;-| Button Remapping |-----------------------------------------------------
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
 
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
 
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
buffer.time = 1
 
[Command]
name = "b"
command = b
time = 1
buffer.time = 1
 
[Command]
name = "c"
command = c
time = 1
buffer.time = 1
 
[Command]
name = "x"
command = x
time = 1
buffer.time = 1
 
[Command]
name = "y"
command = y
time = 1
buffer.time = 1
 
[Command]
name = "z"
command = z
time = 1
buffer.time = 1
 
[Command]
name = "start"
command = s
time = 1
buffer.time = 1

;-| 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

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

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

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

[Command]
name = "holdupfwd"
command = /$UF
time = 1
 
;-| Hold Button |-----------------------------------------------------------
[Command]
name = "hold_a"
command = /a
time = 1
buffer.time = 1
 
[Command]
name = "hold_b"
command = /b
time = 1
buffer.time = 1
 
[Command]
name = "hold_c"
command = /c
time = 1
buffer.time = 1
 
[Command]
name = "hold_x"
command = /x
time = 1
buffer.time = 1
 
[Command]
name = "hold_y"
command = /y
time = 1
buffer.time = 1
 
[Command]
name = "hold_z"
command = /z
time = 1
buffer.time = 1
 
[Command]
name = "hold_start"
command = /s
time = 1
buffer.time = 1

;-| Super Motions |--------------------------------------------------------
[Command]
name = "QCFx2"
command = ~D, DF, F, D, DF
time = 21

[Command]
name = "QCBx2"
command = ~D, DB, B, D, DB
time = 21

;-| Special Motions |--------------------------------------------------------
[Command]
name = "DP"
command = ~F, D, DF
time = 12

[Command]
name = "RDP"
command = ~B, D, DB
time = 12

[Command]
name = "relf"
command = ~$F
time = 1
buffer.time = 8

[Command]
name = "relb"
command = ~$B
time = 1
buffer.time = 8

[Command]
name = "QCF"
command = ~D, DF, F
time = 15

[Command]
name = "QCB"
command = ~D, DB, B
time = 15

[Command]
name = "QCBD"
command = ~B, DB, D
time = 15

[Command]
name = "QCFD"
command = ~F, DF, D
time = 15

[Command]
name = "FwdFwd"
command = ~F, F
time = 11

[Command]
name = "BackBack"
command = ~B, B
time = 11

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "up_c"
command = /$U,c
time = 1
 
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
;Release Direction
[Command]
name = "rlsfwd"
command = ~$F
time = 1

[Command]
name = "rlsback"
command = ~$B
time = 1

[Command]
name = "rlsup"
command = ~$U
time = 1

[Command]
name = "rlsdown"
command = ~$D
time = 1

;--------------------------------------------------------------------------
;Release Button
[Command]
name = "rlsx"
command = ~x
time = 1
buffer.time = 1;Not sure if this is nessecary?

[Command]
name = "rlsy"
command = ~y
time = 1
buffer.time = 1

[Command]
name = "rlsz"
command = ~z
time = 1
buffer.time = 1

[Command]
name = "rlsa"
command = ~a
time = 1
buffer.time = 1

[Command]
name = "rlsb"
command = ~b
time = 1
buffer.time = 1

[Command]
name = "rlsc"
command = ~c
time = 1
buffer.time = 1

[Command]
name = "rlss"
command = ~s
time = 1
buffer.time = 1

;---------------------------------------------------------------------------
;Other
[Command]
name = "highjump"
command = $D, $U
time = 15

;---------------------------------------------------------------------------
;It is VERY important to note, that the placement of Changestates, 
;here are HEAVILY important with this buffering system! 
;Even more so than default! I'm adding this notation as a constant, 
;reminder. Don't forget DW to adjust as needed!

;Also ALWAYS and I mean ALWAYS add these two triggers:
;triggerall = !IsHelper(10371) 
;triggerall = numhelper(10371)
;To EVERY Changestate that uses the buffer. You know why!
[Statedef -1]

;[State -1, Tick Fix];Old archived version
;type = CtrlSet
;triggerall = !ctrl
;trigger1 = (StateNo = 52 || StateNo = 101 || StateNo = 5120) && !AnimTime
;trigger2 = (StateNo = [200,499]) && !AnimTime
;trigger3 = (StateNo = [760,762]) && !AnimTime
;trigger4 = StateNo = 810 && !AnimTime
;trigger5 = (StateNo = 5001 || StateNo = 5011 || StateNo = 151 || StateNo = 153) && HitOver
;trigger6 = (StateNo = [700,715]) && !AnimTime
;value = 1

[State -1, Tick Fix]
type = CtrlSet
triggerall = RoundState = 2
triggerall = !ctrl
triggerall = movetype!=H
trigger1 = (stateno = 52 || stateno = 101 || stateno = 5120) && !AnimTime
trigger2 = (stateno = [200,299]) && !AnimTime
trigger3 = (stateno = [400,499]) && !AnimTime
trigger4 = (stateno = [700,715]) && !AnimTime
trigger5 = (stateno = [760,762]) && !AnimTime
value = 1

[State -1, CtrlSet For Helpers];special thanks to 20S
type = CtrlSet
trigger1 = IsHelper
value = 0

;[State -1, Hit Count For Helpers];special thanks to 20S
;type = ParentVarAdd
;trigger1 = IsHelper
;trigger1 = MoveHit = 1
;trigger1 = !HitPauseTime 
;trigger1 = !(HitDefAttr = SCA, AT)
;var(13) = 1

;[State -1, Juggle Count For Helpers];special thanks to 20S
;type = ParentVarAdd
;trigger1 = IsHelper
;trigger1 = MoveHit = 1
;trigger1 = !HitPauseTime 
;trigger1 = !(HitDefAttr = SCA, AT)
;var(15) = 1

;[State -1, ProjContact];special thanks to 20S
;type = VarSet
;trigger1 = IsHelper
;trigger1 = MoveContact = 1 && NumTarget
;var(18) = 1

;[State -1, Root ProjContact];special thanks to 20S
;type = ParentVarSet
;trigger1 = IsHelper
;trigger1 = MoveContact = 1 && NumTarget
;var(18) = 1

[State -1, Grand KF Upper]
type = ChangeState
value = 3100
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(41)
triggerall = (helper(10371), var(0)) && (helper(10371), var(1)) || (helper(10371), var(1)) && (helper(10371), var(2)) || (helper(10371), var(0)) && (helper(10371), var(2))
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)

[State -1, Kung Fu Barrage Max]
type = ChangeState
value = 3050
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(40)
triggerall = (helper(10371), var(0)) && (helper(10371), var(1)) || (helper(10371), var(1)) && (helper(10371), var(2)) || (helper(10371), var(0)) && (helper(10371), var(2))
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 2000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6) || var(7)

[State -1, Kung Fu Barrage]
type = ChangeState
value = 3000
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(40)
triggerall = (helper(10371), var(0))  || (helper(10371), var(1)) || (helper(10371), var(2)) || (helper(10371), var(7))  || (helper(10371), var(8)) || (helper(10371), var(9))
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)

[State -1, EX KF Upper]
type = ChangeState
value = 1120
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(24)
triggerall = (helper(10371), var(0)) && (helper(10371), var(1)) || (helper(10371), var(1)) && (helper(10371), var(2)) || (helper(10371), var(0)) && (helper(10371), var(2))
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, EX KF Palm]
type = ChangeState
value = 1030
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(21)
triggerall = (helper(10371), var(0)) && (helper(10371), var(1)) || (helper(10371), var(1)) && (helper(10371), var(2)) || (helper(10371), var(0)) && (helper(10371), var(2))
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, EX KF Zankou]
type = ChangeState
value = 1430
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(21)
triggerall = (helper(10371), var(3)) && (helper(10371), var(4)) || (helper(10371), var(4)) && (helper(10371), var(5)) || (helper(10371), var(3)) && (helper(10371), var(5))
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, EX KF Blow]
type = ChangeState
value = 1220
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(23)
triggerall = (helper(10371), var(0)) && (helper(10371), var(1)) || (helper(10371), var(1)) && (helper(10371), var(2)) || (helper(10371), var(0)) && (helper(10371), var(2))
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, EX KF Knee]
type = ChangeState
value = 1330
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(22)
triggerall = (helper(10371), var(3)) && (helper(10371), var(4)) || (helper(10371), var(4)) && (helper(10371), var(5)) || (helper(10371), var(3)) && (helper(10371), var(5))
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(24)
triggerall = (helper(10371), var(2)) || (helper(10371), var(9))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Alpha Counter(Kick)]
type = ChangeState
value = 750
triggerall = !IsHelper(10371) ;Always add this!
triggerall = numhelper(10371)
triggerall = helper(10371), var(20)
triggerall = (helper(10371), var(3))  || (helper(10371), var(4)) || (helper(10371), var(5)) || (helper(10371), var(10))  || (helper(10371), var(11)) || (helper(10371), var(12))
trigger1 = StateNo = 150 || StateNo = 152
trigger1 = RoundState = 2 && StateType != A
trigger1 = power >= 1000 && !var(20)

[State -1, Alpha Counter(Punch)]
type = ChangeState
value = 750
triggerall = !IsHelper(10371) ;Always add this!
triggerall = numhelper(10371)
triggerall = helper(10371), var(20)
triggerall = (helper(10371), var(0))  || (helper(10371), var(1)) || (helper(10371), var(2)) || (helper(10371), var(7))  || (helper(10371), var(8)) || (helper(10371), var(9))
trigger1 = StateNo = 150 || StateNo = 152
trigger1 = RoundState = 2 && StateType != A
trigger1 = power >= 1000 && !var(20)

[State -1, Light+Med Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(24)
triggerall = (helper(10371), var(0)) || (helper(10371), var(7)) || (helper(10371), var(1)) || (helper(10371), var(8))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Strong KF Palm]
type = ChangeState
value = 1020
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(21)
triggerall = (helper(10371), var(2)) || (helper(10371), var(9))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Med KF Palm]
type = ChangeState
value = 1010
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(21)
triggerall = (helper(10371), var(1)) || (helper(10371), var(8))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Light KF Palm]
type = ChangeState
value = 1000
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(21)
triggerall = (helper(10371), var(0)) || (helper(10371), var(7))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Strong Kung Fu Zankou]
type = ChangeState
value = 1420
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(21)
triggerall = (helper(10371), var(5)) || (helper(10371), var(12))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Med Kung Fu Zankou]
type = ChangeState
value = 1410
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(21)
triggerall = (helper(10371), var(4)) || (helper(10371), var(11))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Light Kung Fu Zankou]
type = ChangeState
value = 1400
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(21)
triggerall = (helper(10371), var(3)) || (helper(10371), var(10))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(23)
triggerall = (helper(10371), var(2)) || (helper(10371), var(9))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Light+Med Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(23)
triggerall = (helper(10371), var(0)) || (helper(10371), var(7)) || (helper(10371), var(1)) || (helper(10371), var(8))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Strong KF Knee]
type = ChangeState
value = 1320
triggerall = !IsHelper(10371) ;Always add this!
triggerall = numhelper(10371)
triggerall = helper(10371), var(22)
triggerall = (helper(10371), var(5)) || (helper(10371), var(12))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Med KF Knee]
type = ChangeState
value = 1310
triggerall = !IsHelper(10371) ;Always add this!
triggerall = numhelper(10371)
triggerall = helper(10371), var(22)
triggerall = (helper(10371), var(4)) || (helper(10371), var(11))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Light KF Knee]
type = ChangeState
value = 1300
triggerall = !IsHelper(10371) ;Always add this!
triggerall = numhelper(10371)
triggerall = helper(10371), var(22)
triggerall = (helper(10371), var(3)) || (helper(10371), var(10))
triggerall = RoundState = 2 && StateType != A
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)

[State -1, Counter Movement]
type = ChangeState
value = 740
triggerall = !IsHelper(10371) ;Always add this!
triggerall = numhelper(10371)
triggerall = helper(10371), var(14);LP+LK detection
triggerall = (helper(10371),command = "holdfwd") || (helper(10371),command = "holdback")
trigger1 = StateNo = 150 || StateNo = 152
trigger1 = RoundState = 2 && StateType != A
trigger1 = power >= 1000 && !var(20)

[State -1, Throw]
type = ChangeState
value = 800
triggerall = !IsHelper(10371) ;Always add this!
triggerall = numhelper(10371)
triggerall = (helper(10371), var(0) && helper(10371), var(1)) || (helper(10371), var(1) && helper(10371), var(2)) || (helper(10371), var(0) && helper(10371), var(2))
trigger1 = (helper(10371),command = "holdfwd")|| (helper(10371),command = "holdback")
trigger1 = RoundState = 2 && StateType = S
trigger1 = ctrl

[State -1, Roll Forward]
type = ChangeState
value = 710
triggerall = !IsHelper(10371) ;Always add this!
triggerall = numhelper(10371)
triggerall = helper(10371), var(14) ;LP+LK detection
triggerall = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdfwd"
;^Usually I assumed you were supposed to specify the Tiny Buffer helper
; in conjuction with "hold" dir triggers. However doing this with rolls
; makes said movement absolute, as the helper doesn't turn with the player.
; So, in this instance, we leave it alone...? When facing right, it works
; as intended. Though when facing left, the helper doesn't turn(and isn't-
; supposed to) so the player will roll the opposite way of intention.

[State -1, Roll Back]
type = ChangeState
value = 715
triggerall = !IsHelper(10371) ;Always add this!
triggerall = numhelper(10371)
triggerall = helper(10371), var(14) ;LP+LK detection
triggerall = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdback"; <--- See above why no Tiny Buffer!

[State -1, Power Charge]
type = ChangeState
value = 730
trigger1 = command = "hold_b" && command = "hold_y"
trigger1 = RoundState = 2 && StateType != A
trigger1 = power < const(data.power) && power < PowerMax && !var(20)
trigger1 = ctrl || (StateNo = [100,101])
;^I'm gonna have to adapt this to the buffering system(maybe?) 
;I think it's good... I'll keep this as a reminder still though

[State -1, MAX Mode]
type = ChangeState
value = 770
triggerall = !IsHelper(10371) ;Always add this!
triggerall = numhelper(10371)
triggerall = helper(10371), var(16) ;HP+HK detection
triggerall = RoundState = 2 && StateType != A
triggerall = var(20) <= 0 && Power >= 1000
trigger1 = ctrl || (Stateno = [100,101])

[State -1, Dodge]
type = ChangeState
value = 700
triggerall = !IsHelper(10371) ;Always add this!
triggerall = numhelper(10371)
triggerall = helper(10371), var(14) ;LP+LK detection
triggerall = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101]))

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

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

;|Normal Commands|--------------------------------------------------------
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(0) ; The buffered version of LP
triggerall = (helper(10371),command != "holddown")
;^Be sure to include the dir buffer check if needed DW!
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])
trigger2= (StateNo = 200 || StateNo = 400 || StateNo = 430) && Time >=5

[State -1, Stand Medium Punch]
type = ChangeState
value = 210 
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(1) ; The buffered version of MP
triggerall = (helper(10371),command != "holddown")  
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])

[State -1, Stand Strong Punch]
type = ChangeState
value = 220 
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(2) ; The buffered version of HP
triggerall = (helper(10371),command != "holddown") 
triggerall = StateType != A
trigger1 = ctrl || (StateNo = [100,101])

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(3) ; The buffered version of LK
triggerall = (helper(10371),command != "holddown")
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])

[State -1, Stand Medium Kick]
type = ChangeState
value = 240
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(4) ; The buffered version of MK
triggerall = (helper(10371),command != "holddown")
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(5) ; The buffered version of HK
triggerall = (helper(10371),command != "holddown")
trigger1 = statetype != A
trigger1= ctrl || (stateno=[100,101])

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(0) ; The buffered version of LP
triggerall = (helper(10371),command = "holddown")
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2= (StateNo = 200 || StateNo = 400 || StateNo = 430) && Time >=5

[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(1) ; The buffered version of MP
triggerall = (helper(10371),command = "holddown")
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(2) ; The buffered version of HP
triggerall = (helper(10371),command = "holddown")
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(3) ; The buffered version of LK
triggerall = (helper(10371),command = "holddown")
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])
trigger2= (StateNo = 200 || StateNo = 400 || StateNo = 430) && Time >=5

[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(4) ; The buffered version of MK
triggerall = (helper(10371),command = "holddown")
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(5) ; The buffered version of HK
triggerall = (helper(10371),command = "holddown")
triggerAll = StateType != A
trigger1 = ctrl || (StateNo = [100,101])

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(0) ; The buffered version of LP
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Med Punch]
type = ChangeState
value = 610
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(1) ; The buffered version of MP
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(2) ; The buffered version of HP
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(3) ; The buffered version of LK
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Med Kick]
type = ChangeState
value = 640
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(4) ; The buffered version of MK
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(5) ; The buffered version of HK
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371) ;Prevent debug flood.
triggerall = helper(10371), var(6) ; The buffered version of Start
triggerall = StateType != A
triggerall = StateNo != [200,699]
trigger1 = ctrl || (StateNo = [100,101])
trigger2 = var(5)
