[Command]
Name = "waza2"
Command = ~F, DF, D, DB, B, x
Time = 40
[Command]
Name = "waza2"
Command = ~F, DF, D, DB, B, y
Time = 40
[Command]
Name = "waza2"
Command = ~F, DF, D, DB, B, z
Time = 40
[Command]
Name = "waza2"
Command = ~B, DB, D, DF, F, x
Time = 40
[Command]
Name = "waza2"
Command = ~B, DB, D, DF, F, y
Time = 40
[Command]
Name = "waza2"
Command = ~B, DB, D, DF, F, z
Time = 40

[Command]
Name = "o_super"
Command = x, x, F, a, z
Time = 40

[Command]
Name = "FF"
Command = F, F
[Command]
Name = "BB"
Command = B, B

[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

[Command]
Name = "fwd"
Command = F
Time = 1
[Command]
Name = "back"
Command = B
Time = 1
[Command]
Name = "up" 
Command = U
Time = 1
[Command]
Name = "down"
Command = D
Time = 1

[Command]
Name = "holda"
Command = /$a
Time = 1
[Command]
Name = "holdb"
Command = /$b
Time = 1
[Command]
Name = "holdc"
Command = /$c
Time = 1
[Command]
Name = "holdx"
Command = /$x
Time = 1
[Command]
Name = "holdy"
Command = /$y
Time = 1
[Command]
Name = "holdz"
Command = /$z
Time = 1

[Command]
Name = "holdfwd"
Command = /$F
Time = 1
[Command]
Name = "holdback"
Command = /$B
Time = 1
[Command]
Name = "holdup" 
Command = /$U
Time = 1
[Command]
Name = "holddown"
Command = /$D
Time = 1

[Command]
Name = "recovery"
Command = a+b+c+x+y+z+s
Time = 0

[StateDef -1]
[State -1];瞬獄落
Type = ChangeState
Trigger1 = Command = "o_super" && StateType != A && (Ctrl||(Time<2&&StateNo=[200,399]))&&RoundState=2&&Power>=1000
Value = 1400
[State -1];スクリューパイルドライバー
Type = ChangeState
Trigger1 = Command = "waza2" && (StateType!=A||Var(13)) && (Ctrl||StateNo=40||(Time<2&&StateNo=[200,399])) && P2BodyDist X < (110*Const(Size.XScale))&&RoundState=2
Value = 1100
[State -1];ダブルラリアット
Type = ChangeState
Trigger1=(Command="x"&&Command="y"&&Command="z")&&(StateType!=A||Var(13))&&(Ctrl||(Time<2&&StateNo=[200,399])||Var(6)>0)&&RoundState=2
Value = 1000
[State -1];ハイスピードダブルラリアット
Type = ChangeState
Trigger1=(Command="a"&&Command="b"&&Command="c")&&(StateType!=A||Var(13))&&(Ctrl||(Time<2&&StateNo=[200,399]))&&RoundState=2
Value = 1200

[State -1];立ち投げ
Type = ChangeState
Trigger1=StateNo=20&&(((Command="b"||Command="c")&&P2BodyDist X<(40*Const(Size.XScale)))||Command="y"||Command="z")&&P2BodyDist X<(55*Const(Size.XScale))&&RoundState=2
Value = IFelse(Command="y"||Command="z", IFelse(P2BodyDist X<(40*Const(Size.XScale)), IFelse(Command="y", 510,530), IFelse(Command="y", 500, 520)), IFelse(Command="b", 540, 550))
[State -1];座り投げ
Type = ChangeState
Trigger1 = (StateNo=10||StateNo=11) && (Command="y"||Command="z") && Command = "holddown" && P2BodyDist X < (55*Const(Size.XScale)) && RoundState = 2
Value = IFelse(P2BodyDist X<(40*Const(Size.XScale)), IFelse(Command="y", 570, 580), IFelse(Command="y", 560, 565))

[State -1];特殊攻撃
Type = ChangeState
Trigger1 = (((Command="z"||(Var(10)=1&&Command="a"))&&Command="holddown"&&Vel X!=0)||((Command="y"||Command="z")&&Command="holdup"&&Vel X=0)) && StateType = A && Ctrl&&Var(30)!=1&&RoundState=2
Value = IFelse(Vel X=0, 460, IFelse(Command="a", 431, 470))

[State -1];立ちパンチ攻撃
Type = ChangeState
Trigger1 = (Command="x"||Command="y"||Command="z") && StateType = S && Ctrl && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="x", 200+(P2BodyDist X<(35*Const(Size.XScale))), IFelse(Command="y" ,210, 220))
[State -1];立ちキック攻撃
Type = ChangeState
Trigger1 = (Command="a"||Command="b"||Command="c") && StateType = S && Ctrl && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="a",230+(P2BodyDist X<(22*Const(Size.XScale))), IFelse(Command="b",240+(P2BodyDist X<(40*Const(Size.XScale))),250+(P2BodyDist X<(40*Const(Size.XScale)))))
[State -1];しゃがみ攻撃
Type = ChangeState
Trigger1 = (Command="x"||Command="y"||Command="z"||Command="a"||Command="b"||Command="c") && StateType = C && Ctrl && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="x", 300, IFelse(Command="y", 310, IFelse(Command="z", 320, IFelse(Command="a", 330, IFelse(Command="b", 340, 350)))))
[State -1];空中パンチ攻撃
Type = ChangeState
Trigger1 = (Command="x"||Command="y"||Command="z") && StateType = A && Ctrl && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="x",400,IFelse(Command="y",410,IFelse(Vel X=0,420,421)))
[State -1];空中キック攻撃
Type = ChangeState
Trigger1 = (Command="a"||Command="b"||Command="c") && StateType = A && Ctrl && Var(30) != 1 && RoundState = 2
Value = IFelse(Command="a",IFelse(Vel X=0||Var(10)=1,430,431),IFelse(Command="b",440,450))
[State -1];弱攻撃連打処理
Type = ChangeState
Trigger1 = (Command="x"&&(((StateNo=200||StateNo=300)&&AnimElem=2,>1)||(StateNo=201&&AnimElem=3,>0))) && RoundState = 2
Value = IFelse(Command="holddown", 300, 200+(P2BodyDist X<(35*Const(Size.XScale))))
