;-------------------------------------------------------------
;CMD file for Gohan HD (from SNES,"Dragon Ball Z HD") 
;Made by MugenGuy & Redspider for Mugen 04.14.01
;-------------------------------------------------------------

;Command file for Gohan HD:
;Contains all the commands needed for the character.
;-------------------------------------------------------------

;-| Normal Meteos |------------------------------------------------------
;-| SSj Meteos |---------------------------------------------------------

[Command]
name = "SSj Meteo1"
command = ~D, DF, F, D, DF, F, a
time = 45

;-| SSj2 Meteos |--------------------------------------------------------

;-| Hyper Moves |--------------------------------------------------------

[Command]
name = "SSj Trans"
command = ~D, DB, B, D, DB, B, b
time = 45

[Command]
name = "SSj2 Trans"
command = ~D, DB, B, D, DB, B, c
time = 45

;-| Super Moves |--------------------------------------------------------
[Command]
name = "kamehameha"
command = ~D, DB, B, F, z
time = 30

[Command]
name = "masenko"
command = ~D, DB, B, F, c
time = 30

[Command]
name = "renzoku"
command = ~B, DB, D, DF, F, z
time = 45

;-| Special Moves |------------------------------------------------------

[Command]
name = "3d kamehame ha"
command = ~F, B, a
time = 20

[Command]
name = "semi kamehameha"
command = ~D, B, a
time = 20

[Command]
name = "ssj punch combo"
command = ~D, B, b
time = 20

[Command]
name = "ssj energy field"
command = ~D, B, x
time = 20

[Command]
name = "ki thrust"
command = ~D, B, c
time = 20

[Command]
name = "ki dart"
command = ~D, F, c
time = 20

[Command]
name = "hitacross"
command = ~B, F, a
time = 20

[Command]
name = "hitup"
command = ~B, F, b
time = 20

[Command]
name = "hitdown"
command = ~B, F, c
time = 20

[Command]
name = "barriera"
command = /b
time = 1

[Command]
name = "barrierb"
command = /c
time = 1

[Command]
name = "zanzokena"
command = /z
time = 1

[Command]
name = "zanzokenb"
command = /c
time = 1
;-| Normal Moves |------------------------------------------------------

[Command]
name = "charge"
command = /s
time = 1

[Command]
name = "back2normal"
command = a+c
time = 20

;-| DIRECTIONAL |-----------------------------------------------------------

[Command]
name = "ufire"
command = /U
time = 1

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

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

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

[Command]
name = "fly"
command = x+y
time = 30

;-| Dir + Button |---------------------------------------------------------
[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 = "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 = "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_ab"
command = /F, a+b
time = 1

[Command]
name = "back_ab"
command = /B, a+b
time = 1

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

[Command]
name = "holda"
command = /a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "holdc"
command = /c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "holdx"
command = /x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

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

[Command]
name = "s"
command = s
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

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1]                  ;Don't change this
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = "command_name"
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.  
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in. 


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

;===========================================================================
;---------------------------------------------------------------------------
;SSj Meteo 1
[State -1]
type = ChangeState
value = 31231
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = command = "SSj Meteo1"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;SSj Transform
[State -1]
type = ChangeState
value = 2999
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = Var(1) = 0
triggerall = command = "SSj Trans" && Power >= 3000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500
;---------------------------------------------------------------------------
;SSj2 Transform
[State -1]
type = ChangeState
value = 3999
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = Var(1) = 0 && Power >= 5500
triggerall = command = "SSj2 Trans"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500
;---------------------------------------------------------------------------
;SSj2 Transform
[State -1]
type = ChangeState
value = 4999
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = Var(1) = 1 && Power >= 3000
triggerall = command = "SSj2 Trans"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500
;---------------------------------------------------------------------------
;Renzoku Energy Dan
[State -1]
type = ChangeState
value = 1900
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = command = "renzoku"  && Power >= 1000
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Masenko
[State -1]
type = ChangeState
value = 2050
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = command = "masenko"  && Power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500

;--------------------------------------------------------------------------
;Kamehame Ha
[State -1]
type = ChangeState
value = 2000
triggerall = command = "kamehameha"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500
trigger3 = Stateno != 8250
trigger4 = Stateno != 8251
;---------------------------------------------------------------------------
;3d Kamehame Ha
[State -1]
type = ChangeState
value = 31800
triggerall = Stateno != 38250
triggerall = Var(1) = 1 || Var(1) = 2
triggerall = command = "3d kamehame ha" && Power >= 500
triggerall = power >= 500
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500
;---------------------------------------------------------------------------
;Semi Kamehame Ha
[State -1]
type = ChangeState
value = 3750
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = command = "semi kamehameha" && Power >= 500
triggerall = power >= 500
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1500
;---------------------------------------------------------------------------
;SSj Energy Field
[State -1]
type = ChangeState
value = 8500
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = Var(1) != 0
triggerall = command = "ssj energy field"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500
;---------------------------------------------------------------------------
;SSj Punching Combo
[State -1]
type = ChangeState
value = 1590
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = Var(1) != 0
triggerall = command = "ssj punch combo"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500
;---------------------------------------------------------------------------
;Hit Across
[State -1]
type = ChangeState
value = 2400
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = command = "hitacross"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500
;---------------------------------------------------------------------------
;Hit Down
[State -1]
type = ChangeState
value = 2401
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = command = "hitup"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500
;---------------------------------------------------------------------------
;Hit Down
[State -1]
type = ChangeState
value = 2402
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = command = "hitdown"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500

;---------------------------------------------------------------------------
;Ki Thrust
[State -1]
type = ChangeState
value = 3700
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = command = "ki thrust" && Power >= 100
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno = 1500

;---------------------------------------------------------------------------
;Ki Dart
[State -1]
type = ChangeState
value = 1200
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = command = "ki dart" && Power >= 500
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500

;---------------------------------------------------------------------------
;Fireball
[State -1]
type = ChangeState
value = 1000
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = command = "z"
triggerall = numproj = 0
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 1500

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

;Proj Barrier
[State -1]
type = ChangeState
value = 2600
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = (command = "barriera") && (command = "barrierb")
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact = 1
trigger3 = stateno = 1500

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

;Back to Normal
[State -1]
type = ChangeState
value = 9999
triggerall = Stateno != 8250
triggerall = Stateno != 8251
triggerall = Var(1) != 0
triggerall = (command = "back2normal")
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger3 = stateno = 1500

;---------------------------------------------------------------------------
;--| BASICS |---------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;RunFwd
[State -1]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;RunBack
[State -1]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Fly
[State -1]
type = ChangeState
value = 1500
triggerall = command = "fly"
trigger1 = statetype = A
trigger1 = ctrl = 1

;Fly
[State -1]
type = ChangeState
value = 1510
triggerall = command = "fly"
trigger1 = statetype != A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Stand_b
[State -1]
type = ChangeState
value = 201
triggerall = command = "b";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 201
trigger2 = time >= 50
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact =1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 1500
trigger9 = stateno = 602
trigger9 = movecontact = 1
trigger10 = stateno = 610
trigger10 = movecontact = 1
;---------------------------------------------------------------------------
;Stand_a
[State -1]
type = ChangeState
value = 200
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = time >= 50
trigger3 = stateno = 201
trigger3 = movecontact = 1
trigger4 = stateno = 202
trigger4 = movecontact =1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 1500
trigger9 = stateno = 602
trigger9 = movecontact = 1
trigger10 = stateno = 610
trigger10 = movecontact = 1
;---------------------------------------------------------------------------
;Stand_X
[State -1]
type = ChangeState
value = 210
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 210
trigger2 = time >= 50
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 201
trigger4 = movecontact =1
trigger5 = stateno = 202
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 1500
trigger9 = stateno = 602
trigger9 = movecontact = 1
trigger10 = stateno = 610
trigger10 = movecontact = 1


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

;Stand_Y
[State -1]
type = ChangeState
value = 211
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 211
trigger2 = time >=  50
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 201
trigger4 = movecontact =1
trigger5 = stateno = 202
trigger5 = movecontact = 1
trigger6 = stateno = 210
trigger6 = movecontact = 1
trigger7 = stateno = 212
trigger7 = movecontact = 1
trigger8 = stateno = 1500
trigger9 = stateno = 602
trigger9 = movecontact = 1
trigger10 = stateno = 610
trigger10 = movecontact = 1
;---------------------------------------------------------------------------
;Stand_C
[State -1]
type = ChangeState
value = 202
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 202
trigger2 = time >= 50
trigger3 = stateno = 200
trigger3 = movecontact = 1
trigger4 = stateno = 201
trigger4 = movecontact =1
trigger5 = stateno = 210
trigger5 = movecontact = 1
trigger6 = stateno = 211
trigger6 = movecontact = 1
trigger7 = stateno = 1500
trigger8 = stateno = 602
trigger8 = movecontact = 1
trigger9 = stateno = 610
trigger9 = movecontact = 1

;---------------------------------------------------------------------------
;Crouch_a
[State -1]
type = ChangeState
value = 410
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Crouch_b
[State -1]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Crouch_x
[State -1]
type = ChangeState
value = 410
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 410
trigger2 = time >= 40
;---------------------------------------------------------------------------
;Crouch_y
[State -1]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 410
trigger2 = time >= 40

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

;Jump_a
[State -1]
type = ChangeState
value = 600
trigger1 = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Jump_b
[State -1]
type = ChangeState
value = 600
trigger1 = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jump_x
[State -1]
type = ChangeState
value = 610
trigger1 = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Jump_y
[State -1]
type = ChangeState
value = 610
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Charge
[State -1]
type = ChangeState
value = 730
triggerall = command = "charge"
trigger1 = statetype = S
trigger1 = ctrl = 1

;Charge
[State -1]
type = ChangeState
value = 760
triggerall = command = "charge"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = Stateno = 1500
;---------------------------------------------------------------------------
;Zanzoken
[State -1]
type = ChangeState
value = 1600
triggerall = command = "zanzokena" && command = "zanzokenb"
trigger1 = statetype = S
trigger1 = ctrl = 1 
trigger2 = stateno = 1500

;Zanzoken - Counter
[State -1]
type = ChangeState
value = 1600
triggerall = command = "zanzokena" && command = "zanzokenb"         
trigger1 = ctrl = 1
trigger1 = stateno >= 150
trigger2 = Stateno <= 153
trigger3 = stateno = 5000       
trigger4 = stateno = 5001
trigger5 = stateno = 5002
trigger6 = stateno = 5010
trigger7 = stateno = 5011
trigger8 = stateno = 5012
trigger9 = stateno = 5020
trigger10 = stateno = 5021
trigger11 = stateno = 5022
trigger12 = stateno = 5110
trigger13 = stateno = 5120
trigger14 = stateno = 5110
trigger15 = stateno = 5035
trigger16 = stateno = 5030
trigger17 = stateno = 5050
trigger18 = stateno = 5040
trigger19 = stateno = 5071

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