateno=435) && movehit
trigger7= (stateno=400|| stateno=430) && movehit
value = ifelse((var(0)=1&&(p2bodydist x=[0,10])),223,ifelse((var(0)=0&&(p2bodydist x=[0,10])),222,ifelse(var(0)=1,221,220)))

;------------------------------------------------------
[State -1, AI9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
trigger1 = ctrl
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,45]) && (P2BodyDist Y = 0 )
Triggerall = Random < 70*AILevel
triggerall = p2statetype != L
triggerall = p2stateno !=[120,150]
triggerall = p2statetype !=C
trigger1 = ctrl
value = ifelse(var(0)=1,231,230)
;------------------------------------------------------
[State -1, AI 9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
triggerall = p2stateno !=[120,150]
triggerall = p2statetype !=C
triggerall = p2statetype != L&& p2statetype !=A
Triggerall = (P2BodyDist X = [0,55]) && (enemy, statetype != A || (p2movetype= H && (p2bodydist y =[-70,0])&&enemy,vel y >=0&& AILevel >3))
Triggerall = Random < 70*AILevel
trigger1 = ctrl
trigger2 = stateno = 200 || stateno=201
trigger2 = movecontact
trigger3 = stateno = 230 || stateno=231
trigger3 = movecontact
trigger4 = stateno = 400 || stateno=401
trigger4 = movecontact
trigger5 = stateno = 430  || stateno=431
trigger5 = movecontact
value =ifelse(var(0)=1,241,240)
;------------------------------------------------------
[State -1, AI8]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
trigger1 = ctrl
Triggerall = P2BodyDist X = [0,60]
triggerall=  (enemy, statetype != A || (p2movetype= H && (p2bodydist y =[-70,0])&&enemy,vel y >=0&& AILevel >3))
Triggerall = Random < 70*AILevel
triggerall = p2statetype != L && p2statetype !=A
triggerall = p2statetype !=C
triggerall = p2stateno !=[120,150]
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 235 && movecontact
trigger4 = stateno = 200 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6= (stateno=405|| stateno=435) && movehit
trigger7= (stateno=400|| stateno=430) && movehit
value = ifelse((var(0)=1&&(p2bodydist x=[0,10])),252,ifelse((var(0)=0&&(p2bodydist x=[0,10])),251,ifelse(var(0)=1,253,250)))

;------------------------------------------------------
[State -1, AI5]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,30])&&(P2BodyDist Y = 0 )
Triggerall = Random < 70*AILevel
triggerall = p2statetype != L && p2statetype !=A
trigger1 = ctrl
triggerall = p2stateno !=[120,150]
value =ifelse(var(0)=1,401,400)
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,30])&&(P2BodyDist Y = 0 )
Triggerall = Random < 70*AILevel
triggerall = p2statetype != L && p2statetype !=A
trigger1 = ctrl
trigger2 = stateno = 200 || stateno=201
trigger2 = movecontact
trigger3 = stateno = 230 || stateno=231
trigger3 = movecontact
trigger4 = stateno = 400 || stateno=401
trigger4 = movecontact
trigger5 = stateno = 430  || stateno=431
trigger5 = movecontact
triggerall = p2stateno !=[120,150]
value =ifelse(var(0)=1,411,410)
;------------------------------------------------------
[State -1, AI2]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = (P2BodyDist X = [0,35])  && (enemy, statetype != A || (p2movetype= H && (p2bodydist y =[-80,0])&&enemy,vel y >=0&& AILevel >3))
Triggerall = Random < 80*AILevel
triggerall = p2statetype != L  && p2statetype !=A
trigger1 = ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 = movecontact
trigger3 = stateno = 240|| stateno=241
trigger3 = movecontact
trigger4 = stateno = 410|| stateno=411
trigger4 = movecontact
trigger5 = stateno = 440 || stateno=441
trigger5 = movecontact
triggerall = p2stateno !=[120,150]
value =ifelse(var(0)=1,421,420)
;------------------------------------------------------
[State -1, AI9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
Triggerall = P2BodyDist X = [0,40]
triggerall = p2statetype != L && p2statetype !=A
Triggerall = Random < 70*AILevel
trigger1 = ctrl
trigger2 = p2statetype =S && (p2stateno = [120,155]) && ctrl
triggerall = p2stateno !=[120,150]
value =ifelse(var(0)=1,431,430)
;------------------------------------------------------
[State -1, AI 9]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
triggerall = p2bodydist x > 30
triggerall = p2statetype != L && p2statetype !=A
Triggerall = (P2BodyDist X = [0,35]) && (P2BodyDist Y = 0 )
Triggerall = Random < 70*AILevel
trigger1 = ctrl
trigger2 = stateno = 200 || stateno=201
trigger2 = movecontact
trigger3 = stateno = 230 || stateno=231
trigger3 = movecontact
trigger4 = stateno = 400 || stateno=401
trigger4 = movecontact
trigger5 = stateno = 430  || stateno=431
trigger5 = movecontact
trigger6 = p2statetype =S  && ctrl
triggerall = p2stateno !=[120,150]
value =ifelse(var(0)=1,441,440)
;------------------------------------------------------
[State -1, AI8]
Type = ChangeState
Triggerall = (RoundState = 2) && (AILevel >0)
Triggerall = StateType !=A
triggerall = stateno != [800,3999]
triggerall = p2statetype != L&& p2statetype !=A
trigger1 = ctrl
Triggerall = P2BodyDist X = [0,45]
Triggerall = Random < 70*AILevel
triggerall = stateno !=240 && stateno !=210 && stateno !=215
trigger2 = stateno = 210|| stateno=211
trigger2 = movecontact
trigger3 = stateno = 240|| stateno=241
trigger3 = movecontact
trigger4 = stateno = 410|| stateno=411
trigger4 = movecontact
trigger5 = stateno = 440 || stateno=441
trigger5 = movecontact
trigger6 = p2statetype =S  && ctrl
triggerall = p2stateno !=[120,150]
value =ifelse(var(0)=1,451,450)
;-----------------------------------------------------
[State -1, OH]
type = ChangeState
value = 280
Triggerall = (RoundState = 2) && (var(59) =1)
Triggerall = (StateType = S)
triggerall = stateno != [800,3999]
Triggerall = Random < 45*AILevel
triggerall = p2statetype !=L
triggerall =  p2statetype=C
triggerall = movetype !=H
triggerall = p2bodydist x = [0,77]
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value =ifelse(var(0)=1,601,600)
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = vel y <0 ||p2statetype=A
Triggerall = (P2BodyDist X = [0,50])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-20,20]
triggerall = p2statetype=A
trigger1 = ctrl



;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value =ifelse(var(0)=1,611,610)
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,50])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-20,50]
triggerall = p2statetype=A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno=601
trigger2 = movecontact
trigger3 = stateno = 630||stateno=631
trigger3 = movecontact



;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, AI9]
type = ChangeState
value =ifelse(var(0)=1,621,620)
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=620
triggerall = stateno !=650
Triggerall = (P2BodyDist X = [0,60])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall = movecontact || p2statetype!=A
triggerall = vel y >=0 ||(p2statetype=A)
triggerall= p2bodydist y =[-20,60]
trigger1 = ctrl
trigger2 = stateno = 610||stateno=611
trigger2 = movecontact
trigger3 = stateno = 640 ||stateno=641
trigger3 = movecontact


;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, AI9]
type = ChangeState
value =ifelse(var(0)=1,631,630)
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,60])
Triggerall = Random <= 70*AILevel
triggerall = vel y <0 ||p2statetype=A
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-20,20]
triggerall = p2statetype=A
trigger1 = ctrl
;---------------------------------------------------------------------------

[State -1, AI9]
type = ChangeState
value =ifelse(var(0)=1,641,640)
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,75])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall= p2bodydist y =[-20,30]
triggerall =(p2statetype=A)
trigger1 = ctrl
trigger2 = stateno = 600 || stateno=601
trigger2 = movecontact
trigger3 = stateno = 630||stateno=631
trigger3 = movecontact

;---------------------------------------------------------------------------
[State -1, AI9]
type = ChangeState
value =ifelse(var(0)=1,651,650)
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=620
triggerall = stateno !=650
Triggerall = (P2BodyDist X = [-20,70])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
triggerall = stateno!=[100,105]
triggerall = movecontact || p2statetype!=A
triggerall = vel y >=0 ||(p2statetype=A)
triggerall= p2bodydist y =[-20,75]
trigger1 = ctrl
trigger2 = stateno = 610||stateno=611
trigger2 = movecontact
trigger3 = stateno = 640 ||stateno=641
trigger3 = movecontact
;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value = 700
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
triggerall = vel y <0 ||p2statetype=A
Triggerall = (P2BodyDist X = [0,50])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105


;---------------------------------------------------------------------------
;Jump Light Punch
;空中弱パンチ
[State -1, AI9]
type = ChangeState
value = 710
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,50])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105



;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, AI9]
type = ChangeState
value = 720
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=620
triggerall = stateno !=650
Triggerall = (P2BodyDist X = [0,60])
Triggerall = Random <= 40*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, AI9]
type = ChangeState
value = 730
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,50])
Triggerall = Random <= 70*AILevel
triggerall = vel y <0 ||p2statetype=A
triggerall = roundstate = 2
triggerall = p2statetype=A
trigger1 = stateno=100||stateno=105
;---------------------------------------------------------------------------

[State -1, AI9]
type = ChangeState
value = 740
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=610
triggerall = stateno !=640
Triggerall = (P2BodyDist X = [0,65])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105

;---------------------------------------------------------------------------
[State -1, AI9]
type = ChangeState
value = 750
triggerall = AILevel >0
triggerall = statetype = A
triggerall = stateno !=620
triggerall = stateno !=650
Triggerall = (P2BodyDist X = [0,70])
Triggerall = Random <= 70*AILevel
triggerall = roundstate = 2
trigger1 = stateno=100||stateno=105
;-----------------------------------------------------------------------------
;Sill
[State -1, SillAI]
type = ChangeState
value = 1600
triggerall = AILevel >2 && StateType != A
triggerall = roundstate = 2
triggerall = stateno !=108
triggerall = stateno !=[3000,9999]
Triggerall = Random < 22*AILevel
triggerall = p2movetype=A
triggerall = ((p2bodydist x = [0,50])) && random < 22
trigger2 =(EnemyNear, HitDefAttr = SCA,AA,AP) && ctrl&&AILevel >3
trigger1 = (ctrl&&AILevel<3) || (ctrl&& backedgedist >= 50)
trigger3 = enemy,numproj >= 1&&ctrl && AILEvel >2
trigger4 = p2movetype=A && (p2bodydist x =[40,90])&&ctrl && AILevel >3

;-----------------------------------------------------------------------------
;Sill2
[State -1, SillAI]
type = ChangeState
value = 1601
triggerall = AILevel >2&& StateType != A
triggerall = roundstate = 2
triggerall = stateno !=108
triggerall = stateno !=[3000,9999]
Triggerall = Random < 22*AILevel
triggerall = ((p2bodydist x = [51,755])) && random < 22
triggerall = p2movetype=A ||backedgedist <= 30
trigger1 = (ctrl&&AILevel<3) || (ctrl&& backedgedist <= 30)
trigger2 = p2movetype=A && (p2bodydist x =[70,120])&&ctrl && AILevel >3
;-----------------------------------------------------------------------------
;Sill3
[State -1, SillAI]
type = ChangeState
value = 1602
triggerall = AILevel >2 && StateType = A
triggerall = roundstate = 2
triggerall = stateno !=108
triggerall = stateno !=[3000,9999]
Triggerall = Random < 22*AILevel
triggerall = p2bodydist y =[-30,30]
triggerall = p2movetype=A ||backedgedist <= 30
triggerall = ((p2bodydist x = [0,70])) && random < 22
trigger2 =(EnemyNear, HitDefAttr = SCA,AA,AP) && ctrl&&AILevel >3
trigger1 = (ctrl&&AILevel<3) || (ctrl&& backedgedist <= 30)
trigger3 = enemy,numproj >= 1&&ctrl && AILEvel >2
trigger4 = p2movetype=A && (p2bodydist x =[10,50])&&ctrl && AILevel >3
;----------------------------------------------------------------------
;ckick
[State -1, ckick]
type = ChangeState
value = 662
triggerall = AILevel >2 && StateType != A
triggerall = roundstate = 2
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = movetype != H
triggerall = ((p2bodydist x=[0,120])&&(p2statetype!=A))||(p2statetype=A && (p2bodydist x=[0,140]))
triggerall = (((p2bodydist y= [-50,-25])||p2statetype!=A) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A)
Triggerall = Random < 15*AILevel
triggerall = p2movetype!=I
triggerall = p2movetype!=A || (p2statetype=A)
triggerall = stateno !=[800,899]
trigger1 = ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
;--------------------------------------------------------------------
;ckick2
[State -1, ckick2]
type = ChangeState
value = 661
triggerall = AILevel >2 && StateType != A
triggerall = roundstate = 2
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = movetype != H
triggerall = p2movetype!=I
triggerall = ((p2bodydist x=[0,75])&&(p2statetype!=A))||(p2statetype=A && (p2bodydist x=[0,95]))
triggerall = (((p2bodydist y= [-50,-25])||p2statetype!=A) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A)
Triggerall = Random < 15*AILevel
triggerall = p2movetype!=A || (p2statetype=A)
triggerall = stateno !=[800,899]
trigger1 = ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
;------------------------------------------------------------------------------
;ckick3
[State -1, ckick3]
type = ChangeState
value = 660
triggerall = AILevel >2 && StateType != A
triggerall = roundstate = 2
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = movetype != H
triggerall = ((p2bodydist x=[0,40])&&(p2statetype!=A))||(p2statetype=A && (p2bodydist x=[0,80]))
triggerall =(((p2bodydist y= [-50,-25])||p2statetype!=A) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A)
Triggerall = Random < 15*AILevel
triggerall = p2movetype!=I
triggerall = p2movetype!=A || (p2statetype=A)
triggerall = stateno !=[800,899]
trigger1 = ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
;-----------------------------------------------------------
;FBH
[State -1, FBH]
type = ChangeState
value = 1005
triggerall = AILevel >2
triggerall = stateno = 1000||stateno = 1001||stateno = 1002 || stateno=10000
trigger1 = (animelemtime(3)>=0&&animelemtime(8)<0)&& movehit && AILevel >3
trigger2 = (animelemtime(3)>=0&&animelemtime(8)<0)&& movecontact && AILevel <=3

;--------------------------------------------------------------------
[State -1, FBH4]
type = ChangeState
value = 1008
triggerall =AILevel >2
triggerall = random<333
triggerall = stateno = 1005
trigger1 = (animelemtime(3)>=0&&animelemtime(8)<0)&& movehit && AILevel >3
trigger2 = (animelemtime(3)>=0&&animelemtime(8)<0)&& movecontact && AILevel <=3

;-----------------------------------------------------------------------------
;FS3
[State -1, FSAI]
type = ChangeState
value = 1002
triggerall =AILevel >2 && StateType != A
triggerall = roundstate = 2

triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = movetype != H
triggerall = ((p2bodydist x=[0,60])&&(p2statetype!=A))||(p2statetype=A && (p2bodydist x=[0,80]))
triggerall = ((p2bodydist y= [-50,0]) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A)
Triggerall = Random < 15*AILevel
triggerall = p2movetype!=A || (p2statetype=A)
triggerall = p2stateno !=[120,155]
trigger1 = ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
;--------------------------------------------------------------------------
;FS2
[State -1, FSAI]
type = ChangeState
value = 1001
triggerall = AILevel >2 && StateType != A
triggerall = roundstate = 2
triggerall = ((p2bodydist x=[0,40])&&(p2statetype!=A))||(p2statetype=A && (p2bodydist x=[0,60]))
triggerall = ((p2bodydist y= [-50,0]) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A)
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = movetype != H
Triggerall = Random < 15*AILevel
triggerall = p2movetype!=A || (p2statetype=A)
triggerall = p2stateno !=[120,155]
trigger1 = ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
;-------------------------------------------------------------------------
;FS
[State -1, FSAI]
type = ChangeState
value = 1000
triggerall = AILevel >2&& StateType != A
triggerall = roundstate = 2
triggerall = ((p2bodydist x=[50,100])&&(p2statetype!=A))||(p2statetype=A && (p2bodydist x=[0,100]))
triggerall = ((p2bodydist y= [-50,0]) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A)
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = movetype != H
Triggerall = Random < 15*AILevel
triggerall = p2movetype!=A || (p2statetype=A)
triggerall = p2stateno !=[120,155]
trigger1 = ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger10 = p2statetype=A && ctrl
;---------------------------------------------------------------------
;FG
[State -1, FGAI]
type = ChangeState
value = 1500
triggerall =AILevel >2 && StateType != A
triggerall = roundstate = 2
triggerall = ((p2bodydist x=[0,50])&&(p2statetype!=A))||(p2statetype=A && (p2bodydist x=[0,80]))
triggerall = ((((p2bodydist y= [-80,-25])&& p2statetype=A)||(p2statetype!=A)) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A)
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = movetype != H
Triggerall = Random < 15*AILevel
triggerall = p2stateno !=[120,155]
trigger1 = ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger10 = p2statetype=A && ctrl

;--------------------------------------------------------------------------
;FG2
[State -1, FGAI]
type = ChangeState
value = 1501
triggerall = AILevel >2 && StateType != A
triggerall = roundstate = 2
triggerall = ((p2bodydist x=[0,50])&&(p2statetype!=A))||(p2statetype=A && (p2bodydist x=[0,80]))
triggerall = ((((p2bodydist y= [-80,-25])&& p2statetype=A)||(p2statetype!=A)) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A)
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = movetype != H
Triggerall = Random < 15*AILevel
triggerall = stateno !=[800,899]
trigger1 = ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger10 = p2statetype=A && ctrl
;--------------------------------------------------------------------------
;FG 3
[State -1, FGAI]
type = ChangeState
value = 1502
triggerall = AILevel >2 && StateType != A
triggerall = roundstate = 2
triggerall = ((p2bodydist x=[0,50])&&(p2statetype!=A))||(p2statetype=A && (p2bodydist x=[0,80]))
triggerall = ((((p2bodydist y= [-80,-25])&& p2statetype=A)||(p2statetype!=A)) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A)
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = movetype != H
Triggerall = Random < 15*AILevel
triggerall = stateno !=[800,899]
trigger1 = ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
;--------------------------------------------------------------------------
;FG 3
[State -1, FGAI]
type = ChangeState
value = 1505
triggerall =AILevel >2 && StateType != A
triggerall = roundstate = 2
triggerall = ((p2bodydist x=[0,60])&&(p2statetype!=A))||(p2statetype=A && (p2bodydist x=[0,80]))
triggerall = ((((p2bodydist y= [-80,-25])&& p2statetype=A)||(p2statetype!=A)) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A)
triggerall = stateno !=[800,4999]
triggerall = p2statetype != L
triggerall = movetype != H
Triggerall = Random < 15*AILevel
triggerall = power>499
triggerall = stateno !=[800,899]
trigger1 = ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)

;-------------------------------------------------------------------------
;FB
[State -1, FBAI]
type = ChangeState
value = 1100
triggerall = statetype!=A
triggerall =AILevel >2 && roundstate = 2
triggerall = (p2stateno!=[120,155])
trigger1 =  ctrl
triggerall = stateno !=410
triggerall = p2statetype!=L
triggerall = numhelper(1900) <= 0
triggerall = (p2bodydist x>30) && (((p2bodydist y= [-50,0]) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A))
triggerall =  ( Random < 3*AILevel)||(Random < 25*AILevel&& movehit)
triggerall = stateno != [800,3999]
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)

;----------------------------------------------------------------------
;FB2
[State -1, FBAI]
type = ChangeState
value = 1101
triggerall = AILevel >2 && roundstate = 2
triggerall = (p2stateno!=[120,155])
trigger1 =  ctrl
triggerall = statetype!=A
triggerall = p2statetype!=L
triggerall = stateno !=410
triggerall = numhelper(1900) <= 0
triggerall = (p2bodydist x>30) &&  (((p2bodydist y= [-50,0]) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A))
triggerall =  ( Random < 3*AILevel)||(Random < 25*AILevel&& movehit)
triggerall = stateno != [800,3999]
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)

;---------------------------------------------------------------------
;FB3
[State -1, FBAI]
type = ChangeState
value = 1102
triggerall = AILevel >2 && roundstate = 2
triggerall = (p2stateno!=[120,155])
trigger1 =  ctrl
triggerall = stateno !=410
triggerall = p2statetype!=L
triggerall = numhelper(1900) <= 0
triggerall = statetype!=A
triggerall = (p2bodydist x>30) &&  (((p2bodydist y= [-50,0]) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A))
triggerall =  ( Random < 3*AILevel)||(Random < 25*AILevel&& movehit)
triggerall = stateno != [800,3999]
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
;---------------------------------------------------------------------
;FB3
[State -1, FBAI]
type = ChangeState
value = 11022
triggerall =AILevel >2&& roundstate = 2
triggerall = (p2stateno!=[120,155])
triggerall = power >499
trigger1 =  ctrl
triggerall = stateno !=410
triggerall = numhelper(1900) <= 0
triggerall = p2statetype!=L
triggerall = statetype!=A
triggerall = (p2bodydist x>30) &&(((p2bodydist y= [-50,0]) && enemy,vel y>=0 && AILevel >3)|| (AILevel<=3 && p2statetype!=A))
triggerall =  ( Random < 2*AILevel)||(Random < 25*AILevel&& movehit)
triggerall = stateno != [800,3999]
trigger2 = stateno = 210|| stateno=211
trigger2 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger3 = stateno = 240|| stateno=241
trigger3 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger4 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger4 = ( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger5 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger5 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger6 = stateno = 410 || stateno=440|| stateno=411
trigger6 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
trigger7 = stateno = 420 || stateno=421
trigger8 =( movecontact && AILevel <3) || (movehit&& AILevel >=3)
;----------------------------------------------
[State -1, throwAI]
type = ChangeState
value = 800
triggerall = AILevel >3
triggerall = random <= 30*AILevel
triggerall = statetype != A
triggerall = p2statetype != A
triggerall = ctrl
triggerall = stateno != [200,9999]
Triggerall = (RoundState = 2)
triggerall = (p2MoveType != H)
trigger1 = p2bodydist X < 20 && p2dist y <= 0
trigger2 = (p2stateno =[120,150]) &&(p2bodydist X < 20 && p2dist y <= 0)
;-------------------------------------------------------------------
[State -1, AISuper Jump]
type = ChangeState
value = 50
triggerall = AILevel >0
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = random < 250
trigger1 = (StateNo = 420)||(StateNo = 421)
trigger1 = movehit

;----------------------------------------------------------------------------------
[state -1, AI jump]
type = changestate
triggerall=AILevel>0
triggerall = p2statetype !=L||p2stateno=5120
triggerall = (p2stateno!=[5090,5119]) &&(p2stateno!=[5121,5899])
triggerall = statetype != A
triggerall = var(30)=1
triggerall = random< 25*AILevel || (ctrl && p2movetype=A && p2statetype=C && random<43*AILevel)||(enemy,hitdefattr=SC,AT  && (ctrl||(stateno=130||stateno=120))  && random<35*AILevel)
trigger1 = ctrl && p2movetype=A && p2statetype=C && random<43*AILevel
trigger2 =p2statetype = C && (p2bodydist x = [50,90]) && ctrl&& random<25*AILevel
trigger3= enemy,hitdefattr=SC,AT  && (ctrl||(stateno=130||stateno=120))  && random<35*AILevel
trigger4= p2bodydist x >60 && ctrl&& random<79 && (p2movetype!=A|| enemynear,hitdefattr= SC,AA)
trigger5 = p2statetype=L && ctrl && random <49 && AILevel >=4
value = 40
[State -1, upfwd]
Type = changestate
value = 40000
triggerall = random < 20*AILevel
triggerall = (AILevel >0)
triggerall = numproj = 0
trigger1 = (StateNo = 420) && movehit

[State -1, Taunt]
type = ChangeState
value = 195
triggerall = AILevel >0
triggerall = roundstate=2||winko
triggerall = random<299
triggerall = gametime%30=0
triggerall = enemy,life < (enemy,lifemax/2.25) ||winko
triggerall = life >700 ||winko
triggerall = p2statetype = L
triggerall = p2bodydist x >120
triggerall = statetype != A
trigger1 = ctrl

[State -1, AI run]
type=changestate
value=100
triggerall = roundstate = 2
triggerall=AILevel >4 && statetype=S && ctrl && random < 25*AILevel
triggerall = p2bodydist y =[-240,0]
trigger1= (stateno!=[100,105]) && p2movetype!=A &&  ((p2bodydist x=[130,788])|| numproj >0||numhelper(1500)>0||numhelper(1501)>0)
                                       `
[State -1, AI run]
type=changestate
value=20
triggerall = roundstate = 2
triggerall = var(45)=0
triggerall=AILevel >0 && statetype=S && ctrl &&random < 25*AILevel
trigger1= (stateno!=[20,105]) && p2movetype!=A && (p2bodydist x=[20,129])

[State -1, AIRun Back]
type = ChangeState
value = 105
triggerall = AILevel >0
triggerall = stateno !=105
triggerall = statetype != A
triggerall = random <  19*AILevel
triggerall = roundstate = 2
triggerall = ctrl
trigger1 = (p2statetype =L || p2movetype = A) && (p2bodydist x=[-99,15])
;===========================================================================
;Pounch
[State -1, Pounch]
type = ChangeState
value = 8880
triggerall =AILevel <=1
triggerall = command = "Pounch"
triggerall = power >= 1000
triggerall = (Var(0) = 0)
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact
trigger10= stateno = 1500|| stateno=1501|| stateno=1502
trigger10 = movecontact
trigger11 = stateno = 1000 || stateno=1001|| stateno=1002 || stateno=10000
trigger11 = movecontact
trigger12 = stateno = 1005 || stateno=1008
trigger12 = movecontact
trigger13= var(31)

;Blitz
[State -1, Blitz]
type = ChangeState
value = 1800
triggerall =AILevel <=1
triggerall = command = "blitz"
triggerall = power >= 2000
triggerall = (Var(0) >= 1)
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno=201||stateno=231
trigger2 = movecontact
trigger3 = stateno=211
trigger3 = movecontact
trigger4 = stateno=241
trigger4 = movecontact
trigger5 = stateno=221||stateno=223
trigger5 = movecontact
trigger6 = stateno=251||stateno=253
trigger6 = movecontact
trigger7 = stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno=411
trigger8 = movecontact
trigger9 = stateno=421
trigger9 = movecontact
trigger10= stateno = 1500|| stateno=1501|| stateno=1502
trigger10 = movecontact
trigger11 = stateno = 1000 || stateno=1001|| stateno=1002 || stateno=10000
trigger11 = movecontact
trigger12 = stateno = 1005 || stateno=1008
trigger12 = movecontact
trigger13= var(31)

;Stab
[State -1, Stab]
type = ChangeState
value = 1700
triggerall =AILevel <=1
triggerall = command = "Stab"
triggerall = life <= 250
triggerall = var(11) = 0
Triggerall = statetype!=A 
triggerall = teammode != simul
trigger1=ctrl

;SFG
[State -1, SFG]
type = ChangeState
value = 3100
triggerall =AILevel <=1
triggerall = command = "SFG"
triggerall = power >= 3000
triggerall = (Var(0) = 0)
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact
trigger10= stateno = 1500|| stateno=1501|| stateno=1502
trigger10 = movecontact
trigger11 = stateno = 1000 || stateno=1001|| stateno=1002 || stateno=10000
trigger11 = movecontact
trigger12 = stateno = 1005 || stateno=1008
trigger12 = movecontact
trigger13= var(31)

;Ignite
[State -1, Ignite]
type = ChangeState
value = 3000
triggerall =AILevel <=1
triggerall = command = "Ignite"
triggerall = power >= 1000
triggerall = (Var(0) = 0)
Triggerall = statetype!=A 
trigger1=ctrl

;SFB
[State -1, SFB]
type = ChangeState
value = 1110
triggerall =AILevel <=1
triggerall = command = "SFB"
triggerall = power >= 2000
triggerall = (Var(0) = 0)
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact
trigger10= stateno = 1500|| stateno=1501|| stateno=1502
trigger10 = movecontact
trigger11 = stateno = 1000 || stateno=1001|| stateno=1002 || stateno=10000
trigger11 = movecontact
trigger12 = stateno = 1005 || stateno=1008
trigger12 = movecontact
trigger13= var(31)

;EXFS
[State -1, EXFS]
type = ChangeState
value = 10000
triggerall =AILevel <=3
triggerall = command = "EXFS"
Triggerall = statetype!=A
triggerall = power >= 500
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact

;EXFG
[State -1, EXFG]
type = ChangeState
value = 1505
triggerall =AILevel <=3
triggerall = command = "EXFG"
triggerall = power >= 500
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact

;EXFB
[State -1, EXFB]
type = ChangeState
value = 11022
triggerall =AILevel <=3
triggerall = power >= 500
triggerall = command = "EXFB"
triggerall = numhelper(1900) <= 0
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact

;ckick
[State -1, ckick]
type = ChangeState
value = 662
triggerall = command = "ckick"
triggerall =AILevel <=2
trigger1 = (statetype != A) && ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact

;ckick2
[State -1, ckick2]
type = ChangeState
value = 661
triggerall = command = "ckick2"
triggerall =AILevel <=2
trigger1 = (statetype != A) && ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact

;ckick3
[State -1, ckick3]
type = ChangeState
value = 660
triggerall = command = "ckick3"
triggerall =AILevel <=2
trigger1 = (statetype != A) && ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact

;Sill
[State -1, Sill]
type = ChangeState
value = 1600
triggerall = command = "Sill"
triggerall =AILevel <=2
trigger1 = (statetype != A) && ctrl

;Sill2
[State -1, Sill2]
type = ChangeState
value = 1601
triggerall = command = "Sill2"
triggerall =AILevel <=2
trigger1 = (statetype != A) && ctrl

;Sill3
[State -1, Sill3]
type = ChangeState
value = 1602
triggerall = command = "Sill"
triggerall =AILevel <=2
trigger1 = (statetype != A) && ctrl

;FG
[State -1, FG]
type = ChangeState
value = 1500
triggerall =AILevel <=2
triggerall = command = "FG"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact

;FG2
[State -1, FG2]
type = ChangeState
value = 1501
triggerall =AILevel <=2
triggerall = command = "FG2"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact

;FG 3
[State -1, FG3]
type = ChangeState
value = 1502
triggerall =AILevel <=2
triggerall = command = "FG3"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact
;FBH
[State -1, FBH]
type = ChangeState
value = 1005
triggerall =AILevel <=2
triggerall = command = "FS"||command = "FS2" ||command = "FS3"
triggerall = stateno = 1000||stateno = 1001||stateno = 1002 || stateno=10000
trigger1 = (animelemtime(3)>=0&&animelemtime(8)<0)&& movecontact
trigger2 = stateno = 1000
trigger2 = time = [21,34]
trigger3 = stateno = 1001
trigger3 = time = [18,29]
trigger4 = stateno = 1002
trigger4 = time = [14,23]


[State -1, FBH4]
type = ChangeState
value = 1008
triggerall =AILevel <=2
triggerall = command = "FS"||command = "FS2"||command = "FS3"
triggerall = stateno = 1005
trigger1 = (animelemtime(4)>=0&&animelemtime(8)<0)&& movecontact
trigger2 = stateno = 1005
trigger2 = time = [20,30]
trigger3 = stateno = 1005
trigger3 = movecontact

;FBH5
;FS
[State -1, FS]
type = ChangeState
value = 1000
triggerall =AILevel <=2
triggerall = command = "FS"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact


;FS2
[State -1, FS2]
type = ChangeState
value = 1001
triggerall =AILevel <=2
triggerall = command = "FS2"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact


;FS3
[State -1, FS3]
type = ChangeState
value = 1002
triggerall =AILevel <=2
triggerall = command = "FS3"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact

;FB
[State -1, FB]
type = ChangeState
value = 1100
triggerall =AILevel <=2
triggerall = command = "FB"
triggerall = numhelper(1900) <= 0
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact
;FB2
[State -1, FB2]
type = ChangeState
value = 1101
triggerall =AILevel <=2
triggerall = command = "FB2"
triggerall = numhelper(1900) <= 0
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact


;FB3
[State -1, FB3]
type = ChangeState
value = 1102
triggerall =AILevel <=2
triggerall = command = "FB3"
triggerall = numhelper(1900) <= 0
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200|| stateno=201||stateno=230||stateno=231
trigger2 = movecontact
trigger3 = stateno = 210|| stateno=211
trigger3 = movecontact
trigger4 = stateno = 240|| stateno=241
trigger4 = movecontact
trigger5 = stateno = 220|| stateno=221|| stateno=222 || stateno=223
trigger5 = movecontact
trigger6 = stateno = 250|| stateno=251|| stateno=252 || stateno=253
trigger6 = movecontact
trigger7 = stateno = 400 || stateno=430 || stateno=401 || stateno=431
trigger7 = movecontact
trigger8 = stateno = 410 || stateno=440|| stateno=411
trigger8 = movecontact
trigger9 = stateno = 420 || stateno=421
trigger9 = movecontact


;OH
[State -1, OH]
type = ChangeState
value = 280
triggerall = command = "OH"
triggerall =AILevel =0
trigger1 = (statetype = s) && ctrl

;launch
[State -1, upfwd]
Type = changestate
value = 40000
triggerall = AILevel =0
triggerall = command = "upfwd"
trigger1 = (StateNo = 420)
trigger1 = movehit
trigger2 = (StateNo = 421)
trigger2 = movehit
;===========================================================================
;---------------------------------------------------------------------------

;===========================================================================
[State -1, Jump]
type = changestate
value = 40
triggerall = AILevel =0
triggerall = statetype != A
triggerall = command = "up"
triggerall = var(50)=1
triggerall = stateno !=9000
trigger1 = ctrl

;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall =AILevel <=3
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = AILevel =0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = AILevel <=3
triggerall = command = "throw"
trigger1 = (statetype = s) && ctrl

;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = AILevel =0
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = AILevel =0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = AILevel =0
triggerall = command = "y"
triggerall = command != "holddown"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200 || stateno=201
trigger2 = movecontact
trigger3 = stateno = 230 || stateno=231
trigger3 = movecontact
trigger4 = stateno = 400 || stateno=401
trigger4 = movecontact
trigger5 = stateno = 430  || stateno=431
trigger5 = movecontact

;-----------------------
;Close Stand Strong Punch
[State -1, Close Stand Strong Punch]
type = ChangeState
value = 222
triggerall = AILevel =0
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = p2bodydist x<= 10
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 = movecontact
trigger3 = stateno = 240|| stateno=241
trigger3 = movecontact
trigger4 = stateno = 410|| stateno=411
trigger4 = movecontact
trigger5 = stateno = 440 || stateno=441
trigger5 = movecontact
trigger6 = stateno = 200 || stateno=201
trigger6 = movecontact
trigger7 = stateno = 230 || stateno=231
trigger7 = movecontact
trigger8 = stateno = 400 || stateno=401
trigger8 = movecontact
trigger9 = stateno = 430 || stateno=431
trigger9 = movecontact


;---------------------------------------------------------------------------
;Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = AILevel =0
triggerall = command = "z"
triggerall = command != "holddown"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 = movecontact
trigger3 = stateno = 240|| stateno=241
trigger3 = movecontact
trigger4 = stateno = 410|| stateno=411
trigger4 = movecontact
trigger5 = stateno = 440 || stateno=441
trigger5 = movecontact
trigger6 = stateno = 200 || stateno=201
trigger6 = movecontact
trigger7 = stateno = 230 || stateno=231
trigger7 = movecontact
trigger8 = stateno = 400 || stateno=401
trigger8 = movecontact
trigger9 = stateno = 430 || stateno=431
trigger9 = movecontact

;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = AILevel =0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = AILevel =0
triggerall = command = "b"
triggerall = command != "holddown"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200 || stateno=201
trigger2 = movecontact
trigger3 = stateno = 230 || stateno=231
trigger3 = movecontact
trigger4 = stateno = 400 || stateno=401
trigger4 = movecontact
trigger5 = stateno = 430  || stateno=431
trigger5 = movecontact

;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 251
triggerall = AILevel =0
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = p2bodydist x <= 10
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 = movecontact
trigger3 = stateno = 240|| stateno=241
trigger3 = movecontact
trigger4 = stateno = 410|| stateno=411
trigger4 = movecontact
trigger5 = stateno = 440 || stateno=441
trigger5 = movecontact
trigger6 = stateno = 200 || stateno=201
trigger6 = movecontact
trigger7 = stateno = 230 || stateno=231
trigger7 = movecontact
trigger8 = stateno = 400 || stateno=401
trigger8 = movecontact
trigger9 = stateno = 430 || stateno=431
trigger9 = movecontact

;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = AILevel =0
triggerall = command = "c"
triggerall = command != "holddown"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 = movecontact
trigger3 = stateno = 240|| stateno=241
trigger3 = movecontact
trigger4 = stateno = 410|| stateno=411
trigger4 = movecontact
trigger5 = stateno = 440 || stateno=441
trigger5 = movecontact
trigger6 = stateno = 200 || stateno=201
trigger6 = movecontact
trigger7 = stateno = 230 || stateno=231
trigger7 = movecontact
trigger8 = stateno = 400 || stateno=401
trigger8 = movecontact
trigger9 = stateno = 430 || stateno=431
trigger9 = movecontact

;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = AILevel =0
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = AILevel =0
triggerall = command = "y"
triggerall = command = "holddown"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200 || stateno=201
trigger2 = movecontact
trigger3 = stateno = 230 || stateno=231
trigger3 = movecontact
trigger4 = stateno = 400 || stateno=401
trigger4 = movecontact
trigger5 = stateno = 430  || stateno=431
trigger5 = movecontact

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = AILevel =0
triggerall = command = "z"
triggerall = command = "holddown"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 = movecontact
trigger3 = stateno = 240|| stateno=241
trigger3 = movecontact
trigger4 = stateno = 410|| stateno=411
trigger4 = movecontact
trigger5 = stateno = 440 || stateno=441
trigger5 = movecontact
trigger6 = stateno = 200 || stateno=201
trigger6 = movecontact
trigger7 = stateno = 230 || stateno=231
trigger7 = movecontact
trigger8 = stateno = 400 || stateno=401
trigger8 = movecontact
trigger9 = stateno = 430 || stateno=431
trigger9 = movecontact

;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = AILevel =0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = AILevel =0
triggerall = command = "b"
triggerall = command = "holddown"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 200 || stateno=201
trigger2 = movecontact
trigger3 = stateno = 230 || stateno=231
trigger3 = movecontact
trigger4 = stateno = 400 || stateno=401
trigger4 = movecontact
trigger5 = stateno = 430  || stateno=431
trigger5 = movecontact

;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = AILevel =0
triggerall = command = "c"
triggerall = command = "holddown"
Triggerall = statetype!=A 
trigger1=ctrl
trigger2 = stateno = 210|| stateno=211
trigger2 = movecontact
trigger3 = stateno = 240|| stateno=241
trigger3 = movecontact
trigger4 = stateno = 410|| stateno=411
trigger4 = movecontact
trigger5 = stateno = 440 || stateno=441
trigger5 = movecontact
trigger6 = stateno = 200 || stateno=201
trigger6 = movecontact
trigger7 = stateno = 230 || stateno=231
trigger7 = movecontact
trigger8 = stateno = 400 || stateno=401
trigger8 = movecontact
trigger9 = stateno = 430 || stateno=431
trigger9 = movecontact

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = AILevel =0
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = AILevel =0
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno=601
trigger2 = movecontact
trigger3 = stateno = 630||stateno=631
trigger3 = movecontact


;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = AILevel =0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 610||stateno=611
trigger2 = movecontact
trigger3 = stateno = 640 ||stateno=641
trigger3 = movecontact
trigger4 = stateno = 600||stateno=601
trigger4 = movecontact
trigger5 = stateno = 630||stateno=631
trigger5 = movecontact

;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = AILevel =0
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = AILevel =0
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno=601
trigger2 = movecontact
trigger3 = stateno = 630||stateno=631
trigger3 = movecontact

;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = AILevel =0
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 610||stateno=611
trigger2 = movecontact
trigger3 = stateno = 640 ||stateno=641
trigger3 = movecontact
trigger4 = stateno = 600||stateno=601
trigger4 = movecontact
trigger5 = stateno = 630||stateno=631
trigger5 = movecontact

;---------------------------------------------------------------------------
;Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 700
triggerall = (AILevel =0)
triggerall = command = "x"
triggerall = statetype = A
trigger1 = stateno = 100
trigger2 = stateno = 105

;---------------------------------------------------------------------------
;Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 710
triggerall = (AILevel =0)
triggerall = command = "y"
triggerall = statetype = A
trigger1 = stateno = 100
trigger2 = stateno = 105

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 720
triggerall = (AILevel =0)
triggerall = command = "z"
triggerall = statetype = A
trigger1 = stateno = 100
trigger2 = stateno = 105

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 730
triggerall = (AILevel =0)
triggerall = command = "a"
triggerall = statetype = A
trigger1 = stateno = 100
trigger2 = stateno = 105

;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 740
triggerall = (AILevel =0)
triggerall = command = "b"
triggerall = statetype = A
trigger1 = stateno = 100
trigger2 = stateno = 105

;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 750
triggerall = (AILevel =0)
triggerall = command = "c"
triggerall = statetype = A
trigger1 = stateno = 100
trigger2 = stateno = 105

;---------------------------------------------------------------------------
