; 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
; 

;-| 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 = 30

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

;-| Super Motions |--------------------------------------------------------

[Command]
name = "oodama_rasengan"
command = ~D, D, /$c

[command]
name = "kage_bunshin"
command = U, U, /$b

[Command]
name = "rasengan"
command = ~D, D, /$b

[Command]
name = "naruto_rendan"
command = U,U, /$c

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

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

[Command]
name = "fuuma"
command = /$b
time = 100

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

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

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

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

[Command]
name = "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 = "na2dash"
command = a,a
time = 15

[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" ;Required (do not remove)
command = $F
time = 1

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

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

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

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

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

[Command]
name = "up" ;Required (do not remove)
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 = "release_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" ;Required (do not remove)
command = /$F
time = 1

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

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

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

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

[Command]
name = "holdback2" ;Required (do not remove)
command = ~B
time = 1

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

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

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

[command]
name = "up+b"
command = U+b
time = 1

[command]
name = "fwd+b"
command = F+b
time = 1

[command]
name = "down+b"
command = D+b
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]

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

;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
;[State -1, Run Fwd]
;type = ChangeState
;value = 100
;trigger1 = command = "FF"
;trigger1 = statetype !=C
;---------------------------------------------------------------------------
; Run Back
;[State -1, Run Back]
;type = ChangeState
;value = 105
;trigger1 = command = "BB"
;trigger1 = statetype = S
;trigger1 = ctrl

;---------------------------------------------------------------------------
; Rolling Dash
[State -1, Dash]
type = ChangeState
value = 100
triggerall = command != "holdback"
triggerall = ctrl
triggerall = stateno != 100
triggerall = stateno != 45
trigger1 = command = "na2dash"

; Retreat NA2 Style
[State -1, Dash]
type = ChangeState
value = 105
triggerall = command = "holdback"
triggerall = ctrl
triggerall = pos y >= 35
triggerall = stateno != 100
triggerall = stateno != 45
trigger1 = command = "na2dash"

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

; Narutimate Accel 2 Style Guard
[State -1, NA2 Style Guard]
type = ChangeState
value = 120
triggerall = command = "z"
trigger1 = ctrl
triggerall = stateno != 20

; Jump
[State -1, Jump]
type = ChangeState
value = 1040
triggerall = command = "a"
triggerall = statetype = S
trigger1 = ctrl

; Air Jump
[State -1, Jump]
type = changestate
value = 45
triggerall = var(15) = 1
trigger1 = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger1 = time >= 3

; Fuuma
[State -1, Jump]
type = ChangeState
value = 240
triggerall = stateno != 240
triggerall = command != "rasengan"
triggerall = command != "oodama_rasengan"
triggerall = command != "fuuton"
triggerall = command = "hold_b"
triggerall = command != "b"
trigger1= stateno = 200 && time >= 15
;trigger1 = ctrl


;---------------------------------------------------------------------------
; Naruto Combo 1
[State -1, Naruto Combo 1]
type = ChangeState
value = 200
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = command != "holdup"
triggerall = command != "rasengan"
triggerall = command != "fuuton"
triggerall = command != "kage_bunshin"
trigger1 = statetype = S
trigger1 = ctrl

; Naruto Combo 2
[State -1, Naruto Combo 2]
type = ChangeState
value = 201
triggerall = stateno = 200
;triggerall = command != "holdback"
triggerall = command = "b"
trigger1 = statetype = S
trigger1 = time >= 8

; Naruto Combo 4
[State -1, Naruto Combo 4]
type = ChangeState
value = 203
triggerall = var(30) != 30000
triggerall = stateno = 201
triggerall = command = "b"
trigger1 = statetype = S
trigger1 = time >= 12

[State -1, Naruto Combo 4]
type = ChangeState
value = 203
triggerall = var(30) = 30000
triggerall = stateno = 201
triggerall = command = "b"
trigger1 = statetype = S
trigger1 = time >= 9

; Complementary Attacks (After Naruto Combo)

;Upwards Punch (AFTER NARUTO COMBO)
[State -1, Punch Up]
type = ChangeState
value = 230
triggerall = var(30) != 30000
triggerall = stateno = 203
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = command = "holdup"
trigger1 = statetype = S
triggerall = time >= 10

; Headbutt
[State -1, Headbutt]
type = ChangeState
value = 210
triggerall = var(30) != 30000
triggerall = stateno = 203
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = command != "holdup"
trigger1 = statetype = S
trigger1 = time >= 10

; Blast Away Kick
[State -1, Blast Away Punch]
type = ChangeState
value = 220
triggerall = stateno = 203
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command = "holdfwd"
triggerall = command != "holdback"
triggerall = command != "holdup"
trigger1 = statetype = S
trigger1 = time >= 10

; Naruto' Crazy Combo
[State -1, Naruto's Crazy Combo]
type = ChangeState
value = 250
triggerall = stateno = 203
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command = "holdback"
triggerall = command != "holdup"
trigger1 = statetype = S
triggerall = time >= 10

[State -1, Naruto Rendan]
type = ChangeState
value = 6001
trigger1 = stateno = 203
triggerall = var(30) = 30000
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command = "holdback"
triggerall = command != "holdup"
;trigger1 = statetype = S
;triggerall = time >= 10



;---------------------------------------------------------------------------
;
; Upwards Attack
[State -1, Punch Up]
type = ChangeState
value = 600
triggerall = stateno = 90
triggerall = stateno != 600
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = command = "holdup"
trigger1 = command = "b"

; Upwards Attack Final Attack
[State -1, Punch Up]
type = ChangeState
value = 630
triggerall = var(30) <= 10000
triggerall = stateno = 600
triggerall = time >= 12
triggerall = command != "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "b"

; Taunt
[State -1, Taunt]
type = ChangeState
value = 90
triggerall = stateno != 90
triggerall = stateno != 195
triggerall = stateno != [600, 700]
triggerall = command = "holdup"
triggerall = statetype = S
triggerall = ctrl
trigger1 = var(30) != 30000

; Taunt
[State -1, Taunt]
type = ChangeState
value = 90
triggerall = stateno != 90
triggerall = stateno != 195
triggerall = stateno != [600, 700]
triggerall = command = "holdup"
triggerall = statetype = S
triggerall = ctrl
trigger1 = var(30) = 30000
trigger1 = var(29) <= 1

;_______________________________________________________________________________
; Special Attacks
;_______________________________________________________________________________

; Kage Bunshin
[State -1, Kage Bunshin]
type = ChangeState
value = 6400
triggerall = var(29) <= 3
triggerall = power >= 500
triggerall = command = "kage_bunshin"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;_______________________________________________________________________________

; Naruto Rendan
[State -1, Naruto Rendan]
type = ChangeState
value = 6500
triggerall = var(30) != 10000 ; Overriden with Naruto Nisen while Kyuubi
triggerall = power >= 750
triggerall = statetype = S
triggerall = command = "naruto_rendan"
trigger1 = command = "naruto_rendan" && ctrl
trigger2 = stateno = 203
trigger3 = stateno = [400,430]

; Naruto Nisen Rendan
[State -1, Naruto Rendan]
type = ChangeState
value = 6500
triggerall = var(30) = 10000 ; Only While Kyuubi!
triggerall = power >= 1500
triggerall = command = "naruto_rendan"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 203
trigger3 = stateno = [400,430]
;_______________________________________________________________________________

; Rasengan
[State -1, Rasengan]
type = ChangeState
value = 6100
triggerall = ctrl
triggerall = var(30) != 30000
triggerall = stateno != [7000,7999]
triggerall = power >= 750
triggerall = command = "rasengan"
triggerall = statetype = S
trigger1 = command = "rasengan"
trigger2 = stateno = 203
trigger3 = stateno = 430

;_______________________________________________________________________________

; Kuchiyose no Jutsu
[State -1, Oodama Rasengan]
type = ChangeState
value = 6600
triggerall = ctrl
triggerall = var(30) != 30000
triggerall = power >= 1500
trigger1 = statetype = S
trigger1 = command = "kuchiyose"

;_______________________________________________________________________________

; Oodama Rasengan
[State -1, Oodama Rasengan]
type = ChangeState
value = 6200
triggerall = var(30) != 30000
triggerall = ctrl
triggerall = power >= 1500
triggerall = command = "oodama_rasengan" ; I WANTED to repeat the Command
triggerall = statetype = S               ;      |||||||||||||||||||     /
trigger1 = command = "oodama_rasengan"  ; I WANTED to repeat the Command
trigger2 = stateno = 203
trigger3 = stateno = 430

;_______________________________________________________________________________

; Fuuton: Rasengan (Fuuton: Rasen Shuriken if Fully Charged)
[State -1, Fuuton]
type = ChangeState
value = 6300
triggerall = var(30) != 30000
triggerall = ctrl
triggerall = power >= 1500
triggerall = command = "fuuton"
trigger1 = statetype = S

;---------------------------------------------------------------------------
; Ninja Destiny Style Combo 1
[State -1, Ninja Destiny Style Combo 1]
type = ChangeState
value = 400
triggerall = command != "holddown"
triggerall = command != "holdup"
triggerall = command != "oodama_rasengan"
triggerall = command != "naruto_rendan"
triggerall = command = "c"
trigger1 = statetype = S
triggerall = ctrl

;---------------------------------------------------------------------------
; Ninja Destiny Style Combo 2
[State -1, Ninja Destiny Style Combo 2]
type = ChangeState
value = 410
triggerall = stateno = 400
;triggerall = movecontact
triggerall = command = "c"
trigger1 = statetype = S
triggerall = time >= 12


;---------------------------------------------------------------------------
; Ninja Destiny Style Combo 3
[State -1, Ninja Destiny Style Combo 3]
type = ChangeState
value = 420
triggerall = stateno = 410
triggerall = movecontact
triggerall = command = "c"
trigger1 = time >= 14

;---------------------------------------------------------------------------
; Ninja Destiny Style Combo 4
[State -1, Ninja Destiny Style Combo 4]
type = ChangeState
value = 430
triggerall = stateno = 420
triggerall = command = "c"
trigger1 = statetype = S
triggerall = time >= 10

;---------------------------------------------------------------------------
; Ninja Destiny Style Combo 5
[State -1, Ninja Destiny Style Combo 5]
type = ChangeState
value = 440
triggerall = command = "c"
triggerall = stateno = 430
triggerall = time >= 10
trigger1 = statetype = S

; Ninja Destiny Style Air Attack
[State -1, Ninja Destiny Style Air Attack]
type = ChangeState
value = 755
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl

; Downwards Attack (Ground)
[State -1, Downwards Attack]
type = ChangeState
value = 700
triggerall = var(30) != 30000
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = [10,12]

[State -1, Downwards Attack]
type = ChangeState
value = 710
triggerall = var(30) != 30000
triggerall = command = "b"
;triggerall = command = "holddown"
trigger1 = stateno = 700
;trigger1 = movecontact
trigger1 = time >= 25

; Forwards Attack 1 (Ground)
[State -1, Forwards Attack 1]
type = ChangeState
value = 470
triggerall = command = "b"
triggerall = command != "holdback"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = stateno = 20
trigger1 = time >= 0

;---------------------------------------------------------------------------
; Throw Kunai
[State -1, Throw Ninja Weapon]
type = ChangeState
value = 800
triggerall = command = "x"
trigger1 = statetype != C
triggerall = ctrl

; Throw Shuriken
[State -1, Throw Ninja Weapon]
type = ChangeState
value = 810
triggerall = command = "y"
trigger1 = statetype != C
triggerall = ctrl

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

;---------------------------------------------------------------------------
; Jump Strong Punch
;[State -1, Jump Strong Punch]
;type = ChangeState
;value = 620
;triggerall = command = "z"
;trigger1 = statetype = A
;trigger1 = ctrl

;---------------------------------------------------------------------------
; Naruto Style Throw
[State -1, Naruto Style Throw]
type = ChangeState
value = 850
triggerall = stateno = [120,150]
triggerall = command = "b"
trigger1 = ctrl = 0
trigger2 = statetype != A
;trigger1 = statetype = S
;---------------------------------------------------------------------------
; Upwards Punch (Jump)
[State -1, Jump Medium Kick]
type = ChangeState
value = 730
triggerall = stateno != 51
triggerall = command = "b"
triggerall = prevstateno != 600
triggerall = command = "holdup"
triggerall = command != "holddown"
triggerall = command != "holdback"
trigger1 = statetype = A
trigger1 = ctrl

; Left Leg Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 731
triggerall = command = "b"
trigger1 = stateno = 730
trigger1 = time >= 17
trigger1 = statetype = A
trigger2 = command = "holdup"
trigger2 = command != "holddown"
trigger2 = command != "holdback"
trigger2 = command != "holdfwd"
trigger2 = prevstateno = 600
trigger2 = var(30) = 30000

; Spin Kick Up
[State -1, Jump Medium Kick]
type = ChangeState
value = 732
triggerall = stateno = 731
triggerall = time >= 12
triggerall = command = "b"
trigger1 = statetype = A


;---------------------------------------------------------------------------
; Jump Weak Punch
[State -1, Jump Strong Kick]
type = ChangeState
value = 740
triggerall = command = "b"
triggerall = command != "holdup"
triggerall = command != "holddown"
triggerall = command != "holdback"
trigger1 = stateno != 51
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = prevstateno = 600
trigger2 = var(30) = 30000
trigger2 = statetype = A

[State -1, Jump Strong Kick]
type = ChangeState
value = 740
triggerall = var(30) = 30000
triggerall = stateno = 600
trigger1 = time >= 30
triggerall = command = "b"

; Air Dash Punch
[State -1, Jump Strong Kick]
type = ChangeState
value = 741
triggerall = stateno != [45,51]
triggerall = stateno = 740
triggerall = time >= 14
triggerall = command = "b"
trigger1 = statetype = A

;---------------------------------------------------------------------------
; Downwards Weak Punch
[State -1, Jump Strong Kick]
type = ChangeState
value = 750
triggerall = command != "holdup"
triggerall = command != "holdback"
triggerall = command != "holdfwd"
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = stateno != 51
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = prevstateno = 600
trigger2 = var(30) = 30000
trigger2 = statetype = A

[State -1, Jump Strong Kick]
type = ChangeState
value = 751
triggerall = command = "b"
triggerall = stateno != [45,50]
triggerall = stateno = 750
triggerall = time >= 16
trigger1 = statetype = A

;---------------------------------------------------------------------------
; Wall Stand from Jumps
[State -1, Wall Jump]
type = ChangeState
value = 900
triggerall = ctrl
triggerall = var(30) != 30000
triggerall = statetype = A
triggerall = time >= 20
trigger1 = command = "holdfwd"
trigger1 = frontedgedist <= 20
trigger2 = command = "holdback"
trigger2 = backedgedist <= 20

; Wall Stand from Retreat
[State -1, Wall Jump]
type = ChangeState
value = 900
triggerall = ctrl
triggerall = var(30) != 30000
triggerall = stateno = 105
triggerall = time >= 15
trigger1 = command = "holdback"
trigger1 = backedgedist <= 20

; Wall Stand from Jump Guards
[State -1, Wall Jump]
type = ChangeState
value = 900
;triggerall = ctrl
triggerall = var(30) != 30000
triggerall = stateno = [120,140]
triggerall = time >= 5
triggerall = statetype = A
trigger1 = command = "holdback"
trigger1 = backedgedist <= 25

; Wall Stand As Recover
[State -1, Wall Jump]
type = ChangeState
value = 900
triggerall = ctrl
triggerall = stateno = [5000,5070]
triggerall = time >= 10
triggerall = var(30) != 30000
trigger1 = command = "a"
trigger1 = backedgedist <= 20
trigger2 = command = "holdback"
trigger2 = backedgedist <= 20

; Kawarimi
[State -1, Jump Strong Kick]
type = ChangeState
value = 9000
triggerall = command = "z"
triggerall = time = [0,15]
triggerall = power>= 200
triggerall = alive
trigger1 = stateno = [5000,5070]

; Test Bunshin Tai Atari
;[State -1, Jump Strong Kick]
;type = ChangeState
;value = 16700
;trigger1 = command = "s"
