[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |------------------------------------------------------------
[Defaults]
command.time = 15
command.buffer.time = 1

;-| System Commands |-----------------------------------------------------------
;No Quitar!! Indispensable para el funcionamieto del TagMode
[Command]
name = "Change"
command = a+y
time = 2

;No Quitar!! Indispensable para el funcionamieto del TagMode
[Command]
name = "Change"
command = c
time = 1

;No Quitar!! Indispensable para el funcionamieto del Common
[Command]
name = "dizzyrecover"
command = F,B
time = 20

;No Quitar!! Indispensable para el funcionamieto del Common
[Command]
name = "Long Jump"
command = D, $U
time = 12
;-| IA Commands |---------------------------------------------------------------

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

;-|IA Lv10|---------------------------------------------------------------------
[Command]
Name = "AI0"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
Time = 0
[Command]
Name = "AI1"
Command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
Time = 0
[Command]
Name = "AI2"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
Time = 0
[Command]
Name = "AI3"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
Time = 0
[Command]
Name = "AI4"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
Time = 0
[Command]
Name = "AI5"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI6"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
Time = 0
[Command]
Name = "AI7"
Command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
Time = 0
[Command]
Name = "AI8"
Command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
Time = 0
[Command]
Name = "AI9"
Command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
Time = 0
[Command]
Name = "AI10"
Command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
Time = 0
[Command]
Name = "AI11"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
Time = 0
[Command]
Name = "AI12"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
Time = 0
[Command]
Name = "AI13"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
Time = 0
[Command]
Name = "AI14"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
Time = 0
[Command]
Name = "AI15"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI16"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
Time = 0
[Command]
Name = "AI17"
Command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
Time = 0
[Command]
Name = "AI18"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
Time = 0
[Command]
Name = "AI19"
Command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
Time = 0
[Command]
Name = "AI20"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
Time = 0
[Command]
Name = "AI21"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
Time = 0
[Command]
Name = "AI22"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
Time = 0
[Command]
Name = "AI23"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI24"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
Time = 0
[Command]
Name = "AI25"
Command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
Time = 0
[Command]
Name = "AI26"
Command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
Time = 0
[Command]
Name = "AI27"
Command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
Time = 0
[Command]
Name = "AI28"
Command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
Time = 0
[Command]
Name = "AI29"
Command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
Time = 0
[Command]
Name = "AI30"
Command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
Time = 0
[Command]
Name = "AI31"
Command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
Time = 0
[Command]
Name = "AI32"
Command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
Time = 0
[Command]
Name = "AI33"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI34"
Command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
Time = 0
[Command]
Name = "AI35"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI36"
Command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI37"
Command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
Time = 0
[Command]
Name = "AI38"
Command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
Time = 0
[Command]
Name = "AI39"
Command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
Time = 0
[Command]
Name = "AI40"
Command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
Time = 0
[Command]
Name = "AI41"
Command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
Time = 0
[Command]
Name = "AI42"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI43"
Command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
Time = 0
[Command]
Name = "AI44"
Command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
Time = 0
[Command]
Name = "AI45"
Command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
Time = 0
[Command]
Name = "AI46"
Command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
Time = 0
[Command]
Name = "AI47"
Command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
Time = 0
[Command]
Name = "AI48"
Command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
Time = 0
[Command]
Name = "AI49"
Command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
Time = 0
[Command]
Name = "AI50"
Command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
Time = 0

;-| Super Motions |--------------------------------------------------------
[Command]
Name = "Tekkyuu Dai Sekai"
Command = ~a,x,DF,y,x
Time = 50
buffer.time = 35

[Command]
Name = "Tekkyuu Dai Sekai"
Command = ~a,x,y,x
Time = 40
buffer.time = 35
;--------------------------------
[Command]
Name = "Tekkyuu Day-Assatsu Lv2"
Command = ~D,DF,F,D,DF,F,x+y
Time = 30
;--------------------------------
[Command]
Name = "Tekkyuu Day-Bousou"
Command = ~D,DF,F,DF,D,DB,B,x
Time = 40

[Command]
Name = "Tekkyuu Day-Bousou"
Command = ~D,DF,F,DF,D,DB,B,y
Time = 40
;--------------------------------
[Command]
Name = "Tekkyuu Day-Assatsu"
Command = ~D,DF,F,D,DF,F,x
Time = 30

[Command]
Name = "Tekkyuu Day-Assatsu"
Command = ~D,DF,F,D,DF,F,y
Time = 30
;--------------------------------
[Command]
Name = "Tekkyuu Day-Bokusatsu"
Command = ~D,DF,F,D,DF,F,a
Time = 30

[Command]
Name = "Tekkyuu Day-Bokusatsu"
Command = ~D,DF,F,D,DF,F,b
Time = 30
;--------------------------------
[Command]
Name = "Tekkyuu Dai Funsai"
Command = ~D,DB,B,D,DB,B,x
Time = 30

[Command]
Name = "Tekkyuu Dai Funsai"
Command = ~D,DB,B,D,DB,B,y
Time = 30

;-| Special Motions |-----------------------------------------------------------
[Command]
Name = "Tekkyuu Day-Kaiten"
Command = ~x,x,x,x
Time = 38

[Command]
Name = "Tekkyuu Day-Kaiten"
Command = ~y,y,y,y
Time = 38

;--------------------------------
[Command]
Name = "Tekkyuu Funsai Geki"
Command = ~32$B,F,x
Time = 35

[Command]
Name = "Tekkyuu Funsai Geki"
Command = ~32$B,F,y
Time = 35
;--------------------------------
[Command]
Name = "Tekkyuu Taiko Uchi"
Command = ~B,DB,D,DF,F,a
Time = 25

[Command]
Name = "Tekkyuu Taiko Uchi"
Command = ~B,DB,D,DF,F,b
Time = 25
;--------------------------------
[Command]
Name = "Dai Hakai Nage"
Command = ~F,DF,D,DB,B,F,x
Time = 30;25

[Command]
Name = "Dai Hakai Nage"
Command = ~F,DF,D,DB,B,F,y
Time = 30;25
;--------------------------------
[Command]
Name = "Haki Kyaku"
Command = ~D,D,a
Time = 20

[Command]
Name = "Haki Kyaku"
Command = ~D,D,b
Time = 20
;-| Double Tap |----------------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10

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

;-| 2/3 Button Combination |----------------------------------------------------
[Command]
name = "recovery"
command = a+x
time = 1

;-| Drop Trow |-----------------------------------------------------------------
[Command]
name = "Liberar"
command = F
time = 1
[Command]
name = "Liberar"
command = D
time = 1
[Command]
name = "Liberar"
command = B
time = 1
[Command]
name = "Liberar"
command = U
time = 1
[Command]
name = "Liberar"
command = a
time = 1
[Command]
name = "Liberar"
command = b
time = 1
[Command]
name = "Liberar"
command = c
time = 1
[Command]
name = "Liberar"
command = x
time = 1
[Command]
name = "Liberar"
command = y
time = 1
[Command]
name = "Liberar"
command = z
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 = "fwd"
command = F
time = 1

[command]
name = "back"
command = B
time = 1

[command]
name = "up"
command = U
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;-------------------------------------------------------------------------------
;Shortcuts For Keyboard users, if you delete this part, Chang won't be affected.
;-------------------------------------------------------------------------------
[Command]
Name = "Tekkyuu Day-Assatsu Lv2"
Command = ~D,F,D,F,x+y
Time = 30
;--------------------------------
[Command]
Name = "Tekkyuu Day-Bousou"
Command = ~D,F,D,B,x
Time = 30

[Command]
Name = "Tekkyuu Day-Bousou"
Command = ~D,F,D,B,y
Time = 30
;--------------------------------
[Command]
Name = "Tekkyuu Day-Assatsu"
Command = ~D,F,D,F,x
Time = 30

[Command]
Name = "Tekkyuu Day-Assatsu"
Command = ~D,F,D,F,y
Time = 30
;--------------------------------
[Command]
Name = "Tekkyuu Day-Bokusatsu"
Command = ~D,F,D,F,a
Time = 30

[Command]
Name = "Tekkyuu Day-Bokusatsu"
Command = ~D,F,D,F,b
Time = 30
;--------------------------------
[Command]
Name = "Tekkyuu Dai Funsai"
Command = ~D,B,D,B,x
Time = 30

[Command]
Name = "Tekkyuu Dai Funsai"
Command = ~D,B,D,B,y
Time = 30

;-| Special Motions |-----------------------------------------------------------
[Command]
Name = "Tekkyuu Taiko Uchi"
Command = ~B,D,F,a
Time = 25

[Command]
Name = "Tekkyuu Taiko Uchi"
Command = ~B,D,F,b
Time = 25
;--------------------------------
[Command]
Name = "Dai Hakai Nage"
Command = ~F,D,B,F,x
Time = 30

[Command]
Name = "Dai Hakai Nage"
Command = ~F,D,B,F,y
Time = 30

;-------------------------------------------------------------------------------
[Statedef -1]
;-------------------------------------------------------------------------------
;Hyper Cancels
;-------------------------------------------------------------------------------
;Super Cancel Effect
[State -1,SuperCancel Frase]
type = Explod
triggerall = time = [0,1]
triggerall = !Numexplod(7500)
Triggerall = Prevstateno = [1000,1400]
Trigger1 = Stateno = [3000,3050]
Trigger2 = Stateno = [3100,3101]
Trigger3 = Stateno = 3200
Trigger4 = Stateno = 3300
Trigger5 = Stateno = 3400
anim = 7500
pos = 65,70
ID = 7500
postype = Left
removetime = -2
bindtime = 50
pausemovetime = 9999
supermovetime = 9999
scale = .5,.5
sprpriority = -2
ownpal = 1

[State -1,SuperCancel Borde]
type = Explod
triggerall = time = [0,1]
triggerall = !Numexplod(7501)
Triggerall = Prevstateno = [1000,1400]
Trigger1 = Stateno = [3000,3050]
Trigger2 = Stateno = [3100,3101]
Trigger3 = Stateno = 3200
Trigger4 = Stateno = 3300
Trigger5 = Stateno = 3400
anim = 7510
pos = -5,69
ID = 7501
postype = Left
removetime = -2
bindtime = 65
pausemovetime = 9999
supermovetime = 9999
scale = 1.5,1
sprpriority = -1
ownpal = 1

[State -1,SuperCancel Fondo]
type = Explod
triggerall = time = [0,1]
triggerall = !Numexplod(7502)
Triggerall = Prevstateno = [1000,1400]
Trigger1 = Stateno = [3000,3050]
Trigger2 = Stateno = [3100,3101]
Trigger3 = Stateno = 3200
Trigger4 = Stateno = 3300
Trigger5 = Stateno = 3400
anim = 7520
pos = -150,69
ID = 7502
postype = Left
removetime = -2
facing = 1
vfacing = 1
bindtime = 65
pausemovetime = 99999
supermovetime = 99999
scale = 1.5,1
sprpriority = -3
ownpal = 1
trans = addalpha
alpha = 256, 135

;-------------------------------------------------------------------------------
;Dream Cancel Effect
[State -1,DreamCancel Frase]
type = Explod
triggerall = time = [0,1]
triggerall = !Numexplod(7530)
Trigger1 = Stateno = 3400
Trigger1 = Prevstateno = [3000,3300]
anim = 7530
pos = 0,70
ID = 7530
postype = Left
removetime = -2
bindtime = 50
pausemovetime = 9999
supermovetime = 9999
scale = .5,.5
sprpriority = -2
ownpal = 1

[State -1,DreamCancel Borde]
type = Explod
triggerall = time = [0,1]
triggerall = !Numexplod(7531)
Trigger1 = Stateno = 3400
Trigger1 = Prevstateno = [3000,3300]
anim = 7540
pos = 0,69
ID = 7531
postype = Left
removetime = -2
bindtime = 65
pausemovetime = 9999
supermovetime = 9999
scale = 1.5,1
sprpriority = -1
ownpal = 1

[State -1,DreamCancel Fondo]
type = Explod
triggerall = time = [0,1]
triggerall = !Numexplod(7532)
Trigger1 = Stateno = 3400
Trigger1 = Prevstateno = [3000,3300]
anim = 7535
pos = -15,69
ID = 7532
postype = Left
removetime = -2
facing = 1
vfacing = 1
bindtime = 65
pausemovetime = 99999
supermovetime = 99999
scale = 1.5,1
sprpriority = -3
ownpal = 1
trans = addalpha
alpha = 256, 135

;-------------------------------------------------------------------------------
[State -1, Super Cancel No Juggle]
type = AssertSpecial
Triggerall = Prevstateno = [1000,1400]
Trigger1 = Stateno = [3000,3050]
Trigger2 = Stateno = [3100,3101]
Trigger3 = Stateno = 3200
Trigger4 = Stateno = 3300
Trigger5 = Stateno = 3400
flag = nojugglecheck
ignorehitpause =1

[State -1, Dream Cancel No Juggle]
type = AssertSpecial
Triggerall = Prevstateno = [3000,3300]
Trigger1 = Stateno = 3400
flag = nojugglecheck
ignorehitpause =1

[State -1, Fake Cancel Juggle]
type = AssertSpecial
Triggerall = Stateno = [3000,3400]
Trigger1 = Numexplod(7500) || Numexplod(7501) || Numexplod(7502) ||Numexplod(7530) || Numexplod(7531) || Numexplod(7532)
flag = nojugglecheck
ignorehitpause =1

;-------------------------------------------------------------------------------
[State -1, Special Cancel PalFX]
type = PalFX
triggerall = 0
triggerall = Time<=18 &(time%2=0)
trigger1 = Prevstateno = 1400
trigger1 = Stateno = 3000 || Stateno = 3050 || Stateno = 3100 || Stateno = 3101 || Stateno = 3200 || Stateno = 3300|| Stateno = 3400
time = 1
add = 256,256,256
color = 0
ignorehitpause =1
persistent =1

[State -1, Super Cancel PalFX]
type = PalFX
Triggerall = Time = 1 && Prevstateno = [1000,1400]
Trigger1 = Stateno = [3000,3050]
Trigger2 = Stateno = [3100,3101]
Trigger3 = Stateno = 3200
Trigger4 = Stateno = 3300
Trigger5 = Stateno = 3400
add = 96,96,96
mul = 240,240,240
sinadd = 96,96,96,32
time = 20
color = 8
ignorehitpause = 1
persistent = 0

[State -1, Dream Cancel PalFX]
type = PalFX
Triggerall = Prevstateno = [3000,3300]
Trigger1 = Stateno = 3400 && time = 1
add = 100,0,0
mul = 256,256,256
sinadd = 40,80,40,10
time = 20
color = 8
invertall = 0
ignorehitpause = 1
persistent = 0


;------------------------------|Fin de IA|--------------------------------------
;-------------------------------------------------------------------------------
;Var(0),Var(1),Var(2) Cancel Normal move
[State -1, Cancel Var]
type = VarRangeSet
trigger1 = Roundstate != 2
trigger2 = 1
value = 0
first = 0
last = 2
ignorehitpause =1

[State -1, Cancel Var]
type = VarSet
triggerall = Roundstate = 2
triggerall = Alive
trigger1 = Stateno = 205 && Time = [5,10]
trigger2 = Stateno = 210 && Time = [8,10]
trigger3 = Stateno = 215 && Time = [8,10]
trigger4 = Stateno = 235 && Time = [9,14]
trigger5 = Stateno = 240 && Movecontact && Time = [19,25]
trigger6 = Stateno = 245 && Movecontact && Time = [7,13]
trigger7 = Stateno = 400 && (Time = [9,10]) || (Movecontact && Time = [5,10])
trigger8 = Stateno = 410 && (Time = [8,10]) || (Movecontact && Time = [7,12])
trigger9 = Stateno = 420 && (Time = [10,12]) || (Movecontact && Time = [5,10])
trigger10 = Stateno = 430 && (Time = [0,28]) || (Movecontact && Time = [13,18])
var(0) = 1
ignorehitpause =1

[State -1, Cancel Var]
type = VarSet
triggerall = Roundstate = 2
triggerall = Alive
trigger1 = Stateno = 200 && Movecontact && Animtime = [-1,0]
trigger2 = Stateno = 220 && Movecontact && Animtime = [-1,0]
trigger3 = Stateno = 225 && (Movecontact || ((Var(30) || Var(33)) && Numtarget))
trigger4 = Stateno = 230 && Movecontact && Animtime = [-1,0]
var(1) = 1

[State -1, Cancel Var]
type = VarSet
triggerall = Roundstate = 2
triggerall = Alive
trigger1 = Stateno = 200 && (!Time || !Animtime)
trigger2 = Stateno = 205 && !Animtime
trigger3 = Stateno = 210 && (!Time || !Animtime)
trigger4 = Stateno = 215 && !Animtime
trigger5 = Stateno = 220 && (!Time || !Animtime)
trigger6 = Stateno = 225 && (!Time || !Animtime)
trigger7 = Stateno = 230 && (!Time || !Animtime)
trigger8 = Stateno = 235 && !Animtime
trigger9 = Stateno = 240 && !Animtime
trigger10 = Stateno = 245 && !Animtime
trigger11 = Stateno = 400 && !Animtime
trigger12 = Stateno = 405 && !Animtime
trigger13 = Stateno = 410 && !Animtime
trigger14 = Stateno = 415 && !Animtime
trigger15 = Stateno = 420 && !Animtime
trigger16 = Stateno = 425 && !Animtime
trigger17 = Stateno = 430 && !Animtime
trigger18 = Stateno = 435 && !Animtime
var(2) = 1

[State -1, Cancel Var]
type = VarSet
triggerall = Roundstate = 2
trigger1 = Stateno >= 1000 || Stateno = 300
var(0) = 0
ignorehitpause =1

;-------------------------------------------------------------------------------
[State -1, Tekkyuu Dai Sekai]
type = ChangeState
triggerall = Command = "Tekkyuu Dai Sekai" && !var(59)
triggerall = !Var(30) && !Var(33)
triggerall = Statetype != A && Power>=Ifelse(Life <= LifeMax/2,2000,3000)
trigger1 = Ctrl || Stateno = 100
trigger2 = Var(1) || Var(2)
value = 3500

[State -1, Tekkyuu Day-Assatsu Lv2]
type = ChangeState
triggerall = Command = "Tekkyuu Day-Assatsu Lv2" && !var(59)
triggerall = !Var(30) && !Var(33)
triggerall = Statetype != A && Power >= 2000
trigger1 = Ctrl || Stateno = 100
trigger2 = Var(0) || Var(1) || Var(2)
trigger3 = Stateno = 1400 || Stateno = [1100,1150]
trigger3 = Movecontact && Movetype = A
trigger4 = Movetype = A && (Movecontact || Numtarget && (Stateno = [3100,3220])) && (Stateno != [3140,3142]) && Stateno = [3110,3300]
value = 3400

[State -1, Tekkyuu Day-Assatsu]
type = ChangeState
triggerall = Command = "Tekkyuu Dai Funsai" && !var(59)
triggerall = !Var(30) && !Var(33)
triggerall = Statetype != A && Power >= 1000
trigger1 = Ctrl || Stateno = 100
trigger2 = Var(0) || Var(1) || Var(2)
trigger3 = Stateno = 1400 || Stateno = [1100,1150]
trigger3 = Movecontact && Movetype = A
value = 3300

[State -1, Tekkyuu Day-Bokusatsu]
type = ChangeState
triggerall = Command = "Tekkyuu Day-Bokusatsu" && !var(59)
triggerall = !Var(30) && !Var(33)
triggerall = Statetype != A && Power >= 1000
trigger1 = Ctrl || Stateno = 100
trigger2 = Var(0) || Var(1) || Var(2)
trigger3 = Stateno = 1400 || Stateno = [1100,1150]
trigger3 = Movecontact && Movetype = A
value = 3200

[State -1, Tekkyuu Day-Bousou]
type = ChangeState
triggerall = Command = "Tekkyuu Day-Bousou" && !var(59)
triggerall = !Var(30) && !Var(33)
triggerall = Statetype != A && Power >= 1000
trigger1 = Ctrl || Stateno = 100
trigger2 = Var(0) || Var(1) || Var(2)
trigger3 = Stateno = 1400 || Stateno = [1100,1150]
trigger3 = Movecontact && Movetype = A
value = 3100+(Command = "y")*1

[State -1, Tekkyuu Day-Assatsu]
type = ChangeState
triggerall = Command = "Tekkyuu Day-Assatsu" && !var(59)
triggerall = !Var(30) && !Var(33)
triggerall = Statetype != A && Power >= 1000
trigger1 = Ctrl || Stateno = 100
trigger2 = Var(0) || Var(1) || Var(2)
trigger3 = Stateno = 1400 || Stateno = [1100,1150]
trigger3 = Movecontact && Movetype = A
value = 3000+(Command = "y")*50

;-------------------------------------------------------------------------------
[State -1, Tekkyuu Day-Kaiten]
type = ChangeState
triggerall =  Statetype != A && !var(59)
triggerall = Command = "Tekkyuu Day-Kaiten"; || command = "s"
trigger1 = Ctrl || Stateno = 100
trigger2 = Var(0) || Var(1) || Var(2)
value = 1000+(Command = "y")*10

[State -1, Tekkyuu Funsai Geki]
type = ChangeState
triggerall =  Statetype != A && !var(59)
triggerall = Command = "Tekkyuu Funsai Geki"
trigger1 = Ctrl || Stateno = 100
trigger2 = Var(0) || Var(1) || Var(2)
value = 1100+(Command = "y")*50

[State -1, Tekkyuu Taiko Uchi]
type = ChangeState
triggerall = Statetype != A && !var(59)
triggerall = Command = "Tekkyuu Taiko Uchi"
trigger1 = Ctrl || Stateno = 100
trigger2 = Var(0) || Var(1) || Var(2)
value = 1200

[State -1, Dai Hakai Nage]
type = ChangeState
triggerall = Statetype != A && !var(59)
triggerall = Command = "Dai Hakai Nage"
trigger1 = Ctrl || Stateno = 100
trigger2 = Var(0) || Var(1) || Var(2)
value = 1300

[State -1, Haki Kyaku]
type = ChangeState
triggerall = Statetype != A && !var(59)
triggerall = Command = "Haki Kyaku"
trigger1 = Ctrl || Stateno = 100
trigger2 = Var(0) || Var(1) || Var(2)
value = 1400

;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = command = "FF" && !var(59)
triggerall = statetype = S
trigger1 = ctrl
trigger2 = Var(2)

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = command = "BB" && !var(59)
triggerall = statetype = S
trigger1 = ctrl
trigger2 = Var(2)

;---------------------------------------------------------------------------
; Throw 1
[State -1, Throw]
type = ChangeState
value = 800
triggerall = !Var(30) && !Var(33) && !var(59)
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = p2bodydist X < 15
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

; Throw 2
[State -1, Throw]
type = ChangeState
value = 850
triggerall = !Var(30) && !Var(33) && !var(59)
triggerall = command = "b"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = p2bodydist X < 15
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s" && !var(59)
triggerall = statetype != A
trigger1 = ctrl

;===========================================================================
;2+3 Buttons moves
;---------------------------------------------------------------------------
; Fwd Dodge
[State -1, Fwd Dodge]
type = ChangeState
value = 900
triggerall = Command != "holdback" && !var(59)
triggerall = command = "a" && command = "x"
triggerall = statetype != A
trigger1 = ctrl || Stateno = 100 || (Power >= 1000 && !HitShakeover && Stateno = [150,152])

; Back Dodge
[State -1, Back Dodge]
type = ChangeState
value = 910
triggerall = Command = "holdback" && !var(59)
triggerall = command = "a" && command = "x"
triggerall = statetype != A
trigger1 = ctrl || Stateno = 100 || (Power >= 1000 && !HitShakeover && Stateno = [150,152])

; Cancel Dodge
[State -1, Back Dodge]
type = ChangeState
value = 920
triggerall = !Var(30) && !Var(33) && !var(59)
triggerall = command = "a" && command = "x"
triggerall = statetype != A
triggerall = Power >= 1000
trigger1 = Movecontact && (Stateno = [200,799]) && (!Hitpausetime)

;---------------------------------------------------------------------------
;Stand KnockDown
[State -1, Stand KnockDown]
type = ChangeState
value = 240
triggerall = command = "b" && command = "y" && !var(59)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || Stateno = 100

;Stand KnockDown Guard Cancel
[State -1, Stand KnockDown]
type = ChangeState
value = 245
triggerall = command = "b" && command = "y" && !var(59)
triggerall = command != "holddown"
triggerall = Power >= 1000 && !HitShakeover && Stateno = [150,152]
trigger1 = statetype != A

;---------------------------------------------------------------------------
;Pulling Escape
[State -1, Stand KnockDown]
type = ChangeState
value = 300
triggerall = command = "x" && command = "holddownfwd" && !var(59)
triggerall = Statetype != A
trigger1 = ctrl || Stateno = 100
trigger2 = Var(0)

;---------------------------------------------------------------------------
; Jump KnockDown
[State -1, Jump KnockDown]
type = ChangeState
value = 640
triggerall = Anim != 51 && !var(59)
triggerall = command = "b" && command = "y"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Short Jump KnockDown
[State -1, Short Jump KnockDown]
type = ChangeState
value = 645
triggerall = command = "b" && command = "y" && !var(59)
trigger1 = statetype = A
trigger1 = ctrl

;===========================================================================
;Close Stand moves
;---------------------------------------------------------------------------
; Close Stand Light Punch
[State -1, Close Stand Light Punch]
type = ChangeState
value = 205
triggerall = Abs(P2bodydist x) <= 24 && !var(59)
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || Stateno = 100

;---------------------------------------------------------------------------
; Close Stand Light Kick
[State -1, Close Stand Light Kick]
type = ChangeState
value = 215
triggerall = Abs(P2bodydist x) <= 24 && !var(59)
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || Stateno = 100

;---------------------------------------------------------------------------
; Close Stand Strong Punch
[State -1, Close Stand Strong Punch]
type = ChangeState
value = 225
triggerall = Abs(P2bodydist x) <= 12 && !var(59)
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || Stateno = 100

;---------------------------------------------------------------------------
; Close Standing Strong Kick
[State -1, Close Standing Strong Kick]
type = ChangeState
value = 235
triggerall = Abs(P2bodydist x) <= 24 && !var(59)
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || Stateno = 100

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x" && !var(59)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || Stateno = 100

;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 210
triggerall = command = "a" && !var(59)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || Stateno = 100

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "y" && !var(59)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || Stateno = 100

;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 230
triggerall = command = "b" && !var(59)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || Stateno = 100

;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x" && !var(59)
triggerall = command = "holddown"
triggerall = statetype = C || Stateno = 100
trigger1 = ctrl || Stateno = 100
trigger2 = Stateno = 400 && Movecontact
trigger2 = Time >= 13

;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 410
triggerall = command = "a" && !var(59)
triggerall = command = "holddown"
trigger1 = statetype = C || Stateno = 100
trigger1 = ctrl || Stateno = 100
trigger2 = Stateno = 400 && Movecontact
trigger2 = Time >= 13

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "y" && !var(59)
triggerall = command = "holddown"
trigger1 = statetype = C || Stateno = 100
trigger1 = ctrl || Stateno = 100
trigger2 = Stateno = 400 && Movecontact
trigger2 = Time >= 13

;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 430
triggerall = command = "b" && !var(59)
triggerall = command = "holddown"
trigger1 = statetype = C || Stateno = 100
trigger1 = ctrl || Stateno = 100
trigger2 = Stateno = 400 && Movecontact
trigger2 = Time >= 13

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = Anim != 51 && !var(59)
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 610
triggerall = Anim != 51 && !var(59)
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = Anim != 51 && !var(59)
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 630
triggerall = Anim != 51 && !var(59)
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl

;===========================================================================
; Short Jump moves
;---------------------------------------------------------------------------
; Short Jump Light Punch
[State -1, Short Jump Light Punch]
type = ChangeState
value = 605
triggerall = command = "x" && !var(59)
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Short Jump Light Kick
[State -1, Short Jump Light Kick]
type = ChangeState
value = 615
triggerall = command = "a" && !var(59)
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Short Jump Strong Punch
[State -1, Short Jump Strong Punch]
type = ChangeState
value = 625
triggerall = command = "y"
trigger1 = statetype = A && !var(59)
trigger1 = ctrl

;---------------------------------------------------------------------------
; Short Jump Strong Kick
[State -1, Short Jump Strong Kick]
type = ChangeState
value = 635
triggerall = command = "b"
trigger1 = statetype = A && !var(59)
trigger1 = ctrl

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

