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;[State -3,AIFlagSet];AItOZbg
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;11:xMAX@@ALLK
; 
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[State -3,AIFlagSet];AItOZbg
Type = varset
TriggerAll=var(59)<1
TriggerAll=RoundState=2
Trigger1 = Command="CPU1"||Command="CPU2"||Command="CPU3"
Trigger2 = Command="CPU4"||Command="CPU5"||Command="CPU6"
Trigger3 = Command="CPU7"||Command="CPU8"||Command="CPU9"
Trigger4 = Command="CPU10"||Command="CPU11"||Command="CPU12"
Trigger5 = Command="CPU13"||Command="CPU14"||Command="CPU15"
Trigger6 = Command="CPU16"||Command="CPU17"||Command="CPU18"
Trigger7 = Command="CPU19"||Command="CPU20"||Command="CPU21"
Trigger8 = Command="CPU22"||Command="CPU23"||Command="CPU24"
Trigger9 = Command="CPU25"||Command="CPU26"||Command="CPU27"
Trigger10 = Command="CPU28"||Command="CPU29"||Command="CPU30"
Trigger11 = Command="CPU31"||Command="CPU32"||Command="CPU33"
Trigger12 = Command="CPU34"||Command="CPU35"||Command="CPU36"
Trigger13 = Command="CPU37"||Command="CPU38"||Command="CPU39"
Trigger14 = Command="CPU40"||Command="CPU41"||Command="CPU42"
Trigger15 = Command="CPU43"||Command="CPU44"||Command="CPU45"
Trigger16 = Command="CPU46"||Command="CPU47"||Command="CPU48"
Trigger17 = Command="CPU49"||Command="CPU50"
Trigger18 = !var(59)
Trigger18 = Numhelper(10000)
Trigger18 = Helper(10000),var(59)
var(59) = 9
IgNoreHitPause = 1

[State -2];[hŒ
type = varset
trigger1 = var(59) > 0
var(58) = 0
;0=m[}
;2=AC

[State -3,ComboFlagSet];ޯ׸޾
Type = VarSet
Trigger1 = var(59)<1
Trigger1 = !fvar(39)
fvar(39) = 0

[State -3,ComboFlagReset];ޯ׸ؾ
Type = VarSet
Trigger1 = var(59)>0
Trigger1 = fvar(39)
fvar(39) = 0

;
;莞Ԍv
;
[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=1
fvar(34) = EnemyNear(floor(fvar(18))),GetHitVar(fall.RecoverTime)+(EnemyNear(floor(fvar(18))),GetHitVar(fall.Recover)=0)*999
IgNoreHitPause = 1

[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
Trigger1 = P2StateNo=[232,233]
fvar(34) = 30
IgNoreHitPause = 1

[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
Trigger1 = P2StateNo=[1216,1217]
fvar(34) = 40
IgNoreHitPause = 1

[State -3];gc莞ԗp
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
Trigger1 = P2StateNo=[3183,3184]
fvar(34) = 60
IgNoreHitPause = 1

[State -3];莞ԗp nvar
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
TriggerAll=P2MoveType=H
Trigger1 = P2StateNo!=[232,233]
Trigger1 = P2StateNo!=[1216,1217]
Trigger1 = P2StateNo!=[3183,3184]
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(fall)=0
fvar(34) = EnemyNear(floor(fvar(18))),GetHitVar(SlideTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)+1
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗp K[h
Type = VarSet
TriggerAll=!EnemyNear(floor(fvar(18))),Time
Trigger1 = MoveGuarded=1
fvar(34) = EnemyNear(floor(fvar(18))),GetHitVar(CtrlTime)+EnemyNear(floor(fvar(18))),GetHitVar(HitShakeTime)
IgNoreHitPause = 1

[State -3,ComboFlagSet];^C}[
Type = VarAdd
Trigger1 = fvar(34)>0
fvar(34) = -1
IgNoreHitPause = 1

[State -3,ComboFlagSet];莞ԗpZbg
Type = VarSet
Trigger1 = P2MoveType!=H
fvar(34) = 0
IgNoreHitPause = 1

;
;҂
;
[State -3];iK[hp
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2StateType!=A
Trigger2 = P2Name="millia"
Trigger2 = P2StateNo=1500
Trigger3 = P2Name="eddie"
Trigger3 = P2StateNo=1000||P2StateNo=1050||EnemyNear(floor(fvar(18))),NumHelper(1002);||EnemyNear(floor(fvar(18))),NumHelper(1001)
Trigger4 = P2Name="eddie"
Trigger4 = P2StateNo=1800||P2StateNo=1850
Trigger5 = P2Name="eddie"||P2Name="jam"
Trigger5 = P2StateNo=210
fvar(38) = 1
IgNoreHitPause = 1

[State -3];iK[hp
Type = VarSet
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"
Trigger1 = P2StateNo=240
Trigger2 = P2Name!="millia"||P2StateNo!=1500
Trigger2 = P2Name!="eddie"||!(P2StateNo=1000||P2StateNo=1050||P2StateNo=1800||P2StateNo=1850||EnemyNear(floor(fvar(18))),NumHelper(1001)||EnemyNear(floor(fvar(18))),NumHelper(1002))
Trigger2 = P2StateType=A
Trigger3 = P2Name="testa"||P2Name="justice"
Trigger3 = P2StateNo=205
Trigger4 = P2Name="millia"||P2Name="BRIDGET"||P2Name="eddie"
Trigger4 = P2StateNo=215
Trigger5 = P2Name="faust"
Trigger5 = P2StateNo=235
Trigger6 = P2Name="johnny"
Trigger6 = P2StateNo=1500||P2StateNo=[3500,3501]
Trigger7 = P2Name="order-Sol=Badguy"
Trigger7 = P2StateNo=432
Trigger8 = P2Name="eddie"
Trigger8 = 0;NumHelper(1600)
Trigger9 = P2Name="jam"
Trigger9 = P2StateNo=215
Trigger10= P2Name="Sion_Eltnam_Atlasia"
Trigger10= P2StateNo=[240,241]
Trigger11= P2Name="Reimu_Hakurei"
Trigger11= P2StateNo=240
Trigger12= P2Name="SHIN"||P2Name="THOUTHER"||P2Name="REI"
Trigger12= P2StateNo=250
Trigger13= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger13= P2StateNo=900
Trigger14= P2Name="Geese Howard"
Trigger14= EnemyNear(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger14= P2StateNo=230
Trigger15= P2Name="Remilia_Scarlet"
Trigger15= P2StateNo=230||P2StateNo=240
Trigger16= P2Name="Hong Meirin"
Trigger16= P2StateNo=820
Trigger17= P2Name="Aya Syameimaru"
Trigger17= P2StateNo=[707,708]
Trigger18= P2Name="Marisa Kirisame"
Trigger18= P2StateNo=1000
Trigger19= P2Name="Sakuya Izayoi"
Trigger19= P2StateNo=210||P2StateNo=400||P2StateNo=410||P2StateNo=530
Trigger20= P2Name="Yakumo Yukari"
Trigger20= P2StateNo=[2000,2020]
Trigger21= P2Name="Alice Margatroid"
Trigger21= P2StateNo=240
Trigger22= P2Name="Suika Ibuki"
Trigger22= P2StateNo=[707,708]
Trigger23= P2Name="Reimu_Hakurei"
Trigger23= P2StateNo=240
Trigger24= P2Name="siteittene"
Trigger24= P2StateNo=600
Trigger25= P2Name="Youmu_Konpaku"
Trigger25= P2StateNo=700
Trigger26= P2Name="cvsryu"||P2Name="cvsken"||P2Name="cvsryo"||P2Name="cvssakura"||P2Name="cvsyun"||P2Name="cvsyuri"
Trigger26= P2StateNo=300
Trigger27= P2Name="cvsyamazaki"
Trigger27= P2StateNo=300||P2StateNo=1400
Trigger28= P2Name="Ash"
Trigger28= P2StateNo=310
Trigger29= P2Name="Jedah"
Trigger29= P2StateNo=250
Trigger30= P2Name="Bulleta SXP"
Trigger30= P2StateNo=241
Trigger31= P2Name="A.B.A"
Trigger31= P2StateNo=1200||P2StateNo=1500||P2StateNo=3050
Trigger32= P2Name="ROBO-KY MK-U"||P2Name="ROBO-KY"
Trigger32= P2StateNo=850||P2StateNo=1500
Trigger33= P2Name="Red_Arcueid"
Trigger33= P2StateNo=218
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=310||P2StateNo=1320||EnemyNear(floor(fvar(18))),NumHelper(1321)
Trigger35= Enemy(0),Name="Magaki"
Trigger35= Enemy(0),NumHelper(1321)
Trigger36= numenemy=2
Trigger36= Enemy(1),Name="Magaki"
Trigger36= Enemy(1),NumHelper(1321)
Trigger37= P2Name="cvskyo"||P2Name="cvskyo_ex"
Trigger37= P2StateNo=310||P2StateNo=1300
fvar(38) = 2
IgNoreHitPause = 1

[State -3];K[hs\p()
Type = VarSet
Trigger1 = EnemyNear(floor(fvar(18))),HitDefAttr=,AT
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="muteki"||EnemyNear(floor(fvar(18))),AutHorName="Akutagawa"||EnemyNear(floor(fvar(18))),AutHorName="Hh"||EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger2 = P2StateNo=800
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="GM"||EnemyNear(floor(fvar(18))),AutHorName="H"||EnemyNear(floor(fvar(18))),AutHorName="jin"||EnemyNear(floor(fvar(18))),AutHorName="Ahuron"
Trigger3 = P2StateNo=800
Trigger4 = EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger4 = P2StateNo=900
Trigger5 = P2Name="eddie"
Trigger5 = P2StateNo=1300
Trigger6 = P2Name="SLAYER"
Trigger6 = P2StateNo=1200||P2StateNo=1300
Trigger7 = P2Name="order-Sol=Badguy"||P2Name="faust"
Trigger7 = P2StateNo=1500
Trigger8 = P2Name="jam"
Trigger8 = P2StateNo=2500
Trigger9 = P2Name="sol"
Trigger9 = P2StateNo=1600
Trigger10= P2Name="johnny"
Trigger10= EnemyNear(floor(fvar(18))),var(49)
Trigger10= P2StateNo=[1000,1099]
Trigger11= P2Name="wind"
Trigger11= P2StateNo=[7600,7601]
Trigger12= P2Name="Shin Gouki"||P2Name="Ryu"||P2Name="Morrigan Aensland"||P2Name ="Sakura KasugaNo"
Trigger12= P2StateNo=4000
Trigger13= P2Name="Yuri Sakazaki"||P2Name="cvsgouki"||P2Name="cvsryu"||P2Name="cvssakura"
Trigger13= P2StateNo=3300
Trigger14= P2Name="cvsg_rugal"||P2Name="cvsrugal"
Trigger14= P2StateNo=3200
Trigger15= P2Name="Gouki"
Trigger15= P2StateNo=3600||P2StateNo=1700
Trigger16= P2Name="Kaori Misaka"
Trigger16= P2StateNo=20080||P2StateNo=20060
Trigger17= P2Name="Evil Ken"
Trigger17= P2StateNo=3890
Trigger18= P2Name="Kohaku"
Trigger18= P2StateNo=1300||P2StateNo=[2050,2051]
Trigger19= P2Name="Omega Goenitz"
Trigger19= P2StateNo=3150
Trigger20= P2Name="RUGAL"
Trigger20= P2StateNo=2550||P2StateNo=2500
Trigger21= P2Name="cvszangief"
Trigger21= P2StateNo=820||P2StateNo=1300||P2StateNo=1450||P2StateNo=1520||P2StateNo=1620||P2StateNo=1750||P2StateNo=1850||P2StateNo=3150||P2StateNo=3050||P2StateNo=3250
Trigger22= P2Name="cvsyamazaki"
Trigger22= P2StateNo=1300
Trigger23= P2Name="cvsbenimaru"
Trigger23= P2StateNo=1400||P2StateNo=3200
Trigger24= P2Name="cvstodo"
Trigger24= P2StateNo=1200
Trigger25= P2Name="cvsrock"
Trigger25= P2StateNo=1500
Trigger26= P2Name="cvsvice"
Trigger26= P2StateNo=1000||P2StateNo=1300||P2StateNo=1400||P2StateNo=3100||P2StateNo=[3000,3001]
Trigger27= P2Name="Hugo"
Trigger27= P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1100||P2StateNo=1110||P2StateNo=1120||P2StateNo=1200||P2StateNo=1210||P2StateNo=1220||P2StateNo=1300||P2StateNo=1310||P2StateNo=1320||P2StateNo=3000||P2StateNo=3100
Trigger28= P2Name="Alex";{bI
Trigger28= P2StateNo=1000||P2StateNo=1010||P2StateNo=1020||P2StateNo=1500||P2StateNo=1510||P2StateNo=1520||P2StateNo=3000
Trigger29= P2Name="Yumiduka_Satsuki"
Trigger29= P2StateNo=1101||P2StateNo=1111||P2StateNo=1310||P2StateNo=2400||P2StateNo=3000||P2StateNo=3050
Trigger30= P2Name="Kishima_kouma"
Trigger30= P2StateNo=1000||P2StateNo=1050||P2StateNo=2000||P2StateNo=3000||P2StateNo=3100
Trigger31= P2Name="JAGI"
Trigger31= P2StateNo=1000||P2StateNo=2000
Trigger32= P2Name="cvsyun"
Trigger32= P2StateNo=1400
Trigger34= P2Name="Magaki"
Trigger34= P2StateNo=1100||P2StateNo=1150||P2StateNo=2100
fvar(38) = 3
IgNoreHitPause = 1

[State -3];薳G SG
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = 0;P2StateNo=105
Trigger2 = P2Name="cvsrugal"||P2Name="cvsg_rugal"
Trigger2 = P2StateNo=1800
Trigger3 = P2Name="cvsgouki"||P2Name="cvsgouki_ex"||P2Name="cvsgouki_Normal"
Trigger3 = P2StateNo=1500
Trigger4 = P2Name="cvsryu"||P2Name="cvsryu_ex"||P2Name="cvsryu_Normal"||P2Name="Shin Gouki"||P2Name="Ryu"
Trigger4 = P2StateNo=1400
Trigger5 = P2Name="Evil Ken"||P2Name="Evil Ryu"||P2Name="Evil Dan"
Trigger5 = P2StateNo=[3960,3971]
Trigger6 = P2Name="KoNoha"
Trigger6 = P2StateNo=1200||P2StateNo=1220||P2StateNo=1610
Trigger7 = P2Name="jam"
Trigger7 = P2StateNo=[1310,1311]
Trigger8 = P2Name="eddie"
Trigger8 = P2StateNo=1101
Trigger9 = P2Name="TOKI-(NERICYA)"
Trigger9 = (P2StateNo=[1210,1250])||(P2StateNo=[1300,1600])
Trigger10= P2Name="OGRE"
Trigger10= P2StateNo=[980,991]
Trigger11= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger11= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger11= P2StateNo=1253
Trigger12= P2Name="General"
Trigger12= P2StateNo=[1000,1012]
Trigger13= P2Name="Omega Goenitz"
Trigger13= P2StateNo=900||P2StateNo=1000||P2StateNo=3100
Trigger14= P2Name="Reimu_Hakurei"
Trigger14= P2StateNo=3021||P2StateNo=3026
Trigger15= 0;P2Name="SHIN"
Trigger15= 0;P2StateNo=2400||P2StateNo=2050||(P2StateNo=2000&&EnemyNear(floor(fvar(18))),Time<99)||(var(58)&&StateNo=1400)
Trigger16= P2Name="Marisa Kirisame"
Trigger16= (P2StateNo=[900,901])||(P2StateNo=[2010,2011])||(P2StateNo=[2020,2021])||P2StateNo=2030||(P2StateNo=[2040,2042])
Trigger17= P2Name="Reimu_Hakurei"
Trigger17= P2StateNo=3020||EnemyNear(floor(fvar(18))),Var(12)=3021&&P2StateNo=119||P2StateNo=3022||(P2StateNo=[3040,3041])||P2StateNo=3051
Trigger18= P2Name="Remilia_Scarlet"
Trigger18= P2StateNo=119||P2StateNo=1001&&EnemyNear(floor(fvar(18))),MoveContact||P2StateNo=1012&&EnemyNear(floor(fvar(18))),MoveContact||(P2StateNo=[3030,3031])||P2StateNo=3051
Trigger19= P2Name="Youmu_Konpaku"
Trigger19= P2StateNo=3100||P2StateNo=710
Trigger20= P2Name="Marisa Kirisame"
Trigger20= P2StateNo=[2010,2011]
Trigger21= P2Name="Jedah"
Trigger21= P2StateNo=500||P2StateNo=810||EnemyNear(floor(fvar(18))),Time<14&&(P2StateNo=1300||P2StateNo=2300)
Trigger22= P2Name="Izayoi Sakuya Brando"
Trigger22= P2StateNo=2380||P2StateNo=881||P2StateNo=4200&&EnemyNear(floor(fvar(18))),Time<31||P2StateNo=1999&&EnemyNear(floor(fvar(18))),Time<21
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="cvsken"
Trigger1 = P2StateNo=1100
Trigger1 = EnemyNear(floor(fvar(18))),Time<6
Trigger2 = P2StateNo=1800
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger3 = P2StateNo=3000||P2StateNo=3100||P2StateNo=3300
Trigger3 = EnemyNear(floor(fvar(18))),Time<ifelse(!EnemyNear(floor(fvar(18))),var(5),53,ifelse(EnemyNear(floor(fvar(18))),var(5)=1,59,64))
Trigger4 = P2StateNo=3200
Trigger4 = EnemyNear(floor(fvar(18))),Time<64
Trigger5 = P2StateNo=3400
Trigger5 = EnemyNear(floor(fvar(18))),Time<73
Trigger6 = P2StateNo=3401||P2StateNo=3405
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Ryu"
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemtime(4)<0
Trigger1 = (P2StateNo=[1100,1110])||P2StateNo=3040||P2StateNo=3120
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemtime(7)<0
Trigger2 = (P2StateNo=3000||P2StateNo=3100||P2StateNo=3160)
Trigger3 = EnemyNear(floor(fvar(18))),AnimElemtime(10)<0
Trigger3 = P2StateNo=3140
Trigger4 = EnemyNear(floor(fvar(18))),AnimElemtime(15)<0
Trigger4 = P2StateNo=3180
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemtime(3)<0
Trigger5 = P2StateNo=3020
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="johnny"
Trigger1 = P2StateNo=3000
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemTime(5)<2
Trigger2 = P2StateNo=3200
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(6)<2
Trigger3 = P2StateNo=3500
Trigger3 = EnemyNear(floor(fvar(18))),AnimElemTime(11)<0
Trigger4 = P2StateNo=1500
Trigger4 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger5 = P2StateNo=700
Trigger5 = EnemyNear(floor(fvar(18))),Anim=700&&EnemyNear(floor(fvar(18))),AnimElemTime(6)<0||EnemyNear(floor(fvar(18))),Anim!=700
Trigger6 = P2StateNo=105
Trigger6 = EnemyNear(floor(fvar(18))),Time<8
Trigger7 = P2StateNo=860||P2StateNo=3001||P2StateNo=3501||P2StateNo=4010
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="SHIN"
Trigger1 = P2StateNo=2400
Trigger2 = P2StateNo=2050
Trigger3 = P2StateNo=2000
Trigger3 = EnemyNear(floor(fvar(18))),Time<97
Trigger4 = P2StateNo=1400
Trigger4 = EnemyNear(floor(fvar(18))),Time<15
Trigger5 = P2StateNo=1100
Trigger5 = EnemyNear(floor(fvar(18))),var(5)<2
Trigger5 = EnemyNear(floor(fvar(18))),Time<(9+(EnemyNear(floor(fvar(18))),var(58)>0)*11)
Trigger6 = EnemyNear(floor(fvar(18))),var(58)>1
Trigger6 = StateNo=290||P2StateNo=1400||P2StateNo=1500||P2StateNo=1100||P2StateNo=2000||Anim!=[1500,1502]
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="BRIDGET"
Trigger1 = (P2StateNo=1200||P2StateNo=1250)
Trigger1 = EnemyNear(floor(fvar(18))),Time<16
Trigger2 = P2StateNo=1590
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(12)<4
Trigger3 = P2StateNo=1150
Trigger3 = EnemyNear(floor(fvar(18))),Time<5
Trigger4 = P2StateNo=1520||P2StateNo=3310||P2StateNo=3605||P2StateNo=805||P2StateNo=810||P2StateNo=930
Trigger5 = P2StateNo=3100||P2StateNo=3300
Trigger5 = EnemyNear(floor(fvar(18))),AnimElemTime(6)<2
Trigger6 = P2StateNo=3400
Trigger6 = EnemyNear(floor(fvar(18))),AnimElemTime(8)<1
Trigger7 = P2StateNo=3600
Trigger7 = EnemyNear(floor(fvar(18))),var(34)=2||EnemyNear(floor(fvar(18))),AnimElemTime(5)<1
Trigger8 = P2StateNo=935
Trigger8 = EnemyNear(floor(fvar(18))),Time<11
Trigger9 = P2StateNo=950||P2StateNo=960
Trigger9 = EnemyNear(floor(fvar(18))),var(34)!=-1
Trigger10= P2StateNo=951
Trigger11= P2StateNo=961
Trigger11= EnemyNear(floor(fvar(18))),Time<31||EnemyNear(floor(fvar(18))),var(34)=2
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="sol"
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemTime(5)<0
Trigger1 = P2StateNo=1200
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemTime(2)<0
Trigger2 = P2StateNo=1300
Trigger3 = P2StateNo=1100
Trigger4 = P2StateNo=1150
Trigger5 = P2StateNo=1110
Trigger6 = P2StateNo=1160
Trigger7 = P2StateNo=2100
Trigger8 = P2StateNo=2110
Trigger9 = EnemyNear(floor(fvar(18))),AnimElemTime(7)<0
Trigger9 = P2StateNo=3000
Trigger10= EnemyNear(floor(fvar(18))),AnimElemTime(27)<1
Trigger10= P2StateNo=3100
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Ky=kiske"
Trigger1 = EnemyNear(floor(fvar(18))),Time<9
Trigger1 = (P2StateNo=1300||P2StateNo=1360||P2StateNo=1375)
Trigger2 = EnemyNear(floor(fvar(18))),Time<15
Trigger2 = P2StateNo=1350
Trigger3 = EnemyNear(floor(fvar(18))),Time<11
Trigger3 = (P2StateNo=1370||P2StateNo=1320)
Trigger4 = EnemyNear(floor(fvar(18))),Time<56
Trigger4 = (P2StateNo=3000||P2StateNo=3100||P2StateNo=3300||P2StateNo=3350||P2StateNo=3600)
Trigger5 = EnemyNear(floor(fvar(18))),Time<44
Trigger5 = (P2StateNo=3200||P2StateNo=3800||P2StateNo=3400)
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Ash"
Trigger1 = EnemyNear(floor(fvar(18))),AnimElemtime(3)<0
Trigger1 = (P2StateNo=[1100,1101])
Trigger2 = EnemyNear(floor(fvar(18))),AnimElemtime(4)<0
Trigger2 = (P2StateNo=[1150,1151])
Trigger3 = EnemyNear(floor(fvar(18))),Time<31
Trigger3 = P2StateNo=2000
Trigger4 = EnemyNear(floor(fvar(18))),Time<37
Trigger4 = P2StateNo=2100
Trigger5 = P2StateNo=3000
Trigger6 = EnemyNear(floor(fvar(18))),AnimElemtime(13)<0
Trigger6 = P2StateNo=3100
Trigger7 = EnemyNear(floor(fvar(18))),Time<31
Trigger7 = P2StateNo=3300
Trigger8 = P2StateNo=810
fvar(38) = 0
IgNoreHitPause = 1

[State -3];薳G
Type = VarSet
TriggerAll=NumEnemy
TriggerAll=P2Name="Aoko Aozaki"
Trigger1 = EnemyNear(floor(fvar(18))),Time<74
Trigger1 = P2StateNo=1100
Trigger2 = Anim=1120||Anim=1121&&EnemyNear(floor(fvar(18))),Time<146
Trigger2 = P2StateNo=1120
Trigger3 = EnemyNear(floor(fvar(18))),Time<124
Trigger3 = P2StateNo=1200
Trigger4 = EnemyNear(floor(fvar(18))),Time<6
Trigger4 = P2StateNo=1022
Trigger5 = EnemyNear(floor(fvar(18))),Time<8
Trigger5 = P2StateNo=1037||P2StateNo=1042||P2StateNo=1062||P2StateNo=1072||P2StateNo=1082||P2StateNo=1092
Trigger6 = P2StateNo=105
Trigger6 = EnemyNear(floor(fvar(18))),Time>7
Trigger7 = P2StateNo=801||P2StateNo=806||P2StateNo=811
fvar(38) = 0
IgNoreHitPause = 1

[State -3];S̓gorZ
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="Warusaki3"
Trigger1 = P2StateNo=900
Trigger2 = P2Name="testa"
Trigger2 = P2StateNo=1300
Trigger3 = P2Name="dio"
Trigger3 = P2StateNo=1200
Trigger4 = P2Name="Dragon Claw"
Trigger4 = (P2StateNo=[1300,1301])||(P2StateNo=[1310,1311])||(P2StateNo=[1320,1321])
Trigger5 = P2Name="cvstodo"
Trigger5 = P2StateNo=3100
Trigger6 = P2Name="Remy"
Trigger6 = P2StateNo=3200
Trigger7 = P2Name="joseph"
Trigger7 = P2StateNo=1020
Trigger8 = P2Name="Ella"
Trigger8 = P2StateNo=10004||P2StateNo=10006||P2StateNo=10008
Trigger9 = P2Name="Dhalsim with clones"
Trigger9 = P2StateNo=1600
Trigger10= P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger10= P2StateNo=1300
Trigger11= P2Name="Izayoi Sakuya Brando"
Trigger11= P2StateNo=1820
Trigger12= P2Name="Ash"
Trigger12= P2StateNo=700||P2StateNo=710
Trigger13= EnemyNear(floor(fvar(18))),AutHorName="Phantom.of.the.Server"
Trigger13= P2StateNo=720||P2StateNo=710
Trigger14= P2Name="IGNIZ"
Trigger14= P2StateNo=900||P2StateNo=910
Trigger15= P2Name="goenitz"
Trigger15= P2StateNo=900||P2StateNo=920
Trigger16= P2Name="BRIDGET"
Trigger16= P2StateNo=3200
Trigger16= EnemyNear(floor(fvar(18))),AnimElemTime(5)<1
Trigger17= EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger17= EnemyNear(floor(fvar(18))),PrevStateNo!=[200,640]
Trigger17= EnemyNear(floor(fvar(18))),Time<3
Trigger17= (P2StateNo=[200,640])
fvar(38) = -1
IgNoreHitPause = 1

[State -3];薳G-gioriG
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2Name="justice"
Trigger1 = P2StateNo=1100
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger2 = P2StateNo=1400
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger3 = P2StateNo=[900,902]
Trigger4 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger4 = P2StateNo=900||P2StateNo=950
Trigger5 = P2Name="cvsgeese"
Trigger5 = P2StateNo=1300
Trigger6 = P2Name="cvsrock"
Trigger6 = P2StateNo=1300
Trigger7 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger7 = P2StateNo=1400
Trigger8 = P2Name="Ella"
Trigger8 = P2StateNo=10001
Trigger9 = P2Name="Abe"
Trigger9 = P2StateNo=1100
Trigger10= P2Name="Oswald"||P2Name="Oniwarud"
Trigger10= P2StateNo=1500
Trigger11= P2Name="cvsingrid"
Trigger11= P2StateNo=1300
Trigger12= P2Name="dio"
Trigger12= P2StateNo=1400
Trigger13= EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger13= P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger13= P2StateNo=900
Trigger14= P2Name="KoNoha"
Trigger14= P2StateNo=1700
fvar(38) = -2
IgNoreHitPause = 1

[State -3];薳G蓖gii
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2Name="cvsgeese"
Trigger1 = P2StateNo=1400
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger2 = P2StateNo=1450
fvar(38) = -3
IgNoreHitPause = 1

[State -3];薳G蓖gi
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = P2Name="cvsgeese"
Trigger1 = P2StateNo=1500
Trigger2 = P2Name="Geese Howard"
Trigger2 = EnemyNear(floor(fvar(18))),AutHorName="CanNon Musume"
Trigger2 = P2StateNo=1500
Trigger3 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger3 = P2StateNo=920
Trigger4 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger4 = P2StateNo=1500
Trigger5 = P2Name="Abe"
Trigger5 = P2StateNo=1110
Trigger6 = P2Name="cvsingrid"
Trigger6 = P2StateNo=1350
Trigger7 = EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger7 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger7 = P2StateNo=910
Trigger8 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger8 = P2StateNo=[910,912]
fvar(38) = -4
IgNoreHitPause = 1

[State -3];薳G 󓊂GȂ
Type = VarSet
TriggerAll=NumEnemy
Trigger1 = EnemyNear(floor(fvar(18))),AutHorName="muteki"
Trigger1 = P2StateNo=750||P2StateNo=5090&&EnemyNear(floor(fvar(18))),AnimElemTime(9)<3
Trigger2 = P2Name="TOKI-(NERICYA)"||P2Name="AMIBA"
Trigger2 = P2StateNo=1600
Trigger4 = EnemyNear(floor(fvar(18))),AutHorName="Toma & Raien Makoto"
Trigger4 = P2Name="Aoko Aozaki"||P2Name="Shiki_Nanaya"
Trigger4 = P2StateNo=920
Trigger5 = EnemyNear(floor(fvar(18))),AutHorName="H"
Trigger5 = P2StateNo=[920,922]
fvar(38) = -5
IgNoreHitPause = 1

;
;
;

[State -3,AIHelper];AINpwp[
Type = Helper
Trigger1 = !NumHelper(10000)
Trigger1 = Alive
Trigger1 = !var(59)
HelperType = Normal
Name = "AI"
SateNo = 10000
ID = 10000
Pos = 9999,9999
KeyCtrl=1
PauseMoveTime = 999999999
SuperMoveTime = 999999999
Persistent = 0

[State -3,AIHelperCtrl];]vȂƂȂ悤
Type = ChangeState
Trigger1 = IsHelper(10000)
Trigger1 = StateNo!=10000
value = 10000

[State -3,JumpCtrl];ެߐ
Type = ChangeState
value = 0
Ctrl = 1
Trigger1 = var(59)>0||fvar(39)
Trigger1 = StateNo=40

;
;
;
[State -3,NS];Ųұװ
Type = ChangeState
value = 3000
TriggerAll=RoundState=3
TriggerAll-Win
TriggerAll=var(59)>8
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])||(!var(3)&&(StateNo=[200,451])&&MoveContAct&&(StateNo!=[235,240]))
TriggerAll=Power>999
TriggerAll=!var(58)
TriggerAll=!var(25)
TriggerAll=NumEnemy=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2Life<180*Root,fvar(19)*(Root,fvar(31))*(Root,var(52)*0.01)*Root,fvar(21)
Trigger1 = fvar(34)>11
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*11*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)=[10,150]
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10)*11=[-150,0]
Trigger2 = fvar(34)>20
Trigger2 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*20*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)=[10,210]
Trigger2 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*19)*20=[-140,0]
Trigger3 = fvar(34)>23
Trigger3 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*23*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)>9
Trigger3 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*22)*23=[-150,0]

[State -3,ITIGEKI];ꌂKE
Type = ChangeState
value = 4000
TriggerAll=RoundState=3
TriggerAll=Win
TriggerAll=var(59)>7
TriggerAll=!IsHelper
TriggerAll=!var(25)
TriggerAll=!var(40)
Trigger1 = StateType!=A
Trigger1 = Ctrl||(StateNo=[10,22])
Trigger2 = StateNo=[100,101]
Trigger3 = StateNo=40||StateNo=52
Trigger4 = StateNo=[195,197]
Trigger4 = Time>ifelse(Anim=196,18,64)

;
;GmFp
;
[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=fvar(38)=-2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X=[-3,58+EnemyNear(floor(fvar(18))),vel x*5]
Trigger1 = !P2Dist Y
Trigger1 = P2StateType!=A

[State -3,T];
Type = ChangeState
value = 800
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=fvar(38)=[-4,-1]
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2MoveType!=H
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,155])
Trigger1 = P2BodyDist X=[-5,24]
Trigger1 = P2StateType!=A

;
;؂ւ
;
[State -2,G-SB];໲ް
Type = ChangeState
value = 750
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*18=[-55,55]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-120,0]
TriggerAll=P2MoveType=A
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-22||var(59)<7
TriggerAll=(P2StateNo!=[200,699])||!EnemyNear(floor(fvar(18))),MoveContAct
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[120,155])||(PrevStateNo=[5000,5270])
Trigger1 = Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger2 = Time<2
Trigger2 = MoveType=A
Trigger2 = (StateNo=[200,640])
Trigger2 = (PrevStateNo!=[200,640])

[State -3,NS];iCgAT[L[
Type = ChangeState
value = 3000
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=!IsHelper
TriggerAll=!var(58)
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*60||var(59)>9
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
TriggerAll=EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,155])
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-11||var(59)<7
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*11*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)=[10,140]
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-150,0]
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-20||var(59)<7
Trigger2 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*20*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)=[10,210]
Trigger2 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*19)*20=[-140,0]
Trigger3 = EnemyNear(floor(fvar(18))),AnimTime<-23||var(59)<7
Trigger3 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*23*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)>9
Trigger3 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*22)*23=[-150,0]

[State -3,NS];iCgAT[L[
Type = ChangeState
value = 3000
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=!IsHelper
TriggerAll=!var(58)
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*20||var(59)>10
TriggerAll=!var(3)
TriggerAll=(StateNo=[200,451])&&MoveContAct
TriggerAll=StateNo!=[235,240]
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime<-11||var(59)<7
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*11*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)=[10,140]
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*10)*11=[-150,0]
Trigger2 = EnemyNear(floor(fvar(18))),AnimTime<-20||var(59)<7
Trigger2 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*20*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)=[10,210]
Trigger2 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*19)*20=[-140,0]
Trigger3 = EnemyNear(floor(fvar(18))),AnimTime<-23||var(59)<7
Trigger3 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*23*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)>9
Trigger3 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*22)*23=[-150,0]

[State -3,WR];
Type = ChangeState
value = 1300
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*13=[-110,110]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13=[-90,0]
TriggerAll=InGuardDist
TriggerAll=(P2MoveType=A&&EnemyNear(floor(fvar(18))),HitDefAttr=,AA,AP&&P2BodyDist X=[-90,90])||P2BodyDist X>90
TriggerAll=fvar(38)!=3
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13||var(59)<7
Trigger1 = EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10||(PrevStateNo=[5000,5270])||(PrevStateNo=[120,155])
Trigger1 = Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger2 = Random<var(59)*20||var(59)>10
Trigger2 = !var(3)
Trigger2 = (StateNo=[200,451])&&MoveContAct
Trigger2 = StateNo!=[235,240]

[State -3,T];
Type = ChangeState
value = 800
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=P2BodyDist X=[-5,24]
TriggerAll=P2StateType!=A
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,155])

[State -3,BackStep];ޯï
Type = ChangeState
Value = 105
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])
TriggerAll=EnemyNear(floor(fvar(18))),HitDefAttr=,AA,AT||fvar(38)=[2,3]
TriggerAll=EnemyNear(floor(fvar(18))),vel x<2
TriggerAll=(P2BodyDist X=[-4,90])
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,155])

[State -3,Jump];Wv
Type = ChangeState
Value = 39
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=fvar(38)=3
TriggerAll=P2MoveType=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=EnemyNear(floor(fvar(18))),Time>30||!Time&&var(59)>9||var(59)>10
Trigger1 = EnemyNear(floor(fvar(18))),Time>50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,155])

;
;Ԃ
;

[State -2,G-SB];Fް
Type = ChangeState
value = 750
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=fvar(33)>=1.5
TriggerAll=Alive
TriggerAll=Power<PowerMax/2
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*18=[-55,55]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*17)*18=[-120,0]
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Random<ifelse(var(59)<6,var(59),(10-var(59)))*25
Trigger1 = Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger2 = !var(3)
Trigger2 = (StateNo=[200,451])&&MoveContAct
Trigger2 = StateNo!=[235,240]

[State -3,NS];iCgAT[L[
Type = ChangeState
value = 3000
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=!IsHelper
TriggerAll=!var(58)
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13=[-130,0]
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*13>-10
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=P2StateNo!=[120,155]
TriggerAll=Random<var(59)*25
Trigger1 = Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger2 = !var(3)
Trigger2 = (StateNo=[200,451])&&MoveContAct
Trigger2 = StateNo!=[235,240]

[State -3,WR];
Type = ChangeState
value = 1300
TriggerAll=RoundState=2
TriggerAll=var(59)=[1,9]
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*13=[-110,110]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*12)*13=[-90,0]
TriggerAll=P2MoveType!=H
TriggerAll=P2MoveType=A||EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=Random<var(59)*25
TriggerAll=P2StateNo!=[120,155]
Trigger1 = Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
Trigger2 = !var(3)
Trigger2 = (StateNo=[200,451])&&MoveContAct
Trigger2 = StateNo!=[235,240]

;
;h@K[h@@DAA@o[Xg
;

[State -3,];fbgAOP
Type = ChangeState
value = 700
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=StateNo=[150,153]
TriggerAll=P2BodyDist X=[-10,68]
TriggerAll=P2BodyDist Y>-40
TriggerAll=P2MoveType=A
TriggerAll=P2StateNo>199
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13||var(59)<7
TriggerAll=Power>999
Trigger1 = NumHelper(9)
Trigger1 = !Helper(9),var(51)
Trigger1 = !Helper(9),var(52)
Trigger1 = !Helper(9),var(53)
Trigger1 = !Helper(9),var(54)
Trigger1 = !Helper(9),var(55)
Trigger1 = !Helper(9),var(56)
Trigger1 = Random<var(59)*60||var(59)>9

[State -3,Guard];K[h
Type = ChangeState
Value = 120
TriggerAll=var(59)>0
TriggerAll=InGuardDist
TriggerAll=Random<var(59)*(60+EnemyNear(floor(fvar(18))),Time)
Trigger1 = Ctrl||(StateNo=[10,22])
Trigger2 = (StateNo=[100,101])||StateNo=52||(Time>ifelse(Anim=196,18,64)&&StateNo=[195,197])
Trigger2 = var(25)

;
;NU
;
[State -3,Type=L_ZN];[ClXg
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=var(45)!=1
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType=L
TriggerAll=NumHelper(9)
TriggerAll=!Helper(9),var(51)
TriggerAll=!Helper(9),var(52)
TriggerAll=!Helper(9),var(53)
TriggerAll=!Helper(9),var(54)
TriggerAll=!Helper(9),var(55)
TriggerAll=!Helper(9),var(56)
Trigger1 = P2BodyDist X=[25,99]
Value = 1500

[State -3,BackStep];obNXebv
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=P2StateType=L
Trigger1 = BackEdgeBodyDist>20
Trigger1 = P2StateNo=5120
Trigger1 = P2BodyDist X=[-4,25]
Value = 105

[State -3,FwdWalk];O
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=P2StateType=L
Trigger1 = P2BodyDist X>50
Value = 21

[State -3,BackWalk];
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,21])
TriggerAll=P2StateType=L
Trigger1 = P2BodyDist X=[-4,25]
Value = 22

[State -3,S_FP or Jump-AirDash];P or Jump-AirDash
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType=L
TriggerAll=P2StateNo=5120
TriggerAll=!P2Dist Y
Trigger1 = P2BodyDist X=[26,50]
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=-7
Trigger1 = Random<ifelse(var(59)>10||fvar(39),10,var(59))*50
Value = ifelse(Random<500,38,205)

[State -3,C_K];K
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType=L
TriggerAll=P2StateNo=5120
TriggerAll=!P2Dist Y
Trigger1 = P2BodyDist X=[26,58]
Trigger1 = EnemyNear(floor(fvar(18))),AnimTime=-7
Value = 410

[State -3,Dash];_bV
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=(StateNo!=[100,101])
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=P2StateType=L
Trigger1 = P2BodyDist X>130
Value = 100

;
;Ϸ
;
[State -3,FRC];nFϷ
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=!IsHelper
TriggerAll=Power>499
TriggerAll=(P2StateNo!=[120,155])
Trigger1 = StateNo=1301
Trigger1 = NumHelper(1299)
Trigger1 = P2MoveType=H
Trigger2 = StateNo=3100
Trigger2 = MoveHit=2;InGuardDist||P2MoveType=H
value = 960
IgNoreHitPause = 1

[State -3,FRC];nFϷ
Type = ChangeState
value = 960
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=!IsHelper
TriggerAll=Power>499
TriggerAll=StateType!=A
TriggerAll=MoveType!=H
TriggerAll=P2MoveType=H||InGuardDist||StateNo=1200
TriggerAll=(P2StateNo!=[120,155])
Trigger1 = StateNo=235
Trigger1 = Time-(var(58)=2)*2=[22,27]
Trigger2 = StateNo=1200
Trigger2 = Time=[13,15]
Trigger3 = var(58)=2
Trigger3 = StateNo=240
Trigger3 = Time=[16,18]
Trigger3 = InGuardDist||P2StateType=S&&P2StateNo=[120,155]
IgNoreHitPause = 1

;
;ډ
;
[State -3,FS_P];̧ѿP
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=var(58)<2
TriggerAll=P2MoveType=H
TriggerAll=P2BodyDist X=[70,220]
Trigger1 = StateNo=810
Trigger1 = Ctrl
Value = 1000

[State -3,NS];Ųұװ
Type = ChangeState
value = 3000
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=!var(58)
TriggerAll=!var(25)
TriggerAll=NumEnemy=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=P2Life<180*Root,fvar(19)*(Root,fvar(31))*(Root,var(52)*0.01)*Root,fvar(21)
Trigger1 = fvar(34)=12
Trigger1 = fvar(34)>11||P2StateType!=A
Trigger1 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*11*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)=[10,150]
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*10)*11=[-150,0]
Trigger2 = fvar(34)=21
Trigger2 = fvar(34)>20||P2StateType!=A
Trigger2 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*20*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)=[10,210]
Trigger2 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*19)*20=[-140,0]
Trigger3 = fvar(34)=24
Trigger3 = fvar(34)>23||P2StateType!=A
Trigger3 = P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*23*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)>9
Trigger3 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*22)*23=[-150,0]

[State -3,MP];}X^[Iupybg
Type = ChangeState
value = 3100
TriggerAll=RoundState=2
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=!var(58)
TriggerAll=!var(25)
TriggerAll=Power>999
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=fvar(34)=10
TriggerAll=fvar(34)>9||P2StateType!=A
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*9*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)=[0,150]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*9=[-70,0]
Trigger1 = P2Life<120*fvar(19)*(fvar(31))*(var(52)*0.01)*fvar(21)
Trigger2 = (var(50)+100)+var(51)<55||fvar(34)=10
Trigger2 = !var(42)

[State -3,P-HITOMI];nHITOMI
Type = ChangeState
value = 1450
TriggerAll=0;RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=var(42)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||StateNo=40||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=NumHelper(9)
TriggerAll=!Helper(9),var(51)
TriggerAll=!Helper(9),var(52)
TriggerAll=!Helper(9),var(53)
TriggerAll=!Helper(9),var(54)
TriggerAll=!Helper(9),var(55)
TriggerAll=!Helper(9),var(56)
Trigger1 = P2StateType=A
Trigger1 = P2MoveType=H
Trigger1 = (P2StateNo!=[120,155])
Trigger1 = PrevStateNo=960

[State -3,FS_P];̧ѿP
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2MoveType=H
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=var(58)<2
TriggerAll=!InGuardDist
TriggerAll=FrontEdgeBodyDist>50||EnemyNear(floor(fvar(18))),BackEdgeBodyDist>20
TriggerAll=(PrevStateNo=[1800,1899])
Trigger1 = P2BodyDist X>60
Trigger2 = (P2BodyDist X=[90,140])||P2BodyDist Y>-95
Value = 1000

[State -3,C_HS];HS
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=StateNo=810
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X<158
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*14)*15=[-60,0]
Value = 430

[State -3,Jump->Ranz];󃉃Y
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=PrevStateNo!=[1100,1149]
TriggerAll=P2MoveType=H
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=810
TriggerAll=PrevStateNo!=[700,749]
TriggerAll=fvar(34)>16
TriggerAll=P2BodyDist X>37+EnemyNear(floor(fvar(18))),vel x*ifelse(facing=EnemyNear(floor(fvar(18))),facing,1,-1)*8||PrevStateNo=[950,961]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*15)*16=[-200,0]
Trigger1 = 1;PrevStateNo=[1800,1899]
Trigger2 = P2StateType=A
Trigger2 = EnemyNear(floor(fvar(18))),BackEdgeBodyDist>20
Value = 36

[State -3,S_FP];pP
Type = ChangeState
value = 205
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=!InGuardDist
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(slideTime)-EnemyNear(floor(fvar(18))),Time>14
Trigger1 = P2BodyDist X=[-3,50+EnemyNear(floor(fvar(18))),vel x*12]
Trigger1 = !P2Dist Y
Trigger1 = Random<ifelse(var(59)>9||fvar(39),10,var(59))*13

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=!P2Dist Y
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo=[120,155]
TriggerAll=!InGuardDist
TriggerAll=P2StateType!=A
Trigger1 = EnemyNear(floor(fvar(18))),GetHitVar(slideTime)-EnemyNear(floor(fvar(18))),Time>5
Trigger1 = P2BodyDist X=[-3,58+EnemyNear(floor(fvar(18))),vel x*5]
Trigger1 = Random<ifelse(var(59)>9||fvar(39),10,var(59))*40

[State -3,S_NS];S
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=!InGuardDist
Trigger1 = fvar(34)>4||P2StateType=A&&Random<199
Trigger1 = fvar(34)=5||P2StateType=A
Trigger1 = P2BodyDist X=[-5,34]
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*4=[-130,5]
Value = 220

[State -3,Air_T];󓊂_
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
Trigger1 = fvar(34)<5
Trigger1 = P2BodyDist X=[-5,70-(var(58)=2)*12]
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*3)*4=[-130,5]
Value = 30

[State -3,S_HS];HS
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=!InGuardDist
Trigger1 = fvar(34)>9||P2StateType=A&&Random<199
Trigger1 = fvar(34)=10||P2StateType=A
Trigger1 = P2BodyDist X>-15
Trigger1 = P2BodyDist X<91+EnemyNear(floor(fvar(18))),vel x*9*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*8)*9=[-60,10]
Value = 230

[State -3,S_K];K
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=PrevStateNo!=810
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=!InGuardDist
Trigger1 = fvar(34)>6||P2StateType=A&&Random<199
Trigger1 = fvar(34)=7||P2StateType=A
Trigger1 = P2BodyDist X>-5
Trigger1 = P2BodyDist X<79+EnemyNear(floor(fvar(18))),vel x*6*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)
Trigger1 = !P2Dist Y
Value = 210

[State -3,S_LS];S
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=960
TriggerAll=PrevStateNo!=810
Trigger1 = fvar(34)>10||P2StateType=A&&Random<199
Trigger1 = fvar(34)=11||P2StateType=A
Trigger1 = P2BodyDist X>-5
Trigger1 = P2BodyDist X<145+EnemyNear(floor(fvar(18))),vel x*10*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*9)*10=[-50,0]
Value = 225

[State -3,Jump];Jump
Type = ChangeState
value = 39
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-5,90]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),GetHitVar(Yaccel)*7)*8<-90
Trigger1 = P2MoveType=H
Trigger1 = P2StateNo!=[120,155]
Trigger1 = 0;fvar(34)>20

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*130||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X>20
Trigger1 = P2MoveType=H
Trigger1 = fvar(34)>6

;
;q
;
[State -3,HITOMI];nHITOMI
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(9)
TriggerAll=!Helper(9),var(51)
TriggerAll=!Helper(9),var(52)
TriggerAll=!Helper(9),var(53)
TriggerAll=!Helper(9),var(54)
TriggerAll=!Helper(9),var(55)
TriggerAll=!Helper(9),var(56)
TriggerAll=Random<ifelse(var(42),var(59),ifelse(var(59)>10||fvar(39),10,var(59)))*50
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=215
Trigger2 = StateNo=225
Trigger3 = StateNo=420
Trigger4 = StateNo=430
Trigger5 = StateNo=230
Trigger6 = StateNo=450
value = ifelse(!var(42),1400,1450)

[State -3,Guarded_ZN];n[ClXg
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||(var(59)<=0&&fvar(39))
TriggerAll=StateType!=A
TriggerAll=var(45)!=1
TriggerAll=NumHelper(9)
TriggerAll=Helper(9),var(51)=0
TriggerAll=Helper(9),var(52)=0
TriggerAll=Helper(9),var(53)=0
TriggerAll=Helper(9),var(54)=0
TriggerAll=Helper(9),var(55)=0
TriggerAll=Helper(9),var(56)=0
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=215
Trigger2 = StateNo=225
Trigger3 = StateNo=420
Trigger4 = StateNo=430
Trigger5 = StateNo=230
Trigger6 = StateNo=450
Value = 1500

[State -3,S_D];D
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0||fvar(39)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X<60
TriggerAll=Random<var(59)*8
TriggerAll=MoveGuarded=1
Trigger1 = (StateNo=[200,215])
Trigger2 = (StateNo=[400,420])
Trigger3 = StateNo=220
Value = 240

;
;łߏI
;

[State -3,Jump];ެߎd
Type = varset
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=!IsHelper
TriggerAll=StateType!=A
TriggerAll=MoveContAct
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=220
var(17) = 1
IgNoreHitPause = 1

[State -3,NS];Ųұװ
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(58)
TriggerAll=!var(25)
TriggerAll=P2BodyDist Y>-150
TriggerAll=NumEnemy=1
TriggerAll=P2Life<180*Root,fvar(19)*(Root,fvar(31))*(Root,var(52)*0.01)*Root,fvar(21)
TriggerAll=P2MoveType=H
TriggerAll=MoveHit=1
Trigger1 = StateNo=205
Trigger2 = StateNo=210
Trigger3 = StateNo=215
Trigger4 = StateNo=220
Trigger5 = StateNo=225
Trigger6 = StateNo=230
Trigger7 = StateNo=410
Trigger8 = StateNo=420
Trigger9 = StateNo=430
Trigger10= StateNo=450
Value = 3000

[State -3,MOP];Ͻ߯
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(58)
TriggerAll=!var(25)
TriggerAll=P2BodyDist Y>-20
TriggerAll=NumEnemy=1
TriggerAll=P2Life<120*fvar(19)*(fvar(31))*(var(52)*0.01)*fvar(21)
TriggerAll=P2MoveType=H
TriggerAll=MoveHit=1
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=215
Trigger5 = StateNo=220
Trigger6 = StateNo=225
Trigger6 = P2BodyDist X=[-5,109]
Trigger7 = StateNo=230
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=430
Value = 3100

[State -3,Hit_S_ZN];n[ClXg
Type = ChangeState
TriggerAll=0;RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(45)!=1
TriggerAll=P2BodyDist Y>-180
TriggerAll=P2BodyDist X=[-60,60]
TriggerAll=NumHelper(9)
TriggerAll=Helper(9),var(51)=0
TriggerAll=Helper(9),var(52)=0
TriggerAll=P2StateType=A||StateNo=450
TriggerAll=MoveHit
Trigger1 = StateNo=220
Value = 1500

[State -3,HJump];ʲެ
Type = ChangeState
value = 41
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=var(17)=1
TriggerAll=StateType!=A
TriggerAll=P2BodyDist Y<-90
TriggerAll=MoveHit=1
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=220

[State -3,CJ];LZWv
Type = ChangeState
value = 39
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=!IsHelper
TriggerAll=StateType!=A
TriggerAll=P2StateType=A
TriggerAll=MoveHit = 1
TriggerAll=P2BodyDist Y<-30
TriggerAll=P2BodyDist Y<-90||StateNo=220
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=220

[State -3,S_NS];S
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X<=35
TriggerAll=P2BodyDist Y>-120
TriggerAll=MoveHit
Trigger1 = StateNo=[200,210]
Trigger2 = StateNo=[400,410]
Value = 220

[State -3,S_LS];S
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X<=25-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=20)*5
TriggerAll=P2BodyDist Y>-40
TriggerAll=P2StateType!=A
TriggerAll=MoveHit
Trigger1 = StateNo=[200,210]
Trigger2 = StateNo=[400,410]
Trigger3 = StateNo=220
Value = 225

[State -3,C_S];S
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X<=35-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=20)*5
TriggerAll=!P2Dist Y
TriggerAll=P2StateType!=A
TriggerAll=MoveHit
Trigger1 = StateNo=[200,210]
Trigger2 = StateNo=[400,410]
Trigger3 = StateNo=[220,225]
Value = 420

[State -3,S_HS];HS
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist X<50-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=20)*4
TriggerAll=P2BodyDist Y>-20
TriggerAll=MoveHit=1
Trigger1 = StateNo=[200,210]
Trigger2 = StateNo=[400,410]
Trigger3 = StateNo=[220,225]
Trigger4 = StateNo=420
Value = 230

[State -3,CJ];LZWv
Type = ChangeState
value = 39
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=!IsHelper
TriggerAll=StateType!=A
TriggerAll=P2StateType=A
TriggerAll=MoveHit=1
Trigger1 = StateNo=200
Trigger2 = StateNo=210
Trigger3 = StateNo=220

[State -3,MOP];Ͻ߯
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(58)
TriggerAll=!var(25)
TriggerAll=P2BodyDist Y>-20
TriggerAll=!var(42)
TriggerAll=EnemyNear(floor(fvar(18))),BackEdgeBodyDist>20||Power>1499
TriggerAll=(var(50)+100)+var(51)<55
TriggerAll=MoveHit=1
TriggerAll=P2StateType=A
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=215
Trigger5 = StateNo=220
Trigger6 = StateNo=225
Trigger6 = P2BodyDist X=[-5,109]
Trigger7 = StateNo=230
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=430
Value = 3100

[State -3,S_FHS];HS
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist Y>-120
TriggerAll=P2BodyDist X=[-4,158]
TriggerAll=MoveHit
;TriggerAll=P2StateType=C||P2StateType=A
TriggerAll=Power>499
Trigger1 = StateNo=215
Value = 235

[State -3,EB];GO[r[Xg
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist Y>-40
TriggerAll=var(21)>0||P2StateType=C&&EnemyNear(floor(fvar(18))),BackEdgeBodyDist<20
TriggerAll=Power>499
TriggerAll=MoveHit=1
Trigger1 = StateNo=230
Trigger2 = StateNo=430
Value = 1200

[State -3,C_D];D
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=P2BodyDist X<=78-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=20)*11
TriggerAll=P2BodyDist Y>-10
TriggerAll=P2StateType!=A
TriggerAll=MoveHit
Trigger1 = StateNo=200||StateNo=210
Trigger2 = StateNo=[400,410]
Trigger3 = StateNo=[220,225]
Trigger4 = StateNo=420
Trigger5 = StateNo=430
Trigger5 = P2BodyDist X<=68-(EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=20)*22
Value = 450

[State -3,S_GD];ڲިް
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist Y=[-120,6]
TriggerAll=P2BodyDist X=[-4,200]
TriggerAll=BackEdgeBodyDist>60
TriggerAll=MoveHit
Trigger1 = StateNo=230
Trigger2 = StateNo=430
Trigger3 = StateNo=450
Value = ifelse(var(58)=2,1800,1100)

[State -3,FS_P];̧ѿP
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=!IsHelper
TriggerAll=!var(48)
TriggerAll=!var(30)
TriggerAll=var(58)<2
TriggerAll=P2BodyDist X=[52,200]
TriggerAll=P2BodyDist Y>-70
TriggerAll=MoveHit
Trigger1 = StateNo=450
Value = 1000

[State -3,MOP];Ͻ߯
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=Power>999
TriggerAll=!var(58)
TriggerAll=!var(25)
TriggerAll=P2BodyDist Y>-20
TriggerAll=!var(42)
TriggerAll=MoveHit=1
Trigger1 = StateNo=200
Trigger2 = StateNo=205
Trigger3 = StateNo=210
Trigger4 = StateNo=215
Trigger5 = StateNo=220
Trigger6 = StateNo=225
Trigger6 = P2BodyDist X=[-5,109]
Trigger7 = StateNo=230
Trigger8 = StateNo=400
Trigger9 = StateNo=410
Trigger10= StateNo=420
Trigger11= StateNo=430
Value = 3100

[State -3,S_BR];obgY
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=P2BodyDist Y>-120
TriggerAll=P2BodyDist X=[-4,200]
TriggerAll=!var(56)
TriggerAll=MoveHit
Trigger1 = StateNo=230
Trigger2 = StateNo=430
Trigger3 = StateNo=450
Value = 1800

[State -3,Hit2_S_ZN];n[ClXg
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=var(45)!=1
TriggerAll=NumHelper(9)
TriggerAll=!Helper(9),var(51)
TriggerAll=!Helper(9),var(52)
TriggerAll=MoveHit
Trigger1 = StateNo=215
Trigger2 = StateNo=225
Trigger3 = StateNo=420
Trigger4 = StateNo=430
Trigger5 = StateNo=230
Trigger6 = StateNo=450
Value = 1500

[State -3,S_HITOMI];nHITOMI
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType!=A
TriggerAll=NumHelper(9)
TriggerAll=!Helper(9),var(53)
TriggerAll=!Helper(9),var(54)
TriggerAll=!Helper(9),var(55)
TriggerAll=!Helper(9),var(56)
TriggerAll=MoveHit
Trigger1 = StateNo=215
Trigger2 = StateNo=225
Trigger3 = StateNo=420
Trigger4 = StateNo=430
Trigger5 = StateNo=230
Trigger6 = StateNo=450
value = ifelse(!var(42),1400,1450)

;
;󒆖ډ
;
[State -3,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=!ishelper
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=(StateNo=[50,59])
TriggerAll=Ctrl
TriggerAll=Pos Y<=ifelse(vel Y<0,-40,-10)
Trigger1 = PrevStateNo=38

[State -3,AirBackDash];obN_bV
Type = ChangeState
value = 115
TriggerAll=!ishelper
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=(StateNo=[50,59])
TriggerAll=Ctrl
TriggerAll=Pos Y<=ifelse(vel Y<0,-40,-10)
Trigger1 = PrevStateNo=37

[State -3];ޯݽ
Type = ChangeState
value = 1850
TriggerAll=!ishelper
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl
Trigger1 = PrevStateNo=36

[State -3];ڲިް
Type = ChangeState
value = ifelse(var(58)=2,1850,1150)
TriggerAll=!ishelper
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl
Trigger1 = PrevStateNo=35

;p
;
;R{

[State -3,A_P];P
Type = ChangeState
value = 600
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2StateType!=L
TriggerAll=!InGuardDist
TriggerAll=StateNo!=650
TriggerAll=PrevStateNo!=1550
TriggerAll=PrevStateNo!=650
TriggerAll=PrevStateNo!=[35,38]
TriggerAll=P2StateType!=A
TriggerAll=!var(11)
TriggerAll=P2MoveType=H
TriggerAll=EnemyNear(floor(fvar(18))),vel x=[-3.9,3.9]
Trigger1 = fvar(34)>4
Trigger1 = P2BodyDist X>-24
Trigger1 = P2BodyDist X<=20+EnemyNear(floor(fvar(18))),vel x*ifelse(facing=EnemyNear(floor(fvar(18))),facing,1,-1)*6+vel x*6
Trigger1 = P2BodyDist Y=[-50,160]

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=StateNo!=650
TriggerAll=PrevStateNo!=1550
TriggerAll=PrevStateNo!=650
TriggerAll=PrevStateNo!=[35,38]
TriggerAll=!var(11)
TriggerAll=EnemyNear(floor(fvar(18))),vel x=[-3.9,3.9]
Trigger1 = fvar(34)>5
Trigger1 = P2BodyDist X>-24
Trigger1 = P2BodyDist X<=70+EnemyNear(floor(fvar(18))),vel x*ifelse(facing=EnemyNear(floor(fvar(18))),facing,1,-1)*6+vel x*6
Trigger1 = P2BodyDist Y=[-180,60]

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=StateNo!=650
TriggerAll=PrevStateNo!=1550
TriggerAll=PrevStateNo!=650
TriggerAll=PrevStateNo!=[35,38]
TriggerAll=var(11)>0
TriggerAll=EnemyNear(floor(fvar(18))),vel x=[-3.9,3.9]
Trigger1 = fvar(34)>7
Trigger1 = P2BodyDist X=[-24,107+EnemyNear(floor(fvar(18))),vel x*ifelse(facing=EnemyNear(floor(fvar(18))),facing,1,-1)*6+vel x*6]
Trigger1 = P2BodyDist Y=[-140,30]

[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=!IsHelper
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
TriggerAll=StateNo!=650
TriggerAll=PrevStateNo!=1550
TriggerAll=PrevStateNo!=650
TriggerAll=PrevStateNo!=[35,38]
TriggerAll=EnemyNear(floor(fvar(18))),vel x=[-3.9,3.9]
Trigger1 = fvar(34)>5
Trigger1 = P2BodyDist X=[-24,72+EnemyNear(floor(fvar(18))),vel x*ifelse(facing=EnemyNear(floor(fvar(18))),facing,1,-1)*6+vel x*3]
Trigger1 = P2BodyDist Y=[-130,60]
Trigger1 = var(11)>0

[State -3,A_GD];ڲިް
Type = ChangeState
value = 1150
TriggerAll=RoundState=2
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
Trigger1 = fvar(34)>11
Trigger1 = P2BodyDist Y<-80||(StateNo!=650&&PrevStateNo!=650)
Trigger1 = P2BodyDist X=[-24,200]
Trigger1 = BackEdgeBodyDist>180||EnemyNear(floor(fvar(18))),BackEdgeBodyDist<20
Trigger1 = PrevStateNo=1550||PrevStateNo=650||EnemyNear(floor(fvar(18))),BackEdgeBodyDist<=20

[State -3,A_BR];obhY
Type = ChangeState
value = 1850
TriggerAll=RoundState=2
TriggerAll=!IsHelper
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2MoveType=H
TriggerAll=!InGuardDist
Trigger1 = fvar(34)>11
Trigger1 = P2BodyDist Y<-80||(StateNo!=650&&PrevStateNo!=650)
Trigger1 = P2BodyDist X>-24
Trigger1 = PrevStateNo=1550||PrevStateNo=650

[State -3,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=!IsHelper
TriggerAll=!var(11)
TriggerAll=StateType=A
TriggerAll=pos y<=ifelse(vel y<0,-40,-10)
TriggerAll=P2MoveType=H
TriggerAll=P2StateType!=L
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040||StateNo=650
Trigger1 = P2BodyDist X>160
Trigger1 = fvar(34)>10

;
;Zq MoveGuarded@MoveHit MoveContAct
;
[State -3,Jump];ްĂްޗp2iWv
Type = ChangeState
value = 99
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=!IsHelper
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=StateNo=620
TriggerAll=MoveContAct
Trigger1 = InGuardDist

[State -3,A_P];P
Type = ChangeState
value = 600
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=!IsHelper
TriggerAll=P2BodyDist X=[-4,15+5]
TriggerAll=P2BodyDist Y=[-50,160]
TriggerAll=MoveContAct
TriggerAll=P2StateType!=A
TriggerAll=fvar(34)>4
Trigger1 = StateNo=600
Trigger1 = vel y=[-1,1]

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=!IsHelper
TriggerAll=P2BodyDist X=[-4,107]
TriggerAll=P2BodyDist Y=[-130,30]
TriggerAll=MoveContAct
TriggerAll=!var(11)
TriggerAll=fvar(34)>7
Trigger1 = StateNo=600
Trigger2 = StateNo=610

[State -3,AirJump];Wv
Type = ChangeState
value = 99
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=!IsHelper
TriggerAll=StateType=A
TriggerAll=!var(11)
TriggerAll=MoveHit
Trigger1 = StateNo=620
Trigger1 = var(51)<30
Trigger1 = EnemyNear(floor(fvar(18))),BackEdgeBodyDist>20

[State -3,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=0;RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=!IsHelper
TriggerAll=P2BodyDist X=[-30,76+10]
TriggerAll=P2BodyDist Y=[-45,20]
TriggerAll=MoveContAct
TriggerAll=fvar(34)>12
TriggerAll=var(11)>0
Trigger1 = StateNo=600
Trigger2 = StateNo=620
Trigger2 = P2BodyDist Y<-15

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=StateType=A
TriggerAll=!IsHelper
TriggerAll=P2BodyDist X=[-20,120-EnemyNear(floor(fvar(18))),vel x*6+vel x*6]
TriggerAll=P2BodyDist Y+EnemyNear(floor(fvar(18))),vel y*6+vel y*6=[-50,40]
TriggerAll=fvar(34)>9
TriggerAll=MoveContAct
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=630

[State -3,ZN];[ClXg
Type = ChangeState
value = 1550
TriggerAll=RoundState=2
TriggerAll=var(59)>0&&Random<var(59)*100||fvar(39)
TriggerAll=!IsHelper
TriggerAll=P2BodyDist X=[-34,173-EnemyNear(floor(fvar(18))),vel x*3+vel x*3]
TriggerAll=P2BodyDist Y=[-120,80]
TriggerAll=fvar(34)>9
TriggerAll=MoveHit
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=620
Trigger4 = StateNo=630
Trigger5 = StateNo=640

;
;n㌄˂
;
[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=(StateNo!=[100,101])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = P2BodyDist X>80
Trigger1 = PrevStateNo!=[950,961]

[State -3,S_K];K
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-8
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = PrevStateNo!=[950,961]
Trigger1 = PrevStateNo!=810
Trigger1 = P2BodyDist X=[-5,79+EnemyNear(floor(fvar(18))),vel x*6*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)]
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-50,0]
Value = 210

[State -3,S_NS];S
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-10
TriggerAll=!EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = PrevStateNo!=[950,961]
Trigger1 = PrevStateNo!=810
Trigger1 = P2BodyDist X=[-5,35]
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-130,0]
Value = 220

[State -3,S_LS];S
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=EnemyNear(floor(fvar(18))),AnimTime<-13
TriggerAll=0;!EnemyNear(floor(fvar(18))),Ctrl
Trigger1 = P2StateType!=A
Trigger1 = PrevStateNo!=[950,961]
Trigger1 = PrevStateNo!=810
Trigger1 = P2BodyDist X=[-5,144+EnemyNear(floor(fvar(18))),vel x*6*ifelse(facing=EnemyNear(floor(fvar(18))),facing,-1,1)]
Trigger1 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-50,0]
Value = 225

;
;ړ
;
[State -3,C];Ⴊ(ްސؑւ˂Ă)
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
TriggerAll=fvar(38)=1
TriggerAll=StateNo=0
TriggerAll=Ctrl
Trigger1 = Random<var(59)*20||var(59)>9

[State -3,S];Ⴊ݉(ްސؑւ˂Ă)
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
Trigger1 = StateNo=11
Trigger1 = fvar(38)=2
Trigger1 = Random<var(59)*20||var(59)>9
Trigger2 = StateNo=[21,22]
Trigger2 = P2BodyDist X=[70,99]

[State -3,Fwdwalk];O
Type = ChangeState
value = 21
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo!=[100,101]
TriggerAll=Ctrl||(StateNo=[10,20])||StateNo=22
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
Trigger1 = P2BodyDist X>99
Trigger2 = P2StateNo=[120,155]
Trigger2 = P2BodyDist X>19

[State -3,Fwdwalk];
Type = ChangeState
value = 22
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=StateNo!=[100,101]
TriggerAll=Ctrl||(StateNo=[10,21])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=P2StateNo!=[120,155]
Trigger1 = P2BodyDist X<70

[State -3,Jump];ެ
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=StateNo!=[40,52]
Trigger1 = P2BodyDist X>160||P2BodyDist X=[0,50]
Trigger1 = !InGuardDist
Trigger1 = Random<var(59)*8
Trigger2 = P2BodyDist X>160
Trigger2 = Random<var(59)*3
Value = 39

[State -3,Dash];_bV
Type = ChangeState
value = 100
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(StateNo!=[100,101])
Trigger1 = P2BodyDist X>140
Trigger1 = Random<var(59)*4

[State -3,Jump-AirDash];_bV
Type = ChangeState
value = 38
TriggerAll=var(59)>0
TriggerAll=RoundState=2
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
Trigger1 = P2BodyDist X=[90,180]
Trigger1 = Random<var(59)*11
Trigger1 = P2StateType=S

[State -3,BackStep];obNXebv
Type = ChangeState
value = 105
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=P2StateType!=L
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=Ctrl||(StateNo=[10,22])
TriggerAll=BackEdgeBodyDist>20
Trigger1 = P2BodyDist X+EnemyNear(floor(fvar(18))),vel x*12=[0,90]
Trigger1 = EnemyNear(floor(fvar(18))),Ctrl||P2MoveType=A
Trigger1 = Random<var(59)*9

[State -3,Jump-AirBackDash];obN_bV
Type = ChangeState
value = 37
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52
TriggerAll=P2StateType!=L
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=BackEdgeBodyDist>20
TriggerAll=P2BodyDist X+EnemyNear(floor(fvar(18))),vel x*12=[0,90]
Trigger1 = EnemyNear(floor(fvar(18))),Ctrl||P2MoveType=A
Trigger1 = Random<var(59)*9
Trigger2 = Random<var(59)*3

;
;ł̋ZU
;
[State -3,T]; t
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>3
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=A
TriggerAll=P2MoveType!=H
TriggerAll=!P2Dist Y
TriggerAll=P2BodyDist X=[-5,23]
Trigger1 = Random<var(59)*30
Trigger2 = var(59)>6
Trigger2 = (P2StateNo=[120,155])||(StateNo=[120,155])||P2StateNo=52||StateNo=52||(InGuardDist&&EnemyNear(floor(fvar(18))),Ctrl)
Trigger2 = Random<var(59)*110||var(59)>9
Trigger3 = var(59)>10
Value = ifelse(BackEdgeBodyDist>60,805,800)

;
;΋
;
[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-34,34]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-130,0]
Trigger1 = Random<var(59)*40

[State -3,S_FP];P
Type = ChangeState
value = 205
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-3,50+EnemyNear(floor(fvar(18))),vel x*14]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*13)*14=[-70,0]
Trigger1 = Random<var(59)*36

[State -3,S_FK];K
Type = ChangeState
value = 215
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-3,97+EnemyNear(floor(fvar(18))),vel x*6]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-110,0]
TriggerAll=P2StateType=A
Trigger1 = Random<var(59)*30

[State -3,S_P];P
Type = ChangeState
value = 200
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-3,68+EnemyNear(floor(fvar(18))),vel x*5]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-80,0]
Trigger1 = Random<var(59)*20

[State -3,FS_K];̧ѿ_K
Type = ChangeState
value = 1050
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType=A
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(48)&&!var(30)||var(58)=2
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*13=[9,120]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*29)*30<-90
Trigger1 = Random<var(59)*6

;΋@I
;
;i
[State -3,S_FP];P
Type = ChangeState
value = 205
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-3,50+EnemyNear(floor(fvar(18))),vel x*12]
TriggerAll=!P2Dist Y
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2StateType=C
Trigger1 = Random<var(59)*14

[State -3,S_D];D
Type = ChangeState
value = 240
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X+EnemyNear(floor(fvar(18))),vel x*18=[40,125]
TriggerAll=!P2Dist Y
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2StateType=C
Trigger1 = Random<var(59)*8

;iI
;
;i

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-3,58+EnemyNear(floor(fvar(18))),vel x*5]
TriggerAll=!P2Dist Y
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2StateType=S
Trigger1 = Random<var(59)*22

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-3,125-EnemyNear(floor(fvar(18))),vel x*8]
TriggerAll=!P2Dist Y
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2StateType=S
Trigger1 = Random<var(59)*17

;iI
;
;
[State -3,S_NS];S
Type = ChangeState
value = 220
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X=[-34,34]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*3)*4=[-130,0]
Trigger1 = Random<var(59)*37

[State -3,S_P];P
Type = ChangeState
value = 200
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2StateType!=C
TriggerAll=P2MoveType!=H
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X=[-3,81+EnemyNear(floor(fvar(18))),vel x*5]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5=[-75,0]
Trigger1 = Random<var(59)*30

[State -3,S_FK];K
Type = ChangeState
value = 215
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X=[-3,97+EnemyNear(floor(fvar(18))),vel x*6]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6=[-110,0]
Trigger1 = Random<var(59)*20

[State -3,C_K];K
Type = ChangeState
value = 410
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X=[-3,58+EnemyNear(floor(fvar(18))),vel x*5]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*4)*5>-9
Trigger1 = Random<var(59)*16

[State -3,S_FP];P
Type = ChangeState
value = 205
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X=[-3,50+EnemyNear(floor(fvar(18))),vel x*14]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*13)*14=[-40,0]
Trigger1 = Random<var(59)*6

[State -3,C_S];S
Type = ChangeState
value = 420
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*9=[20,103]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*8)*9=[-40,0]
Trigger1 = Random<var(59)*10

[State -3,S_LS];S
Type = ChangeState
value = 225
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*10=[35,144]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*9)*10=[-50,0]
Trigger1 = Random<var(59)*7

[State -3,S_FHS];HS
Type = ChangeState
value = 235
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=fvar(38)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*12=[50,158]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*12=[-120,0]
Trigger1 = Random<var(59)*(3+(Power>499)*12)

[State -3,C_HS];HS
Type = ChangeState
value = 430
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X=[-3,158+EnemyNear(floor(fvar(18))),vel x*12]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*14)*15=[-60,0]
Trigger1 = Random<var(59)*7

[State -3,C_D];D
Type = ChangeState
value = 450
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X=[-3,125-EnemyNear(floor(fvar(18))),vel x*8]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*5)*6>-9
Trigger1 = Random<var(59)*12

[State -3,S_D];D
Type = ChangeState
value = 240
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*31=[40,125]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*30)*31=[-60,0]
Trigger1 = Random<var(59)*5

[State -3,EB];GO[r[Xg
Type = ChangeState
value = 1200
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=var(43)!=1
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X>110+EnemyNear(floor(fvar(18))),vel x*8
TriggerAll=!P2Dist Y
Trigger1 = Random<var(59)*10

[State -3,HS_EB];HSGO[r[Xg
Type = ChangeState
value = 1250
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=var(58)=2
TriggerAll=var(43)!=1
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*8=[-5,90]
TriggerAll=!P2Dist Y
Trigger1 = Random<var(59)*8

[State -3,FS_P];̧ѿ_P
Type = ChangeState
value = 1000
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=!var(48)&&!var(30)||var(58)=2
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=P2BodyDist X-EnemyNear(floor(fvar(18))),vel x*36=[99,150]
TriggerAll=P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*35)*36=[-40,0]
Trigger1 = Random<var(59)*6

[State -3,!=H_S_ZN];n޲Ƚ
Type = ChangeState
value = 1500
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=var(45)!=1
TriggerAll=NumHelper(9)
TriggerAll=!Helper(9),var(51)
TriggerAll=!Helper(9),var(52)
TriggerAll=!Helper(9),var(53)
TriggerAll=!Helper(9),var(54)
TriggerAll=!Helper(9),var(55)
TriggerAll=!Helper(9),var(56)
TriggerAll=Random<var(59)*(12-(var(42)!=0)*8)
Trigger1 = P2BodyDist X>60-EnemyNear(floor(fvar(18))),vel x*8
Trigger2 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*12<-9

[State -3,!=H_S_ZN];n޲Ƚ
Type = ChangeState
value = 1501
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=var(58)=2
TriggerAll=var(42)!=0
TriggerAll=NumHelper(9)
TriggerAll=!Helper(9),var(51)
TriggerAll=!Helper(9),var(52)
TriggerAll=!Helper(9),var(53)
TriggerAll=!Helper(9),var(54)
TriggerAll=!Helper(9),var(55)
TriggerAll=!Helper(9),var(56)
TriggerAll=Random<var(59)*(12-(var(42)!=0)*8)
Trigger1 = P2BodyDist X>60-EnemyNear(floor(fvar(18))),vel x*8
Trigger2 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*11)*12<-9

[State -3,S_HITOMI];nHITOMI
Type = ChangeState
value = ifelse(!var(42),1400,1450)
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType!=A
TriggerAll=Ctrl||(StateNo=[10,22])||(StateNo=[100,101])||StateNo=52||(Time>ifelse((Anim=196||Anim=198),18,64)&&StateNo=[195,197])
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=NumHelper(9)
TriggerAll=!Helper(9),var(51)
TriggerAll=!Helper(9),var(52)
TriggerAll=!Helper(9),var(53)
TriggerAll=!Helper(9),var(54)
TriggerAll=!Helper(9),var(55)
TriggerAll=!Helper(9),var(56)
TriggerAll=Random<var(59)*(14+(var(42)!=0)*55)
TriggerAll=P2BodyDist X>50-EnemyNear(floor(fvar(18))),vel x*29
Trigger1 = P2BodyDist X>90-EnemyNear(floor(fvar(18))),vel x*29
Trigger2 = P2BodyDist Y+(EnemyNear(floor(fvar(18))),vel y!=0)*(EnemyNear(floor(fvar(18))),vel y+EnemyNear(floor(fvar(18))),Const(MoveMent.Yaccel)*28)*29<-9

;
;󒆈ړ
;
[State -3,AirDash];_bV
Type = ChangeState
value = 110
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!IsHelper
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040||StateNo=650
TriggerAll=Pos y<=ifelse(vel y<0,-40,-10)
TriggerAll=!var(11)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=[35,38]
TriggerAll=Random<var(59)*10
Trigger1 = P2BodyDist X>100
Trigger2 = BackEdgeBodyDist<30

[State -3;AirBackDash];obN_bV
Type = ChangeState
value = 115
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!IsHelper
TriggerAll=StateType=A
TriggerAll=Ctrl
TriggerAll=(StateNo=[50,59])||(StateNo=[5200,5210])||StateNo=5040||StateNo=650
TriggerAll=Pos Y<=ifelse(Vel Y<0,-40,-10)
TriggerAll=!var(11)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=[35,38]
TriggerAll=(P2StateNo!=[120,155])
TriggerAll=Random<var(59)*15
TriggerAll=BackEdgeBodyDist>30
Trigger1 = P2BodyDist X=[-3,100]

[State -3,AirJump];QiWv
Type = ChangeState
value = 99
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=!IsHelper
TriggerAll=StateType=A
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=var(11)!=1
TriggerAll=!var(12)
TriggerAll=Ctrl
TriggerAll=PrevStateNo!=[35,38]
TriggerAll=StateNo!=[120,155]
TriggerAll=P2BodyDist Y=[-120,120]
TriggerAll=(P2StateNo!=[120,155])
Trigger1 = Random<var(59)*9
Trigger1 = vel y>0

;
;ZU
;
[State -3,AirThrow];󓊂
Type = ChangeState
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=P2StateType=A
TriggerAll=P2BodyDist X=[-30,54-(var(58)=2)*12]
TriggerAll=P2BodyDist Y=[-79,19]
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=Ctrl
Trigger1 = Random<var(59)*30
Trigger2 = var(59)>6
Trigger2 = (P2StateNo=[120,155])||(P2StateNo=[5200,5210])||PrevStateNo=30
Trigger2 = Random<var(59)*60||var(59)>8
Trigger3 = var(59)>9
Trigger3 = (StateNo=[120,155])||PrevStateNo=41
Trigger4 = var(59)>10
Value = 850

;󓊂
;
;_bV

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-24,107+(EnemyNear(floor(fvar(18))),vel x+vel x)*7]
Trigger1 = P2BodyDist Y=[-90,60]
Trigger1 = Random<var(59)*90

[State -3,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-4,76+(EnemyNear(floor(fvar(18))),vel x+vel x)*12]
Trigger1 = P2BodyDist Y=[-100,130]
Trigger1 = Random<var(59)*90

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[-4,120+(EnemyNear(floor(fvar(18))),vel x+vel x)*9]
Trigger1 = P2BodyDist Y=[-80,90]
Trigger1 = Random<var(59)*90

;
;
;

[State -3v,A_P];P
Type = ChangeState
value = 600
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6||(StateNo=99&&PrevStateNo=620)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=[35,38]
TriggerAll=P2BodyDist X=[-5,15+(EnemyNear(floor(fvar(18))),vel x+vel x)*4]
Trigger1 = P2BodyDist Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4=[-60,60]
Trigger1 = Random<var(59)*50
Trigger1 = P2StateType=A
Trigger1 = (P2StateNo!=[120,155])||Random<200&&var(59)>6
Trigger2 = Random<var(59)*80
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*3)*4=[-20,20]


[State -3,A_K];K
Type = ChangeState
value = 610
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=[35,38]
TriggerAll=P2BodyDist X=[-5,72+(EnemyNear(floor(fvar(18))),vel x+vel x)*5]
Trigger1 = P2BodyDist Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-70,80]
Trigger1 = Random<var(59)*20
Trigger1 = P2StateType=A
Trigger1 = (P2StateNo!=[120,155])
Trigger2 = Random<var(59)*80
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*4)*5=[-20,20]

[State -3,A_S];S
Type = ChangeState
value = 620
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=[35,38]
TriggerAll=P2BodyDist X=[-5,107+(EnemyNear(floor(fvar(18))),vel x+vel x)*7]
Trigger1 = P2BodyDist Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[-90,60]
Trigger1 = Random<var(59)*20
Trigger1 = P2StateType=A
Trigger1 = (P2StateNo!=[120,155])
Trigger2 = Random<var(59)*100
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*6)*7=[-20,20]

[State -3,A_HS];HS
Type = ChangeState
value = 630
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6||(StateNo=99&&PrevStateNo=620)
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=[35,38]
TriggerAll=P2BodyDist X=[-4,76+(EnemyNear(floor(fvar(18))),vel x+vel x)*12]
Trigger1 = P2BodyDist Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*11)*12=[-100,130]
Trigger1 = Random<var(59)*20
Trigger1 = P2StateType=A
Trigger1 = (P2StateNo!=[120,155])
Trigger2 = Random<var(59)*80
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*11)*12=[-20,20]

[State -3,A_D];D
Type = ChangeState
value = 640
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=[35,38]
Trigger1 = P2BodyDist X=[-9,120+(EnemyNear(floor(fvar(18))),vel x+vel x)*9]
Trigger1 = P2BodyDist Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-80,90]
Trigger1 = Random<var(59)*20
Trigger1 = P2StateType=A
Trigger1 = (P2StateNo!=[120,155])
Trigger2 = P2BodyDist X>0
Trigger2 = Random<var(59)*80
Trigger2 = P2StateType!=A
Trigger2 = Pos Y+(vel y!=0)*(vel y+Const(MoveMent.Yaccel)*8)*9=[-20,20]

[State -3,A_ZN];[ClXg
Type = ChangeState
value = 1550
TriggerAll=RoundState=2
TriggerAll=var(59)>0
TriggerAll=StateType=A
TriggerAll=Ctrl||(StateNo=110||StateNo=115)&&Time>6
TriggerAll=!IsHelper
TriggerAll=var(45)!=1
TriggerAll=P2StateType!=L
TriggerAll=P2MoveType!=H
TriggerAll=!InGuardDist
TriggerAll=PrevStateNo!=[35,38]
TriggerAll=P2BodyDist X>50
TriggerAll=Pos Y>-200
;---------------Õ[ClXgƏdȂȂ悤-----------------
TriggerAll=Random<var(59)*10
TriggerAll=PrevStateNo!=[1500,1599]
Trigger1 = NumHelper(1511)
Trigger1 = (Helper(1511),RootDist X!=[-60,60])
Trigger1 = (Helper(1511),RootDist Y!=[-60,60])
Trigger1 = NumHelper(1512)
Trigger1 = (Helper(1512),RootDist X!=[-60,60])
Trigger1 = (Helper(1512),RootDist Y!=[-60,60])
Trigger2 = !NumHelper(1511)
Trigger2 = NumHelper(1512)
Trigger2 = (Helper(1512),RootDist X!=[-60,60])
Trigger2 = (Helper(1512),RootDist Y!=[-60,60])
Trigger3 = NumHelper(1511)
Trigger3 = (Helper(1511),RootDist X!=[-60,60])
Trigger3 = (Helper(1511),RootDist Y!=[-60,60])
Trigger3 = !NumHelper(1512)
Trigger4 = !NumHelper(1511)
Trigger4 = !NumHelper(1512)
