;-| Super Motions |--------------------------------------------------------
[Command]
;name = "fh_a"
name = "cat_a"
command = ~D,DF,F,D,DF,F, a
time = 40

[Command]
;name = "fh_c"
name = "cat_c"
command = ~D,DF,F,D,DF,F, y
time = 40

[Command]
name = "msonic_a"
command = ~F,B,D,F, a
time = 40

[Command]
name = "msonic_c"
command = ~F,B,D,F, y
time = 40

[Command]
name = "onek_b"
command = ~D,DF,F,D,DF,F, b
time = 40

[Command]
name = "onek_d"
command = ~D,DF,F,D,DF,F, x
time = 40

[Command]
name = "fat_a"
command = ~D,DF,F,D,DB, a
time = 40

[Command]
name = "fat_c"
command = ~D,DF,F,D,DB, y
time = 40

[Command]
;name = "cat_a"
name = "fh_a"
command = ~B,D,DF,F,B,D,DF,F, a
time = 40

[Command]
;name = "cat_c"
name = "fh_c"
command = ~B,D,DF,F,B,D,DF,F, y
time = 40

[Command]
name = "888_a"
command = ~D,DF,F,D,DB, b
time = 40

[Command]
name = "777_a"
command = ~D,DF,F,D,DB, x
time = 40

;-| Special Motions |------------------------------------------------------
[Command]
name = "QCF_a"
command = ~D, DB, B, a

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

[Command]
name = "QCB_b"
command = ~D, DB, B, b

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

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

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

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

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

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

[Command]
name = "sonicboom_z"
command = ~D,DF, F, z

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

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

[Command]
name = "fbf_a"
command = ~F, B, F, a
time = 20

[Command]
name = "fbf_c"
command = ~F, B, F, y
time = 20

[Command]
name = "db600_b"
command = ~DB, F, b
time = 20

[Command]
name = "db600_d"
command = ~DB, F, x
time = 20



;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF";Required (do not remove)
command = F, F
time = 14

[Command]
name = "BB";Required (do not remove)
command = B, B
time = 14

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = a+b
time = 1

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

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

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

[Command]
name = "bc"
command = b+y
time = 1

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


;-| Dir + Button |---------------------------------------------------------
[Command]
name = "fwd_a"
command = /F,a
time = 1

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

[Command]
name = "fwd_c"
command = /F,c
time = 1

[Command]
name = "fwd_ab"
command = /$F,a+b
time = 1

[Command]
name = "downfwd_a"
command = /DF,a
time = 1

[Command]
name = "downfwd_b"
command = /DF,b
time = 1

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

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

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

[Command]
name = "back_c"
command = /B,c
time = 1

[Command]
name = "down_a"
command = /$D,a
time = 1

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

[Command]
name = "down_c"
command = /$D,c
time = 1

[Command]
name = "fwd_ab"
command = /F, a+b
time = 1

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

[Command]
name = "throw_d"
command = /F,x
time = 1
[Command]
name = "throw_d"
command = /B,x
time = 1

[Command]
name = "throw_c"
command = /F,y
time = 1
[Command]
name = "throw_c"
command = /B,y
time = 1

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

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

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1]                  ;Don't change this
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = "command_name"
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; 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]

;---------------------------------------------------------------------------
;Stand_fwd_C
[State -1]
type = ChangeState
value = 7
triggerall = command = "fwd_ab"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Stand_back_C
[State -1]
type = ChangeState
value = 8
triggerall = command = "back_ab"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Shin syo ryu ken a
[State -1]
type = ChangeState
value = 1888
triggerall = command = "888_a"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1
;---------------------------------------------------------------------------
;Shin syo ryu ken b
[State -1]
type = ChangeState
value = 1777
triggerall = command = "777_a"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Shin kwei shin ken a
[State -1]
type = ChangeState
value = 1021
triggerall = command = "cat_a"
triggerall = power >= 1000
triggerall = P2bodydist X <= 36
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Shin kwei shin ken c
[State -1]
type = ChangeState
value = 1022
triggerall = command = "cat_c"
triggerall = power >= 2000
triggerall = P2bodydist X <= 36
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Super Fire Ball a (Super Hits) 2000
[State -1]
type = ChangeState
value = 3010
triggerall = command = "fh_a"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Super Fire Ball c (Super Hits) 2000
[State -1]
type = ChangeState
value = 3011
triggerall = command = "fh_c"
triggerall = power >= 3000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Med Fire Ball (Super Hits) 1000 a
[State -1]
type = ChangeState
value = 3200
triggerall = command = "msonic_a"
triggerall = power >= 1000
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Med Fire Ball (Super Hits) 1000 c
[State -1]
type = ChangeState
value = 3201
triggerall = command = "msonic_c"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1

;===========================================================================
;---------------------------------------------------------------------------
;Call Help Attack
[State -1]
type = ChangeState
value = 1
triggerall = power >= 1000
trigger1 = command = "bc"
trigger1 = statetype = S
trigger1 = command != "holddown"
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;One Kill  (Super Hits) 1500 b
[State -1]
type = ChangeState
value = 3300
triggerall = command = "onek_b"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;One Kill  (Super Hits) 1500 d
[State -1]
type = ChangeState
value = 3305
triggerall = command = "onek_d"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Final attack a (Super Hits) 1500
[State -1]
type = ChangeState
value = 3400
triggerall = command = "fat_a"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Final attack c (Super Hits) 3000
[State -1]
type = ChangeState
value = 3405
triggerall = command = "fat_c"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact = 1

;===========================================================================
;---------------------------------------------------------------------------
;AirSonicboom_HP
[State -1]
type = ChangeState
value = 1005
triggerall = numproj = 0
triggerall = command = "sonicboom_a"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 607
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;AirSonicboom_LP
[State -1]
type = ChangeState
value = 1007
triggerall = numproj = 0
triggerall = command = "sonicboom_y"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 607
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;AirSonicboom_HK
[State -1]
type = ChangeState
value = 1008
triggerall = numproj = 0
triggerall = command = "sonicboom_b"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 607
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;AirSonicboom_LK
[State -1]
type = ChangeState
value = 1009
triggerall = numproj = 0
triggerall = command = "sonicboom_x"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 607
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;SonicBoom_HP
[State -1]
type = ChangeState
value = 1030
triggerall = command = "sonicboom_a"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1002
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 220
trigger4 = movecontact = 1
trigger5 = stateno = 607
trigger5 = movecontact = 1
trigger6 = stateno = 222
trigger6 = movecontact = 1
trigger7 = stateno = 1210
trigger7 = movecontact = 1
trigger8 = stateno = 204
trigger8 = movecontact = 1
trigger9 = stateno = 231
trigger9 = movecontact = 1

;---------------------------------------------------------------------------
;SonicBoom_LP
[State -1]
type = ChangeState
value = 1031
triggerall = command = "sonicboom_y"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1002
trigger2 = movecontact = 1
trigger3 = stateno = 1030
trigger3 = movecontact = 1
trigger4 = stateno = 201
trigger4 = movecontact = 1
trigger5 = stateno = 220
trigger5 = movecontact = 1
trigger6 = stateno = 607
trigger6 = movecontact = 1
trigger7 = stateno = 222
trigger7 = movecontact = 1
trigger8 = stateno = 1210
trigger8 = movecontact = 1
trigger9 = stateno = 204
trigger9 = movecontact = 1
trigger10 = stateno = 231
trigger10 = movecontact = 1
;---------------------------------------------------------------------------
;Uppercut_HP
[State -1]
type = ChangeState
value = 1060
triggerall = command = "uppercut_a"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1001
trigger2 = movecontact = 1
trigger3 = stateno = 1030
trigger3 = movecontact = 1
trigger4 = stateno = 222
trigger4 = movecontact = 1
trigger5 = stateno = 1210
trigger5 = movecontact = 1
trigger6 = stateno = 204
trigger6 = movecontact = 1

;---------------------------------------------------------------------------
;Uppercut_LP
[State -1]
type = ChangeState
value = 1070
triggerall = command = "uppercut_y"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 222
trigger2 = movecontact = 1
trigger3 = stateno = 1210
trigger3 = movecontact = 1
trigger4 = stateno = 1001
trigger4 = movecontact = 1
trigger5 = stateno = 1030
trigger5 = movecontact = 1
trigger6 = stateno = 204
trigger6 = movecontact = 1

;===========================================================================
;---------------------------------------------------------------------------
;WazaA_a1
[State -1]
type = ChangeState
value = 1000
triggerall = command = "QCF_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 401
trigger4 = movecontact = 1
trigger5 = stateno = 411
trigger5 = movecontact = 1
trigger6 = stateno = 222
trigger6 = movecontact = 1
trigger7 = stateno = 1210
trigger7 = movecontact = 1

;---------------------------------------------------------------------------
;WazaA_a2
[State -1]
type = ChangeState
value = 1001
triggerall = command = "QCF_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1000
trigger2 = movecontact = 1
trigger4 = stateno = 1030
trigger4 = movecontact = 1
;---------------------------------------------------------------------------

;WazaA_a3
[State -1]
type = ChangeState
value = 1002
triggerall = command = "QCF_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1001
trigger2 = movecontact = 1

;----------------------------------------------------------------------------
;WazaA_b
[State -1]
type = ChangeState
value = 1010
triggerall = command = "QCF_y"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1000
trigger2 = movecontact = 1
trigger3 = stateno = 1210
trigger3 = movecontact = 1

;---------------------------------------------------------------------------
;Hit Hit Hit a
[State -1]
type = ChangeState
value = 1100
triggerall = command = "fbf_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 401
trigger4 = movecontact = 1
trigger5 = stateno = 411
trigger5 = movecontact = 1
trigger6 = stateno = 222
trigger6 = movecontact = 1
trigger7 = stateno = 1210
trigger7 = movecontact = 1

;---------------------------------------------------------------------------
;Hit Hit Hit c
[State -1]
type = ChangeState
value = 1102
triggerall = command = "fbf_c"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 401
trigger4 = movecontact = 1
trigger5 = stateno = 411
trigger5 = movecontact = 1
trigger6 = stateno = 222
trigger6 = movecontact = 1
trigger7 = stateno = 1210
trigger7 = movecontact = 1

;---------------------------------------------------------------------------
;DB600_B
[State -1]
type = ChangeState
value = 1220
triggerall = command = "db600_b"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype != A
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 401
trigger4 = movecontact = 1
trigger5 = stateno = 411
trigger5 = movecontact = 1
trigger6 = stateno = 222
trigger6 = movecontact = 1
trigger7 = stateno = 1210
trigger7 = movecontact = 1

;---------------------------------------------------------------------------
;DB600_D
[State -1]
type = ChangeState
value = 1224
triggerall = command = "db600_d"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = statetype != S
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 401
trigger4 = movecontact = 1
trigger5 = stateno = 411
trigger5 = movecontact = 1
trigger6 = stateno = 222
trigger6 = movecontact = 1
trigger7 = stateno = 1210
trigger7 = movecontact = 1

;---------------------------------------------------------------------------
;Throw_D
[State -1]
type = ChangeState
value = 1120
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = stateno != 100    ;Not running
triggerall = p2bodydist X < 10
trigger1 = command = "throw_d";Near, p2 stand
trigger1 = p2statetype = S
trigger1 = p2movetype != H
trigger2 = command = "throw_d";Near, p2 crouch
trigger2 = p2statetype = C
trigger2 = p2movetype != H

;------------------------------------------------------------------------------
; SFB
[State -1]
type = ChangeState
value = 1002
triggerall = command = "fwd_b"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger3 = stateno = 205
trigger3 = movecontact = 1
trigger4 = stateno = 201
trigger4 = movecontact = 1
trigger5 = stateno = 220
trigger5 = movecontact = 1
trigger6 = stateno = 206
trigger6 = movecontact = 1
trigger7 = stateno = 204
trigger7 = movecontact = 1
trigger8 = stateno = 410
trigger8 = movecontact = 1
trigger9 = stateno = 234
trigger9 = movecontact = 1
trigger10 = stateno = 231
trigger10 = movecontact = 1
trigger11 = stateno = 400
trigger11 = movecontact = 1

;---------------------------------------------------------------------------
;SBA
[State -1]
type = ChangeState
value = 222
triggerall = command = "back_a"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 206
trigger3 = movecontact = 1
trigger4 = stateno = 204
trigger4 = movecontact = 1
trigger5 = stateno = 1000
trigger5 = movecontact = 1
trigger6 = stateno = 234
trigger6 = movecontact = 1
trigger7 = stateno = 231
trigger7 = movecontact = 1
trigger8 = stateno = 400
trigger8 = movecontact = 1

;---------------------------------------------------------------------------
;SFA
[State -1]
type = ChangeState
value = 223
triggerall = command = "fwd_a"
;triggerall = command = "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 206
trigger3 = movecontact = 1
trigger4 = stateno = 204
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 234
trigger6 = movecontact = 1
trigger7 = stateno = 231
trigger7 = movecontact = 1
trigger8 = stateno = 400
trigger8 = movecontact = 1
trigger9 = stateno = 224
trigger9 = movecontact = 1

;---------------------------------------------------------------------------
;DFB
[State -1]
type = ChangeState
value = 224
triggerall = command = "downfwd_b"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact = 1
trigger3 = stateno = 206
trigger3 = movecontact = 1
trigger4 = stateno = 204
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 234
trigger6 = movecontact = 1
trigger7 = stateno = 231
trigger7 = movecontact = 1
trigger8 = stateno = 400
trigger8 = movecontact = 1
trigger9 = stateno = 222
trigger9 = movecontact = 1

;---------------------------------------------------------------------------
;DB600_B
[State -1]
type = ChangeState
value = 1220
triggerall = command = "db600_b"
trigger1 = statetype = S
trigger1 = ctrl = 1
;trigger2 = stateno >= 204
;trigger2 = stateno <= 400
trigger2 = statetype != A
trigger2 = movecontact = 1

;------------------------------------------------------------------------------
;Charge ABC
[State -1]
type = ChangeState
value = 1200
triggerall = power < 3000
trigger1 = command = "hold_a"
trigger1 = command = "hold_b"
trigger1 = command = "hold_c"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; AB Dodge
[State -1]
type = ChangeState
value = 3
trigger1 = command = "ab"
trigger1 = statetype = S
trigger1 = command != "holddown"
trigger1 = ctrl = 1
;trigger2 = command = "c"

;---------------------------------------------------------------------------
;Stand_CD
[State -1]
type = ChangeState
value = 220
triggerall = command = "cd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jumping_CD
[State -1]
type = ChangeState
value = 607
triggerall = command = "cd"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Dodge attack
[State -1]
type = ChangeState
value = 1210
triggerall = stateno = 3
triggerall = AnimElem = 2, >= 0
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"

;---------------------------------------------------------------------------
; F - Dodge attack
[State -1]
type = ChangeState
value = 287
triggerall = stateno = 7
triggerall = AnimElem = 2, >= 0
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"

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

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

;===========================================================================
;---------------------------------------------------------------------------
;Punch A
[State -1]
type = ChangeState
value = 200
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = P2bodydist X > 25
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 203
trigger2 = movecontact = 1
trigger3 = stateno = 200
trigger3 = movecontact = 1

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Punch A (close)
[State -1]
type = ChangeState
value = 203
triggerall = command = "a"
triggerall = command != "holddown";Standing moves should have this line
triggerall = P2bodydist X <= 25
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 203
trigger3 = movecontact = 1

;---------------------------------------------------------------------------
;Kick B (close)
[State -1]
type = ChangeState
value = 212
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 30
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 203
trigger2 = movecontact = 1
trigger3 = stateno = 212
trigger3 = movecontact = 1



;---------------------------------------------------------------------------
;Kick D (close)
[State -1]
type = ChangeState
value = 206
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 60
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 203
trigger2 = movecontact = 1
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 212
trigger4 = movecontact = 1

;Punch C
[State -1]
type = ChangeState
value = 201
triggerall = command = "y";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
triggerall = P2bodydist X > 32
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
;---------------------------------------------------------------------------
;Punch C (close)
[State -1]
type = ChangeState
value = 204
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2bodydist X <= 32
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 212
trigger2 = movecontact = 1

;Kick B
[State -1]
type = ChangeState
value = 210
triggerall = command = "b"
triggerall = command != "holddown"
;triggerall = P2bodydist X > 30
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = movecontact = 1  ;If move hits, or is guarded by opponent

;---------------------------------------------------------------------------
;Kick D
[State -1]
type = ChangeState
value = 205
triggerall = command = "x"
triggerall = command != "holddown"
;triggerall = P2bodydist X > 60
trigger1 = statetype = S
trigger1 = ctrl = 1
 ;Uncomment the following if you want to be able to "chain" the attack
 ;from a Stand_A (state 200)
trigger2 = stateno = 200
trigger2 = movecontact = 1  ;If move hits, or is guarded by opponent
trigger3 = stateno = 204
trigger3 = movecontact = 1  ;If move hits, or is guarded by opponent
trigger4 = stateno = 201
trigger4 = movecontact = 1  ;If move hits, or is guarded by opponent
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 212
trigger6 = movecontact = 1
trigger7 = stateno = 214
trigger7 = movecontact = 1
trigger8 = stateno = 705
trigger8 = movecontact = 1

;---------------------------------------------------------------------------
;Crouch Punch A
[State -1]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

---------------------------------------------------------------------------
;Crouch Punch C
[State -1]
type = ChangeState
value = 231
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 234
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Crouch Kick B
[State -1]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400 ;crouch_a
trigger2 = movecontact = 1
trigger3 = stateno = 500 ;crouch_fwd_a
trigger3 = movecontact = 1
trigger2 = stateno = 410 ;crouch_b
trigger2 = movecontact = 1

;---------------------------------------------------------------------------
;Crouch Kick D
[State -1]
type = ChangeState
value = 234
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 230
trigger2 = movecontact = 1
trigger3 = stateno = 233
trigger3 = movecontact = 1
trigger4 = stateno = 231
trigger4 = movecontact = 1

;---------------------------------------------------------------------------
;Jump Punch A
[State -1]
type = ChangeState
value = 600
trigger1 = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
;trigger2 = command = "a";-------
;trigger2 = stateno = 600 ;jump_a
;trigger2 = statetime >= 6

;---------------------------------------------------------------------------
;Jump Up Punch C
[State -1]
type = ChangeState
value = 601
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = vel X = 0
;trigger2 = stateno = 600
;trigger2 = movecontact = 1
;trigger3 = stateno = 610
;trigger3 = movecontact = 1
;trigger4 = stateno = 601
;trigger4 = movecontact = 1

;---------------------------------------------------------------------------
;Jump Punch C
[State -1]
type = ChangeState
value = 602
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = vel X != 0
;trigger2 = stateno = 600
;trigger2 = movecontact = 1
;trigger3 = stateno = 610
;trigger3 = movecontact = 1
;trigger4 = stateno = 601
;trigger4 = movecontact = 1

;---------------------------------------------------------------------------
;Jump Kick B
[State -1]
type = ChangeState
value = 610
trigger1 = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1
;trigger2 = command = "b";-------
;trigger2 = stateno = 600 ;jump_a
;trigger2 = movecontact = 1
;trigger3 = stateno = 610
;trigger3 = movecontact = 1

;---------------------------------------------------------------------------
;Jump Up Kick D
[State -1]
type = ChangeState
value = 604
trigger1 = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = vel X = 0
;trigger2 = stateno = 600
;trigger2 = movecontact = 1
;trigger3 = stateno = 610
;trigger3 = movecontact = 1
;trigger4 = stateno = 601
;trigger4 = movecontact = 1

;---------------------------------------------------------------------------
;Jump Kick D
[State -1]
type = ChangeState
value = 605
trigger1 = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = vel X != 0
;trigger2 = stateno = 600
;trigger2 = movecontact = 1
;trigger3 = stateno = 610
;trigger3 = movecontact = 1
;trigger4 = stateno = 601
;trigger4 = movecontact = 1


;----------------------------------------------------------------------------
;Takuma Taunt
[State -1]
type = ChangeState
value = 2
triggerall = command = "s"
triggerall = stateno != 2
trigger1 = statetype = S
trigger1 = ctrl = 1

