; 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 = 4

;-| 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 = "Arc_Drive"
command = ~B, DB, D, F, c
time = 30
buffer.time = 8
;-| Special Motions |------------------------------------------------------
[Command]
name = "QCF_A"
command = ~D, DF, F, a
time = 20
buffer.time = 8

[Command]
name = "QCF_B"
command = ~D, DF, F, b
time = 20
buffer.time = 8

[Command]
name = "QCF_C"
command = ~D, DF, F, c
time = 20
buffer.time = 8

[Command]
name = "QCB_A"
command = ~D, DB, B, a
time = 20
buffer.time = 8

[Command]
name = "QCB_B"
command = ~D, DB, B, b
time = 20
buffer.time = 8

[Command]
name = "QCB_C"
command = ~D, DB, B, c
time = 20
buffer.time = 8

[Command]
name = "Z_A"
command = ~F, D, $F, a
time = 20
buffer.time = 8

[Command]
name = "Z_B"
command = ~F, D, $F, b
time = 20
buffer.time = 8

[Command]
name = "Z_C"
command = ~F, D, $F, c
time = 20
buffer.time = 8

[Command]
name = "DD_A"
command = ~D, D, a
time = 15
buffer.time = 8

[Command]
name = "DD_B"
command = ~D, D, b
time = 15
buffer.time = 8

[Command]
name = "DD_C"
command = ~D, D, c
time = 15
buffer.time = 8

;---------------------------------------------------------------------------
;Charge_Down_Up
[Command]
name = "HighJump"
command = ~$D, UF
time = 10
buffer.time = 2

[Command]
name = "BackJump"
command = ~$D, UB
time = 10
buffer.time = 2

[Command]
name = "NeutralJump"
command = ~$D, U
time = 10
buffer.time = 2

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 12
buffer.time = 4

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 12
buffer.time = 4

;-| 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

;-| 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
;-----------------------方向ちょいおし　すぐレバーはなすって動作
[Command]
name = "Fr"
command = $F
time = 1

[Command]
name = "Ba"
command = $B
time = 1

[Command]
name = "UP"
command = $U
time = 10
buffer.time = 12

[Command]
name = "Do"
command = $D
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 = "HoldB"
command = /$b
time = 1

[Command]
name = "HoldS"
command = /$s
time = 1
;-| Hold Button |----------------------------------------------------------
; Please define Anim 74140108 in your AIR file if AND ONLY IF you place these
; 7 Hold Button commands immediately after the 11 Single Button and Hold Dir
; commands at the very top of your CMD list, as demonstrated here.
; In this version of the AI code, these commands are only used by the XOR
; method, and thus are optional.  But there remains a possibility that a
; future version of the helper method might be helped by having these
; commands placed here, and Anim 74140108 would then be used to indicate
; that a partner character has a compatible CMD.

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

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

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

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

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

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

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

;--- None of your own command definitions should be above this line. ---

;-| CPU |--------------------------------------------------------------
; Note that if you make any changes to the basic one-button or recovery
; commands, you'll need to make the same changes to their matching commands here
; and/or in the XOR VarSet controller.  That includes things like, for example:
;  * changing the recovery command to use a different combination of buttons.
;  * renaming the b button command as "d", or the start button command as "s".
;  * switching the button names around, e.g. so button y triggers "a" and button a triggers "y".
;  * having more than one way to trigger the same command name.
; If you understand how the XOR method works, the proper changes should be obvious.
; If you don't understand it, then simply disable the lines in the XOR VarSet
; controller that correspond to the commands you've altered.

[Command]
name = "a2"
command = a
time = 1

[Command]
name = "b2"
command = b
time = 1

[Command]
name = "c2"
command = c
time = 1

[Command]
name = "x2"
command = x
time = 1

[Command]
name = "y2"
command = y
time = 1

[Command]
name = "z2"
command = z
time = 1

[Command]
name = "start2"
command = s
time = 1

[Command]
name = "holdfwd2"
command = /$F
time = 1

[Command]
name = "holdback2"
command = /$B
time = 1

[Command]
name = "holdup2"
command = /$U
time = 1

[Command]
name = "holddown2"
command = /$D
time = 1

[Command]
name = "holda2"
command = /a
time = 1

[Command]
name = "holdb2"
command = /b
time = 1

[Command]
name = "holdc2"
command = /c
time = 1

[Command]
name = "holdx2"
command = /x
time = 1

[Command]
name = "holdy2"
command = /y
time = 1

[Command]
name = "holdz2"
command = /z
time = 1

[Command]
name = "holdstart2"
command = /s
time = 1

[Command]
name = "recovery2"
command = x+y
time = 1

; Here add matching commands for any moves that must never be used randomly
; by the computer, such as suicide moves and super moves, and add the pairs
; to the XOR VarSet controller in State -3.

; If you're desperate to make sure that the AI always gets turned on as soon
; as possible, you can add more equivalents for your own commands here too,
; and add to the XOR VarSet controller's triggers accordingly.

; And of course, if you've run out of unique command labels (Mugen allows
; 128), you can remove as many of these as you want.  You'll of course need
; to modify the XOR VarSet controller's triggers accordingly, but Mugen
; will let you know if you forget to do so. :)

;-| Recovery Dir |--------------------------------------------------------------
[Command]
name = "ReF"
command = $F
time = 1
buffer.time=6

[Command]
name = "ReB"
command = $B
time = 1
buffer.time=6

[Command]
name = "ReU"
command = $U
time = 1
buffer.time=6

;---------------------------------------------------------------------------
; 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]

; The main purpose of having these next two controllers here at the top of
; StateDef -1 is to make sure the AI helper never changes to a different state,
; nor encounters any VarSets within State -1.
; But they also improve efficiency by preventing Mugen from wasting time
; processing the entire State -1 for the helper.
[State -1, AI Helper Check]
type = ChangeState
trigger1 = IsHelper(9741)
value = 9741

[State -1, AI Helper Check 2]
type = ChangeState
trigger1 = IsHelper(9742)
value = 9742

;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 102
TriggerAll = Var(59) < 1
trigger1 = command = "FF"
trigger1 = stateno!=102
trigger1 = stateno!=40
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
TriggerAll = Var(59) < 1
trigger1 = command = "BB"
trigger1 = stateno!=105
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Air Dash Fwd
[State -1, Air Dash Fwd]
type = ChangeState
value = 112
TriggerAll = Var(59) < 1
triggerall = var(30)!=0
trigger1 = command = "FF"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = stateno!=105
;---------------------------------------------------------------------------
;Air Dash Back
[State -1, Air Dash Back]
type = ChangeState
value = 117
TriggerAll = Var(59) < 1
triggerall = var(30)!=0
trigger1 = command = "BB"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = stateno != 105
;---------------------------------------------------------------------------
;Combo Jump
[State -1, Combo Jump]
type = ChangeState
value = 40
TriggerAll = Var(59) < 1
triggerall = command       = "UP"  || command       = "holdup"
triggerall = statetype    != A
trigger1   = movecontact>1
trigger1 = fvar(30)=1
;---------------------------------------------------------------------------
;Combo Jump AIR
[State -1, Combo Jump AIR]
type = ChangeState
TriggerAll = Var(59) < 1
triggerall = command       = "UP"  || command       = "holdup"
triggerall = statetype    = A
triggerall = stateno != [850,880]
trigger1 = movecontact
trigger1 = var(5)=0
trigger1 = fvar(30)=1
value = 45
;ctrl = 1
;---------------------------------------------------------------------------
;High Jump
[State -1, High Jump]
type = ChangeState
value = 60
TriggerAll = Var(59) < 1
triggerall = command       = "HighJump"
triggerall = statetype    != A
trigger1   = ctrl
trigger2   = stateno       = 100
trigger2   = animelemtime(3) >= 0
;---------------------------------------------------------------------------
;Back Jump
[State -1, Back Jump]
type = ChangeState
value = 65
TriggerAll = Var(59) < 1
triggerall = command       = "BackJump"
triggerall = statetype    != A
trigger1   = ctrl
trigger2   = stateno       = 100
trigger2   = animelemtime(3) >= 0
;---------------------------------------------------------------------------
;Neutral Super Jump
[State -1, Neutral Super Jump]
type = ChangeState
TriggerAll = Var(59) < 1
value = 70
triggerall = command       = "NeutralJump"
triggerall = statetype    != A
trigger1   = ctrl
;===========================================================================
;Recovery
[State -1,Recovery]
type = ChangeState
value = 5220
triggerall = alive
triggerall = command       = "ReF" || command = "ReB" || command = "ReU"
triggerall = canrecover
trigger1   = stateno       = 5100
trigger1   = time          = [0,3]
;---------------------------------------------------------------------------
;Taunt
[State -1, Taunt]
type = ChangeState
TriggerAll = Var(59) < 1
value = 195
triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Heat
[State -1, Heat]
type = ChangeState
value = 1500
TriggerAll = Var(59) < 1
triggerall = command = "y"
triggerall = command != "holdfwd" && command != "holdback"
triggerall = command != "holddown"
triggerall = statetype = S
triggerall = ctrl
trigger1 = var(35)=3
trigger2 = power>=1000
trigger2 = var(35)=0
;---------------------------------------------------------------------------
;Dodge
[State -1, Dodge]
type = ChangeState
TriggerAll = Var(59) < 1
value = 990
triggerall = command = "y"
;triggerall = command != "holdfwd" && command != "holdback"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
;Throw
[State -1, Throw]
type = ChangeState
TriggerAll = Var(59) < 1
value = 800
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = ctrl
trigger1 = command = "holdfwd" || command = "holdback"
trigger2 = (command != "holdfwd" && command != "holdback") && power < 1000
;---------------------------------------------------------------------------
;Air Throw
[State -1, Air Throw]
type = ChangeState
TriggerAll = Var(59) < 1
value = 850
triggerall = command = "y"
;triggerall = enemynear(0),p2bodydist x< 25
;triggerall = enemynear(0),statetype = A
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = stateno = 220
;trigger2 = time > 6
trigger3 = movecontact
trigger3 = stateno = 250
;trigger3 = time > 9
trigger4 = movecontact
trigger4 = stateno = 290
;trigger4 = time < 16

;===========================================================================
;Last Arc
[State -1, Last Arc]
type = ChangeState
TriggerAll = Var(59) < 1
value = 1200
triggerall = command = "x"
triggerall = statetype != A
triggerall = ctrl
trigger1 = var(35)=2
;===========================================================================
;Arc Drive
[State -1, Arc Drive]
type = ChangeState
TriggerAll = Var(59) < 1
value = 900
triggerall = command = "Arc_Drive"
triggerall = statetype != A
triggerall = var(35)=1 || var(35)=3
trigger1 = ctrl
trigger2 = movecontact>3
;===========================================================================
;Another Arc Drive
[State -1, Another Arc Drive]
type = ChangeState
TriggerAll = Var(59) < 1
value = 1000
triggerall = command = "Arc_Drive"
triggerall = statetype != A
triggerall = var(35)=2
trigger1 = ctrl
trigger2 = movecontact>3
;===========================================================================
;Fire Uppercut EX EDGE
[State -1, Fire Uppercut, EX EDGE]
type = ChangeState
value = 520
triggerall = command = "Z_C"
triggerall = statetype != A
triggerall = (power>=1000 && var(35)=0) || var(35)>0
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = fvar(30)=1
;===========================================================================
;Fire Uppercut Type A
[State -1, Fire Uppercut Type A]
type = ChangeState
value = 500
triggerall = command = "Z_A"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;===========================================================================
;Fire Uppercut Type B
[State -1, Fire Uppercut Type B]
type = ChangeState
value = 510
triggerall = command = "Z_B"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;===========================================================================
;Fire Uppercut Type C
[State -1, Fire Uppercut Type C]
type = ChangeState
value = 510
triggerall = command = "Z_C"
triggerall = statetype != A
triggerall = power < 1000
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;Chain Combo EX
[State -1, Chain Combo, EX EDGE]
type = ChangeState
value = 420
triggerall = command = "QCF_C"
triggerall = statetype != A
triggerall = (power>=1000 && var(35)=0) || var(35)>0
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = fvar(30)=1
;===========================================================================
;Chain Combo A
[State -1, Chain Combo, Type A]
type = ChangeState
value = 400
triggerall = command = "QCF_A"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;Chain Combo B
[State -1, Chain Combo, Type B]
type = ChangeState
value = 410
triggerall = command = "QCF_B"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;Chain Combo C
[State -1, Chain Combo, Type C]
type = ChangeState
value = 410
triggerall = command = "QCF_C"
triggerall = statetype != A
triggerall = power < 1000
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;RoundHouse Fire Kick - EX EDGE
[State -1, RoundHouse Fire Kick, EX EDGE]
type = ChangeState
value = 620
triggerall = command = "QCB_C"
triggerall = statetype != A
triggerall = (power>=1000 && var(35)=0) || var(35)>0
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = fvar(30)=1
;===========================================================================
;RoundHouse Fire Kick - Type A
[State -1, RoundHouse Fire Kick, Type A]
type = ChangeState
value = 600
triggerall = command = "QCB_A"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;RoundHouse Fire Kick - Type B
[State -1, RoundHouse Fire Kick, Type B]
type = ChangeState
value = 610
triggerall = command = "QCB_B"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;RoundHouse Fire Kick - Type C
[State -1, RoundHouse Fire Kick, Type C]
type = ChangeState
value = 610
triggerall = command = "QCB_C"
triggerall = statetype != A
triggerall = power < 1000
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;Flame Explosion - EX EDGE
[State -1, Flame Explosion, EX EDGE]
type = ChangeState
TriggerAll = Var(59) < 1
value = 720
triggerall = command = "DD_C"
triggerall = statetype != A
triggerall = (power>=1000 && var(35)=0) || var(35)>0
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = fvar(30)=1
;===========================================================================
;Flame Explosion - Type A
[State -1, Flame Explosion, Type A]
type = ChangeState
TriggerAll = Var(59) < 1
value = 700
triggerall = command = "DD_A"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;Flame Explosion - Type B
[State -1, Flame Explosion, Type B]
type = ChangeState
TriggerAll = Var(59) < 1
value = 710
triggerall = command = "DD_B"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;Flame Explosion - Type C
[State -1, Flame Explosion, Type C]
type = ChangeState
TriggerAll = Var(59) < 1
value = 710
triggerall = command = "DD_C"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;RoundHouse Fire Kick AIR - Ex Edge
[State -1, RHF Kick Air, EX EDGE]
type = ChangeState
value = 670
triggerall = command = "QCB_C"
triggerall = (power>=1000 && var(35)=0) || var(35)>0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = fvar(30)=1
;===========================================================================
;RoundHouse Fire Kick AIR - Type A
[State -1, RHF Kick Air, Type A]
type = ChangeState
value = 650
triggerall = command = "QCB_A"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;RoundHouse Fire Kick AIR - Type B
[State -1, RHF Kick Air, Type B]
type = ChangeState
value = 660
triggerall = command = "QCB_B"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;RoundHouse Fire Kick AIR - Type C
[State -1, RHF Kick Air, Type C]
type = ChangeState
value = 660
triggerall = command = "QCB_C"
triggerall = power < 1000
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;A
[State -1, A]
type = ChangeState
value = 200
TriggerAll = Var(58) < 3
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = stateno!=280
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 5
trigger3 = stateno = 210
trigger3 = time > 5
trigger3 = fvar(20)=1
;---------------------------------------------------------------------------
;Crouch A
[State -1, Crouch A]
type = ChangeState
value = 210
TriggerAll = Var(58) < 3
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype != A
triggerall = stateno!=280
trigger1 = ctrl
trigger2 = fvar(21)=1
trigger2 = stateno = 200
trigger2 = time > 5
trigger3 = stateno = 210
trigger3 = time > 5

;---------------------------------------------------------------------------
;Jump A
[State -1, Jump A]
type = ChangeState
value = 220
TriggerAll = Var(58) < 3
triggerall = command = "a"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = stateno!=220
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;B
[State -1, B]
type = ChangeState
value = 230
TriggerAll = Var(58) < 3
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = fvar(23)=1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = stateno!=280
trigger2 = fvar(30)=1

;---------------------------------------------------------------------------
;Crouch B
[State -1, Crouch B]
type = ChangeState
value = 240
TriggerAll = Var(58) < 3
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = fvar(24)=1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = stateno!=280
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;Upper Kick
[State -1, Upper Kick]
type = ChangeState
value = 280
TriggerAll = Var(58) < 3
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = command = "holdfwd"
triggerall = fvar(28)=1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = stateno!=280
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;Jump B
[State -1, Jump B]
type = ChangeState
value = 250
TriggerAll = Var(58) < 3
triggerall = command = "b"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = stateno!=250
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;C
[State -1, C]
type = ChangeState
value = 310
TriggerAll = Var(58) < 3
triggerall = command = "c"
triggerall = command != "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdback"
triggerall = statetype != A
triggerall = fvar(32)=1
triggerall = stateno!=280
triggerall = stateno!=310
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;Fwd C
[State -1, Fwd C]
type = ChangeState
value = 270
TriggerAll = Var(58) < 3
triggerall = command = "c"
;triggerall = ifelse(fvar(32)=1,command = "holdfwd",command = "c")
triggerall = command != "holddown"
triggerall = command != "holdback"
triggerall = statetype != A
triggerall = fvar(27)=1
triggerall = stateno!=280
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = fvar(30)=1
;trigger2 = stateno!= 310
;trigger2 = prevstateno!=320
;trigger3 = movecontact>3
;trigger3 = fvar(30)=1
;trigger3 = stateno= 310
;trigger3 = prevstateno!=320
;---------------------------------------------------------------------------
;Crouch C
[State -1, Crouch C]
type = ChangeState
value = 320
TriggerAll = Var(58) < 3
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = stateno!=280
triggerall = fvar(33)=1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;Back C
[State -1, Back C]
type = ChangeState
value = 260
TriggerAll = Var(58) < 3
triggerall = command = "c"
triggerall = command = "holdback"
triggerall = stateno!=280
triggerall = fvar(26)=1
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact>1
trigger2 = fvar(30)=1
;---------------------------------------------------------------------------
;Jump C
[State -1, Jump C]
type = ChangeState
value = 290
TriggerAll = Var(58) < 3
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = stateno!=290
trigger2 = fvar(30)=1

;---------------------------------------------------------------------------
;Jump Down C
[State -1, Jump Down C]
type = ChangeState
value = 300
TriggerAll = Var(58) < 3
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = movecontact>3
trigger2 = stateno!=300
trigger2 = fvar(30)=1
