;-| AI |------------------------------------------------------
[Command]
name = "CPU1"
command = U, D, F
time = 1

[Command]
name = "CPU2"
command = U, B, F
time = 1

[Command]
name = "CPU3"
command = U, D, D
time = 1

[Command]
name = "CPU4"
command = F, B, U
time = 1

[Command]
name = "CPU5"
command = U, F, U, B
time = 1

[Command]
name = "CPU6"
command = U, D, B
time = 1

[Command]
name = "CPU7"
command = F, F, B
time = 1

[Command]
name = "CPU8"
command = U, D, U
time = 1

[Command]
name = "CPU9"
command = F, B, B
time = 1

[Command]
name = "CPU10"
command = F, F, B, B
time = 1

[Command]
name = "CPU11"
command = U, U, F
time = 1

[Command]
name = "CPU12"
command = U, B, B
time = 1

[Command]
name = "CPU13"
command = U, B, F, F
time = 1

[Command]
name = "CPU14"
command = U, F, B, U
time = 1

[Command]
name = "CPU15"
command = U, B, F, U
time = 1

[Command]
name = "CPU16"
command = U, B, B, B
time = 1

[Command]
name = "CPU17"
command = U, D, B, F
time = 1

[Command]
name = "CPU18"
command = U, D, B, D
time = 1

[Command]
name = "CPU19"
command = U, D, F, U
time = 1

[Command]
name = "CPU20"
command = U, D, U, B
time = 1

[Command]
name = "CPU21"
command = U, D, F, F
time = 1

[Command]
name = "CPU22"
command = F, F, F, F
time = 1

[Command]
name = "CPU23"
command = U, U, U, D
time = 1

[Command]
name = "CPU24"
command = B, B, B
time = 1

[Command]
name = "CPU25"
command = D, D, D, D
time = 1

[Command]
name = "CPU26"
command = D, D, D
time = 1

[Command]
name = "CPU27"
command = F, F, F
time = 1

[Command]
name = "CPU28"
command = U, U, U
time = 1

[Command]
name = "CPU29"
command = U, U, B, B
time = 1

[Command]
name = "CPU30"
command = D, D, F, F
time = 1

[Command]
name = "CPU31"
command = U, D, F, U, D
time = 1

[Command]
name = "CPU32"
command = U, B, F, U, D
time = 1

[Command]
name = "CPU33"
command = U, D, D, U, D
time = 1

[Command]
name = "CPU34"
command = F, B, U, U, D
time = 1

[Command]
name = "CPU35"
command = U, F, U, B, U, D
time = 1

[Command]
name = "CPU36"
command = U, D, B, U, D
time = 1

[Command]
name = "CPU37"
command = F, F, B, U, D
time = 1

[Command]
name = "CPU38"
command = U, D, U, U, D
time = 1

[Command]
name = "CPU39"
command = F, B, B, U, D
time = 1

[Command]
name = "CPU40"
command = F, F, B, B, U, D
time = 1

[Command]
name = "CPU41"
command = U, U, F, U, D
time = 1

[Command]
name = "CPU42"
command = U, B, B, U, D
time = 1

[Command]
name = "CPU43"
command = U, B, F, F, U, D
time = 1

[Command]
name = "CPU44"
command = U, F, B, U, U, D
time = 1

[Command]
name = "CPU45"
command = U, B, F, U, U, D
time = 1

[Command]
name = "CPU46"
command = U, B, B, B, U, D
time = 1

[Command]
name = "CPU47"
command = U, D, B, F, U, D
time = 1

[Command]
name = "CPU48"
command = U, D, B, D, U, D
time = 1

[Command]
name = "CPU49"
command = U, D, F, U, U, D
time = 1

[Command]
name = "CPU50"
command = U, D, U, B, U, D
time = 1

;-| 超必殺技 |--------------------------------------------------------
[Command]
name = "天覇凄煌斬"
command = ~D, DB, B, z+c
time = 20
[Command]
name = "天覇凄煌斬"
command = ~D, DB, B, ~z+c
time = 20
[Command]
name = "天覇凄煌斬"
command = ~D, DB, B, x+a
time = 20
[Command]
name = "天覇凄煌斬"
command = ~D, DB, B, ~x+a
time = 20
[Command]
name = "天覇凄煌斬"
command = ~D, DB, B, y+b
time = 20
[Command]
name = "天覇凄煌斬"
command = ~D, DB, B, ~y+b
time = 20

[Command]
name = "絶命奥義"
command = ~D, DB, B, F, z+c
time = 20
[Command]
name = "絶命奥義"
command = ~D, DB, B, F, ~z+c
time = 20
[Command]
name = "絶命奥義"
command = ~D, DB, B, F, x+a
time = 20
[Command]
name = "絶命奥義"
command = ~D, DB, B, F, ~x+a
time = 20
[Command]
name = "絶命奥義"
command = ~D, DB, B, F, y+b
time = 20
[Command]
name = "絶命奥義"
command = ~D, DB, B, F, ~y+b
time = 20

[Command]
name = "天覇封神斬1"
command = ~D, DF, F, x+z
time = 15
[Command]
name = "天覇封神斬1"
command = ~D, DF, F, ~x+z
time = 15
[Command]
name = "天覇封神斬2"
command = ~D, DF, F, y+z
time = 15
[Command]
name = "天覇封神斬2"
command = ~D, DF, F, ~y+z
time = 15
[Command]
name = "天覇封神斬3"
command = ~D, DF, F, z+c
time = 15
[Command]
name = "天覇封神斬3"
command = ~D, DF, F, ~z+c
time = 15

;-| 必殺技 |------------------------------------------------------
[Command]
name = "斬鋼閃"
command = ~B, D, DB, a
time = 18
[Command]
name = "斬鋼閃"
command = ~B, D, DB, b
time = 18
[Command]
name = "斬鋼閃"
command = ~B, D, DB, c
time = 18

[Command]
name = "旋風裂斬1"
command = ~D, DF, F, x
time = 12
[Command]
name = "旋風裂斬1"
command = ~D, DF, F, ~x
time = 12
[Command]
name = "旋風裂斬2"
command = ~D, DF, F, y
time = 12
[Command]
name = "旋風裂斬2"
command = ~D, DF, F, ~y
time = 12
[Command]
name = "旋風裂斬3"
command = ~D, DF, F, z
time = 12
[Command]
name = "旋風裂斬3"
command = ~D, DF, F, ~z
time = 12

[Command]
name = "弧月斬1"
command = ~F, D, DF, x
time = 12
[Command]
name = "弧月斬1"
command = ~F, D, DF, ~x
time = 12
[Command]
name = "弧月斬2"
command = ~F, D, DF, y
time = 12
[Command]
name = "弧月斬2"
command = ~F, D, DF, ~y
time = 12
[Command]
name = "弧月斬3"
command = ~F, D, DF, z
time = 12
[Command]
name = "弧月斬3"
command = ~F, D, DF, ~z
time = 12

[Command]
name = "烈震斬1"
command = ~D, DB, B, x
time = 12
[Command]
name = "烈震斬1"
command = ~D, DB, B, ~x
time = 12
[Command]
name = "烈震斬2"
command = ~D, DB, B, y
time = 12
[Command]
name = "烈震斬2"
command = ~D, DB, B, ~y
time = 12
[Command]
name = "烈震斬3"
command = ~D, DB, B, z
time = 12
[Command]
name = "烈震斬3"
command = ~D, DB, B, ~z
time = 12

[Command]
name = "死祟"
command = ~D, DB, B, a
time = 12
[Command]
name = "死祟"
command = ~D, DB, B, ~a
time = 12
[Command]
name = "死祟"
command = ~D, DB, B, b
time = 12
[Command]
name = "死祟"
command = ~D, DB, B, ~b
time = 12
[Command]
name = "死祟"
command = ~D, DB, B, c
time = 12
[Command]
name = "死祟"
command = ~D, DB, B, ~c
time = 12

[Command]
name = "剛破1"
command = ~F, D, DF, a
time = 15
[Command]
name = "剛破1"
command = ~F, D, DF, ~a
time = 15
[Command]
name = "剛破2"
command = ~F, D, DF, b
time = 15
[Command]
name = "剛破2"
command = ~F, D, DF, ~b
time = 15
[Command]
name = "剛破3"
command = ~F, D, DF, c
time = 15
[Command]
name = "剛破3"
command = ~F, D, DF, ~c
time = 15

[Command]
name = "旋風波1"
command = ~D, DF, F, a
time = 12
[Command]
name = "旋風波1"
command = ~D, DF, F, ~a
time = 12
[Command]
name = "旋風波2"
command = ~D, DF, F, b
time = 12
[Command]
name = "旋風波2"
command = ~D, DF, F, ~b
time = 12
[Command]
name = "旋風波3"
command = ~D, DF, F, c
time = 12
[Command]
name = "旋風波3"
command = ~D, DF, F, ~c
time = 12

;-| ２回押し技 |-----------------------------------------------------------
[Command]
name = "longjump"
command = D, $U
time = 18

[Command]
name = "FF"     
command = F, F
time = 12

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

;-| ２・３個の同時押し技 |-----------------------------------------------
[Command]
name = "recovery"
command = x+a
time = 10

[Command]
name = "gc"
command = y+b
time = 10

[Command]
name = "oc"
command = z+c
time = 10

;-| 方向とボタンで出す技 |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;-| ボタン設定（いじらない）|---------------------------------------------------------
[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

;-| 押しっぱなし設定（いじらない）-------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup" 
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1

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

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

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

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

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

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

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

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

[Command];（前ブロッキングコマンド）
name = "block"
command = F
time = 1

[Command];（下ブロッキングコマンド）
name = "block2"
command = D
time = 1

[Command];（グルーヴセレクト用）
name = "up"
command = U
time = 3

[Command];（グルーヴセレクト用）
name = "down"
command = D
time = 3

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

[Command]
name = "downback"
command = DB
time = 1

; 下の記述↓は絶対に消さないでください。
[Statedef -1]
;===========================================================================
;AI用

;AI
[State -1, AI]
type = VarSet
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1  = command = "CPU1"
trigger2  = command = "CPU2"
trigger3  = command = "CPU3"
trigger4  = command = "CPU4"
trigger5  = command = "CPU5"
trigger6  = command = "CPU6"
trigger7  = command = "CPU7"
trigger8  = command = "CPU8"
trigger9  = command = "CPU9"
trigger10  = command = "CPU10"
trigger11  = command = "CPU11"
trigger12  = command = "CPU12"
trigger13  = command = "CPU13"
trigger14  = command = "CPU14"
trigger15  = command = "CPU15"
trigger16  = command = "CPU16"
trigger17  = command = "CPU17"
trigger18  = command = "CPU18"
trigger19  = command = "CPU19"
trigger20  = command = "CPU20"
trigger21  = command = "CPU21"
trigger22  = command = "CPU22"
trigger23  = command = "CPU23"
trigger24  = command = "CPU24"
trigger25  = command = "CPU25"
trigger26  = command = "CPU26"
trigger27  = command = "CPU27"
trigger28  = command = "CPU28"
trigger29  = command = "CPU29"
trigger30  = command = "CPU30"
trigger31  = command = "CPU31"
trigger32  = command = "CPU32"
trigger33  = command = "CPU33"
trigger34  = command = "CPU34"
trigger35  = command = "CPU35"
trigger36  = command = "CPU36"
trigger37  = command = "CPU37"
trigger38  = command = "CPU38"
trigger39  = command = "CPU39"
trigger40  = command = "CPU40"
trigger41  = command = "CPU41"
trigger42  = command = "CPU42"
trigger43  = command = "CPU43"
trigger44  = command = "CPU44"
trigger45  = command = "CPU45"
trigger46  = command = "CPU46"
trigger47  = command = "CPU47"
trigger48  = command = "CPU48"
trigger49  = command = "CPU49"
trigger50  = command = "CPU50"
var(59) = 1

;===========================================================================
;---------------------------------------------------------------------------
;ガード
[state -1, Guard]
type = ChangeState
value = 120
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = InGuardDist
triggerall = stateno != [120,159]
triggerall = (stateno != [4000,4029]) && (stateno != [4100,4129])
triggerall = prevstateno != [120,159]
triggerall = ctrl || stateno = 21
triggerall = statetype != A
trigger1 = enemynear,numproj
trigger2 = enemynear,HitDefAttr = SCA, NA,SA,HA
	trigger2 = random <= ifelse(var(20)=2||var(20)=6,20,700)

[state -1, Guard]
type = ChangeState
value = 120
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = InGuardDist
triggerall = stateno != [120,159]
triggerall = (stateno != [4000,4029]) && (stateno != [4100,4129])
triggerall = prevstateno != [120,159]
triggerall = ctrl
triggerall = statetype = A
trigger1 = enemynear,numproj
trigger2 = enemynear,HitDefAttr = SCA, NA,SA,HA
	trigger2 = random <= ifelse(var(20)=2||var(20)=6,60,900)

;---------------------------------------------------------------------------
;受身（空中）
[State -1]
type = ChangeState
value = 5210
triggerall = Var(59) = 1
triggerall = Alive
triggerall = CanRecover
triggerall = Vel Y > -1
triggerall = Pos Y >= -40
triggerall = StateNo = 5050
trigger1 = random = [150,200]

;---------------------------------------------------------------------------
;受身（地上）
[State -1]
type = ChangeState
value = 5201
triggerall = var(59) = 1
triggerall = ((var(20) = 1 || var(20) = 4 || var(20) = 5 || var(20) = 6) && !var(1)) || CanRecover
triggerall = Alive
triggerall = StateNo = 5050 || StateNo = 5071
triggerall = Vel Y > 0
triggerall = Pos Y >= 10
trigger1 = random <= 400

;---------------------------------------------------------------------------
;ジャンプ（投げ回避）
[state -1, Guard]
type = ChangeState
value = 40
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = InGuardDist || P2bodydist X = [-60,120]
triggerall = ctrl || stateno = 21
triggerall = statetype != A
trigger1 = enemynear,HitDefAttr = SC, NT,ST,HT
	trigger1 = random = [0,700]

;---------------------------------------------------------------------------
;歩き
[State -1, Walk]
type = ChangeState
value = 21
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = Ctrl
triggerall = !InGuardDist
triggerall = stateno != [10,12]
triggerall = prevstateno != [10,12]
triggerall = stateno != 20
triggerall = prevstateno != 20
triggerall = stateno != 21
triggerall = prevstateno != 21
triggerall = stateno != [120,159]
triggerall = prevstateno != [120,159]
trigger1 = random%10!=0

;===========================================================================
;---------------------------------------------------------------------------
;絶命奥義
[State -1, hadouken]
type = ChangeState
value = 3300
triggerall = var(59) = 1
triggerall = var(12)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 2 || (var(20) = 6 && !var(18))) && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || (var(15) && Power >= 1000) || var(43) 
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl || (stateno = 21 && vel X > 0) || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger1 = numtarget
trigger1 = P2bodydist X = [-5,120]
trigger1 = P2bodydist Y = [-60,-30]
trigger1 = var(45) || var(23) = 1
	trigger1 = Random <= 500
trigger2 = P2bodydist X = [30,80]
trigger2 = P2StateType != A
trigger2 = StateNo = 440
trigger2 = var(36) = 1
trigger2 = var(17) >= 2
trigger2 = MoveType = A
	trigger2 = random = [150,950]
trigger3 = P2bodydist X = [30,80]
trigger3 = P2StateType != A
trigger3 = stateno = 400 || stateno = 410 || StateNo = 420 || StateNo = 300
trigger3 = var(36) = 1
trigger3 = var(17) >= 2
trigger3 = var(2) = 1
	trigger3 = random = [150,950]
trigger4 = ctrl || (stateno = 21 && vel X > 0) || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger4 = ((!var(20)||var(20)=6)&&Power>=3000)||(var(20)=2&&Power>=3000)||(var(20)=3&&(100*life/const(data.life))<=30&&var(14)>0)||(var(15)&&Power>=1000)||var(43)>0
trigger4 = P2bodydist X = [-5,80]
trigger4 = P2MoveType = A
trigger4 = P2bodydist Y = [-50,-20]
trigger4 = enemynear,vel Y > 0
	trigger4 = Random <= 300
trigger5 = prevstateno = [4000,4199]
trigger5 = P2bodydist X = [0,80]
trigger5 = ctrl
	trigger5 = random%3=2
ignorehitpause = 0

;---------------------------------------------------------------------------
;秘奥義　天覇封神斬
[State -1, hadouken]
type = ChangeState
value = 3000
triggerall = var(59) = 1
triggerall = !var(12)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16)
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateType != A
trigger1 = P2bodydist X = [20,40]
trigger1 = StateNo = 430 || stateno = 440
trigger1 = var(36) = 1
trigger1 = var(17) >= 2
trigger1 = MoveType = A
	trigger1 = Random = [150,950]
trigger2 = P2bodydist X = [-5,40]
trigger2 = stateno = 400 || stateno = 410 || StateNo = 420
trigger2 = var(36) = 1
trigger2 = var(17) >= 2
trigger2 = var(2) = 1
	trigger2 = Random = [150,950]
trigger3 = P2bodydist X = [-5,40]
trigger3 = stateno = 440
trigger3 = var(36) = 1
trigger3 = MoveType = A
	trigger3 = Random = [950,1000]
trigger4 = P2bodydist X = [-5,40]
trigger4 = stateno = 410 || StateNo = 420
trigger4 = var(36) = 1
trigger4 = var(2) = 1
	trigger4 = Random = [950,1000]
trigger5 = ctrl || (stateno = 21 && vel X > 0) || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger5 = ((!var(20)||var(20)=6)&&Power>=3000)||(var(20)=2&&Power>=3000)||(var(20)=3&&(100*life/const(data.life))<=30&&var(14)>0)||(var(15)&&Power>=1000)||var(43)>0
trigger5 = P2bodydist X = [-5,50]
trigger5 = P2MoveType = A
	trigger5 = Random <= 450
trigger6 = prevstateno = [4000,4199]
trigger6 = P2bodydist X = [-5,40]
trigger6 = ctrl
	trigger6 = random%5=3
ignorehitpause = 0

;---------------------------------------------------------------------------
;天覇断空烈斬
[State -1, hadouken]
type = ChangeState
value = 3100
triggerall = var(59) = 1
triggerall = var(12)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16)
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl || (stateno = 21 && vel X > 0) || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger1 = P2bodydist X = [-5,40]
trigger1 = P2bodydist Y = [-60,-30]
trigger1 = var(45) || var(23) = 1
	trigger1 = Random <= 900
trigger2 = P2bodydist X = [20,30]
trigger2 = P2StateType != A
trigger2 = StateNo = 430 || stateno = 440
trigger2 = var(36) = 1
trigger2 = var(17) >= 2
trigger2 = MoveType = A
	trigger2 = random = [150,950]
trigger3 = P2bodydist X = [-5,30]
trigger3 = P2StateType != A
trigger3 = stateno = 400 || stateno = 410 || StateNo = 420
trigger3 = var(36) = 1
trigger3 = var(17) >= 2
trigger3 = var(2) = 1
	trigger3 = random = [150,950]
trigger4 = P2bodydist X = [-5,30]
trigger4 = P2StateType != A
trigger4 = stateno = 440
trigger4 = var(36) = 1
trigger4 = MoveType = A
	trigger4 = random = [50,150]
trigger5 = P2bodydist X = [-5,30]
trigger5 = P2StateType != A
trigger5 = stateno = 410 || StateNo = 420
trigger5 = var(36) = 1
trigger5 = var(2) = 1
	trigger5 = random = [50,150]
trigger6 = ctrl || (stateno = 21 && vel X > 0) || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger6 = ((!var(20)||var(20)=6)&&Power>=3000)||(var(20)=2&&Power>=3000)||(var(20)=3&&(100*life/const(data.life))<=30&&var(14)>0)||(var(15)&&Power>=1000)||var(43)>0
trigger6 = P2bodydist X = [-5,40]
trigger6 = P2MoveType != H
trigger6 = P2bodydist Y = [-60,-20]
trigger6 = enemynear,vel Y >= 0
	trigger6 = Random <= 300
trigger7 = prevstateno = [4000,4199]
trigger7 = P2bodydist X = [-5,30]
trigger7 = ctrl
	trigger7 = random%5=3
ignorehitpause = 0

;===========================================================================
;---------------------------------------------------------------------------
;奥義　弧月斬
[State -1, hadouken]
type = ChangeState
value = 1100
triggerall = var(59) = 1
triggerall = !var(12)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl || (stateno = 21 && vel X > 0) || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger1 = P2bodydist X = [0,40]
trigger1 = P2bodydist Y = [-50,-40]
trigger1 = enemynear,Vel X > 1
trigger1 = P2StateType = A
trigger1 = P2MoveType != H
	trigger1 = Random > 500
trigger2 = P2bodydist X = [-5,25]
trigger2 = P2StateType != A
trigger2 = StateNo = 430 || StateNo = 440
trigger2 = var(36) = 1
trigger2 = var(17) >= 2
trigger2 = MoveType = A
	trigger2 = random = [100,800]
trigger3 = P2bodydist X = [-5,25]
trigger3 = P2StateType != A
trigger3 = StateNo = 200 || StateNo = 400
trigger3 = var(36) = 1
trigger3 = var(17) >= 2
trigger3 = var(2) = 1
	trigger3 = random = [100,800]
trigger4 = prevstateno = [4000,4199]
trigger4 = P2bodydist X = [-5,30]
trigger4 = ctrl
	trigger4 = random%4=0
ignorehitpause = 0

;---------------------------------------------------------------------------
;凪刃
[State -1, hadouken]
type = ChangeState
value = 1500
triggerall = var(59) = 1
triggerall = var(12)
triggerall = !var(45) && var(23) != 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
trigger1 = ctrl || (stateno = 21 && vel X > 0) || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger1 = P2bodydist X <= 100
	trigger1 = Random = [500,530]
ignorehitpause = 0

;---------------------------------------------------------------------------
;奥義　烈震斬
[State -1, hadouken]
type = ChangeState
value = 1200
triggerall = var(59) = 1
triggerall = !var(12)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = !enemynear,numproj
trigger1 = P2bodydist X = [30,90]
trigger1 = P2StateType != A
trigger1 = StateNo = 440
trigger1 = var(36) = [1,2]
trigger1 = MoveType = A
	trigger1 = Random = [300,330-((var(17)>0)*20)]
trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = P2bodydist X = [50,130]
trigger2 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
	trigger2 = Random = [700,710]
ignorehitpause = 0

;---------------------------------------------------------------------------
;奥偽　旋風烈斬
[State -1, reppuken]
type = ChangeState
value = 1050
triggerall = var(59) = 1
triggerall = !var(12)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = !enemynear,numproj
triggerall = P2StateType != L
trigger1 = ctrl || (stateno = 21 && vel X < 0) || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger1 = P2bodydist X > 120
trigger1 = P2MoveType != H
	trigger1 = Random = [900,905]
ignorehitpause = 0

;---------------------------------------------------------------------------
;剛破
[State -1, reppuken]
type = ChangeState
value = 1300
triggerall = var(59) = 1
triggerall = var(12)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !enemynear,numproj
triggerall = P2StateType != L
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger1 = P2bodydist X > 60
trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
	trigger1 = Random = [100,110]
trigger2 = P2bodydist X = [-5,120]
trigger2 = P2StateType != A
trigger2 = StateNo = 440 || (StateNo = 300 && var(2) = 1)
trigger2 = var(36) = 1
trigger2 = MoveType = A
	trigger2 = random = [100,950]
trigger3 = P2bodydist X = [-5,120]
trigger3 = P2StateType != A
trigger3 = StateNo = 440 || (StateNo = 300 && var(2) = 1)
trigger3 = var(36) = 2
trigger3 = MoveType = A
	trigger3 = random = [350,400]
trigger4 = prevstateno = [4000,4199]
trigger4 = P2bodydist X = [0,40]
trigger4 = ctrl
	trigger4 = random%4=0
trigger5 = stateno = 3102
trigger5 = animelemtime(3) = 1
trigger5 = var(5) = 1
ignorehitpause = 0

;---------------------------------------------------------------------------
;旋風波
[State -1, hadouken]
type = ChangeState
value = 1400
triggerall = var(59) = 1
triggerall = var(12)
triggerall = roundstate = 2
triggerall = !NumProjID(1005) && !NumProjID(1405)
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateType != A
trigger1 = ctrl || (stateno = 21 && vel X < 0) || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger1 = P2bodydist X = [70,240]
trigger1 = P2MoveType != A
	trigger1 = Random = [780,800]
trigger2 = P2bodydist X = [20,80]
trigger2 = P2StateType != A
trigger2 = StateNo = 430 || StateNo = 440
trigger2 = var(36) = 2
trigger2 = MoveType = A
	trigger2 = random = [500,550]
trigger3 = P2bodydist X = [20,80]
trigger3 = P2StateType != A
trigger3 = StateNo = 400
trigger3 = var(36) = 2
trigger3 = var(2) = 1
	trigger3 = random = [500,550]
trigger4 = P2bodydist X = [20,80]
trigger4 = P2StateType != A
trigger4 = StateNo = 430 || StateNo = 440
trigger4 = var(36) = 1
trigger4 = MoveType = A
	trigger4 = random = [500,700]
trigger5 = P2bodydist X = [20,80]
trigger5 = P2StateType != A
trigger5 = StateNo = 400
trigger5 = var(36) = 1
trigger5 = var(2) = 1
	trigger5 = random = [500,700]
trigger6 = P2bodydist X = [20,80]
trigger6 = P2StateType != A
trigger6 = StateNo = 300
trigger6 = var(36) = 1 || var(36) = 2
trigger6 = var(2) = 1
	trigger6 = random = [100,900]
ignorehitpause = 0

;---------------------------------------------------------------------------
;奥義　旋風裂斬
[State -1, hadouken]
type = ChangeState
value = 1000
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = !NumProjID(1005) && !NumProjID(1405)
triggerall = statetype != A
triggerall = !enemynear,numproj
triggerall = P2StateType != L
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger1 = P2bodydist X > 160
trigger1 = P2MoveType != H
	trigger1 = Random = [860,900]
ignorehitpause = 0

;---------------------------------------------------------------------------
;酒攻撃
[State -1, hadouken]
type = ChangeState
value = 1800
triggerall = var(59) = 1
triggerall = !var(12)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateType != A
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger1 = P2bodydist X = [30,60]
trigger1 = P2MoveType != A
trigger1 = !inguarddist
trigger1 = !enemynear,numproj
	trigger1 = Random = [790,800]
trigger2 = P2bodydist X = [30,60]
trigger2 = P2StateType != A
trigger2 = StateNo = 430 || StateNo = 440
trigger2 = var(36) = [1,2]
trigger2 = MoveType = A
	trigger2 = random = [500,600]
trigger3 = P2bodydist X = [30,60]
trigger3 = P2StateType != A
trigger3 = StateNo = 400
trigger3 = var(36) = [1,2]
trigger3 = var(2) = 1
	trigger3 = random = [500,600]
ignorehitpause = 0

;---------------------------------------------------------------------------
;死祟
[State -1, reppuken]
type = ChangeState
value = 1600
triggerall = var(59) = 1
triggerall = var(12)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger1 = P2bodydist X > 150
trigger1 = Life > 666
trigger1 = var(20) = 5
trigger1 = !var(43)
	trigger1 = Random = [900,920]
ignorehitpause = 0

;===========================================================================
;---------------------------------------------------------------------------
;ガードキャンセル攻撃
[State -1]
type = ChangeState
value = ifelse(var(12),2900,2800)
triggerall = roundstate = 2
triggerall = var(59) = 1
triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153
triggerall = (Power >= 1000 && (!var(20) || var(20) = 4 || var(20) = 6)) || (Power >= 1500 && var(20) = 1) || (var(14) && var(20) = 3)
triggerall = P2StateType != L
trigger1 = P2bodydist X <= 50
	trigger1 = Random = [20,25]

;---------------------------------------------------------------------------
;パワー溜め
[State -1]
type = ChangeState
value = 850
triggerall = var(59) = 1
triggerall = statetype != A
triggerall = ctrl
triggerall = (power < 1000 && var(20) = 3 && !var(14)) || (power < 3000 && var(20) = 6)
triggerall = !var(15) && !var(16)
triggerall = roundstate = 2
triggerall = !inguarddist
triggerall = !enemynear,numproj
triggerall = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X >= 180
	trigger1 = Random = [860,900]
trigger2 = P2bodydist X >= 140
trigger2 = P2StateType = L
trigger2 = teammode = single
	trigger2 = Random = [430,500]

;---------------------------------------------------------------------------
;立ち弱パンチ
[State -1, Taunt]
type = ChangeState
value = 200
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateType != C
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X = [20,60]
trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
	trigger1 = Random = [60,75]
trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = P2bodydist X >= 120
trigger2 = P2MoveType != A
trigger2 = !inguarddist
trigger2 = !enemynear,numproj
	trigger2 = Random = [900,910]
trigger3 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger3 = P2bodydist X = [-10,60]
trigger3 = P2bodydist Y = [-60,-30]
trigger3 = var(45) || var(23) = 1
	trigger3 = Random <= 950
ignorehitpause = 0

;---------------------------------------------------------------------------
;遠距離立ち中パンチ
[State -1, Taunt]
type = ChangeState
value = 210
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2BodyDist X > 25
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X = [50,100]
trigger1 = P2bodydist Y = [-60,0]
trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
trigger1 = !inguarddist
trigger1 = !enemynear,numproj
	trigger1 = Random = [600,615]
trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = P2bodydist X >= 100
trigger2 = P2bodydist Y = [-60,0]
trigger2 = P2MoveType != A
trigger2 = !inguarddist
trigger2 = !enemynear,numproj
	trigger2 = Random = [950,960]
trigger3 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger3 = P2bodydist X = [0,100]
trigger3 = P2bodydist Y = [-70,-40]
trigger3 = var(45) || var(23) = 1
	trigger3 = Random >= 300
ignorehitpause = 0

;---------------------------------------------------------------------------
;斬鋼閃
[State -1, Taunt]
type = ChangeState
value = 1700
triggerall = var(59) = 1
triggerall = !var(12)
triggerall = roundstate = 2
triggerall = P2BodyDist X > 35
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X = [120,200]
trigger1 = P2bodydist Y = [-70,0]
trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
trigger1 = !inguarddist
trigger1 = !enemynear,numproj
	trigger1 = Random = [800,805]
ignorehitpause = 0

;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[State -1, Taunt]
type = ChangeState
value = 220
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2BodyDist X > 35
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X = [115,180]
trigger1 = P2bodydist Y = [-70,0]
trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
trigger1 = !inguarddist
trigger1 = !enemynear,numproj
	trigger1 = Random = [800,810]
trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = P2bodydist X = [0,130]
trigger2 = P2bodydist Y = [-120,-80]
trigger2 = var(45) || var(23) = 1
	trigger2 = Random >= 300
ignorehitpause = 0

;---------------------------------------------------------------------------
;近距離立ち強パンチ
[State -1, Taunt]
type = ChangeState
value = 221
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = P2BodyDist X <= 35
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateType != A
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X = [0,35]
trigger1 = var(12)
	trigger1 = Random = [600,999]
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[State -1]
type = ChangeState
value = 400
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateType != A
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X = [10,40]
trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
	trigger1 = Random = [650,665]
trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = P2bodydist X >= 80
trigger2 = P2MoveType != A
trigger2 = !inguarddist
trigger2 = !enemynear,numproj
	trigger2 = Random = [800,810]
trigger3 = P2bodydist X = [40,60]
trigger3 = P2StateType != A
trigger3 = StateNo = 430
trigger3 = time > 4
trigger3 = var(36) = 1 || var(36) = 2
	trigger3 = Random = [300,800]
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ中パンチ
[State -1]
type = ChangeState
value = 410
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateType != A
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X = [30,70]
trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
trigger1 = !inguarddist
trigger1 = !enemynear,numproj
	trigger1 = Random = [150,160]
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[State -1]
type = ChangeState
value = 420
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X = [20,60]
trigger1 = P2StateType != A
trigger1 = P2MoveType = H
trigger1 = var(12)
	trigger1 = Random = [400,450]
trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16)
trigger2 = P2bodydist X = [0,40]
trigger2 = P2StateType != A
trigger2 = P2MoveType = H
	trigger2 = Random = [650,750]
trigger3 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger3 = P2bodydist X = [30,70]
trigger3 = P2bodydist Y = [-90,-30]
trigger3 = enemynear,Vel X > 1
trigger3 = P2StateType = A
trigger3 = P2MoveType != H
trigger3 = frontedgebodydist > 80
	trigger3 = Random = [300,500]
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ弱キック
[State -1]
type = ChangeState
value = 430
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateType != A
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X = [-5,30]
trigger1 = P2MoveType != H
	trigger1 = Random = [100,180]
trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = P2bodydist X = [-5,30]
trigger2 = P2MoveType = H
	trigger2 = Random = [450,470]
trigger3 = P2bodydist X = [-5,20]
trigger3 = P2StateType != A
trigger3 = StateNo = 430
trigger3 = time > 4
trigger3 = var(36) = 1 || var(36) = 2
	trigger3 = Random = [300,800]
trigger4 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger4 = P2bodydist X >= 100
trigger4 = P2MoveType != A
trigger4 = !inguarddist
trigger4 = !enemynear,numproj
	trigger4 = Random = [720,740]
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ中キック
[State -1]
type = ChangeState
value = 440
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateType != A
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X = [15,50]
trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
	trigger1 = Random = [200,220]
trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = P2bodydist X = [15,50]
trigger2 = P2StateType != A
trigger2 = P2MoveType = H
	trigger2 = Random = [500,530]
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ強キック
[State -1]
type = ChangeState
value = 450
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
trigger1 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X = [70,115]
trigger1 = P2StateType != A
trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
trigger1 = !inguarddist
trigger1 = !enemynear,numproj
	trigger1 = Random = [220,205]
trigger2 = ctrl || stateno = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = P2bodydist X = [55,115]
trigger2 = P2bodydist Y = [-20,20]
trigger2 = enemynear,Vel X > 0
trigger2 = P2StateType = A
	trigger2 = Random = [20,50]
ignorehitpause = 0

;---------------------------------------------------------------------------
;ジャンプ中パンチ
[State -1]
type = ChangeState
value = 610
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = P2MoveType != H
trigger1 = P2bodydist X = [40,100]
trigger1 = P2bodydist Y = [-40,20]
trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
trigger1 = time > 6
trigger1 = Ctrl
	trigger1 = Random = [0,300]
ignorehitpause = 0

;---------------------------------------------------------------------------
;ジャンプ強パンチ
[State -1]
type = ChangeState
value = 620
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype = A
trigger1 = P2bodydist X = [0,70]
trigger1 = P2bodydist Y = [-20,50]
trigger1 = Pos Y < -45
trigger1 = Ctrl
	trigger1 = Random = [101,500]
ignorehitpause = 0

;---------------------------------------------------------------------------
;ジャンプ中キック
[State -1]
type = ChangeState
value = 640
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = !var(4)
triggerall = P2MoveType != H
trigger1 = P2bodydist X = [-100,100]
trigger1 = P2bodydist Y = [-5,25]
trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
trigger1 = time > 6
trigger1 = Ctrl
	trigger1 = Random = [0,500]
ignorehitpause = 0

;---------------------------------------------------------------------------
;ジャンプ強キック
[State -1]
type = ChangeState
value = 650
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = P2MoveType != H
trigger1 = P2bodydist X = [0,90]
trigger1 = P2bodydist Y = [-10,30]
trigger1 = P2MoveType = I || (P2MoveType = A && P2stateno != [3000,3999])
trigger1 = time > 6
trigger1 = Ctrl
	trigger1 = Random = [501,999]
ignorehitpause = 0

;---------------------------------------------------------------------------
;投げ
[State -1, Throw]
type = ChangeState
value = 900
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = p2bodydist X = [5,22]
triggerall = P2StateType = S || P2StateType = C
triggerall = P2MoveType != H
triggerall = enemynear,prevstateno != [5000,5999]
trigger1 = ctrl || stateno = 21
	trigger1 = Random = [610,700]

;---------------------------------------------------------------------------
;ラン
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(59) = 1
triggerall = var(20) = 3 || var(20) = 4 || var(20) = 5 || var(20) = 6
triggerall = statetype != A
triggerall = P2MoveType != A
trigger1 = P2bodydist X = [100,240]
trigger1 = Ctrl
	trigger1 = Random = [300,320]
trigger2 = P2bodydist X > 240
trigger2 = Ctrl
	trigger2 = Random = [340,360]

;---------------------------------------------------------------------------
;ステップ
[State -1, Run Fwd]
type = ChangeState
value = 102
triggerall = var(59) = 1
triggerall = !var(20) || var(20) = 1 || var(20) = 2
triggerall = statetype != A
triggerall = P2MoveType != A
trigger1 = P2bodydist X >= 150
trigger1 = Ctrl
	trigger1 = Random = [500,510]

;---------------------------------------------------------------------------
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 1
triggerall = statetype != A
trigger1 = P2bodydist X <= 120
trigger1 = P2MoveType != A
trigger1 = Ctrl
	trigger1 = Random = [800,801]
trigger2 = P2bodydist X <= 70
trigger2 = P2StateType = L
trigger2 = Ctrl
	trigger2 = Random = [410,415]

;---------------------------------------------------------------------------
;回り込み
[State -1]
type = ChangeState
value = 800
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = !var(20) || var(20) = 1 || var(20) = 4 || var(20) = 6
triggerall = statetype != A
triggerall = stateno != [120,159]
triggerall = stateno != [4000,4199]
triggerall = prevstateno != [800,830]
triggerall = prevstateno != [150,159]
triggerall = prevstateno != [4000,4199]
triggerall = prevstateno != [5000,5199]
triggerall = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X >= 100
	trigger1 = Random = [30,35]
trigger2 = P2bodydist X <= 180
trigger2 = P2MoveType != A
trigger2 = P2MoveType != H
	trigger2 = Random = [240,245]
trigger3 = P2bodydist X <= 180
trigger3 = P2MoveType = A
	trigger3 = Random = [435,440]
ignorehitpause = 0

;---------------------------------------------------------------------------
;避け
[State -1]
type = ChangeState
value = 830
triggerall = var(59) = 1
triggerall = roundstate = 2
triggerall = var(20) = 3 || var(20) = 6
triggerall = statetype != A
triggerall = stateno != [120,159]
triggerall = stateno != [4000,4199]
triggerall = prevstateno != [800,830]
triggerall = prevstateno != [150,159]
triggerall = prevstateno != [4000,4199]
triggerall = prevstateno != [5000,5199]
triggerall = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X <= 70
trigger1 = P2MoveType != A
trigger1 = P2MoveType != H
	trigger1 = Random <= 10
trigger2 = P2bodydist X <= 70
trigger2 = P2MoveType = A
	trigger2 = Random <= 20
ignorehitpause = 0

;---------------------------------------------------------------------------
;パワーMAX発動
[State -1]
type = ChangeState
value = 860
triggerall = var(59) = 1
triggerall = var(20) = 4 || var(20) = 6
triggerall = Power >= 2000
triggerall = !var(15) && !var(16)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger1 = P2bodydist X >= 100
	trigger1 = Random <= 450
trigger2 = P2StateType = L
	trigger2 = Random <= 650

;---------------------------------------------------------------------------
;天覇凄煌斬
[State -1, hadouken]
type = ChangeState
value = 3200
triggerall = var(59) = 1
triggerall = !var(12)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 2 || (var(20) = 6 && !var(18))) && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || (var(15) && Power >= 1000) || var(43) 
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateType != A
trigger1 = P2bodydist X = [70,150]
trigger1 = Ctrl
	trigger1 = Random = [300,301]

;---------------------------------------------------------------------------
;ジャンプ
[State -1, Jump]
type = null;ChangeState
value = 40
triggerall = Var(59) = 1
triggerall = StateType != A
triggerall = P2MoveType = I
triggerall = Ctrl
trigger1 = BackEdgebodyDist > 5
trigger1 = P2bodydist X = [0,90]
trigger1 = P2StateType = C
	trigger1 = Random <= 100
trigger2 = P2bodydist X >= 200
	trigger2 = Random <= 30

;===========================================================================
;---------------------------------------------------------------------------
;絶命奥義
[State -1, hadouken]
type = ChangeState
value = 3300
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 2 || (var(20) = 6 && !var(18))) && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || (var(15) && Power >= 1000) || var(43) 
triggerall = Command = "絶命奥義" || (ceil(fvar(29))&2**29)
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || time <= 2)
trigger4 = StateNo = 211 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger5 = StateNo = 220 && (var(16) || time <= 2)
trigger6 = StateNo = 221 && (var(16) || time <= 2)
trigger7 = StateNo = 230 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger8 = StateNo = 240 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 241 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger10 = StateNo = 250 && (var(16) || time <= 2)
trigger11 = StateNo = 251 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger12 = StateNo = 400 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 410 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 420 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger15 = StateNo = 430
trigger16 = StateNo = 440 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger17 = StateNo = 450 && (var(16) || time <= 2)
trigger18 = stateno = 300 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger19 = stateno = 310 && (var(16) || time <= 2)
trigger20 = StateNo = 195 && var(36) && var(16)
trigger21 = (StateNo = [1000,2999]) && var(36) && var(16)
trigger22 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
trigger23 = StateNo = 195 && (var(20) = 2 || var(20) = 6)
trigger24 = (StateNo = [1000,2999]) && (var(20) = 2 || var(20) = 6)
trigger25 = StateNo = 3000 && (var(20) = 2 || var(20) = 6) && time > 50
trigger26 = StateNo = 3005 && (var(20) = 2 || var(20) = 6)
trigger27 = StateNo = 3100 && (var(20) = 2 || var(20) = 6) && time > 50
trigger28 = StateNo = 3101 && (var(20) = 2 || var(20) = 6)
trigger29 = StateNo = 3102 && (var(20) = 2 || var(20) = 6)
ignorehitpause = 0

;---------------------------------------------------------------------------
;天覇凄煌斬
[State -1, hadouken]
type = ChangeState
value = 3200
triggerall = !var(59)
triggerall = !var(2)
triggerall = !var(12)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 2 || (var(20) = 6 && !var(18))) && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || (var(15) && Power >= 1000) || var(43) 
triggerall = Command = "天覇凄煌斬" || (ceil(fvar(29))&2**28)
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || time <= 2)
trigger4 = StateNo = 211 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger5 = StateNo = 220 && (var(16) || time <= 2)
trigger6 = StateNo = 221 && (var(16) || time <= 2)
trigger7 = StateNo = 230 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger8 = StateNo = 240 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 241 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger10 = StateNo = 250 && (var(16) || time <= 2)
trigger11 = StateNo = 251 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger12 = StateNo = 400 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 410 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 420 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger15 = StateNo = 430
trigger16 = StateNo = 440 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger17 = StateNo = 450 && (var(16) || time <= 2)
trigger18 = stateno = 300 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger19 = stateno = 310 && (var(16) || time <= 2)
trigger20 = StateNo = 195 && var(36) && var(16)
trigger21 = (StateNo = [1000,2999]) && var(36) && var(16)
trigger22 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
trigger23 = StateNo = 195 && (var(20) = 2 || var(20) = 6)
trigger24 = (StateNo = [1000,2999]) && (var(20) = 2 || var(20) = 6)
trigger25 = StateNo = 3000 && (var(20) = 2 || var(20) = 6) && time > 50
trigger26 = StateNo = 3005 && (var(20) = 2 || var(20) = 6)
trigger27 = StateNo = 3100 && (var(20) = 2 || var(20) = 6) && time > 50
trigger28 = StateNo = 3101 && (var(20) = 2 || var(20) = 6)
trigger29 = StateNo = 3102 && (var(20) = 2 || var(20) = 6)
ignorehitpause = 0

;---------------------------------------------------------------------------
;秘奥義　天覇封神斬（秘奥義　天覇断空烈斬）
[State -1, hadouken]
type = ChangeState
value = ifelse(var(12),3100,3000)
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16)
triggerall = Command = "天覇封神斬1" || Command = "天覇封神斬2" || Command = "天覇封神斬3" || (ceil(fvar(29))&2**25) || (ceil(fvar(29))&2**26) || (ceil(fvar(29))&2**27)
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || time <= 2)
trigger4 = StateNo = 211 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger5 = StateNo = 220 && (var(16) || time <= 2)
trigger6 = StateNo = 221 && (var(16) || time <= 2)
trigger7 = StateNo = 230 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger8 = StateNo = 240 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 241 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger10 = StateNo = 250 && (var(16) || time <= 2)
trigger11 = StateNo = 251 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger12 = StateNo = 400 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 410 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 420 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger15 = StateNo = 430
trigger16 = StateNo = 440 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger17 = StateNo = 450 && (var(16) || time <= 2)
trigger18 = stateno = 300 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger19 = stateno = 310 && (var(16) || time <= 2)
trigger20 = StateNo = 195 && var(36) && var(16)
trigger21 = (StateNo = [1000,2999]) && var(36) && var(16)
trigger22 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
trigger23 = StateNo = 195 && (var(20) = 2 || var(20) = 6)
trigger24 = (StateNo = [1000,2999]) && (var(20) = 2 || var(20) = 6)
trigger25 = StateNo = 3200 && (var(20) = 2 || var(20) = 6) && time > 50
ignorehitpause = 0

;===========================================================================
;---------------------------------------------------------------------------
;奥義　弧月斬（凪刃）
[State -1, hadouken]
type = ChangeState
value = ifelse(var(12),1500,1100)
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = Command = "弧月斬1" || Command = "弧月斬2" || Command = "弧月斬3" || (ceil(fvar(29))&2**20) || (ceil(fvar(29))&2**21) || (ceil(fvar(29))&2**22)
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || time <= 2)
trigger4 = StateNo = 211 && (var(16) || time <= 2) && prevstateno != 830
trigger5 = StateNo = 211 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2)) && prevstateno = 830
trigger6 = StateNo = 220 && (var(16) || time <= 2)
trigger7 = StateNo = 221 && (var(16) || time <= 2)
trigger8 = StateNo = 230 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 240 && (var(16) || time <= 2)
trigger10 = StateNo = 241 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger11 = StateNo = 250 && (var(16) || time <= 2)
trigger12 = StateNo = 251 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 400 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 410 && (var(16) || time <= 2)
trigger15 = StateNo = 420 && (var(16) || time <= 2)
trigger16 = StateNo = 430
trigger17 = StateNo = 440 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger18 = StateNo = 450 && (var(16) || time <= 2)
trigger19 = stateno = 300 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger20 = stateno = 310 && (var(16) || time <= 2)
trigger21 = StateNo = 195 && var(36) && var(16)
trigger22 = (StateNo = [1000,2999]) && var(36) && var(16)
trigger23 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
ignorehitpause = 0

;---------------------------------------------------------------------------
;斬鋼閃
[State -1, hadouken]
type = ChangeState
value = 1700
triggerall = !var(59)
triggerall = !var(12)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = Command = "斬鋼閃" || (ceil(fvar(29))&2**24)
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || time <= 2)
trigger4 = StateNo = 211 && (var(16) || time <= 2) && prevstateno != 830
trigger5 = StateNo = 211 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2)) && prevstateno = 830
trigger6 = StateNo = 220 && (var(16) || time <= 2)
trigger7 = StateNo = 221 && (var(16) || time <= 2)
trigger8 = StateNo = 230 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 240 && (var(16) || time <= 2)
trigger10 = StateNo = 241 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger11 = StateNo = 250 && (var(16) || time <= 2)
trigger12 = StateNo = 251 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 400 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 410 && (var(16) || time <= 2)
trigger15 = StateNo = 420 && (var(16) || time <= 2)
trigger16 = StateNo = 430
trigger17 = StateNo = 440 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger18 = StateNo = 450 && (var(16) || time <= 2)
trigger19 = stateno = 300 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger20 = stateno = 310 && (var(16) || time <= 2)
trigger21 = StateNo = 195 && var(36) && var(16)
trigger22 = (StateNo = [1000,2999]) && var(36) && var(16)
trigger23 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
ignorehitpause = 0

;---------------------------------------------------------------------------
;奥義　旋風裂斬
[State -1, hadouken]
type = ChangeState
value = 1000
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = !NumProjID(1005) && !NumProjID(1405)
triggerall = Command = "旋風裂斬1" || Command = "旋風裂斬2" || Command = "旋風裂斬3" || (ceil(fvar(29))&2**11) || (ceil(fvar(29))&2**12) || (ceil(fvar(29))&2**13)
triggerall = power >= 100
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || time <= 2)
trigger4 = StateNo = 211 && (var(16) || time <= 2) && prevstateno != 830
trigger5 = StateNo = 211 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2)) && prevstateno = 830
trigger6 = StateNo = 220 && (var(16) || time <= 2)
trigger7 = StateNo = 221 && (var(16) || time <= 2)
trigger8 = StateNo = 230 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 240 && (var(16) || time <= 2)
trigger10 = StateNo = 241 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger11 = StateNo = 250 && (var(16) || time <= 2)
trigger12 = StateNo = 251 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 400 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 410 && (var(16) || time <= 2)
trigger15 = StateNo = 420 && (var(16) || time <= 2)
trigger16 = StateNo = 430
trigger17 = StateNo = 440 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger18 = StateNo = 450 && (var(16) || time <= 2)
trigger19 = stateno = 300 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger20 = stateno = 310 && (var(16) || time <= 2)
trigger21 = StateNo = 195 && var(36) && var(16)
trigger22 = (StateNo = [1000,2999]) && var(36) && var(16)
trigger23 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
ignorehitpause = 0

;---------------------------------------------------------------------------
;剛破
[State -1, hadouken]
type = ChangeState
value = 1300
triggerall = !var(59)
triggerall = var(12)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = Command = "剛破1" || Command = "剛破2" || Command = "剛破3" || (ceil(fvar(29))&2**17) || (ceil(fvar(29))&2**18) || (ceil(fvar(29))&2**19)
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || time <= 2)
trigger4 = StateNo = 211 && (var(16) || time <= 2) && prevstateno != 830
trigger5 = StateNo = 211 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2)) && prevstateno = 830
trigger6 = StateNo = 220 && (var(16) || time <= 2)
trigger7 = StateNo = 221 && (var(16) || time <= 2)
trigger8 = StateNo = 230 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 240 && (var(16) || time <= 2)
trigger10 = StateNo = 241 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger11 = StateNo = 250 && (var(16) || time <= 2)
trigger12 = StateNo = 251 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 400 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 410 && (var(16) || time <= 2)
trigger15 = StateNo = 420 && (var(16) || time <= 2)
trigger16 = StateNo = 430
trigger17 = StateNo = 440 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger18 = StateNo = 450 && (var(16) || time <= 2)
trigger19 = stateno = 300 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger20 = stateno = 310 && (var(16) || time <= 2)
trigger21 = StateNo = 195 && var(36) && var(16)
trigger22 = (StateNo = [1000,2999]) && var(36) && var(16)
trigger23 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
ignorehitpause = 0

;---------------------------------------------------------------------------
;奥偽　旋風烈斬（旋風波）
[State -1, hadouken]
type = ChangeState
value = ifelse(var(12),1400,1050)
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = !NumProjID(1005) && !NumProjID(1405)
triggerall = Command = "旋風波1" || Command = "旋風波2" || Command = "旋風波3" || (ceil(fvar(29))&2**8) || (ceil(fvar(29))&2**9) || (ceil(fvar(29))&2**10)
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || time <= 2)
trigger4 = StateNo = 211 && (var(16) || time <= 2) && prevstateno != 830
trigger5 = StateNo = 211 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2)) && prevstateno = 830
trigger6 = StateNo = 220 && (var(16) || time <= 2)
trigger7 = StateNo = 221 && (var(16) || time <= 2)
trigger8 = StateNo = 230 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 240 && (var(16) || time <= 2)
trigger10 = StateNo = 241 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger11 = StateNo = 250 && (var(16) || time <= 2)
trigger12 = StateNo = 251 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 400 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 410 && (var(16) || time <= 2)
trigger15 = StateNo = 420 && (var(16) || time <= 2)
trigger16 = StateNo = 430
trigger17 = StateNo = 440 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger18 = StateNo = 450 && (var(16) || time <= 2)
trigger19 = stateno = 300 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger20 = stateno = 310 && (var(16) || time <= 2)
trigger21 = StateNo = 195 && var(36) && var(16)
trigger22 = (StateNo = [1000,2999]) && var(36) && var(16)
trigger23 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
ignorehitpause = 0

;---------------------------------------------------------------------------
;奥義　烈震斬
[State -1, hadouken]
type = ChangeState
value = 1200
triggerall = !var(59)
triggerall = !var(12)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = Command = "烈震斬1" || Command = "烈震斬2" || Command = "烈震斬3" || (ceil(fvar(29))&2**14) || (ceil(fvar(29))&2**15) || (ceil(fvar(29))&2**16)
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || time <= 2)
trigger4 = StateNo = 211 && (var(16) || time <= 2) && prevstateno != 830
trigger5 = StateNo = 211 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2)) && prevstateno = 830
trigger6 = StateNo = 220 && (var(16) || time <= 2)
trigger7 = StateNo = 221 && (var(16) || time <= 2)
trigger8 = StateNo = 230 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 240 && (var(16) || time <= 2)
trigger10 = StateNo = 241 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger11 = StateNo = 250 && (var(16) || time <= 2)
trigger12 = StateNo = 251 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 400 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 410 && (var(16) || time <= 2)
trigger15 = StateNo = 420 && (var(16) || time <= 2)
trigger16 = StateNo = 430
trigger17 = StateNo = 440 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger18 = StateNo = 450 && (var(16) || time <= 2)
trigger19 = stateno = 300 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger20 = stateno = 310 && (var(16) || time <= 2)
trigger21 = StateNo = 195 && var(36) && var(16)
trigger22 = (StateNo = [1000,2999]) && var(36) && var(16)
trigger23 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
ignorehitpause = 0

;---------------------------------------------------------------------------
;酒攻撃
[State -1, hadouken]
type = ChangeState
value = 1800
triggerall = !var(59)
triggerall = !var(12)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = Command = "死祟" || (ceil(fvar(29))&2**23)
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || time <= 2)
trigger4 = StateNo = 211 && (var(16) || time <= 2) && prevstateno != 830
trigger5 = StateNo = 211 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2)) && prevstateno = 830
trigger6 = StateNo = 220 && (var(16) || time <= 2)
trigger7 = StateNo = 221 && (var(16) || time <= 2)
trigger8 = StateNo = 230 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 240 && (var(16) || time <= 2)
trigger10 = StateNo = 241 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger11 = StateNo = 250 && (var(16) || time <= 2)
trigger12 = StateNo = 251 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 400 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 410 && (var(16) || time <= 2)
trigger15 = StateNo = 420 && (var(16) || time <= 2)
trigger16 = StateNo = 430
trigger17 = StateNo = 440 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger18 = StateNo = 450 && (var(16) || time <= 2)
trigger19 = stateno = 300 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger20 = stateno = 310 && (var(16) || time <= 2)
trigger21 = StateNo = 195 && var(36) && var(16)
trigger22 = (StateNo = [1000,2999]) && var(36) && var(16)
trigger23 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
ignorehitpause = 0

;---------------------------------------------------------------------------
;死祟
[State -1, hadouken]
type = ChangeState
value = 1600
triggerall = !var(59)
triggerall = var(12)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = Command = "死祟" || (ceil(fvar(29))&2**23)
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || time <= 2)
trigger4 = StateNo = 211 && (var(16) || time <= 2) && prevstateno != 830
trigger5 = StateNo = 211 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2)) && prevstateno = 830
trigger6 = StateNo = 220 && (var(16) || time <= 2)
trigger7 = StateNo = 221 && (var(16) || time <= 2)
trigger8 = StateNo = 230 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 240 && (var(16) || time <= 2)
trigger10 = StateNo = 241 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger11 = StateNo = 250 && (var(16) || time <= 2)
trigger12 = StateNo = 251 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 400 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 410 && (var(16) || time <= 2)
trigger15 = StateNo = 420 && (var(16) || time <= 2)
trigger16 = StateNo = 430
trigger17 = StateNo = 440 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger18 = StateNo = 450 && (var(16) || time <= 2)
trigger19 = stateno = 300 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger20 = stateno = 310 && (var(16) || time <= 2)
trigger21 = StateNo = 195 && var(36) && var(16)
trigger22 = (StateNo = [1000,2999]) && var(36) && var(16)
trigger23 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
ignorehitpause = 0

;===========================================================================
;---------------------------------------------------------------------------
;ガードキャンセル攻撃
[State -1]
type = ChangeState
value = ifelse(var(12),2900,2800)
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153
triggerall = Command = "gc" && command != "holddown" && Command = "holdfwd"
trigger1 = Power >= 1000 && (!var(20) || var(20) = 4 || var(20) = 6)
trigger2 = Power >= 1500 && var(20) = 1
trigger3 = var(14) && var(20) = 3

;---------------------------------------------------------------------------
;ガードキャンセル移動（前）
[State -1]
type = ChangeState
value = 810
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = var(20) = 4 || var(20) = 6
triggerall = Power >= 1000
triggerall = Command = "recovery" && command != "holddown" && Command = "holdfwd"
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

;---------------------------------------------------------------------------
;ガードキャンセル移動（後）
[State -1]
type = ChangeState
value = 820
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = var(20) = 4 || var(20) = 6
triggerall = Power >= 1000
triggerall = Command = "recovery" && command != "holddown" && Command = "holdback"
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

;---------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !var(59)
triggerall = !var(2)
triggerall = command = "start" || (ceil(fvar(29))&2**6)
triggerall = power >= 500
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || time <= 2)
trigger4 = StateNo = 211 && (var(16) || time <= 2) && prevstateno != 830
trigger5 = StateNo = 211 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2)) && prevstateno = 830
trigger6 = StateNo = 220 && (var(16) || time <= 2)
trigger7 = StateNo = 221 && (var(16) || time <= 2)
trigger8 = StateNo = 230 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 240 && (var(16) || time <= 2)
trigger10 = StateNo = 241 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger11 = StateNo = 250 && (var(16) || time <= 2)
trigger12 = StateNo = 251 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 400 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 410 && (var(16) || time <= 2)
trigger15 = StateNo = 420 && (var(16) || time <= 2)
trigger16 = StateNo = 430
trigger17 = StateNo = 440 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger18 = StateNo = 450 && (var(16) || time <= 2)
trigger19 = stateno = 300 && (var(16) || time <= 2 || (var(36) = 1||var(36) = 2))
trigger20 = stateno = 310 && (var(16) || time <= 2)
trigger21 = StateNo = 195 && var(36) && var(16)
trigger22 = (StateNo = [1000,2999]) && var(36) && var(16)
trigger23 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
ignorehitpause = 0

;---------------------------------------------------------------------------
;ラン
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(59)
triggerall = var(20) = 3 || var(20) = 4 || var(20) = 5 || var(20) = 6
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;ステップ
[State -1, Run Fwd]
type = ChangeState
value = 102
triggerall = !var(59)
triggerall = !var(20) || var(20) = 1 || var(20) = 2
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !var(59)
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;受身
[State -1]
type = ChangeState
value = 5201
triggerall = !var(59)
triggerall = !var(1)
triggerall = var(20) = 1 || var(20) = 4 || var(20) = 5 || var(20) = 6
triggerall = Alive
triggerall = StateNo = 5050 || StateNo = 5071
triggerall = Vel Y > 0
triggerall = Pos Y >= 10
trigger1 = command = "recovery"
persistent = 0

;---------------------------------------------------------------------------
;回り込み
[State -1]
type = ChangeState
value = 800
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 1 || var(20) = 4) || (var(20) = 6 && command = "holdfwd")) && (command = "recovery" || (ceil(fvar(29))&2**7))
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = StateNo = 200 && time <= 2
trigger3 = StateNo = 210 && time <= 2
trigger4 = StateNo = 211 && time <= 2
trigger5 = StateNo = 220 && time <= 2
trigger6 = StateNo = 221 && time <= 2
trigger7 = StateNo = 230 && time <= 2
trigger8 = StateNo = 240 && time <= 2
trigger9 = StateNo = 241 && time <= 2
trigger10 = StateNo = 250 && time <= 2
trigger11 = StateNo = 251 && time <= 2
trigger12 = StateNo = 400 && time <= 2
trigger13 = StateNo = 410 && time <= 2
trigger14 = StateNo = 420 && time <= 2
trigger15 = StateNo = 430 && time <= 2
trigger16 = StateNo = 440 && time <= 2
trigger17 = StateNo = 450 && time <= 2
trigger18 = (StateNo = [195,799]) && var(36) && var(16)
trigger19 = (StateNo = [1000,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;避け
[State -1]
type = ChangeState
value = 830
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = var(20) = 3 || var(20) = 6
triggerall = command = "recovery" || (ceil(fvar(29))&2**7)
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = StateNo = 200 && time <= 2
trigger3 = StateNo = 210 && time <= 2
trigger4 = StateNo = 211 && time <= 2
trigger5 = StateNo = 220 && time <= 2
trigger6 = StateNo = 221 && time <= 2
trigger7 = StateNo = 230 && time <= 2
trigger8 = StateNo = 240 && time <= 2
trigger9 = StateNo = 241 && time <= 2
trigger10 = StateNo = 250 && time <= 2
trigger11 = StateNo = 251 && time <= 2
trigger12 = StateNo = 400 && time <= 2
trigger13 = StateNo = 410 && time <= 2
trigger14 = StateNo = 420 && time <= 2
trigger15 = StateNo = 430 && time <= 2
trigger16 = StateNo = 440 && time <= 2
trigger17 = StateNo = 450 && time <= 2
trigger18 = (StateNo = [195,799]) && var(36) && var(16)
trigger19 = (StateNo = [1000,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;パワー溜め
[State -1]
type = ChangeState
value = 850
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = (power < 1000 && var(20) = 3) || (power < 3000 && var(20) = 6)
triggerall = !var(15) && !var(16) && !var(14)
triggerall = (command = "chargec" && command = "chargez")
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = StateNo = 200 && time <= 2
trigger3 = StateNo = 210 && time <= 2
trigger4 = StateNo = 211 && time <= 2
trigger5 = StateNo = 220 && time <= 2
trigger6 = StateNo = 221 && time <= 2
trigger7 = StateNo = 230 && time <= 2
trigger8 = StateNo = 240 && time <= 2
trigger9 = StateNo = 241 && time <= 2
trigger10 = StateNo = 250 && time <= 2
trigger11 = StateNo = 251 && time <= 2
trigger12 = StateNo = 400 && time <= 2
trigger13 = StateNo = 410 && time <= 2
trigger14 = StateNo = 420 && time <= 2
trigger15 = StateNo = 430 && time <= 2
trigger16 = StateNo = 440 && time <= 2
trigger17 = StateNo = 450 && time <= 2

;---------------------------------------------------------------------------
;パワーMAX発動
[State -1]
type = ChangeState
value = 860
triggerall = !var(59)
triggerall = !var(2)
triggerall = (var(20) = 4 && Command = "oc") || (var(20) = 6 && Command = "gc")
triggerall = Power >= 1000
triggerall = !var(15) && !var(16)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = StateNo = 200 && time <= 2
trigger3 = StateNo = 210 && time <= 2
trigger4 = StateNo = 211 && time <= 2
trigger5 = StateNo = 220 && time <= 2
trigger6 = StateNo = 221 && time <= 2
trigger7 = StateNo = 230 && time <= 2
trigger8 = StateNo = 240 && time <= 2
trigger9 = StateNo = 241 && time <= 2
trigger10 = StateNo = 250 && time <= 2
trigger11 = StateNo = 251 && time <= 2
trigger12 = StateNo = 400 && time <= 2
trigger13 = StateNo = 410 && time <= 2
trigger14 = StateNo = 420 && time <= 2
trigger15 = StateNo = 430 && time <= 2
trigger16 = StateNo = 440 && time <= 2
trigger17 = StateNo = 450 && time <= 2

;---------------------------------------------------------------------------
;オリコン発動（地上）
[State -1]
type = ChangeState
value = 870
triggerall = !var(59)
triggerall = !var(2)
triggerall = var(20) = 1 || var(20) = 6
triggerall = Power >= 3000 && Command = "oc"
triggerall = !var(15) && !var(16)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = StateNo = 200 && time <= 2
trigger3 = StateNo = 210 && time <= 2
trigger4 = StateNo = 211 && time <= 2
trigger5 = StateNo = 220 && time <= 2
trigger6 = StateNo = 221 && time <= 2
trigger7 = StateNo = 230 && time <= 2
trigger8 = StateNo = 240 && time <= 2
trigger9 = StateNo = 241 && time <= 2
trigger10 = StateNo = 250 && time <= 2
trigger11 = StateNo = 251 && time <= 2
trigger12 = StateNo = 400 && time <= 2
trigger13 = StateNo = 410 && time <= 2
trigger14 = StateNo = 420 && time <= 2
trigger15 = StateNo = 430 && time <= 2
trigger16 = StateNo = 440 && time <= 2
trigger17 = StateNo = 450 && time <= 2

;---------------------------------------------------------------------------
;オリコン発動（空中）
[State -1]
type = ChangeState
value = 875
triggerall = !var(59)
triggerall = !var(4)
triggerall = !var(2)
triggerall = var(20) = 1 || var(20) = 6
triggerall = Power >= 3000 && Command = "oc"
triggerall = !var(15) && !var(16)
triggerall = roundstate = 2
triggerall = statetype = A
trigger1 = ctrl
trigger2 = StateNo = 600 && time <= 2
trigger3 = StateNo = 610 && time <= 2
trigger4 = StateNo = 620 && time <= 2
trigger5 = StateNo = 630 && time <= 2
trigger6 = StateNo = 640 && time <= 2
trigger7 = StateNo = 650 && time <= 2

;---------------------------------------------------------------------------
;投げ
[State -1, Throw]
type = ChangeState
value = 900
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = (command = "holdfwd" || command = "holdback") && (command = "z" || command = "c")
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = P2bodydist X = [-const(size.ground.front),22]
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != H || var(16)

;---------------------------------------------------------------------------
;立ち弱パンチ
[State -1, Taunt]
type = ChangeState
value = 200
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "x" || (ceil(fvar(29))&2**0)
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = StateNo = 430 && Time > 4
trigger3 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger4 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;近距離立ち中パンチ
[State -1, Taunt]
type = ChangeState
value = 211
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "y" || (ceil(fvar(29))&2**1)
triggerall = command != "holddown"
triggerall = P2BodyDist X = [-25,25]
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;カウンター攻撃（パンチ）
[State -1, Taunt]
type = ChangeState
value = 211
triggerall = roundstate = 2
triggerall = !var(59)
triggerall = !var(2)
triggerall = command = "x" || command = "y" || command = "z" 
trigger1 = StateNo = 830 && Time =[14,24]

;---------------------------------------------------------------------------
;遠距離立ち中パンチ
[State -1, Taunt]
type = ChangeState
value = 210
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "y" || (ceil(fvar(29))&2**1)
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;近距離立ち強パンチ
[State -1, Taunt]
type = ChangeState
value = 221
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "z" || (ceil(fvar(29))&2**2)
triggerall = command != "holddown"
triggerall = P2BodyDist X = [-35,35]
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;遠距離立ち強パンチ
[State -1, Taunt]
type = ChangeState
value = 220
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "z" || (ceil(fvar(29))&2**2)
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;立ち弱キック
[State -1, Taunt]
type = ChangeState
value = 230
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "a" || (ceil(fvar(29))&2**3)
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = StateNo = 430 && Time > 4
trigger3 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger4 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;近距離立ち中キック
[State -1, Taunt]
type = ChangeState
value = 241
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "b" || (ceil(fvar(29))&2**4)
triggerall = command != "holddown"
triggerall = P2BodyDist X = [-25,25]
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;遠距離立ち中キック
[State -1, Taunt]
type = ChangeState
value = 240
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "b" || (ceil(fvar(29))&2**4)
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;近距離立ち強キック
[State -1, Taunt]
type = ChangeState
value = 251
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "c" || (ceil(fvar(29))&2**5)
triggerall = command != "holddown"
triggerall = P2BodyDist X = [-25,25]
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;遠距離立ち強キック
[State -1, Taunt]
type = ChangeState
value = 250
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "c" || (ceil(fvar(29))&2**5)
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;カウンター攻撃（キック）
[State -1, Taunt]
type = ChangeState
value = 250
triggerall = roundstate = 2
triggerall = !var(59)
triggerall = !var(2)
triggerall = command = "a" || command = "b" || command = "c"
trigger1 = StateNo = 830 && Time =[14,24]

;---------------------------------------------------------------------------
;しゃがみ弱パンチ
[State -1]
type = ChangeState
value = 400
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "x" || (ceil(fvar(29))&2**0)
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = StateNo = 430 && Time > 4
trigger3 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger4 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ中パンチ
[State -1]
type = ChangeState
value = 410
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "y" || (ceil(fvar(29))&2**1)
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ強パンチ
[State -1]
type = ChangeState
value = 420
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "z" || (ceil(fvar(29))&2**2)
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ弱キック
[State -1]
type = ChangeState
value = 430
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "a" || (ceil(fvar(29))&2**3)
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 
trigger2 = StateNo = 430 && Time > 4
trigger3 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger4 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ中キック
[State -1]
type = ChangeState
value = 440
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "b" || (ceil(fvar(29))&2**4)
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;しゃがみ強キック
[State -1]
type = ChangeState
value = 450
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "c" || (ceil(fvar(29))&2**5)
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
trigger3 = (StateNo = [1000,1799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;ジャンプ弱パンチ
[State -1]
type = ChangeState
value = 600
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "x" || (ceil(fvar(29))&2**0)
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;ジャンプ中パンチ
[State -1]
type = ChangeState
value = 610
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "y" || (ceil(fvar(29))&2**1)
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;ジャンプ強パンチ
[State -1]
type = ChangeState
value = 620
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "z" || (ceil(fvar(29))&2**2)
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;ジャンプ弱キック
[State -1]
type = ChangeState
value = 630
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "a" || (ceil(fvar(29))&2**3)
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;ジャンプ中キック
[State -1]
type = ChangeState
value = 640
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "b" || (ceil(fvar(29))&2**4)
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
ignorehitpause = 0
 
;---------------------------------------------------------------------------
;ジャンプ強キック
[State -1]
type = ChangeState
value = 650
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = command = "c" || (ceil(fvar(29))&2**5)
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && (var(36) = 1||var(36) = 2) && var(16)
ignorehitpause = 0

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