; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional)
;   buffer.time = time (optional)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below.
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10


;-| 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 = 15

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


;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "Knee_Bash"
command = ~B, F, B, F, x+y
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "blocking"
command = $F,x
time = 3

[Command]
name = "blocking" ;Same name as above (buttons in opposite order)
command = x,$F
time = 3

[Command]
name = "upper_x"
command = ~F, D, DF, x

[Command]
name = "upper_y"
command = ~F, D, DF, y

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

[Command]
name = "QCF_x"
command = ~D, DF, F, x

[Command]
name = "QCF_y"
command = ~D, DF, F, y

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

[Command]
name = "QCB_x"
command = ~D, DB, B, x

[Command]
name = "QCB_y"
command = ~D, DB, B, y

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

[Command]
name = "QCF_a"
command = ~D, DF, F, a

[Command]
name = "QCF_b"
command = ~D, DF, F, b

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

[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b

[Command]
name = "Spin_Kick"
command = a+b
time = 5

[Command]
name = "Spinning_Fist"
command = ~F, B, F, y
time = 10

[Command]
name = "Flying_Knee"
command = ~F, D, F, b
time = 15

[Command]
name = "Takedown"
command = ~D, D, x+y
time = 15

[Command]
name = "Fatality1" ;Elbow Pummel
command = ~F, B, D, F, y
time = 60

[Command]
name = "Friendship"
command = ~D, B, F, a
time = 60

[Command]
name = "Babality"
command = ~F, F, B, x
time = 60

;-| 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

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

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

[Command]
name = "back_x"
command = /$B,x
time = 1

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

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

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

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

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

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

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

;=== Fatalities ===
; AI fatality logic.
[State -1, AIFatality1]
type = VarSet
trigger1 = var(40) = 0
trigger1 = var(59)
trigger1 = NumHelper(905) = 1 ;Only perform during fatality time.
trigger1 = P2BodyDist X <= 180 ;Perform at close range.
trigger1 = P2StateNo = 906 ;Enemy is in fatality state.
trigger1 = enemyNear,Time > 60 ;Perform 60 ticks in.
trigger1 = RoundState = 2
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = Random <= var(50)
v = 40
value = 1

[State -1, AIFriendship]
type = VarSet
trigger1 = var(40) = 0
trigger1 = var(59)
trigger1 = NumHelper(905) = 1 ;Only perform during fatality time.
trigger1 = P2StateNo = 906 ;Enemy is in fatality state.
trigger1 = enemyNear,Time > 60 ;Perform 60 ticks in.
trigger1 = RoundState = 2
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = Random <= var(50)
v = 40
value = 2

[State -1, AIBabality]
type = VarSet
trigger1 = var(40) = 0
trigger1 = var(59)
trigger1 = NumHelper(905) = 1 ;Only perform during fatality time.
trigger1 = P2StateNo = 906 ;Enemy is in fatality state.
trigger1 = enemyNear,Time > 60 ;Perform 60 ticks in.
trigger1 = RoundState = 2
trigger1 = statetype = S
trigger1 = ctrl
trigger1 = Random <= var(50)
v = 40
value = 3

; Go to fatality prep state.
[State -1, FatalityPrepState]
type = ChangeState
trigger1 = var(59)
trigger1 = var(40) != 0
trigger1 = StateNo = [0, 50]
value = 909

;---------------------------------------------------------------------------
;Elbow Pummel
[State -1, Elbow Pummel]
type = ChangeState
value = 909
triggerall = NumHelper(905) = 1 ;Only perform during fatality time.
triggerall = P2BodyDist X <= 180 ;Perform at close range.
triggerall = RoundState = 2
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "Fatality1"

;---------------------------------------------------------------------------
; Friendship
[State -1, Friendship]
type = ChangeState
value = 909
triggerall = NumHelper(905) = 1 ;Only perform during fatality time.
triggerall = RoundState = 2
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "Friendship"

;---------------------------------------------------------------------------
; Babality
[State -1, Babality]
type = ChangeState
value = 909
triggerall = NumHelper(905) = 1 ;Only perform during fatality time.
triggerall = RoundState = 2
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "Babality"

;=== Supers ===
;---------------------------------------------------------------------------
;Knee Bash Super
[State -1, Knee Bash Super]
type = ChangeState
value = 3000
triggerall = Power >= 1000
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "Knee_Bash"
; AI.
; Use when opponent is in attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 170
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = P2StateType = S
trigger2 = Random <= (var(50)*0.75) ;Perform 75% of the time.

; === Specials ===
;---------------------------------------------------------------------------
;Takedown
[State -1, Takedown]
type = ChangeState
value = 1025
triggerall = statetype = S || statetype = C
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "Takedown"
; AI.
; Use when opponent is out of attack range.
; Do not use if opponent is guarding.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2BodyDist X <= 180
trigger2 = P2BodyDist Y = [-100, 100]
trigger2 = P2StateNo != [120, 160]
trigger2 = enemyNear,Command != "holdback"
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2StateType != A ; Do not perform if opponent is in the air.
trigger2 = Random <= (var(50)*0.50) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Sonic Boom
[State -1, Sonic Boom]
type = ChangeState
value = 1000
triggerall = NumProjID(1002) = 0
triggerall = statetype = S || statetype = C
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "QCF_x"
; AI.
; Use when opponent is out of attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2BodyDist X >= 500
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = P2StateType != C ; Do not perform if opponent is crouching.
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Flying Kick
[State -1, Flying Kick]
type = ChangeState
value = 1005
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "FF_b"
; AI.
; Use when opponent is out of attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X >= 500
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.
; Use when previous move was Sonic Boom.
trigger3 = var(59)
trigger3 = !InGuardDist
trigger3 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger3 = PrevStateNo = 1000
trigger3 = Random <= (var(50)*0.75) ; Perform 75% of the time.

;---------------------------------------------------------------------------
;Spin Kick
[State -1, Spin Kick]
type = ChangeState
value = 1010
triggerall = statetype = A
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "Spin_Kick"
; AI.
; Use when opponent is in attack range.
; Use less in VS single.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = enemyNear,TeamMode = Single
trigger2 = P2BodyDist X <= 120
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = Random <= (var(50)*0.25) ;Perform 25% of the time.
; Use more in VS Simul.
trigger3 = var(59)
trigger3 = !InGuardDist
trigger3 = enemyNear,TeamMode = Simul
trigger3 = P2BodyDist X <= 120
trigger3 = P2BodyDist Y = [-150, 150]
trigger3 = Random <= (var(50)*0.75) ;Perform 75% of the time.

;---------------------------------------------------------------------------
;Spinning Fist
[State -1, Spinning Fist]
type = ChangeState
value = 1015
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "Spinning_Fist"
; AI.
; Use when opponent is in attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 135
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = P2StateType != C ; Do not perform if opponent is crouching.
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Flying Knee
[State -1, Flying Knee]
type = ChangeState
value = 1020
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "Flying_Knee"
; AI.
; Use when opponent is in attack range.
; Use more when opponent is in aerial state.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 90
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = P2StateType = A
trigger2 = Random <= (var(50)*0.75) ;Perform 50% of the time.
; Use less when opponent is in standing state.
trigger3 = var(59)
trigger3 = !InGuardDist
trigger3 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger3 = P2BodyDist X <= 90
trigger3 = P2BodyDist Y = [-150, 150]
trigger3 = P2StateType = S
trigger3 = Random <= (var(50)*0.25) ;Perform 25% of the time.
; Do not use if opponent is crouching.

;=== Normal Moves ===
;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = NumHelper(905) = 0 ;Do not perform during fatality attempt.
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "FF"
; AI.
; Use when far from opponent.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2BodyDist X >= 150
trigger2 = P2MoveType != A ; Do not use on attacking opponent.
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = NumHelper(905) = 0 ;Do not perform during fatality attempt.
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "BB"
; AI.
; Use when close to opponent and in attack range.
trigger2 = var(59)
trigger2 = InGuardDist
trigger2 = P2BodyDist X <= 80
trigger2 = P2MoveType = A
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = statetype = S
triggerall = ctrl
triggerall = p2bodydist X < 12
triggerall = (p2statetype = S) || (p2statetype = C)
triggerall = p2movetype != H
; No AI.
trigger1 = !var(59)
trigger1 = command = "fwd_x"
; AI.
; Use when opponent is in attack range.
; Use more when opponent is guarding.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = P2StateType = S
trigger2 = P2StateNo = [120, 160]
trigger2 = Random <= (var(50)*0.75) ;Perform 75% of the time.
; Use less when opponent is not guarding.
trigger3 = var(59)
trigger3 = !InGuardDist
trigger3 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger3 = P2BodyDist Y = [-150, 150]
trigger3 = P2StateType = S
trigger3 = P2StateNo != [120, 160]
trigger3 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;===========================================================================
;---------------------------------------------------------------------------
;Elbow
[State -1, Elbow]
type = ChangeState
value = 210
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "back_y"
; AI.
; Use when opponent is in attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 80
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = P2StateType != C ;Do not use when enemy is crouching.
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Knee
[State -1, Knee]
type = ChangeState
value = 225
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "fwd_b"
trigger1 = command != "holddown"
; AI.
; Use when opponent is in attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 140
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = P2StateType != A ;Do not use when enemy is in the air.
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Sweep
[State -1, Sweep]
type = ChangeState
value = 230
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "back_a"
trigger1 = command != "holddown"
; AI.
; Use when opponent is in attack range.
; Perform more if enemy is in a standing state.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2BodyDist X <= 260
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = P2StateType = S ;Do not use when enemy is in the air.
trigger2 = Random <= (var(50)*0.75) ;Perform 75% of the time.
; Perform less if enemy is in a crouching state.
trigger3 = var(59)
trigger3 = !InGuardDist
trigger3 = P2BodyDist X <= 260
trigger3 = P2BodyDist Y = [-150, 150]
trigger3 = P2StateType = C ;Do not use when enemy is in the air.
trigger3 = Random <= (var(50)*0.25) ;Perform 25% of the time.

;---------------------------------------------------------------------------
;Spinning Hook Kick
[State -1, Spinning Hook Kick]
type = ChangeState
value = 235
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "back_b"
trigger1 = command != "holddown"
; AI.
; Use when opponent is in attack range.
; Do not use when enemy is crouching.
; Use more when enemy is in the air.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2BodyDist X <= 160
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = P2StateType = A
trigger2 = Random <= (var(50)*0.75) ;Perform 75% of the time.
; Use average otherwise.
trigger3 = var(59)
trigger3 = !InGuardDist
trigger3 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger3 = P2BodyDist X <= 160
trigger3 = P2BodyDist Y = [-150, 150]
trigger3 = P2StateType = S
trigger3 = Random <= (var(50)*0.50) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Stomp
[State -1, Stomp]
type = ChangeState
value = 240
triggerall = var(59) || (!var(59) && command = "down_a")
; No AI.
trigger1 = !var(59)
trigger1 = StateNo = 0
trigger2 = !var(59)
trigger2 = StateNo = 10
trigger2 = AnimElemTime(3) < 0
trigger3 = !var(59)
trigger3 = StateNo = 240
trigger3 = MoveHit
; AI.
; Use when opponent is in attack range.
; Use when opponent is on the ground.
trigger4 = var(59)
trigger4 = !InGuardDist
trigger4 = Ctrl
trigger4 = P2BodyDist X <= 40
trigger4 = P2StateNo = 5110
trigger4 = Random <= (var(50)*0.75) ;Perform 75% of the time.

;---------------------------------------------------------------------------
;Jump Punch
[State -1, Jump Punch]
type = ChangeState
value = 600
triggerall = statetype = A
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "x" || command = "y"
; AI.
; Use when opponent is in attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 130
trigger2 = P2BodyDist Y = [-100, 100]
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Jump Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 605
triggerall = statetype = A
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "a" || command = "b"
; AI.
; Use when opponent is in attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 100
trigger2 = P2BodyDist Y = [-100, 100]
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Stand High Punches
[State -1, Stand High Punches]
type = ChangeState
value = 200
triggerall = var(59) || (!var(59) && command = "y" && command != "holddown")
; No AI.
trigger1 = !var(59)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = !var(59)
trigger2 = stateno = 200
trigger2 = Time > 6
trigger3 = !var(59)
trigger3 = MoveContact
trigger3 = Ctrl
; AI.
; Use when opponent is in attack range.
; Other conditions are similar to non-AI.
trigger4 = var(59)
trigger4 = !InGuardDist
trigger4 = StateType = S
trigger4 = Ctrl
trigger4 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger4 = P2StateType != C ;Do not use if opponent is crouching.
trigger4 = P2BodyDist X <= 130
trigger4 = P2BodyDist Y = [-200, 200]
trigger4 = Random <= (var(50)*0.5) ;Perform 50% of the time.
; Attack again if previous attack hit and we're still in the punch phase.
trigger5 = var(59)
trigger5 = !InGuardDist
trigger5 = StateNo = 200
trigger5 = MoveHit
trigger5 = Ctrl
trigger5 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger5 = P2StateType != C ;Do not use if opponent is crouching.
trigger5 = P2BodyDist X <= 130
trigger5 = P2BodyDist Y = [-200, 200]
trigger5 = Random <= (var(50)*0.8) ;Perform 80% of the time.
; Random high punching.
trigger6 = var(59)
trigger6 = !InGuardDist
trigger6 = StateNo = 200
trigger6 = Time > 6
trigger6 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger6 = P2StateType != C ;Do not use if opponent is crouching.
trigger6 = P2BodyDist X <= 130
trigger6 = P2BodyDist Y = [-200, 200]
trigger6 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Stand Low Punches
[State -1, Stand Low Punches]
type = ChangeState
value = 205
triggerall = var(59) || (!var(59) && command = "x" && command != "holddown")
; Non AI.
trigger1 = !var(59)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = !var(59)
trigger2 = stateno = 205
trigger2 = Time > 6
trigger3 = !var(59)
trigger3 = MoveContact
trigger3 = Ctrl
; AI.
; Use when opponent is in attack range.
; Other conditions are similar to non-AI.
trigger4 = var(59)
trigger4 = !InGuardDist
trigger4 = StateType = S
trigger4 = Ctrl
trigger4 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger4 = P2StateType != C ;Do not use if opponent is crouching.
trigger4 = P2BodyDist X <= 115
trigger4 = P2BodyDist Y = [-200, 200]
trigger4 = Random <= (var(50)*0.5) ;Perform 50% of the time.
; Attack again if previous attack hit and we're still in the punch phase.
trigger5 = var(59)
trigger5 = !InGuardDist
trigger5 = StateNo = 205
trigger5 = MoveHit
trigger5 = Ctrl
trigger5 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger5 = P2StateType != C ;Do not use if opponent is crouching.
trigger5 = P2BodyDist X <= 115
trigger5 = P2BodyDist Y = [-200, 200]
trigger5 = Random <= (var(50)*0.8) ;Perform 80% of the time.
; Random high punching.
trigger6 = var(59)
trigger6 = !InGuardDist
trigger6 = StateNo = 205
trigger6 = Time > 6
trigger6 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger6 = P2StateType != C ;Do not use if opponent is crouching.
trigger6 = P2BodyDist X <= 115
trigger6 = P2BodyDist Y = [-200, 200]
trigger6 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Stand Low Kick
[State -1, Stand Low Kick]
type = ChangeState
value = 215
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "a" && command != "holddown"
; AI.
; Use when opponent is in attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 250
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = P2StateType != A ; Do not use if opponent is in the air.
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Standing High Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 220
triggerall = statetype = S
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "b" && command != "holddown"
; AI.
; Use when opponent is in attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 160
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = P2StateType != C ; Do not use if opponent is crouching.
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = statetype != A
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "start"
; AI.
; Use when enemy is on the floor.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo = 5110 ; Use if opponent is lying down.
trigger2 = P2BodyDist X >= 200
trigger2 = Random <= (var(50)*0.1) ;Perform 10% of the time.

;---------------------------------------------------------------------------
;Crouching Punch
[State -1, Crouching Punch]
type = ChangeState
value = 400
triggerall = statetype = C
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "x" && command = "holddown"
; AI.
; Use when opponent is in attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 90
trigger2 = P2BodyDist Y = [-100, 100]
trigger2 = P2StateType != A ; Do not use if opponent is in the air.
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Uppercut
[State -1, Uppercut]
type = ChangeState
value = 405
triggerall = statetype = C
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "y" && command = "holddown"
; AI.
; Use when opponent is in attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 140
trigger2 = P2BodyDist Y = [-150, 150]
trigger2 = P2StateType != A
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.
; Use more when opponent is jumping.
trigger3 = var(59)
trigger3 = !InGuardDist
trigger3 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger3 = P2BodyDist X <= 140
trigger3 = P2BodyDist Y = [-100, 100]
trigger3 = P2StateType = A ; Do not use if opponent is in the air.
trigger3 = Random <= (var(50)*0.75) ;Perform 75% of the time.

;---------------------------------------------------------------------------
;Crouching High Kick
[State -1, Crouching High Kick]
type = ChangeState
value = 410
triggerall = statetype = C
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "b" && command = "holddown"
; AI.
; Use when opponent is in attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 125
trigger2 = P2BodyDist Y = [-100, 100]
trigger2 = P2StateType != A ; Do not use if opponent is in the air.
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;---------------------------------------------------------------------------
;Crouching Low Kick
[State -1, Crouching Low Kick]
type = ChangeState
value = 415
triggerall = statetype = C
triggerall = ctrl
; No AI.
trigger1 = !var(59)
trigger1 = command = "a" && command = "holddown"
; AI.
; Use when opponent is in attack range.
trigger2 = var(59)
trigger2 = !InGuardDist
trigger2 = P2StateNo != 5110 ; Do not use if opponent is lying down.
trigger2 = P2BodyDist X <= 160
trigger2 = P2BodyDist Y = [-100, 100]
trigger2 = P2StateType != A ; Do not use if opponent is in the air.
trigger2 = Random <= (var(50)*0.5) ;Perform 50% of the time.

;=== AI Section (Using tutorial by Seravy) ===
; Turn on the AI.
[State -1, AI ON]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = 2
trigger1 = AILevel > 0
v = 59
value = 1
ignorehitpause = 1

; Turn off the AI.
[State -1, AI OFF]
type = VarSet
trigger1 = var(59)
trigger1 = RoundState != 2
trigger2 = !IsHelper
trigger2 = AILevel = 0
v = 59
value = 0
ignorehitpause=1

; Set the reaction time for commands based on the AI difficulty.
; Temporarily turn it off during the "FINISH HIM" explod.
[State -1, ReactionTime]
type = VarSet
triggerall = var(59)
trigger1 = NumExplod(10000) = 0
v = 50
value=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300

; Temporarily disable AI behavior during "FINISH HIM".
[State -1, DisableAI]
type = VarSet
triggerall = var(50) != 0
trigger1 = NumExplod(10000) != 0
trigger2 = P2StateNo = 906
trigger2 = enemyNear,Time < 60
trigger3 = NumHelper(905) > 0
trigger3 = helper(905), Anim = 905
v = 50
value = 0

; Guarding AI.
; Chance is higher than for attacking, but not by too much.
[State -1, DoGuard]
type = ChangeState
triggerall = InGuardDist
triggerall = var(59)
triggerall = Ctrl
trigger1 = Random < (var(50)*2+(AiLevel>=3)*30)
value = 120

; Prevent AI autoguarding (by pressing the back button).
[State -1, PreventAutoGuard] 
type = AssertSpecial
triggerall = StateNo != [120,160]
trigger1 = var(59)
flag = noairguard
flag2 = nocrouchguard
flag3 = nostandguard

; Determine when the AI jumps.
[State -1, AIJump]
Type=ChangeState
triggerall = var(59)
triggerall = StateType = S
triggerall = Ctrl
trigger1 = P2BodyDist Y = [-200, -150] ;Opponent is above us.
trigger1 = Random <= 100
value = 40