;-------------------------------------------------------------------------------
;------[ AI CMDS ]--------------------------------------------------------------
;-------------------------------------------------------------------------------
[command]
name = "AI1"
command = B,B,B,B,B,B,B,B,B
time = 1
[command]
name = "AI2"
command = D,D,D,D,D,D,D,D,D
time = 1
[command]
name = "AI3"
command = F,F,F,F,F,F,F,F,F
time = 1
[command]
name = "AI4"
command = U,U,U,U,U,U,U,U,U
time = 1
[command]
name = "AI5"
command = a,a,a,a,a,a,a,a,a
time = 1
[command]
name = "AI6"
command = b,b,b,b,b,b,b,b,b
time = 1
[command]
name = "AI7"
command = c,c,c,c,c,c,c,c,c
time = 1
[command]
name = "AI8"
command = x,x,x,x,x,x,x,x,x
time = 1
[Command]
name = "AI9"
command = y,y,y,y,y,y,y,y,y
time = 1
[Command]
name = "AI10"
command = z,z,z,z,z,z,z,z,z
time = 1
[Command]
name = "AI11"
command = D,D,D,B,B,B,B,a,a
time = 1
[Command]
name = "AI12"
command = U,U,U,U,U,D,D,D,D
time = 1
[Command]
name = "AI13"
command = F,F,F,F,F,F,F,F,F
time = 1
[Command]
name = "AI14"
command = B,B,B,B,B,B,B,B,B
time = 1
[Command]
name = "AI15"
command = b,b,b,b,a,a,a,a,c
time = 1
[Command]
name = "AI16"
command = z,z,z,z,z,x,U,U,U
time = 1
[Command]
name = "AI17"
command = x,x,x,a,a,b,a,c,s
time = 1
[Command]
name = "AI18"
command = z,z,z,U,U,U,D,D,D
time = 1
[Command]
name = "AI19"
command = s,s,s,s,F,D,F,D,F
time = 1
[Command]
name = "AI20"
command = x,z,c,b,a,y,D,D,D
time = 1
[Command]
name = "AI21"
command = UB,B,B,B,UF,F,F,F
time = 1
[Command]
name = "AI22"
command = U,c,c,c,a,a,a,a,x
time = 1
[Command]
name = "AI23"
command = x+a,b+c,U,U,U,D,D
time = 1
[Command]
name = "AI24"
command = UF,F,F,F,F,UB,B,B
time = 1
[Command]
name = "AI25"
command = F,F,c,c,c,x,z,x,z
time = 1
[Command]
name = "AI26"
command = B,x,x,c,c,z,z,a,s
time = 1
[Command]
name = "AI27"
command = c,c,c,c,z,z,z,a,a
time = 1
[Command]
name = "AI28"
command = a,a,a,x,a,x,z,x,z
time = 1
[Command]
name = "AI29"
command = U,U,U,D,D,D,B,B,B
time = 1
[Command]
name = "AI30"
command = UF,F,F,B,B,U,UB,B
time = 1
[Command]
name = "AI31"
command = x,z,z,z,c,b,c,b,a
time = 1
[Command]
name = "AI32"
command = UB,UB,UB,B,B,F,F,F
time = 1
[Command]
name = "AI33"
command = x,z,a,b,z,x,a,b,z,x
time = 1
[Command]
name = "AI34"
command = z,z,z,z,b,a,b,a,s,U
time = 1
[Command]
name = "AI35"
command = UB,UF,UB,UF,z,x,z,a
time = 1

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

;==========================================================================
;---[ Hyper Motions ]------------------------------------------------------
[Command]
name = "hyper_1"
command = ~D, DF, F, D, DF, F, x
time = 25

[Command]
name = "hyper_2"
command = ~D, DF, F, D, DF, F, y
time = 25

[Command]
name = "hyper_3"
command = ~D, DF, F, D, DF, F, a
time = 25

[Command]
name = "hyper_4"
command = ~D, DF, F, D, DF, F, b
time = 25

[Command]
name = "hyper_5"
command = ~D, DB, B, D, DB, B, a
time = 25

[Command]
name = "hyper_6"
command = ~D, DB, B, D, DB, B, y
time = 25

[Command]
name = "hyper_7"
command = ~D, DB, B, D, DB, B, x
time = 25

[Command]
name = "hyper_8"
command = ~D, DB, B, D, DF, F, x
time = 25

[Command]
name = "hyper_9"
command = ~D, DB, B, D, DB, B, b
time = 25

;---[ Special Motions ]----------------------------------------------------
[Command]
name = "super_1"
command = ~D, DF, F, x

[Command]
name = "super_2"
command = ~D, DF, F, a

[Command]
name = "super_3"
command = ~D, DB, B, a

[Command]
name = "super_4"
command = ~D, DB, B, y

[Command]
name = "super_5"
command = ~D, DB, B, x

[Command]
name = "super_6"
command = ~D, DB, B, b

[Command]
name = "super_7"
command = ~D, DF, F, y

[Command]
name = "super_8"
command = ~D, DF, F, b

;==========================================================================
;-[ Double Tap ]-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

[Command]
name = "jump"
command = D, $U
time = 13

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

[Command]
name = "recovery";Required (do not remove)
command = z
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

;-[ Hold Button ]-----------------------------------------------------------
[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_x"
command = /x
time = 1

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

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

;---------------------------------------------------------------------------
; 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 = 1
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.

[Statedef -1]

;===========================================================================
;---------------[ AI VARS ]-------------------------------------------------
[State -1,]
type = VarSet
triggerall = roundstate != 3
trigger1 = command = "AI1"
trigger2 = command = "AI2"
trigger3 = command = "AI3"
trigger4 = command = "AI4"
trigger5 = command = "AI5"
trigger6 = command = "AI6"
trigger7 = command = "AI7"
trigger8 = command = "AI8"
trigger9 = command = "AI9"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
trigger27 = command = "AI27"
trigger28 = command = "AI28"
trigger29 = command = "AI29"
trigger30 = command = "AI30"
trigger31 = command = "AI31"
trigger32 = command = "AI32"
trigger33 = command = "AI33"
trigger34 = command = "AI34"
trigger35 = command = "AI35"
trigger36 = 1
v = 59
value = 1
ignorehitpause = 1
persistent = 1


[State -1,]
type = ChangeState
value = 101
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist X >= 20
triggerall = p2bodydist Y >= 0
triggerall = p2movetype != A
trigger1 = enemy,vel X = 0
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 195
triggerall = var(59) = 1
triggerall = alive
triggerall = statetype != A
trigger1 = winko && time = 1
trigger1 = prevstateno != 195
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 105
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = backedgedist >= 20
trigger1 = p2statetype = L
trigger1 = p2bodydist X = [-40,40]
trigger1 = p2movetype = H
trigger1 = ctrl && random < 250
trigger2 = p2bodydist X = [-5,5]
trigger2 = p2movetype != H
trigger2 = ctrl && random < 250

[State -1,]
type = ChangeState
value = 710
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist X != [-50,50]
trigger1 = stateno = [150,151]
trigger1 = power >= 500
trigger1 = random < 85

[State -1,]
type = ChangeState
value = 300
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist X = [-50,50]
trigger1 = stateno = [150,151]
trigger1 = power >= 500
trigger1 = random < 85

[State -1,]
type = ChangeState
value = 700
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
trigger1 = enemy,numproj
trigger1 = enemy,movetype = A
trigger1 = ctrl || stateno = 101

[State -1,]
type = ChangeState
value = 700
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = frontedgedist > 50
trigger1 = stateno = 1000 && animtime = 0
trigger2 = stateno = 1600 && animtime = 0

[State -1,]
type = ChangeState
value = 750
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power < powermax
trigger1 = p2bodydist X > 60
trigger1 = p2statetype = L
trigger1 = ctrl && random < 90

[State -1,]
type = ChangeState
value = 800
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = p2bodydist X = [0,30]
triggerall = p2movetype != H
triggerall = p2statetype = C
trigger1 = ctrl || stateno = 101

[State -1,]
type = ChangeState
value = 430
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2bodydist Y >= 0
triggerall = p2bodydist X = [-5,30]
triggerall = p2statetype = S
trigger1 = p2movetype = I
trigger1 = ctrl || stateno = 101
trigger2 = p2movetype = H
trigger2 = enemy,vel X = 0
trigger2 = ctrl || stateno = 101

[State -1,]
type = ChangeState
value = 400
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
trigger1 = p2bodydist X = [-5,30]
trigger1 = stateno = 430 && movehit

[State -1,]
type = ChangeState
value = 400
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = p2bodydist X = [-10,40]
trigger1 = enemy,ishelper = 0
trigger1 = stateno = 700 && animtime = 0
trigger2 = stateno = 1300 && animtime = 0

[State -1,]
type = ChangeState
value = 200
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
trigger1 = p2bodydist X = [-5,50]
trigger1 = stateno = 400 && movehit

[State -1,]
type = ChangeState
value = 1200
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = frontedgedist >= 100
triggerall = power >= 3000
triggerall = enemy,life <= enemy,lifemax/4.5
trigger1 = p2bodydist X = [-5,50]
trigger1 = stateno = 200 && movehit

[State -1,]
type = ChangeState
value = 3800
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = enemy,life <= enemy,lifemax/4.5
triggerall = power >= 3000
trigger1 = stateno = 1200 && animelemtime(8) >= 0
trigger1 = p2stateno = 12357

[State -1,]
type = ChangeState
value = 230
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
trigger1 = p2bodydist X = [-5,50]
trigger1 = stateno = 200 && movehit

[State -1,]
type = ChangeState
value = 1300
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = frontedgedist > 200
triggerall = life > lifemax/4
trigger1 = p2bodydist X = [-5,50]
trigger1 = stateno = 230 && movehit

[State -1,]
type = ChangeState
value = 1100
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = frontedgedist = [80,200]
triggerall = life > lifemax/4
trigger1 = p2bodydist X = [-5,50]
trigger1 = stateno = 230 && movehit

[State -1,]
type = ChangeState
value = 1700
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = frontedgedist < 80
triggerall = life > lifemax/4
trigger1 = p2bodydist X = [-5,50]
trigger1 = stateno = 230 && movehit

[State -1,]
type = ChangeState
value = 1100
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = life <= lifemax/4
trigger1 = stateno = 230 && movehit

[State -1,]
type = ChangeState
value = 3700
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = life <= lifemax/4
trigger1 = power >= 3000
trigger1 = stateno = 1100 && animelemtime(22) >= 0 && animelemtime(25) <= 0
trigger1 = movehit

[State -1,]
type = ChangeState
value = 1600
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = numhelper(16370) = 0
triggerall = enemy,numhelper
triggerall = enemy,movetype = A
triggerall = p2bodydist X > 100
trigger1 = ctrl || stateno = 101

[State -1,]
type = ChangeState
value = 1500
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype = L
triggerall = p2bodydist Y >= 0
triggerall = numhelper(15370) = 0
triggerall = numhelper(35370) = 0
triggerall = p2movetype = H
triggerall = p2bodydist X > 50
trigger1 = ctrl || stateno = 101

[State -1,]
type = ChangeState
value = 1300
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = p2movetype != H
triggerall = power < 2000
triggerall = p2bodydist X > 50
trigger1 = enemy,vel X > 0
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 3100
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = p2movetype != H
triggerall = power >= 2000
triggerall = p2bodydist X > 50
trigger1 = enemy,vel X > 0
trigger1 = ctrl

[State -1,]
type = ChangeState
value = ifelse(random<500,700,1400)
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = p2movetype != H
trigger1 = p2bodydist X = [-10,50]
trigger1 = enemy,vel X > 0
trigger1 = ctrl || stateno = 101

[State -1,]
type = ChangeState
value = 3500
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = power >= 1500
triggerall = numhelper(35370) = 0
triggerall = p2bodydist X >= 200
trigger1 = enemy,vel X = 0
trigger1 = ctrl || stateno = 101

[State -1,]
type = ChangeState
value = ifelse(random<500,1000,1600)
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = p2movetype != H
triggerall = numhelper(10370) = 0
triggerall = numhelper(16370) = 0
triggerall = numhelper(35370) = 0
trigger1 = p2stateno != 31355
trigger1 = p2bodydist X >= 150
trigger1 = ctrl || stateno = 101

[State -1,]
type = ChangeState
value = 1400
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
trigger1 = p2bodydist X = [-40,40]
trigger1 = stateno = 106 && time > 0
trigger2 = p2bodydist X = [-80,100]
trigger2 = enemy,hitdefattr = SCA,AA,AT,AP
trigger2 = ctrl

[State -1,]
type = ChangeState
value = 1400
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = enemynear,stateno != 13355
trigger1 = p2bodydist X = [-10,30]
trigger1 = stateno = 1300 && time >= 35

[State -1,]
type = ChangeState
value = ifelse(random<500,3000,3200)
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = power >= 2000
trigger1 = stateno = 1100 && animelemtime(31) >= 0 && animelemtime(33) <= 0
trigger1 = movehit

[State -1,]
type = ChangeState
value = ifelse(random<500,3400,3600)
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y < 0
triggerall = p2movetype != H
triggerall = power >= 1500
trigger1 = ctrl || stateno = 101

[State -1,]
type = ChangeState
value = ifelse(random<500,3100,3400)
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = power >= 1500
triggerall = frontedgedist >= 100
trigger1 = stateno = 3000 && animelemtime(19) >= 0
trigger1 = movehit

[State -1,]
type = ChangeState
value = ifelse(random<500,3300,3600)
triggerall = var(59) = 1
triggerall = alive
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist Y >= 0
triggerall = p2bodydist X = [-10,60]
trigger1 = stateno = 1701 && animtime = 0
trigger1 = power >= 2000

;============[ Hyper Motions ]==================================================
[State -1,]
type = ChangeState
value = 3000
triggerall = var(59) = 0
triggerall = command = "hyper_1"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 1100 && animelemtime(8) >= 0 && animelemtime(38) < 0
trigger13 = movehit

[State -1,]
type = ChangeState
value = 3100
triggerall = var(59) = 0
triggerall = command = "hyper_2"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

[State -1,]
type = ChangeState
value = 3200
triggerall = var(59) = 0
triggerall = command = "hyper_3"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 1100 && animelemtime(8) >= 0 && animelemtime(38) < 0
trigger13 = movehit

[State -1,]
type = ChangeState
value = 3300
triggerall = var(59) = 0
triggerall = command = "hyper_4"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

[State -1,]
type = ChangeState
value = 3400
triggerall = var(59) = 0
triggerall = command = "hyper_5"
triggerall = power >= 1500
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

[State -1,]
type = ChangeState
value = 3500
triggerall = var(59) = 0
triggerall = command = "hyper_6"
triggerall = power >= 1500
triggerall = numhelper(35370) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

[State -1,]
type = ChangeState
value = 3600
triggerall = var(59) = 0
triggerall = command = "hyper_7"
triggerall = power >= 1000
triggerall = numhelper(36370) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

[State -1,]
type = ChangeState
value = 3700
triggerall = var(59) = 0
triggerall = command = "hyper_8"
triggerall = life <= lifemax/4
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 1100 && animelemtime(8) >= 0 && animelemtime(38) < 0
trigger13 = movehit

[State -1,]
type = ChangeState
value = 3800
triggerall = var(59) = 0
triggerall = command = "hyper_9"
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

;============[ Special Motions ]================================================
[State -1,]
type = ChangeState
value = 1000
triggerall = var(59) = 0
triggerall = command = "super_1"
triggerall = numhelper(10370) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

[State -1,]
type = ChangeState
value = 1100
triggerall = var(59) = 0
triggerall = command = "super_2"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

[State -1,]
type = ChangeState
value = 1200
triggerall = var(59) = 0
triggerall = command = "super_3"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

[State -1,]
type = ChangeState
value = 1300
triggerall = var(59) = 0
triggerall = command = "super_4"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

[State -1,]
type = ChangeState
value = 1400
triggerall = var(59) = 0
triggerall = command = "super_5"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

[State -1,]
type = ChangeState
value = 1500
triggerall = var(59) = 0
triggerall = command = "super_6"
triggerall = numhelper(15370) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

[State -1,]
type = ChangeState
value = 1600
triggerall = var(59) = 0
triggerall = command = "super_7"
triggerall = numhelper(16370) = 0
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

[State -1,]
type = ChangeState
value = 1700
triggerall = var(59) = 0
triggerall = command = "super_8"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 205 && movecontact
trigger4 = stateno = 210 && movecontact
trigger5 = stateno = 215 && movecontact
trigger6 = stateno = 230 && movecontact
trigger7 = stateno = 235 && movecontact
trigger8 = stateno = 240 && movecontact
trigger9 = stateno = 400 && movecontact
trigger10 = stateno = 410 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact

;==============================================================================
;------------------------------------------------------------------------------
;Run Fwd
[State -1,]
type = ChangeState
value = 100
triggerall = var(59) = 0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;Run Back
[State -1,]
type = ChangeState
value = 105
triggerall = var(59) = 0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;------------------------------------------------------------------------------
;Taunt
[State -1,]
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;------------------------------------------------------------------------------
[State -1,]
type = ChangeState
value = 750
triggerall = var(59) = 0
triggerall = command = "hold_b" && command = "hold_y"
triggerall = power < powermax
triggerall = statetype = S
trigger1 = ctrl

;------------------------------------------------------------------------------
[State -1,]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = p2bodydist X >= 15
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact

[State -1,]
type = ChangeState
value = 205
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = p2bodydist X < 15
triggerall = statetype != A
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = statetype != A
trigger1 = p2bodydist X >= 15
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 215
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = p2bodydist X < 15
triggerall = statetype != A
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 230
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = p2bodydist X >= 5
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact

[State -1,]
type = ChangeState
value = 235
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X < 5
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 240
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command != "holdfwd"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl

;------------------------------------------------------------------------------
[State -1,]
type = ChangeState
value = 300
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [150,151]
trigger2 = power >= 500

;------------------------------------------------------------------------------
[State -1,]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430 && movecontact

[State -1,]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 430
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 440
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl

;------------------------------------------------------------------------------
[State -1,]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = statetype = A
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = statetype = A
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 630
triggerall = var(59) = 0
triggerall = command = "a"
triggerall = statetype = A
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 640
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = statetype = A
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 650
triggerall = var(59) = 0
triggerall = command = "c"
triggerall = statetype = A
trigger1 = ctrl

;------------------------------------------------------------------------------
[State -1,]
type = ChangeState
value = 700
triggerall = var(59) = 0
triggerall = command = "z"
triggerall = command != "holdback"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [150,151]
trigger2 = power >= 500

[State -1,]
type = ChangeState
value = 710
triggerall = var(59) = 0
triggerall = command = "z"
triggerall = command = "holdback"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [150,151]
trigger2 = power >= 500

;------------------------------------------------------------------------------
[State -1,]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "b"
triggerall = command = "holdfwd"
triggerall = statetype = S
triggerall = p2bodydist X <= 25
trigger1 = ctrl

[State -1,]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command = "holdfwd"
triggerall = statetype = S
triggerall = p2bodydist X <= 25
trigger1 = ctrl
