; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional)
;   buffer.time = time (optional)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below. 
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10


;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1

;--------------------CPU detection-----------------------

[command]
name = "AI1"
command = a, a
time = 0

[command]
name = "AI2"
command = a, a
time = 0

[command]
name = "AI3"
command = a, a
time = 0

[command]
name = "AI4"
command = a, a
time = 0

[command]
name = "AI5"
command = a, a
time = 0

[command]
name = "AI6"
command = a, a
time = 0

[command]
name = "AI7"
command = a, a
time = 0

[command]
name = "AI8"
command = a, a
time = 0

[command]
name = "AI9"
command = a, a
time = 0

[command]
name = "AI10"
command = a, a
time = 0

[command]
name = "AI11"
command = a, a
time = 0

[command]
name = "AI12"
command = a, a
time = 0

[command]
name = "AI13"
command = a, a
time = 0

[command]
name = "AI14"
command = a, a
time = 0

[command]
name = "AI15"
command = a, a
time = 0

[command]
name = "AI16"
command = a, a
time = 0

[command]
name = "AI17"
command = a, a
time = 0

[command]
name = "AI18"
command = a, a
time = 0

[command]
name = "AI19"
command = a, a
time = 0

[command]
name = "AI20"
command = a, a
time = 0

[command]
name = "AI21"
command = a, a
time = 0

[command]
name = "AI22"
command = a, a
time = 0

[command]
name = "AI23"
command = a, a
time = 0

[command]
name = "AI24"
command = a, a
time = 0

[command]
name = "AI25"
command = a, a
time = 0

[command]
name = "AI26"
command = a, a
time = 0

[command]
name = "AI27"
command = a, a
time = 0

[command]
name = "AI28"
command = a, a
time = 0

[command]
name = "AI29"
command = a, a
time = 0

[command]
name = "AI30"
command = a, a
time = 0

[command]
name = "AI31"
command = a, a
time = 0

[command]
name = "AI32"
command = a, a
time = 0

[command]
name = "AI33"
command = a, a
time = 0

[command]
name = "AI34"
command = a, a
time = 0

[command]
name = "AI35"
command = a, a
time = 0

[command]
name = "AI36"
command = a, a
time = 0

[command]
name = "AI37"
command = a, a
time = 0

[command]
name = "AI38"
command = a, a
time = 0

[command]
name = "AI39"
command = a, a
time = 0

[command]
name = "AI40"
command = a, a
time = 0

[command]
name = "AI41"
command = a, a
time = 0

[command]
name = "AI42"
command = a, a
time = 0

[command]
name = "AI43"
command = a, a
time = 0

[command]
name = "AI44"
command = a, a
time = 0

[command]
name = "AI45"
command = a, a
time = 0

;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;



;-| Special Motions |------------------------------------------------------
[Command]
name = "623_x"
command = ~F, D, DF, x

[Command]
name = "623_y"
command = ~F, D, DF, y

[Command]
name = "623_xy"
command = ~F, D, DF, x+y

[Command]
name = "236_x"
command = ~D, DF, F, x

[Command]
name = "236_y"
command = ~D, DF, F, y

[Command]
name = "236_xy"
command = ~D, DF, F, x+y

[Command]
name = "214_x"
command = ~D, DB, B, x

[Command]
name = "214_y"
command = ~D, DB, B, y

[Command]
name = "214_xy"
command = ~D, DB, B, x+y

[Command]
name = "FF_ab"
command = F, F, a+b

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

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

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

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

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

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

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

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

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

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

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

;-| 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
;       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]

;===========================================================================
;---------------------------------------------------------------------------
;ːip`A
[State -1, ]
type = ChangeState
value = 3000
triggerall = var(59) = 0
triggerall = power >= 3000
triggerall = command = "236_xy"
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 || stateno = 210
;trigger2 = movecontact && !movereversed

;---------------------------------------------------------------------------
;_CrOG{[
[State -1, ]
type = ChangeState
value = 1000
triggerall = var(59) = 0
triggerall = command = "623_x"
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 || stateno = 210
;trigger2 = movecontact && !movereversed

;---------------------------------------------------------------------------
;_CrOG{[
[State -1, ]
type = ChangeState
value = 1010
triggerall = var(59) = 0
triggerall = command = "623_y"
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 || stateno = 210
;trigger2 = movecontact && !movereversed

;---------------------------------------------------------------------------
;^bN
[State -1, ]
type = ChangeState
value = 1100
triggerall = var(59) = 0
triggerall = command = "236_x"
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 || stateno = 210
;trigger2 = movecontact && !movereversed

;---------------------------------------------------------------------------
;^bN
[State -1, ]
type = ChangeState
value = 1110
triggerall = var(59) = 0
triggerall = command = "236_y"
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 || stateno = 210
;trigger2 = movecontact && !movereversed

;---------------------------------------------------------------------------
;炵ːip`
[State -1, ]
type = ChangeState
value = 1200
triggerall = var(59) = 0
triggerall = command = "214_x"
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 || stateno = 210
;trigger2 = movecontact && !movereversed

;---------------------------------------------------------------------------
;炵ːip`
[State -1, ]
type = ChangeState
value = 1210
triggerall = var(59) = 0
triggerall = command = "214_y"
triggerall = statetype != A
trigger1 = ctrl
;trigger2 = stateno = 200 || stateno = 210
;trigger2 = movecontact && !movereversed

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

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

;---------------------------------------------------------------------------
;Kung Fu Throw
;
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = p2bodydist X <= (20 * const(size.xscale))
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H

;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Stand Strong Punch
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

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

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

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

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

[State -1, AI]
type = Varset
trigger1 = command = "AI1"
trigger2 = command = "AI2"
trigger3 = command = "AI3"
trigger4 = command = "AI4"
trigger5 = command = "AI5"
trigger6 = command = "AI6"
trigger7 = command = "AI7"
trigger8 = command = "AI8"
trigger9 = command = "AI9"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
trigger27 = command = "AI27"
trigger28 = command = "AI28"
trigger29 = command = "AI29"
trigger30 = command = "AI30"
trigger31 = command = "AI31"
trigger32 = command = "AI32"
trigger33 = command = "AI33"
trigger34 = command = "AI34"
trigger35 = command = "AI35"
trigger36 = command = "AI36"
trigger37 = command = "AI37"
trigger38 = command = "AI38"
trigger39 = command = "AI39"
trigger40 = command = "AI40"
trigger41 = command = "AI41"
trigger42 = command = "AI42"
trigger43 = command = "AI43"
trigger44 = command = "AI44"
trigger45 = command = "AI45"
;trigger51 = 1
v = 59
value = 10

;---------------------------------------------------------------------------
;Ⴊ݃K[h
[State -1,AI CrouchGuard]
type = ChangeState
triggerall = var(59) >= 1
triggerall = StateType != A
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = playerID(var(58)),movetype = A
triggerall = RoundState = 2
trigger1 = ctrl = 1 || stateno = 21
trigger2 = stateno = [120,149]
value = 131

;K[h
[State -1,AI Guard]
type = ChangeState
triggerall = var(59) >= 1
triggerall = StateType != A
triggerall = playerID(var(58)),statetype = A
triggerall = playerID(var(58)),movetype = A
triggerall = RoundState = 2
trigger1 = ctrl = 1 || stateno = 21
trigger2 = stateno = [120,149]
value = 130

;---------------------------------------------------------------------------
;΋AJE^[֘A


;ړːip`@ѓɑ΂
[State -1, ]
type = ChangeState
value = 1200 + 10*(Random <= 500)
triggerall = var(59) >= 1
triggerall = ctrl = 1 || stateno = 21 || stateno = 22
triggerall = RoundState = 2
triggerall = statetype != A
;triggerall = playerID(var(58)),time > 6
triggerall = Random <= var(59)*70
trigger1 = enemy,numproj >= 1
trigger2 = numenemy = 2
trigger2 = enemy(1),numproj >= 1

;^bN
[State -1, ]
type = ChangeState
value = 1100
triggerall = var(59) >= 1
triggerall = P2stateno >= 40
triggerall = RoundState = 2
triggerall = Random <= var(59)*10
triggerall = statetype != A
triggerall = playerID(var(58)),movetype != H
triggerall = playerID(var(58)),stateno != [5000,5210]
triggerall = p2bodydist X <= ceil(80 * const(size.xscale))
triggerall = p2bodydist X >= 0
triggerall = p2bodydist Y > ceil(-90 * const(size.yscale))
triggerall = p2bodydist Y <= 0
trigger1 = ctrl = 1 || stateno = 21 || (stateno = 52 && prevstateno = 5040) || (stateno = 5120 && animtime = 0)

;{Z΋Bo
[State -1, ]
type = ChangeState
value = 210
triggerall = var(59) >= 1
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = playerID(var(58)),statetype = A
triggerall = playerID(var(58)),movetype = I
triggerall = playerID(var(58)),vel x >= 0
triggerall = ctrl = 1 || stateno = 21
trigger1 = p2bodydist X >= ceil(70 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(150 * const(size.xscale))
trigger1 = p2bodydist Y >= ceil(-140 * const(size.yscale))
trigger1 = p2bodydist Y <= ceil(-100 * const(size.yscale))
trigger1 = playerID(var(58)),vel X > 0 && playerID(var(58)),vel Y > 0
trigger1 = Random <= var(59)*10
trigger2 = p2bodydist X >= ceil(30 * const(size.xscale))
trigger2 = p2bodydist X <= ceil(70 * const(size.xscale))
trigger2 = p2bodydist Y >= ceil(-120 * const(size.yscale))
trigger2 = p2bodydist Y <= ceil(-100 * const(size.yscale))
trigger2 = playerID(var(58)),vel X = 0 && playerID(var(58)),vel Y > 0
trigger2 = Random <= var(59)*10
trigger3 = p2bodydist X >= ceil(60 * const(size.xscale))
trigger3 = p2bodydist X <= ceil(70 * const(size.xscale))

;-------------------------------------------------------------
;n̗

;
[State -1, ]
type = ChangeState
triggerall = var(59) >= 1
triggerall = StateType != A
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = RoundState = 2
triggerall = p2bodydist X <= (20 * const(size.xscale))
triggerall = P2movetype != H
triggerall = Numtarget = 0
trigger1 = ctrl = 1 || stateno = 21
trigger1 = Random <= var(59)*50
value = 800

;ːip`A
[State -1,@]
type = ChangeState
value = 3000
triggerall = var(59) >= 1
triggerall = power >= 3000
triggerall = ctrl = 1 || stateno = 21
triggerall = RoundState = 2
triggerall = statetype != A
trigger1 = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C || playerID(var(58)),statetype = L
trigger1 = playerID(var(58)),movetype != A
trigger1 = p2bodydist X >= ceil(50 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(170 * const(size.xscale))
trigger1 = Random <= var(59)*5

;_CrOG{[
[State -1,@]
type = ChangeState
value = 1000 + 10*(p2bodydist X >= 90)
triggerall = var(59) >= 1
triggerall = ctrl = 1 || stateno = 21
triggerall = RoundState = 2
triggerall = statetype != A
trigger1 = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C || playerID(var(58)),statetype = L
trigger1 = playerID(var(58)),movetype != A
trigger1 = p2bodydist X >= ceil(50 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(170 * const(size.xscale))
trigger1 = Random <= var(59)*5

;^bN
[State -1,@]
type = ChangeState
value = 1100
triggerall = var(59) >= 1
triggerall = ctrl = 1 || stateno = 21
triggerall = RoundState = 2
triggerall = statetype != A
trigger1 = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
trigger1 = p2bodydist X >= ceil(10 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(90 * const(size.xscale))
trigger1 = Random <= var(59)*5

;ړːip`@
[State -1,@]
type = ChangeState
value = 1200
triggerall = var(59) >= 1
triggerall = ctrl = 1 || stateno = 21
triggerall = RoundState = 2
triggerall = statetype != A
trigger1 = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
trigger1 = p2bodydist X >= ceil(70 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(100 * const(size.xscale))
trigger1 = Random <= var(59)*5

;ړːip`@
[State -1,@]
type = ChangeState
value = 1210
triggerall = var(59) >= 1
triggerall = ctrl = 1 || stateno = 21
triggerall = RoundState = 2
triggerall = statetype != A
trigger1 = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
trigger1 = p2bodydist X >= ceil(80 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(170 * const(size.xscale))
trigger1 = Random <= var(59)*5

;p`
[State -1,@]
type = ChangeState
value = 200
triggerall = var(59) >= 1
triggerall = ctrl = 1 || stateno = 21
triggerall = RoundState = 2
triggerall = statetype != A
trigger1 = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
trigger1 = p2bodydist X >= ceil(10 * const(size.xscale))
trigger1 = p2bodydist X <= ceil(50 * const(size.xscale))
trigger1 = Random <= var(59)*10
trigger2 = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
trigger2 = p2bodydist X >= ceil(0 * const(size.xscale))
trigger2 = p2bodydist X <= ceil(40 * const(size.xscale))
trigger2 = playerID(var(58)),movetype = H

;-------------------------------------------------------------
;Oi
[State -1,@]
type = ChangeState
value = 21
triggerall = var(59) >= 1
triggerall = ctrl = 1 || stateno = 22
triggerall = RoundState = 2
triggerall = statetype != A
triggerall = p2bodydist X >= ceil(30 * const(size.xscale))
trigger1 = playerID(var(58)),statetype != L 
trigger1 = playerID(var(58)),hitfall = 0

;-------------------------------------------------------------
;̋N
;ނ
[State -1,@]
type = ChangeState
value = 22
triggerall = var(59) >= 1
triggerall = ctrl = 1 || stateno = 21
triggerall = RoundState = 2
triggerall = statetype != A
;triggerall = p2bodydist X >= ceil(30 * const(size.xscale))
trigger1 = playerID(var(58)),statetype = L 
trigger2 = playerID(var(58)),hitfall = 1

;ːip`Ałd˂
[State -1, ]
type = ChangeState
value = 3000
triggerall = var(59) >= 1
triggerall = power >= 3000
triggerall = stateno = 22
triggerall = RoundState = 2
trigger1 = statetype != A
trigger1 = playerID(var(58)),stateno = [5100,5120]
trigger1 = Random <= var(59)*100

;^bNd˂
[State -1, ]
type = ChangeState
value = 1110
triggerall = var(59) >= 1
triggerall = stateno = 22
triggerall = RoundState = 2
trigger1 = statetype != A
trigger1 = playerID(var(58)),stateno = [5100,5120]
trigger1 = Random <= var(59)*10

;
[State -1, ]
type = ChangeState
value = 195
triggerall = var(59) >= 1
triggerall = stateno = 22
triggerall = RoundState = 2
trigger1 = statetype != A
trigger1 = playerID(var(58)),stateno = [5100,5120]
trigger1 = Random <= var(59)*20
trigger1 = p2bodydist X >= 100
trigger1 = life > playerID(var(58)),life
trigger1 = life > 250

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

