[Statedef -3];펞ĎXe[g(p2statenoȂǂőɍs𐧌䂳ꂽ͎sȂ)
;---------------------------------------------------------------------------------

;nCWvEz
;_͊ȒP
;nCWvR}hꂽuuԁvAvarXCb`PɂB
;ŃnCWṽR}h͍ŌオUA܂WvB
;ăWvXe[gTO̎varXCb`PȏȂveladdŉ܂B
;varXCb`OɂgK[́uXe[gTÔQt[ځvłB

[State -3, R}hꂽVarON] 
type = VarSet
trigger1 = command = "jump"
trigger1 = ctrl
trigger1 = statetype = S
v = 3
value = 1

[State -3, sysvarp]
type = VarSet
trigger1 = Var(3) = 1
trigger1 = stateno = 40 ;WvÕXe[g
trigger1 = AnimTime = 0 ;Wv߂sysvarZbg鐡O
var(3) = ifelse(sysvar(1)=0, 2, ifelse(sysvar(1)=1, 3, 4))

[State -3, varOFFɂXe[g]
type = VarSet
triggerall = Time = 2
trigger1 = stateno = 50
trigger2 = stateno != [40,59]
v = 3
value = 0

[State -3, OɃ{^ĂOɂ]
type = VelAdd
trigger1 = var(3) = 3
trigger1 = stateno = 50
y = -0.8
x = 2

[State -3, Ȃɉ]
type = VelAdd
trigger1 = var(3) = 4
trigger1 = stateno = 50
y = -0.8
x = -2.1

[State -3, Wvveladdgďɉ]
type = VelAdd
trigger1 = var(3) = 2
trigger1 = stateno = 50
y = -2

[State -3, Ƃ̎c]
type = AfterImage
trigger1 = var(3) >= 1
trigger1 = stateno = 50
time = 25
trans = add1
length = 4
timeGap = 3
frameGap = 1
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1

;펞ĎXe[g͏ɗLɂXe[gRg[ǂǂǉĂ܂B

;------------------------------------------------------------------------------
;󋵂ɂsҁiKEZEK[hj

;p2movetypeAp2statetypeApowerALifeȂ
;݂̏󋵂ɗps点lɂĂ܂B


[State -3, 󒆃K[h]
type  = ChangeState
value = 132
triggerall = p2movetype = A          ;肪U
triggerall = statetype = A           ;
triggerall = var(20) = 1             ;CPU
triggerall = ctrl                    ;RɓƂ
triggerall = stateno != [190,194]    ;낢ƃoO΍Ȃǂ{Ă܂傤()
triggerall = p2statetype = A         ;肪
trigger1   = P2BodyDist X = [40,80]  ;p
trigger1   = var(21) = [0,39]        ;mႢ
trigger2   = P2BodyDist X = [-20,39] ;ߋp(w܂߂Ă)
trigger2   = var(21) = [0,59]        ;m

[State -3, Βn K[h]
type  = ChangeState
value = 130
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = var(20) = 1
triggerall = ctrl
triggerall = stateno != [190,194]
triggerall = p2statetype = S
trigger1   = P2BodyDist X = [40,90]
trigger1   = var(21) = [0,14]         ;CPŨK[hłƋCȂłH
trigger2   = P2BodyDist X = [-15,39]
trigger2   = var(21) = [10,29]
trigger3   = enemy,teammode = simul   ;肪`[[h
trigger3   = P2BodyDist X = [-50,-16] ;ĂƂɍUꂽꍇ
trigger3   = var(21) = [0,39]
trigger4   = P2BodyDist X = [-15,39]
trigger4   = enemy,hitdefattr = S, NA,SA,HA ;肪܂ɗUu
trigger4   = Random < 200                   ;mŃK[h

[State -3, ΋ K[h]
type  = ChangeState
value = 130
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = var(20) = 1
triggerall = ctrl
triggerall = stateno != [190,194]
triggerall = p2statetype = A
trigger1   = P2BodyDist X = [40,90]
trigger1   = var(21) = [0,15]
trigger2   = P2BodyDist X = [-40,39] ;߂΍܂
trigger2   = var(21) = [0,32]
trigger3   = P2BodyDist X = [-40,39]
trigger3   = enemy,hitdefattr = A, NA,SA,HA ;肪܂ɋ󒆍Uu
trigger3   = Random < 400

[State -3, Ⴊ݃K[h]
type  = ChangeState
value = 131
triggerall = p2movetype = A
triggerall = statetype != A
triggerall = var(20) = 1
triggerall = ctrl
triggerall = stateno != [190,194]
trigger1   = p2statetype = C
trigger1   = P2BodyDist X = [40,85]
trigger1   = var(21) = [0,24]
trigger2   = p2statetype = C
trigger2   = P2BodyDist X = [-20,39]
trigger2   = var(21) = [0,39]
trigger3   = p2statetype = S         ;i΍c
trigger3   = P2BodyDist X = [-15,39]
trigger3   = var(21) = [0,9]
trigger4   = p2statetype = C
trigger4   = enemy,teammode = simul
trigger4   = P2BodyDist X = [-50,-16]
trigger4   = var(21) = [0,39]
trigger5   = P2BodyDist X = [-20,39]
trigger5   = enemy,hitdefattr = C, NA,SA,HA ;肪܂ɋݍUu
trigger5   = Random < 300

[State -3, ]
type  = ChangeState
value = 800
triggerall = var(20) = 1
triggerall = roundstate = 2
triggerall = Random = [0,59]
triggerall = statetype = S
triggerall = ctrl
trigger1   = P2BodyDist X = [-3,3)
trigger1   = p2statetype != A
trigger1   = p2statetype != L
trigger1   = p2movetype != H



[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = command = "AI0"
trigger2 = command = "AI1"
trigger3 = command = "AI2"
trigger4 = command = "AI3"
trigger5 = command = "AI4"
trigger6 = command = "AI5"
trigger7 = command = "AI6"
trigger8 = command = "AI7"
trigger9 = command = "AI8"
trigger10 = command = "AI9"
trigger11 = command = "AI10"
trigger12 = command = "AI11"
trigger13 = command = "AI12"
trigger14 = command = "AI13"
trigger15 = command = "AI14"
trigger16 = command = "AI15"
trigger17 = command = "AI16"
trigger18 = command = "AI17"
trigger19 = command = "AI18"
trigger20 = command = "AI19"
trigger21 = command = "AI20"
trigger22 = command = "AI21"
trigger23 = command = "AI22"
trigger24 = command = "AI23"
trigger25 = command = "AI24"
trigger26 = command = "AI25"
trigger27 = command = "AI26"
trigger28 = command = "AI27"
trigger29 = command = "AI28"
trigger30 = command = "AI29"
trigger31 = command = "AI30"
trigger32 = command = "AI31"
trigger33 = command = "AI32"
trigger34 = command = "AI33"
trigger35 = command = "AI34"
trigger36 = command = "AI35"
trigger37 = command = "AI36"
trigger38 = command = "AI37"
trigger39 = command = "AI38"
trigger40 = command = "AI39"
trigger41 = command = "AI40"
trigger42 = command = "AI41"
trigger43 = command = "AI42"
trigger44 = command = "AI43"
trigger45 = command = "AI44"
trigger46 = command = "AI45"
trigger47 = command = "AI46"
trigger48 = command = "AI47"
trigger49 = command = "AI48"
trigger50 = command = "AI49"
trigger51 = numhelper(11990+id) && helper(11990+id),var(59) > 0
var(59) = 10
ignorehitpause = 1

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1= ishelper(33000)
stateno != 33000
value = 33000

[State -3]
type = helper
triggerall = !ishelper
triggerall = roundstate < 2 || stateno = 0 && !ctrl
trigger1=!numhelper(11990+id) && alive && var(59) = 0
helpertype = normal
name = "AIstart"
ID = 11990+id
stateno = 11990
keyctrl = 1
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1 = ishelper
Trigger1= ishelper(11990+id) && stateno != 11990
value = 11990

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-32
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 79*enemynear,vel y >= -92
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-79
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -149
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 37*enemynear,vel y >= -112
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-37
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) > 0 && roundstate=2
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 37*enemynear,vel y >= -112
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -37
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 37*enemynear,vel y + enemynear,gethitvar(yaccel)*37*38*0.5 = [-112,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 37
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=38)*49)*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -149
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-149,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 79*enemynear,vel y >= -92
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -79
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 79*enemynear,vel y + enemynear,gethitvar(yaccel)*79*80*0.5 = [-92,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 79
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=80)*49)*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-116,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -32
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 32*enemynear,vel y + enemynear,gethitvar(yaccel)*32*33*0.5 = [-118,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 32
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=33)*49)*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-110,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-95,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=19)*49)*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-86,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-76,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)|| p2statetype = A && random <= 34*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)|| p2statetype = A && random <= 23*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-25,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-74,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-96,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)|| p2statetype = A && random <= 41*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-63,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-80,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-75,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-104,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-22,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 21*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-43,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl



[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = command = "AI0"
trigger2 = command = "AI1"
trigger3 = command = "AI2"
trigger4 = command = "AI3"
trigger5 = command = "AI4"
trigger6 = command = "AI5"
trigger7 = command = "AI6"
trigger8 = command = "AI7"
trigger9 = command = "AI8"
trigger10 = command = "AI9"
trigger11 = command = "AI10"
trigger12 = command = "AI11"
trigger13 = command = "AI12"
trigger14 = command = "AI13"
trigger15 = command = "AI14"
trigger16 = command = "AI15"
trigger17 = command = "AI16"
trigger18 = command = "AI17"
trigger19 = numhelper(11990+id) && helper(11990+id),var(59) > 0
var(59) = 10
ignorehitpause = 1

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1= ishelper(33000)
stateno != 33000
value = 33000

[State -3]
type = helper
triggerall = !ishelper
triggerall = roundstate < 2 || stateno = 0 && !ctrl
trigger1=!numhelper(11990+id) && alive && var(59) = 0
helpertype = normal
name = "AIstart"
ID = 11990+id
stateno = 11990
keyctrl = 1
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1 = ishelper
Trigger1= ishelper(11990+id) && stateno != 11990
value = 11990

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-32
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 79*enemynear,vel y >= -92
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-79
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -149
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 37*enemynear,vel y >= -112
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-37
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) > 0 && roundstate=2
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 37*enemynear,vel y >= -112
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -37
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 37*enemynear,vel y + enemynear,gethitvar(yaccel)*37*38*0.5 = [-112,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 37
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=38)*49)*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -149
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-149,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 79*enemynear,vel y >= -92
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -79
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 79*enemynear,vel y + enemynear,gethitvar(yaccel)*79*80*0.5 = [-92,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 79
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=80)*49)*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-116,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -32
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 32*enemynear,vel y + enemynear,gethitvar(yaccel)*32*33*0.5 = [-118,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 32
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=33)*49)*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-110,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-95,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=19)*49)*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-86,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-76,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)|| p2statetype = A && random <= 34*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)|| p2statetype = A && random <= 23*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-25,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-74,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-96,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)|| p2statetype = A && random <= 41*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-63,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-80,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-75,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-104,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-22,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 21*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-43,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl



[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = numhelper(11990+id) && helper(11990+id),var(59) > 0
var(59) = 10
ignorehitpause = 1

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1= ishelper(33000)
stateno != 33000
value = 33000

[State -3]
type = helper
triggerall = !ishelper
triggerall = roundstate < 2 || stateno = 0 && !ctrl
trigger1=!numhelper(11990+id) && alive && var(59) = 0
helpertype = normal
name = "AIstart"
ID = 11990+id
stateno = 11990
keyctrl = 1
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1 = ishelper
Trigger1= ishelper(11990+id) && stateno != 11990
value = 11990

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-32
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 79*enemynear,vel y >= -92
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-79
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -149
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 37*enemynear,vel y >= -112
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-37
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) > 0 && roundstate=2
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 37*enemynear,vel y >= -112
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -37
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 37*enemynear,vel y + enemynear,gethitvar(yaccel)*37*38*0.5 = [-112,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 37
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=38)*49)*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -149
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-149,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 79*enemynear,vel y >= -92
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -79
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 79*enemynear,vel y + enemynear,gethitvar(yaccel)*79*80*0.5 = [-92,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 79
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=80)*49)*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-116,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -32
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 32*enemynear,vel y + enemynear,gethitvar(yaccel)*32*33*0.5 = [-118,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 32
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=33)*49)*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-110,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-95,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=19)*49)*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-86,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-76,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)|| p2statetype = A && random <= 34*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)|| p2statetype = A && random <= 23*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-25,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-74,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-96,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)|| p2statetype = A && random <= 41*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-63,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-80,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-75,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-104,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-22,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 21*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-43,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl



[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = numhelper(11990+id) && helper(11990+id),var(59) > 0
var(59) = 10
ignorehitpause = 1

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1= ishelper(33000)
stateno != 33000
value = 33000

[State -3]
type = helper
triggerall = !ishelper
triggerall = roundstate < 2 || stateno = 0 && !ctrl
trigger1=!numhelper(11990+id) && alive && var(59) = 0
helpertype = normal
name = "AIstart"
ID = 11990+id
stateno = 11990
keyctrl = 1
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1 = ishelper
Trigger1= ishelper(11990+id) && stateno != 11990
value = 11990

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-32
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 79*enemynear,vel y >= -92
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-79
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -149
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 37*enemynear,vel y >= -112
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-37
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) > 0 && roundstate=2
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 37*enemynear,vel y >= -112
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -37
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 37*enemynear,vel y + enemynear,gethitvar(yaccel)*37*38*0.5 = [-112,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 37
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=38)*49)*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -149
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-149,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 79*enemynear,vel y >= -92
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -79
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 79*enemynear,vel y + enemynear,gethitvar(yaccel)*79*80*0.5 = [-92,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 79
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=80)*49)*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-116,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -32
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 32*enemynear,vel y + enemynear,gethitvar(yaccel)*32*33*0.5 = [-118,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 32
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=33)*49)*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-110,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-95,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=19)*49)*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-86,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-76,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)|| p2statetype = A && random <= 34*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)|| p2statetype = A && random <= 23*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-25,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-74,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-96,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)|| p2statetype = A && random <= 41*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-63,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-80,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-75,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-104,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-22,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 21*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-43,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl



[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = numhelper(11990+id) && helper(11990+id),var(59) > 0
var(59) = 10
ignorehitpause = 1

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1= ishelper(33000)
stateno != 33000
value = 33000

[State -3]
type = helper
triggerall = !ishelper
triggerall = roundstate < 2 || stateno = 0 && !ctrl
trigger1=!numhelper(11990+id) && alive && var(59) = 0
helpertype = normal
name = "AIstart"
ID = 11990+id
stateno = 11990
keyctrl = 1
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1 = ishelper
Trigger1= ishelper(11990+id) && stateno != 11990
value = 11990

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-32
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 79*enemynear,vel y >= -92
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-79
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -149
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 37*enemynear,vel y >= -112
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-37
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) > 0 && roundstate=2
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 37*enemynear,vel y >= -112
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -37
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 37*enemynear,vel y + enemynear,gethitvar(yaccel)*37*38*0.5 = [-112,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 37
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=38)*49)*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -149
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-149,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 79*enemynear,vel y >= -92
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -79
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 79*enemynear,vel y + enemynear,gethitvar(yaccel)*79*80*0.5 = [-92,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 79
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=80)*49)*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-116,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -32
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 32*enemynear,vel y + enemynear,gethitvar(yaccel)*32*33*0.5 = [-118,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 32
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=33)*49)*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-110,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-95,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=19)*49)*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-86,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-76,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)|| p2statetype = A && random <= 34*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)|| p2statetype = A && random <= 23*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-25,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-74,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-96,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)|| p2statetype = A && random <= 41*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-63,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-80,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-75,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-104,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-22,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 21*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-43,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl



[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = numhelper(11990+id) && helper(11990+id),var(59) > 0
var(59) = 10
ignorehitpause = 1

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1= ishelper(33000)
stateno != 33000
value = 33000

[State -3]
type = helper
triggerall = !ishelper
triggerall = roundstate < 2 || stateno = 0 && !ctrl
trigger1=!numhelper(11990+id) && alive && var(59) = 0
helpertype = normal
name = "AIstart"
ID = 11990+id
stateno = 11990
keyctrl = 1
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1 = ishelper
Trigger1= ishelper(11990+id) && stateno != 11990
value = 11990

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-3
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && !enemynear,hitdefattr = sca,aa,ap,at
triggerall = p2stateno < 2000 || p2stateno = helper(33000),var(2)
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-18
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-32
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-21
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 79*enemynear,vel y >= -92
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-79
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -149
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 37*enemynear,vel y >= -112
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-37
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) > 0 && roundstate=2
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || stateno != [120,155]
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 37*enemynear,vel y >= -112
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -37
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, REISHIKI]
type = ChangeState
value = 3300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 37*enemynear,vel y + enemynear,gethitvar(yaccel)*37*38*0.5 = [-112,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 37
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=38)*49)*var(59)
triggerall = p2bodydist x = [0,66+37*(vel x+enemynear,vel x)]
triggerall = power >= 3000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 31*enemynear,vel y >= -149
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, KAMUKURA]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-149,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x = [0,42+31*(vel x+enemynear,vel x)]
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact
trigger16 = stateno = 2110 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger17 = stateno = 2111 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact
trigger18 = stateno = 2112 && AnimElemtime(7) >= 0 && AnimElemtime(11) < 0 && movecontact

[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 79*enemynear,vel y >= -92
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -79
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, MUSHIKI]
type = ChangeState
value = 2200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 79*enemynear,vel y + enemynear,gethitvar(yaccel)*79*80*0.5 = [-92,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 79
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=80)*49)*var(59)
triggerall = p2bodydist x = [0,5+79*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -59
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1155 && AnimElemtime(1) >= 0 && AnimElemtime(2) < 0 && movecontact
trigger14 = stateno = 1310 && movecontact
trigger15 = stateno = 1350 && movecontact


[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -116
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L RED]
type = ChangeState
value = 1800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-116,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,55+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -32
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 32*enemynear,vel y >= -118
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S RED]
type = ChangeState
value = 1850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 32*enemynear,vel y + enemynear,gethitvar(yaccel)*32*33*0.5 = [-118,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 32
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=33)*49)*var(59)
triggerall = p2bodydist x = [0,58+32*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -86
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, L ARED]
type = ChangeState
value = 1500
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact

[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S ARED]
type = ChangeState
value = 1550
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 14*(vel y - enemynear,vel y) = [-56,32]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,62+14*(vel x+enemynear,vel x)]
triggerall = pos Y+14*vel y+const(movement.yaccel)*14*15*0.5 < 0
triggerall = statetype = A
triggerall = Pos Y < -20
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 610 && movecontact
trigger4 = stateno = 630 && movecontact
trigger5 = stateno = 635 && movecontact
trigger6 = stateno = 640 && movecontact
trigger7 = stateno = 645 && movecontact
trigger8 = stateno = 650 && movecontact


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -110
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S HIKIGANE]
type = ChangeState
value = 1350
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-110,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [0,56+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -41
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, L 75]
type = ChangeState
value = 1200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,24+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0

[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -18
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 18*enemynear,vel y >= -95
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, S 75]
type = ChangeState
value = 1250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 18*enemynear,vel y + enemynear,gethitvar(yaccel)*18*19*0.5 = [-95,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 18
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=19)*49)*var(59)
triggerall = p2bodydist x = [0,26+18*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -34
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger14 = stateno = 1700 && movecontact
trigger14 = var(33)!= 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -86
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, DOKUGAMI]
type = ChangeState
value = 1700
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-86,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [0,50+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact
trigger11 = stateno = 300 && movecontact
trigger12 = stateno = 315 && movecontact
trigger13 = stateno = 1605 && movecontact
trigger13 = var(33)!= 0
trigger13 = var(18) = 0


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 15*enemynear,vel y >= -76
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 9*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, Throw]
type = ChangeState
value = 300
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 15*enemynear,vel y + enemynear,gethitvar(yaccel)*15*16*0.5 = [-76,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [10,39+15*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -35
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = ctrl
trigger2 = stateno = [150,151]


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,59+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 154


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -0
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,23]
triggerall = Statetype != A
triggerall = stateno != 100
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)|| p2statetype = A && random <= 34*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, NARAKU]
type = ChangeState
value = 330
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-17,47]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,31+6*(vel x+enemynear,vel x)]
triggerall = statetype = A
trigger1 = ctrl
trigger2 = stateno = 105


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 4*enemynear,vel y >= -25
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)|| p2statetype = A && random <= 23*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, 88]
type = ChangeState
value = 320
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 4*enemynear,vel y + enemynear,gethitvar(yaccel)*4*5*0.5 = [-25,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,62+4*(vel x+enemynear,vel x)]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -21
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 21*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)|| p2statetype = A && random <= 20*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, GOUHU]
type = ChangeState
value = 310
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 21*enemynear,vel y + enemynear,gethitvar(yaccel)*21*22*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 21
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=22)*49)*var(59)
triggerall = p2bodydist x = [0,52+21*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -55
triggerall = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 245 && movecontact
trigger7 = stateno = 400 && movecontact
trigger8 = stateno = 410 && movecontact
trigger9 = stateno = 430 && movecontact
trigger10 = stateno = 440 && movecontact


[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,21+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -64
triggerall = Statetype != A
triggerall = p2bodydist X < 18
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -74
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 17*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-74,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,28+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = Statetype != A
triggerall = p2bodydist X < 24
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 14*enemynear,vel y >= -96
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 14*enemynear,vel y + enemynear,gethitvar(yaccel)*14*15*0.5 = [-96,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,45+14*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -63
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)|| p2statetype = A && random <= 41*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-63,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,45+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -22
triggerall = Statetype != A
triggerall = p2bodydist X < 14
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -80
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-80,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,52+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -47
triggerall = Statetype != A
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -94
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-94,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,40+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -62
triggerall = Statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -75
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-75,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x = [0,57+16*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,46+3*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -38
trigger1 = Statetype != A
trigger1 = ctrl
trigger2 = stateno = 430 && time >= 4 && movecontact

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -104
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-104,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [12,29+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -37
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -3
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 3*enemynear,vel y >= -22
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 41*var(59)|| p2statetype = A && random <= 60*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 3*enemynear,vel y + enemynear,gethitvar(yaccel)*3*4*0.5 = [-22,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 3
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=4)*49)*var(59)
triggerall = p2bodydist x = [0,59+3*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 12*enemynear,vel y >= -43
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 21*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-43,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [0,79+12*(vel x+enemynear,vel x)]
trigger1 = Statetype != A
trigger1 = ctrl


[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 26*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,40]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,31+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-37,52]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,42+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
trigger1 = statetype = A
trigger1 = ctrl


[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 4*(vel y - enemynear,vel y) = [-25,55]
triggerall = p2movetype = H && helper(33000),var(17) > 4
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=5)*49)*var(59)
triggerall = p2bodydist x = [0,29+4*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-17,64]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,22+5*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 23*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-20,54]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,59+6*(vel x+enemynear,vel x)]
triggerall = stateno != 105
triggerall = vel X = 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

[State -1, Jump Strong Kick]
type = ChangeState
value = 645
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-43,46]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,64+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = stateno != 105
triggerall = vel X != 0
trigger1 = statetype = A
trigger1 = ctrl

