;-| Button Remapping |-----------------------------------------------------
[Remap]
a = a	;弱攻撃
b = b	;強攻撃
c = z	;蹴り
x = c	;弾き
y = y	;投げ（簡易ボタン）
z = x	;強攻撃＋蹴り同時押し（簡易ボタン）
s = s	;挑発

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

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

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "AI11"
command = a,a,a,a,a,b,b,b,b,b,c,c,c,c,c
time = 0

[Command]
name = "AI12"
command = b,b,b,b,b,c,c,c,c,c,x,x,x,x,x
time = 0

[Command]
name = "AI13"
command = c,c,c,c,c,x,x,x,x,x,y,y,y,y,y
time = 0

[Command]
name = "AI14"
command = x,x,x,x,x,y,y,y,y,y,z,z,z,z,z
time = 0

[Command]
name = "AI15"
command = y,y,y,y,y,z,z,z,z,z,s,s,s,s,s
time = 0

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

[Command]
name = "AI17"
command = F,F,F,F,F,B,B,B,B,B,U,U,U,U,U
time = 0

[Command]
name = "AI18"
command = B,B,B,B,B,U,U,U,U,U,D,D,D,D,D
time = 0

[Command]
name = "AI19"
command = U,U,U,U,U,D,D,D,D,D,F,B,U,D,s
time = 0

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "AI31"
command = a,a,a,a,a,b,b,b,b,b,c,c,c,c,c
time = 0

[Command]
name = "AI32"
command = b,b,b,b,b,c,c,c,c,c,x,x,x,x,x
time = 0

[Command]
name = "AI33"
command = c,c,c,c,c,x,x,x,x,x,y,y,y,y,y
time = 0

[Command]
name = "AI34"
command = x,x,x,x,x,y,y,y,y,y,z,z,z,z,z
time = 0

[Command]
name = "AI35"
command = y,y,y,y,y,z,z,z,z,z,s,s,s,s,s
time = 0

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

[Command]
name = "AI37"
command = F,F,F,F,F,B,B,B,B,B,U,U,U,U,U
time = 0

[Command]
name = "AI38"
command = B,B,B,B,B,U,U,U,U,U,D,D,D,D,D
time = 0

[Command]
name = "AI39"
command = F,B,U,D,s,U,U,U,U,U,D,D,D,D,D
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

;-| Super Motions |--------------------------------------------------------
[Command]
name = "641236+AB"
command = ~F, B, DB, D, DF, F, a+b
time = 36

[Command]
name = "641236+B"
command = ~F, B, DB, D, DF, F, b
time = 36

[Command]
name = "22+A"
command = ~D, D, a
time = 36

[Command]
name = "22+B"
command = ~D, D, b
time = 36

;-| Special Motions |------------------------------------------------------
[Command]
name = "63214+A"
command = ~F, DF, D, DB, B, a
time = 30

[Command]
name = "63214+B"
command = ~F, DF, D, DB, B, b
time = 30

[Command]
name = "63214+C"
command = ~F, DF, D, DB, B, c
time = 30

[Command]
name = "421+A"
command = ~B, D, DB, a
time = 13

[Command]
name = "421+B"
command = ~B, D, DB, b
time = 13

[Command]
name = "421+C"
command = ~B, D, DB, c
time = 13

[Command]
name = "623+A"
command = ~F, D, DF, a
time = 13

[Command]
name = "623+B"
command = ~F, D, DF, b
time = 13

[Command]
name = "623+C"
command = ~F, D, DF, c
time = 13

[Command]
name = "236+A"
command = ~D, DF, F, a
time = 20

[Command]
name = "236+B"
command = ~D, DF, F, b
time = 20

[Command]
name = "236+C"
command = ~D, DF, F, c
time = 20

[Command]
name = "412+X"
command = ~B, DB, D, x
time = 20

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10;20

[Command]
name = "BB"
command = B, B
time = 10;20

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "A+B"
command = a+b
time = 1

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

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

[Command]
name = "C+D"
command = c+x
time = 1

[Command]
name = "B+C+D"
command = b+c+x
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "2a"
command = /$D, a
time = 1

[Command]
name = "2b"
command = /$D, b
time = 1

[Command]
name = "2c"
command = /$D, c
time = 1

[Command]
name = "3a"
command = /DF, a
time = 1

[Command]
name = "3b"
command = /DF, b
time = 1

[Command]
name = "3c"
command = /DF, c
time = 1

[Command]
name = "4a"
command = /$B, a
time = 1

[Command]
name = "4b"
command = /$B, b
time = 1

[Command]
name = "4c"
command = /$B ,c
time = 1

[Command]
name = "6a"
command = /$F, a
time = 1

[Command]
name = "6b"
command = /$F, b
time = 1

[Command]
name = "6c"
command = /$F, c
time = 1

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

[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 = "CancelGuard"
command = $B
time = 1

;-| 押しっぱなし設定（いじらない）-------------------------------------------------------
[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 = "holddownback"
command = /$DB
time = 1

[Command]
name = "holddownforward"
command = /$DF
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 = "holdz"
command = /z
time = 1

; 下の記述↓は絶対に消さないでください。
;===========================================================================
[Statedef -1]
;===========================================================================
[State -1, ChangeState]
type = ChangeState
trigger1 = IsHelper(32102)
value = 32102
ignorehitpause = 1

;===========================================================================
;玄武の怒り
[State -1, 641236+B]
type = ChangeState
value = 3000
triggerall = Var(59) = 0
triggerall = Var(1) != 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 && Floor((256*Life)/LifeMax) < 65
triggerall = Command = "641236+B" || Helper(32102),Var(10) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;玄武の怒り
[State -1, 641236+B]
type = ChangeState
value = 3000
triggerall = Var(59) = 0
triggerall = Var(1) != 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 && Floor((256*Life)/LifeMax) < 65
triggerall = Command = "641236+B" || Helper(32102),Var(10) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;玄武の怒り
[State -1, 641236+B]
type = ChangeState
value = 3000
triggerall = Var(59) = 0
triggerall = Var(1) != 1
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 && Floor((256*Life)/LifeMax) < 65
triggerall = Command = "641236+B" || Helper(32102),Var(10) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;---------------------------------------------------------------------------
;玄武の咆哮
[State -1, 641236+AB]
type = ChangeState
value = 2000
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 || Floor((256*Life)/LifeMax) < 65
triggerall = Command = "641236+AB" || Helper(32102),Var(11) > 0
triggerall = Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;玄武の咆哮
[State -1, 641236+AB]
type = ChangeState
value = 2000
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 || Floor((256*Life)/LifeMax) < 65
triggerall = Command = "641236+AB" || Helper(32102),Var(11) > 0
triggerall = Command != "c" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;玄武の咆哮
[State -1, 641236+AB]
type = ChangeState
value = 2000
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000 || Floor((256*Life)/LifeMax) < 65
triggerall = Command = "641236+AB" || Helper(32102),Var(11) > 0
triggerall = Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;===========================================================================
;亀舞・地Ａ
[State -1, 63214+A]
type = ChangeState
value = IfElse(!(Var(50)&128),1000,1001)
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "63214+A" || Helper(32102),Var(12) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;亀舞・地Ａ
[State -1, 63214+A]
type = ChangeState
value = IfElse(!(Var(50)&128),1000,1001)
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "63214+A" || Helper(32102),Var(12) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;亀舞・地Ａ
[State -1, 63214+A]
type = ChangeState
value = IfElse(!(Var(50)&128),1000,1001)
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "63214+A" || Helper(32102),Var(12) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;---------------------------------------------------------------------------
;亀舞・地Ｂ
[State -1, 63214+B]
type = ChangeState
value = 1010
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "63214+B" || Helper(32102),Var(13) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;亀舞・地Ｂ
[State -1, 63214+B]
type = ChangeState
value = 1010
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "63214+B" || Helper(32102),Var(13) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;亀舞・地Ｂ
[State -1, 63214+B]
type = ChangeState
value = 1010
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "63214+B" || Helper(32102),Var(13) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;---------------------------------------------------------------------------
;亀舞・天
[State -1, 63214+C]
type = ChangeState
value = 1020
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "63214+C" || Helper(32102),Var(14) > 0
triggerall = Command != "a" && Command != "b" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;亀舞・天
[State -1, 63214+C]
type = ChangeState
value = 1020
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "63214+C" || Helper(32102),Var(14) > 0
triggerall = Command != "a" && Command != "b" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;亀舞・天
[State -1, 63214+C]
type = ChangeState
value = 1020
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "63214+C" || Helper(32102),Var(14) > 0
triggerall = Command != "a" && Command != "b" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;---------------------------------------------------------------------------
;無功用・人
[State -1, 421+A]
type = ChangeState
value = 1300
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "421+A" || Helper(32102),Var(15) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;無功用・人
[State -1, 421+A]
type = ChangeState
value = 1300
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "421+A" || Helper(32102),Var(15) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;無功用・人
[State -1, 421+A]
type = ChangeState
value = 1300
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "421+A" || Helper(32102),Var(15) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;---------------------------------------------------------------------------
;無功用・地
[State -1, 421+B]
type = ChangeState
value = 1310
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "421+B" || Helper(32102),Var(16) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;無功用・地
[State -1, 421+B]
type = ChangeState
value = 1310
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "421+B" || Helper(32102),Var(16) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;無功用・地
[State -1, 421+B]
type = ChangeState
value = 1310
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "421+B" || Helper(32102),Var(16) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;---------------------------------------------------------------------------
;無功用・天
[State -1, 421+C]
type = ChangeState
value = 1320
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "421+C" || Helper(32102),Var(17) > 0
triggerall = Command != "a" && Command != "b" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;無功用・天
[State -1, 421+C]
type = ChangeState
value = 1320
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "421+C" || Helper(32102),Var(17) > 0
triggerall = Command != "a" && Command != "b" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;無功用・天
[State -1, 421+C]
type = ChangeState
value = 1320
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "421+C" || Helper(32102),Var(17) > 0
triggerall = Command != "a" && Command != "b" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;---------------------------------------------------------------------------
;釣果大良・近
[State -1, 623+A]
type = ChangeState
value = 1200
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "623+A" || Helper(32102),Var(18) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;釣果大良・近
[State -1, 623+A]
type = ChangeState
value = 1200
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "623+A" || Helper(32102),Var(18) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;釣果大良・近
[State -1, 623+A]
type = ChangeState
value = 1200
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "623+A" || Helper(32102),Var(18) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;---------------------------------------------------------------------------
;釣果大良・中
[State -1, 623+B]
type = ChangeState
value = 1210
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "623+B" || Helper(32102),Var(19) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;釣果大良・中
[State -1, 623+B]
type = ChangeState
value = 1210
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "623+B" || Helper(32102),Var(19) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;釣果大良・中
[State -1, 623+B]
type = ChangeState
value = 1210
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "623+B" || Helper(32102),Var(19) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;---------------------------------------------------------------------------
;釣果大良・遠
[State -1, 623+C]
type = ChangeState
value = 1220
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "623+C" || Helper(32102),Var(20) > 0
triggerall = Command != "a" && Command != "b" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;釣果大良・遠
[State -1, 623+C]
type = ChangeState
value = 1220
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "623+C" || Helper(32102),Var(20) > 0
triggerall = Command != "a" && Command != "b" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;釣果大良・遠
[State -1, 623+C]
type = ChangeState
value = 1220
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "623+C" || Helper(32102),Var(20) > 0
triggerall = Command != "a" && Command != "b" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;---------------------------------------------------------------------------
;亀筮・Ａ
[State -1, 236+A]
type = ChangeState
value = 1100
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = command = "236+A" || Helper(32102),Var(21) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;亀筮・Ａ
[State -1, 236+A]
type = ChangeState
value = 1100
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = command = "236+A" || Helper(32102),Var(21) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;亀筮・Ａ
[State -1, 236+A]
type = ChangeState
value = 1100
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = command = "236+A" || Helper(32102),Var(21) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;---------------------------------------------------------------------------
;亀筮・Ｂ
[State -1, 236+B]
type = ChangeState
value = 1110
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "236+B" || Helper(32102),Var(22) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;亀筮・Ｂ
[State -1, 236+B]
type = ChangeState
value = 1110
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "236+B" || Helper(32102),Var(22) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;亀筮・Ｂ
[State -1, 236+B]
type = ChangeState
value = 1110
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "236+B" || Helper(32102),Var(22) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;---------------------------------------------------------------------------
;亀筮・Ｃ
[State -1, 236+C]
type = ChangeState
value = 1120
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "236+C" || Helper(32102),Var(23) > 0
triggerall = Command != "a" && Command != "b" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [700,715]
trigger2 = AnimElemTime(2) >= 0
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;亀筮・Ｃ
[State -1, 236+C]
type = ChangeState
value = 1120
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "236+C" || Helper(32102),Var(23) > 0
triggerall = Command != "a" && Command != "b" && Command != "x"
triggerall = Time > 0 && IfElse(Var(1) = 0, MoveHit, MoveContact)
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6 = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;亀筮・Ｃ
[State -1, 236+C]
type = ChangeState
value = 1120
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "236+C" || Helper(32102),Var(23) > 0
triggerall = Command != "a" && Command != "b" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger2 = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger3 = StateNo = 225 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) && Var(1) = 0
trigger4 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0) && Var(1) != 0
trigger5 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0) && Var(1) != 0
trigger6 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger7 = StateNo = 3561

;===========================================================================
;玄武舞（上段）
[State -1, 22+A]
type = ChangeState
value = 3500
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000
triggerall = Command = "22+A" || Helper(32102),Var(25) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time >= 13
trigger2 = StateNo = 755 || StateNo = 765 || StateNo = 795

;玄武舞（上段）
[State -1, 22+A]
type = ChangeState
value = 3500
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000
triggerall = Command = "22+A" || Helper(32102),Var(25) > 0
triggerall = Command != "b" && Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1  = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2  = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0)
trigger3  = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger4  = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5  = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6  = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger7  = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger8  = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger9  = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0)
trigger10 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)
trigger11 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger12 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger13 = StateNo = 3561

;===========================================================================
;玄武舞（下段）
[State -1, 22+B]
type = ChangeState
value = 3501
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000
triggerall = Command = "22+B" || Helper(32102),Var(26) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time >= 13
trigger2 = StateNo = 755 || StateNo = 765 || StateNo = 795

;玄武舞（下段）
[State -1, 22+B]
type = ChangeState
value = 3501
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000
triggerall = Command = "22+B" || Helper(32102),Var(26) > 0
triggerall = Command != "a" && Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1  = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2  = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0)
trigger3  = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger4  = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5  = StateNo = 220 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger6  = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger7  = StateNo = 400 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger8  = StateNo = 400 && (AnimElemTime(8) >= 0 && AnimElemTime(9) < 4)
trigger9  = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0)
trigger10 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)
trigger11 = StateNo = 430 && (AnimElemTime(4) >= 0 && AnimElemTime(6) < 0)
trigger12 = StateNo = 440 && (AnimElemTime(4) >= 0 && AnimElemTime(7) < 0)
trigger13 = StateNo = 3561

;===========================================================================
;地上受身
[State -1, Recover(Ground)]
type = ChangeState
value = 5200
triggerall = Var(59) = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Time >= 1
triggerall = GetHitVar(fall.recover) = 1
triggerall = Command = "recovery"
trigger1 = StateNo = 5100
trigger2 = StateNo = 5101 && Vel Y < 0
trigger3 = StateNo = 5105 && Time < 5
trigger4 = StateNo = 5110 && Anim = 5081 && PrevStateNo != 5081

;---------------------------------------------------------------------------
;空中受身
[State -1, Recover(Air)]
type = ChangeState
value = 5210
triggerall = Var(59) = 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Pos Y <= -20
triggerall = Command = "recovery"
trigger1 = MoveType = H
trigger1 = StateNo = 5050
trigger1 = Var(6) = 0
trigger1 = GetHitVar(hittime) <= 0
trigger1 = GetHitVar(fall) = 1
trigger1 = GetHitvar(fall.recover) = 1
trigger2 = HitOver
trigger2 = StateNo = 5040

;---------------------------------------------------------------------------
;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "FF"
trigger1 = Ctrl

;---------------------------------------------------------------------------
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "BB"
trigger1 = Ctrl || StateNo = 101

;---------------------------------------------------------------------------
;投げ
[State -1, Throw]
type = ChangeState
value = 800
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "C+D" || Command = "y"
triggerall = Command != "a" && Command != "b"
triggerall = Command != "holddown"
trigger1 = Ctrl || StateNo = [100,101]

;---------------------------------------------------------------------------
;弾き追加攻撃
[State -1, X-X]
type = ChangeState
value = 790
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "x"
triggerall = Command != "a" && Command != "b" && Command != "c"
trigger1 = Time >= 13
trigger1 = StateNo = 755 || StateNo = 765 || StateNo = 795

;---------------------------------------------------------------------------
;ガードキャンセル弾き
[State -1, 412+X]
type = ChangeState
value = 795
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Power >= 1000
triggerall = Command = "412+X" || Helper(32102),Var(24) > 0
triggerall = Command != "a" && Command != "b" && Command != "c"
trigger1 = StateNo = [150,155]

;---------------------------------------------------------------------------
;弾き（立ち）
[State -1, X_Stand]
type = ChangeState
value = 750
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = StateNo != [750,799]
triggerall = Command = "x" && Command != "holddown"
triggerall = Command != "a" && Command != "b" && Command != "c"
trigger1 = Ctrl || StateNo = [100,101]

;---------------------------------------------------------------------------
;弾き（しゃがみ）
[State -1, X_Crouch]
type = ChangeState
value = 760
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = StateNo != [750,799]
triggerall = Command = "x" && Command = "holddown"
triggerall = Command != "a" && Command != "b" && Command != "c"
trigger1 = Ctrl || StateNo = [100,101]

;---------------------------------------------------------------------------
;弾き（空中）
[State -1, X_Air]
type = ChangeState
value = 770
triggerall = Var(59) = 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = StateNo != [750,799]
triggerall = Command = "x"
triggerall = Command != "a" && Command != "b" && Command != "c"
trigger1 = Ctrl

;===========================================================================
;B+C（ガー不）
[State -1, B+C]
type = ChangeState
value = 270
triggerall = Var(59) = 0
triggerall = Var(1) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "B+C" || Command = "z"
triggerall = Command != "a" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Var(1) = 0 && StateNo = [720,721]
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;---------------------------------------------------------------------------
;B+C（中段）
[State -1, B+C]
type = ChangeState
value = 280
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "B+C" || Command = "z"
triggerall = Command != "a" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time >= 13
trigger2 = StateNo = 755 || StateNo = 765 || StateNo = 795

;B+C（中段）
[State -1, B+C]
type = ChangeState
value = 280
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "B+C" || Command = "z"
triggerall = Command != "a" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0)
trigger3 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger4 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger6 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;---------------------------------------------------------------------------
;3B（追い討ち）
[State -1, 3B]
type = ChangeState
value = 550
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "3b"
triggerall = Ctrl || StateNo = 100 && (Time > 12)
trigger1 = P2StateType = L
trigger2 = P2StateNo = 5101
trigger3 = P2StateNo = 5110
trigger4 = P2MoveType = H
trigger4 = P2StateNo = [1015,1016]

;---------------------------------------------------------------------------
;ダッシュ攻撃・下段
[State -1, Dash_2A]
type = ChangeState
value = 260
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = StateNo = 100 && (Time > 12)
trigger1 = Command != "A+B"
trigger1 = Command = "3a" || Command = "3b" || Command = "3c"

;---------------------------------------------------------------------------
;ダッシュ攻撃・上段
[State -1, Dash_5A]
type = ChangeState
value = 250
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = StateNo = 100 && (Time > 12)
trigger1 = Command != "A+B"
trigger1 = Command = "6a" || Command = "6b"

;---------------------------------------------------------------------------
;6B
[State -1, 6B]
type = ChangeState
value = 215
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "6b" && Command != "holddown"
triggerall = Command != "a" && Command != "c" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time >= 13
trigger2 = StateNo = 755 || StateNo = 765 || StateNo = 795

;6B
[State -1, 6B]
type = ChangeState
value = 215
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "B+C+D" && Command = "holdfwd"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time >= 13
trigger2 = StateNo = 755 || StateNo = 765 || StateNo = 795

;6B
[State -1, 6B]
type = ChangeState
value = 215
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "6b" && Command != "holddown"
triggerall = Command != "a" && Command != "c" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0)
trigger3 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger4 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger6 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;---------------------------------------------------------------------------
;6C
[State -1, 6C]
type = ChangeState
value = 225
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "6c" && Command != "holddown"
triggerall = Command != "a" && Command != "b" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time >= 13
trigger2 = StateNo = 755 || StateNo = 765 || StateNo = 795

;6C
[State -1, 6C]
type = ChangeState
value = 225
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "6c" && Command != "holddown"
triggerall = Command != "a" && Command != "b" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0)
trigger3 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger4 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger6 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;---------------------------------------------------------------------------
;4A
[State -1, 4A]
type = ChangeState
value = 205
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "4a" && Command != "holddown"
triggerall = Command != "b" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time >= 13
trigger2 = StateNo = 755 || StateNo = 765 || StateNo = 795

;---------------------------------------------------------------------------
;3C
[State -1, 3C]
type = ChangeState
value = 440
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "3c"
triggerall = Command != "a" && Command != "b" && Command != "x"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time >= 13
trigger2 = StateNo = 755 || StateNo = 765 || StateNo = 795

;3C
[State -1, 3C]
type = ChangeState
value = 440
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "3c"
triggerall = Command != "a" && Command != "b" && Command != "x"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0)
trigger3 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger4 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger6 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0)
trigger7 = StateNo = 410 && (AnimElemTime(5) >= 0 && AnimElemTime(7) < 0)

;---------------------------------------------------------------------------
;2A
[State -1, 2A]
type = ChangeState
value = 400
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "2a"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = StateNo = 400 && (AnimElemTime(9) >= 4 && AnimElemTime(11) < 0)
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;---------------------------------------------------------------------------
;2A（連殺斬専用）
[State -1, (5A/4A)-2A]
type = ChangeState
value = 401
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "2a"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)

;---------------------------------------------------------------------------
;2B
[State -1, 2B]
type = ChangeState
value = 410
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "2b"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time >= 13
trigger2 = StateNo = 755 || StateNo = 765 || StateNo = 795

;2B
[State -1, 2B]
type = ChangeState
value = 410
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "2b"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0)
trigger3 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0)

;---------------------------------------------------------------------------
;2C
[State -1, 2C]
type = ChangeState
value = 430
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "2c"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time >= 13
trigger2 = StateNo = 755 || StateNo = 765 || StateNo = 795

;---------------------------------------------------------------------------
;5A
[State -1, 5A]
type = ChangeState
value = 200
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "a"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time > 0 && MoveContact && Var(1) != 0
trigger2 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger3 = Time >= 13
trigger3 = StateNo = 755 || StateNo = 765 || StateNo = 795

;---------------------------------------------------------------------------
;5A・A
[State -1, 5A-A]
type = ChangeState
value = 201
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "a"
trigger1 = Time > 0 && MoveContact
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)

;---------------------------------------------------------------------------
;5B
[State -1, 5B]
type = ChangeState
value = 210
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "b"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time >= 13
trigger2 = StateNo = 755 || StateNo = 765 || StateNo = 795

;5B
[State -1, 5B]
type = ChangeState
value = 210
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "b"
triggerall = Time > 0 && MoveContact
trigger1 = StateNo = 200 && (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
trigger2 = StateNo = 201 && (AnimElemTime(3) >= 0 && AnimElemTime(10) < 0)
trigger3 = StateNo = 205 && (AnimElemTime(3) >= 0 && AnimElemTime(5) < 0)
trigger4 = StateNo = 250 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)
trigger5 = StateNo = 401 && (AnimElemTime(4) >= 0 && AnimElemTime(10) < 0)

;---------------------------------------------------------------------------
;5C
[State -1, 5C]
type = ChangeState
value = 220
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "c"
trigger1 = Ctrl || StateNo = [100,101]
trigger2 = Time >= 13
trigger2 = StateNo = 755 || StateNo = 765 || StateNo = 795

;---------------------------------------------------------------------------
;ABC
[State -1, ABC]
type = ChangeState
value = 500
triggerall = Var(59) = 0
triggerall = Var(1) != 0
triggerall = Var(11) != 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "c"
trigger1 = Time > 0 && MoveContact
trigger1 = StateNo = 210 && (AnimElemTime(5) >= 0 && AnimElemTime(8) < 0)

;---------------------------------------------------------------------------
;J5A
[State -1, J5A]
type = ChangeState
value = 600
triggerall = Var(59) = 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "a"
trigger1 = Ctrl

;---------------------------------------------------------------------------
;J5B
[State -1, J5B]
type = ChangeState
value = 610
triggerall = Var(59) = 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "b"
trigger1 = Ctrl

;---------------------------------------------------------------------------
;J5C
[State -1, J5C]
type = ChangeState
value = 630
triggerall = Var(59) = 0
triggerall = StateType = A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "c"
trigger1 = Ctrl

;---------------------------------------------------------------------------
;キャンセルジャンプ
[State -1, Jump]
type = ChangeState
value = 40
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "holdup"
trigger1 = Time >= 13
trigger1 = StateNo = 755 || StateNo = 765 || StateNo = 795
trigger2 = Ctrl
trigger2 = StateNo = 5120 || StateNo = 5129

;---------------------------------------------------------------------------
;キャンセル歩き
[State -1, Walk]
type = ChangeState
value = 20
ctrl = 1
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
trigger1 = Command = "holdfwd"
trigger1 = Time >= 13
trigger1 = StateNo = 755 || StateNo = 765 || StateNo = 795
trigger2 = Command = "holdfwd" || Command = "holdback"
trigger2 = Ctrl
trigger2 = StateNo = 5120 || StateNo = 5129

;---------------------------------------------------------------------------
;キャンセルしゃがみ
[State -1, Crouch]
type = ChangeState
value = 10
ctrl = 1
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "holddown"
trigger1 = Ctrl
trigger1 = StateNo = 5120 || StateNo = 5129

;---------------------------------------------------------------------------
;挑発
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = Var(59) = 0
triggerall = StateType != A
triggerall = Alive
triggerall = RoundState = 2
triggerall = !IsHelper
triggerall = Command = "start"
trigger1 = Ctrl
