[Command]
name = "AI1"
command = D,D,D,F,F,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI2"
command = D,D,D,F,F,U,a+b+c+x+y+z
time = 1

[Command]
name = "AI3"
command = D,D,D,F,F,UF,a+b+c+x+y+z
time = 1

[Command]
name = "AI4"
command = D,D,D,F,F,D,a+b+c+x+y+z
time = 1

[Command]
name = "AI5"
command = D,D,D,F,F,DF,a+b+c+x+y+z
time = 1

[Command]
name = "AI6"
command = D,D,D,F,F,B,a+b+c+x+y+z
time = 1

[Command]
name = "AI7"
command = D,D,D,F,F,DB,a+b+c+x+y+z
time = 1

[Command]
name = "AI8"
command = D,D,D,F,F,UB,a+b+c+x+y+z
time = 1

[Command]
name = "AI9"
command = D,D,D,F,U,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI10"
command = D,D,D,F,UF,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI11"
command = D,D,D,F,DF,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI12"
command = D,D,D,F,D,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI13"
command = D,D,D,F,DB,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI14"
command = D,D,D,F,B,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI15"
command = D,D,D,F,UB,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI16"
command = D,D,D,F,F,F,a+b+c+x+y,z
time = 1

[Command]
name = "AI17"
command = D,D,D,F,F,F,a+b+c+x,y,z
time = 1

[Command]
name = "AI18"
command = D,D,D,F,F,F,a+b+c,x,y,z
time = 1

[Command]
name = "AI19"
command = D,D,D,F,F,F,a+b,c,x,y,z
time = 1

[Command]
name = "AI20"
command = D,D,D,F,F,F,a,b,c,x,y,z
time = 1

[Command]
name = "AI21"
command = D,D,D,F,F,F,a+b+c,x+y+z
time = 1

[Command]
name = "AI22"
command = D,D,D,F,F,U,a+b,c+x+y+z
time = 1

[Command]
name = "AI23"
command = D,D,D,F,F,UF,a,b+c+x+y+z
time = 1

[Command]
name = "AI24"
command = D,D,D,F,F,U,a+b,c+x+y+z
time = 1

[Command]
name = "AI25"
command = D,D,D,F,F,DF,a,b,c+x+y+z
time = 1

[Command]
name = "AI26"
command = D,D,D,F,F,B,a+b,c+x,y+z
time = 1

[Command]
name = "AI27"
command = D,D,D,F,F,DB,a,b+c+x,y+z
time = 1

[Command]
name = "AI28"
command = D,D,D,F,F,UB,a,b+c+x+y,z
time = 1

[Command]
name = "AI29"
command = DF,D,D,F,U,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI30"
command = B,D,D,F,UF,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI31"
command = B,B,BD,F,DF,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI32"
command = D,F,F,F,D,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI33"
command = DF,D,DF,UF,DB,F,a+b+c+x+y+z
time = 1

[Command]
name = "AI34"
command = D,D,D,F,DB,DF,a+b+c+x+y+z
time = 1

[Command]
name = "AI35"
command = D,D,UF,DF,UB,UF,a+b+c+x+y+z
time = 1

[Command]
name = "AI36"
command = D,DF,DF,DF,DF,F,a+b+c+x+y,z
time = 1

[Command]
name = "AI37"
command = D,D,DB,UF,DF,UF,a+b+c+x,y,z
time = 1

[Command]
name = "AI38"
command = F,U,F,F,F,F,a,b+c,x,y,z
time = 1

[Command]
name = "AI39"
command = DF,UF,D,DF,U,F,a+b,c+x,y,z
time = 1

[Command]
name = "AI40"
command = D,D,D,D,F,D,a+b,c,x,y+z
time = 1

[Command]
name = "AI41"
command = D,D,D,F,F,F,a+b+c+x+y+z,a
time = 1

[Command]
name = "AI42"
command = D,D,D,F,F,U,a+b+c+x+y+z,b
time = 1

[Command]
name = "AI43"
command = D,D,D,F,F,UF,a+b+c+x+y+z,c
time = 1

[Command]
name = "AI44"
command = D,D,D,F,F,D,a+b+c+x+y+z,x
time = 1

[Command]
name = "AI45"
command = D,D,D,F,F,DF,a+b+c+x+y+z,y
time = 1

[Command]
name = "AI46"
command = D,D,D,F,F,B,a+b+c+x+y+z,z
time = 1

[Command]
name = "AI47"
command = D,D,D,F,F,DB,a+b+c+x+y+z,a+b
time = 1

[Command]
name = "AI48"
command = D,D,D,F,F,UB,a+b+c+x+y+z,a+c
time = 1

[Command]
name = "AI49"
command = D,D,D,F,U,F,a+b+c+x+y+z,b+c
time = 1

[Command]
name = "AI50"
command = D,D,D,F,UF,F,a+b+c+x+y+z,x+z
time = 1




;-| 挻昁嶦媄 |--------------------------------------------------------
;偙偙偵偼挻昁嶦媄傪婰弎偟偰偔偩偝偄丄摨偠柤慜傪乽name =乿棑偵彂偗傑偡偑
;僐儅儞僪偼愨懳偵堘偭偨傕偺偵偟偰偔偩偝偄丅
;僇儞僼乕儅儞偼庛僷儞僠偲嫮僷儞僠偱媄偑弌偣傞傛偆偵摨偠柤慜偺僐儅儞僪偱
;撪梕偑庛偲嫮偵側偭偰偄傑偡丅
;乽time=20乿偲彂偔偙偲偱乽僐儅儞僪傪20僼儗乕儉埲撪偵擖椡乿偲愝掕偱偒傑偡丅

;----|Super|----
[Command]
name = "qcbhcf"
command = ~D, DB, B, DB, D, DF, F, a
time = 30
[Command]
name = "qcbhcf"
command = ~D, DB, B, DB, D, DF, F, b
time = 30
[Command]
name = "qcbhcf"
command = ~D, DB, B, DB, D, DF, F, c
time = 30
[Command]
name = "qcbhcf"
command = ~D, DB, B, DB, D, DF, F, ~a
time = 30
[Command]
name = "qcbhcf"
command = ~D, DB, B, DB, D, DF, F, ~b
time = 30
[Command]
name = "qcbhcf"
command = ~D, DB, B, DB, D, DF, F, ~c
time = 30

[Command]
name = "2qcfa"
command = ~D, DF, F, D,DF, a
time = 30
[Command]
name = "2qcfa"
command = ~D, DF, F, D,DF, ~a
time = 30
[Command]
name = "2qcfa"
command = ~D, DF, F, D,DF,F, a
time = 30
[Command]
name = "2qcfa"
command = ~D, DF, F, D,DF,F, ~a
time = 30

[Command]
name = "2qcfb"
command = ~D, DF, F, D,DF, b
[Command]
name = "2qcfb"
command = ~D, DF, F, D,DF, ~b

[Command]
name = "2qcfc"
command = ~D, DF, F, D,DF, c
[Command]
name = "2qcfc"
command = ~D, DF, F, D,DF, ~c

[Command]
name = "hcfa"
command = ~F, DF, D, DB, B, a
time = 25
[Command]
name = "hcba"
command = ~F, DF, D, DB, B, ~a
time = 25

;-| 昁嶦媄 |------------------------------------------------------

[command]
name = "down"
command = D
time = 1
[command]
name = "fwd"
command = F
time = 1
[command]
name = "up"
command = U
time = 1
[command]
name = "back"
command = B
time = 1

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

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

[Command]
name = "hcba"
command = ~F, DF, D, DB, B, a
time = 25
[Command]
name = "hcbb"
command = ~F, DF, D, DB, B, b
time = 25
[Command]
name = "hcbc"
command = ~F, DF, D, DB, B, c
time = 25
[Command]
name = "hcba"
command = ~F, DF, D, DB, B, ~a
time = 25
[Command]
name = "hcbb"
command = ~F, DF, D, DB, B, ~b
time = 25
[Command]
name = "hcbc"
command = ~F, DF, D, DB, B, ~c
time = 25

[Command]
name = "hcfa"
command = ~B, DB, D, DF, F, a
time = 25
[Command]
name = "hcfb"
command = ~B, DB, D, DF, F, b
time = 25
[Command]
name = "hcfc"
command = ~B, DB, D, DF, F, c
time = 25
[Command]
name = "hcfa"
command = ~B, DB, D, DF, F, ~a
time = 25
[Command]
name = "hcfb"
command = ~B, DB, D, DF, F, ~b
time = 25
[Command]
name = "hcfc"
command = ~B, DB, D, DF, F, ~c
time = 25

[Command]
name = "fdfda"
command = ~F, D, DF, a
[Command]
name = "fdfdb"
command = ~F, D, DF, b
[Command]
name = "fdfdc"
command = ~F, D, DF, c
[Command]
name = "fdfda"
command = ~F, D, DF, ~a
[Command]
name = "fdfdb"
command = ~F, D, DF, ~b
[Command]
name = "fdfdc"
command = ~F, D, DF, ~c

[Command]
name = "bdbda"
command = ~B, D, DB, a
[Command]
name = "bdbdb"
command = ~B, D, DB, b
[Command]
name = "bdbdc"
command = ~B, D, DB, c
[Command]
name = "bdbda"
command = ~B, D, DB, ~a
[Command]
name = "bdbdb"
command = ~B, D, DB, ~b
[Command]
name = "bdbdc"
command = ~B, D, DB, ~c

[Command]
name = "dda"
command = ~D, D, a
[Command]
name = "ddb"
command = ~D, D, b
[Command]
name = "ddc"
command = ~D, D, c
[Command]
name = "dda"
command = ~D, D, ~a
[Command]
name = "ddb"
command = ~D, D, ~b
[Command]
name = "ddc"
command = ~D, D, ~c

[Command]
name = "ddd2b"
command = ~D, D,D, a+b
time = 25
[Command]
name = "ddd2b"
command = ~D, D,D, b+c
time = 25
[Command]
name = "ddd2b"
command = ~D, D,D, a+c
time = 25

[command]
name = "holda"
command = /a
time = 1
[command]
name = "holdb"
command = /b
time = 1
[command]
name = "holdc"
command = /c
time = 1

[command]
name = "yy"
command = ~y, y
time = 10

[command]
name = "zz"
command = ~z, z
time = 10

[command]
name = "special1"
command = ~F, b
time = 10

[command]
name = "special1"
command = ~F+b
time = 10

[command]
name = "special2"
command = ~B, b
time = 10

[command]
name = "special2"
command = ~B+b
time = 10

[command]
name = "special3"
command = ~D, b
time = 10

[command]
name = "special3"
command = ~D+b
time = 10

[Command]
name = "tiny"
command = /y
time = 10

[Command]
name = "secret"
command = ~U, D, F, B, s

[Command]
name = "throw"
command = ~B + a
                      
[Command]
name = "upattack"
command = ~U, b

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

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

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

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

[Command]
name = "FF_ab"
command = ~D, DB, B, a

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

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

;仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸僴僀僕儍儞僾僐儅儞僪
;壓傪偪傚偭偲墴偟偰忋傪墴偡丄偲尵偆堄枴丅
[Command]
name = "jump"
command = ~D,$U
time = 10

;仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸慜旔偗
;慜傪墴偟側偑傜俙亄俛丄偲偄偆堄枴
[Command]
name = "away-f"
command = /F,a+b
time = 10

;仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸慜旔偗
;屻傪墴偟側偑傜俙亄俛丄偲偄偆堄枴
[Command]
name = "away-b"
command = /B,a+b
time = 10

;-| 俀夞墴偟媄 |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10

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

;-| 俀丒俁屄偺摨帪墴偟媄 |-----------------------------------------------
[Command]
name = "recovery"
command = ~a,a,a
time = 15

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

;-| 曽岦偲儃僞儞偱弌偡媄 |---------------------------------------------------------
[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

;-| 儃僞儞愝掕乮偄偠傜側偄乯|---------------------------------------------------------
[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

;-| 墴偟偭傁側偟愝掕乮偄偠傜側偄乯-------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup"
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1

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

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

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

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


; 壓偺婰弎伀偼愨懳偵徚偝側偄偱偔偩偝偄丅
[Statedef -1]

[State -3, AI ON]
type = VarSet
triggerall = var(50) != 1
trigger1 = command = "AI1"
trigger2 = command = "AI2"
trigger3 = command = "AI3"
trigger4 = command = "AI4"
trigger5 = command = "AI5"
trigger6 = command = "AI6"
trigger7 = command = "AI7"
trigger8 = command = "AI8"
trigger9 = command = "AI9"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
trigger27 = command = "AI27"
trigger28 = command = "AI28"
trigger29 = command = "AI29"
trigger30 = command = "AI30"
trigger31 = command = "AI31"
trigger32 = command = "AI32"
trigger33 = command = "AI33"
trigger34 = command = "AI34"
trigger35 = command = "AI35"
trigger36 = command = "AI36"
trigger37 = command = "AI37"
trigger38 = command = "AI38"
trigger39 = command = "AI39"
trigger40 = command = "AI40"
trigger41 = command = "AI41"
trigger42 = command = "AI42"
trigger43 = command = "AI43"
trigger44 = command = "AI44"
trigger45 = command = "AI45"
trigger46 = command = "AI46"
trigger47 = command = "AI47"
trigger48 = command = "AI48"
trigger49 = command = "AI49"
trigger50 = command = "AI50"
var(50) = 1

;----------------------------------------------------------------------------
;light punch
[State -1,AI Jump]
type=changestate
triggerall= var(50)=1 && numenemy
triggerall= roundstate=2 && statetype!=A && ctrl
triggerall = Pos Y != [-1,-999]
trigger1= enemynear,movetype=A && p2bodydist x<160 && enemynear,hitdefattr=SC,AT
trigger2 = p2movetype = A && enemynear, vel x >= 0 && p2bodydist x<= 50 && p2bodydist y >= 0
value=40

; ==========================
[State -1,AI Standing Guard]
type = ChangeState
triggerall = var(50) = 1
triggerall = Statetype != A
triggerall = P2statetype != C ;
triggerall = P2Movetype = A
triggerall = Pos Y != [-1,-999]
triggerall = ctrl
trigger1 = 1
value = 130

; ==========================
[State -1,AI Crouch Guard]
type = ChangeState
triggerall = var(50) = 1
triggerall = Statetype = C
triggerall = P2statetype = C ;
triggerall = P2Movetype = A
triggerall = Pos Y != [-1,-999]
triggerall = ctrl
trigger1 = 1
value = 131

; ==========================
[State -1,AI Air Guard]
type = ChangeState
triggerall = var(50) = 1
triggerall = Statetype = A
triggerall = P2statetype != C ;
triggerall = P2Movetype = A
triggerall = Pos Y = [-1,-999]
triggerall = ctrl
trigger1 = 1
value = 132

[State -1, Fall Recovery]
type=changestate
value= ifelse((pos y>=-20), 5200, 5210)
trigger1= var(50)>=1 && numenemy
trigger1= roundstate=2 && alive
trigger1= stateno=5050 && canrecover
trigger1= vel y>=-1

[State -1, AI Run]
type = ChangeState
triggerall = var(50) = 1
triggerall = random >= 100
triggerall = StateType != A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X > 90
trigger1 = ctrl
value = 100

;----------------------------------------------------------------------------
;light punch
[State -1, AI Hop Back]
type = ChangeState
triggerall = var(50) = 1
triggerall = var(9) = 0
triggerall = random <= 150
triggerall = StateType != A
triggerall = Movetype != H
triggerall = p2Movetype = A
triggerall = P2Life > 0
triggerall = Life = [100,400]
triggerall = P2bodydist X < 60
trigger1 = ctrl
value = 105

[State -1, sparry]
type=hitoverride
trigger1= var(50)=1
trigger1= roundstate=2 && statetype=S
trigger1= life <= 250
trigger1= ctrl || (stateno=[800,801])
trigger1= random <= 333
attr=SA,AA,AP
stateno=800
slot=0
time=8

[State -1, cparry]
type=hitoverride
trigger1= var(50)=1
trigger1= roundstate=2 && statetype!=A
trigger1= life <= 250
trigger1= ctrl || (stateno=[800,801])
trigger1= random <= 333
attr=C,AA,AP
stateno=801
slot=0
time=8

[State -1, aparry]
type=hitoverride
trigger1= var(50)=1
trigger1= roundstate=2 && statetype=A
trigger1= life <= 250
trigger1= ctrl || (stateno=[800,801])
trigger1= random <= 333
attr=SA,AA,AP
stateno=802
forceair=1
slot=0
time=7

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI Flame Wheel]
type = ChangeState
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = Movetype != H
triggerall = p2statetype != L
triggerall = P2Life > 0
triggerall = var(9) = 0
triggerall = power >= 1000
triggerall = (enemynear,stateno!=[120,155])
triggerall = (p2bodydist x=[0,90]) && (p2dist y=[-60,0]) && (enemynear,vel y<8)
triggerall = random >= 200
trigger1 = ctrl
trigger2 = stateno = 200 && movehit
trigger3 = stateno = 400 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 410 && movehit
trigger6 = stateno = 220 && movehit
trigger7 = stateno = 420 && movehit
trigger8 = stateno = 1000 && movehit
trigger9 = stateno = 1100 && movehit
value = 1010

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI Fire Blast]
type = ChangeState
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = Movetype != H
triggerall = p2statetype != L
triggerall = P2Life > 0
triggerall = var(9) = 0
triggerall = P2bodydist X <= 100
triggerall = p2bodydist Y <= 10
triggerall = random >= 200
triggerall = power >= 3000
triggerall = (enemynear,stateno!=[120,155])
triggerall = (p2dist y=[-10,0])
trigger1 = ctrl
trigger2 = stateno = 200 && movehit
trigger3 = stateno = 400 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 410 && movehit
trigger6 = stateno = 220 && movehit
trigger7 = stateno = 420 && movehit
trigger8 = stateno = 1000 && movehit
trigger9 = stateno = 1012 && movehit
trigger10 = stateno = 1610 && movehit
value = 1110

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI OverHeat]
type = ChangeState
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = Movetype != H
triggerall = p2statetype != L
triggerall = P2Life > 0
triggerall = var(9) = 0
triggerall = P2bodydist X <= 50
triggerall = random >= 200
triggerall = power >= 2000
triggerall = (enemynear,stateno!=[120,155])
trigger1 = ctrl
trigger2 = stateno = 200 && movehit
trigger3 = stateno = 400 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 410 && movehit
trigger6 = stateno = 220 && movehit
trigger7 = stateno = 420 && movehit
trigger8 = stateno = 1000 && movehit
trigger9 = stateno = 1012 && movehit
value = 1610

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI Tornado Blaze Kick]
type = ChangeState
triggerall = var(9) = 0
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 50
triggerall = power >= 1000
triggerall = (enemynear,stateno!=[120,155])
triggerall = (p2dist y=[-10,0])
trigger1 = ctrl && random <= 100
trigger2 = stateno = 200 && movehit && random <= 200
trigger3 = stateno = 400 && movehit && random <= 200
trigger4 = stateno = 210 && movehit && random <= 200
trigger5 = stateno = 410 && movehit && random <= 200
trigger6 = stateno = 220 && movehit && random <= 200
trigger7 = stateno = 1000 && movehit && random <= 200
trigger8 = stateno = 1012 && movehit && uniqhitcount >= 4
value = 1210

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI Air Tornado Blaze Kick]
type = ChangeState
triggerall = var(9) = 0
triggerall = var(50) = 1
triggerall = StateType = A
triggerall = p2statetype != L
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 50
triggerall = power >= 1000
triggerall = (enemynear,stateno!=[120,155])
triggerall = (p2bodydist y=[-10,0])
trigger1 = ctrl && random <= 100
trigger2 = stateno = 600 && movehit && random <= 200
trigger3 = stateno = 610 && movehit && random <= 200
trigger4 = stateno = 620 && movehit && random <= 200
trigger5 = stateno = 2000 && movehit && random <= 200
trigger6 = stateno = 2010 && movehit && random <= 200
trigger7 = stateno = 1300 && movehit && random <= 200
trigger8 = stateno = 1200 && movehit && random <= 200
value = 2110

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI Air Dragon Blaze Kick]
type = ChangeState
triggerall = var(9) = 0
triggerall = var(50) = 1
triggerall = StateType = A
triggerall = p2statetype != L
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 50
triggerall = power >= 1000
triggerall = (enemynear,stateno!=[120,155])
triggerall = (p2dist y=[-10,0])
trigger1 = ctrl && random <= 100
trigger2 = stateno = 600 && movehit && random <= 200
trigger3 = stateno = 610 && movehit && random <= 200
trigger4 = stateno = 620 && movehit && random <= 200
trigger5 = stateno = 2000 && movehit && random <= 200
trigger6 = stateno = 2110 && movehit && random <= 200
trigger7 = stateno = 1300 && movehit && random <= 200
trigger8 = stateno = 1200 && movehit && random <= 200
value = 2010

;----------------------------------------------------------------------------
;light punch
[State -1, AI A]
type = ChangeState
triggerall = var(50) = 1
triggerall = var(9) = 0
triggerall = random >= 50
triggerall = StateType != A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 17
triggerall = p2statetype != L
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 420 && movecontact
value = 200

;----------------------------------------------------------------------------
;light punch
[State -1, AI B]
type = ChangeState
triggerall = var(50) = 1
triggerall = var(9) = 0
triggerall = random >= 50
triggerall = StateType != A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 63
triggerall = p2statetype != L
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 420 && movecontact
value = 210

;----------------------------------------------------------------------------
;light punch
[State -1, AI C]
type = ChangeState
triggerall = var(50) = 1
triggerall = var(9) = 0
triggerall = random >= 50
triggerall = StateType != A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = p2statetype != L
triggerall = P2bodydist X <= 98
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 420 && movecontact
value = 220

;----------------------------------------------------------------------------
;light punch
[State -1, AI Crouch A]
type = ChangeState
triggerall = var(50) = 1
triggerall = var(9) = 0
triggerall = random >= 50
triggerall = StateType != A
triggerall = Movetype != H
triggerall = p2statetype != L
triggerall = P2Life > 0
triggerall = P2bodydist X <= 30
trigger1 = ctrl
value = 400

;----------------------------------------------------------------------------
;light punch
[State -1, AI Crouch B]
type = ChangeState
triggerall = var(50) = 1
triggerall = random >= 50
triggerall = var(9) = 0
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 44
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger4 = stateno = 400 && movecontact
value = 410

;----------------------------------------------------------------------------
;light punch
[State -1, AI Crouch C]
type = ChangeState
triggerall = var(50) = 1
triggerall = random >= 50
triggerall = var(9) = 0
triggerall = p2statetype != L
triggerall = StateType != A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 32
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
value = 420

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI Air A]
type = ChangeState
triggerall = p2statetype != L
triggerall = var(50) = 1
triggerall = var(9) = 0
triggerall = random >= 50
triggerall = StateType = A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 50
triggerall = p2bodydist Y = [-10,10]
trigger1 = ctrl
value = 600

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI Air B]
type = ChangeState
triggerall = p2statetype != L
triggerall = var(50) = 1
triggerall = var(9) = 0
triggerall = random >= 50
triggerall = StateType = A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = p2bodydist Y = [-10,10]
triggerall = P2bodydist X <= 55
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
value = 610

;----------------------------------------------------------------------------
;light punch
[State -1, AI Air C]
type = ChangeState
triggerall = var(50) = 1
triggerall = random >= 50
triggerall = var(9) = 0
triggerall = p2statetype != L
triggerall = StateType = A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = p2bodydist Y = [-10,10]
triggerall = P2bodydist X <= 35
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
value = 620

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI Air Blaze Kick 2]
type = ChangeState
triggerall = var(50) = 1
triggerall = var(9) = 0
triggerall = StateType = A
triggerall = p2statetype != L
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 80
triggerall = random <= 50
triggerall = (p2dist y=[-20,20]) || ((p2dist y<=-20 && enemynear, vel y >= 0))
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact
value = 2000

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI Sky Uppercut]
type = ChangeState
triggerall = var(50) = 1
triggerall = StateType != A
triggerall = Movetype != H
triggerall = p2statetype != L
triggerall = P2Life > 0
triggerall = var(9) = 0
triggerall = random <= 100
triggerall = (p2bodydist x=[30,120]) && (p2dist y=[-60,-30]) && (enemynear,vel y<8)
trigger1 = ctrl
trigger2 = stateno = 200 && movehit
trigger3 = stateno = 400 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 410 && movehit
trigger6 = stateno = 220 && movehit
trigger7 = stateno = 420 && movehit
value = 1300

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI Fire Punch]
type = ChangeState
triggerall = var(50) = 1
triggerall = var(9) = 0
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 80
triggerall = random <= 50
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact
value = 1000

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI Blaze Kick]
type = ChangeState
triggerall = var(50) = 1
triggerall = Movetype != H
triggerall = statetype != A
triggerall = var(9) = 0
triggerall = p2statetype != L
triggerall = P2Life > 0
triggerall = P2bodydist X <= 10
triggerall = random <= 100
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 600 && movecontact
trigger9 = stateno = 610 && movecontact
trigger10 = stateno = 620 && movecontact
value = 1200

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI Air Blaze Kick2]
type = ChangeState
triggerall = var(9) = 0
triggerall = var(50) = 1
triggerall = StateType = A
triggerall = p2statetype != L
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X <= 50
triggerall = power >= 1000
triggerall = (enemynear,stateno!=[120,155])
triggerall = (p2dist y=[-10,0])
trigger1 = ctrl && random <= 100
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact
value = 2000

;----------------------------------------------------------------------------
;heavy punch
[State -1, AI FlameThrower]
type = ChangeState
triggerall = var(50) = 1
triggerall = var(9) = 0
triggerall = p2statetype != L && p2statetype != C
triggerall = Movetype != H
triggerall = statetype != A
triggerall = P2Life > 0
triggerall = P2bodydist X = [35,126]
triggerall = random <= 50
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact
value = 1100

;----------------------------------------------------------------------------
;light punch
[State -1, AI Charge]
type = ChangeState
triggerall = var(50) = 1
triggerall = random >= 800
triggerall = var(9) = 0
triggerall = StateType != A
triggerall = Movetype != H
triggerall = P2Life > 0
triggerall = P2bodydist X >= 120
triggerall = power < 3000
trigger1 = ctrl
value = 900

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

;------------------------------------------------------------------------
[State 101, Air Run Fwd]
type = ChangeState
value = 101
trigger1 = command = "FF"
trigger1 = stateno != 101 || stateno != 102
trigger1 = statetype = A
trigger1 = ctrl

;------------------------------------------------------------------------
[State 102, Air Run Back]
type = ChangeState
value = 102
trigger1 = command = "BB"
trigger1 = stateno != 101 || stateno != 102
trigger1 = statetype = A
trigger1 = ctrl

[State 105, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;-------------------------------------------------------------------
;Punch
[State 1300, Sky Uppercut]
type = ChangeState
value = 1300
triggerall = var(9) = 0
Triggerall = command = "fdfda" || command = "fdfdb" || (command = "fdfdc" && power < 1000)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact

;-------------------------------------------------------------------
;Punch
[State 1400, Quick Attack]
type = ChangeState
value = 1400
triggerall = var(9) = 0
Triggerall = command = "bdbda" || command = "bdbdb" || (command = "bdbdc" && power<1000)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact

;-------------------------------------------------------------------
;Punch
[State 1610, OverHeat]
type = ChangeState
value = 1610
triggerall = var(9) = 0
Triggerall = command = "ddd2b"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movehit
trigger3 = stateno = 400 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 410 && movehit
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 1000 && movecontact
trigger9 = stateno = 1012 && movecontact
trigger10 = stateno = 1400 && movecontact

;-------------------------------------------------------------------
;Punch
[State 1100, FlameThrower ]
type = ChangeState
value = 1100
triggerall = var(9) = 0
Triggerall = command = "hcfa" || command = "hcfb" || (command = "hcfc" && power < 3000)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 1000 && movecontact

;-------------------------------------------------------------------
;Punch
[State 1110, Fire Blast]
type = ChangeState
value = 1110
triggerall = var(9) = 0
Triggerall = command = "hcfc"
triggerall = statetype != A
triggerall = power >= 3000
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 1000 && movecontact
trigger9 = stateno = 1400 && movecontact

;-------------------------------------------------------------------
;Punch
[State 1010, Flame Wheel]
type = ChangeState
value = 1010
triggerall = var(9) = 0
Triggerall = command = "qcfc"
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 1000 && movecontact
trigger9 = stateno = 1100 && movecontact
trigger10 = stateno = 1201 && movecontact

;-------------------------------------------------------------------
;Punch
[State 2110, Air Tornado Blaze Kick]
type =ChangeState
value = 2110
triggerall = var(9) = 0
Triggerall = command = "qcbc"
triggerall = statetype = A
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 600 && movecontact
trigger9 = stateno = 610 && movecontact
trigger10 = stateno = 620 && movecontact
trigger11 = stateno = 1200 && movecontact
trigger12 = stateno = 2000 && movecontact
trigger13 = stateno = 2010 && movecontact
trigger14 = stateno = 1300 && movecontact
trigger15 = stateno = 1400 && movecontact

;-------------------------------------------------------------------
;Punch
[State 1210, Tornado Blaze Kick]
type =ChangeState
value = 1210
triggerall = var(9) = 0
Triggerall = command = "qcbc"
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 600 && movecontact
trigger9 = stateno = 610 && movecontact
trigger10 = stateno = 620 && movecontact
trigger11 = stateno = 1000 && movecontact
trigger12 = stateno = 1012 && movecontact
trigger13 = stateno = 1400 && movecontact

;-------------------------------------------------------------------
;Punch
[State 1200, Blaze Kick]
type = ChangeState
value = 1200
triggerall = var(9) = 0
Triggerall = command = "qcba" || command = "qcbb" || command = "qcbc"
;triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact
trigger8 = stateno = 600 && movecontact
trigger9 = stateno = 610 && movecontact
trigger10 = stateno = 620 && movecontact

;-------------------------------------------------------------------
;Punch
[State 2010, Air Dragon Blaze Kick]
type = ChangeState
value = 2010
triggerall = var(9) = 0
Triggerall = command = "qcfc"
triggerall = statetype = A
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact
trigger5 = stateno = 1200 && movecontact
trigger6 = stateno = 1210 && movecontact
trigger7 = stateno = 2000 && movecontact
trigger8 = stateno = 2110 && movecontact
;-------------------------------------------------------------------
;Punch
[State 2000, Air Blaze Kick2]
type = ChangeState
value = 2000
triggerall = var(9) = 0
Triggerall = command = "qcfa" || command = "qcfb" || (command = "qcfc" && power<1000)
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 620 && movecontact

;-------------------------------------------------------------------
;Punch
[State 1000, Fire Punch]
type = ChangeState
value = 1000
triggerall = var(9) = 0
Triggerall = command = "qcfa" || command = "qcfb" || (command = "qcfc" && power<1000)
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 220 && movecontact
trigger7 = stateno = 420 && movecontact

[State -1, sparry]
type=hitoverride
trigger1= var(59)<=0
trigger1= roundstate=2 && statetype=S
trigger1= command="fwd" && command!="back" && command!="up" && command!="down"
trigger1= ctrl || (stateno=[800,801])
trigger1= var(21):=1
attr=SA,AA,AP
stateno=800
slot=0
time=8

[State -1, cparry]
type=hitoverride
trigger1= var(59)<=0
trigger1= roundstate=2 && statetype!=A
trigger1= command="down" && command!="fwd" && command!="back" && command!="up"
trigger1= ctrl || (stateno=[800,801])
trigger1= var(21):=2
attr=C,AA,AP
stateno=801
slot=0
time=8

[State -1, aparry]
type=hitoverride
trigger1= var(59)<=0
trigger1= roundstate=2 && statetype=A
trigger1= command="fwd" && command!="back" && command!="up" && command!="down"
trigger1= ctrl || stateno=802
trigger1= var(21):=3
attr=SA,AA,AP
stateno=802
forceair=1
slot=0
time=7

;-------------------------------------------------------------------
;Punch
[State -1, Dodge]
type = null;ChangeState
value = 950
triggerall = var(9) = 0
triggerall = var(50) = 0
Triggerall = command = "b" && command = "c"
triggerall = statetype = S
trigger1 = ctrl

;-------------------------------------------------------------------
;Punch
[State -1, Taunt]
type = ChangeState
value = 850
triggerall = var(9) = 0
Triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl

;-------------------------------------------------------------------
;Jump Kick
[state -1, Back B]
type = ChangeState
value = 230
triggerall = var(9) = 0
Triggerall = command = "b"
Triggerall = command != "holddown"
triggerall = command = "holdback"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 420 && movecontact

;-------------------------------------------------------------------
;Punch
[State -1, A]
type = ChangeState
value = 200
triggerall = var(9) = 0
Triggerall = command = "a"
Triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 210 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 420 && movecontact
;-------------------------------------------------------------------
;Jump Kick
[state -1, B]
type = ChangeState
value = 210
triggerall = var(9) = 0
Triggerall = command = "b"
Triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 220 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 420 && movecontact

;-----------------------------------------------------------------
;Heavy Punch
[state -1, C]
type = ChangeState
value = 220
triggerall = var(9) = 0
Triggerall = command = "c"
Triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 420 && movecontact

;-------------------------------------------------------------------
;Punch
[State -1,Crouch A]
type = ChangeState
value = 400
triggerall = var(9) = 0
Triggerall = command = "a"
Triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact

;-------------------------------------------------------------------
;Jump Kick
[state -1,Crouch B]
type = ChangeState
value = 410
triggerall = var(9) = 0
Triggerall = command = "b"
Triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
;-----------------------------------------------------------------
;Heavy Punch
[state -1,Crouch C]
type = ChangeState
value = 420
triggerall = var(9) = 0
Triggerall = command = "c"
Triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact

;-----------------------------------------------------------------
;Jump Punch
[State -1, Air A]
type = ChangeState
value = 600
triggerall = var(9) = 0
Triggerall = command = "a"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 610 && movecontact
trigger3 = stateno = 620 && movecontact

;-----------------------------------------------------------------
;Jump Punch
[State -1, Air B]
type = ChangeState
value = 610
triggerall = var(9) = 0
Triggerall = command = "b"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 620 && movecontact

;-----------------------------------------------------------------
;Jump Punch
[State -1, Air C]
type = ChangeState
value = 620
triggerall = var(9) = 0
Triggerall = command = "c"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact

;-------------------------------------------------------------------
;Punch
[State -1, Charge1]
type = ChangeState
value = 900
triggerall = var(21) = 0
triggerall = var(9) = 0
triggerall = var(50) = 0
Triggerall = command = "holda" && command = "holdb"
triggerall = power < 3000
triggerall = statetype != A
trigger1 = ctrl

;-------------------------------------------------------------------
;Punch
[State -1, Charge2]
type = ChangeState
value = 900
triggerall = var(21) = 1
triggerall = var(9) = 0
triggerall = var(50) = 0
Triggerall = command = "holdx"
triggerall = power < 3000
triggerall = statetype != A
trigger1 = ctrl


