; 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 -- defaults to 15 if omitted)
;
; - 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.
;   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 = /F, a    ;hold fwd 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
;               command = ~30
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their engine.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; 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 are given below. Delete, add, or modify as you wish.

;-| AI Commands |----------------------------------------------------------

[Command]
name = "cpu1"
command = U, U, U, U
time = 1
[Command]
name = "cpu2"
command = U, U, U, D
time = 1
[Command]
name = "cpu3"
command = U, U, D, D
time = 1
[Command]
name = "cpu4"
command = U, D, D, D
time = 1
[Command]
name = "cpu5"
command = D, D, D, D
time = 1
[Command]
name = "cpu6"
command = D, D, D, U
time = 1
[Command]
name = "cpu7"
command = D, D, U, U
time = 1
[Command]
name = "cpu8"
command = D, U, U, U
time = 1
[Command]
name = "cpu9"
command = U, D, U, U
time = 1
[Command]
name = "cpu10"
command = U, U, D, U
time = 1
[Command]
name = "cpu11"
command = D, U, U, D
time = 1
[Command]
name = "cpu12"
command = U, D, D, U
time = 1
[Command]
name = "cpu13"
command = D, U, D, U
time = 1
[Command]
name = "cpu14"
command = U, D, U, D
time = 1
[Command]
name = "cpu15"
command = F, F, F, F
time = 1
[Command]
name = "cpu16"
command = B, B, B, B
time = 1
[Command]
name = "cpu17"
command = F, B, F, F
time = 1
[Command]
name = "cpu18"
command = F, F, B, F
time = 1
[Command]
name = "cpu19"
command = B, F, F, F
time = 1
[Command]
name = "cpu20"
command = F, F, F, B
time = 1
[Command]
name = "cpu21"
command = F, B, B, F
time = 1
[Command]
name = "cpu22"
command = B, F, F, B
time = 1
[Command]
name = "cpu23"
command = F, B, F, B
time = 1
[Command]
name = "cpu24"
command = B, F, B, F
time = 1
[Command]
name = "cpu25"
command = D, F, D, F
time = 1
[Command]
name = "cpu26"
command = D, B, D, B
time = 1
[Command]
name = "cpu27"
command = D, B, D, F
time = 1
[Command]
name = "cpu28"
command = D, F, D, B
time = 1
[Command]
name = "cpu29"
command = U, F, D, B
time = 1
[Command]
name = "cpu30"
command = U, B, D, F
time = 1
[Command]
name = "cpu31"
command = B, D, F, U
time = 1
[Command]
name = "cpu32"
command = F, D, B, U
time = 1
[Command]
name = "cpu33"
command = U, U, U, U
time = 1
[Command]
name = "cpu34"
command = U, U, U, D
time = 1
[Command]
name = "cpu35"
command = U, U, D, D
time = 1
[Command]
name = "cpu36"
command = U, D, D, D
time = 1
[Command]
name = "cpu37"
command = D, D, D, D
time = 1
[Command]
name = "cpu38"
command = D, D, D, U
time = 1
[Command]
name = "cpu39"
command = D, D, U, U
time = 1
[Command]
name = "cpu40"
command = D, U, U, U
time = 1
[Command]
name = "cpu41"
command = U, D, U, U
time = 1
[Command]
name = "cpu42"
command = U, U, D, U
time = 1
[Command]
name = "cpu43"
command = D, U, U, D
time = 1
[Command]
name = "cpu44"
command = U, D, D, U
time = 1
[Command]
name = "cpu45"
command = D, U, D, U
time = 1
[Command]
name = "cpu46"
command = U, D, U, D
time = 1
[Command]
name = "cpu47"
command = F, F, F, F
time = 1
[Command]
name = "cpu48"
command = B, B, B, B
time = 1
[Command]
name = "cpu49"
command = F, B, F, F
time = 1
[Command]
name = "cpu50"
command = F, F, B, F
time = 1
[Command]
name = "cpu51"
command = B, F, F, F
time = 1
[Command]
name = "cpu52"
command = F, F, F, B
time = 1
[Command]
name = "cpu53"
command = F, B, B, F
time = 1
[Command]
name = "cpu54"
command = B, F, F, B
time = 1
[Command]
name = "cpu55"
command = F, B, F, B
time = 1
[Command]
name = "cpu56"
command = B, F, B, F
time = 1
[Command]
name = "cpu57"
command = D, F, D, F
time = 1
[Command]
name = "cpu58"
command = D, B, D, B
time = 1
[Command]
name = "cpu59"
command = D, B, D, F
time = 1
[Command]
name = "cpu60"
command = D, F, D, B
time = 1
[Command]
name = "cpu61"
command = U, F, D, B
time = 1
[Command]
name = "cpu62"
command = U, B, D, F
time = 1
[Command]
name = "cpu63"
command = B, D, F, U
time = 1
[Command]
name = "cpu64"
command = F, D, B, U
time = 1

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

;-| Super Motions |--------------------------------------------------------
;---------------------
; Hiougi Shakuryu (SDM)
[Command]
name = "HiougiSDM"
command = ~D, DF, F, D, DF, F, a+x
time = 20

; Hiougi Shakuryu (DM)
[Command]
name = "HiougiDM"
command = ~D, DF, F, D, DF, F, a
time = 20

; Hiougi Shakuryu (DM)
[Command]
name = "HiougiDM"
command = ~D, DF, F, D, DF, F, x
time = 20

; Ougi Hiryu (SDM)
[Command]
name = "OugiSDM"
command = ~D, DF, F, D, DF, F, b+y
time = 20

; Ougi Hiryu (DM)
[Command]
name = "OugiDM"
command = ~D, DF, F, D, DF, F, b
time = 20

; Ougi Hiryu (DM)
[Command]
name = "OugiDM"
command = ~D, DF, F, D, DF, F, y
time = 20

;-| Special Motions |------------------------------------------------------
;-----------------
; Dash Shoudler (b)
[Command]
name = "dash_b"
command = ~D, DB, B, b

; Dash Shoudler (y)
[Command]
name = "dash_y"
command = ~D, DB, B, y

; Ten Kuu Kyaku (b)
[Command]
name = "Rising_b"
command = ~F, D, DF, b

; Ten Kuu Kyaku (y)
[Command]
name = "Rising_y"
command = ~F, D, DF, y

; Bakuhatsu Harite (light)
[Command]
name = "baku_a"
command = ~D, DB, B, a

; Bakuhatsu Harite (hard)
[Command]
name = "baku_x"
command = ~D, DB, B, x

; Rabbit Combination a
[Command]
name = "comb_a"
command = ~D, DF, F, a

; Rabbit Combination x
[Command]
name = "comb_x"
command = ~D, DF, F, x

;--------------------
;-| Charges|-------------
[Command]
name = "chargedownup_a"
command = ~60$D, U, a
time = 10

[Command]
name = "chargedownup_b"
command = ~60$D, U, b
time = 10

[Command]
name = "chargedownup_c"
command = ~60$D, U, c
time = 10

[Command]
name = "chargedownup_x"
command = ~60$D, U, x
time = 10

[Command]
name = "chargedownup_y"
command = ~60$D, U, y
time = 10

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
time = 10

;--------------------
;Charge_Back_fwd
[Command]
name = "chargebackfwd_a"
command = ~60$B, F, a
time = 10

[Command]
name = "chargebackfwd_b"
command = ~60$B, F, b
time = 10

[Command]
name = "chargedownup_c"
command = ~60$D, U, c
time = 10

[Command]
name = "chargedownup_x"
command = ~60$D, U, x
time = 10

[Command]
name = "chargedownup_y"
command = ~60$D, U, y
time = 10

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
time = 10

;-| 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 = "Knock_Simple"
command = x+y
time = 1

[Command]
Name= "fab"
command = /$F,a+b
time = 1

[Command]
Name= "bab"
command = /$B,a+b
time = 1

[Command]
name = "recovery";Required (do not remove)
command = a+b
time = 1

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

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

[Command]
name = "back_y"
command = /B,y
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_ab"
command = /F, a+b
time = 1

[Command]
name = "back_ab"
command = /B, a+b
time = 1

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

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

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

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

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

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

[Command]
name = "Provocate"
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

[Command]
name = "longjump"
command = D, $U
time = 18

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1]                  ;Don't change this
;   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]

;-|AI Routine|----------------------------------------------------------------------------

;-|Signal AI Routines|--------------------------------------------------------------------
[State -1]
type = VarSet
trigger1 = command = "cpu1"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu5"
trigger6 = command = "cpu6"
trigger7 = command = "cpu7"
trigger8 = command = "cpu8"
trigger9 = command = "cpu9"
trigger10 = command = "cpu10"
trigger11 = command = "cpu11"
trigger12 = command = "cpu12"
trigger13 = command = "cpu13"
trigger14 = command = "cpu14"
trigger15 = command = "cpu15"
trigger16 = command = "cpu16"
trigger17 = command = "cpu17"
trigger18 = command = "cpu18"
trigger19 = command = "cpu19"
trigger20 = command = "cpu20"
trigger21 = command = "cpu21"
trigger22 = command = "cpu22"
trigger23 = command = "cpu23"
trigger24 = command = "cpu24"
trigger25 = command = "cpu25"
trigger26 = command = "cpu26"
trigger27 = command = "cpu27"
trigger28 = command = "cpu28"
trigger29 = command = "cpu29"
trigger30 = command = "cpu30"
trigger31 = command = "cpu31"
trigger32 = command = "cpu32"
trigger33 = command = "cpu33"
trigger34 = command = "cpu34"
trigger35 = command = "cpu35"
trigger36 = command = "cpu36"
trigger37 = command = "cpu37"
trigger38 = command = "cpu38"
trigger39 = command = "cpu39"
trigger40 = command = "cpu40"
trigger41 = command = "cpu41"
trigger42 = command = "cpu42"
trigger43 = command = "cpu43"
trigger44 = command = "cpu44"
trigger45 = command = "cpu45"
trigger46 = command = "cpu46"
trigger47 = command = "cpu47"
trigger48 = command = "cpu48"
trigger49 = command = "cpu49"
trigger50 = command = "cpu50"
trigger51 = command = "cpu51"
trigger52 = command = "cpu52"
trigger53 = command = "cpu53"
trigger54 = command = "cpu54"
trigger55 = command = "cpu55"
trigger56 = command = "cpu56"
trigger57 = command = "cpu57"
trigger58 = command = "cpu58"
trigger59 = command = "cpu59"
trigger60 = command = "cpu60"
trigger61 = command = "cpu61"
trigger62 = command = "cpu62"
trigger63 = command = "cpu63"
trigger64 = command = "cpu64"
v = 20
value = 1

[State -1]
type = AttackMulSet
trigger1 = Var(20) = 1 && Var(5) = 0
value = 1.4

[State -1]
type = AttackMulSet
trigger1 = Var(20) = 1 && Var(5) = 1
value = 1.5

[State -1, Add Pow]
type = AttackMulSet
trigger1 = var(5) = 1
value = 1.1

;--------------------------
;Ougi Hiryuu (DM)
;--------------------------
[State -1]
type = ChangeState
value = 3020
triggerall = Palno != 1
triggerall = var(20) = 1 &&P2Bodydist X <= 45
triggerall = power >= 1000
triggerall = Statetype != A ;Player is not in the air
triggerall = Statetype = S ;Player is currently standing
triggerall = P2Statetype != A
triggerall = P2life != 0 
triggerall = Pos Y != [-1,-999]
triggerall = ctrl = 1
triggerall = numproj = 0
trigger1= random <= 999
trigger2 = Movecontact && Stateno= 210

;--------------------------
;Hiougi Shakuryu (DM)
;--------------------------
[State -1]
type = ChangeState
value = 3000
triggerall = Palno != 1
triggerall = var(20) = 1 &&P2Bodydist X <= 25
triggerall = power >= 1000
triggerall = Statetype != A ;Player is not in the air
triggerall = Statetype = S ;Player is currently standing
triggerall = P2Statetype != A
triggerall = P2life != 0 
triggerall = Pos Y != [-1,-999]
triggerall = ctrl = 1
triggerall = numproj = 0
trigger1= random <= 999
trigger2 = Movecontact && Stateno= 230

;==========================
;Weak Dash Shoudler
;==========================
[State -1]
type = ChangeState
value = 1080
triggerall = Palno != 1
triggerall = var(20)= 1
triggerall = P2Bodydist X > 40 && P2Bodydist X <= 15
triggerall = random<=999&&P2statetype!=L
trigger1 = statetype !=A
trigger1 = ctrl
trigger2 = Movecontact && Stateno=[200,220]

;==========================
;Strong Dash Shoudler
;==========================
[State -1]
type = ChangeState
value = 1090
triggerall = Palno != 1
triggerall = var(20)= 1
triggerall = P2Bodydist X < 100 && P2Bodydist X <= 40
triggerall = random<=999&&P2statetype!=L
trigger1 = statetype !=A
trigger1 = ctrl
trigger2 = Movecontact && Stateno=[200,220]

;==========================
; Combo
;==========================
[State -1]
type = ChangeState
value = 10000
triggerall = Palno != 1
triggerall = var(20)= 1
triggerall = P2Bodydist X < 10 && P2Bodydist X <= 3
triggerall = random<=999&&P2statetype!=L
trigger1 = statetype !=A
trigger1 = ctrl
trigger2 = Movecontact && Stateno=[200,220]

;===========================================================================
;---------------------------------------------------------------------------
;RunFwd
[State -1]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;RunBack
[State -1]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Stand_Throw (fwd+y)
; Complicated? Skip the throws and look at stand_a, etc, first.
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = ChangeState
value = 800
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 5 ;Near P2
triggerall = p2name != "Mercedes Benz"
triggerall = p2name != "Street Fighter II Bricks Bonus Stage"
trigger1 = command = "fwd_y"   ;p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger2 = command = "fwd_y"   ;p2 crouch
trigger2 = stateno != 100    ;Not running
trigger2 = p2statetype = C
trigger2 = p2movetype != H
trigger3 = command = "back_y"  ;p2 stand
trigger3 = p2statetype = S
trigger3 = p2movetype != H
trigger4 = command = "back_y"  ;p2 crouch
trigger4 = p2statetype = C
trigger4 = p2movetype != H

;---------------------------------------------------------------------------
;Air_Throw1 (close dir+b)
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = null;ChangeState
value = 950
triggerall = statetype = A
triggerall = ctrl = 1
triggerall = p2bodydist X < 9
triggerall = p2bodydist Y > -22
triggerall = p2bodydist Y < 22
triggerall = p2statetype = A
triggerall = p2movetype != H
triggerall = p2name != "Mercedes Benz"
triggerall = p2name != "Street Fighter II Bricks Bonus Stage"
trigger1 = command = "fwd_b"
trigger2 = command = "back_b"

;===========================================================================
; HYPER MOTIONS
;===========================================================================
;===========================================================================
; SUPER MOTIONS
;===========================================================================
;---------------------------------------------------------------------------
; Ougi Hiryuu (SDM)
[State -1]
type = ChangeState
value = 3030
triggerall = RoundState = 2
triggerall = command = "OugiSDM"
triggerall = power  >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430
;---------------------------------------------------------------------------
; Ougi Hiryuu (DM)
[State -1]
type = ChangeState
value = 3020
triggerall = RoundState = 2
triggerall = command = "OugiDM"
triggerall = power  >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430
;---------------------------------------------------------------------------
; Hiougi Shakuryu (SDM)
[State -1]
type = ChangeState
value = 3010
triggerall = RoundState = 2
triggerall = command = "HiougiSDM"
triggerall = power  >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430
;---------------------------------------------------------------------------
; Hiougi Shakuryu (DM)
[State -1]
type = ChangeState
value = 3000
triggerall = RoundState = 2
triggerall = command = "HiougiDM"
triggerall = power  >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430
;---------------------------------------------------------------------------
;===========================================================================
; SPECIAL ATTACKS
;===========================================================================
; Dash Shoudler (light)
[State -1]
type = ChangeState
value = 1080
triggerall = command = "dash_b"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 230
trigger3 = movehit = 1
trigger4 = stateno = 200
trigger4 = movecontact = 1
;---------------------------------------------------------------------------
; Dash Shoudler (hard)
[State -1]
type = ChangeState
value = 1090
triggerall = command = "dash_y"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 230
trigger3 = movehit = 1
;---------------------------------------------------------------------------
; Ten Kuu Kyaku (hard)
[State -1]
type = ChangeState
value = 1070
triggerall = command = "Rising_y"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movehit = 1
trigger4 = stateno = 420
trigger4 = movecontact = 1
trigger5 = stateno = 430
trigger5 = movehit = 1
;---------------------------------------------------------------------------
; Ten Kuu Kyaku (light)
[State -1]
type = ChangeState
value = 1060
triggerall = command = "Rising_b"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 220
trigger3 = movehit = 1
trigger4 = stateno = 400
trigger4 = movehit = 1
trigger5 = stateno = 420
trigger5 = movehit = 1
;---------------------------------------------------------------------------
; Rabbit Combination (with a)
[State -1]
type = ChangeState
value = 1000
triggerall = command = "comb_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 220
trigger4 = statetype = C
trigger4 = ctrl = 1
trigger5 = movecontact = 1
trigger5 = stateno = 400
trigger6 = movecontact = 1
trigger6 = stateno = 420


; Rabbit Combination  (first follow-up)
[State -1]
type = VarSet
v = 1
value = 1
triggerall = stateno = 1000
trigger1 = command = "fwd_a"

; Rabbit Combination  (second follow-up)
[State -1]
type = VarSet
v = 1
value = 1
triggerall = stateno = 1005
trigger1 = command = "fwd_a"

; Rabbit Combination  (last follow-up)
[State -1]
type = VarSet
v = 1
value = 1
triggerall = stateno = 1011
trigger1 = command = "back_a"
;---------------------------------------------------------------------------
; Rabbit Combination (with x)
[State -1]
type = ChangeState
value = 1000
triggerall = command = "comb_x"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = movecontact = 1
trigger4 = stateno = 220
trigger5 = movecontact = 1
trigger5 = stateno = 230
trigger6 = statetype = C
trigger6 = ctrl = 1
trigger7 = movecontact = 1
trigger7 = stateno = 400
trigger8 = movecontact = 1
trigger8 = stateno = 410
trigger9 = movecontact = 1
trigger9 = stateno = 420
trigger10 = movecontact = 1
trigger10 = stateno = 430

; Rabbit Combination  (first follow-up)
[State -1]
type = VarSet
v = 1
value = 1
triggerall = stateno = 1000
trigger1 = command = "fwd_x"

; Rabbit Combination  (second follow-up)
[State -1]
type = VarSet
v = 1
value = 1
triggerall = stateno = 1005
trigger1 = command = "fwd_x"

; Rabbit Combination  (last follow-up)
[State -1]
type = VarSet
v = 1
value = 1
triggerall = stateno = 1011
trigger1 = command = "back_x"
;---------------------------------------------------------------------------
; Bakuhatsu Harite (light)
[State -1]
type = ChangeState
value = 1040
triggerall = command = "baku_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 230
trigger3 = movehit = 1
trigger4 = stateno = 200
trigger4 = movecontact = 1
;---------------------------------------------------------------------------
; Bakuhatsu Harite (hard)
[State -1]
type = ChangeState
value = 1050
triggerall = command = "baku_x"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 230
trigger3 = movehit = 1
;---------------------------------------------------------------------------
;===========================================================================
; NORMAL ATTACKS
;===========================================================================
;---------------------------------------------------------------------------
;Forward Dodge 
[State -1]
type = ChangeState
value = 255
triggerall = stateno != 255
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "fab"
trigger2 = command = "fwd_c"
;---------------------------------------------------------------------------
;Backward Dodge
[State -1]
type = ChangeState
value = 256
triggerall = stateno != 256
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "bab"
trigger2 = command = "back_c"
;---------------------------------------------------------------------------
;Stand Dodge 
[State -1]
type = ChangeState
value = 254
triggerall = stateno != 254
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "recovery"
trigger2 = command = "c"
;---------------------------------------------------------------------------
;Provocate
[State -1]
type = ChangeState
value = 390
triggerall = Var(2) != 1
triggerall = command = "Provocate"
triggerall = Vel X = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Stand_Light_Punch
[State -1]
type = ChangeState
value = 200
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 100
trigger3 = stateno = 200
trigger3 = time >= 7

;---------------------------------------------------------------------------
;Stand_Hard_Punch
[State -1]
type = ChangeState
value = 210
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
 ;Uncomment the following if you want to be able to "chain" the attack
 ;from a Stand_A (state 200)
trigger2 = stateno = 200
trigger2 = movecontact = 1  ;If move hits, or is guarded by opponent
trigger3 = stateno = 220
trigger3 = movehit = 1
;---------------------------------------------------------------------------
;Stand_Light_Kick
[State -1]
type = ChangeState
value = 220
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movehit = 1
trigger3 = stateno = 100
;---------------------------------------------------------------------------
;Stand_Hard_Kick
[State -1]
type = ChangeState
value = 230
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 420
trigger4 = movecontact = 1
trigger5 = stateno = 400
trigger5 = movecontact = 1
trigger6 = stateno = 100
;---------------------------------------------------------------------------
;Standing_Knockdown_Attack (Simple_Button) 
[State -1]
type = ChangeState
value = 240
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movehit = 1
trigger3 = stateno = 230
trigger3 = movehit = 1
;---------------------------------------------------------------------------
;Crouch_Light_Punch
[State -1]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = time >= 9
trigger2 = stateno = 400
trigger3 = stateno = 420
trigger3 = movecontact = 1
;---------------------------------------------------------------------------
;Crouch_Light_Kick
[State -1]
type = ChangeState
value = 420
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 100
;---------------------------------------------------------------------------
;Crouch_Hard_Punch
[State -1]
type = ChangeState
value = 410
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 400
trigger3 = movecontact = 1
trigger3 = stateno = 420
trigger4 = stateno = 100
;---------------------------------------------------------------------------
;Crouch_Hard_Kick
[State -1]
type = ChangeState
value = 430
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 420
trigger3 = stateno = 100
;---------------------------------------------------------------------------
;Jump_Light_Punch
[State -1]
type = ChangeState
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 620
;---------------------------------------------------------------------------
;Jump_Hard_Punch
[State -1]
type = ChangeState
value = 610
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 600
trigger3 = movecontact = 1
trigger3 = stateno = 620
trigger4 = movecontact = 1
trigger4 = stateno = 630
;--------------------------------------------------------------------------
;Jump_Light_Kick
[State -1]
type = ChangeState
value = 620
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Jump_Hard_Kick
[State -1]
type = ChangeState
value = 630
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 620
;--------------------------------------------------------------------------