

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


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

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 17

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


command.buffer.time = 2


;-| 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 |------------------------------------------------------


;-| Double Tap |-----------------------------------------------------------

[Command]
name = "MCPU"
command = U, x, F,B,y
time = 1

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

[Command]
name = "UPCPU"
command = U, D, D, x,y
time = 1

[Command]
name = "SCCPU"
command = U, F, U, y,x
time = 1

[Command]
name = "SCACPU"
command = x,B, B,
time = 1

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

[Command]
name = "PBCPU"
command = x, y, B, U,
time = 1

[Command]
name = "HCPU"
command = y, x, U, U,
time = 1

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

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


[Command]
name = "KCPU"
command = F, D, x, y, U,
time = 1

[Command]
name = "JPCPU"
command = B, F, y, F, D,
time = 1

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

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


[Command]
name = "JDOG"
command = B, D, y, x, x,
time = 1

[Command]
name = "RDOG"
command = x, F, y, F, x,
time = 1

[Command]
name = "STYLE"
command = x, F, y, y, y
time = 1

[Command]
name ="POSAV"
command = y, F, x, x, U
time = 1

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


;end cpu commands

;----------------------------------------------------------------------------
[command]
name = "Taunt"
command = s
time = 1

[command]
name = "HevypunchL" ;works
command = x
time = 1

;----------------------********************------------>>>>
[command]
name = "JumPunchR" ;works
command = x
time = 1

;----------------------********************------------>>>>
[command]
name = "Knee" ;works
command = y
time = 1
;----------------------********************------------>>>>

[command]
name = "Sonic Cannon"; works
command = ~F,y
time = 30
;----------------------********************------------>>>>

[command]
name = "UpperC" ;works
command = /x
time = 1

;----------------------********************------------>>>>

[command]
name = "CyberStomp" ;works
command = ~D,D,y
time = 15

;----------------------********************------------>>>>
[command]
name = "Tow Smash"; works
command = ~D,y
time = 15

;----------------------********************------------>>>>

[command]
name = "Pulse Bomb" ;works
command = ~B,y
time = 30

;----------------------********************------------>>>>
[command]
name = "Charge" ;working
command = /x+y
time = 12

;-------**********------------>>>>SUPERS<<<<----------*************------>>>

[command]
name = "Maximum Cannon" ;working
command = ~D,F,y
time = 35



;-------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~------------------<<<

[command]
name = "CallingRaven";working
command = ~D,B,y
time = 35

;-------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~------------------<<<

[command]
name = "heal" ;works
command = ~D,y,U,x
time = 20








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

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

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

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

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

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

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

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

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

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

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

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

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

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

;added these.
[Command]
name = "hold_x";Required (do not remove)
command = /x
time = 1

[Command]
name = "hold_y";Required (do not remove)
command = /y
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]

;===========================================================================
;                         AI
;____________________________________________________________________________





[state -1 jumpingF]
type=varset
trigger1= p2dist X = [0,40]
triggerall= enemynear,facing = facing
v=33
value=1

[state -1 jumpingtrig]
type=varset
triggerall = var(59)
trigger1 = var(33) = 1
trigger1 = (var(33):=0) || 1
sysvar(1) = 1



;; AI switch -> ON
[State -1, Activate AI]
type = Varset
triggerall = var(59) != 1&& roundstate=2
trigger1 = command = "CGCPU"
trigger2 = command = "TCPU"
trigger3 = command = "UPCPU"
trigger4 = command = "SCCPU"
trigger5 = command = "SCACPU"
trigger6 = command = "CSCPU"
trigger7 = command = "PBCPU"
trigger8 = command = "HCPU"
trigger9 = command = "TSCPU"
trigger10 = command = "HPCPU"
trigger11 = command = "KCPU"
trigger12 = command = "JPCPU"
trigger13 = command = "MCPU"
trigger14 = command = "JDOG"
trigger15 = command = "RDOG"
trigger16 = command = "STYLE"
trigger17 = command = "CIR"
v = 59
value = 1


;calling raven
[State -1, CIR]
type = ChangeState
value = 666
triggerall = var(59) = 1
triggerall = ifelse(life<500&&p2bodydist x >40, random<9,random<5)
triggerall = movetype != H
;triggerall = command = "CIR"
triggerall = statetype != A
triggerall = statetype != C
trigger1 = (statetype = s) &&ctrl
trigger1= power >= 2000



;sonic cannon max
[State -1, MCPU]
type = ChangeState
value = 400
triggerall = var(59) = 1
triggerall = movetype != H
;triggerall = command = "MCPU"
triggerall = ifelse(p2bodydist x >90, random<11,random<7)
triggerall = statetype != A
triggerall = statetype != C
triggerall = p2statetype != A
triggerall = p2statetype !=L
trigger1 = (statetype = s) && ctrl
trigger1= power >= 1000
trigger1 = stateno != 549
trigger1 = stateno != 250 || stateno != 251


;Taunt
[State -1, TCPU]
type = ChangeState
value = 195
triggerall = var(59) = 1
triggerall = movetype != H
;triggerall = command = "TCPU"
triggerall=P2Statetype=L
triggerall= P2MoveType !=A
triggerall =random<3
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 195

;----------------*********************------------>>>>
;Upper-cut
[State -1, UPCPU]
type = ChangeState
value = 381
triggerall = var(59) = 1
triggerall = movetype != H
;triggerall = command = "UPCPU"
triggerall = random<100
trigger1 = p2bodydist x <37
triggerall=P2statetype!=L
triggerall=statetype != A
trigger1 = (statetype = c) && ctrl
;trigger2 = stateno = 381 || stateno =382

;----------------*********************------------>>>>
;Sonic Cannon
[State -1, SCCPU]
type = ChangeState
value = 250
triggerall =var(59) = 1
;triggerall = command = "SCCPU"
triggerall = movetype != H
triggerall=P2statetype != A
triggerall=statetype != A
triggerall=statetype != C
triggerall = ifelse(p2bodydist x >100, random<21,random<5)
triggerall=P2statetype!=L
trigger2 = numproj = 1
trigger1 = p2bodydist x >50
trigger1 = (statetype = s) && ctrl
trigger1 = stateno != 549
;----------------*********************------------>>>>
;Sonic cannon air
[State -1, SCACPU]
type = ChangeState
value = 260
triggerall =random= var(59) = 1
;triggerall = command = "SCACPU"
triggerall = movetype != H
trigger1=statetype = A
triggerall=statetype != S
triggerall=statetype != C
triggerall=P2statetype=A
triggerall = ifelse(p2bodydist x >75,random<60,random<18)
triggerall=P2statetype != L
trigger1 = p2bodydist x >60
trigger1 = (statetype = a) && ctrl
trigger1 = stateno != 549
;----------------*********************------------>>>>

;cyberstomp
[State -1, CSCPU]
type = ChangeState
value = 295
triggerall = var(59) = 1
triggerall = p2bodydist x = [30,55]
triggerall = movetype != H
;triggerall = command = "CSCPU"
triggerall = ifelse(p2bodydist x >35,random<22,random<10)
triggerall=statetype != C
triggerall=statetype != A
trigger1 = (statetype = s) && ctrl
;trigger2 = stateno = 231 || stateno = 11 || stateno = 295

;----------------*********************------------>>>>
;Pulse Bomb
[State -1, PBCPU]
type = ChangeState
value = 549
triggerall = var(59) = 1
triggerall=statetype != A
triggerall=statetype != C
triggerall=P2BodyDist X >= 85
triggerall = movetype != H
triggerall = ifelse(p2bodydist x >105,random<20,random<7)
;triggerall = command = "PBCPU"
trigger1 = (statetype = s) && ctrl
trigger1 = stateno != 250 || stateno != 251

trigger2 = numproj = 1

;heal
[State -1, HCPU]
type = ChangeState
value = 2020
triggerall=P2life>=450
triggerall = var(59) = 1
triggerall = ifelse(P2movetype=A,random<18,random<3)
;triggerall = command = "HCPU"
trigger1 = statetype = S
trigger1 = statetype = C
trigger1 = statetype = A
trigger1=power=3000
trigger1=life<300
;trigger2=prevstateno=2020||stateno=2020

;----------------*********************------------>>>>
;Tow Smash
[State -1, TSCPU]
type = ChangeState
value = 418
triggerall = var(59) = 1
;triggerall = command = "TSCPU"
triggerall = movetype != H
triggerall=P2MoveType =H
triggerall =ifelse(p2bodydist x <35,random<102,random<81)
triggerall=P2statetype != A
triggerall=statetype != C
triggerall=P2BodyDist X <= 55
triggerall=statetype != A
trigger1 = (statetype = s) && ctrl
trigger2=stateno = 418 || stateno = 419 || stateno = 418

;-------------*****************------------>>>>

;Heavy Punch
[State -1, HPCPU]
type = ChangeState
value = 201
triggerall = var(59) = 1
triggerall = movetype != H
trigger1=P2MoveType =H
triggerall =ifelse(p2bodydist x >34,random<120,random<55)
triggerall=P2statetype !=L
triggerall=P2BodyDist X <= 55
trigger1=statetype != A
trigger1=statetype != C
;triggerall = command = "HPCPU"
trigger1 = (statetype = s)&& ctrl
trigger2 = movecontact ;Added this cos you can spam it
trigger2 = stateno = 201 || stateno = 202
;----------------*********************------------>>>>

;BigKnee
[State -1, KCPU]
type = ChangeState
value = 213
triggerall = var(59) = 1
triggerall =random<99
;triggerall = command = "KCPU"
trigger1 = (statetype = s) && ctrl
triggerall = movetype != H
trigger1=P2MoveType =H
trigger1=P2statetype !=L
triggerall=P2BodyDist X <= 47
trigger1=statetype != A
trigger1=statetype != C
;Added this for same reason as above.
trigger2 = movecontact
trigger2 = stateno = 213 || stateno = 214

;--------------~~~~~~~~~~~~~~~~~~~~~~~<<<<<<<<<
 ;-------------*****************------------>>>>
;Right Jump Smash
[State -1, JPCPU]
type = ChangeState
value = 76
triggerall=ifelse(P2BodyDist X < 50,random<55,random<115)
triggerall = movetype != H
triggerall=P2MoveType =H
triggerall=P2statetype !=L
triggerall=P2BodyDist X <= 80
triggerall=statetype = A
triggerall=statetype != C
triggerall=statetype != S
triggerall = var(59) = 1
;triggerall = command = "JPCPU"
trigger1 = (statetype = a) &&ctrl
;you really don't want this trigger2.
;trigger2 = stateno = 76 || stateno = 77

;----------------*********************------------>>>>
;charge
[State -1, CGCPU]
type = ChangeState
value = 3030
triggerall = ifelse(P2BodyDist X > 170,random<30,random<5)
triggerall = enemy,NumProj = 0
trigger1=P2Statetype=L
trigger1=statetype != A
trigger1= P2MoveType !=A
trigger1=enemynear,moveType != A
triggerall=P2BodyDist X >= 95
triggerall = movetype != H
;triggerall = command = "CGCPU"
triggerall = var(59) = 1
trigger1 = (statetype = s) && ctrl && power !=powermax
;trigger2=stateno = 434 || stateno = 435 || stateno = 3030




;-------------------------test smart AI
[State -1, JDOG];jump projectiles
type = ChangeState
value=40
trigger1 = random < 45
triggerall=  P2statetype = C || P2statetype = S && P2MoveType =A && P2BodyDist X >= 20
triggerall = movetype != H
;triggerall = command = "JDOG"
trigger1 = ctrl
triggerall = var(59) = 1
triggerall = enemy,NumProj >= 1


[State -1, RDOG];run under enemy
type = ChangeState
value= ifelse(enemy,facing=1,100,105)
trigger1 = random < 30
trigger1= P2MoveType =A
triggerall = movetype != H
trigger1=P2Statetype= A
;triggerall = command = "RDOG"
trigger1 = ctrl
triggerall = var(59) = 1



[State -1, STYLE];run to enemy
type = ChangeState
value=100
trigger1 = ifelse(P2MoveType !=A ||P2BodyDist X>70,random<38,random<10)
triggerall=P2BodyDist X = [32,180]
trigger1= P2MoveType !=A
trigger1 = movetype != H
trigger1=statetype = S
;triggerall = command = "RDOG"
trigger1 = ctrl
triggerall = var(59) = 1



[State -1, POSAV];jump over enemy
type = ChangeState
value=40
triggerall = ifelse(BackEdgeBodyDist < 5,random =37,random=15)
triggerall=P2MoveType =A
trigger1 = movetype != H
trigger1=P2Statetype= C
trigger1=P2Statetype= S
trigger1=P2BodyDist X < 35
trigger1 = ctrl
trigger1 = var(50) = 1
triggerall = var(59) = 1



;=============================================================================
 ;                       AI END
;=============================================================================





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

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



;calling raven
[State -1, Call'in Raven]
type = ChangeState
value = 666
triggerall = var(59) != 1
triggerall = command = "CallingRaven"
trigger1 = (statetype = s) &&ctrl
trigger1= power >= 2000
;---------------------------------------------------------------------


;Max cannon
[State -1, Max canon]
type = ChangeState
value = 400
triggerall = var(59) != 1
triggerall = command = "Maximum Cannon"
trigger1 = (statetype = s) && ctrl
trigger1= power >= 1000
trigger1 = stateno != 549
trigger1 = stateno != 250 || stateno != 251
;---------------------------------------------------------------



;Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) != 1
triggerall = command = "Taunt"
trigger1 = (statetype = s) && ctrl
trigger2 = stateno = 195

;----------------*********************------------>>>>
;Upper-cut
[State -1, Upper-cut]
type = ChangeState
value = 381
triggerall = var(59) != 1
triggerall = command = "UpperC"
trigger1 = (statetype = c) && ctrl
trigger2 = movecontact
;trigger2 = stateno = 381 || stateno =382

;----------------*********************------------>>>>
;Sonic Cannon
[State -1, Sonic Cannon]
type = ChangeState
value = 250
triggerall = var(59) != 1
triggerall = command = "Sonic Cannon"
trigger1 = (statetype = s) && ctrl
;trigger2 = stateno = 250 || stateno = 251
trigger1 = stateno != 549
;----------------*********************------------>>>>
;Sonic cannon air
[State -1, Sonic cannon air]
type = ChangeState
value = 260
triggerall = var(59) != 1
triggerall = command = "Sonic Cannon"
trigger1 = (statetype = a) && ctrl

;----------------*********************------------>>>>
;cyberstomp
[State -1, cyberstomp]
type = ChangeState
value = 295
triggerall = var(59) != 1
triggerall = command = "CyberStomp"
trigger1 = (statetype = s) && ctrl
;trigger2 = stateno = 231 || stateno = 11 || stateno = 295

;----------------*********************------------>>>>
;Pulse Bomb
[State -1, Pulse Bomb]
type = ChangeState
value = 549
triggerall = var(59) != 1
triggerall = command = "Pulse Bomb"
trigger1 = (statetype = s) && ctrl
;trigger2 = stateno = 250 || stateno = 251 || stateno = 549
trigger1 = stateno != 250 || stateno != 251

;heal
[State -1, heal]
type = ChangeState
value = 2020
triggerall = var(59) != 1
triggerall = command = "heal"
trigger1 = statetype = S
trigger1=power=3000
trigger1=life<500
trigger2=prevstateno=2020||stateno=2020

;----------------*********************------------>>>>
;Tow Smash
[State -1, Tow Smash]
type = ChangeState
value = 418
triggerall = var(59) != 1
triggerall = command = "Tow Smash"
trigger2 = movecontact
trigger1 = (statetype = s) && ctrl
;trigger2=stateno = 418 || stateno = 419 || stateno = 418

;-------------*****************------------>>>>

;Heavy Punch
[State -1, HeavypunchL]
type = ChangeState
value = 201
triggerall = var(59) != 1
triggerall = command = "HevypunchL"
trigger1 = (statetype = s)&& ctrl
trigger2 = movecontact ;Added this cos you can spam it
trigger2 = stateno = 201 || stateno = 202
;----------------*********************------------>>>>

;BigKnee
[State -1, BigKnee]
type = ChangeState
value = 213
triggerall = var(59) != 1
triggerall = command = "Knee"
trigger1 = (statetype = s) && ctrl
;Added this for same reason as above.
trigger2 = movecontact
trigger2 = stateno = 213 || stateno = 214

;--------------~~~~~~~~~~~~~~~~~~~~~~~<<<<<<<<<
 ;-------------*****************------------>>>>
;Right Jump Smash
[State -1, Right Jump Smash]
type = ChangeState
value = 76
triggerall = var(59) != 1
triggerall = command = "JumPunchR"
trigger1 = (statetype = a) &&ctrl
;you really don't want this trigger2.
;trigger2 = stateno = 76 || stateno = 77

;----------------*********************------------>>>>
;charge
[State -1, charge]
type = ChangeState
value = 3030
triggerall = var(59) != 1
triggerall =command = "hold_x" || command = "hold_y"
trigger1 = (statetype = s) && ctrl && power !=powermax
;trigger2=stateno = 434 || stateno = 435 || stateno = 3030

;----------------*********************------------>>>>



