;  CMD file
;     by
; MystikBlaze
;(mystik3984@hotmail.com)
;
;
;
;
;===========================================================================
;---------------------------------------------------------------------------
;Commands
;---------------------------------------------------------------------------
;===========================================================================


;-| 2QCF Motions |--------------------------------------------------------

[Command]
name = "2QCF_xyz"
command = ~D, DF, F, D, DF, F, x
time = 20

[Command]
name = "2QCF_xyz"
command = ~D, DF, F, D, DF, F, y
time = 20

[Command]
name = "2QCF_xyz"
command = ~D, DF, F, D, DF, F, z
time = 20

;-| 2QCB Motions |--------------------------------------------------------

[Command]
name = "2QCB_xyz"
command = ~D, DB, B, D, DB, B, x
time = 20

[Command]
name = "2QCB_xyz"
command = ~D, DB, B, D, DB, B, y
time = 20

[Command]
name = "2QCB_xyz"
command = ~D, DB, B, D, DB, B, z
time = 20

[Command]
name = "2QCB_abc"
command = ~D, DB, B, D, DB, B, a
time = 20

[Command]
name = "2QCB_abc"
command = ~D, DB, B, D, DB, B, b
time = 20

[Command]
name = "2QCB_abc"
command = ~D, DB, B, D, DB, B, c
time = 20


;---| QCF Motions |-------------------------------
[Command]
name = "QCF_x"
command = ~D, DF, F, x

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

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

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

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

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

;---| Super QCF Motions |-------------------------
[Command]
name = "QCF_xyz"
command = ~D, DF, F, x+y

[Command]
name = "QCF_xyz"
command = ~D, DF, F, x+z

[Command]
name = "QCF_xyz"
command = ~D, DF, F, y+z

[Command]
name = "QCF_abc"
command = ~D, DF, F, a+b

[Command]
name = "QCF_abc"
command = ~D, DF, F, a+c

[Command]
name = "QCF_abc"
command = ~D, DF, F, b+c

;---| QCB Motions |-------------------------------
[Command]
name = "QCB_x"
command = ~D, DB, B, x

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

[Command]
name = "QCB_z"
command = ~D, DB, B, z

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

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

[Command]
name = "QCB_c"
command = ~D, DB, B, c

;---| Super QCB Motions |-------------------------
[Command]
name = "QCB_xyz"
command = ~D, DB, B, x+y

[Command]
name = "QCB_xyz"
command = ~D, DB, B, x+z

[Command]
name = "QCB_xyz"
command = ~D, DB, B, y+z

[Command]
name = "QCB_abc"
command = ~D, DB, B, a+b

[Command]
name = "QCB_abc"
command = ~D, DB, B, a+c

[Command]
name = "QCB_abc"
command = ~D, DB, B, b+c

;---| HCF Motions |-------------------------------
[Command]
name = "HCF_x"
command = ~B, DB, D, DF, F, x

[Command]
name = "HCF_y"
command = ~B, DB, D, DF, F, y

[Command]
name = "HCF_z"
command = ~B, DB, D, DF, F, z

;---| DP Motions |--------------------------------
[Command]
name = "DP_x"
command = ~F, D, DF, x

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

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

;---| Ashura Warp |-------------------------------

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

[Command]
name = "warpf_p"
command = ~F, D, DF, x+z

[Command]
name = "warpf_p"
command = ~F, D, DF, y+z

[Command]
name = "warpf_k"
command = ~F, D, DF, a+b

[Command]
name = "warpf_k"
command = ~F, D, DF, a+c

[Command]
name = "warpf_k"
command = ~F, D, DF, b+c

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

[Command]
name = "warpb_p"
command = ~F, D, DF, x+z

[Command]
name = "warpb_p"
command = ~B, D, DB, y+z

[Command]
name = "warpb_k"
command = ~B, D, DB, a+b

[Command]
name = "warpb_k"
command = ~B, D, DB, a+c

[Command]
name = "warpb_k"
command = ~B, D, DB, b+c

;---| Custom Combo |------------------------------

[Command]
name = "cc"
command = x+a
time = 5

[Command]
name = "cc"
command = y+b
time = 5

[Command]
name = "cc"
command = z+c
time = 5


;---| Recovery Roll Motions |---------------------

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

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

[Command]
name = "rrollf_z"
command = ~B, DB, D, z

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

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

[Command]
name = "rrollb_c"
command = ~B, DB, D, c

;---| Alpha Counter Motions |---------------------

[Command]
name = "ac_p"
command = ~B, DB, D, x
time = 20

[Command]
name = "ac_p"
command = ~B, DB, D, y
time = 20

[Command]
name = "ac_p"
command = ~B, DB, D, z
time = 20

[Command]
name = "ac_k"
command = ~B, DB, D, a
time = 20

[Command]
name = "ac_k"
command = ~B, DB, D, b
time = 20

[Command]
name = "ac_k"
command = ~B, DB, D, c
time = 20


;-| Super Jump |-----------------------------------------------------------

[Command]
name = "superjump"
command = ~D, U


;-| 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

[Command]
name = "throw_p"
command = x+y
time = 5

[Command]
name = "throw_p"
command = x+z
time = 5

[Command]
name = "throw_p"
command = y+z
time = 5

[Command]
name = "throw_k"
command = a+b
time = 5

[Command]
name = "throw_k"
command = a+c
time = 5

[Command]
name = "throw_k"
command = b+c
time = 5

;-| Dir + Button |---------------------------------------------------------
[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_x"
command = /$F,x
time = 1

[Command]
name = "fwd_y"
command = /$F,y
time = 1

[Command]
name = "fwd_z"
command = /$F,z
time = 1

[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

;-| 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]

;===========================================================================
;---------------------------------------------------------------------------

;===========================================================================

;---------------------------------------------------------------------------
;Other Moves
;---------------------------------------------------------------------------
;Dash Fwd

[State -1, Dash Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Dash Back

[State -1, Dash Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;===========================================================================
;---------------------------------------------------------------------------
;Ashura Senkuu
;---------------------------------------------------------------------------

;Ashura Senkuu Forward P

[State -1, Ashura Warp Forward P]
type = ChangeState
value = 1600
triggerall = command = "warpf_p"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 400
trigger9 = movecontact = 1
trigger10 = stateno = 401
trigger10 = movecontact = 1
trigger11 = stateno = 402
trigger11 = movecontact = 1
trigger12 = stateno = 410
trigger12 = movecontact = 1
trigger13 = stateno = 411
trigger13 = movecontact = 1
trigger14 = stateno = 412
trigger14 = movecontact = 1

;---------------------------------------------------------------------------
;Ashura Senkuu Forward K

[State -1, Ashura Warp Forward K]
type = ChangeState
value = 1610
triggerall = command = "warpf_k"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 400
trigger9 = movecontact = 1
trigger10 = stateno = 401
trigger10 = movecontact = 1
trigger11 = stateno = 402
trigger11 = movecontact = 1
trigger12 = stateno = 410
trigger12 = movecontact = 1
trigger13 = stateno = 411
trigger13 = movecontact = 1
trigger14 = stateno = 412
trigger14 = movecontact = 1

;---------------------------------------------------------------------------
;Ashura Senkuu Back P

[State -1, Ashura Warp Back P]
type = ChangeState
value = 1620
triggerall = command = "warpb_p"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 400
trigger9 = movecontact = 1
trigger10 = stateno = 401
trigger10 = movecontact = 1
trigger11 = stateno = 402
trigger11 = movecontact = 1
trigger12 = stateno = 410
trigger12 = movecontact = 1
trigger13 = stateno = 411
trigger13 = movecontact = 1
trigger14 = stateno = 412
trigger14 = movecontact = 1

;---------------------------------------------------------------------------
;Ashura Senkuu Back K

[State -1, Ashura Warp Back K]
type = ChangeState
value = 1630
triggerall = command = "warpb_k"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 400
trigger9 = movecontact = 1
trigger10 = stateno = 401
trigger10 = movecontact = 1
trigger11 = stateno = 402
trigger11 = movecontact = 1
trigger12 = stateno = 410
trigger12 = movecontact = 1
trigger13 = stateno = 411
trigger13 = movecontact = 1
trigger14 = stateno = 412
trigger14 = movecontact = 1


;===========================================================================
;---------------------------------------------------------------------------
;Super Attacks (Continued)
;---------------------------------------------------------------------------

;Shinkuu Hadouken

[State -1, Shinkuu Hadouken]
type = ChangeState
value = 3000
triggerall = command = "QCF_xyz"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Air Shinkuu Hadouken

[State -1, Air Shinkuu Hadouken]
type = ChangeState
value = 3050
triggerall = command = "QCF_xyz"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = hitdefattr = A, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Tenma Gou Zankuu

[State -1, Air Vacuum Fireball]
type = ChangeState
value = 3500
triggerall = command = "QCB_xyz"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = hitdefattr = A, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Shinkuu Tatsumaki Senpuu Kyaku

[State -1, Shinkuu Tatsumaki Senpuu Kyaku]
type = ChangeState
value = 3100
triggerall = command = "QCB_abc"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Air Shinkuu Tatsumaki Senpuu Kyaku

[State -1, Air Shinkuu Tatsumaki Senpuu Kyaku]
type = ChangeState
value = 3150
triggerall = command = "QCB_abc"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = hitdefattr = A, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Messatsu Gou Shouryuu

[State -1, Messatsu Gou Shouryuu]
type = ChangeState
value = 3200
triggerall = command = "QCF_abc"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Shin Shouryuu Ken

[State -1, Shin Shouryuu Ken]
type = ChangeState
value = 3210
triggerall = command = "QCB_xyz"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Custom Super 1

[State -1, Custom Super 1]
type = ChangeState
value = 3300
triggerall = command = "2QCB_xyz"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Custom Super 2 (Shippuujinrai Kyaku -> Shinryuuken)

[State -1, Custom Super 2]
type = ChangeState
value = 3400
triggerall = command = "2QCB_abc"
triggerall = power >= 2000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Custom Combo

[State -1, Custom Combo]
type = ChangeState
value = 3900
triggerall = command = "cc"
triggerall = power >= 1000
triggerall = Var(10) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Cancelling Custom Combo

[State -1, Cancelling Custom Combo]
type = ChangeState
value = 3910
triggerall = command = "cc"
triggerall = Var(10) = 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact


;===========================================================================
;---------------------------------------------------------------------------
;Throws
;---------------------------------------------------------------------------

; Ground Throw P
[State -1]
type = ChangeState
value = 800
triggerall = command = "throw_p"
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"

;---------------------------------------------------------------------------
; Ground Throw K
[State -1]
type = ChangeState
value = 801
triggerall = command = "throw_k"
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"

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

; Air Throw P
[State -1]
type = ChangeState
value = 850
triggerall = command = "throw_p"
triggerall = statetype = A
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"

;---------------------------------------------------------------------------
; Ground Throw K
[State -1]
type = ChangeState
value = 851
triggerall = command = "throw_k"
triggerall = statetype = A
triggerall = ctrl
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"


;===========================================================================
;---------------------------------------------------------------------------
;Special Attacks
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Shouryuu Ken X

[State -1, Dragon Punch X]
type = ChangeState
value = 1500
triggerall = command = "DP_x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Shouryuu Ken Y

[State -1, Dragon Punch Y]
type = ChangeState
value = 1510
triggerall = command = "DP_y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Shouryuu Ken Z

[State -1, Dragon Punch Z]
type = ChangeState
value = 1520
triggerall = command = "DP_z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Recovery Roll X

[State -1, Recovery Roll X]
type = ChangeState
value = 910
triggerall = command = "rrollf_x"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071

;---------------------------------------------------------------------------
;Recovery Roll Y

[State -1, Recovery Roll Y]
type = ChangeState
value = 915
triggerall = command = "rrollf_y"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071

;---------------------------------------------------------------------------
;Recovery Roll Z

[State -1, Recovery Roll Z]
type = ChangeState
value = 920
triggerall = command = "rrollf_z"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071

;---------------------------------------------------------------------------
;Recovery Roll A

[State -1, Recovery Roll A]
type = ChangeState
value = 930
triggerall = command = "rrollb_a"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071

;---------------------------------------------------------------------------
;Recovery Roll B

[State -1, Recovery Roll B]
type = ChangeState
value = 935
triggerall = command = "rrollb_b"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071

;---------------------------------------------------------------------------
;Recovery Roll C

[State -1, Recovery Roll C]
type = ChangeState
value = 940
triggerall = command = "rrollb_c"
triggerall = alive = 1
trigger1 = stateno = 5050 || stateno = 5071

;---------------------------------------------------------------------------
;Alpha Counter Punch

[State -1, Alpha Counter Punch]
type = ChangeState
value = 950
triggerall = command = "ac_p"
triggerall = power >= 500
trigger1 = stateno = [150,153]

;---------------------------------------------------------------------------
;Shaku Netsu Hadouken X

[State -1, Flaming Hadouken X]
type = ChangeState
value = 1800
triggerall = command = "HCF_x"
triggerall = command != "holddown"
triggerall = NumProjID(1000) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Shaku Netsu Hadouken Y

[State -1, Flaming Hadouken Y]
type = ChangeState
value = 1810
triggerall = command = "HCF_y"
triggerall = command != "holddown"
triggerall = NumProjID(1000) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Shaku Netsu Hadouken Z

[State -1, Flaming Hadouken Z]
type = ChangeState
value = 1820
triggerall = command = "HCF_z"
triggerall = command != "holddown"
triggerall = NumProjID(1000) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Hadouken X

[State -1, Hadouken X]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"
triggerall = command != "holddown"
triggerall = NumProjID(1000) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Hadouken Y

[State -1, Hadouken Y]
type = ChangeState
value = 1010
triggerall = command = "QCF_y"
triggerall = command != "holddown"
triggerall = NumProjID(1000) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Hadouken Z

[State -1, Hadouken Z]
type = ChangeState
value = 1020
triggerall = command = "QCF_z"
triggerall = command != "holddown"
triggerall = NumProjID(1000) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = S, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Zankuu Hadouken X (horizontal)

[State -1, Zankuu Hadouken X]
type = ChangeState
value = 1050
triggerall = command = "QCF_x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = movecontact = 1
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = movecontact = 1
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = movecontact = 1
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Zankuu Hadouken Y (horizontal)

[State -1, Zankuu Hadouken Y]
type = ChangeState
value = 1060
triggerall = command = "QCF_y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = movecontact = 1
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = movecontact = 1
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = movecontact = 1
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Zankuu Hadouken Z (horizontal)

[State -1, Zankuu Hadouken Z]
type = ChangeState
value = 1070
triggerall = command = "QCF_z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = movecontact = 1
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = movecontact = 1
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = movecontact = 1
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Zankuu Hadouken X (diagonal)

[State -1, Zankuu Hadouken X d]
type = ChangeState
value = 1100
triggerall = command = "QCB_x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = movecontact = 1
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = movecontact = 1
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = movecontact = 1
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Zankuu Hadouken Y (diagonal)

[State -1, Zankuu Hadouken Y d]
type = ChangeState
value = 1110
triggerall = command = "QCB_y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = movecontact = 1
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = movecontact = 1
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = movecontact = 1
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Zankuu Hadouken Z (diagonal)

[State -1, Zankuu Hadouken Z d]
type = ChangeState
value = 1120
triggerall = command = "QCB_z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = movecontact = 1
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = movecontact = 1
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = movecontact = 1
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Tenma Kuujin Kyaku A (Diving Kick)

[State -1, Diving Kick A]
type = ChangeState
value = 1400
triggerall = command = "QCF_a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = movecontact = 1
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = movecontact = 1
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = movecontact = 1
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Tenma Kuujin Kyaku B (Diving Kick)

[State -1, Diving Kick B]
type = ChangeState
value = 1400
triggerall = command = "QCF_b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = movecontact = 1
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = movecontact = 1
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = movecontact = 1
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Tenma Kuujin Kyaku C (Diving Kick)

[State -1, Diving Kick C]
type = ChangeState
value = 1400
triggerall = command = "QCF_c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = movecontact = 1
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = movecontact = 1
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = movecontact = 1
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Air Tatsumaki Senpuu Kyaku A

[State -1, Air Whirlwind Kick A]
type = ChangeState
value = 1300
triggerall = command = "QCB_a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = movecontact = 1
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = movecontact = 1
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = movecontact = 1
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Air Tatsumaki Senpuu Kyaku B

[State -1, Air Whirlwind Kick B]
type = ChangeState
value = 1310
triggerall = command = "QCB_b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = movecontact = 1
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = movecontact = 1
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = movecontact = 1
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Air Tatsumaki Senpuu Kyaku C

[State -1, Air Whirlwind Kick C]
type = ChangeState
value = 1320
triggerall = command = "QCB_c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 602
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 610
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 611
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 612
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = stateno = 615
trigger8 = movecontact = 1
trigger8 = p2statetype = A
trigger9 = stateno = 616
trigger9 = movecontact = 1
trigger9 = p2statetype = A
trigger10 = stateno = 617
trigger10 = movecontact = 1
trigger10 = p2statetype = A
trigger11 = Var(10) = 1
trigger11 = statetype = A
trigger11 = hitdefattr = A, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku A

[State -1, Whirlwind Kick A]
type = ChangeState
value = 1200
triggerall = command = "QCB_a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = SC, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku B

[State -1, Whirlwind Kick B]
type = ChangeState
value = 1210
triggerall = command = "QCB_b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = SC, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku C

[State -1, Whirlwind Kick C]
type = ChangeState
value = 1220
triggerall = command = "QCB_c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = SC, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku A (EX Style)

[State -1, Whirlwind Kick A (EX Style)]
type = ChangeState
value = 1700
triggerall = command = "QCF_a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = SC, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku B (EX Style)

[State -1, Whirlwind Kick B (EX Style)]
type = ChangeState
value = 1710
triggerall = command = "QCF_b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = SC, NA, SA
trigger16 = movecontact

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku C (EX Style)

[State -1, Whirlwind Kick C (EX Style)]
type = ChangeState
value = 1720
triggerall = command = "QCF_c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = Var(10) = 1
trigger16 = statetype != A
trigger16 = hitdefattr = SC, NA, SA
trigger16 = movecontact


;===========================================================================
;---------------------------------------------------------------------------
;Other Moves
;---------------------------------------------------------------------------

;Zenhou Tenshin (Ground Roll) X

[State -1, Ground Roll X]
type = ChangeState
value = 900
triggerall = command = "QCB_x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1

;---------------------------------------------------------------------------
;Zenhou Tenshin (Ground Roll) Y

[State -1, Ground Roll Y]
type = ChangeState
value = 901
triggerall = command = "QCB_y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1

;---------------------------------------------------------------------------
;Zenhou Tenshin (Ground Roll) Z

[State -1, Ground Roll Z]
type = ChangeState
value = 902
triggerall = command = "QCB_z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1

;===========================================================================
;---------------------------------------------------------------------------
;Basic Attacks
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;Forward Y

[State -1, Forward Y]
type = ChangeState
value = 206
triggerall = command = "fwd_y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = stateno = 100
trigger16 = time >= 4
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = hitdefattr = SC, NA, SA
trigger17 = movecontact

;---------------------------------------------------------------------------
;Forward Z

[State -1, Forward Z]
type = ChangeState
value = 207
triggerall = command = "fwd_z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = stateno = 100
trigger16 = time >= 4
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = hitdefattr = SC, NA, SA
trigger17 = movecontact

;---------------------------------------------------------------------------
;Forward B

[State -1, Forward B]
type = ChangeState
value = 216
triggerall = command = "fwd_b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = stateno = 100
trigger16 = time >= 4
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = hitdefattr = SC, NA, SA
trigger17 = movecontact

;---------------------------------------------------------------------------
;Forward C

[State -1, Forward C]
type = ChangeState
value = 217
triggerall = command = "fwd_c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact = 1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 301
trigger8 = movecontact = 1
trigger9 = stateno = 302
trigger9 = movecontact = 1
trigger10 = stateno = 400
trigger10 = movecontact = 1
trigger11 = stateno = 401
trigger11 = movecontact = 1
trigger12 = stateno = 402
trigger12 = movecontact = 1
trigger13 = stateno = 410
trigger13 = movecontact = 1
trigger14 = stateno = 411
trigger14 = movecontact = 1
trigger15 = stateno = 412
trigger15 = movecontact = 1
trigger16 = stateno = 100
trigger16 = time >= 4
trigger17 = Var(10) = 1
trigger17 = statetype != A
trigger17 = hitdefattr = SC, NA, SA
trigger17 = movecontact

;---------------------------------------------------------------------------
;Close Y

[State -1, Close Y]
type = ChangeState
value = 301
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = P2BodyDist x <= 15
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 400
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 100
trigger6 = time >= 4
trigger7 = stateno = 105
trigger7 = time >= 4
trigger8 = Var(10) = 1
trigger8 = statetype != A
trigger8 = hitdefattr = SC, NA, SA
trigger8 = movecontact

;---------------------------------------------------------------------------
;Close Z

[State -1, Close Z]
type = ChangeState
value = 302
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = P2BodyDist x <= 15
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 301
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1
trigger8 = stateno = 401
trigger8 = movecontact = 1
trigger9 = stateno = 410
trigger9 = movecontact = 1
trigger10 = stateno = 411
trigger10 = movecontact = 1
trigger11 = stateno = 100
trigger11 = time >= 4
trigger12 = stateno = 105
trigger12 = time >= 4
trigger13 = Var(10) = 1
trigger13 = statetype != A
trigger13 = hitdefattr = SC, NA, SA
trigger13 = movecontact

;---------------------------------------------------------------------------
;Stand X

[State -1, Stand X]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 100
trigger2 = time >= 4
trigger3 = stateno = 105
trigger3 = time >= 4
trigger4 = Var(10) = 1
trigger4 = statetype != A
trigger4 = hitdefattr = SC, NA, SA
trigger4 = movecontact

;---------------------------------------------------------------------------
;Stand Y

[State -1, Stand Y]
type = ChangeState
value = 201
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 400
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = stateno = 100
trigger6 = time >= 4
trigger7 = stateno = 105
trigger7 = time >= 4
trigger8 = Var(10) = 1
trigger8 = statetype != A
trigger8 = hitdefattr = SC, NA, SA
trigger8 = movecontact

;---------------------------------------------------------------------------
;Stand Z

[State -1, Stand Z]
type = ChangeState
value = 202
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 301
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1
trigger8 = stateno = 401
trigger8 = movecontact = 1
trigger9 = stateno = 410
trigger9 = movecontact = 1
trigger10 = stateno = 411
trigger10 = movecontact = 1
trigger11 = stateno = 100
trigger11 = time >= 4
trigger12 = stateno = 105
trigger12 = time >= 4
trigger13 = Var(10) = 1
trigger13 = statetype != A
trigger13 = hitdefattr = SC, NA, SA
trigger13 = movecontact

;---------------------------------------------------------------------------
;Stand A

[State -1, Stand A]
type = ChangeState
value = 210
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 400
trigger3 = movecontact = 1
trigger4 = stateno = 100
trigger4 = time >= 4
trigger5 = stateno = 105
trigger5 = time >= 4
trigger6 = Var(10) = 1
trigger6 = statetype != A
trigger6 = hitdefattr = SC, NA, SA
trigger6 = movecontact

;---------------------------------------------------------------------------
;Stand B

[State -1, Stand B]
type = ChangeState
value = 211
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 301
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 401
trigger7 = movecontact = 1
trigger8 = stateno = 410
trigger8 = movecontact = 1
trigger9 = stateno = 100
trigger9 = time >= 4
trigger10 = stateno = 105
trigger10 = time >= 4
trigger11 = Var(10) = 1
trigger11 = statetype != A
trigger11 = hitdefattr = SC, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Stand C

[State -1, Stand C]
type = ChangeState
value = 212
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 301
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1
trigger8 = stateno = 401
trigger8 = movecontact = 1
trigger9 = stateno = 410
trigger9 = movecontact = 1
trigger10 = stateno = 411
trigger10 = movecontact = 1
trigger11 = stateno = 100
trigger11 = time >= 4
trigger12 = stateno = 105
trigger12 = time >= 4
trigger13 = Var(10) = 1
trigger13 = statetype != A
trigger13 = hitdefattr = SC, NA, SA
trigger13 = movecontact

;---------------------------------------------------------------------------
;Taunt

[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouch X

[State -1, Crouch X]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = Var(10) = 1
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Crouch Y

[State -1, Crouch Y]
type = ChangeState
value = 401
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 210
trigger3 = movecontact = 1
trigger4 = stateno = 400
trigger4 = movecontact = 1
trigger5 = stateno = 410
trigger5 = movecontact = 1
trigger6 = Var(10) = 1
trigger6 = statetype != A
trigger6 = hitdefattr = SC, NA, SA
trigger6 = movecontact

;---------------------------------------------------------------------------
;Crouch Z

[State -1, Crouch Z]
type = ChangeState
value = 402
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 301
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1
trigger8 = stateno = 401
trigger8 = movecontact = 1
trigger9 = stateno = 410
trigger9 = movecontact = 1
trigger10 = stateno = 411
trigger10 = movecontact = 1
trigger11 = Var(10) = 1
trigger11 = statetype != A
trigger11 = hitdefattr = SC, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Aerial Rave Super Jump
[State -1]
type = ChangeState
value = 999
triggerall = command = "holdup"
trigger1 = stateno = 402
trigger1 = movecontact = 1

;---------------------------------------------------------------------------
;Crouch A

[State -1, Crouch A]
type = ChangeState
value = 410
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 400
trigger3 = movecontact = 1
trigger4 = Var(10) = 1
trigger4 = statetype != A
trigger4 = hitdefattr = SC, NA, SA
trigger4 = movecontact

;---------------------------------------------------------------------------
;Crouch B

[State -1, Crouch B]
type = ChangeState
value = 411
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 301
trigger5 = movecontact = 1
trigger6 = stateno = 400
trigger6 = movecontact = 1
trigger7 = stateno = 401
trigger7 = movecontact = 1
trigger8 = stateno = 410
trigger8 = movecontact = 1
trigger9 = Var(10) = 1
trigger9 = statetype != A
trigger9 = hitdefattr = SC, NA, SA
trigger9 = movecontact

;---------------------------------------------------------------------------
;Crouch C

[State -1, Crouch C]
type = ChangeState
value = 412
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 210
trigger4 = movecontact = 1
trigger5 = stateno = 211
trigger5 = movecontact = 1
trigger6 = stateno = 301
trigger6 = movecontact = 1
trigger7 = stateno = 400
trigger7 = movecontact = 1
trigger8 = stateno = 401
trigger8 = movecontact = 1
trigger9 = stateno = 410
trigger9 = movecontact = 1
trigger10 = stateno = 411
trigger10 = movecontact = 1
trigger11 = Var(10) = 1
trigger11 = statetype != A
trigger11 = hitdefattr = SC, NA, SA
trigger11 = movecontact

;---------------------------------------------------------------------------
;Jump Up A

[State -1, Jump Up A]
type = ChangeState
value = 615
triggerall = command = "a"
triggerall = Vel X = 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = Var(10) = 1
trigger3 = statetype = A
trigger3 = hitdefattr = A, NA, SA
trigger3 = movecontact

;---------------------------------------------------------------------------
;Jump Up B

[State -1, Jump Up B]
type = ChangeState
value = 616
triggerall = command = "b"
triggerall = Vel X = 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 610
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 615
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = Var(10) = 1
trigger6 = statetype = A
trigger6 = hitdefattr = A, NA, SA
trigger6 = movecontact

;---------------------------------------------------------------------------
;Jump Up C

[State -1, Jump Up C]
type = ChangeState
value = 617
triggerall = command = "c"
triggerall = Vel X = 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 610
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 611
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 615
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 616
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = Var(10) = 1
trigger8 = statetype = A
trigger8 = hitdefattr = A, NA, SA
trigger8 = movecontact

;---------------------------------------------------------------------------
;Jump X

[State -1, Jump X]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Var(10) = 1
trigger2 = statetype = A
trigger2 = hitdefattr = A, NA, SA
trigger2 = movecontact

;---------------------------------------------------------------------------
;Jump Y

[State -1, Jump Y]
type = ChangeState
value = 601
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 610
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 615
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = Var(10) = 1
trigger5 = statetype = A
trigger5 = hitdefattr = A, NA, SA
trigger5 = movecontact

;---------------------------------------------------------------------------
;Jump Z

[State -1, Jump Z]
type = ChangeState
value = 602
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 610
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 611
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 615
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 616
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = Var(10) = 1
trigger8 = statetype = A
trigger8 = hitdefattr = A, NA, SA
trigger8 = movecontact

;---------------------------------------------------------------------------
;Jump A

[State -1, Jump A]
type = ChangeState
value = 610
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = Var(10) = 1
trigger3 = statetype = A
trigger3 = hitdefattr = A, NA, SA
trigger3 = movecontact

;---------------------------------------------------------------------------
;Jump B

[State -1, Jump B]
type = ChangeState
value = 611
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 610
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 615
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = Var(10) = 1
trigger6 = statetype = A
trigger6 = hitdefattr = A, NA, SA
trigger6 = movecontact

;---------------------------------------------------------------------------
;Jump C

[State -1, Jump C]
type = ChangeState
value = 612
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = movecontact = 1
trigger2 = p2statetype = A
trigger3 = stateno = 601
trigger3 = movecontact = 1
trigger3 = p2statetype = A
trigger4 = stateno = 610
trigger4 = movecontact = 1
trigger4 = p2statetype = A
trigger5 = stateno = 611
trigger5 = movecontact = 1
trigger5 = p2statetype = A
trigger6 = stateno = 615
trigger6 = movecontact = 1
trigger6 = p2statetype = A
trigger7 = stateno = 616
trigger7 = movecontact = 1
trigger7 = p2statetype = A
trigger8 = Var(10) = 1
trigger8 = statetype = A
trigger8 = hitdefattr = A, NA, SA
trigger8 = movecontact

;---------------------------------------------------------------------------
;Liedown Recovery Forward
;
[State -1]
type = ChangeState
value = 916
triggerall = command = "holdfwd"
triggerall = time >= 10
trigger1 = stateno = 5110
trigger1 = alive = 1

;---------------------------------------------------------------------------
;Liedown Recovery Back
;
[State -1]
type = ChangeState
value = 936
triggerall = command = "holdback"
triggerall = time >= 10
trigger1 = stateno = 5110
trigger1 = alive = 1

;---------------------------------------------------------------------------
;Super Jump
;
[State -1]
type = ChangeState
value = 999
triggerall = command = "superjump"
trigger1 = statetype = S
trigger1 = ctrl = 1