;Mario made by Thunderbert
;Visit my website: http://thundermugen.ucoz.com

;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 30
command.buffer.time = 1

;-| AI Commands |----------------------------------------------------------
[command]
name = "AI_1"
command = D,D,D,D,D,D,D,D,D,D,D,D
time = 1

[command]
name = "AI_2"
command = U,U,U,U,U,U,U,U,U,U,U,U
time = 1

[command]
name = "AI_3"
command = F,F,F,F,F,F,F,F,F,F,F,F
time = 1

[command]
name = "AI_4"
command = B,B,B,B,B,B,B,B,B,B,B,B
time = 1

[command]
name = "AI_5"
command = a,a,a,a,a,a,a,a,a,a,a,a
time = 1

[command]
name = "AI_6"
command = b,b,b,b,b,b,b,b,b,b,b,b
time = 1

[command]
name = "AI_7"
command = c,c,c,c,c,c,c,c,c,c,c,c
time = 1

[command]
name = "AI_8"
command = x,x,x,x,x,x,x,x,x,x,x,x
time = 1

[command]
name = "AI_9"
command = y,y,y,y,y,y,y,y,y,y,y,y
time = 1

[command]
name = "AI_10"
command = z,z,z,z,z,z,z,z,z,z,z,z
time = 1

[command]
name = "AI_11"
command = s,s,s,s,s,s,s,s,s,s,s,s
time = 1

[command]
name = "AI_12"
command = D,F,D,F,D,F,D,F,D,F,D,F
time = 1

[command]
name = "AI_13"
command = D,B,D,B,D,B,D,B,D,B,D,B
time = 1

[command]
name = "AI_14"
command = D,U,D,U,D,U,D,U,D,U,D,U
time = 1

[command]
name = "AI_15"
command = U,F,U,F,U,F,U,F,U,F,U,F
time = 1

[command]
name = "AI_16"
command = U,B,U,B,U,B,U,B,U,B,U,B
time = 1

[command]
name = "AI_17"
command = U,D,U,D,U,D,U,D,U,D,U,D
time = 1

[command]
name = "AI_18"
command = F,D,F,D,F,D,F,D,F,D,F,D
time = 1

[command]
name = "AI_19"
command = F,U,F,U,F,U,F,U,F,U,F,U
time = 1

[command]
name = "AI_20"
command = F,B,F,B,F,B,F,B,F,B,F,B
time = 1

[command]
name = "AI_21"
command = B,D,B,D,B,D,B,D,B,D,B,D
time = 1

[command]
name = "AI_22"
command = B,U,B,U,B,U,B,U,B,U,B,U
time = 1

[command]
name = "AI_23"
command = B,F,B,F,B,F,B,F,B,F,B,F
time = 1

[command]
name = "AI_24"
command = DF,DF,DF,DF,DF,DF,DF,DF,DF,DF,DF,DF
time = 1

[command]
name = "AI_25"
command = DB,DB,DB,DB,DB,DB,DB,DB,DB,DB,DB,DB
time = 1

[command]
name = "AI_26"
command = UF,UF,UF,UF,UF,UF,UF,UF,UF,UF,UF,UF
time = 1

[command]
name = "AI_27"
command = UB,UB,UB,UB,UB,UB,UB,UB,UB,UB,UB,UB
time = 1

[command]
name = "AI_28"
command = D,F,U,B,D,F,U,B,D,F,U,B
time = 1

[command]
name = "AI_29"
command = F,U,B,D,F,U,B,D,F,U,B,D
time = 1

[command]
name = "AI_30"
command = U,B,D,F,U,B,D,F,U,B,D,F
time = 1

[command]
name = "AI_31"
command = B,D,F,U,B,D,F,U,B,D,F,U
time = 1

[command]
name = "AI_32"
command = a,b,c,x,y,z,a,b,c,x,y,z
time = 1

[command]
name = "AI_33"
command = b,c,x,y,z,a,b,c,x,y,z,a
time = 1

[command]
name = "AI_34"
command = c,x,y,z,a,b,c,x,y,z,a,b
time = 1

[command]
name = "AI_35"
command = x,y,z,a,b,c,x,y,z,a,b,c
time = 1

[command]
name = "AI_36"
command = y,z,a,b,c,x,y,z,a,b,c,x
time = 1

[command]
name = "AI_37"
command = z,a,b,c,x,y,z,a,b,c,x,y
time = 1

[command]
name = "AI_38"
command = a+b,a+b,a+b,a+b,a+b,a+b,a+b,a+b,a+b,a+b,a+b,a+b
time = 1

[command]
name = "AI_39"
command = a+c,a+c,a+c,a+c,a+c,a+c,a+c,a+c,a+c,a+c,a+c,a+c
time = 1

[command]
name = "AI_40"
command = a+x,a+x,a+x,a+x,a+x,a+x,a+x,a+x,a+x,a+x,a+x,a+x
time = 1

[command]
name = "AI_41"
command = a+y,a+y,a+y,a+y,a+y,a+y,a+y,a+y,a+y,a+y,a+y,a+y
time = 1

[command]
name = "AI_42"
command = a+z,a+z,a+z,a+z,a+z,a+z,a+z,a+z,a+z,a+z,a+z,a+z
time = 1

[command]
name = "AI_43"
command = a+s,a+s,a+s,a+s,a+s,a+s,a+s,a+s,a+s,a+s,a+s,a+s
time = 1

[command]
name = "AI_44"
command = b+c,b+c,b+c,b+c,b+c,b+c,b+c,b+c,b+c,b+c,b+c,b+c
time = 1

[command]
name = "AI_45"
command = b+x,b+x,b+x,b+x,b+x,b+x,b+x,b+x,b+x,b+x,b+x,b+x
time = 1

[command]
name = "AI_46"
command = b+y,b+y,b+y,b+y,b+y,b+y,b+y,b+y,b+y,b+y,b+y,b+y
time = 1

[command]
name = "AI_47"
command = b+z,b+z,b+z,b+z,b+z,b+z,b+z,b+z,b+z,b+z,b+z,b+z
time = 1

[command]
name = "AI_48"
command = b+s,b+s,b+s,b+s,b+s,b+s,b+s,b+s,b+s,b+s,b+s,b+s
time = 1

[command]
name = "AI_49"
command = c+x,c+x,c+x,c+x,c+x,c+x,c+x,c+x,c+x,c+x,c+x,c+x
time = 1

[command]
name = "AI_50"
command = c+y,c+y,c+y,c+y,c+y,c+y,c+y,c+y,c+y,c+y,c+y,c+y
time = 1

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10

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

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery"
command = x+y
time = 1

[Command]
name = "recovery"
command = y+z
time = 1

[Command]
name = "recovery"
command = x+z
time = 1

[Command]
name = "recovery"
command = a+b
time = 1

[Command]
name = "recovery"
command = b+c
time = 1

[Command]
name = "recovery"
command = a+c
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1

[Command]
name = "back_y"
command = /$B,y
time = 1

[Command]
name = "back_z"
command = /$B,z
time = 1

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

[Command]
name = "down_y"
command = /$D,y
time = 1

[Command]
name = "down_z"
command = /$D,z
time = 1

[Command]
name = "fwd_x"
command = /$F,x
time = 1

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

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

[Command]
name = "up_x"
command = /$U,x
time = 1

[Command]
name = "up_y"
command = /$U,y
time = 1

[Command]
name = "up_z"
command = /$U,z
time = 1

[Command]
name = "back_a"
command = /$B,a
time = 1

[Command]
name = "back_b"
command = /$B,b
time = 1

[Command]
name = "back_c"
command = /$B,c
time = 1

[Command]
name = "down_a"
command = /$D,a
time = 1

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

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

[Command]
name = "fwd_a"
command = /$F,a
time = 1

[Command]
name = "fwd_b"
command = /$F,b
time = 1

[Command]
name = "fwd_c"
command = /$F,c
time = 1

[Command]
name = "up_a"
command = /$U,a
time = 1

[Command]
name = "up_b"
command = /$U,b
time = 1

[Command]
name = "up_c"
command = /$U,c
time = 1

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

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

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

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

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

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

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

;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd"
command = $F
time = 1

[Command]
name = "downfwd"
command = $DF
time = 1

[Command]
name = "down"
command = $D
time = 1

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

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

[Command]
name = "upback"
command = $UB
time = 1

[Command]
name = "up"
command = $U
time = 1

[Command]
name = "upfwd"
command = $UF
time = 1

;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

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

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

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

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

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

[Command]
name = "hold_s"
command = /s
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holddownfwd"
command = /$DF
time = 1

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

[Command]
name = "holddownback"
command = /$DB
time = 1

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

[Command]
name = "holdupback"
command = /$UB
time = 1

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

[Command]
name = "holdupfwd"
command = /$UF
time = 1

;---------------------------------------------------------------------------
; 2. State entry
; --------------
[Statedef -1]

;===========================================================================
;---------------------------------------------------------------------------
;-------------------------------------AI------------------------------------
;---------------------------------------------------------------------------
[State -1, AI VarSet]
type = VarSet
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
trigger11 = command = "AI_11"
trigger12 = command = "AI_12"
trigger13 = command = "AI_13"
trigger14 = command = "AI_14"
trigger15 = command = "AI_15"
trigger16 = command = "AI_16"
trigger17 = command = "AI_17"
trigger18 = command = "AI_18"
trigger19 = command = "AI_19"
trigger20 = command = "AI_20"
trigger21 = command = "AI_21"
trigger22 = command = "AI_22"
trigger23 = command = "AI_23"
trigger24 = command = "AI_24"
trigger25 = command = "AI_25"
trigger26 = command = "AI_26"
trigger27 = command = "AI_27"
trigger28 = command = "AI_28"
trigger29 = command = "AI_29"
trigger30 = command = "AI_30"
trigger31 = command = "AI_31"
trigger32 = command = "AI_32"
trigger33 = command = "AI_33"
trigger34 = command = "AI_34"
trigger35 = command = "AI_35"
trigger36 = command = "AI_36"
trigger37 = command = "AI_37"
trigger38 = command = "AI_38"
trigger39 = command = "AI_39"
trigger40 = command = "AI_40"
trigger41 = command = "AI_41"
trigger42 = command = "AI_42"
trigger43 = command = "AI_43"
trigger44 = command = "AI_44"
trigger45 = command = "AI_45"
trigger46 = command = "AI_46"
trigger47 = command = "AI_47"
trigger48 = command = "AI_48"
trigger49 = command = "AI_49"
trigger50 = command = "AI_50"
v = 40
value = 1

[State -1, AI Stand Guard]
type = ChangeState
trigger1 = Ctrl
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = Random <= 499
trigger1 = P2BodyDist X <= 75
trigger1 = StateType = S
trigger1 = P2MoveType = A
value = 130

[State -1, AI Crouch Guard]
type = ChangeState
trigger1 = Ctrl
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = Random <= 499
trigger1 = P2BodyDist X <= 75
trigger1 = StateType = C
trigger1 = P2MoveType = A
value = 131

[State -1, AI Air Guard]
type = ChangeState
trigger1 = Ctrl
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = Random <= 499
trigger1 = P2BodyDist X <= 75
trigger1 = StateType = A
trigger1 = P2MoveType = A
value = 132

[State -1, AI 24 Hit Combo 1]
type = ChangeState
trigger1 = ctrl
Trigger1 = Var(58) < 1
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = Random <= 199
trigger1 = P2BodyDist X <= 10
Trigger1 = StateNo != 100
trigger1 = StateType != A
value = 220

[State -1, AI 24 Hit Combo 2]
type = ChangeState
Trigger1 = Var(58) < 2
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = StateNo = 220
Trigger1 = MoveContact
Trigger1 = Time >= 11
value = 221

[State -1, AI 24 Hit Combo 3]
type = ChangeState
Trigger1 = Var(58) < 3
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = StateNo = 221
Trigger1 = MoveContact
Trigger1 = Time >= 10
value = 222

[State -1, AI 24 Hit Combo Go Up]
type = ChangeState
Trigger1 = Var(58) < 4
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = StateNo = 222
Trigger1 = MoveHit
Trigger1 = Time >= 10
value = 225

[State -1, AI 24 Hit Combo 4]
type = ChangeState
Trigger1 = Var(58) < 4
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = StateNo = 225
Trigger1 = P2BodyDist Y < -10
value = 230

[State -1, AI 24 Hit Combo 5]
type = ChangeState
Trigger1 = Var(58) < 5
Trigger1 = Var(2) = 1
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = StateNo = 235
Trigger1 = Time = 10
value = 231

[State -1, AI 24 Hit Combo 6 - 15]
type = ChangeState
Trigger1 = Var(58) < 6
Trigger1 = Var(2) = 2
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = StateNo = 235
Trigger1 = Time = 10
value = 330

[State -1, AI 24 Hit Combo 16 - 17]
type = ChangeState
Trigger1 = Var(58) < 16
Trigger1 = Var(2) = 2
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = StateNo = 330
Trigger1 = Time = 39
value = 305

[State -1, AI 24 Hit Combo 18 - 24]
type = ChangeState
Trigger1 = Var(58) < 18
Trigger1 = Var(2) = 2
trigger1 = RoundState = 2
trigger1 = var(40) != 0
Trigger1 = StateNo = 50
Trigger1 = Time = 22
value = 320

[State -1, AI Stand X Combo 1]
type = ChangeState
trigger1 = ctrl
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = Random > 199
Trigger1 = Random <= 299
trigger1 = P2BodyDist X <= 10
Trigger1 = StateNo != 100
trigger1 = StateType != A
value = 200

[State -1, AI Stand X Combo 2]
type = ChangeState
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = StateNo = 200
Trigger1 = MoveContact
Trigger1 = Time = 15
value = 201

[State -1, AI Stand X Combo 3]
type = ChangeState
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = StateNo = 201
Trigger1 = MoveContact
Trigger1 = Time = 15
value = 202

[State -1, AI Running Kick]
type = ChangeState
trigger1 = ctrl
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = P2BodyDist X <= 10
Trigger1 = StateNo = 100
trigger1 = StateType != A
value = 205

[State -1, AI Hammer Combo]
type = ChangeState
trigger1 = ctrl
trigger1 = RoundState = 2
trigger1 = var(40) != 0
trigger1 = Random <= 99
trigger1 = P2BodyDist X <= 15
Trigger1 = StateNo != 100
trigger1 = StateType != A
value = 210

[State -1, AI Fire Ball]
Type = ChangeState
Trigger1 = RoundState = 2
Trigger1 = Var(40) != 0
Trigger1 = Ctrl
Trigger1 = P2BodyDist X > 30
Trigger1 = Random <= 24
Trigger1 = NumHelper(300) < 2
Trigger1 = StateNo != 100
Value = ifelse(StateType = A, 305, 300)

[State -1, AI Gatling Gun]
Type = ChangeState
Trigger1 = RoundState = 2
Trigger1 = Var(40) != 0
Trigger1 = Ctrl
Trigger1 = P2BodyDist X <= 10
Trigger1 = Random > 299
Trigger1 = Random <= 499
Trigger1 = StateNo != 100
Trigger1 = StateType != A
Value = 310

[State -1, AI Spin Attack]
Type = ChangeState
Trigger1 = RoundState = 2
Trigger1 = Var(58) = 0
Trigger1 = Var(40) != 0
Trigger1 = Ctrl
Trigger1 = P2BodyDist X <= 7
Trigger1 = P2BodyDist Y <= 10
Trigger1 = P2BodyDist Y >= -10
Trigger1 = Random > 499
Trigger1 = Random <= 599
Trigger1 = StateNo != 100
Value = 320

[State -1, AI Coin Uppercut]
Type = ChangeState
Trigger1 = RoundState = 2
Trigger1 = Var(58) = 0
Trigger1 = Var(40) != 0
Trigger1 = Ctrl
Trigger1 = P2BodyDist X <= 10
Trigger1 = P2BodyDist Y <= 0
Trigger1 = Random > 599
Trigger1 = Random <= 699
Trigger1 = StateNo != 100
Value = 330

[State -1, AI Final Smash]
Type = ChangeState
Trigger1 = RoundState = 2
Trigger1 = Var(40) != 0
Trigger1 = Ctrl
Trigger1 = StateNo != 100
Trigger1 = StateType != A
Trigger1 = Power = 1000
Trigger1 = P2StateNo != [5000,5300]
Trigger1 = P2StateNo != [10000,10003]
Value = 400

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

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

;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
TriggerAll = Var(40) = 0
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; X Combo - Hit 1
[State -1, X Combo - Hit 1]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
TriggerAll = Command != "fwd_x"
TriggerAll = Var(40) = 0
trigger1 = statetype = S
trigger1 = ctrl
Trigger1 = StateNo != 201
Trigger1 = StateNo != 202
Trigger1 = StateNo != 100
Trigger1 = StateNo != 210

;---------------------------------------------------------------------------
; X Combo - Hit 2
[State -1, X Combo - Hit 2]
type = ChangeState
value = 201
triggerall = command = "x"
triggerall = command != "holddown"
TriggerAll = Var(40) = 0
trigger1 = statetype = S
Trigger1 = StateNo = 200
Trigger1 = MoveContact

;---------------------------------------------------------------------------
; X Combo - Hit 3
[State -1, X Combo - Hit 3]
type = ChangeState
value = 202
triggerall = command = "x"
triggerall = command != "holddown"
TriggerAll = Var(40) = 0
trigger1 = statetype = S
Trigger1 = StateNo = 201
Trigger1 = MoveContact

;---------------------------------------------------------------------------
; Running Kick
[State -1, Running Kick]
type = ChangeState
value = 205
triggerall = command = "x"
triggerall = command != "holddown"
TriggerAll = Var(40) = 0
trigger1 = statetype = S
Trigger1 = StateNo = 100

;---------------------------------------------------------------------------
; Hammer Combo
[State -1, Hammer Combo]
type = ChangeState
value = 210
triggerall = command = "fwd_x"
triggerall = command != "holddown"
TriggerAll = Var(40) = 0
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; X Combo (Crouch) - Hit 1
[State -1, X Combo (Crouch) - Hit 1]
type = ChangeState
value = 220
triggerall = command = "x"
triggerall = command = "holddown"
TriggerAll = Var(40) = 0
trigger1 = statetype = C
trigger1 = ctrl
Trigger1 = StateNo != 221
Trigger1 = StateNo != 222

;---------------------------------------------------------------------------
; X Combo (Crouch) - Hit 2
[State -1, X Combo (Crouch) - Hit 2]
type = ChangeState
value = 221
triggerall = command = "x"
triggerall = command = "holddown"
TriggerAll = Var(40) = 0
trigger1 = statetype = C
Trigger1 = StateNo = 220
Trigger1 = MoveContact

;---------------------------------------------------------------------------
; X Combo (Crouch) - Hit 3
[State -1, X Combo (Crouch) - Hit 3]
type = ChangeState
value = 222
triggerall = command = "x"
triggerall = command = "holddown"
TriggerAll = Var(40) = 0
trigger1 = statetype = C
Trigger1 = StateNo = 221
Trigger1 = MoveContact

;---------------------------------------------------------------------------
; Go to Air Combo
[State -1, Go to Air Combo]
type = ChangeState
value = 225
triggerall = statetype = C
Triggerall = StateNo = 222
Triggerall = Var(1) = 1
TriggerAll = Var(40) = 0
trigger1 = command = "up"
trigger2 = command = "holdup"

;---------------------------------------------------------------------------
; X Combo (Air) - Hit 1
[State -1, X Combo (Air) - Hit 1]
type = ChangeState
value = 230
triggerall = command = "x"
TriggerAll = Var(40) = 0
Trigger1 = Command != "down_x"
trigger1 = statetype = A
trigger1 = ctrl
Trigger1 = Var(2) = 0

;---------------------------------------------------------------------------
; X Combo (Air) - Hit 2
[State -1, X Combo (Air) - Hit 2]
type = ChangeState
value = 231
triggerall = command = "x"
TriggerAll = Var(40) = 0
Trigger1 = Command != "down_x"
trigger1 = statetype = A
trigger1 = ctrl
Trigger1 = Var(2) = 1

;---------------------------------------------------------------------------
; X Combo (Air) - Hit 3
[State -1, X Combo (Air) - Hit 3]
type = ChangeState
value = 232
triggerall = command = "x"
TriggerAll = Var(40) = 0
Trigger1 = Command != "down_x"
trigger1 = statetype = A
trigger1 = ctrl
Trigger1 = Var(2) = 2

;---------------------------------------------------------------------------
; Air Down Smash
[State -1, Air Down Smash]
type = ChangeState
value = 240
triggerall = command = "down_x"
TriggerAll = Var(40) = 0
Trigger1 = statetype = A
Trigger1 = Ctrl
Trigger1 = StateType = A
Trigger2 = StateNo = 232
Trigger2 = MoveContact

;---------------------------------------------------------------------------
; Fire Ball
[State -1, Fire Ball]
type = ChangeState
value = ifelse(StateType = S, 300, 305)
triggerall = command = "y"
TriggerAll = Command != "fwd_y"
TriggerAll = Command != "down_y"
TriggerAll = Command != "up_y"
triggerall = command != "holddown"
TriggerAll = NumHelper(300) < 2
TriggerAll = Power != 1000
TriggerAll = Var(40) = 0
trigger1 = statetype = S
trigger1 = ctrl
Trigger2 = StateType = A
Trigger2 = Ctrl
Trigger3 = StateNo = 330
Trigger3 = MoveHit
Trigger3 = Time > 38


;---------------------------------------------------------------------------
; Gatling Gun
[State -1, Gatling Gun]
type = ChangeState
value = 310
TriggerAll = Command = "fwd_y"
triggerall = command != "holddown"
TriggerAll = Var(40) = 0
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Spin Attack
[State -1, Spin Attack]
type = ChangeState
value = 320
TriggerAll = Command = "down_y"
TriggerAll = Var(4) = 0
TriggerAll = Var(40) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype = C
trigger2 = ctrl
trigger3 = statetype = A
trigger3 = ctrl

;---------------------------------------------------------------------------
; Coin Uppercut
[State -1, Coin Uppercut]
type = ChangeState
value = 330
TriggerAll = Command = "up_y"
triggerall = command != "holddown"
TriggerAll = Var(40) = 0
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype = A
trigger2 = ctrl
trigger3 = StateNo = 40

;---------------------------------------------------------------------------
; Final Smash
[State -1, Final Smash]
type = ChangeState
value = 400
triggerall = command = "y"
TriggerAll = Command != "fwd_y"
TriggerAll = Command != "down_y"
TriggerAll = Command != "up_y"
triggerall = command != "holddown"
TriggerAll = Power = 1000
TriggerAll = Var(40) = 0
trigger1 = statetype = S
trigger1 = ctrl
