; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional -- defaults to 15 if omitted)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas.
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their command detection.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;

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

;-| Special Motions |------------------------------------------------------

[Command]
name = "CPU1"
command = D, D, U, U, D, U
time = 1

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

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

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

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

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

[Command]
name = "CPU7"
command = D, U, U, U, D, D
time = 1

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

[Command] 
name = "CPU9"
command = D, U, D, U, U, D
time = 1

[Command]
name = "CPU10"
command = U, D, D, U, U, D
time = 1

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "CPU22"
command = U, D, U, U, D, U
time = 1

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

[Command] 
name = "CPU24"
command = D, D, U, U, U, D
time = 1

[Command]
name = "shoot"
command = /$D, x
time = 1

[Command]
name = "triple"
command = ~D, D, x
time = 20

[Command]
name = "a"
command = ~B, DB, D, DF, F, x

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

[Command]
name = "f"
command = ~D, DF, F, DF, D, DB, B, z
time = 30

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

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

[Command]
name = "sp2"
command = ~F, DF, D, DB, B, x 

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

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

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

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

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

[Command]
name = "sp1"
command = ~D, DB, B, x 

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

[Command]
name = "sp3"
command = ~D, DB, B, z 

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

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

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

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

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

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

;-| Single Button |---------------------------------------------------------

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

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

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

[Command]
name = "k"
command = ~B, DB, D, DF, F, c

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

[Command]
name = "g"
command = a
time = 1

[Command]
name = "h"
command = b
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 = "fow"
command = F
time = 1

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

[Command]
name = "down"
command = D
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]

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

;===========================================================================
[State -1, Activate AI] 
type = VarSet 
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"
v = 20
value = 1

; ==========================
; AI Standing Guard
; ==========================
[State -1]
type = ChangeState
triggerall = var(20) = 1 ;AI trigger used
triggerall = Statetype != A ;Player is not in the air
triggerall = P2statetype != C ;Player is not crouching
triggerall = Statetype = S ;Player is currently standing
triggerall = P2Movetype = A ;Opponent is attacking
triggerall = Pos Y != [-1,-999]
triggerall = ctrl = 1
trigger1 = random <= 800 ;triggers at 80% probability
value = 130 ;Default standing guard state

; =============================
; AI Stand to Crouch Guard Transition
; =============================
[State -1]
type = ChangeState
triggerall = var(20) = 1
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
triggerall = Pos Y != [-1,-999]
trigger1 = stateno = 150
trigger1 = 1
value = 152

; =============================
; AI Crouching Guard
; =============================
[State -1]
type = ChangeState
triggerall = var(20) = 1
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
triggerall = Pos Y != [-1,-999]
triggerall = ctrl = 1
trigger1 = random <= 800
value = 131

; =============================
; AI Crouch to Stand Guard Transition
; =============================
[State -1]
type = ChangeState
triggerall = var(20) = 1
triggerall = Statetype != A
triggerall = P2statetype != C
triggerall = P2Movetype = A
trigger1 = 1
trigger1 = stateno = 152
value = 150

; =============================
; AI Aerial Guard
; =============================
[State -1]
type = ChangeState
triggerall = var(20) = 1
triggerall = Statetype = A
triggerall = P2Movetype = A
triggerall = ctrl = 1
trigger1 = random <= 800
value = 132


[State -1, cpu lava]
type = ChangeState
value = 6050
triggerall = var(20) = 1
triggerall = statetype = S
triggerall = statetype != L
triggerall = movetype != H
triggerall = P2life != 0
triggerall = life <= 500
triggerall = power = 3000
trigger1 = (ctrl = 1) && (random <= 700)

[State -1, cpu smash]
type = ChangeState
value = 7864
triggerall = var(20) = 1
triggerall = statetype = S
triggerall = statetype != L
triggerall = movetype != H
triggerall = P2life != 0
trigger1 = numhelper(8997) = 1
triggerall = p2dist x > 20
triggerall = p2dist x < 75
trigger1 = (ctrl = 1) && (random <= 15)
trigger2 = numhelper(8919) = 1
trigger2 = (ctrl = 1) && (random <= 15)

;Standing Strong Kick
;立ち強キック
[State -1, cpu triple shot]
type = ChangeState
value = 7914
triggerall = var(20) = 1
triggerall = statetype = S
triggerall = statetype != L
triggerall = movetype != H
triggerall = P2life != 0
triggerall = p2dist x > 200
trigger1 = numhelper(8997) = 1
trigger2 = numhelper(8919) = 1
trigger1 = (ctrl = 1) && (random <= 15)
trigger2 = (ctrl = 1) && (random <= 15)

[State -1, cpu Jump light dpunch]
type = ChangeState
value = 7995
triggerall = var(20) = 1
triggerall = statetype = A
triggerall = statetype != L
triggerall = movetype != H
triggerall = P2life != 0
triggerall = numproj = 0
triggerall = p2dist x < 10
triggerall = p2dist x >-10
triggerall = p2dist y > 0
trigger1 = numhelper(8997) = 1
trigger2 = numhelper(8919) = 1
trigger1 = (ctrl = 1) && (random <= 15)
trigger2 = (ctrl = 1) && (random <= 15)

[State -1, cpu Jump light punch]
type = ChangeState
value = 7996
triggerall = var(20) = 1
triggerall = statetype = A
triggerall = statetype != L
triggerall = movetype != H
triggerall = P2life != 0
triggerall = numproj = 0
triggerall = p2dist y > 0
trigger1 = numhelper(8997) = 1
trigger2 = numhelper(8919) = 1
trigger1 = (ctrl = 1) && (random <= 15)
trigger2 = (ctrl = 1) && (random <= 15)

[State -1, cpu Standing light punch]
type = ChangeState
value = 7997
triggerall = var(20) = 1
triggerall = statetype = S
triggerall = statetype != L
triggerall = movetype != H
triggerall = P2life != 0
triggerall = numproj = 0
triggerall = p2dist x > 50
triggerall = p2dist y > -25
trigger1 = numhelper(8997) = 1
trigger2 = numhelper(8919) = 1
trigger1 = (ctrl = 1) && (random <= 15)
trigger2 = (ctrl = 1) && (random <= 15)

[State -1, cpu throw]
type = ChangeState
value = 830
triggerall = var(20) = 1
triggerall = statetype = S
triggerall = statetype != L
triggerall = movetype != H
triggerall = P2life != 0
triggerall = p2dist x < 75
triggerall = p2dist y > -25
trigger1 = numhelper(8997) = 1
trigger2 = numhelper(8919) = 1
trigger1 = (ctrl = 1) && (random <= 15)
trigger2 = (ctrl = 1) && (random <= 15)

[State -1, cpu throw]
type = ChangeState
value = 800
triggerall = var(20) = 1
triggerall = statetype = S
triggerall = statetype != L
triggerall = movetype != H
triggerall = P2life != 0
triggerall = p2dist x < 75
triggerall = p2dist y > -25
trigger1 = (ctrl = 1) && (random <= 15)

;Standing Strong Kick
;立ち強キック
[State -1, cpu taunt]
type = ChangeState
value = 8999
triggerall = var(20) = 1
triggerall = statetype = S
triggerall = statetype != L
triggerall = movetype != H
triggerall = P2life != 0
triggerall = power > 1499
trigger1 = p2dist x > 300 && random <= 25
trigger2 = (P2statetype = L) && (ctrl = 1)

;Standing Strong Kick
;立ち強キック
[State -1, cpu taunt]
type = ChangeState
value = 8998
triggerall = var(20) = 1
triggerall = statetype = S
triggerall = statetype != L
triggerall = movetype != H
triggerall = P2life != 0
triggerall = power > 749
trigger1 = p2dist x > 300 && random <= 25
trigger2 = (P2statetype = L) && (ctrl = 1)

;Standing Strong Kick
;立ち強キック
[State -1, cpu triple shot]
type = ChangeState
value = 8964
triggerall = var(20) = 1
triggerall = statetype = S
triggerall = statetype != L
triggerall = movetype != H
triggerall = P2life != 0
triggerall = p2dist x > 200
triggerall = numhelper(8997) < 1
triggerall = numhelper(8919) < 1
trigger1 = (ctrl = 1) && (random <= 15)

;Standing Strong Kick
;立ち強キック
[State -1, triple shot]
type = ChangeState
value = 8554
triggerall = var(20) = 1
triggerall = statetype = S
triggerall = statetype != L
triggerall = movetype != H
triggerall = P2life != 0
triggerall = numproj = 0
triggerall = p2dist x > 50
triggerall = p2dist y > -25
triggerall = numhelper(8997) < 1
triggerall = numhelper(8919) < 1
trigger1 = (ctrl = 1) && (random <= 15)

[State -1, cpu smash]
type = ChangeState
value = 7864
triggerall = statetype = S
triggerall = command = "shen_y"
triggerall = ctrl
trigger1 = numhelper(8997) = 1
trigger2 = numhelper(8919) = 1


;Standing Strong Kick
;立ち強キック
[State -1, smash]
type = ChangeState
value = 8864
triggerall = command = "shen_y"
triggerall = statetype = S
trigger1 = ctrl

;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

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

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

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

;Standing Strong Kick
;立ち強キック
[State -1, lava]
type = ChangeState
value = 6050
triggerall = command = "f"
triggerall = statetype = S
triggerall = power = 3000
trigger1 = ctrl

;Standing Strong Kick
;立ち強キック
[State -1, smash]
type = ChangeState
value = 7864
triggerall = command = "shen_y"
triggerall = statetype = S
trigger1 = numhelper(8997) = 1
trigger2 = numhelper(8919) = 1
trigger1 = ctrl

;Standing Strong Kick
;立ち強キック
[State -1, triple shot]
type = ChangeState
value = 7914
triggerall = command = "as_c"
triggerall = statetype = S
trigger1 = numhelper(8997) = 1
trigger2 = numhelper(8919) = 1
trigger1 = ctrl

;Jump Strong Kick
;空中強キック
[State -1, Jump light dpunch]
type = ChangeState
value = 7995
triggerall = command = "shoot"
triggerall = numproj = 0
trigger1 = numhelper(8997) = 1
trigger2 = numhelper(8919) = 1
trigger2 = statetype = A
trigger1 = statetype = A
trigger1 = ctrl

;Jump Strong Kick
;空中強キック
[State -1, Jump light punch]
type = ChangeState
value = 7996
triggerall = command = "x"
triggerall = numproj = 0
triggerall = statetype != S
trigger1 = numhelper(8997) = 1
trigger2 = numhelper(8919) = 1
trigger1 = statetype = A
trigger2 = statetype = A
trigger1 = ctrl

;Standing Strong Kick
;立ち強キック
[State -1, Standing light punch]
type = ChangeState
value = 7997
triggerall = command = "x"
triggerall = numproj = 0
trigger1 = numhelper(8997) = 1
trigger2 = numhelper(8919) = 1
trigger1 = statetype = S
trigger2 = statetype = S
trigger1 = ctrl


[State -1, throw]
type = ChangeState
value = 830
triggerall = command = "m"
triggerall = statetype = S
trigger1 = numhelper(8997) = 1
trigger2 = numhelper(8919) = 1
trigger1 = ctrl

[State -1, throw]
type = ChangeState
value = 800
triggerall = command = "m"
triggerall = statetype = S
trigger1 = ctrl

;Standing Strong Kick
;立ち強キック
[State -1, taunt]
type = ChangeState
value = 8999
triggerall = command = "k"
triggerall = statetype = S
triggerall = power > 1499
trigger1 = ctrl

;Standing Strong Kick
;立ち強キック
[State -1, taunt]
type = ChangeState
value = 8998
triggerall = command = "c"
triggerall = statetype = S
triggerall = power > 749
trigger1 = ctrl

;Standing Strong Kick
;立ち強キック
[State -1, triple shot]
type = ChangeState
value = 8964
triggerall = command = "as_c"
triggerall = statetype = S
trigger1 = ctrl

;Standing Strong Kick
;立ち強キック
[State -1, triple shot]
type = ChangeState
value = 8554
triggerall = command = "a"
triggerall = numproj = 0
triggerall = statetype = S
triggerall = numhelper(8997) < 1
triggerall = numhelper(8919) < 1
trigger1 = ctrl

;Standing Strong Kick
;立ち強キック
[State -1, smash]
type = ChangeState
value = 8864
triggerall = command = "shen_y"
triggerall = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Standing Strong Kick
;立ち強キック
[State -1, Standing light punch]
type = ChangeState
value = 241
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = numproj = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;Stand Strong Punch
;立ち強パンチ
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;Standing Strong Kick
;立ち強キック
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching light Punch]
type = ChangeState
value = 405
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = numhelper(8997) < 1
triggerall = numhelper(8919) < 1
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Crouching Strong Punch
;しゃがみ強パンチ
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

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

;Crouching Strong Kick
;しゃがみ強キック
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

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

;Jump Strong Kick
;空中強キック
[State -1, Jump light dtpunch]
type = ChangeState
value = 8764
triggerall = command = "triple"
triggerall = numhelper(8997) < 1
triggerall = numhelper(8919) < 1
trigger1 = statetype = A
trigger1 = ctrl

;Jump Strong Kick
;空中強キック
[State -1, Jump light tpunch]
type = ChangeState
value = 8454
triggerall = command = "shen_z"
triggerall = numhelper(8997) < 1
triggerall = numhelper(8919) < 1
trigger1 = statetype = A
trigger1 = ctrl

;Jump Strong Kick
;空中強キック
[State -1, Jump light dpunch]
type = ChangeState
value = 8564
triggerall = command = "shoot"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

;Jump Strong Kick
;空中強キック
[State -1, Jump light punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = movecontact

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

;Jump Strong Kick
;空中強キック
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "z"
triggerall = stateno != 8342
triggerall = stateno != 8343
triggerall = stateno != 8344
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
