;================================
　　　　☆葉月くるみ☆
;================================

[Remap]
a = b
b = c
c = y
x = a
y = z
z = x
s = s

;-| A.I. Command |---------------------------------------------------------
[Command]
name = "AI00"
command = a,b,c,x,y,z,s,z,y,x,c,b,a,a,a
time = 0

[Command]
name = "AI01"
command = a,b,c,x,y,z,s,z,y,x,c,b,a,b,b
time = 0

[Command]
name = "AI02"
command = a,b,c,x,y,z,s,z,y,x,c,b,a,c,c
time = 0

[Command]
name = "AI03"
command = a,b,c,x,y,z,s,z,y,x,c,b,a,x,x
time = 0

[Command]
name = "AI04"
command = a,b,c,x,y,z,s,z,y,x,c,b,a,y,y
time = 0

[Command]
name = "AI05"
command = a,b,c,x,y,z,s,z,y,x,c,b,a,z,z
time = 0

[Command]
name = "AI06"
command = a,b,c,x,y,z,s,z,y,x,c,b,a,s,s
time = 0

[Command]
name = "AI07"
command = a,b,c,x,y,z,s,z,y,x,c,b,a,F,F
time = 0

[Command]
name = "AI08"
command = a,b,c,x,y,z,s,z,y,x,c,b,a,B,B
time = 0

[Command]
name = "AI09"
command = a,b,c,x,y,z,s,z,y,x,c,b,a,U,U
time = 0

[Command]
name = "AI10"
command = a,b,c,x,y,z,s,z,y,x,c,b,a,D,D
time = 0

[Command]
name = "AI11"
command = a,a,b,c,x,y,z,s,z,y,x,c,b,a,a
time = 0

[Command]
name = "AI12"
command = b,a,b,c,x,y,z,s,z,y,x,c,b,a,b
time = 0

[Command]
name = "AI13"
command = c,a,b,c,x,y,z,s,z,y,x,c,b,a,c
time = 0

[Command]
name = "AI14"
command = x,a,b,c,x,y,z,s,z,y,x,c,b,a,x
time = 0

[Command]
name = "AI15"
command = y,a,b,c,x,y,z,s,z,y,x,c,b,a,y
time = 0

[Command]
name = "AI16"
command = z,a,b,c,x,y,z,s,z,y,x,c,b,a,z
time = 0

[Command]
name = "AI17"
command = s,a,b,c,x,y,z,s,z,y,x,c,b,a,s
time = 0

[Command]
name = "AI18"
command = F,a,b,c,x,y,z,s,z,y,x,c,b,a,F
time = 0

[Command]
name = "AI19"
command = B,a,b,c,x,y,z,s,z,y,x,c,b,a,B
time = 0

[Command]
name = "AI20"
command = U,a,b,c,x,y,z,s,z,y,x,c,b,a,U
time = 0

[Command]
name = "AI21"
command = D,a,b,c,x,y,z,s,z,y,x,c,b,a,D
time = 0

[Command]
name = "AI22"
command = a,a,a,b,c,x,y,z,s,z,y,x,c,b,a
time = 0

[Command]
name = "AI23"
command = b,b,a,b,c,x,y,z,s,z,y,x,c,b,a
time = 0

[Command]
name = "AI24"
command = c,c,a,b,c,x,y,z,s,z,y,x,c,b,a
time = 0

[Command]
name = "AI25"
command = x,x,a,b,c,x,y,z,s,z,y,x,c,b,a
time = 0

[Command]
name = "AI26"
command = y,y,a,b,c,x,y,z,s,z,y,x,c,b,a
time = 0

[Command]
name = "AI27"
command = z,z,a,b,c,x,y,z,s,z,y,x,c,b,a
time = 0

[Command]
name = "AI28"
command = s,s,a,b,c,x,y,z,s,z,y,x,c,b,a
time = 0

[Command]
name = "AI29"
command = F,F,a,b,c,x,y,z,s,z,y,x,c,b,a
time = 0

[Command]
name = "AI30"
command = B,B,a,b,c,x,y,z,s,z,y,x,c,b,a
time = 0

[Command]
name = "AI31"
command = U,U,a,b,c,x,y,z,s,z,y,x,c,b,a
time = 0

[Command]
name = "AI32"
command = D,D,a,b,c,x,y,z,s,z,y,x,c,b,a
time = 0

[Command]
name = "AI33"
command = a,b,c,a,a,a,a,s,a,a,a,a,x,y,z
time = 0

[Command]
name = "AI34"
command = a,b,c,b,b,b,b,s,b,b,b,b,x,y,z
time = 0

[Command]
name = "AI35"
command = a,b,c,c,c,c,c,s,c,c,c,c,x,y,z
time = 0

[Command]
name = "AI36"
command = a,b,c,x,x,x,x,s,x,x,x,x,x,y,z
time = 0

[Command]
name = "AI37"
command = a,b,c,y,y,y,y,s,y,y,y,y,x,y,z
time = 0

[Command]
name = "AI38"
command = a,b,c,z,z,z,z,s,z,z,z,z,x,y,z
time = 0

[Command]
name = "AI39"
command = a,b,c,F,B,U,D,s,F,B,U,D,x,y,z
time = 0

[Command]
name = "AI40"
command = a,a,a,a,a,b,c,x,y,z,s,a,a,a,a
time = 0

[Command]
name = "AI41"
command = b,b,b,b,a,b,c,x,y,z,s,b,b,b,b
time = 0

[Command]
name = "AI42"
command = c,c,c,c,a,b,c,x,y,z,s,c,c,c,c
time = 0

[Command]
name = "AI43"
command = x,x,x,x,a,b,c,x,y,z,s,x,x,x,x
time = 0

[Command]
name = "AI44"
command = y,y,y,y,a,b,c,x,y,z,s,y,y,y,y
time = 0

[Command]
name = "AI45"
command = z,z,z,z,a,b,c,x,y,z,s,z,z,z,z
time = 0

[Command]
name = "AI46"
command = s,s,s,s,a,b,c,x,y,z,s,s,s,s,s
time = 0

[Command]
name = "AI47"
command = F,F,F,F,a,b,c,x,y,z,s,F,F,F,F
time = 0

[Command]
name = "AI48"
command = B,B,B,B,a,b,c,x,y,z,s,B,B,B,B
time = 0

[Command]
name = "AI49"
command = U,U,U,U,a,b,c,x,y,z,s,U,U,U,U
time = 0

[Command]
name = "AI50"
command = D,D,D,D,a,b,c,x,y,z,s,D,D,D,D
time = 0

;-| 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"
command = x+y
time = 1

[Command]
name = "nothing"
command = b+y
time = 1

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

[Command]
name = "kaihi_u"
command = /$B,x+a ;回避うしろ
time = 1　　

[Command]
name = "kaihi_m"
command = /$F,x+a ;回避まえ
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 = "s"
command = s
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

;-| Hold Single Button |-----------------------------------------------------
[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 = "holds"
command = /s
time = 1

;-| Circle |-----------------------------------------------------------
[Command]
name = "QCF_A"     ;Required (do not remove)
command = ~D, F, a
time = 10

[Command]
name = "QCF_B"     ;Required (do not remove)
command = ~D, F, b
time = 10

[Command]
name = "QCF_C"     ;Required (do not remove)
command = ~D, F, c
time = 10

[Command]
name = "QCF_X"     ;Required (do not remove)
command = ~D, F, x
time = 10

[Command]
name = "QCF_Y"     ;Required (do not remove)
command = ~D, F, y
time = 10

[Command]
name = "QCF_Z"     ;Required (do not remove)
command = ~D, F, z
time = 10
;-----------------------
[Command]
name = "QCB_A"     ;Required (do not remove)
command = ~D, B, a
time = 10

[Command]
name = "QCB_B"     ;Required (do not remove)
command = ~D, B, b
time = 10

[Command]
name = "QCB_C"     ;Required (do not remove)
command = ~D, B, c
time = 10

[Command]
name = "QCB_X"     ;Required (do not remove)
command = ~D, B, x
time = 10

[Command]
name = "QCB_Y"     ;Required (do not remove)
command = ~D, B, y
time = 10

[Command]
name = "QCB_Z"     ;Required (do not remove)
command = ~D, B, z
time = 10

;-| Specials |--------------------------------------------------------------
[Command]
name = "おとなになるのですっ！"
command = ~F, DF, D, DB, B, x+y+c
time = 25

[Command]
name = "ツイン☆釘宮パンチ!"
command = ~D, DF, F, D, DF, F, x+y
time = 25

[Command]
name = "ツイン☆釘宮パンチ!"
command = ~D, DF, F, D, DF, F,x+y 
time = 25

[Command]
name = "エンジェルハイパーボム"
command = ~D, DF, F, D, DF, F, a
time = 25

[Command]
name = "エンジェルハイパーボム"
command = ~D, DF, F, D, DF, F, b
time = 25

[Command]
name = "超必殺エンジェルボム"
command = ~D, DF, F, D, DF, F, x
time = 25

[Command]
name = "超必殺エンジェルボム"
command = ~D, DF, F, D, DF, F, y
time = 25

[Command]
name = "投げ"
command = x+y
time = 1

[Command]
name = "エンジェルシュートb"
command = ~D, DF, F, b
time = 15

[Command]
name = "エンジェルシュートa"
command = ~D, DF, F, a
time = 15

[Command]
name = "エンジェルボムx"
command = ~D, DF, F, x
time = 15

[Command]
name = "エンジェルボムy"
command = ~D, DF, F, y
time = 15

[Command]
name = "対空エンジェルボムx"
command = ~F, D, DF, x
time = 15

[Command]
name = "対空エンジェルボムy"
command = ~F, D, DF, y
time = 15

[Command]
name = "クルミアタックx"
command = ~D, DB, B, x
time = 15

[Command]
name = "クルミアタックy"
command = ~D, DB, B, y
time = 15

;-| 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]
;---------------------------------------------------------------------------
; おとなになるのですっ！
[State -1:      おとなになるのですっ！]
type            = ChangeState
value      = 2291
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (power >= 3000)
triggerall      = numhelper(999) = 0
triggerall      = command = "おとなになるのですっ！"
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200) || (stateno = 211)|| (stateno = 201)|| (stateno = 214) ||(stateno = 213) ||(stateno = 1041) 
trigger2        = (movecontact)
trigger3        = (statetype = C) && (ctrl)

; ツイン☆釘宮パンチ！
[State -1:      ツイン☆釘宮パンチ！]
type            = ChangeState
value      = 7655
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (power >= 3000)
triggerall      = command = "ツイン☆釘宮パンチ!"
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200) || (stateno = 211)|| (stateno = 201)|| (stateno = 214) ||(stateno = 213) ||(stateno = 1041) 
trigger2        = (movecontact)
trigger3        = (statetype = C) && (ctrl)

; エンジェルハイパーボム
[State -1:      エンジェルハイパーボム]
type            = ChangeState
value      = 1944
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (power >= 2000)
triggerall      = command = "エンジェルハイパーボム"
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200) || (stateno = 211)|| (stateno = 201)|| (stateno = 214) ||(stateno = 213) ||(stateno = 1041) 
trigger2        = (movecontact)
trigger3        = (statetype = C) && (ctrl)
trigger4        = (stateno = 337)|| (stateno = 336)|| (stateno = 339)|| (stateno = 449)

; ストライカー「リリカ」
[State -1]
type = ChangeState
value = 3600
triggerall = var(20) = 0
triggerall = statetype != A
triggerall = alive
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = command = "c"
triggerall = ctrl = 1
triggerall = power >= 1500
triggerall = numhelper(999) = 0
trigger1 = statetype = S
trigger2 = statetype = C

; 超必殺エンジェルボム
[State -1:      超必殺エンジェルボム]
type            = ChangeState
value      = 7745
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (power >= 1000)
triggerall      = command = "超必殺エンジェルボム"
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200) || (stateno = 211)|| (stateno = 201)|| (stateno = 214) ||(stateno = 213) ||(stateno = 1041) 
trigger2        = (movecontact)
trigger3        = (statetype = C) && (ctrl)
trigger4        = (stateno = 337)|| (stateno = 336)|| (stateno = 339)|| (stateno = 449)

; 投げ
[State -1:      投げ]
type            = ChangeState
value      = 627
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "投げ")
trigger1        = (statetype = S) && (ctrl)
trigger2        = (statetype = C) && (ctrl)

; エンジェルシュート（強）
[State -1:      エンジェルシュート（強）]
type            = ChangeState
value      = 7923
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = command = "エンジェルシュートb"
trigger1        = (statetype = A) && (ctrl)
trigger2        = (stateno = 400) || (stateno = 401)|| (stateno = 402)|| (stateno = 403)
trigger2        = (movecontact)

; エンジェルシュート（弱）
[State -1:      エンジェルシュート（弱）]
type            = ChangeState
value      = 7922
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = command = "エンジェルシュートa"
trigger1        = (statetype = A) && (ctrl)
trigger2        = (stateno = 400) || (stateno = 401)|| (stateno = 402)|| (stateno = 403)
trigger2        = (movecontact)

; クルミアタック（強）
[State -1:      クルミアタック（強）]
type            = ChangeState
value      = 1006
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = command = "クルミアタックy"
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200) || (stateno = 211)|| (stateno = 201)|| (stateno = 214) ||(stateno = 213) ||(stateno = 1041) 
trigger2        = (movecontact)

; クルミアタック（弱）
[State -1:      クルミアタック（弱）]
type            = ChangeState
value      = 1005
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = command = "クルミアタックx"
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200) || (stateno = 211)|| (stateno = 201)|| (stateno = 214) ||(stateno = 213) ||(stateno = 1041) 
trigger2        = (movecontact)

; 対空エンジェルボム（弱）
[State -1:      対空エンジェルボム（弱）]
type            = ChangeState
value      = 436
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = command = "対空エンジェルボムx"
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200) || (stateno = 211)|| (stateno = 201)|| (stateno = 214) ||(stateno = 213) ||(stateno = 1041) 
trigger2        = (movecontact)
trigger3        = (statetype = C) && (ctrl)

; 対空エンジェルボム（強）
[State -1:      対空エンジェルボム（強）]
type            = ChangeState
value      = 437
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = command = "対空エンジェルボムy"
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200) || (stateno = 211)|| (stateno = 201)|| (stateno = 214) ||(stateno = 213) ||(stateno = 1041) 
trigger2        = (movecontact)
trigger3        = (statetype = C) && (ctrl)

; エンジェルボム（弱）
[State -1:      エンジェルボム（弱）]
type            = ChangeState
value      = 336
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = command = "エンジェルボムx"
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200) || (stateno = 211)|| (stateno = 201)|| (stateno = 214) ||(stateno = 213) ||(stateno = 1041) 
trigger2        = (movecontact)
trigger3        = (statetype = C) && (ctrl)

; エンジェルボム（強）
[State -1:      エンジェルボム（強）]
type            = ChangeState
value      = 337
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = command = "エンジェルボムy"
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200) || (stateno = 211)|| (stateno = 201)|| (stateno = 214) ||(stateno = 213) ||(stateno = 1041) 
trigger2        = (movecontact)
trigger3        = (statetype = C) && (ctrl)

;---------------------------------------------------------------------------
; ダッシュアタック
[State -1:      ダッシュアタック]
type            = ChangeState
value      = 1041
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (stateno = 100) && (command = "y")
trigger1        = (statetype = S) && (ctrl)

;---------------------------------------------------------------------------
; 回避・前
[State -1:      kaihi_b]
type            = ChangeState
value      = 723
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "kaihi_m")
trigger1        = (statetype = S) && (ctrl)

; 回避・後ろ
[State -1:      kaihi_b]
type            = ChangeState
value      = 724
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "kaihi_u")
trigger1        = (statetype = S) && (ctrl)

; 挑発
[State -1:      挑発]
type            = ChangeState
value      = 5468
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "s")
trigger1        = (statetype = S) && (ctrl)
trigger2        = (statetype = C) && (ctrl)

;---------------------------------------------------------------------------
;------------------------------------------------------------------BASIC----
;---------------------------------------------------------------------------
; ダッシュ
[State -1:      ダッシュ]
type            = ChangeState
value      = 100
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "FF")
trigger1        = (statetype = S) && (ctrl)

;---------------------------------------------------------------------------
;飛び退き
[State -1:      飛び退き]
type            = ChangeState
value      = 105
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "BB")
trigger1        = (statetype = S) && (ctrl)

;---------------------------------------------------------------------------
; 弱パンチ
[State -1:      Light Punch]
type            = ChangeState
value      = 200
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "x")
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 302) || (stateno = 301)|| (stateno = 300)|| (stateno = 303)
trigger3        = (statetype = C) && (ctrl)

;---------------------------------------------------------------------------
; 強パンチ
[State -1:      Hard Punch]
type            = ChangeState
value      = 201
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "y")
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200) || (stateno = 211)|| (stateno = 213) && (time > 10) ||(stateno = 302) || (stateno = 301)|| (stateno = 300)|| (stateno = 303)
trigger2        = (movecontact)
trigger3        = (statetype = C) && (ctrl)

;---------------------------------------------------------------------------
; 弱キック
[State -1:      Light Kick]
type            = ChangeState
value      = 211
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "a")
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200)|| (stateno = 302) || (stateno = 301)|| (stateno = 300)|| (stateno = 303)
trigger2        = (movecontact)
trigger3        = (statetype = C) && (ctrl)

;---------------------------------------------------------------------------
; 強キック
[State -1:      Hard Kick]
type            = ChangeState
value      = 214
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "b")
trigger1        = (statetype = S) && (ctrl)
trigger2        = (stateno = 200) || (stateno = 211)|| (stateno = 201)|| (stateno = 213) && (time > 10)||(stateno = 302) || (stateno = 301)|| (stateno = 300)|| (stateno = 303)
trigger2        = (movecontact)
trigger3        = (statetype = C) && (ctrl)

;---------------------------------------------------------------------------
; ジャンプ弱パンチ
[State -1:      Air Light Punch]
type            = ChangeState
value      = 400
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "x")
trigger1        = (statetype = A) && (ctrl)

;---------------------------------------------------------------------------
; ジャンプ強パンチ
[State -1:      Air Hard Punch]
type            = ChangeState
value      = 401
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "y")
trigger1        = (statetype = A) && (ctrl)
trigger2        = (stateno = 400) || (stateno = 402)|| (stateno = 403)
trigger2        = (movecontact)

;---------------------------------------------------------------------------
; ジャンプ弱キック
[State -1:      Air Light Kick]
type            = ChangeState
value      = 402
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "a")
trigger1        = (statetype = A) && (ctrl)
trigger2        = (stateno = 400) 
trigger2        = (movecontact)

;---------------------------------------------------------------------------
; ジャンプ強キック
[State -1:      Air Hard Kick]
type            = ChangeState
value      = 403
triggerall      = var(20) = 0
triggerall      = alive
triggerall      = roundstate = 2
triggerall      = !ishelper
triggerall      = (command = "b")
trigger1        = (statetype = A) && (ctrl)
trigger2        = (stateno = 400) || (stateno = 401)|| (stateno = 402)
trigger2        = (movecontact)

;---------------------------------------------------------------------------
; フェイスアイコンヘルパー
[Statedef 7732]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 11111
sprpriority = 3
ontop = 1

[State 7732, AssertSpecial]
type            = AssertSpecial
trigger1        = (1)
flag            = Noshadow
ignorehitpause  = 1

[State 7732, kao];p1側に表示
type            = Explod
triggerall      = root,var(25) = 1
trigger1        = numexplod(7732) = 0
anim            = 7732
ID              = 7732
pos             = 2+root,var(47)+root,var(46),21-root,var(48)
postype         = left
keyctrl         = 0
ignorehitpause  = 1
sprpriority     = 3
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -1
ontop           = 1
supermove       = 0
pausemovetime   = 0
scale           = .27, .27
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7732, kao];p1側に表示
type            = Explod
triggerall      = root,var(25) = 1
triggerall      = root,movetype = A
trigger1        = numexplod(7733) = 0
anim            = 7733
ID              = 7733
pos             = 2+root,var(47)+root,var(46),21-root,var(48)
postype         = left
keyctrl         = 0
ignorehitpause  = 1
sprpriority     = 4
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -1
ontop           = 1
supermove       = 0
pausemovetime   = 0
scale           = .27, .27
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7732, kao];p1側に表示
type            = Explod
triggerall      = root,var(25) = 1
triggerall      = root,movetype = H
triggerall      = root,anim != [120,159]
trigger1        = numexplod(7734) = 0
anim            = 7734
ID              = 7734
pos             = 2+root,var(47)+root,var(46),21-root,var(48)
postype         = left
keyctrl         = 0
ignorehitpause  = 1
sprpriority     = 5
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -1
ontop           = 1
supermove       = 0
pausemovetime   = 0
scale           = .27, .27
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7732, kao];p2に表示
type            = Explod
triggerall      = root,var(25) = 0
trigger1        = numexplod(7732) = 0
anim            = 7732
ID              = 7732
pos             = 292-root,var(47)-root,var(46),21-root,var(48)
postype         = left
keyctrl         = 0
ignorehitpause  = 1
sprpriority     = 3
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -1
ontop           = 1
supermove       = 0
pausemovetime   = 0
scale           = .27, .27
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7732, kao];p2に表示
type            = Explod
triggerall      = root,var(25) = 0
triggerall      = root,movetype = A
trigger1        = numexplod(7733) = 0
anim            = 7733
ID              = 7733
pos             = 292-root,var(47)-root,var(46),21-root,var(48)
postype         = left
keyctrl         = 0
ignorehitpause  = 1
sprpriority     = 4
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -1
ontop           = 1
supermove       = 0
pausemovetime   = 0
scale           = .27, .27
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7732, kao];p2に表示
type            = Explod
triggerall      = root,var(25) = 0
triggerall      = root,movetype = H
triggerall      = root,anim != [120,159]
trigger1        = numexplod(7734) = 0
anim            = 7734
ID              = 7734
pos             = 292-root,var(47)-root,var(46),21-root,var(48)
postype         = left
keyctrl         = 0
ignorehitpause  = 1
sprpriority     = 5
facing          = 1
vfacing         = 1
bindtime        = -1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -1
ontop           = 1
supermove       = 0
pausemovetime   = 0
scale           = .27, .27
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7732, RemoveExplod]
type            = RemoveExplod
trigger1        = numhelper(3172) > 0
trigger2        = root,movetype = A
trigger3        = root,movetype = H && root,anim != [120,159]
ID              = 7732
ignorehitpause  = 1

[State 7732, RemoveExplod]
type            = RemoveExplod
trigger1        = numhelper(3172) > 0
trigger2        = root,movetype != A
ID              = 7733
ignorehitpause  = 1

[State 7732, RemoveExplod]
type            = RemoveExplod
trigger1        = numhelper(3172) > 0
trigger2        = root,movetype != H
ID              = 7734
ignorehitpause  = 1

[State 7732, Stage Forward]
type = Helper
trigger1 = !var(0)
trigger1 = !numhelper(100000)
trigger1 = roundstate = 2
helpertype = normal
name = "stage_forward"
stateno = 100000
id = 100000
keyctrl = 0
persistent = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 7732, Stage Backward]
type = Helper
trigger1 = !var(1)
trigger1 = !numhelper(110000)
trigger1 = roundstate = 2
helpertype = normal
name = "stage_backward"
stateno = 110000
id = 110000
pos = 0,0
keyctrl = 0
pausemovetime = 99999999
supermovetime = 99999999
persistent = 0

[State 7732, Stage Helper]
type = VarSet
trigger1 = numhelper(100000) > 0
var(2) = ceil(helper(100000),rootdist x)

[State 7732, Stage Helper]
type = VarSet
trigger1 = numhelper(110000) > 0
var(3) = ceil(helper(110000),rootdist x)

[State 7732, Stage Helper]
type = VarSet
trigger1 = 1
var(0) = IfElse((rootdist X < p2dist x), ceil(var(2)+(rootdist x))*(ifelse(root,facing = 0, 1, -1)), ceil(var(3)+(rootdist x))*(ifelse(root,facing = 0, -1, 1)))

[State 7732, Stage Helper]
type = VarSet
trigger1 = 1
var(1) = ifelse((rootdist x < p2dist x), ceil(var(3)+(rootdist x))*(ifelse(root,facing = 0, 1, -1)), ceil(var(2)+(rootdist x))*(ifelse(root,facing = 0, -1, 1)))

[State 7732, DestroySelf]
type            = DestroySelf
trigger1        = root,alive = 0

;---------------------------------------------------------------------------
; フェイスアイコン消しヘルパー
[Statedef 3172]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 3172
sprpriority = 3
ontop = 1

[State 0, ]
type            = AssertSpecial
trigger1        = (1)
flag            = Noshadow
ignorehitpause  = 1

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = root,stateno = 7745 && root,animelemtime(12) >= 0
trigger2        = root,stateno = 1944 && root,animelemtime(13) >= 0
trigger3        = root,stateno = 7655 && root,animelemtime(47) >= 0
trigger4        = root,stateno = 2291 && root,time >= 150

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