
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
[Defaults]
command.time = 15
command.buffer.time = 3
[Command]
name = "ai01"
command = ~U,U,U,U,U,U,U,U,U,U,x
time = 0

[Command]
name = "ai02"
command = ~U,U,U,U,U,U,U,U,U,U,y
time = 0

[Command]
name = "ai03"
command = ~U,U,U,U,U,U,U,U,U,U,z
time = 0

[Command]
name = "ai04"
command = ~U,U,U,U,U,U,U,U,U,U,a
time = 0

[Command]
name = "ai05"
command = ~U,U,U,U,U,U,U,U,U,U,b
time = 0

[Command]
name = "ai06"
command = ~U,U,U,U,U,U,U,U,U,U,c
time = 0

[Command]
name = "ai07"
command = ~F,F,F,F,F,F,F,F,F,F,x
time = 0

[Command]
name = "ai08"
command = ~F,F,F,F,F,F,F,F,F,F,y
time = 0

[Command]
name = "ai09"
command = ~F,F,F,F,F,F,F,F,F,F,z
time = 0

[Command]
name = "ai10"
command = ~F,F,F,F,F,F,F,F,F,F,a
time = 0

[Command]
name = "ai11"
command = ~F,F,F,F,F,F,F,F,F,F,b
time = 0

[Command]
name = "ai12"
command = ~F,F,F,F,F,F,F,F,F,F,c
time = 0

[Command]
name = "ai13"
command = ~D,D,D,D,D,D,D,D,D,D,x
time = 0

[Command]
name = "ai14"
command = ~D,D,D,D,D,D,D,D,D,D,y
time = 0

[Command]
name = "ai15"
command = ~D,D,D,D,D,D,D,D,D,D,z
time = 0

[Command]
name = "ai16"
command = ~D,D,D,D,D,D,D,D,D,D,a
time = 0

[Command]
name = "ai17"
command = ~D,D,D,D,D,D,D,D,D,D,b
time = 0

[Command]
name = "ai18"
command = ~D,D,D,D,D,D,D,D,D,D,c
time = 0

[Command]
name = "ai19"
command = ~B,B,B,B,B,B,B,B,B,B,x
time = 0

[Command]
name = "ai20"
command = ~B,B,B,B,B,B,B,B,B,B,y
time = 0

[Command]
name = "ai21"
command = ~B,B,B,B,B,B,B,B,B,B,z
time = 0

[Command]
name = "ai22"
command = ~B,B,B,B,B,B,B,B,B,B,a
time = 0

[Command]
name = "ai23"
command = ~B,B,B,B,B,B,B,B,B,B,b
time = 0

[Command]
name = "ai24"
command = ~B,B,B,B,B,B,B,B,B,B,c
time = 0

[Command]
name = "ai25"
command = ~U,x,D,b,B,y,F,a
time = 0

[Command]
name = "ai26"
command = ~U,U,U,U,U,U,U,U,U,U,x+y
time = 0

[Command]
name = "ai27"
command = ~U,U,U,U,U,U,U,U,U,U,y+z
time = 0

[Command]
name = "ai28"
command = ~U,U,U,U,U,U,U,U,U,U,z+x
time = 0

[Command]
name = "ai29"
command = ~U,U,U,U,U,U,U,U,U,U,a+b
time = 0

[Command]
name = "ai30"
command = ~U,U,U,U,U,U,U,U,U,U,b+c
time = 0

[Command]
name = "ai31"
command = ~U,U,U,U,U,U,U,U,U,U,c+a
time = 0

[Command]
name = "ai32"
command = ~F,F,F,F,F,F,F,F,F,F,x+y
time = 0

[Command]
name = "ai33"
command = ~F,F,F,F,F,F,F,F,F,F,y+z
time = 0

[Command]
name = "ai34"
command = ~F,F,F,F,F,F,F,F,F,F,z+x
time = 0

[Command]
name = "ai35"
command = ~F,F,F,F,F,F,F,F,F,F,a+b
time = 0

[Command]
name = "ai36"
command = ~F,F,F,F,F,F,F,F,F,F,b+c
time = 0

[Command]
name = "ai37"
command = ~F,F,F,F,F,F,F,F,F,F,c+a
time = 0

[Command]
name = "ai38"
command = ~D,D,D,D,D,D,D,D,D,D,x+y
time = 0

[Command]
name = "ai39"
command = ~D,D,D,D,D,D,D,D,D,D,y+z
time = 0

[Command]
name = "ai40"
command = ~D,D,D,D,D,D,D,D,D,D,z+x
time = 0

[Command]
name = "ai41"
command = ~D,D,D,D,D,D,D,D,D,D,a+b
time = 0

[Command]
name = "ai42"
command = ~D,D,D,D,D,D,D,D,D,D,b+c
time = 0

[Command]
name = "ai43"
command = ~D,D,D,D,D,D,D,D,D,D,c+a
time = 0

[Command]
name = "ai44"
command = ~B,B,B,B,B,B,B,B,B,B,x+y
time = 0

[Command]
name = "ai45"
command = ~B,B,B,B,B,B,B,B,B,B,y+z
time = 0

[Command]
name = "ai46"
command = ~B,B,B,B,B,B,B,B,B,B,z+x
time = 0

[Command]
name = "ai47"
command = ~B,B,B,B,B,B,B,B,B,B,a+b
time = 0

[Command]
name = "ai48"
command = ~x,a,y,b,y,z
time = 0

[Command]
name = "ai49"
command = ~x,x,y,y,z+c
time = 0

[Command]
name = "ai50"
command = ~D,U,D,x,a,y
time = 0
;===============================================
[Command]
name = "茍~";lv3 
command = ~D, F, D, F, z
time = 30

[Command]
name = "_" ;lv3       
command = ~D, F, D, F, c
time = 30

[Command]
name = "ql";lv2
command = ~D, F, D, F, b
time = 30

[Command]
name = "";lv2
command = ~D, F, D, F, a
time = 30

[Command]
name = ""
command = ~D, F, D, F, y
time = 30

[Command]
name = "V"
command = ~D, F, D, F, x
time = 30




;============================================
[Command]
name = "BDFa"
command = ~D,B,a

[Command]
name = "BDFb"
command = ~D,B,b

[Command]
name = ""
command = ~D, DB, B, x

[Command]
name = ""
command = ~D, DB, B, y

[Command]
name = ""
command = ~D,F,b

[Command]
name = "㐾"
command = ~D,F,a

[Command]
name = "{X㋾"
command = ~D,F,z

[Command]
name = ""
command = ~F, D, DF,y

[Command]
name = "㋾"
command = ~F, D, DF,x

[Command]
name = ""
command = ~D, DF, F, x

[Command]
name = ""
command = ~D, DF, F, y

[Command]
name = "jump"    
command = D, $U
time = 12

;------------------------------------------------------------------------------
;-| L[QA |---------------------------------------------------------
[Command]
name = "FF"     ;vς (L[̕ύX͉\łOς薳ɂĂ͂܂)
command = F, F
time = 10

[Command]
name = "BB"     ;vς (L[̕ύX͉\łOς薳ɂĂ͂܂)
command = B, B
time = 10

;------------------------------------------------------------------------------
;-|  |-----------------------------------------------------------------
[Command]
name = "recovery"   ;vς (L[̕ύX͉\łOς薳ɂĂ͂܂)
command = x+a
time = 1

[Command]
name = "recovery"   ;vς (L[̕ύX͉\łOς薳ɂĂ͂܂)
command = z
time = 1

[Command]
name = "ӂƂ΂"
command = y+b
time = 1

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

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

;------------------------------------------------------------------------------
;-| L[{{^ |---------------------------------------------------------

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

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

;------------------------------------------------------------------------------
;-| {^P |---------------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

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

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

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

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

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

[Command]
name = "start"
command = s
time = 1
[command]
name="fwd"
command=F
time=1
[command]
name="back"
command=B
time=1
[command]
name="up"
command=U
time=1
[command]
name="down"
command=D
time=1
;------------------------------------------------------------------------------
;-| L[ςȂ |-----------------------------------------------------
[Command]
name = "holdfwd"   ;vς (L[̕ύX͉\łOς薳ɂĂ͂܂)
command = /$F
time = 1

[Command]
name = "holdback"  ;vς (L[̕ύX͉\łOς薳ɂĂ͂܂)
command = /$B
time = 1

[Command]
name = "holdup"    ;vς (L[̕ύX͉\łOς薳ɂĂ͂܂)
command = /$U
time = 1

[Command]
name = "holddown"  ;vς (L[̕ύX͉\łOς薳ɂĂ͂܂)
command = /$D
time = 1

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


[Statedef -1]
[State AINpwp[]
type=helper
trigger1=!NumHelper(9601) && Roundstate = 2
trigger1=!var(59)
Trigger1=PrevStateNo=8190
Trigger1=ctrl&&stateno=0
ID=9601
stateno=9601
name="AI"
keyctrl=1
pausemovetime=2**31-1
supermovetime=2**31-1
persistent = 0

[State ]
type=Selfstate
trigger1= ishelper(9601)
value=9601

[State ]
type=varset
trigger1=(var(0)&8)&&Roundstate!=2
var(0)=var(0)^8
[State ]
type=varset
triggerall=!(var(0)&8)
trigger1=stateno=0&&Ctrl
trigger2=stateno=[20,22]
trigger3=stateno=40 || stateno=100 || stateno=120
var(0)=var(0)|8
[State ]
type = Ctrlset
trigger1 = Stateno = [10,12]
trigger2 = Stateno = [20,22]
trigger3 = Stateno = [100,101]
trigger4 = Stateno = [120,133]
trigger5 = Stateno = 106 && (var(0)&1)
trigger6 = Stateno = 0 && (var(0)&8)
Value = 1

;===========================================================================
; AI 
; Last Update 2/7
; [memo]
; K{
; triggerall=var(59)&& Alive&&Roundstate = 2&&!ishelper
; var(58) 
; 1-127 = Enemynear,Gethitvar(Hittime)+Enemynear,Gethitvar(Hitshaketime)
; CTRL̒ǌɎg
; fvar(39)=d͉x

[State ̍dl]
type = Null
triggerall =Numenemy
triggerall =var(58):=var(58)-(var(58)&127)||1
trigger1=Enemynear,Gethitvar(Hittime)+Enemynear,Gethitvar(Hitshaketime) < 128
trigger1=var(58):=var(58)+(Enemynear,Gethitvar(Hittime)+Enemynear,Gethitvar(Hitshaketime))*(Enemynear,Gethitvar(Hittime)>=0)||1
trigger2=Enemynear,Gethitvar(Hittime)+Enemynear,Gethitvar(Hitshaketime) >= 128
trigger2=var(58):=var(58)+127||1
ignorehitpause=1
[State ̗x]
type = Null
trigger1 = enemynear,Movetype!=H && 0
trigger1 = fvar(39):=enemynear,Const(Movement.Yaccel)
trigger2 = 1
trigger2 = fvar(39):=enemynear,gethitvar(yaccel)
Ignorehitpause=1
[State ]
type=Displaytoclipboard
trigger1=stateno!=320
Text="p2bdy=%d,Hittime=%d,%f"
params=floor(p2bodydist x),(var(58)&127),fvar(0)
Ignorehitpause=1			
;===========================================================================
; ɕȂ
[State ]
type = Assertspecial
triggerall=var(59)>0&&Alive&&!ishelper
trigger1= var(59) >= 4
flag=Nowalk
;===========================================================================
; 
[State -1,]
type=changestate
value = 105
triggerall=var(59)>0&&Alive&&Roundstate=3&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,stateno!=5150
triggerall=ctrl && stateno != 195 && prevstateno != 195
trigger1=frontedgebodydist 	< 90
;===========================================================================
; 
[State -1,]
type=changestate
value = 195
triggerall=var(59)>0&&Alive&&Roundstate=3&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,stateno!=5150
triggerall=ctrl && stateno != 195 && prevstateno != 195
trigger1=var(59)>7
;---------------------------------------------------------------------------
;g
[State -1, UKEMI]
type = ChangeState
value = 52000
triggerall=var(59)>0&&Alive&&Roundstate=2&&!ishelper
triggerall=stateno = 5050 &&  pos y > -30 && vel y > 0
triggerall=Canrecover || var(0)&1
trigger1 = Random <= Random%50 * var(59)
trigger2 = var(59) >= 5
trigger2 = Random < Random%200
trigger3 = var(59) >= 8
;===========================================================================
;o[T
; AI1
;===========================================================================
;800
[State -1,]
type=changestate
value = 800
triggerall=var(59)>0&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType!=L&&EnemyNear,MoveType!=H
triggerall=ctrl
triggerall=P2bodydist X < 15&&P2Statetype!=A&&!Numtarget&&P2Movetype!=H
triggerall=(Prevstateno = [120,159]) || (Prevstateno = [5000,5270]) || Enemynear,Facing = Facing&&(prevstateno!=[215,245])
triggerall=Enemynear,Ctrl=0
triggerall=Time=1||var(59)>7
trigger1 = Random <= Random%25 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*8 && var(59) < 7
trigger2 = var(59) = 7
trigger2 = Random < Random%200
trigger3 = var(59) >= 8 && random%3=random%3
trigger3 = Enemynear,Stateno < 2000 && P2bodydist x <5 || Enemynear,Animtime >= -3
;---------------------------------------------------------------------------
;400
[State -1,]
type = ChangeState
value = 400
triggerall=var(59)>0&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType!=L&&EnemyNear,StateType!=A&&EnemyNear,MoveType!=H
triggerall=Enemynear,Animtime <= -4
triggerall=(Prevstateno = [120,159]) || (Prevstateno = [5000,5270])
triggerall=P2BodyDist X <= 50&&P2dist y+enemynear,vel y >= 0
triggerall=Ctrl
triggerall=Enemynear,Ctrl=0
triggerall=Time>=1||var(59)>7
trigger1 = Random <= Random%25 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*8 && var(59) < 7
trigger2 = var(59) = 7
trigger2 = Random < Random%200
trigger3 = var(59) >= 8 && ((Prevstateno=[5000,5270])||(Prevstateno=[150,155])||Enemynear,Facing=Facing)
trigger3 = Enemynear,Time>0 && Enemynear,Movecontact && enemynear,animtime < -4

;---------------------------------------------------------------------------
;K[h 
; AI2
;---------------------------------------------------------------------------
; K[h
[State -1,]
type=changestate
value = 120
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=Ctrl&&Stateno!=[120,159]
triggerall=Inguarddist || Enemynear,Movetype=A&&var(59)>7
triggerall=!(Enemynear,HitdefAttr = SCA,AT)
trigger1=Random<Random%30*var(59)&&(var(59)=[4,6])
trigger2=Random<Random%100*var(59)&&var(59)=7	
trigger3=var(59)>7
;---------------------------------------------------------------------------
; K[hLZӂƂ΂
[State -1,]
type=changestate
value = 290
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=1000
triggerall=EnemyNear,StateType != L
triggerall=Inguarddist || Enemynear,Movetype=A&&var(59)>7
triggerall=(Stateno=[150,153])
triggerall=P2BodyDist X =[-5,55]
trigger1=var(59)<7&&Random<Random%40*(var(59)-3) || var(59) > 7 && Power>4000 && Enemynear,Stateno < 2000
trigger2=var(59)>=6&&Enemynear,Animtime<=-12&&!Enemynear,ctrl 
trigger2=var(59)<7 || Enemynear,Stateno < 2000
trigger2=Random<Random%40*(var(59)-3)&&var(59)<8 || var(59) > 7 && Power>4000
;---------------------------------------------------------------------------
;105 ;obNXebv 
[State -1,]
type=changestate
value = 105
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=p2bodydist X<90 && (Enemynear,HitdefAttr=SCA,AT)
triggerall=Ctrl
trigger1 = Random <= Random%10 * (var(59)-3)
trigger2 = var(59)>=6
trigger2 = Random <= Random%60 * var(59)
trigger3 = var(59) > 7
;==============================================================================
;JE^[
;==============================================================================
;3000
[State -1,]
type=changestate
value = 2400
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&& Power >= 2000
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=inguarddist||Enemynear,movetype=A&&var(59)>7
triggerall=p2bodydist X<40
triggerall=Ctrl
triggerall=Life<Lifemax/4
triggerall=Enemynear,AnimTime < -4 || P2Dist Y + Floor(( EnemyNear,Vel Y * 7 ) + ( fvar(39)*( (7*8)/2) )) <= -1 && P2statetype = A
trigger1 = Random <= Random%10 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*4
trigger2 = var(59)>=7
trigger2 = Random <= Random%25 * var(59)
trigger2 = Enemynear,Time >= 60-var(59)*7
trigger3 = var(59) > 8
;==============================================================================
;2400
[State -1,]
type=changestate
value = 2400
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&& Power >= 2000
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=inguarddist||Enemynear,movetype=A&&var(59)>7
triggerall=p2bodydist X<40
triggerall=Ctrl
triggerall=P2StateType!=A && Enemynear,AnimTime < -4
trigger1 = Random <= Random%10 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*4
trigger2 = var(59)>=7
trigger2 = Random <= Random%25 * var(59)
trigger2 = Enemynear,Time >= 60-var(59)*7
trigger3 = var(59) > 8
;---------------------------------------------------------------------------
;2100
[State -1,]
type=changestate
value = 2100
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A && Power >= 2000
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=inguarddist||Enemynear,movetype=A&&var(59)>7
triggerall=p2bodydist X>=100
triggerall=Ctrl
triggerall=P2Dist Y + Floor(( EnemyNear,Vel Y *  9+12*!(var(0)&1) ) + ( fvar(39)*( ( 9+12*!(var(0)&1)* 10+12*!(var(0)&1))/2) )) <= -1 && P2statetype = A
trigger1 = Random <= Random%10 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*4
trigger2 = var(59)>=7
trigger2 = Random <= Random%25 * var(59)
trigger2 = Enemynear,Time >= 60-var(59)*7
trigger3 = var(59) > 8
;---------------------------------------------------------------------------
; 1050
[State -1,]
type=changestate
value = 1050
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=inguarddist||Enemynear,movetype=A&&var(59)>7
triggerall=Ctrl
trigger1 = Random < Random%200
trigger1 = Enemynear,MoveType!=A && Inguarddist
trigger1 = var(59) >= 6
;---------------------------------------------------------------------------
;1101
[State -1,]
type=changestate
value = 1101
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=EnemyNear,StateType != L&&EnemyNear,Movetype != H
triggerall=inguarddist||Enemynear,movetype=A&&var(59)>7
triggerall=p2bodydist X=[-5,70]
triggerall=Ctrl
triggerall=Enemynear,Statetype=A || var(59) > 8
trigger1 = Random <= Random%10 * var(59)
trigger1 = Enemynear,Time >= 60 - var(59)*4
trigger2 = var(59)>=7
trigger2 = Random <= Random%25 * var(59)
trigger2 = Enemynear,Time >= 60-var(59)*7
trigger3 = var(59) > 8
;--------------------------------------------------===================
; NU ѓ,ݒȕꍇȂׂ()̑珇ԂɁB
; AI3
;===========================================================================
;1001
[State -1,]
type=changestate
value = 1001
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=!(Inguarddist)
triggerall= Numprojid(1000) = 0 || (var(0)&1)
triggerall= Ctrl || Movecontact&&((stateno=[200,215]) || stateno=245 || stateno=400 || stateno=410 || stateno=290)
trigger1 = p2bodydist x >80
trigger1 = var(59)>=3
trigger1 = Random <= Random%80 * var(59)
;===========================================================================
;1000
[State -1,]
type=changestate
value = 1000
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall= Numprojid(1000) = 0 || (var(0)&1)
triggerall= Ctrl || Movecontact&&((stateno=[200,215]) || stateno=245 || stateno=400 || stateno=410 || stateno=290)
trigger1 = var(59)>=3 && (var(0)&1) && numhelper(1030)
trigger1 = Random <= Random%80 * var(59)
;===========================================================================
;430
[State -1,]
type=changestate
value = 430
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Stateno = 5120
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall=Ctrl
triggerall=P2BodyDist X <= 40
trigger1 = var(59)>=3 && Enemynear,AnimTime >= -2
trigger1 = var(59) < 8
trigger1 = Random <= Random%100 * var(59)
;===========================================================================
;105
[State -1,]
type=changestate
value = 105
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=enemynear,StateType=L || enemynear,pos y > - 10 && Stateno = [5030,5050]
triggerall=!(Inguarddist||enemynear,movetype=A||p2movetype=A)
triggerall=Ctrl 
triggerall=P2BodyDist X <= 60
trigger1 = var(59)>=3
trigger1 = Random <= Random%30 * var(59)
;==============================================================================
; Ctrl̘AZ
; AI4
;==============================================================================
; @Ƃ
[State ]
type=varset
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=Stateno=[1100,1101]
trigger1=AnimElemTime(9) = 0 && (P2bodydist X < 45 || var(59) < 4)
trigger1=Random%(40+50*(var(59)>3))*var(59) || var(59) > 6
var(5)=1
;===========================================================================
; 
[State -1,]
type=changestate
value = 195
triggerall=var(59)>0&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1=Enemynear,gethitvar(fall.damage) > Enemynear,Life && p2stateno = [5030,5050]
;==============================================================================
; 2100
[State -1,]
type=changestate
value = 2100
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A && Power>=2000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = P2bodydist X >= 160 && Power >= 5000 - 2000 * (var(0)&1)
trigger1 = var(58)&127 >= 9+12*!(var(0)&1) && p2statetype != A &&p2stateno = [5000,5050]
trigger2 = P2bodydist X >= 120 && Power >= 5000 - 2000 * (var(0)&1)
trigger2 = var(58)&127 >= 9+12*!(var(0)&1) && p2statetype = A && p2stateno = [120,155]
;==============================================================================
; 2000
[State -1,]
type=changestate
value = 2000
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A && Power>=1000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = (P2bodydist X = [40,80]) && Power >= 3000
trigger1 = p2statetype != A && var(58)&127 >= 9 && p2stateno = [5000,5050]
;==============================================================================
; 1101
[State -1,]
type=changestate
value = 1101
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = P2Dist Y + Floor(( EnemyNear,Vel Y * 9 ) + ( fvar(39)*( (9*10)/2) )) = [-24,-1]
trigger1 = P2bodydist X - (EnemyNear,Vel X * 9)*ifelse(EnemyNear,Facing=Facing,-1,1) = [0,80]
trigger1 = P2Stateno = [5000,5050]
trigger1 = Life >= Lifemax/2
;==============================================================================
; 1100
[State -1,]
type=changestate
value = 1100
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = P2Dist Y + Floor(( EnemyNear,Vel Y * 5 ) + ( fvar(39)*( (5*6)/2) )) = [-15,-1]
trigger1 = P2bodydist X - (EnemyNear,Vel X * 9)*ifelse(EnemyNear,Facing=Facing,-1,1) = [0,80]
trigger1 = P2Stateno = [5000,5050]
;==============================================================================
; 1301
[State -1,]
type=changestate
value = 1301
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = P2Dist Y + Floor(( EnemyNear,Vel Y * 6 ) + ( fvar(39)*( (6*7)/2) )) = [-40,-5]
trigger1 = P2bodydist X - (EnemyNear,Vel X * 6) = [0,76]
trigger1 = P2Stateno = 2525 || P2Stateno = [5000,5050]
trigger1 = Prevstateno = 1110
;==============================================================================
; 1300
[State -1,]
type=changestate
value = 1300
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = P2Dist Y + Floor(( EnemyNear,Vel Y * 6 ) + ( fvar(39)*( (6*7)/2) )) = [-40,-5]
trigger1 = P2bodydist X - (EnemyNear,Vel X * 6) = [0,76]
trigger1 = P2Stateno = 2525 || P2Stateno = [5000,5050]

;==============================================================================
; 1050
[State -1,]
type=changestate
value = 1050
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = P2bodydist X < 50 && Numhelper(1030)*Numhelper(1031) = 0
trigger1 = p2statetype != A && var(58)&127 > 7 && p2stateno = [5000,5050]
trigger2 = P2bodydist X < 50 && Numhelper(1030)*Numhelper(1031) > 0
trigger2 = p2statetype != A && var(58)&127 > 7 && p2stateno = [5000,5050]
trigger2 = helper(1030),Stateno = 1035 || helper(1030),Movecontact || helper(1030),p2bodydist x < -10
trigger2 = helper(1031),Stateno = 1035 || helper(1031),Movecontact || helper(1031),p2bodydist x < -10
;==============================================================================
; 1000
[State -1,]
type=changestate
value = 1000
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall= Numprojid(1000) = 0 || (var(0)&1)
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = vel y <= 0
trigger1 = power < 4000 || Numpartner
trigger1 = P2bodydist X > 140 && p2stateno = [120,155]
;==============================================================================
; 320
[State -1,]
type=changestate
value = 320
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = enemynear,gethitvar(chainid)=1200
trigger1 = Power <= 2000 || var(59) < 6
trigger1 = P2Dist Y + Floor(( EnemyNear,Vel Y * 11 ) + ( fvar(39)*( (11*12)/2) )) = [-40,-30]
trigger2 = enemynear,gethitvar(chainid)=1200
trigger2 = P2Dist Y + Floor(( EnemyNear,Vel Y * 11 ) + ( fvar(39)*( (11*12)/2) )) = [-20,-10]
trigger3 = P2Stateno != [120,155]
trigger3 = P2bodydist X - (EnemyNear,Vel X * 11) = [0,90]
trigger3 = P2Dist Y + Floor(( EnemyNear,Vel Y * 11 ) + ( fvar(39)*( (11*12)/2) )) = [-20,-10]
;==============================================================================
; 215
[State -1,]
type=changestate
value = 215
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl && P2bodydist x< 20
trigger1 = p2statetype = S && var(58)&127 > 8 && p2stateno = [5000,5050]
;==============================================================================
; 245
[State -1,]
type=changestate
value = 245
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl && P2bodydist x< 20
trigger1 = p2statetype != A && var(58)&127 > 6 && p2stateno = [5000,5050]
;==============================================================================
; 235
[State -1,]
type=changestate
value = 235
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl && P2bodydist x< 20
trigger1 = Random%100 < var(59)*(4+(var(59)>5))
trigger1 = p2statetype = S && var(58)&127 > 9 && p2stateno = [120,155]
;==============================================================================
; 430
[State -1,]
type=changestate
value = 430
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = Random%100 < var(59)*(4+(var(59)>5))
trigger1 = p2statetype != A && p2bodydist x < 20 + 30*(stateno =[100,101]) && var(58)&127 > 5-6*(stateno=[100,101]) && p2stateno = [120,155]
trigger2 = p2bodydist X < 55 && p2statetype != A && (var(58)&127 = [7,5]) && p2stateno != [120,155]
;==============================================================================
; 610
[State -1,]
type=changestate
value = 610
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = Random%100 < var(59)*(4+(var(59)>5))
trigger1 = p2statetype != A && p2bodydist x + (vel x*5)*Ifelse(enemynear,facing=facing,1,-1) = [-40,60]
trigger1 = pos y +Floor(( Vel Y * 5 ) + ( Const(Movement.Yaccel)*( (5*6)/2) )) = [-20,-1]
;==============================================================================
; 640
[State -1,]
type=changestate
value = 640
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = Random%100 < var(59)*(4+(var(59)>5))
trigger1 = p2statetype != A && p2bodydist x + (vel x*11)*Ifelse(enemynear,facing=facing,1,-1) = [-40,60]
trigger1 = pos y +Floor(( Vel Y * 11 ) + ( Const(Movement.Yaccel)*( (11*12)/2) )) = [-20,-1]
;==============================================================================
; 40
[State -1,]
type=changestate
value = 40
anim = 40
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl 
trigger1 = Random%100 < var(59)*(4+(var(59)>5))
trigger1 = p2statetype != A && p2bodydist x >= 15 && var(58)&127 > 10 && p2stateno = [120,155]
trigger1 = Var(16):= (P2bodydist X < 160) || var(15):= (p2bodydist x >80) || 1
;==============================================================================
; 100
[State -1,]
type=changestate
value = 100
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl && Stateno != [100,101]
trigger1 = enemynear,gethitvar(chainid)=1200 && p2bodydist X > 40
trigger1 = P2Dist Y + EnemyNear,Const(Size.Mid.Pos.Y)+ Floor(( EnemyNear,Vel Y * 16 ) + ( fvar(39)*( (15*16)/2) )) = [-80,-40]
trigger2 = p2bodydist X > 40
trigger2 = P2Dist Y + EnemyNear,Const(Size.Mid.Pos.Y)+ Floor(( EnemyNear,Vel Y * 16 ) + ( fvar(39)*( (15*16)/2) )) = [-80,-40]
trigger3 = p2bodydist X > 60
trigger3 = P2Dist Y < -80 && Enemynear,Vel Y < 0
trigger4 = prevstateno = 3001
trigger5 = p2statetype != A && p2bodydist x >= 15 && var(58)&127 > 5
trigger6 = p2statetype != A && p2stateno = [120,155]
;==============================================================================
; 0
[State -1,]
type=changestate
value = 0
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = Stateno = 100 && p2bodydist x < -10
trigger2 = Stateno = 22 && p2dist y < -50 && p2bodydist X > 30
trigger3 = Stateno = 100 && p2bodydist x < 30 && enemynear,gethitvar(chainid) = 1200
;==============================================================================
; 22
[State -1,]
type=changestate
value = 22
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
triggerall=Ctrl
trigger1 = frontedgebodydist < 10 && p2statetype = A
;==============================================================================
; !Ctrl̘AZ
; AI5
;==============================================================================
; 3000
[State -1,]
type=changestate
value = 3000
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=3000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = stateno = 2105 && Time = 100 && P2stateno = [5000,5050]
trigger1 = p2bodydist X < 140
trigger2 = stateno = 2000 && AnimElemTime(12) = 0 && P2stateno = [5000,5050]
trigger2 = p2bodydist X < 140 && Power < 5000
;==============================================================================
; 2500
[State -1,]
type=changestate
value = 2500
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=3000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = stateno = 2105 && Time = 100 && P2stateno = [5000,5050]
trigger2 = stateno = 2210 && animelemtime(42) > 0 && Power < 5000
trigger3 = stateno = 2000 && AnimElemTime(12) = 0 && P2stateno = [5000,5050]
trigger3 = p2bodydist X < 140 && Power < 4000
;==============================================================================
; 2400
[State -1,]
type=changestate
value = 2400
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=2000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = stateno = 2210 && animelemtime(42) > 0
trigger1 = Life < Lifemax/2
trigger2 = stateno = 1310 && Time = 129 && Numtarget
trigger2 = Life < Lifemax/2 || Target,Life <= 160
;==============================================================================
; 2100
[State -1,]
type=changestate
value = 2100
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=2000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = stateno = 2210 && animelemtime(42) > 0
trigger2 = stateno = 1400 && Movehit && AnimElemTime(15) > 0 && AnimElemTime(17) < 0 && power>=5000
trigger2 = P2Dist Y + Floor(( EnemyNear,Vel Y * 7 ) + ( fvar(39)*( (7*8)/2) )) = [-40,-31]
;==============================================================================
; 2000
[State -1,]
type=changestate
value = 2000
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=1000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = stateno = 1400 && Movehit && AnimElemTime(15) > 0 && AnimElemTime(17) < 0 && Power >= 3000
trigger1 = P2Dist Y + Floor(( EnemyNear,Vel Y * 9 ) + ( fvar(39)*( (9*10)/2) )) = [-30,-1]
trigger1 = Frontedgebodydist > 50
;==============================================================================
; 2200
[State -1,]
type=changestate
value = 2200
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=1000
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = stateno = 1400 && Movehit && AnimElemTime(15) > 0 && AnimElemTime(17) < 0 && Power >= 3000
trigger1 = P2Dist Y + Floor(( EnemyNear,Vel Y * 7 ) + ( fvar(39)*( (7*8)/2) )) = [-30,-1]
trigger2 = (stateno = 235) && MoveGuarded && Enemynear,Statetype = C && Power >= 3000
;==============================================================================
; 1400
[State -1,]
type=changestate
value = 1400
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = stateno = 320 && Movehit
trigger2 = stateno = 240 && Movehit
trigger3 = (stateno = [230,235]) && Movehit && p2Statetype = S
trigger4 = Stateno = 400 && Movehit && p2Statetype = S && p2bodydist X > 50
trigger5 = Stateno = 410 && Movehit && p2Statetype = A
trigger5 = P2Dist Y + Floor(( EnemyNear,Vel Y * 11 ) + ( fvar(39)*( (11*12)/2) )) = [-60,-1]
;==============================================================================
; 1101
[State -1,]
type=changestate
value = 1101
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = Stateno = 230 && Movehit && p2statetype = A
trigger1 = P2Dist Y + Floor(( EnemyNear,Vel Y * 11 ) + ( fvar(39)*( (11*12)/2) )) <= -50
;==============================================================================
; 1050
[State -1,]
type=changestate
value = 1050
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = ((stateno = [200,215])|| Stateno = 245 ||(stateno = [400,410])) && MoveHit && Numhelper(1030)*Numhelper(1031) = 0 && p2bodydist X = [-5,40]
trigger1 = p2statetype != A && var(58)&127 > 7 && p2stateno = [5000,5050]
trigger2 = ((stateno = [200,215])|| Stateno = 245 ||(stateno = [400,410])) && MoveHit && Numhelper(1030)*Numhelper(1031) > 0 && p2bodydist X = [-5,40]
trigger2 = p2statetype != A && var(58)&127 > 7 && p2stateno = [5000,5050]
trigger2 = helper(1030),Stateno = 1035 || helper(1030),Movecontact || helper(1030),p2bodydist x < -10
trigger2 = helper(1031),Stateno = 1035 || helper(1031),Movecontact || helper(1031),p2bodydist x < -10
;==============================================================================
; 1300
[State -1,]
type=changestate
value = 1300
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = p2bodydist X >=40
trigger1 = MoveHit && numprojid(1000) = 0
trigger1 = (stateno = [200,215])|| Stateno = 245 ||(stateno = [400,410])
;==============================================================================
; 1000
[State -1,]
type=changestate
value = 1000
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall= Numprojid(1000) = 0 || (var(0)&1)
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = p2bodydist X >=40
trigger1 = MoveHit
trigger1 = (stateno = [200,215])|| Stateno = 245 ||(stateno = [400,410])
;==============================================================================
; 320
[State -1,]
type=changestate
value = 320
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A 
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = Stateno = 230 && Movehit && p2statetype = A
trigger1 = P2Dist Y + Floor(( EnemyNear,Vel Y * 11 ) + ( fvar(39)*( (11*12)/2) )) = [-40,-10]
;==============================================================================
; 400
[State -1,]
type=changestate
value = 400
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Movetype = H&&Enemynear,Statetype != L
triggerall=Random%(10+20*(var(59)>2))*var(59) || var(59) > 6
trigger1 = p2bodydist X < 45
trigger1 = stateno = 400 && Time>=5 && Movecontact
trigger2 = p2bodydist X < 45
trigger2 = stateno = 430 && Time>=4 && Movecontact
;===========================================================================
;Ԃ
; AI6
;===========================================================================
; 2500
[State -1,]
type=changestate
value = 2500
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=3000 && var(59) > 4
triggerall=EnemyNear,MoveType!=H 
triggerall=Enemynear,Ctrl=0 || EnemyNear,MoveType=A 
triggerall=(var(59)<6&&Random<=Random%60*var(59))||((var(59)=[6,7])&&Random<=Random%80)||(var(59)=8&&Random<=Random%90)
triggerall=ctrl
trigger1 = (P2Dist Y + Floor(( EnemyNear,Vel Y * 22 ) + ( fvar(39)*( (22*23)/2) )) = [-100,-1]) && P2statetype = A
trigger1 = enemynear,vel x < 20
trigger2 = P2statetype != A && (var(0)&1) && Life<Lifemax / 4
trigger2 = enemynear,vel x < 20
;===========================================================================
; 3000
[State -1,]
type=changestate
value = 3000
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=3000 && var(59) > 4
triggerall=EnemyNear,MoveType!=H 
triggerall=Enemynear,Ctrl=0 || EnemyNear,MoveType=A 
triggerall=(var(59)<6&&Random<=Random%60*var(59))||((var(59)=[6,7])&&Random<=Random%80)||(var(59)=8&&Random<=Random%90)
triggerall=ctrl
trigger1 = P2Dist Y + Floor(( EnemyNear,Vel Y * 7 ) + ( fvar(39)*( (7*8)/2) )) <= -1 && P2statetype = A
trigger1 = p2bodydist x - (enemynear,vel x*11)*Ifelse(enemynear,facing=facing,1,-1) = [-120,120]
trigger2 = p2bodydist x = [-120,120]
trigger2 = P2statetype != A && (var(0)&1)
;===========================================================================
; 2100
[State -1,]
type=changestate
value = 2100
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&Power>=2000 && var(59) > 4
triggerall=EnemyNear,MoveType!=H 
triggerall=Enemynear,Ctrl=0 || EnemyNear,MoveType=A 
triggerall=(var(59)<6&&Random<=Random%60*var(59))||((var(59)=[6,7])&&Random<=Random%80)||(var(59)=8&&Random<=Random%90)
triggerall=ctrl
trigger1 = P2Dist Y + Floor(( EnemyNear,Vel Y *  9+12*!(var(0)&1) ) + ( fvar(39)*( ( 9+12*!(var(0)&1)* 10+12*!(var(0)&1))/2) )) <= -1 && P2statetype = A
trigger2 = p2bodydist X > 160 && Enemynear,AnimTime < -9+12*!(var(0)&1)
;===========================================================================
;nړ 
;AI7
;===========================================================================
;_bV
[State -1,]
type=changestate
value = 100
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L&&Enemynear,Movetype != H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=ctrl && StateNo!=[100,101]
triggerall=Random<=Random%20*var(59)
trigger1=p2bodydist X>=90
trigger2=p2bodydist X < 80 && p2statetype != A && Random<=Random%10*var(59)
[State -1,]
type=changestate
value = 22
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L&&Enemynear,Movetype != H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=ctrl 
triggerall=Random<=Random%10*var(59)
trigger1=p2bodydist X<20
[State -1,]
type=changestate
value=40
anim=40
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L&&Enemynear,Movetype != H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=ctrl
triggerall=Random<=Random%10*var(59)
trigger1=Enemynear,Statetype = C && p2bodydist X = [60,100]
trigger1 = Var(16):= 1|| 1
trigger2=p2bodydist x > 180
trigger2 = Var(16):= 1 || var(15):= 1 || 1
;===========================================================================
;
;AI8
;---------------------------------------------------------------------------
;1051
[State -1,]
type=changestate
value = 1051
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=ctrl || (((Stateno = [200,245]) || (Stateno =[400,430])) && Movecontact && Stateno != 230 && Stateno != 240)
triggerall=p2bodydist X+(enemynear,vel x*17)*Ifelse(enemynear,facing=facing,1,-1) = [-25,45]
triggerall=(p2dist y+enemynear,vel y*17+fvar(39)*17*18/2=[-80,-1])
trigger1=var(59)<6
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>5
trigger2=Random<=Random%90*var(59)
;---------------------------------------------------------------------------
;1101
[State -1,]
type=changestate
value = 1101
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=ctrl || (((Stateno = [215,245]) || (Stateno =[400,430])) &&Movecontact)
triggerall=p2bodydist X-(enemynear,vel x*5)*Ifelse(enemynear,facing=facing,1,-1) = [-20,60]
triggerall=(p2bodydist y+enemynear,vel y*5+fvar(39)*5*6/2=[-100,-60])
trigger1=var(59)<6
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>5
trigger2=Random<=Random%20*var(59)
;---------------------------------------------------------------------------
;1100
[State -1,]
type=changestate
value = 1100
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=ctrl || (((Stateno = [215,245]) || (Stateno =[400,430])) &&Movecontact)
triggerall=p2bodydist X-(enemynear,vel x*5)*Ifelse(enemynear,facing=facing,1,-1) = [-20,60]
triggerall=(p2bodydist y+enemynear,vel y*5+fvar(39)*5*6/2=[-100,-60])
trigger1=var(59)<6
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>5
trigger2=Random<=Random%40*var(59)
;==============================================================================
; 1401
[State -1,]
type=changestate
value = 1401
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=Statetype!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype!=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=ctrl || (((Stateno = [215,245]) || (Stateno =[400,430])) &&Movecontact)
triggerall=P2bodydist x > 180
trigger1=var(59)<6
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>5
trigger2=Random<=Random%40*var(59)
;==============================================================================
; 1001
[State -1,]
type=changestate
value = 1001
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype!=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall= Numprojid(1000) = 0 || (var(0)&1)
triggerall=ctrl || (((Stateno = [200,245]) || (Stateno =[400,430])) && Movecontact && Stateno != 230 && Stateno != 240)
triggerall=Numhelper(1020) && Numhelper(1030) * Numhelper(1031) = 0 || p2bodydist X >160 || prevstateno = 1050
trigger1=var(59)<6
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>5
trigger2=Random<=Random%40*var(59)
;==============================================================================
; 1050
[State -1,]
type=changestate
value = 1050
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=Statetype!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype!=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall= Numprojid(1000) = 0 || (var(0)&1)
triggerall=ctrl || (((Stateno = [215,245]) || (Stateno =[400,430])) &&Movecontact)
triggerall=P2bodydist x = [101,179]
trigger1=var(59)<6
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>5
trigger2=Random<=Random%40*var(59)
;==============================================================================
; 1400
[State -1,]
type=changestate
value = 1400
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=Statetype!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype!=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=ctrl || (((Stateno = [215,245]) || (Stateno =[400,430])) &&Movecontact)
triggerall=P2bodydist x = [80,100]
trigger1=var(59)<6
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>5
trigger2=Random<=Random%40*var(59)
;==============================================================================
; 1000
[State -1,]
type=changestate
value = 1000
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype!=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall= Numprojid(1000) = 0 || (var(0)&1)
triggerall=ctrl || (((Stateno = [200,245]) || (Stateno =[400,430])) && Movecontact && Stateno != 230 && Stateno != 240)
triggerall=P2bodydist x > 160 || vel x <0 && statetype = A
trigger1=var(59)<6
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>5
trigger2=Random<=Random%40*var(59)
;==============================================================================
; 200
[State -1,]
type=changestate
value = 200
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&P2bodydist X>=25
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype!=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=Ctrl
triggerall=P2bodydist x < 65
trigger1=var(59)<6
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>5
trigger2=Random<=Random%40*var(59)
;==============================================================================
; 400
[State -1,]
type=changestate
value = 400
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A&&P2bodydist X>=25
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype!=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=Ctrl
triggerall=P2bodydist x < 55
trigger1=var(59)<6
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>5
trigger2=Random<=Random%40*var(59)
;==============================================================================
; 430
[State -1,]
type=changestate
value = 430
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType!=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype!=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=Ctrl
triggerall=P2bodydist x < 55
trigger1=var(59)=[5,7]
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>7
trigger2=Random<=Random%40*var(59)
;==============================================================================
; 610
[State -1,]
type=changestate
value = 610
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype!=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=Ctrl
trigger1=var(59)<6
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>5
trigger2=Random<=Random%40*var(59)
trigger2=p2statetype != A && p2bodydist x + (vel x*5)*Ifelse(enemynear,facing=facing,1,-1) = [-40,60]
trigger2=pos y +(Vel Y*5) + (Const(Movement.Yaccel)*((5*6)/2)) = [-40,-1]
;==============================================================================
; 640
[State -1,]
type=changestate
value = 640
triggerall=var(59)&&Alive&&Roundstate=2&&!ishelper
triggerall=StateType=A
triggerall=Enemynear,Statetype != L
triggerall=Enemynear,Statetype!=A
triggerall=Enemynear,Movetype!=H
triggerall=!Inguarddist && (Enemynear,movetype!=A&&var(59)>7||var(59)<8)
triggerall=Ctrl
trigger1=var(59)<6
trigger1=Random<=Random%20*var(59)
trigger2=var(59)>5
trigger2=Random<=Random%40*var(59)
trigger2=p2statetype != A && p2bodydist x + (vel x*11)*Ifelse(enemynear,facing=facing,1,-1) = [-40,60]
trigger2=pos y +(Vel Y*11) + (Const(Movement.Yaccel)*((11*12)/2)) = [-40,-1]
;---------------------------------------------------------------------------
; l
;---------------------------------------------------------------------------
;g
[State -1, UKEMI]
type = ChangeState
value = 52000
triggerall = !var(59)
triggerall = command = "recovery"
triggerall = alive = 1
trigger1 = stateno = 5050
trigger1 = pos y > -20
trigger1 = canrecover || var(0)&1
trigger1 = vel y > 0 

;------------------------------------------------------------------------------
;茍~
[State -1, S]
type = ChangeState
value = 3000
triggerall = !var(59)
triggerall = command = "茍~"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 215 && movecontact
trigger3 = stateno = 235 && movecontact
trigger4 = stateno = 245 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 290 && movecontact
trigger8 = (stateno = [1050,1051]) && movehit && AnimElemTime(6) < 0
trigger9 = (stateno = [1400,1401]) && movecontact && animelemno(0) = [6,16]
trigger10 = stateno = 2000 && AnimElemTime(12) >= 0
trigger11 = stateno = 2105 && Time <= 100
trigger12 = stateno = 2210 && AnimElemTime(45) < 0

;------------------------------------------------------------------------------
;_
[State -1, S]
type = ChangeState
value = 2500
triggerall = !var(59)
triggerall = command = "_"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 215 && movecontact
trigger3 = stateno = 235 && movecontact
trigger4 = stateno = 245 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 290 && movecontact
trigger8 = (stateno = [1050,1051]) && movehit && AnimElemTime(6) < 0
trigger9 = (stateno = [1400,1401]) && movecontact && animelemno(0) = [6,16]
trigger10 = stateno = 2000 && AnimElemTime(12) >= 0
trigger11 = stateno = 2105 && Time <= 100
trigger12 = stateno = 2210 && AnimElemTime(45) < 0

;------------------------------------------------------------------------------
;ql
[State -1, K]
type = ChangeState
value = 2400
triggerall = !var(59)
triggerall = command = "ql"
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 215 && movecontact
trigger3 = stateno = 235 && movecontact
trigger4 = stateno = 245 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 290 && movecontact
trigger8 = (stateno = [1050,1051]) && movehit && AnimElemTime(6) < 0
trigger9 = (stateno = [1400,1401]) && movecontact && animelemno(0) = [6,16]
trigger10 = Stateno = 1310 && Time > 100
trigger11 = stateno = 2000 && AnimElemTime(12) >= 0
trigger12 = stateno = 2210 && AnimElemTime(45) < 0

;------------------------------------------------------------------------------
;
[State -1, K]
type = ChangeState
value = 2200
triggerall = !var(59)
triggerall = command = ""
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 215 && movecontact
trigger3 = stateno = 235 && movecontact
trigger4 = stateno = 245 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 290 && movecontact
trigger8 = (stateno = [1050,1051]) && movehit && AnimElemTime(6) < 0
trigger9 = (stateno = [1400,1401]) && movecontact && animelemno(0) = [6,16]

;------------------------------------------------------------------------------
;
[State -1, K]
type = ChangeState
value = 2100
triggerall = !var(59)
triggerall = command = ""
triggerall = power >= 2000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 215 && movecontact
trigger3 = stateno = 235 && movecontact
trigger4 = stateno = 245 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 290 && movecontact
trigger8 = (stateno = [1050,1051]) && movehit && AnimElemTime(6) < 0
trigger9 = (stateno = [1400,1401]) && movecontact && animelemno(0) = [6,16]
trigger10 = stateno = 2000 && AnimElemTime(12) >= 0
trigger11 = stateno = 2210 && AnimElemTime(45) < 0

;------------------------------------------------------------------------------
;V
[State -1, S]
type = ChangeState
value = 2000
triggerall = !var(59)
triggerall = command = "V"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 215 && movecontact
trigger3 = stateno = 235 && movecontact
trigger4 = stateno = 245 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 290 && movecontact
trigger8 = (stateno = [1050,1051]) && movehit && AnimElemTime(6) < 0
trigger9 = (stateno = [1400,1401]) && movecontact && animelemno(0) = [6,16]

;------------------------------------------------------------------------------
; 
[State ]
type = ChangeState
value = 1401
triggerall = !var(59)
triggerall = command = "BDFb"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 215 && movecontact
trigger3 = (stateno = [230,245]) && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 290 && movecontact
trigger7 = stateno = 320 && movecontact
;------------------------------------------------------------------------------
; 
[State ]
type = ChangeState
value = 1400
triggerall = !var(59)
triggerall = command = "BDFa"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 215 && movecontact
trigger3 = (stateno = [230,245]) && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 290 && movecontact
trigger7 = stateno = 320 && movecontact

;------------------------------------------------------------------------------
;{X㋾
[State ]
type = ChangeState
value = 1200
triggerall = !var(59);N\Ẑŕ
triggerall = command = "{X㋾"
triggerall = statetype != A ;&& (var(0)&1)
trigger1 = ctrl
trigger2 = (stateno = [200,215]) && movecontact
trigger3 = stateno = 245 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 290 && movecontact

;------------------------------------------------------------------------------
;
[State -1, JX]
type = ChangeState
value = 1300
triggerall = !var(59)
triggerall = command = ""
trigger1 = ctrl
trigger2 = (stateno = [200,215]) && movecontact
trigger3 = stateno = 245 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 290 && movecontact
trigger7 = movecontact && stateno = [600,640]
trigger8 = stateno = 1100 && movecontact
trigger9 = stateno = 1101 && movecontact
trigger10 = stateno = 1105 && movecontact
;------------------------------------------------------------------------------
;
[State -1, JX]
type = ChangeState
value = 1301
triggerall = !var(59)
triggerall = command = ""
trigger1 = ctrl
trigger2 = (stateno = [200,215]) && movecontact
trigger3 = stateno = 245 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 290 && movecontact
trigger7 = movecontact && stateno = [600,640]
trigger8 = stateno = 1100 && movecontact
trigger9 = stateno = 1101 && movecontact
trigger10 = stateno = 1105 && movecontact
;------------------------------------------------------------------------------
;㐾
[State -1, LW]
type = ChangeState
value = 1100
triggerall = !var(59)
triggerall = command = "㐾"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 40
trigger3 = stateno = 215 && movecontact
trigger4 = (stateno = [230,245]) && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 290 && movecontact

;
[State -1, SW]
type = ChangeState
value = 1101
triggerall = !var(59)
triggerall = command = ""
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 40
trigger3 = stateno = 215 && movecontact
trigger4 = (stateno = [230,245]) && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 290 && movecontact

;------------------------------------------------------------------------------
;
[State ]
type = ChangeState
value = 1051
triggerall = !var(59)
triggerall = command = ""
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,215]) && movecontact
trigger3 = stateno = 245 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 290 && movecontact
;------------------------------------------------------------------------------
;㋾
[State ]
type = ChangeState
value = 1050
triggerall = !var(59)
triggerall = command = "㋾"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,215]) && movecontact
trigger3 = stateno = 245 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 290 && movecontact

;------------------------------------------------------------------------------
;
[State -1, LK]
type = ChangeState
value = 1000
triggerall = !var(59)
triggerall = command = ""
triggerall = Numprojid(1000) = 0 || (var(0)&1)
trigger1 = ctrl
trigger2 = (stateno = [200,215]) && movecontact
trigger3 = stateno = 245 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 290 && movecontact

;
[State -1, SK]
type = ChangeState
value = 1001
triggerall = !var(59)
triggerall = command = ""
triggerall = Numprojid(1000) = 0 || (var(0)&1)
trigger1 = ctrl
trigger2 = (stateno = [200,215]) && movecontact
trigger3 = stateno = 245 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 410 && movecontact
trigger6 = stateno = 290 && movecontact
;---------------------------------------------------------------------------
;ً}
[State -1, T S]
type = ChangeState
value = 710
triggerall = !var(59)
triggerall = command = "recovery" && command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,151]

;---------------------------------------------------------------------------
;Oً}
[State -1, T S]
type = ChangeState
value = 700
triggerall = !var(59)
triggerall = command = "recovery"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,151]
;------------------------------------------------------------------------------
;ӂƂ΂
[State -1, Throw]
type = ChangeState
value = 290
triggerall = !var(59)
triggerall = command = "ӂƂ΂"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = power >= 1000
trigger2 = stateno = [150,153]

;------------------------------------------------------------------------------
;󒆂ӂƂ΂
[State -1, CD]
type = ChangeState
value = 650
triggerall = !var(59)
triggerall = command = "ӂƂ΂"
triggerall = statetype = A
trigger1 = ctrl

;------------------------------------------------------------------------------
;P
[State -1, Throw]
type = ChangeState
value = 800
triggerall = !var(59)
triggerall = command = "y"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype = S
triggerall = stateno != [100,101]
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl

;------------------------------------------------------------------------------
;K
[State -1, Throw]
type = ChangeState
value = 800
triggerall = !var(59)
triggerall = command = "b"
triggerall = command = "holdfwd" || command = "holdback"
triggerall = statetype = S
triggerall = stateno != [100,101]
trigger1 = p2bodydist X < 15
trigger1 = p2statetype != A && p2movetype != H
trigger1 = ctrl

;Z
[State -1, AKZ]
type = ChangeState
value = 320
triggerall = !var(59)
triggerall = command = "a"
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact
trigger3 = stateno = 215 && movecontact
trigger4 = stateno = 235 && movecontact
trigger5 = stateno = 245 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 230 && movecontact
;------------------------------------------------------------------------------
;_bV
[State -1, Dash]
type = ChangeState
value = 100
triggerall = !var(59)
trigger1 = command = "FF" && command != "holddown" && Stateno != [100,101]
trigger1 = statetype != A
trigger1 = ctrl

;obNXebv
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = !var(59)
trigger1 = command = "BB" && command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl

;==============================================================================
;ߋp`
[State -1, Stand Light Punch]
type = ChangeState
value = 205
triggerall = !var(59)
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = !var(59)
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl

;ߋp`
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = !var(59)
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl
trigger2 = stateno = 205 && movecontact

;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = !var(59)
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl

;------------------------------------------------------------------------------
;ߋLbN
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = !var(59)
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

;LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = !var(59)
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl

;ߋLbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 245
triggerall = !var(59)
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = p2bodydist X < 20
trigger1 = ctrl

;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = !var(59)
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl

;------------------------------------------------------------------------------
;
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !var(59)
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;------------------------------------------------------------------------------
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = !var(59)
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400 && time >= 5
trigger3 = stateno = 430 && time >= 4

;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = !var(59)
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 400 && movecontact
trigger3 = stateno = 430 && movecontact

;------------------------------------------------------------------------------
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = !var(59)
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl

;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = !var(59)
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl

;------------------------------------------------------------------------------
;Wvp`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !var(59)
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

;Wvp`
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = !var(59)
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl

;------------------------------------------------------------------------------
;WvLbN
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !var(59)
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;WvLbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = !var(59)
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Wv
[State ]
type = ChangeState
value = 40
triggerall = !var(59)
triggerall = command = "holdup"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
;
[State ]
type = ChangeState
value = 20
triggerall = !var(59)
trigger1 = statetype != A && stateno !=[120,155]
trigger1 = ctrl && (stateno !=[100,101]) && command !="holddown"
trigger1 = command="holdback" ^^ command="holdfwd"
;---------------------------------------------------------------------------
;Ⴊ
[State ]
type = ChangeState
value = 10
triggerall = !var(59)
trigger1 = statetype != A && stateno !=[120,155]
trigger1 = ctrl && (stateno !=[100,101]) && stateno !=[10,11]
trigger1 = command="holddown"

