;
; REMY'S CMD FILE
;

; ̓R}h`t@CłB
; R}h̓̓L[ݒ肷p[gƁAZs邽߂̏ݒ肷p[gɕĂ܂B

;===========================================================================
; ̓L[̐ݒp[g
;===========================================================================
;ݒ͂̌`܂莖łBڍׂ͈ȉQƁB
;
;[Command]
;name = "***"
;command = ###
;time = &&&
;
;R}h̖OFuname = "***"vƂɓ܂B***ɕĂB
; @@@@@@@@At@xbg͑啶Əłʂ܂B{\łB
;
;w@Fucommand = ###vƂɓ܂B
;@@@@@@###ɉL̃L[gݍ킹͂R}hݒ肵ĂB
;
;@@L[F@B, DB, D, DF, F, UF, U, UB@iSđ啶Łj
;@@@@@@@@B=BackijED=DownijEF=ForwardiOjEU=UpijɂȂĂ܂B
;
;@@{^@F@a, b, c, x, y, z, s @@@@iSďŁj
;
;@ꕶ
;
;@@XbVi / jF{^ςȂɂꍇ͂܂B
;@@@@@@@@Fcommand = /F@@@iOL[܂܂ɂj
;@@@@@@@@@@command = /B,y@@iL[܂܂x{^́j
;
;@@`_@@i ~ jF{^鎖Fꍇ͂܂B
;@@@@@@@@Fcommand = ~c@@@ib{^𗣂j
;@@@@@@@@@@command = ~DB,DF,xi΂ߌ㉺𗣂Ď΂ߑO=>w{^̏Ԃɓ́j
;
;@@@@@@@@lǉ鎖ŁA{^𗣂܂ł̎ԁAw߁xݒo܂B
;@@@@@@@@Fcommand = ~20z@@iy{^܂܂ɂAQOt[ɗj
;@@@@@@@@@@command = ~40B,F,biL[܂܂ɂASOt[ɗđOL[=>a{^̏Ԃɓ́j
;
;@@h@@@i $ jF̕L[vf͏o悤ɂꍇ͂܂B
;@@@@@@@@Fcommand = $U@@@iE΂ߑOE΂ߌ̂ǂꂩŎn߂Ăǂj
;@@@@@@@@@@command = $DF @@iE΂ߑOEÔǂꂩŎn߂Ăǂj
;
;@@vX@@i + jF{^𓯎ꍇ͂܂B
;@@@@@@@@Fcommand = a+b @@i`{^Ƃa{^𓯎܂j
;@@@@@@@@@@command = x+y+z @iw{^Ƃx{^Ƃy{^𓯎܂j
;@@@@@@@@@@command = F+c @@iOL[Ƃb{^𓯎܂j
;
;@̓ꕶ́Agݍ킹Ďgp鎖\łB
;@@@@@@@@Fcommand = ~30$D,a+b
;@@@@@@@@@@@@@ivfROt[߂ėɂ`{^Ƃa{^𓯎܂j
;
;̓R}htԁFutime = &&&vƂɓ܂BIvVȂ̂ŏȗ\B
;@@@@@@@@@@@@&&&ɃR}h͏o鎞ԂĂBԂ̓t[łiPt[1/60bjB
;@@@@@@@@Ftime = 24@i͎tԂQSt[i0.4bjɐݒj
;
; ͎ۂɓo^Ă̂QƂĂB
;===========================================================================

;---------------------------------------------------------------------------
;-| {^zu |------------------------------------------------------------
;e{^̔zuȒPɕύXł܂B
;̃LN^[̃{^zuςƂȂǂɎg܂B
;x = x  x = a ɕς΁Axaɕς܂B

[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;---------------------------------------------------------------------------
;-| W |----------------------------------------------------------------

[Defaults]
; timeLqȂꍇAȉ̒lQƂ܂Bŏl1łB
command.time = 15

; buffer.time̒lłB1`30܂Őݒł܂B
; ʂ1łB
command.buffer.time = 1

;---------------------------------------------------------------------------
;-| CPUASYpR}h |----------------------------------------------
;CPUASYgۂɕ֗ȋLqłB
;AIgȂȂKv܂B
;̃R}h͐lԂɂ͓͂łȂ̂ɂKv܂B

[Command]
name = "AI_Set1"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI_Set1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI_Set1"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI_Set1"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI_Set1"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI_Set1"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI_Set1"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI_Set1"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI_Set1"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI_Set1"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI_Set1"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI_Set1"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI_Set1"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI_Set1"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI_Set1"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI_Set1"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI_Set1"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI_Set1"
command = a,B,c,x,y,z,s,B,D,F,U,a,b,c,x,y,z,s,s
time = 0
[Command]
name = "AI_Set1"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI_Set1"
command = b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b
time = 0
[Command]
name = "AI_Set1"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI_Set1"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI_Set1"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI_Set1"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI_Set1"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI_Set2"
command = F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F,F
time = 0
[Command]
name = "AI_Set2"
command = D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D,D
time = 0
[Command]
name = "AI_Set2"
command = B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
time = 0
[Command]
name = "AI_Set2"
command = U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U,U
time = 0
[Command]
name = "AI_Set2"
command = a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a
time = 0
[Command]
name = "AI_Set2"
command = c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c,c
time = 0
[Command]
name = "AI_Set2"
command = x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x
time = 0
[Command]
name = "AI_Set2"
command = y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y,y
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI_Set2"
command = s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,z,z,z,a,a,a,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI_Set2"
command = z,a,a,a,a,a,a,a,a,a,a,a,a,a,a,a,z,z,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,z,z,a,a,a,z,z,z,z,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,z,a,a,a,z,z,z,z,a,z,z,a,a,z,z,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,z,a,a,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,a,a,a,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,z,z,z,a,a,z,z,z,z,z,a,a,a,a,z,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,z,z,z,z,z,a,a,a,a,a,a,z,z,z,z,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,a,a,a,a,z,z,z,z,z,z,z,z,z,z,z,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,z,z,a,a,a,z,z,z,a,a,a,z,z,a,z,a
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,z,a,a,a,z,z,z,z,z,a,a,a,z,z,z,z
time = 0
[Command]
name = "AI_Set2"
command = z,z,z,a,a,z,z,z,z,z,z,z,z,z,a,a,z,z,z
time = 0


;---------------------------------------------------------------------------
;-| X[p[A[c |---------------------------------------------------------
;R}ḧꕔdȂꍇAɏꂽ̂D悳̂
;CtĂB

[Command]
name = "ǉ̃NCG"
command = ~F, D, B, F, D, B, x
time = 30
[Command]
name = "ǉ̃NCG"
command = ~F, D, B, F, D, B, y
time = 30
[Command]
name = "ǉ̃NCG"
command = ~F, D, B, F, D, B, z
time = 30
[Command]
name = "ǉ̃NCG"
command = ~F, D, B, F, D, B, ~x
time = 30
[Command]
name = "ǉ̃NCG"
command = ~F, D, B, F, D, B, ~y
time = 30
[Command]
name = "ǉ̃NCG"
command = ~F, D, B, F, D, B, ~z
time = 30

[Command]
name = "{̃Vym[@"
command = ~D, F, D, DF, x
time = 20
[Command]
name = "{̃Vym[@"
command = ~D, F, D, DF, y
time = 20
[Command]
name = "{̃Vym[@"
command = ~D, F, D, DF, z
time = 20
[Command]
name = "{̃Vym[@"
command = ~D, F, D, DF, ~x
time = 20
[Command]
name = "{̃Vym[@"
command = ~D, F, D, DF, ~y
time = 20
[Command]
name = "{̃Vym[@"
command = ~D, F, D, DF, ~z
time = 20

[Command]
name = "BGWɈ"
command = ~D, F, D, DF, a
time = 20
[Command]
name = "BGWɈ"
command = ~D, F, D, DF, b
time = 20
[Command]
name = "BGWɈ"
command = ~D, F, D, DF, c
time = 20
[Command]
name = "BGWɈ"
command = ~D, F, D, DF, ~a
time = 20
[Command]
name = "BGWɈ"
command = ~D, F, D, DF, ~b
time = 20
[Command]
name = "BGWɈ"
command = ~D, F, D, DF, ~c
time = 20

[Command]
name = "S̃mNek"
command = ~D, B, D, DB, a
time = 20
[Command]
name = "S̃mNek"
command = ~D, B, D, DB, b
time = 20
[Command]
name = "S̃mNek"
command = ~D, B, D, DB, c
time = 20
[Command]
name = "S̃mNek"
command = ~D, B, D, DB, ~a
time = 20
[Command]
name = "S̃mNek"
command = ~D, B, D, DB, ~b
time = 20
[Command]
name = "S̃mNek"
command = ~D, B, D, DB, ~c
time = 20

;---------------------------------------------------------------------------
;-| KEZ (EX) |-----------------------------------------------------------

[Command]
name = "}VF̔߈EX"
command = ~42$D, $U, a+b+c
time = 20
[Command]
name = "}VF̔߈EX"
command = ~42$D, $U, a+b
time = 20
[Command]
name = "}VF̔߈EX"
command = ~42$D, $U, a+c
time = 20
[Command]
name = "}VF̔߈EX"
command = ~42$D, $U, b+c
time = 20

[Command]
name = "Fe̎cIbgEX"
command = ~42$B, F, x+y+z
time = 20
[Command]
name = "Fe̎cIbgEX"
command = ~42$B, F, x+y
time = 20
[Command]
name = "Fe̎cIbgEX"
command = ~42$B, F, x+z
time = 20
[Command]
name = "Fe̎cIbgEX"
command = ~42$B, F, y+z
time = 20

[Command]
name = "Fe̎cpXEX"
command = ~42$B, F, a+b+c
time = 20
[Command]
name = "Fe̎cpXEX"
command = ~42$B, F, a+b
time = 20
[Command]
name = "Fe̎cpXEX"
command = ~42$B, F, a+c
time = 20
[Command]
name = "Fe̎cpXEX"
command = ~42$B, F, b+c
time = 20

[Command]
name = "₽OEX"
command = ~D, DB, B, a+b+c
time = 10
[Command]
name = "₽OEX"
command = ~D, DB, B, a+b
time = 10
[Command]
name = "₽OEX"
command = ~D, DB, B, a+c
time = 10
[Command]
name = "₽OEX"
command = ~D, DB, B, b+c
time = 10

;---------------------------------------------------------------------------
;-| KEZ |----------------------------------------------------------------
;R}ḧꕔdȂꍇAɏꂽ̂D悳̂
;623  236̏ɓo^Ă܂B
;i:236̓eL[ŃR}h\Ă܂j

[Command]
name = ""
command = ~F, D, B, F, x
time = 20
[Command]
name = ""
command = ~F, D, B, F, y
time = 20
[Command]
name = ""
command = ~F, D, B, F, z
time = 20
[Command]
name = ""
command = ~F, D, B, F, ~x
time = 20
[Command]
name = ""
command = ~F, D, B, F, ~y
time = 20
[Command]
name = ""
command = ~F, D, B, F, ~z
time = 20

[Command]
name = "}VF̔߈A'"
command = ~$D, $U, a
time = 8
[Command]
name = "}VF̔߈B'"
command = ~$D, $U, b
time = 8
[Command]
name = "}VF̔߈C'"
command = ~$D, $U, c
time = 8
[Command]
name = "}VF̔߈A'"
command = ~$D, $U, ~a
time = 8
[Command]
name = "}VF̔߈B'"
command = ~$D, $U, ~b
time = 8
[Command]
name = "}VF̔߈C'"
command = ~$D, $U, ~c
time = 8

[Command]
name = "Fe̎cIbgX'"
command = ~$B, $F, x
time = 8
[Command]
name = "Fe̎cIbgY'"
command = ~$B, $F, y
time = 8
[Command]
name = "Fe̎cIbgZ'"
command = ~$B, $F, z
time = 8
[Command]
name = "Fe̎cIbgX'"
command = ~$B, $F, ~x
time = 8
[Command]
name = "Fe̎cIbgY'"
command = ~$B, $F, ~y
time = 8
[Command]
name = "Fe̎cIbgZ'"
command = ~$B, $F, ~z
time = 8

[Command]
name = "Fe̎cpXA'"
command = ~$B, $F, a
time = 8
[Command]
name = "Fe̎cpXB'"
command = ~$B, $F, b
time = 8
[Command]
name = "Fe̎cpXC'"
command = ~$B, $F, c
time = 8
[Command]
name = "Fe̎cpXA'"
command = ~$B, $F, ~a
time = 8
[Command]
name = "Fe̎cpXB'"
command = ~$B, $F, ~b
time = 8
[Command]
name = "Fe̎cpXC'"
command = ~$B, $F, ~c
time = 8

[Command]
name = "₽OA"
command = ~D, DB, B, a
time = 10
[Command]
name = "₽OB"
command = ~D, DB, B, b
time = 10
[Command]
name = "₽OC"
command = ~D, DB, B, c
time = 10
[Command]
name = "₽OA"
command = ~D, DB, B, ~a
time = 10
[Command]
name = "₽OB"
command = ~D, DB, B, ~b
time = 10
[Command]
name = "₽OC"
command = ~D, DB, B, ~c
time = 10

;---------------------------------------------------------------------------
;-| L[2A |--------------------------------------------------------

[Command]
name = "DU"
command = $D, $U
time = 10

[Command]
name = "ChargedDU"
command = ~40$D, $U
time = 10

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

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

;---------------------------------------------------------------------------
;-|  |--------------------------------------------------------------

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

[Command]
name = "recovery"
command = y+z
time = 1

[Command]
name = "recovery"
command = x+z
time = 1

[Command]
name = "recovery1"
command = a+b
time = 1

[Command]
name = "recovery1"
command = b+c
time = 1

[Command]
name = "recovery1"
command = a+c
time = 1

[Command]
name = "OriCom"
command = z+a
time = 10

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

[Command]
name = "Throw"
command = x+a
time = 1

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

[Command]
name = "back_x"
command = /$B,x
time = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Command]
name = "up_c"
command = /$U,c
time = 1

;---------------------------------------------------------------------------
;-| {^P |------------------------------------------------------------

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

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

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

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

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

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

[Command]
name = "start"
command = s
time = 1

[Command]
name = "fwd"
command = $F
time = 1

[Command]
name = "down"
command = $D
time = 1

[Command]
name = "back"
command = $B
time = 1

[Command]
name = "up"
command = $U
time = 1

[Command]
name = "parryhigh"
command = F
time = 1

[Command]
name = "parrylow"
command = D
time = 1

[Command]
name = "~a"
command = ~a
time = 1

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

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

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

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

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

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

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

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

[Command]
name = "F"
command = /F
time = 1

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

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

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

[Command]
name = "oK`"
command = a
time = 1

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

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

[Command]
name = "oK`"
command = F
time = 1

[Command]
name = "oK`"
command = D
time = 1

[Command]
name = "oK`"
command = B
time = 1

[Command]
name = "oK`"
command = U
time = 1

;---------------------------------------------------------------------------
;-| {^ςȂ |----------------------------------------------------

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
;-| L[ςȂ |--------------------------------------------------

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

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

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

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

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

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

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

[Command]
name = "holdupfwd"
command = /$UF
time = 1

[Command]
name = "Charge"
command = ~1$B


;===========================================================================
; Zs邽߂̏̐ݒiXe[gGg[p[gj
;===========================================================================
; 牺́uǂ̃R}hłǂ̔ԍ̃Xe[gǂŏo邩vݒ肷ꏊłB
;iXe[gɊւĂCNSt@CQƁj
; 
;ݒ͊{Iɂ̌`ɂȂ܂B
;
; [State -1, Label]                  ;uLabelv͂̃̕xłBłǂłBȊO͕ύXsB
; type = ChangeState                 ;uʂ̃Xe[gɕύXvƂӖ̃Xe[gRg[
; value = new_state_number           ;oZ̃Xe[gԍ܂
; trigger1 = command = command_name  ;̓L[ݒp[gœo^R}h̖Oǂꂩ܂
; . . .  (any additional triggers)   ;triggeriw肷gK[jǉo܂
;
;triggerɎg{Iȏiʏ́ugK[vƌĂ΂Ă܂j
;
;   - StateType    - LN^[ǂ̏Ԃ̎ɂ̃Xe[go邩ǂ߂܂B
;                    S=ԁEC=ԁEA=󒆂ɂԁEL=ɓ|ꂽԁÂS܂莖łB
;                    CNSStatedef̉ɂuType = *v̍ڂԂ̈ӖȂ̂ŁÃgK[Ŕf܂B
;
;   - Ctrl         - Rg[\s\ǂ炩̎ɂ̃Xe[go邩ǂ߂܂B
;                    0=Rg[s\ԁE1=Rg[\ԁAłʏ Ctrl = 1 ( = 1 ȗ\){B
;
;   - StateNo      - ʂ̔ԍ̃Xe[go鎖\ɂȂ܂B
;                    păX[p[LZ\łB
;
;   - MoveContact  - UɓiUqbgA̓K[hꂽjɁA
;                    ̃Xe[go邩ǂ߂܂BQނSp^[܂B
;                    MoveContact or MoveContact = 1  iUj
;                    !MoveContact or MoveContact = 0 iUĂȂj
;                    păX[p[LZ\łB
;
;@̂SȊOɂ܂ÃgK[M.U.G.E.N{docstH_̒
;@@CNShLe[VQƂĂB
;
;Xe[gGg[̏
;
; ChangeState̓o^̏Ԃ͏dvłBɗΗقǃR}h̗͂DxȂ܂B
;
; pɂȂ܂AႦ΁ugR}hChangeStatei_{p`jv
;uR}hChangeStatei_{p`jvɓo^ꍇA
; Q[ł͏oƂĂgĖ\₷ȂĂ܂܂B
; h~邽߂ɂ́AugChangeStatevuChangeStatevɓo^ȂĂ͂Ȃ܂B
;uo[OɓďoZvƁuZv̊֌WȂǂlłB
;
; Ԃ悭lēo^܂傤B
;
;AI(CPU)͂ǂ̂
;MUGEN̕WCPU͑ɋ߂ÂKɍUJoȂ̂ŁAAIXCb`ɂ鐧䂪KvȂƂ܂B
;
;[Statedef -1]Ƃ́H
;
; ̕CNSvO~O̊ǵA펞ĎXe[gɂȂ܂B
; ǂ̂ȂԂłݒ肵LqɗLɂȂXe[głiCNS[Statedef -2]Ǝ悤ȕjB
;
; KvȋLqƍsȂ̂ŁA΂ɏȂłB
;===========================================================================

[Statedef -1];̍s͐΂ɏȂłBK{̍ڂłB

;===========================================================================
; LZݒ
[State -1, VarSet]
type =VarSet
trigger1 = var(2) > 0
var(2) = 0

;L & OL
[State -1, Cancel Set]
type = VarSet
triggerall = time <= Ifelse(StateNo != 230, 3, 2)
triggerall = !var(2) && !MoveContact
trigger1 = StateNo = [200,450]
trigger2 = fvar(11) = 2 && StateNo = 750
var(2) = 1
ignorehitpause = 1

;ʏZKEZ,KEZ
[State -1, Cancel Set]
type = VarSet
triggerall = var(19) <= 1
triggerall = !var(2) && (MoveContact = [1,10])
trigger1 = (StateNo = [200,240]) || (StateNo = [400,410])
trigger1 = Anim%10 = 0
trigger2 = StateNo = 250 && AnimElemTime(6) < 0
trigger3 = StateNo = 430
trigger4 = (Helper(30000),var(17) || Helper(30000),var(18)) && var(58) && (StateNo = [600,650])
var(2) = 2
ignorehitpause = 1

;KEZKEZ
[State -1, Super Cancel Set]
type = VarSet
triggerall = !var(2)
triggerall = var(19) <= 1
trigger1 = (StateNo = [1150,1152]) && HitCount <= 1 && (AnimElemTime(4) = [0,1])
trigger2 = (StateNo = [1200,1202]) && AnimElemTime(6) > 0
trigger3 = (StateNo = [1250,1252]) && AnimElemTime(8) > 0
trigger4 = StateNo = 1310 && AnimElemTime(14) > 0
var(2) = 3
ignorehitpause = 1

;IR
[State -1, OriCom Cancel Set]
type = VarSet
triggerall = !var(2)
triggerall = !var(59) && var(19) > 1
trigger1 = ((StateNo = [200,650]) || StateNo = 710) && MoveContact
trigger2 = StateNo = 1000 && MoveContact && Pos Y > -30
trigger3 = StateNo = 1001 && var(1) > 0
trigger4 = (StateNo = [1100,1102]) && MoveContact && Pos Y > -30 && AnimElemTime(6) < 0
trigger5 = (StateNo = [1200,1202]) && ((ProjContactTime(1200) = [1,15]) || (ProjContactTime(1202) = [1,15])) && AnimElemTime(6) > 0
trigger6 = StateNo = 1310 && AnimElemTime(14) > 0
trigger7 = (Helper(30000),var(17) || Helper(30000),var(18)) && var(58)
trigger7 = (StateNo = [1110,1112]) && MoveContact && Pos Y <= -30 && AnimElemTime(7) < 0
var(2) = 4
ignorehitpause = 1


;===========================================================================
; X[p[A[c

;---------------------------------------------------------------------------
; {̃Vym[@
[State -1, {̃Vym[@]
type = ChangeState
value = 3000
triggerall = var(59) != 1
triggerall = (var(57)%10) = 0 || (var(57)%10) = 1
triggerall = Command = "{̃Vym[@"
triggerall = (Power >= (1000+300*((var(57)%10) = 1))) || var(19) > 1
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = (var(2) = [1,4]) && (StateNo != [600,650])
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && var(19) <= 1 && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(11) && !var(19)
trigger4 = ((StateNo = [3100,3104]) && (MoveContact = [1,10]) && Pos Y > -30) || ((StateNo = [3200,3211]) && (MoveContact = [1,10]))

;---------------------------------------------------------------------------
; BGWɈ
[State -1, BGWɈ]
type = ChangeState
value = 3100
triggerall = var(59) != 1
triggerall = (var(57)%10) = 0 || (var(57)%10) = 2
triggerall = Command = "BGWɈ"
triggerall = (Power >= (1000+500*((var(57)%10) = 2))) || var(19) > 1
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = (var(2) = [1,4]) && (StateNo != [600,650])
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && var(19) <= 1 && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(11) && !var(19)
trigger4 = (StateNo = 3000 && AnimElemTime(5) > 0) || ((StateNo = [3200,3211]) && (MoveContact = [1,10]))

;---------------------------------------------------------------------------
; S̃mNek
[State -1, S̃mNek]
type = ChangeState
value = 3200
triggerall = var(59) != 1
triggerall = (var(57)%10) = 0 || (var(57)%10) = 3
triggerall = ((var(57)%10) = 3 && Command = "BGWɈ") || ((var(57)%10) = 0 && Command = "S̃mNek")
triggerall = Power >= 1000 || var(19) > 1
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = (var(2) = [1,4]) && (StateNo != [600,650])
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && var(19) <= 1 && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(11) && !var(19)
trigger4 = (StateNo = 3000 && AnimElemTime(5) > 0) || ((StateNo = [3100,3104]) && (MoveContact = [1,10]) && Pos Y > -30)

;---------------------------------------------------------------------------
; ǉ̃NCG
[State -1, ǉ̃NCG]
type = ChangeState
value = 3300
triggerall = var(59) != 1
triggerall = var(58)
triggerall = Helper(30000),var(19)
triggerall = Command = "ǉ̃NCG"
triggerall = (Power >= Ceil(var(57)/10)) && var(19) < 1
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = (var(2) = [1,4]) && (StateNo != [600,650])
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && var(19) <= 1 && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(11) && !var(19)
trigger4 = (StateNo = 3000 && AnimElemTime(5) > 0) || (((StateNo = [3100,3104]) || (StateNo = [3200,3211])) && (MoveContact = [1,10]) && Pos Y > -30)

;---------------------------------------------------------------------------
; IȂh
[State -1, IȂh]
type = ChangeState
value = 3400
triggerall = var(59) != 1
triggerall = var(58)
triggerall = (Helper(30000),var(17) || Helper(30000),var(18))
triggerall = Command = "S̃mNek"
triggerall = (Power >= (1000+300*((var(57)%10) = 1)+500*((var(57)%10) = 2))) || var(19) > 1
triggerall = StateType = A
trigger1 = Ctrl
trigger2 = (var(2) = [2,4]) && (Pos Y <= -30 || (StateNo = [600,650]))

;===========================================================================
; KEZ (EX)

;---------------------------------------------------------------------------
; ₽O EX
[State -1, ₽O EX]
type = ChangeState
value = 1050
triggerall = var(59) != 1
triggerall = var(19) <= 1
triggerall = Command = "₽OEX"
triggerall = Power >= 500
triggerall = Pos Y >= -20-10*(StateNo = 1000)
triggerall = StateNo != [600,662]
trigger1 = StateType != A && Ctrl
trigger2 = var(2) = [1,2]
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(10) && var(2) = 3

;---------------------------------------------------------------------------
; }VF̔߈ EX
[State -1, }VF̔߈ EX]
type = ChangeState
value = 1150
triggerall = var(59) != 1
triggerall = var(19) <= 1
;triggerall = Command = "}VF̔߈EX"
triggerall = Command = "recovery1"
triggerall = var(24) = [100,1011]
triggerall = Power >= 500
trigger1 = StateType != A && Ctrl
trigger2 = StateNo = 40 || StateNo = 48
trigger3 = var(2) = [1,2]
trigger4 = StateType != A
trigger4 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger5 = Helper(30000),var(10) && var(2) = 3
trigger5 = StateNo != 1150

;---------------------------------------------------------------------------
; }VF̔߈ EX <in Air>
[State -1, }VF̔߈ EX <in Air>]
type = ChangeState
value = 1152
triggerall = var(59) != 1
triggerall = var(58)
triggerall = (Helper(30000),var(17) || Helper(30000),var(18)) && var(58)
triggerall = var(19) <= 1
triggerall = Command = "₽OEX"
triggerall = Power >= 500
triggerall = StateType = A
trigger1 = Ctrl
trigger2 = var(2) = 2
trigger3 = Helper(30000),var(10) && var(2) = 3
trigger3 = StateNo != 1152

;---------------------------------------------------------------------------
; Fe̎cIbg EX
[State -1, Fe̎cIbg EX]
type = ChangeState
value = 1250
triggerall = var(59) != 1
triggerall = var(19) <= 1
;triggerall = Command = "Fe̎cIbgEX"
triggerall = Command = "recovery"
triggerall = (var(22)%10000 = [100,1011]) && (var(22)/10000 != 2)
triggerall = Power >= 500
triggerall = NumProjID(1200) = 0 && NumProjID(1251) = 0 && NumProjID(1252) = 0
trigger1 = StateType != A && Ctrl
trigger2 = var(2) = [1,2]
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(10) && var(2) = 3
trigger4 = StateNo != 1250

;---------------------------------------------------------------------------
; Fe̎cpX EX
[State -1, Fe̎cpX EX]
type = ChangeState
value = 1252
triggerall = var(59) != 1
triggerall = var(19) <= 1
;triggerall = Command = "Fe̎cpXEX"
triggerall = Command = "recovery1"
triggerall = (var(22)%10000 = [100,1011]) && (var(22)/10000 != 1)
triggerall = Power >= 500
triggerall = NumProjID(1202) = 0 && NumProjID(1253) = 0 && NumProjID(1254) = 0
trigger1 = StateType != A && Ctrl
trigger2 = var(2) = [1,2]
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(10) && var(2) = 3
trigger4 = StateNo != 1252

;===========================================================================
; KEZ

;---------------------------------------------------------------------------
; 
[State -1, ]
type = ChangeState
value = 1300
triggerall = var(59) != 1
triggerall = var(58)
triggerall = Helper(30000),var(19)
triggerall = Command = ""
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = (var(2) = [1,2]) || var(2) = 4
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(10) && var(2) = 3

;---------------------------------------------------------------------------
; ₽O
[State -1, Flag Set (L)]
type = VarSet
triggerall = var(59) != 1
trigger1 = Command = "₽OA"
var(34) = 1
[State -1, Flag Set (M)]
type = VarSet
triggerall = var(59) != 1
trigger1 = Command = "₽OB"
var(34) = 2
[State -1, Flag Set (H)]
type = VarSet
triggerall = var(59) != 1
trigger1 = Command = "₽OC"
var(34) = 3

[State -1, ₽O]
type = ChangeState
value = 1000
triggerall = var(59) != 1
triggerall = var(34) = [1,3]
triggerall = Command = "₽OA" || Command = "₽OB" || Command = "₽OC"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
triggerall = StateNo != [600,650]
trigger1 = StateType != A && Ctrl
trigger2 = (var(2) = [1,2]) || var(2) = 4
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(10) && var(2) = 3

;---------------------------------------------------------------------------
; }VF̔߈
[State -1, }VF̔߈ (L)]
type = ChangeState
value = 1100
triggerall = var(59) != 1
triggerall = ((Command = "a" || var(28) = [1,10]) && var(24) = [100,1011]) || var(19) > 1 && Command = "}VF̔߈A'"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = StateNo = 40 || StateNo = 48
trigger3 = (var(2) = [1,2]) || var(2) = 4
trigger4 = StateType != A
trigger4 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger5 = Helper(30000),var(10) && var(2) = 3

[State -1, }VF̔߈ (M)]
type = ChangeState
value = 1101
triggerall = var(59) != 1
triggerall = ((Command = "b" || var(29) = [1,10]) && var(24) = [100,1011]) || var(19) > 1 && Command = "}VF̔߈B'"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = StateNo = 40 || StateNo = 48
trigger3 = (var(2) = [1,2]) || var(2) = 4
trigger4 = StateType != A
trigger4 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger5 = Helper(30000),var(10) && var(2) = 3

[State -1, }VF̔߈ (H)]
type = ChangeState
value = 1102
triggerall = var(59) != 1
triggerall = ((Command = "c" || var(30) = [1,10]) && var(24) = [100,1011]) || var(19) > 1 && Command = "}VF̔߈C'"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = StateNo = 40 || StateNo = 48
trigger3 = (var(2) = [1,2]) || var(2) = 4
trigger4 = StateType != A
trigger4 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger5 = Helper(30000),var(10) && var(2) = 3

;---------------------------------------------------------------------------
; }VF̔߈ <in Air>
[State -1, }VF̔߈ <in Air> (L)]
type = ChangeState
value = 1110
triggerall = var(59) != 1
triggerall = var(58)
triggerall = (Helper(30000),var(17) || Helper(30000),var(18)) && var(58)
triggerall = Command = "₽OA"
triggerall = StateType = A
trigger1 = Ctrl
trigger2 = var(2) = 2 || var(2) = 4
trigger3 = Helper(30000),var(10) && var(2) = 3

[State -1, }VF̔߈ <in Air> (M)]
type = ChangeState
value = 1111
triggerall = var(59) != 1
triggerall = var(58)
triggerall = (Helper(30000),var(17) || Helper(30000),var(18)) && var(58)
triggerall = Command = "₽OB"
triggerall = StateType = A
trigger1 = Ctrl
trigger2 = var(2) = 2 || var(2) = 4
trigger3 = Helper(30000),var(10) && var(2) = 3

[State -1, }VF̔߈ <in Air> (H)]
type = ChangeState
value = 1112
triggerall = var(59) != 1
triggerall = var(58)
triggerall = (Helper(30000),var(17) || Helper(30000),var(18)) && var(58)
triggerall = Command = "₽OC"
triggerall = StateType = A
trigger1 = Ctrl
trigger2 = var(2) = 2 || var(2) = 4
trigger3 = Helper(30000),var(10) && var(2) = 3

;---------------------------------------------------------------------------
; Fe̎cIbg
[State -1, Fe̎cIbg (L)]
type = ChangeState
value = 1200
triggerall = var(59) != 1
triggerall = ((Command = "x" || var(25) = [1,10]) && (var(22)%10000 = [100,1011]) && (var(22)/10000 != 2)) || var(19) > 1 && Command = "Fe̎cIbgX'"
triggerall = NumProjID(1200) = 0 && NumProjID(1251) = 0 && NumProjID(1252) = 0
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = (var(2) = [1,2]) || var(2) = 4
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(10) && var(2) = 3
trigger4 = StateNo != 1200

[State -1, Fe̎cIbg (M)]
type = ChangeState
value = 1200
triggerall = var(59) != 1
triggerall = ((Command = "y" || var(26) = [1,10]) && (var(22)%10000 = [100,1011]) && (var(22)/10000 != 2)) || var(19) > 1 && Command = "Fe̎cIbgY'"
triggerall = NumProjID(1200) = 0 && NumProjID(1251) = 0 && NumProjID(1252) = 0
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = (var(2) = [1,2]) || var(2) = 4
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(10) && var(2) = 3
trigger4 = StateNo != 1200

[State -1, Fe̎cIbg (H)]
type = ChangeState
value = 1200
triggerall = var(59) != 1
triggerall = ((Command = "z" || var(27) = [1,10]) && (var(22)%10000 = [100,1011]) && (var(22)/10000 != 2)) || var(19) > 1 && Command = "Fe̎cIbgZ'"
triggerall = NumProjID(1200) = 0 && NumProjID(1251) = 0 && NumProjID(1252) = 0
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = (var(2) = [1,2]) || var(2) = 4
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(10) && var(2) = 3
trigger4 = StateNo != 1200

;---------------------------------------------------------------------------
; Fe̎cpX
[State -1, Fe̎cpX (L)]
type = ChangeState
value = 1202
triggerall = var(59) != 1
triggerall = ((Command = "a" || var(28) = [1,10]) && (var(22)%10000 = [100,1011]) && (var(22)/10000 != 1)) || var(19) > 1 && Command = "Fe̎cpXA'"
triggerall = NumProjID(1202) = 0 && NumProjID(1253) = 0 && NumProjID(1254) = 0
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = (var(2) = [1,2]) || var(2) = 4
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(10) && var(2) = 3
trigger4 = StateNo != 1202

[State -1, Fe̎cpX (M)]
type = ChangeState
value = 1202
triggerall = var(59) != 1
triggerall = ((Command = "b" || var(29) = [1,10]) && (var(22)%10000 = [100,1011]) && (var(22)/10000 != 1)) || var(19) > 1 && Command = "Fe̎cpXB'"
triggerall = NumProjID(1202) = 0 && NumProjID(1253) = 0 && NumProjID(1254) = 0
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = (var(2) = [1,2]) || var(2) = 4
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(10) && var(2) = 3
trigger4 = StateNo != 1202

[State -1, Fe̎cpX (H)]
type = ChangeState
value = 1202
triggerall = var(59) != 1
triggerall = ((Command = "c" || var(30) = [1,10]) && (var(22)%10000 = [100,1011]) && (var(22)/10000 != 1)) || var(19) > 1 && Command = "Fe̎cpXC'"
triggerall = NumProjID(1202) = 0 && NumProjID(1253) = 0 && NumProjID(1254) = 0
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A && Ctrl
trigger2 = (var(2) = [1,2]) || var(2) = 4
trigger3 = StateType != A
trigger3 = Helper(30000),var(7) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger4 = Helper(30000),var(10) && var(2) = 3
trigger4 = StateNo != 1202

;---------------------------------------------------------------------------
;IR
[State -1, OriCom]
type = ChangeState
value = 4000 + 5*StateType = A
triggerall = !var(59)
triggerall = var(58)
triggerall = fvar(12)
triggerall = Command = "OriCom"
triggerall = Command != "x" && Command != "hold_x"
triggerall = Power >= Ceil(var(57)/10)
triggerall = (var(19) = [-1,1]) && !(PrevStateNo = 710 && EnemyNear(0),Ctrl = 0) || (var(19) = -2 && (fvar(13) = 1 || fvar(13) = 3))
triggerall = !(PrevStateNo = 710 && EnemyNear(0),Ctrl = 0)
trigger1 = Ctrl
trigger2 = time < 2
trigger2 = StateNo = 220 || StateNo = 230 || StateNo = 420 || StateNo = 430
trigger3 = time < 2
trigger3 = StateNo = 620 || StateNo = 630

;===========================================================================
; ʏZ

;---------------------------------------------------------------------------
; Throw
[State -1, Throw Forward]
type = ChangeState
value = 800
triggerall = var(59) != 1
triggerall = (StateType = S || StateType = C)
triggerall = Ctrl || (var(2) = 1 && StateNo != 750 && (PrevStateNo != [200,430]))
triggerall = StateNo != 100
triggerall = Command != "holddown"
triggerall = Command = "Throw" || ((var(25) = [1,3]) && Command = "a") || ((var(28) = [1,3]) && Command = "x")
trigger1 = Command = "holdfwd"
trigger2 = Command != "holdfwd" && Command != "holdback"
trigger2 = (fvar(13) = 0 || fvar(13) = 2) && var(19) > 1

[State -1, Throw Back]
type = ChangeState
value = 820
triggerall = var(59) != 1
triggerall = (StateType = S || StateType = C)
triggerall = Ctrl || (var(2) = 1 && StateNo != 750 && (PrevStateNo != [200,430]))
triggerall = StateNo != 100
triggerall = Command != "holddown"
triggerall = Command = "Throw" || ((var(25) = [1,3]) && Command = "a") || ((var(28) = [1,3]) && Command = "x")
trigger1 = Command = "holdback"

[State -1, Throw Neutral]
type = ChangeState
value = 840
triggerall = var(59) != 1
triggerall = (StateType = S || StateType = C)
triggerall = Ctrl || (var(2) = 1 && StateNo != 750 && (PrevStateNo != [200,430]))
triggerall = StateNo != 100
triggerall = Command != "holddown"
triggerall = Command = "Throw" || ((var(25) = [1,3]) && Command = "a") || ((var(28) = [1,3]) && Command = "x")
trigger1 = Command != "holdfwd" && Command != "holdback"
trigger1 = (fvar(13) = 1 || fvar(13) = 3) || var(19) <= 1

;---------------------------------------------------------------------------
; Personal Action
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !var(59)
triggerall = StateType != A
triggerall = Command != "holdfwd" && Command != "holdback" && Command != "holddown"
triggerall = Command = "z" && Command = "c" || (((var(27) = [1,4]) && Command = "c") || ((var(30) = [1,4]) && Command = "z")) && var(19) <= 1
trigger1 = Ctrl || var(2) = 1 || var(2) = 4

;---------------------------------------------------------------------------
; Medium Middle Kick
[State -1, Medium Middle Kick]
type = ChangeState
value = 246
triggerall = var(59) != 1
triggerall = Pos Y >= -20-10*(StateNo = 1000)
triggerall = Command != "holddown"
triggerall = Command = "fwd_b"
trigger1 = StateType != A
trigger1 = Ctrl
trigger2 = var(2) = 4

;---------------------------------------------------------------------------
; Step Fwd
[State -1, Step Fwd]
type = ChangeState
value = 100
triggerall = var(59) != 1
triggerall = Command = "FF"
triggerall = StateType = S
trigger1 = Ctrl
trigger2 = Helper(30000),var(9) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])

;---------------------------------------------------------------------------
; Step Back
[State -1, Step Back]
type = ChangeState
value = 105
triggerall = var(59) != 1
triggerall = Command = "BB"
triggerall = StateType = S
trigger1 = Ctrl
trigger2 = Helper(30000),var(9) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])

;---------------------------------------------------------------------------
;High Jump
[State -1, High Jump]
type = ChangeState
value = 48
triggerall = var(59) != 1
triggerall = Command = "DU" || Command = "holdup" && !var(59) && var(58) && (Helper(30000),var(8) || Helper(30000),var(18)) && var(19) <= 1 && StateNo = 420 && MoveHit && (P2StateNo = [5000,5050])
triggerall = Command != "ChargedDU"
triggerall = StateType != A
trigger1 = Ctrl
trigger2 = (Helper(30000),var(8) || var(19) > 1) && ((StateNo = [200,240]) || (StateNo = [250,450])) && (MoveContact = [1,10])
trigger3 = var(58) && (Helper(30000),var(8) || Helper(30000),var(18)) && var(19) <= 1 && StateNo = 420 && (MoveHit = [1,15]) && (P2StateNo = [5000,5050])

;---------------------------------------------------------------------------
;Jump
[State -1, High Jump]
type = ChangeState
value = 40
triggerall = var(59) != 1
triggerall = Command = "up"
triggerall = StateType != A
trigger1 = Ctrl

;---------------------------------------------------------------------------
; 荞
[State -1, Rolling]
type = ChangeState
value = 750
triggerall = var(59) != 1
triggerall = var(58)
triggerall = fvar(11) = [1,2]
triggerall = Command = "x" && command = "y"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A
trigger1 = Ctrl || (StateNo = 100 && AnimElemTime(2) > 1) || StateNo = 101
trigger2 = (StateNo = 230 || StateNo = 250) && time < 2
trigger3 = (StateNo = 430 || StateNo = 450) && time < 2
trigger4 = var(2) = 4
ignorehitpause = 0

;---------------------------------------------------------------------------
; Leap Attack
[State -1, Leap Attack]
type = ChangeState
value = 710
triggerall = var(59) != 1
triggerall = Command = "UOH"
triggerall = Command != "holdback"
triggerall = Command != "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType != A
trigger1 = Ctrl
trigger2 = var(2) = 4

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) != 1
triggerall = Command = "x"
triggerall = Command != "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType = S
trigger1 = Ctrl
trigger2 = ((StateNo = 200 && (Anim = 205 || Command != "holdfwd" && Command != "holdback" && Command != "holdup")) || StateNo = 400) && time > 5
trigger3 = var(2) = 4

;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = var(59) != 1
triggerall = Command = "y"
triggerall = Command != "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType = S
trigger1 = Ctrl
trigger2 = Helper(30000),var(5) && (StateType = S || StateType = C) && (MoveContact = [1,8])
trigger2 = StateNo = 200 || StateNo = 230 || StateNo = 400 || StateNo = 430
trigger3 = var(2) = 4

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) != 1
triggerall = Command = "z"
triggerall = Command != "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType = S
trigger1 = Ctrl
trigger2 = Helper(30000),var(5) && (StateType = S || StateType = C) && (MoveContact = [1,8])
trigger2 = (StateNo = [200,210]) || (StateNo = [230,240]) || (StateNo = [400,410]) || (StateNo = [430,440]) 
trigger3 = var(2) = 4

;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) != 1
triggerall = Command = "a"
triggerall = Command != "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType = S
trigger1 = Ctrl
trigger2 = Helper(30000),var(5) && (StateType = S || StateType = C) && (MoveContact = [1,8])
trigger2 = StateNo = 200 || StateNo = 400
trigger3 = var(2) = 4

;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = var(59) != 1
triggerall = Command = "b"
triggerall = Command != "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType = S
trigger1 = Ctrl
trigger2 = Helper(30000),var(5) && (StateType = S || StateType = C) && (MoveContact = [1,8])
trigger2 = (StateNo = [200,210]) || StateNo = 230 || (StateNo = [400,410]) || StateNo = 430
trigger3 = var(2) = 4

;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) != 1
triggerall = Command = "c"
triggerall = Command != "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType = S
trigger1 = Ctrl
trigger2 = Helper(30000),var(5) && (StateType = S || StateType = C) && (MoveContact = [1,8])
trigger2 = (StateNo = [200,240]) || (StateNo = [400,440])
trigger3 = var(2) = 4

;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) != 1
triggerall = Command = "x"
triggerall = Command = "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType = C || StateNo = 52
trigger1 = Ctrl
trigger2 = (StateNo = 200 || StateNo = 400) && time > 5
trigger3 = var(2) = 4

;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) != 1
triggerall = Command = "y"
triggerall = Command = "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType = C || StateNo = 52
trigger1 = Ctrl
trigger2 = Helper(30000),var(5) && (StateType = S || StateType = C) && (MoveContact = [1,8])
trigger2 = StateNo = 200 || StateNo = 230 || StateNo = 400 || StateNo = 430
trigger3 = var(2) = 4

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) != 1
triggerall = Command = "z"
triggerall = Command = "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType = C || StateNo = 52
trigger1 = Ctrl
trigger2 = Helper(30000),var(5) && (StateType = S || StateType = C) && (MoveContact = [1,8])
trigger2 = (StateNo = [200,210]) || (StateNo = [230,240]) || (StateNo = [400,410]) || (StateNo = [430,440])
trigger3 = var(2) = 4

;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) != 1
triggerall = Command = "a"
triggerall = Command = "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType = C || StateNo = 52
trigger1 = Ctrl
trigger2 = Helper(30000),var(5) && (StateType = S || StateType = C) && (MoveContact = [1,8])
trigger2 = StateNo = 200 || StateNo = 400
trigger3 = var(2) = 4

;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) != 1
triggerall = Command = "b"
triggerall = Command = "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType = C || StateNo = 52
trigger1 = Ctrl
trigger2 = Helper(30000),var(5) && (StateType = S || StateType = C) && (MoveContact = [1,8])
trigger2 = (StateNo = [200,210]) || StateNo = 230 || (StateNo = [400,410]) || StateNo = 430
trigger3 = var(2) = 4

;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) != 1
triggerall = Command = "c"
triggerall = Command = "holddown"
triggerall = Pos Y >= -20-10*(StateNo = 1000)
trigger1 = StateType = C || StateNo = 52
trigger1 = Ctrl
trigger2 = Helper(30000),var(5) && (StateType = S || StateType = C) && (MoveContact = [1,8])
trigger2 = (StateNo = [200,240]) || (StateNo = [400,440])
trigger3 = var(2) = 4

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) != 1
triggerall = Command = "x"
triggerall = Pos Y <= -30
trigger1 = StateType = A
trigger1 = Ctrl
trigger2 = var(2) = 4 && (StateNo != [1100,1102])

;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) != 1
triggerall = Command = "y"
triggerall = Pos Y <= -30
trigger1 = StateType = A
trigger1 = Ctrl
trigger2 = (Helper(30000),var(6) || (var(58) && Helper(30000),var(18) && var(19) = -3)) && (MoveContact = [1,8])
trigger2 = StateNo = 600 || StateNo = 630
trigger3 = var(2) = 4 && (StateNo != [1100,1102])

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) != 1
triggerall = Command = "z"
triggerall = Pos Y <= -30
trigger1 = StateType = A
trigger1 = Ctrl
trigger2 = (Helper(30000),var(6) || (var(58) && Helper(30000),var(18) && var(19) = -3)) && (MoveContact = [1,8])
trigger2 = (StateNo = [600,610]) || (StateNo = [630,640])
trigger3 = var(2) = 4 && (StateNo != [1100,1102])

;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) != 1
triggerall = Command = "a"
triggerall = Pos Y <= -30
trigger1 = StateType = A
trigger1 = Ctrl
trigger2 = (Helper(30000),var(6) || (var(58) && Helper(30000),var(18) && var(19) = -3)) && (MoveContact = [1,8])
trigger2 = StateNo = 600
trigger3 = var(2) = 4 && (StateNo != [1100,1102])

;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) != 1
triggerall = Command = "b"
triggerall = Pos Y <= -30
trigger1 = StateType = A
trigger1 = Ctrl
trigger2 = (Helper(30000),var(6) || (var(58) && Helper(30000),var(18) && var(19) = -3)) && (MoveContact = [1,8])
trigger2 = (StateNo = [600,610]) || StateNo = 630
trigger3 = var(2) = 4 && (StateNo != [1100,1102])

;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = var(59) != 1
triggerall = Command = "c"
triggerall = Pos Y <= -30
trigger1 = StateType = A
trigger1 = Ctrl
trigger2 = (Helper(30000),var(6) || (var(58) && Helper(30000),var(18) && var(19) = -3)) && (MoveContact = [1,8])
trigger2 = (StateNo = [600,640])
trigger3 = var(2) = 4 && (StateNo != [1100,1102])


;===========================================================================
; s͐ݒ
[State -1, VarSet]
type =VarSet
triggerall = Alive
triggerall = var(0) != 0
trigger1 = StateNo = 0 && !Ctrl
trigger2 = (StateNo = [49,50]) && (Vel Y < 0 || Pos Y < -30)
trigger3 = StateNo = [100,5999]
trigger3 = Anim != 13 && (Anim != [100,106]) && Anim != 47 && Anim != 1101
trigger4 = Anim = 13 && AnimElemTime(4) < 0
trigger5 = Anim = 100 && AnimElemTime(3) < 0 || Anim = 101 && AnimElemTime(1) > 1
trigger6 = Anim = 105 || Anim = 106 && AnimElemTime(2) < 1
trigger7 = Anim = 1101 && AnimElemTime(5) < 0
trigger8 = RoundState = 3
var(0) = 0
ignorehitpause = 0

[State -1, Stand Light Punch]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command != "OriCom"
trigger1 = Command != "holddown"
trigger1 = Command = "x"
var(0) = 200
ignorehitpause = 1

[State -1, Stand Medium Punch]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command != "OriCom"
trigger1 = Command != "holddown"
trigger1 = Command = "y"
var(0) = 210
ignorehitpause = 1

[State -1, Stand Strong Punch]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command != "OriCom"
trigger1 = Command != "holddown"
trigger1 = Command = "z"
var(0) = 220
ignorehitpause = 1

[State -1, Stand Light Kick]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command != "OriCom"
trigger1 = Command != "holddown"
trigger1 = Command = "a"
var(0) = 230
ignorehitpause = 1

[State -1, Stand Medium Kick]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command != "OriCom"
trigger1 = Command != "holddown"
trigger1 = Command = "b"
var(0) = 240
ignorehitpause = 1

[State -1, Stand Strong Kick]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command != "OriCom"
trigger1 = Command != "holddown"
trigger1 = Command = "c"
var(0) = 250
ignorehitpause = 1

[State -1, Crouching Light Punch]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "holddown"
trigger1 = Command = "x"
var(0) = 400
ignorehitpause = 1

[State -1, Crouching Medium Punch]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "holddown"
trigger1 = Command = "y"
var(0) = 410
ignorehitpause = 1

[State -1, Crouching Strong Punch]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "holddown"
trigger1 = Command = "z"
var(0) = 420
ignorehitpause = 1

[State -1, Crouching Light Kick]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "holddown"
trigger1 = Command = "a"
var(0) = 430
ignorehitpause = 1

[State -1, Crouching Medium Kick]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "holddown"
trigger1 = Command = "b"
var(0) = 440
ignorehitpause = 1

[State -1, Crouching Strong Kick]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "holddown"
trigger1 = Command = "c"
var(0) = 450
ignorehitpause = 1

[State -1, Taunt]
type =VarSet
triggerall = !var(59)
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "z" && Command = "c"
var(0) = 195
ignorehitpause = 1

[State -1, Leap Attack]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command != "holdback" && Command != "holddown"
trigger1 = Command = "UOH"
var(0) = 710
ignorehitpause = 1

[State -1, Rolling]
type =VarSet
triggerall = var(59) != 1
triggerall = var(58)
triggerall = fvar(11) = [1,2]
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "x" && command = "y"
var(0) = 750
ignorehitpause = 1

[State -1, Throw Neutral]
type =VarSet
triggerall = var(59) != 1
triggerall = (fvar(13) = 1 || fvar(13) = 3) || var(19) <= 1
triggerall = StateType != A || StateNo = 101
triggerall = Command = "Throw"
trigger1 = Command != "holdfwd" && Command != "holdback"
var(0) = 840
ignorehitpause = 1

[State -1, Throw Back]
type =VarSet
triggerall = var(59) != 1
triggerall = (fvar(13) = 1 || fvar(13) = 3) || var(19) <= 1
triggerall = Command = "Throw"
trigger1 = Command = "holdback"
var(0) = 820
ignorehitpause = 1

[State -1, Throw Forward]
type =VarSet
triggerall = var(59) != 1
triggerall = (fvar(13) = 1 || fvar(13) = 3) || var(19) <= 1
triggerall = Command = "Throw"
trigger1 = Command = "holdfwd"
trigger2 = Command != "holdfwd" && Command != "holdback"
trigger2 = (fvar(13) = 0 || fvar(13) = 2) && var(19) > 1
var(0) = 800
ignorehitpause = 1

[State -1, Fe̎cIbg]
type =VarSet
triggerall = var(59) != 1
triggerall = NumProjID(1200) = 0 && NumProjID(1251) = 0 && NumProjID(1252) = 0
triggerall = StateType != A || StateNo = 101
trigger1 = ((Command = "x" || var(25) = [1,10]) && (var(22)%10000 = [100,1011]) && (var(22)/10000 != 2)) || var(19) > 1 && Command = "Fe̎cIbgX'"
trigger2 = ((Command = "y" || var(26) = [1,10]) && (var(22)%10000 = [100,1011]) && (var(22)/10000 != 2)) || var(19) > 1 && Command = "Fe̎cIbgY'"
trigger3 = ((Command = "z" || var(27) = [1,10]) && (var(22)%10000 = [100,1011]) && (var(22)/10000 != 2)) || var(19) > 1 && Command = "Fe̎cIbgZ'"
var(0) = 1200
ignorehitpause = 1

[State -1, Fe̎cpX]
type =VarSet
triggerall = var(59) != 1
triggerall = NumProjID(1202) = 0 && NumProjID(1253) = 0 && NumProjID(1254) = 0
triggerall = StateType != A || StateNo = 101
trigger1 = ((Command = "a" || var(28) = [1,10]) && (var(22)%10000 = [100,1011]) && (var(22)/10000 != 1)) || var(19) > 1 && Command = "Fe̎cpXA'"
trigger2 = ((Command = "b" || var(29) = [1,10]) && (var(22)%10000 = [100,1011]) && (var(22)/10000 != 1)) || var(19) > 1 && Command = "Fe̎cpXB'"
trigger3 = ((Command = "c" || var(30) = [1,10]) && (var(22)%10000 = [100,1011]) && (var(22)/10000 != 1)) || var(19) > 1 && Command = "Fe̎cpXC'"
var(0) = 1202
ignorehitpause = 1

[State -1, }VF̔߈ (L)]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = ((Command = "a" || var(28) = [1,10]) && var(24) = [100,1011]) || var(19) > 1 && Command = "}VF̔߈A'"
var(0) = 1100
ignorehitpause = 1

[State -1, }VF̔߈ (M)]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = ((Command = "b" || var(29) = [1,10]) && var(24) = [100,1011]) || var(19) > 1 && Command = "}VF̔߈B'"
var(0) = 1101
ignorehitpause = 1

[State -1, }VF̔߈ (H)]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = ((Command = "c" || var(28) = [1,10]) && var(24) = [100,1011]) || var(19) > 1 && Command = "}VF̔߈C'"
var(0) = 1102
ignorehitpause = 1

[State -1, ₽O]
type =VarSet
triggerall = var(59) != 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "₽OA" || Command = "₽OB" || Command = "₽OC"
var(0) = 1000
ignorehitpause = 1

[State -1, ]
type =VarSet
triggerall = var(59) != 1
triggerall = var(58)
triggerall = Helper(30000),var(19)
triggerall = StateType != A || StateNo = 101
trigger1 = Command = ""
var(0) = 1300
ignorehitpause = 1

[State -1, ₽O EX]
type =VarSet
triggerall = var(59) != 1
triggerall = Power >= 500 && var(19) <= 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "₽OEX"
var(0) = 1050
ignorehitpause = 1

[State -1, Fe̎cIbg EX]
type =VarSet
triggerall = var(59) != 1
triggerall = Power >= 500 && var(19) <= 1
triggerall = NumProjID(1200) = 0 && NumProjID(1251) = 0 && NumProjID(1252) = 0
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "recovery"
trigger1 = (var(22)%10000 = [100,1011]) && (var(22)/10000 != 2)
var(0) = 1250
ignorehitpause = 1

[State -1, Fe̎cpX EX]
type =VarSet
triggerall = var(59) != 1
triggerall = Power >= 500 && var(19) <= 1
triggerall = NumProjID(1202) = 0 && NumProjID(1253) = 0 && NumProjID(1254) = 0
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "recovery1"
trigger1 = (var(22)%10000 = [100,1011]) && (var(22)/10000 != 1)
var(0) = 1252
ignorehitpause = 1

[State -1, }VF̔߈ EX]
type =VarSet
triggerall = var(59) != 1
triggerall = Power >= 500 && var(19) <= 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "recovery1"
trigger1 = var(24) = [100,1011]
var(0) = 1150
ignorehitpause = 1

[State -1, {̃Vym[@]
type =VarSet
triggerall = var(59) != 1
triggerall = (var(57)%10) = 0 || (var(57)%10) = 1
triggerall = (Power >= (1000+300*((var(57)%10) = 1))) || var(19) > 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "{̃Vym[@"
var(0) = 3000
ignorehitpause = 1

[State -1, BGWɈ]
type =VarSet
triggerall = var(59) != 1
triggerall = (var(57)%10) = 0 || (var(57)%10) = 2
triggerall = (Power >= (1000+500*((var(57)%10) = 2))) || var(19) > 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "BGWɈ"
var(0) = 3100
ignorehitpause = 1

[State -1, S̃mNek]
type =VarSet
triggerall = var(59) != 1
triggerall = (var(57)%10) = 0 || (var(57)%10) = 2
triggerall = Power >= 1000 || var(19) > 1
triggerall = StateType != A || StateNo = 101
trigger1 = ((var(57)%10) = 3 && Command = "BGWɈ") || ((var(57)%10) = 0 && Command = "S̃mNek")
var(0) = 3200
ignorehitpause = 1

[State -1, ǉ̃NCG]
type =VarSet
triggerall = var(59) != 1
triggerall = var(58)
triggerall = Helper(30000),var(19)
triggerall = (Power >= Ceil(var(57)/10)) && var(19) < 1
triggerall = StateType != A || StateNo = 101
trigger1 = Command = "ǉ̃NCG"
var(0) = 3300
ignorehitpause = 1

[State -1, ChangeState]
type = ChangeState
value = var(0)
triggerall = RoundState = 2
triggerall = var(59) != 1
triggerall = var(0)
triggerall = StateNo != var(0)
triggerall = StateType = S || StateType = C
trigger1 = Ctrl
trigger2 = MoveType = A && var(2) = 2 && ((var(0) = [1000,1252]) || (var(0) = [3000,3400]))
trigger3 = MoveType = A && var(2) = 3 && (var(0) = [3000,3400])
ignorehitpause = 0


;===========================================================================
; CPU̍s̐ݒiAIRg[p[gj
;===========================================================================
;ȉCPU̍s肵Ă܂B
;statedef -3Ɍ炸AłCPUASY͐ݒł܂B
;CPŨR}hƂlȂ΁A̕ǂ̂܂B
;===========================================================================

;===========================================================================
; CPU Commands

;---------------------------------------------------------------------------
; CPU Flag Set
[State -1, AI Flag Set]
type = VarSet
triggerall = RoundState = [1,2]
triggerall = !var(59)
trigger1 = Command = "AI_Set1"
trigger2 = Command = "AI_Set2"
var(59) = 1 + (fvar(9) = 0)

;---------------------------------------------------------------------------
; AI_
[State -1, ̎vĒ]
type = VarRandom
trigger1 = RoundState = 2
trigger1 = var(59) >= 1
trigger1 = StateType != A
v = 54
range = 0,99
ignorehitpause = 1

[State -1, ̎vĒ]
type = VarRandom
trigger1 = RoundState = 2
trigger1 = var(59) >= 1
trigger1 = StateType = A
v = 54
range = 100,199
ignorehitpause = 1

;---------------------------------------------------------------------------
; AI
[State -1, 󒆃ubLO] ;AI Control
type = HitOverride
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(19) <= 1
triggerall = StateType = A
trigger1 = (Ctrl && (StateNo != [150,165]) && (StateNo != [702,703]) || (StateNo = [49,50]) || StateNo = 6005)
trigger1 = (Random < 300+Ceil(200*((LifeMax-Life)/LifeMax))+200*(P2StateType = A || Vel Y >= -5)+100*(EnemyNear(0),NumHelper >= var(13)+5))
trigger2 = NumHelper(30000) && Helper(30000),var(2) && !Helper(30000),var(4) && ((StateNo = [154,155]) || (StateNo = [164,165]))
trigger2 = (Random < 100+Ceil(200*((LifeMax-Life)/LifeMax))+100*(EnemyNear(0),time >= 30 && (EnemyNear(0),AnimTime = [-40,-6])))
trigger3 = NumHelper(30000) && Helper(30000),var(2) && !Helper(30000),var(4) && ((StateNo = [154,155]) || (StateNo = [164,165]))
trigger3 = (Random < 100+Ceil(200*((LifeMax-Life)/LifeMax))+100*((P2StateNo = [200,499]) && (EnemyNear(0),PrevStateNo = 52 || (EnemyNear(0),PrevStateNo = [200,499]))))
trigger4 = StateNo = 662
trigger4 = (Random < 300+Ceil(300*((LifeMax-Life)/LifeMax)))
trigger5 = (StateNo = [702,703])
trigger5 = (Random > Ifelse(Life > 300, Ceil(Life*.8), 240))
trigger6 = ((StateNo = [49,50]) || StateNo = 6005)
trigger6 = P2MoveType = A && P2StateNo >= 1000 && (Abs(EnemyNear(0),Vel X) < Abs(EnemyNear(0),Vel Y)) && EnemyNear(0),Vel X >= 0 && EnemyNear(0),Vel Y < 0
trigger6 = (Random < 600+200*(Life < 200))
slot = 0
Stateno = 702
attr = SCA,AA
time = 1

[State -1, 󒆃ubLO (Projp)] ;AI Control
type = HitOverride
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(19) <= 1
triggerall = StateType = A
trigger1 = (Ctrl && (StateNo != [150,165]) && (StateNo != [702,703]) || (StateNo = [49,50]) || StateNo = 6005)
trigger1 = (Random < 300+Ceil(200*((LifeMax-Life)/LifeMax))+Ceil(P2BodyDist X)+200*(P2StateType = A || Vel Y >= -5)+100*(EnemyNear(0),NumHelper >= var(13)+5))
trigger2 = NumHelper(30000) && Helper(30000),var(2) && !Helper(30000),var(4) && ((StateNo = [154,155]) || (StateNo = [164,165]))
trigger2 = (Random < 100+Ceil(200*((LifeMax-Life)/LifeMax))+100*(EnemyNear(0),time >= 30 && (EnemyNear(0),AnimTime = [-40,-6])))
trigger3 = NumHelper(30000) && Helper(30000),var(2) && !Helper(30000),var(4) && ((StateNo = [154,155]) || (StateNo = [164,165]))
trigger3 = (Random < 100+Ceil(200*((LifeMax-Life)/LifeMax))+100*((P2StateNo = [200,499]) && (EnemyNear(0),PrevStateNo = 52 || (EnemyNear(0),PrevStateNo = [200,499]))))
trigger4 = StateNo = 662
trigger4 = (Random < 300+Ceil(300*((LifeMax-Life)/LifeMax)))
trigger5 = (StateNo = [702,703])
trigger5 = (Random > Ifelse(Life > 300, Ceil(Life*.8), 240))
slot = 0
Stateno = 702
attr = SCA,AP
time = 1

[State -1, 󒆃ubLO (Falling)] ;AI Control
type = HitOverride
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(19) <= 1
triggerall = StateType = A
trigger1 = (StateNo = 5040 || StateNo = 5210)
trigger1 = (Random > 700+Ceil(200*(Life/LifeMax)))
slot = 1
Stateno = 702
attr = SCA,HA,HP
time = 1

[State -1, Ⴊ݃ubLO] ;AI Control
type = HitOverride
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(19) <= 1
triggerall = StateType != A
trigger1 = (Ctrl && (StateNo != [150,165]) && (StateNo != [700,701]) || (StateNo = [0,20]) || StateNo = 102 || StateNo = 106)
trigger1 = (Random < 200+Ceil(200*((LifeMax-Life)/LifeMax)))+200*(PrevStateNo = [5120,5210])
trigger2 = NumHelper(30000) && Helper(30000),var(2) && !Helper(30000),var(4) && ((StateNo = [150,153]) || (StateNo = [160,163])) && (P2StateNo != [3000,4999])
trigger2 = (Random < 100+Ceil(200*((LifeMax-Life)/LifeMax))+100*(EnemyNear(0),time >= 30 && (EnemyNear(0),AnimTime = [-40,-6])))
trigger3 = NumHelper(30000) && Helper(30000),var(2) && !Helper(30000),var(4) && ((StateNo = [150,153]) || (StateNo = [160,163])) && (P2StateNo != [3000,4999])
trigger3 = (Random < 100+Ceil(200*((LifeMax-Life)/LifeMax))+100*((P2StateNo = [200,499]) && (EnemyNear(0),PrevStateNo = 52 || (EnemyNear(0),PrevStateNo = [200,499]))))
trigger4 = (StateNo = [700,701]) && (time = [5,9])
trigger4 = (Random > Ifelse(Life > 300, Ceil(Life*.8), 240))
trigger5 = (StateNo = 6001 && (Anim = [10,11]) || StateNo = 6002 || StateNo = 6120 && Anim = 0)
trigger5 = (Random > Ifelse(Life > 300, Ceil(Life*.5), 150))
slot = 2
Stateno = 701
attr = C,AA
time = 1

[State -1, Ⴊ݃ubLO (Projp)] ;AI Control
type = HitOverride
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(19) <= 1
triggerall = StateType != A
trigger1 = (Ctrl && (StateNo != [150,165]) && (StateNo != [700,701]) || (StateNo = [0,20]) || StateNo = 102 || StateNo = 106)
trigger1 = (Random < 300+Ceil(200*((LifeMax-Life)/LifeMax))+Ceil(P2BodyDist X))
trigger2 = NumHelper(30000) && Helper(30000),var(2) && !Helper(30000),var(4) && ((StateNo = [150,153]) || (StateNo = [160,163])) && (P2StateNo != [3000,4999])
trigger2 = (Random < 100+Ceil(200*((LifeMax-Life)/LifeMax))+100*(EnemyNear(0),time >= 30 && (EnemyNear(0),AnimTime = [-40,-6])))
trigger3 = NumHelper(30000) && Helper(30000),var(2) && !Helper(30000),var(4) && ((StateNo = [150,153]) || (StateNo = [160,163])) && (P2StateNo != [3000,4999])
trigger3 = (Random < 100+Ceil(200*((LifeMax-Life)/LifeMax))+100*((P2StateNo = [200,499]) && (EnemyNear(0),PrevStateNo = 52 || (EnemyNear(0),PrevStateNo = [200,499]))))
trigger4 = (StateNo = [700,701]) && (time = [5,9])
trigger4 = (Random > Ifelse(Life > 300, Ceil(Life*.8), 240))
trigger5 = (StateNo = 6001 && (Anim = [10,11]) || StateNo = 6002 || StateNo = 6120 && Anim = 0)
trigger5 = (Random > Ifelse(Life > 300, Ceil(Life*.5), 150))
slot = 2
Stateno = 701
attr = C,AP
time = 1

[State -1, ubLO] ;AI Control
type = HitOverride
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(19) <= 1
triggerall = StateType != A
trigger1 = (Ctrl && (StateNo != [150,165]) && (StateNo != [700,701]) || (StateNo = [0,20]) || StateNo = 102 || StateNo = 106)
trigger1 = (Random < 200+Ceil(200*((LifeMax-Life)/LifeMax))+200*((PrevStateNo = [5120,5210]) || EnemyNear(0),Vel Y > 8 && EnemyNear(0),HitDefAttr = A, NA))
trigger2 = NumHelper(30000) && Helper(30000),var(2) && !Helper(30000),var(4) && ((StateNo = [150,153]) || (StateNo = [160,163])) && (P2StateNo != [3000,4999])
trigger2 = (Random < 100+Ceil(200*((LifeMax-Life)/LifeMax))+100*(EnemyNear(0),time >= 30 && (EnemyNear(0),AnimTime = [-40,-6])))
trigger3 = NumHelper(30000) && Helper(30000),var(2) && !Helper(30000),var(4) && ((StateNo = [150,153]) || (StateNo = [160,163])) && (P2StateNo != [3000,4999])
trigger3 = (Random < 100+Ceil(200*((LifeMax-Life)/LifeMax))+100*((P2StateNo = [200,499]) && (EnemyNear(0),PrevStateNo = 52 || (EnemyNear(0),PrevStateNo = [200,499]))))
trigger4 = (StateNo = [700,701])
trigger4 = (time = [5,9]) && (Random > Ifelse(Life > 300, Ceil(Life*.8), 240))
trigger5 = (StateNo = 6001 && (Anim = [10,11]) || StateNo = 6002 || StateNo = 6120 && Anim = 0)
trigger5 = (Random > Ifelse(Life > 300, Ceil(Life*.5), 150))
slot = 3
Stateno = 700
attr = SA,AA
time = 1

[State -1, ubLO (Projp)] ;AI Control
type = HitOverride
triggerall = var(59) >= 1 && RoundState = 2
triggerall = var(19) <= 1
triggerall = StateType != A
trigger1 = (Ctrl && (StateNo != [150,165]) && (StateNo != [700,701]) || (StateNo = [0,20]) || StateNo = 102 || StateNo = 106)
trigger1 = (Random < 300+Ceil(200*((LifeMax-Life)/LifeMax))+Ceil(P2BodyDist X))
trigger2 = NumHelper(30000) && Helper(30000),var(2) && !Helper(30000),var(4) && ((StateNo = [150,153]) || (StateNo = [160,163])) && (P2StateNo != [3000,4999])
trigger2 = (Random < 100+Ceil(200*((LifeMax-Life)/LifeMax))+100*(EnemyNear(0),time >= 30 && (EnemyNear(0),AnimTime = [-40,-6])))
trigger3 = NumHelper(30000) && Helper(30000),var(2) && !Helper(30000),var(4) && ((StateNo = [150,153]) || (StateNo = [160,163])) && (P2StateNo != [3000,4999])
trigger3 = (Random < 100+Ceil(200*((LifeMax-Life)/LifeMax))+100*((P2StateNo = [200,499]) && (EnemyNear(0),PrevStateNo = 52 || (EnemyNear(0),PrevStateNo = [200,499]))))
trigger4 = (StateNo = [700,701])
trigger4 = (time = [5,9]) && (Random > Ifelse(Life > 300, Ceil(Life*.8), 240))
trigger5 = (StateNo = 6001 && (Anim = [10,11]) || StateNo = 6002 || StateNo = 6120 && Anim = 0)
trigger5 = (Random > Ifelse(Life > 300, Ceil(Life*.5), 150))
slot = 3
Stateno = 700
attr = SA,AP
time = 1

[State -1, 󒆃K[h] ;AI Control
type = ChangeState
value = 132
triggerall = var(59) = 1 && RoundState = 2
triggerall = fvar(10) = 1
triggerall = var(19) <= 1
triggerall = InGuardDist
triggerall = StateType = A
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || NumEnemy > 1
triggerall = !(EnemyNear(0),HitDefAttr = SCA, NT,ST,HT)
triggerall = Ctrl
trigger1 = (Ceil(P2BodyDist X/Const(size.xscale)) = [40,90])
trigger1 = (var(54) = [0,24])
trigger2 = (Ceil(P2BodyDist X/Const(size.xscale)) = [-15,39])
trigger2 = (var(54) = [10,39])
trigger3 = Enemy,TeamMode = Simul && (Ceil(P2BodyDist X/Const(size.xscale)) = [-50,-16])
trigger3 = (var(54) = [0,49])
trigger4 = (Ceil(P2BodyDist X/Const(size.xscale)) = [-15,39]) && (EnemyNear(0),HitDefAttr = SCA, AA)
trigger4 = (Random < 600)
trigger5 = (Enemy,NumProj > 0 || Enemy,NumHelper > var(13))
trigger5 = (Ceil(P2BodyDist X/Const(size.xscale)) = [-50,50])
trigger5 = (Random < 800+100*(StateNo = [702,703]))

[State -1, Ⴊ݃K[h] ;AI Control
type  = ChangeState
value = 131
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(19) <= 1
triggerall = InGuardDist
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || NumEnemy > 1
triggerall = !(EnemyNear(0),HitDefAttr = SCA, NT,ST,HT)
triggerall = Ctrl
trigger1 = P2StateType = C && (Ceil(P2BodyDist X/Const(size.xscale)) = [40,85])
trigger1 = (var(54) = [0,29])
trigger2 = (P2StateType = S || P2StateType = C) && (Ceil(P2BodyDist X/Const(size.xscale)) = [-20,39])
trigger2 = (var(54) = [0,49])
trigger3 = P2StateType = C && Enemy,TeamMode = Simul && (Ceil(P2BodyDist X/Const(size.xscale)) = [-50,-16])
trigger3 = (var(54) = [0,39])
trigger4 = (Ceil(P2BodyDist X/Const(size.xscale)) = [-20,39]) && (EnemyNear(0),HitDefAttr = SC, AA)
trigger4 = (Random < 600)
trigger5 = (Enemy,NumProj > 0 || Enemy,NumHelper > var(13))
trigger5 = (Random < 800+150*(Life < 200 || (StateNo = [700,701])))
trigger6 = (StateNo = [700,701]) && (Ceil(P2BodyDist X/Const(size.xscale)) = [-20,39]) && GetHitVar(AnimType) = 0
trigger6 = (Random < 800)
trigger7 = ((PrevStateNo = [5120,5121]) || PrevStateNo = 5200) && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,39]) && InGuardDist
trigger7 = (Random < 800)

[State -1, K[h (Βn)] ;AI Control
type  = ChangeState
value = 130
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(19) <= 1
triggerall = InGuardDist
triggerall = StateType != A
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || NumEnemy > 1
triggerall = !(EnemyNear(0),HitDefAttr = SCA, NT,ST,HT)
triggerall = Ctrl
trigger1 = P2StateType = S && (Ceil(P2BodyDist X/Const(size.xscale)) = [40,90])
trigger1 = (var(54) = [0,24])
trigger2 = P2StateType = S && (Ceil(P2BodyDist X/Const(size.xscale)) = [-15,39])
trigger2 = (var(54) = [10,39])
trigger3 = P2StateType = S && Enemy,TeamMode = Simul && (Ceil(P2BodyDist X/Const(size.xscale)) = [-50,-16])
trigger3 = (var(54) = [0,49])
trigger4 = P2StateType = S && (Ceil(P2BodyDist X/Const(size.xscale)) = [-15,39]) && (EnemyNear(0),HitDefAttr = S, AA)
trigger4 = (Random < 600)

[State -1, K[h (΋)] ;AI Control
type  = ChangeState
value = 130
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(19) <= 1
triggerall = InGuardDist
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || NumEnemy > 1
triggerall = !(EnemyNear(0),HitDefAttr = SCA, NT,ST,HT)
triggerall = Ctrl
trigger1 = (Ceil(P2BodyDist X/Const(size.xscale)) = [40,90])
trigger1 = (var(54) = [0,29])
trigger2 = (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,39+40*(EnemyNear(0),Vel X >= 4)])
trigger2 = (var(54) = [0,49])
trigger3 = (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,39]) && (EnemyNear(0),HitDefAttr = A, AA)
trigger3 = (Random < 600)
trigger4 = (Enemy,NumProj > 0 || Enemy,NumHelper > var(13))
trigger4 = (Random < 800+150*(Life < 200 || (StateNo = [700,701])))
trigger5 = ((PrevStateNo = [5120,5121]) || PrevStateNo = 5200) && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,39]) && InGuardDist
trigger5 = (Random < 800)

[State -1, ] ;AI Control
type = ChangeState
value = 20
triggerall = var(59) = 1 && RoundState = 2
triggerall = !InGuardDist && !(EnemyNear(0),HitDefAttr = SCA, HA,HP)
triggerall = StateType != A && Ctrl
triggerall = BackEdgeBodyDist >= 35 || (P2BodyDist X > 70+110*(fvar(8) > 0)+30*(Vel X < 0))
triggerall = P2BodyDist X > 40+(10+5*(P2StateType = A))*(EnemyNear(0),Vel X)
triggerall = P2StateType != L && P2StateNo != 5120
triggerall = Enemy,NumProj = 0
trigger1 = (StateNo != [10,20]) && PrevStateNo != 20
trigger1 = (StateNo != [120,165]) && ((PrevStateNo != [120,165]) || time > 15)

[State -1, WvJn (΍p)] ;AI Control
type = ChangeState
value = 40
triggerall = var(59) = 1 && RoundState = 2
triggerall = StateType != A
triggerall = P2MoveType = A
trigger1 = (Ctrl || (StateNo = [120,145])) && P2StateNo >= 1000 && EnemyNear(0),HitDefAttr = SC, ST,HT
trigger1 = Random%100 = [0,39+40*(P2StateType != A && EnemyNear(0),Vel X > 0 || EnemyNear(0),HitDefAttr = SC, HT)]

[State -1, _bV (V[eBO[h)] ;AI Control
type = ChangeState
value = 105
triggerall = var(59) = 1 && RoundState = 2
triggerall = fvar(8)
triggerall = !InGuardDist && !(EnemyNear(0),HitDefAttr = SCA, HA,HP)
triggerall = BackEdgeBodyDist >= 35
triggerall = StateType != A && Ctrl
triggerall = P2StateNo != 5300
triggerall = Enemy,NumProj = 0
trigger1 = StateNo = 0 && ((PrevStateNo = [190,194]) || PrevStateNo = 5900)
trigger2 = P2BodyDist X <= 120 && P2StateType = L && ((P2StateNo != [5120,5999]) || EnemyNear(0),AnimTime <= -12)

[State -1, 荞] ;AI Control
type = ChangeState
value = 750
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(58)
triggerall = fvar(11) = [1,2]
triggerall = var(19) <= 300-100*((var(57)%10) = 3)
triggerall = StateType != A && Ctrl
triggerall = PrevStateNo != 750
triggerall = (StateNo != [700,701]) && (PrevStateNo != [700,701]) || EnemyNear(0),AnimTime <= -24
triggerall = EnemyNear(0),P2BodyDist X >= 0
triggerall = !(EnemyNear(0),HitDefAttr = SCA, NT,ST,HT)
triggerall = (P2StateNo != [5000,5099]) && (P2StateNo != 5300 || P2BodyDist X > 60)
trigger1 = (P2BodyDist X = [40,90]) && !fvar(8)
trigger1 = (var(54) = [50,54+10*(1+(P2StateNo >= 1000))*(P2StateType != A && EnemyNear(0),Ctrl = 0 && EnemyNear(0),AnimTime <= -24)])
trigger2 = (P2BodyDist X = [10,39])
trigger2 = !(EnemyNear(0),MoveContact || EnemyNear(0),MoveReversed) || Random%100 < 5
trigger2 = (var(54) = [50,51+8*(EnemyNear(0),Ctrl = 0 && EnemyNear(0),AnimTime <= -24)])
trigger3 = Enemy,TeamMode = Simul && (P2BodyDist X = [-50,-16])
trigger3 = (var(54) = [50,59+10*(P2MoveType = A)])
trigger4 = ((StateNo = [5120,5121]) || PrevStateNo = 5200) && (P2BodyDist X = [-20,39]) && P2MoveType = A
trigger4 = (Random < 600)
trigger5 = (Enemy,NumProj > 0 || EnemyNear(0),NumHelper > var(13)) && InGuardDist
trigger5 = (Random > 800)
trigger6 = P2StateNo = 5300 && P2BodyDist X > 60

[State -1, IWiR{] ;AI Control
type = ChangeState
value = 4000
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(58)
triggerall = fvar(12)
triggerall = fvar(7) = [1,2]
triggerall = (var(19) = [-1,1]) && !(PrevStateNo = 710 && EnemyNear(0),Ctrl = 0) || (var(19) = -2 && (fvar(13) = 1 || fvar(13) = 3))
triggerall = StateNo != [6500,6512]
triggerall = StateType != A && Ctrl
triggerall = Power >= Ceil(var(57)/10)
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [0,30+5*(FrontEdgeBodyDist < 80)])
triggerall = !(P2MoveType = I && P2StateNo >= 1000 && Abs(EnemyNear(0),Vel X) > 7)
triggerall = P2StateNo != [5020,5299]
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = EnemyNear(0),Pos Y > -120 && EnemyNear(0),Vel Y >= 0
trigger1 = P2StateType = S || P2StateType = C
trigger1 = (Random%100 = [50-10*(P2MoveType = A)-20*(Life < 200 || fvar(8)),99]) || P2StateNo = 5300 || fvar(7) = 2
trigger2 = P2StateType = A
trigger2 = (Random%100 = [50-10*(P2MoveType = A)-20*(Life < 200 || fvar(8)),99]) || fvar(7) = 2

[State -1, ǉ̃NCG] ;AI Control
type = ChangeState
value = 3300
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(58)
triggerall = Helper(30000),var(19)
triggerall = (fvar(7) != 2 || !var(58) || fvar(12) = 0) || Random%10 = 8
triggerall = StateType != A && Ctrl
triggerall = (Power >= Ceil(var(57)/10)) && var(19) < 1
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,25])
triggerall = P2Movetype != H && (P2StateType = S || P2StateType = C) && (P2StateNo != [5000,5299]) && (P2StateNo != [5301,5999])
triggerall = !(P2MoveType = I && P2StateNo >= 1000 && Abs(EnemyNear(0),Vel X) > 7)
triggerall = !((P2StateNo = [0,12]) && (EnemyNear(0),PrevStateNo = [5000,5129]) && EnemyNear(0),time <= 11)
trigger1 = (Random%100 = [0,39+20*(Life < 200 || fvar(8))])
trigger2 = (StateNo = 750 && AnimTime = 0) && EnemyNear(0),Ctrl = 0
trigger2 = (Random%100 = [40,69])

[State -1, {̃Vym[@] ;AI Control
type = ChangeState
value = 3000
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != 2
triggerall = var(19) = [-2,0]
triggerall = (fvar(7) != 2 || !var(58) || fvar(12) = 0) || Random%10 = 8
triggerall = (var(57)%10) = 0 || (var(57)%10) = 1
triggerall = !InGuardDist && !(EnemyNear(0),HitDefAttr = SCA, HA,HP)
triggerall = StateType != A
triggerall = Power >= (1000+300*((var(57)%10) = 1))
triggerall = !(EnemyNear(0),HitDefAttr = SCA, NT,ST,HT)
triggerall = !(P2MoveType = I && P2StateNo >= 1000 && EnemyNear(0),Vel X > 7)
triggerall = P2StateType != L && (EnemyNear(0),Pos Y <= 0)
trigger1 = Ctrl && (Ceil(P2BodyDist X/Const(size.xscale)) > 40+10*(6+2*(EnemyNear(0),Vel X)-(EnemyNear(0),Vel Y)/2)*(P2StateType = A && EnemyNear(0),Vel X > 0)) && var(1) < 6
trigger1 = (Random%100 = 17)
trigger2 = Ctrl && (StateNo != [700,701]) && (Ceil(P2BodyDist X/Const(size.xscale)) = [0,80])
trigger2 = P2StateType != A && P2MoveType != H && EnemyNear(0),Ctrl = 0 && EnemyNear(0),time > 15 && EnemyNear(0),AnimTime < -8
trigger2 = (Random%100 = [0,29+10*((PrevStateNo = [5110,5210]) || Life < 200 || Power >= 2000)-10*(P2StateNo < 3000)-10*(EnemyNear(0),time <= 20 || var(58))])
trigger3 = (Anim = 220 || StateNo = 410 || (StateNo = 430 && PrevStateNo != 3000 && (time = [6,9]))) && MoveHit && (P2StateNo = [5001,5019])
trigger3 = (Random%100 = [0,9+30*(StateNo = 430)])
trigger4 = Anim = 240 && AnimTime = 0 && MoveHit && (P2StateNo = [5001,5019])
trigger4 = (Random%100 = [0,79-40*((var(57)%10) = 0)]) || (!var(58) || (P2Life = [70,194])) && ((var(57)%10) = 1 || Random%2 = 0)
trigger5 = StateNo = 400 && (Ceil(P2BodyDist X/Const(size.xscale)) > 25 || PrevStateNo = 400 && var(1) >= 2) && MoveHit && (P2StateNo = [5001,5019])
trigger5 = (Random%100 = [0,59-30*((var(57)%10) = 0)]) || ((!var(58) || (P2Life = [85,219])) && (Random%7 = [1,3+2*(FrontEdgeDist < 110)]))
trigger6 = Ctrl && (var(5)%10) = 1 && (Ceil(P2BodyDist X/Const(size.xscale)) = [40,160]) && EnemyNear(0),Pos Y < -90 && EnemyNear(0),Vel X > -4 && EnemyNear(0),Vel Y > 0
trigger6 = (var(19) = -2 && FrontEdgeBodyDist < 90) && var(1) < 6
trigger6 = (Random%100 = [0,29+20*(Power >= 2000)+20*((var(57)%10) = 1)])
trigger7 = P2StateType = A && (P2BodyDist X > 60-Ceil((EnemyNear(0),Pos Y)/3)) && StateNo = 106 && time = 6
trigger7 = (Random%100 = [0,29+20*(Power >= 2000 || Life < 200)])
trigger8 = StateNo = 710 && AnimTime = 0 && MoveHit && (P2StateNo = [5001,5019]) && EnemyNear(0),GetHitVar(HitTime) > 2
trigger8 = (Random%100 = [0,9+20*(P2StateType = C)+20*!var(58)])
trigger9 = (StateNo = 845 || (StateNo = 3000 && var(1) < 12 && (P2StateNo = [5001,5019]))) && AnimTime = 0 && FrontEdgeDist < 110
trigger9 = (Random%100 = [40,69-20*(StateNo = 3000 && var(58))+20*(Power >= 2000)+20*((var(57)%10) = 1)]) || StateNo = 3000 && P2Life < 100 && ((var(57)%10) = 1 || (Random%6 = [0,1]))
trigger10 = var(2) = 3 && (P2StateNo = [5001,5029]) && Ceil(P2BodyDist X/Const(size.xscale)) < 120 && (var(1) >= (2+((StateNo = [1250,1252]) && (PrevStateNo != [200,430]))-(PrevStateNo = 410 && Random%10 <= 2)))
trigger10 = (Random%100 = [0,39+20*(Power >= 2000)+20*((var(57)%10) = 1)]) || (!var(58) || P2Life <= 140) && ((var(57)%10) = 1 || Random%2 = 0)

[State -1, BGWɈ] ;AI Control
type = ChangeState
value = 3100
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != 2
triggerall = var(19) = [-2,0]
triggerall = (fvar(7) != 2 || !var(58) || fvar(12) = 0) || Random%10 = 8
triggerall = (var(57)%10) = 0 || (var(57)%10) = 2
triggerall = StateType != A && StateNo != 52
triggerall = Power >= (1000+500*((var(57)%10) = 2))
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) > 10)
triggerall = P2StateType != L && (EnemyNear(0),Pos Y <= 0)
triggerall = P2StateNo != [5100,5999]
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
trigger1 = Ctrl && (P2StateType = S || P2StateType = C) && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,40])
trigger1 = (Random%100 = [50,52])
trigger2 = Ctrl && (StateNo != [700,701]) && (Ceil(P2BodyDist X/Const(size.xscale)) = [0,80])
trigger2 = P2StateType != A && P2MoveType != H && EnemyNear(0),Ctrl = 0 && EnemyNear(0),time > 15 && EnemyNear(0),AnimTime < -5
trigger2 = (Random%100 = [0,59+10*((PrevStateNo = [5110,5210]) || Life < 200 || Power >= 2000)-20*(P2StateNo < 3000)-20*(EnemyNear(0),time <= 20 || var(58))])
trigger3 = Ctrl && (PrevStateNo != [1001,1104]) && (P2StateType = A) && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,40]) && (EnemyNear(0),Pos Y = [-80,-5])
trigger3 = (P2MoveType = A || (P2StateNo = [5001,5039]) || (P2StateNo = [5050,5099]))
trigger3 = (Random%100 = [0,39+10*(Power >= 2000)+10*((var(57)%10) = 2)])
trigger4 = (Anim = 220 || StateNo = 410 || (StateNo = 430 && PrevStateNo != 3000 && (time = [6,9]))) && (MoveContact = [1,4]) && ((P2StateNo = [5001,5019]) || !NumTarget)
trigger4 = (Random%100 = [50-20*(!NumTarget && P2MoveType = A),59+30*(StateNo = 430)])
trigger5 = Anim = 240 && AnimTime = 0 && MoveHit && (P2StateNo = [5001,5019])
trigger5 = (Random%100 = [30*((var(57)%10) = 0),79]) || (P2Life = [70,230])
trigger6 = StateNo = 400 && ((Ceil(P2BodyDist X/Const(size.xscale)) > 25) || PrevStateNo = 400 && var(1) >= 2) && (MoveContact = [1,4]) && ((P2StateNo = [5001,5019]) && var(1) >= 2 || !NumTarget)
trigger6 = (Random%100 = [30*((var(57)%10) = 0),59+20*(!NumTarget && P2MoveType = A)]) || ((!var(58) || (P2Life = [85,263])) && (Random%7 = [4,6]))
trigger7 = (StateNo = [700,701]) && time = 9 && P2StateType != A && EnemyNear(0),HitDefAttr = SCA, HA
trigger7 = (Random%100 = [0,19+20*(Life < 200)])
trigger8 = StateNo = 710 && AnimTime = 0 && MoveHit && (P2StateNo = [5001,5019]) && EnemyNear(0),GetHitVar(HitTime) > 1
trigger8 = (Random%100 = [30,39+20*(P2StateType = C)+20*!var(58)])
trigger9 = (StateNo = 845 || (StateNo = 3000 && var(1) < 12 && (P2StateNo = [5001,5019]))) && AnimTime = 0 && FrontEdgeDist < 110
trigger9 = (Random%100 = [70+20*(StateNo = 3000 && var(58))-20*(Power >= 2000)-20*((var(57)%10) = 2),99]) || StateNo = 3000 && P2Life < 130 && ((var(57)%10) = 2 || (Random%6 = [2,3]))
trigger10 = var(2) = 3 && (P2StateNo = [5001,5029]) && Ceil(P2BodyDist X/Const(size.xscale)) < 120 && (var(1) >= (2+((StateNo = [1250,1252]) && (PrevStateNo != [200,430]))-(PrevStateNo = 410 && Random%10 <= 2)))
trigger10 = (Random%100 = [40-20*(Power >= 2000)-20*((var(57)%10) = 2),79]) || (!var(58) || P2Life <= 175)

[State -1, S̃mNek] ;AI Control
type = ChangeState
value = 3200
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != 2
triggerall = var(19) = [-1,0]
triggerall = (fvar(7) != 2 || !var(58) || fvar(12) = 0) || Random%10 = 8
triggerall = (var(57)%10) = 0 || (var(57)%10) = 3
triggerall = StateType != A && Ctrl
triggerall = (StateNo != [700,701]) && (PrevStateNo != [700,701])
triggerall = Power >= 1000
triggerall = !(EnemyNear(0),HitDefAttr = SCA, NT,ST,HT)
triggerall = !(EnemyNear(0),MoveContact || EnemyNear(0),MoveReversed)
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [-70,70]) && (EnemyNear(0),P2BodyDist X = [0,70])
triggerall = (P2MoveType != H) && P2StateNo != 52 && (P2StateNo != [120,199]) && (P2StateNo != [5000,5999])
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = EnemyNear(0),Pos Y > -90 && EnemyNear(0),Vel Y >= 0
triggerall = EnemyNear(0),Ctrl || P2MoveType = A && ((P2StateNo != [700,999]) || P2StateType = A) && EnemyNear(0),time < 10 || EnemyNear(0),HitDefAttr = SCA, AA
triggerall = Enemy,NumProj = 0
trigger1 = (P2StateType = S || P2StateType = C)
trigger1 = (Random%100 = [80+10*(var(58) = 1)-20*((var(57)%10) = 3 || (StateNo = 710 && AnimTime = 0 && (P2StateNo != [5001,5099]))),99])
trigger2 = (P2Movetype = A)
trigger2 = (Random%100 = [40-20*((var(57)%10) = 3),49+10*(fvar(8) && P2StateType != A)])

[State -1, IȂh] ;AI Control
type = ChangeState
value = 3400
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != 2
triggerall = var(58)
triggerall = (fvar(7) != 2 || !var(58) || fvar(12) = 0) || Random%10 = 8 || var(19) > 1
triggerall = (Helper(30000),var(17) || Helper(30000),var(18))
triggerall = StateType = A && Pos Y < -40
triggerall = Power >= (1000+300*((var(57)%10) = 1)+500*((var(57)%10) = 2)) || var(19) > 1
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = MoveHit
trigger1 = (StateNo = [610,620]) || (StateNo = [640,650])
trigger1 = var(19) = 0
trigger1 = P2StateType = A
trigger1 = (Random%100 = [97,99])
trigger2 = StateNo = 1152
trigger2 = (AnimElemTime(4) = [0,1]) && HitCount <= 1
trigger2 = (Random%100 = [0,39])
trigger3 = StateNo = 650 && PrevStateNo = 6005 && var(19) > 1

[State -1, ₽O] ;AI Control
type = ChangeState
value = 1000 + 50*((Power >= 700) && (var(19) <= 1) && (Ceil(P2BodyDist X/Const(size.xscale)) < 200) && (Random%100 = [80,99]))*((fvar(7) != 2 || !var(58) || fvar(12) = 0) || Random%10 >= 8)
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != 2
triggerall = !fvar(8)
triggerall = !InGuardDist && !(EnemyNear(0),HitDefAttr = SCA, HA,HP)
triggerall = !(((StateNo = [5120,5200]) || (PrevStateNo = [5120,5200]) || PrevStateNo = 6001) && P2MoveType = A && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,40]))
triggerall = StateType != A && Ctrl
triggerall = PrevStateNo != 1001
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) > 120) || P2StateType = A && EnemyNear(0),HitFall
triggerall = P2StateType != L && (P2StateNo != [5120,5129])
triggerall = P2StateNo != 5300
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = Enemy,NumProj = 0
trigger1 = (P2StateType = S || P2StateType = C)
trigger1 = (Random%100 = [30,49-10*(Ceil(P2BodyDist X/Const(size.xscale)) < 140 || P2MoveType = A)])
trigger2 = (P2StateType = A) && (Ceil(P2BodyDist X/Const(size.xscale)) > (80+18*(EnemyNear(0),Vel X))*(P2MoveType != H)) && (EnemyNear(0),Pos Y < -60)
trigger2 = (Random%100 = [70-50*(Ceil(P2BodyDist X/Const(size.xscale)) < 100 && EnemyNear(0),HitFall),99])
trigger3 = StateNo = 52 && time >= 3 && P2StateType = A && (EnemyNear(0),Pos Y < -40-5*(EnemyNear(0),Vel Y)) && EnemyNear(0),HitFall
trigger3 = (Random%100 = [0,49+30*(Life < 200)])

[State -1, }VF̔߈ (H)] ;AI Control
type = ChangeState
value = 1102
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != 2
triggerall = var(19) != -3
triggerall = StateType != A && StateNo != 52
triggerall = !(EnemyNear(0),MoveContact || EnemyNear(0),MoveReversed) || Random%10 < 2
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [20+5*(P2StateType = A)*(EnemyNear(0),Vel X),85+5*(P2StateType = A)*(EnemyNear(0),Vel X)]) || (StateNo = 400 || StateNo = 845 || PrevStateNo = 210 || PrevStateNo = 3000 || PrevStateNo = 6100)
triggerall = P2StateType != L && (P2StateNo != [5120,5129]) && (EnemyNear(0),Pos Y <= 0)
triggerall = (P2StateNo != [120,179]) && (P2StateNo != [5100,5999])
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
trigger1 = Ctrl && (P2StateType = S || P2StateType = C) && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,40]) && (P2StateNo != [120,179])
trigger1 = (Random%100 = [95,99])
trigger2 = Ctrl && StateNo != 20 && P2StateType = A && (EnemyNear(0),Pos Y = [-180,-20]) && (EnemyNear(0),Vel X > 0 || EnemyNear(0),Vel Y > -5)
trigger2 = (P2MoveType = A || (P2StateNo = [5020,5099]) && EnemyNear(0),Vel Y > 6)
trigger2 = (Random%100 = [0,19]) || fvar(8) && Random%2 = 0
trigger3 = Ctrl && (var(5)%10) = 1 && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,80+5*(EnemyNear(0),Vel X)]) && (EnemyNear(0),Pos Y = [-140,-5]) && (EnemyNear(0),Vel Y > 0)
trigger3 = (Random%100 = [60,89])
trigger4 = (Anim = 220 || StateNo = 410 || (StateNo = 430 && (time = [6,9]))) && MoveHit && (P2StateNo = [5001,5019])
trigger4 = (Random%100 = [10,29+20*(FrontEdgeDist < 110 || P2Life <= 85)]) || PrevStateNo = 210 || PrevStateNo = 3000
trigger5 = StateNo = 250 && PrevStateNo = 6100
trigger6 = StateNo = 400 && (Ceil(P2BodyDist X/Const(size.xscale)) > 30) && MoveHit && (P2StateNo = [5001,5019]) && (var(1) >= 2 || (PrevStateNo = [700,701]))
trigger7 = StateNo = 845 && AnimTime = 0 && FrontEdgeDist < 110
trigger7 = (Random%100 = [0,79])

[State -1, }VF̔߈ (L)(EX)] ;AI Control
type = ChangeState
value = 1100 + 50*((Power >= 700) && (var(19) <= 1) && StateNo != 240 && StateNo != 1104 && ((Random%100 = [0,19+50*(fvar(8) = 1)]) || P2Life <= 120))*((fvar(7) != 2 || !var(58) || fvar(12) = 0) || Random%10 >= 8)
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != 2
triggerall = var(19) != -3
triggerall = var(19) <= 300-100*((var(57)%10) = 3)
triggerall = StateType != A && StateNo != 52
triggerall = !(EnemyNear(0),MoveContact || EnemyNear(0),MoveReversed) || Random%10 < 2
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [-30+6*(P2StateType = A)*(EnemyNear(0),Vel X),55+6*(P2StateType = A)*(EnemyNear(0),Vel X)]) || StateNo = 240
triggerall = P2StateType != L && (P2StateNo != [5120,5129]) && (EnemyNear(0),Pos Y <= 0)
triggerall = (P2StateNo != [120,179]) && (P2StateNo != [5100,5999])
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
trigger1 = Ctrl && (P2StateType = S || P2StateType = C) && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,40]) && (P2StateNo != [120,179])
trigger1 = Random%100 < (3+20*(P2MoveType = A)*(1+((StateNo = [5120,5121]) || PrevStateNo = 5200))+60*(EnemyNear(0),HitDefAttr = SCA, ST,HT))
trigger2 = Ctrl && StateNo != 20 && P2StateType = A && (EnemyNear(0),Pos Y = [-160,-20]) && (EnemyNear(0),Vel X > 0 || EnemyNear(0),Vel Y > -5)
trigger2 = (P2MoveType = A || (P2StateNo = [5020,5099]) && EnemyNear(0),Vel Y > 6)
trigger2 = (Random%100 = [20,49+30*(P2Life <= 120)])
trigger3 = Ctrl && (var(5)%10) = 1 && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,50+6*(EnemyNear(0),Vel X)]) && (EnemyNear(0),Pos Y = [-120,-5]) && (EnemyNear(0),Vel Y > 0)
trigger3 = (Random%100 = [30,59+20*(P2Life < 100 || EnemyNear(0),HitDefAttr = A, ST)])
trigger4 = (Anim = 220 || StateNo = 410 || (StateNo = 430 && (time = [6,9]))) && MoveHit && (P2StateNo = [5001,5019])
trigger4 = (Random%100 = [30,49])
trigger5 = Anim = 240 && AnimTime = 0 && MoveHit && (P2StateNo = [5001,5019])
trigger6 = StateNo = 400 && (Ceil(P2BodyDist X/Const(size.xscale)) > 30) && MoveHit && (P2StateNo = [5001,5019]) && (var(1) >= 2 || (PrevStateNo = [700,701]))
trigger7 = StateNo = 710 && AnimTime = 0 && MoveHit && (P2StateNo = [5001,5019]) && EnemyNear(0),GetHitVar(HitTime) > 3
trigger7 = (Random%100 = [30,99])

[State -1, Fe̎cIbg (EX)] ;AI Control
type = ChangeState
value = 1250
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != 2
triggerall = var(19) = [-2,1]
triggerall = (fvar(7) != 2 || !var(58) || fvar(12) = 0) || Random%10 = 8
triggerall = !InGuardDist && !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = !(((StateNo = [5120,5200]) || (PrevStateNo = [5120,5200]) || PrevStateNo = 6001) && P2MoveType = A && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,40]))
triggerall = (Power >= 700)
triggerall = StateType != A && Ctrl
triggerall = NumProjID(1200) = 0 && NumProjID(1251) = 0 && NumProjID(1252) = 0
triggerall = (var(33)%100) = 0
triggerall = !(P2MoveType = I && P2StateNo >= 1000 && EnemyNear(0),Vel X > 7)
triggerall = P2StateType != L && (P2StateNo != [5120,5129])
triggerall = P2StateNo != 5300
triggerall = Enemy,NumProj <= 2 && !InGuardDist
triggerall = !(P2BodyDist X > 60 && (EnemyNear(0),Vel Y < 0 || (EnemyNear(0),Vel Y > 0 && EnemyNear(0),HitFall)))
trigger1 = (P2BodyDist X >= 60) && (P2StateType = S || P2StateType = C)
trigger1 = (Random%100 = [40,41])
trigger2 = P2StateType = A && P2MoveType != H && (P2BodyDist X = [40+8*(EnemyNear(0),Vel X),100+8*(EnemyNear(0),Vel X)])
trigger2 = (EnemyNear(0),Ctrl || P2MoveType != A || P2StateNo < 700) && (EnemyNear(0),Pos Y >= -70-(P2BodyDist X)/5-8*(EnemyNear(0),Vel Y)-32*(EnemyNear(0),Const(Movement.Yaccel)))
trigger2 = (Random%100 = [20,29])
trigger3 = P2StateType = A && P2MoveType != H && (P2BodyDist X = [40+8*(EnemyNear(0),Vel X),100+8*(EnemyNear(0),Vel X)])
trigger3 = !(EnemyNear(0),Ctrl || P2MoveType != A || P2StateNo < 700) && (EnemyNear(0),Pos Y >= -70-(P2BodyDist X)/5-8*(EnemyNear(0),Vel Y)) && EnemyNear(0),Vel Y >= 0
trigger3 = (Random%100 = [20,29])
trigger4 = P2StateType = A && P2MoveType != H
trigger4 = (P2BodyDist X >= 240 && EnemyNear(0),Vel Y < 0)
trigger4 = (Random%100 = [0,9])
trigger5 = P2StateType = A && P2MoveType = H && P2StateNo != 851
trigger5 = (P2BodyDist X = [0,120]) && (EnemyNear(0),Pos Y = [-180,-120]) && EnemyNear(0),Vel Y > 0
trigger5 = (Random%100 = [0,9])

[State -1, Fe̎coX (EX)] ;AI Control
type = ChangeState
value = 1252
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != 2
triggerall = var(19) = [-2,1]
triggerall = (fvar(7) != 2 || !var(58) || fvar(12) = 0) || Random%10 = 8
triggerall = !InGuardDist && !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = !(((StateNo = [5120,5200]) || (PrevStateNo = [5120,5200]) || PrevStateNo = 6001) && P2MoveType = A && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,40]))
triggerall = (Power >= 700)
triggerall = StateType != A && Ctrl
triggerall = NumProjID(1202) = 0 && NumProjID(1253) = 0 && NumProjID(1254) = 0
triggerall = (var(33)/100) = 0
triggerall = !(P2MoveType = I && P2StateNo >= 1000 && EnemyNear(0),Vel X > 7)
triggerall = P2StateType != L && (P2StateNo != [5120,5129])
triggerall = P2StateNo != 5300
triggerall = Enemy,NumProj <= 2 && !InGuardDist
triggerall = !(EnemyNear(0),Vel Y < 0 || (P2BodyDist X > 80 && EnemyNear(0),Vel Y > 0 && EnemyNear(0),HitFall))
trigger1 = (P2BodyDist X >= 60) && (P2StateType = S || P2StateType = C)
trigger1 = (Random%100 = [42,43])
trigger2 = P2StateType = A && P2MoveType != H && (P2BodyDist X = [40+8*(EnemyNear(0),Vel X),100+8*(EnemyNear(0),Vel X)])
trigger2 = (EnemyNear(0),Ctrl || P2MoveType != A || P2StateNo < 700) && (EnemyNear(0),Pos Y >= -40-(P2BodyDist X)/5-8*(EnemyNear(0),Vel Y)-32*(EnemyNear(0),Const(Movement.Yaccel)))
trigger2 = (Random%100 = [20,29])
trigger3 = P2StateType = A && P2MoveType != H && (P2BodyDist X = [40+8*(EnemyNear(0),Vel X),100+8*(EnemyNear(0),Vel X)])
trigger3 = !(EnemyNear(0),Ctrl || P2MoveType != A || P2StateNo < 700) && (EnemyNear(0),Pos Y >= -40-(P2BodyDist X)/5-8*(EnemyNear(0),Vel Y)) && EnemyNear(0),Vel Y >= 0
trigger3 = (Random%100 = [20,29])
trigger4 = P2StateType = A && P2MoveType != H
trigger4 = (P2BodyDist X >= 240 && EnemyNear(0),Vel Y < 0)
trigger4 = (Random%100 = [20,29])
trigger5 = P2StateType = A && P2MoveType = H && P2StateNo != 851
trigger5 = (P2BodyDist X = [0,120]) && (EnemyNear(0),Pos Y = [-150,-100]) && EnemyNear(0),Vel Y > 0
trigger5 = (Random%100 = [20,29])

[State -1, Fe̎cIbg] ;AI Control
type = ChangeState
value = 1200
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != 2
triggerall = !InGuardDist && !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = !(((StateNo = [5120,5200]) || (PrevStateNo = [5120,5200]) || PrevStateNo = 6001) && P2MoveType = A && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,40]))
triggerall = StateType != A && Ctrl
triggerall = NumProjID(1200) = 0 && NumProjID(1251) = 0 && NumProjID(1252) = 0
triggerall = (var(33)%100) = 0
triggerall = !(P2MoveType = I && P2StateNo >= 1000 && EnemyNear(0),Vel X > 7)
triggerall = P2StateNo != 5300
triggerall = Enemy,NumProj <= 1 && !InGuardDist
triggerall = !(P2BodyDist X > 60 && (EnemyNear(0),Vel Y < 0 || (EnemyNear(0),Vel Y > 0 && EnemyNear(0),HitFall)))
trigger1 = (P2BodyDist X > 80) && (P2StateType != A)
trigger1 = (Random%100 = [70-20*(P2BodyDist X > 160 || EnemyNear(0),HitDefAttr = SC, NA,SA || P2Life < 100),99-10*(P2StateType = L || P2MoveType = I || EnemyNear(0),HitFall)])
trigger2 = P2StateType = A && P2MoveType != H
trigger2 = (P2BodyDist X >= 240 && EnemyNear(0),Vel Y < 0) || ((P2BodyDist X = [40+10*(EnemyNear(0),Vel X),100+10*(EnemyNear(0),Vel X)]) && (EnemyNear(0),Pos Y = [-180,-120]) && EnemyNear(0),Vel Y > 0)
trigger2 = (Random%100 = [40,69]) || fvar(8) && P2BodyDist X >= 160 && (Random%2 = 0)
trigger3 = P2StateType = A && P2MoveType = H && P2StateNo != 851
trigger3 = (P2BodyDist X = [0,120]) && (EnemyNear(0),Pos Y = [-180,-120]) && EnemyNear(0),Vel Y > 0
trigger3 = (Random%100 = [40,69]) || fvar(8) && P2BodyDist X >= 160 && (Random%2 = 0)
trigger4 = (P2BodyDist X > 80) && StateNo = 106 && time = 6 && (Random%2 = 0)
trigger4 = (Random%100 = [20,39+20*(EnemyNear(0),HitDefAttr = SC, NA,SA)]) || fvar(8)

[State -1, Fe̎coX] ;AI Control
type = ChangeState
value = 1202
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != 2
triggerall = !InGuardDist && !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = !(((StateNo = [5120,5200]) || (PrevStateNo = [5120,5200]) || PrevStateNo = 6001) && P2MoveType = A && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,40]))
triggerall = StateType != A
triggerall = NumProjID(1202) = 0 && NumProjID(1253) = 0 && NumProjID(1254) = 0
triggerall = (var(33)/100) = 0
triggerall = !(P2MoveType = I && P2StateNo >= 1000 && EnemyNear(0),Vel X > 7)
triggerall = P2StateNo != 5300
triggerall = Enemy,NumProj <= 1 && !InGuardDist
triggerall = !(EnemyNear(0),Vel Y < 0 || (P2BodyDist X > 80 && EnemyNear(0),Vel Y > 0 && EnemyNear(0),HitFall))
trigger1 = Ctrl && (P2BodyDist X > 100) && (P2StateType != A)
trigger1 = (Random%100 = [40-20*(P2BodyDist X > 160 || EnemyNear(0),HitDefAttr = SC, NA,SA || P2Life < 100),69-10*(P2StateType = L || P2MoveType = I || EnemyNear(0),HitFall)])
trigger2 = Ctrl && P2StateType = A && P2MoveType != H
trigger2 = (P2BodyDist X >= 240 && EnemyNear(0),Vel Y < 0) || ((P2BodyDist X = [40+12*(EnemyNear(0),Vel X),100+12*(EnemyNear(0),Vel X)]) && (EnemyNear(0),Pos Y = [-150,-100]) && EnemyNear(0),Vel Y > 0)
trigger2 = (Random%100 = [70,99]) || fvar(8) && P2BodyDist X >= 160 && (Random%2 = 1)
trigger3 = Ctrl && P2StateType = A && P2MoveType = H && P2StateNo != 851
trigger3 = (P2BodyDist X = [0,120]) && (EnemyNear(0),Pos Y = [-150,-100]) && EnemyNear(0),Vel Y > 0
trigger3 = (Random%100 = [70,99]) || fvar(8) && P2BodyDist X >= 160 && (Random%2 = 1)
trigger4 = (Anim = 220 || StateNo = 410) && MoveHit && (P2StateNo = [5001,5019])
trigger4 = (Random%100 = [60-30*(Power > 1500),99])
trigger5 = (P2BodyDist X > 80) && StateNo = 106 && time = 6 && (Random%2 = 1)
trigger5 = (Random%100 = [60,79+20*(EnemyNear(0),HitDefAttr = SC, NA,SA)]) || fvar(8)

[State -1, ] ;AI Control
type = ChangeState
value = 1300
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(58)
triggerall = Helper(30000),var(19)
triggerall = (!InGuardDist || (StateNo = [700,701])) && !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = !(((StateNo = [5120,5200]) || (PrevStateNo = [5120,5200]) || PrevStateNo = 6001) && P2MoveType = A && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,40]))
triggerall = StateType != A && Ctrl
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [0,25])
triggerall = (P2Movetype != H) && (P2StateType = S || P2StateType = C)
triggerall = (P2StateNo != [150,179]) && (P2StateNo != [5000,5999])
triggerall = Enemy,NumProj = 0
triggerall = !((P2StateNo = [0,12]) && (EnemyNear(0),PrevStateNo = [5000,5129]) && EnemyNear(0),time <= 4)
trigger1 = (Random%100 = [60,99])
trigger2 = BackEdgeDist < 60 && (Random%100 = [40,59])
trigger3 = (StateNo = [700,701]) && time = 9 && GetHitVar(AnimType) != 0 && EnemyNear(0),AnimTime <= -10
trigger3 = (Random%100 = [0,19])

[State -1, Ⴊ݋p`] ;AI Control
type = ChangeState
value = 420
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != [1,2]
triggerall = (!InGuardDist || (StateNo = [700,701])) || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = !(((StateNo = [5120,5200]) || (PrevStateNo = [5120,5200]) || PrevStateNo = 6001) && P2MoveType = A && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,40]))
triggerall = StateType != A
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [9*(P2StateType = A)*(EnemyNear(0),Vel X),30+9*(P2StateType = A)*(EnemyNear(0),Vel X)])
triggerall = P2StateType != L && (P2StateNo != [5120,5129])
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = !(P2MoveType = I && P2StateNo >= 1000 && Abs(EnemyNear(0),Vel X) > 7)
triggerall = var(4) != 2
triggerall = Enemy,NumProj = 0
trigger1 = Ctrl && (P2StateType != A && P2MoveType != A)
trigger1 = (Random%100 = [0,29])
trigger2 = Ctrl && P2StateType = A && P2MoveType != H
trigger2 = (EnemyNear(0),Ctrl || P2MoveType != A || P2StateNo < 700) && (EnemyNear(0),Pos Y >= -80-9*(EnemyNear(0),Vel Y)-40.5*(EnemyNear(0),Const(Movement.Yaccel)))
trigger2 = (Random%100 = [50,79]) || fvar(8) && Random%2 = 1
trigger3 = Ctrl && P2StateType = A && P2MoveType != H
trigger3 = !(EnemyNear(0),Ctrl || P2MoveType != A || P2StateNo < 700) && (EnemyNear(0),Pos Y >= -80-9*(EnemyNear(0),Vel Y)) && EnemyNear(0),Vel Y >= 0
trigger3 = (Random%100 = [50,79]) || fvar(8) && Random%2 = 1
trigger4 = (StateNo = 1310 && AnimTime = 0)
trigger4 = (Random%100 = [10*(Life > 200),59])
trigger5 = StateNo = 52 && time >= 3 && (P2StateNo = [5001,5019]) && EnemyNear(0),GetHitVar(HitTime) > 9 && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,25])
trigger5 = (Random%100 = [0,39])
trigger6 = (var(19) = [-2,1]) && ((StateNo = 750 && AnimTime = 0) || Ctrl && PrevStateNo = 750 && EnemyNear(0),P2BodyDist X < 0) && EnemyNear(0),AnimTime <= -8
trigger6 = (Random%100 = [0,19+30*(EnemyNear(0),P2BodyDist X < 0 || EnemyNear(0),AnimTime <= -8)])
trigger7 = (StateNo = [700,701]) && time = 9 && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,25]) && (GetHitVar(AnimType) != 0 && EnemyNear(0),AnimTime <= -8 || P2StateType = A)
trigger7 = (Random%100 = [20,39+20*(P2StateType = A)])

[State -1, @X̂悤ɋ (Throw Neutral)] ;AI Control
type = ChangeState
value = 840
triggerall = var(59) = 1 && RoundState = 2
triggerall = (!InGuardDist || (StateNo = [700,701])) || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = StateType != A
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [0,25])
triggerall = P2StateType != L && (P2StateNo != [5120,5999])
triggerall = (P2Movetype != H) && (P2StateType = S || P2StateType = C)
triggerall = ((P2StateNo = [200,999]) && P2MoveType = I && EnemyNear(0),Ctrl = 0) || EnemyNear(0),Vel X = (-4,4)
triggerall = Enemy,NumProj = 0
triggerall = !((P2StateNo = [0,12]) && (EnemyNear(0),PrevStateNo = [5000,5129]) && EnemyNear(0),time <= 11)
trigger1 = Ctrl && (Random%100 = [60,99])
trigger2 = Ctrl && FrontEdgeDist < 120 && (Random >= 300)
trigger3 = (StateNo = [700,701]) && time = 9
trigger3 = (Random%100 = [40,49])

[State -1, 𗐂RgD[ (Throw Back)] ;AI Control
type = ChangeState
value = 820
triggerall = var(59) = 1 && RoundState = 2
triggerall = !InGuardDist || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = StateType != A && Ctrl
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [0,25])
triggerall = P2StateType != L && (P2StateNo != [5120,5999])
triggerall = (P2Movetype != H) && (P2StateType = S || P2StateType = C)
triggerall = ((P2StateNo = [200,999]) && P2MoveType = I && EnemyNear(0),Ctrl = 0) || EnemyNear(0),Vel X = (-4,4)
triggerall = Enemy,NumProj = 0
triggerall = !((P2StateNo = [0,12]) && (EnemyNear(0),PrevStateNo = [5000,5129]) && EnemyNear(0),time <= 11)
trigger1 = (Random%100 = [30,59])
trigger2 = BackEdgeDist < 60 && (Random%100 = [60,79])

[State -1, 𗐂RgD[ (Throw Forward)] ;AI Control
type = ChangeState
value = 800
triggerall = var(59) = 1 && RoundState = 2
triggerall = !InGuardDist || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = StateType != A && Ctrl
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [0,25])
triggerall = P2StateType != L && (P2StateNo != [5120,5999])
triggerall = (P2Movetype != H) && (P2StateType = S || P2StateType = C)
triggerall = ((P2StateNo = [200,999]) && P2MoveType = I && EnemyNear(0),Ctrl = 0) || EnemyNear(0),Vel X = (-4,4)
triggerall = Enemy,NumProj = 0
triggerall = !((P2StateNo = [0,12]) && (EnemyNear(0),PrevStateNo = [5000,5129]) && EnemyNear(0),time <= 11)
trigger1 = (Random%100 = [0,29])

[State -1, [vA^bN] ;AI Control
type = ChangeState
value = 710
triggerall = var(59) = 1 && RoundState = 2
triggerall = (!InGuardDist || (StateNo = [700,701])) || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, HA,HP)
triggerall = !(((StateNo = [5120,5200]) || (PrevStateNo = [5120,5200]) || PrevStateNo = 6001) && P2MoveType = A && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,40]))
triggerall = StateType != A && Ctrl
triggerall = PrevStateNo != 710 && PrevStateNo != 750
triggerall = P2StateType != A
triggerall = P2StateNo != 5300
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = !(P2MoveType = I && P2StateNo >= 1000 && Abs(EnemyNear(0),Vel X) > 7)
triggerall = Enemy,NumProj = 0
trigger1 = (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,55)) && (P2StateType = S || P2StateType = C)
trigger1 = (Random%100 = [70-20*(P2StateType = C),99-10*(Ceil(P2BodyDist X/Const(size.xscale)) < 40)])
trigger2 = (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,55)) && (P2StateNo = [5120,5999]) && P2MoveType != H && EnemyNear(0),AnimTime = -21
trigger2 = (Random%100 = [30,59])
trigger3 = (StateNo = [700,701]) && time = 9 && P2StateType = C && Ceil(P2BodyDist X/Const(size.xscale)) >= 40
trigger3 = (Random%100 = [50,59])

[State -1, p`] ;AI Control
type = ChangeState
value = 210
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != [1,2]
triggerall = !InGuardDist || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = StateType != A && (Ctrl || StateNo = 106 && time = 6)
triggerall = PrevStateNo != 240
triggerall = P2StateType != L && (P2StateNo != [5120,5129])
triggerall = P2StateNo != 5300
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = P2StateType != A || (EnemyNear(0),Pos Y = [-80-7*(EnemyNear(0),Vel Y),-20])
triggerall = Enemy,NumProj = 0
trigger1 = P2StateType != A && (Ceil(P2BodyDist X/Const(size.xscale)) = [0,36]) && (P2MoveType != A || (EnemyNear(0),Ctrl = 0 && EnemyNear(0),AnimTime < -5))
trigger1 = (Random%100 = [0,39])
trigger2 = P2StateType = A && (Ceil(P2BodyDist X/Const(size.xscale)) = [37+7*(EnemyNear(0),Vel X),70+7*(EnemyNear(0),Vel X)]) && (P2Life != [50,200]) && P2StateNo < 1000
trigger2 = (Random%100 = [40,79+20*(StateNo = 106 && time = 6)])

[State -1, p`] ;AI Control
type = ChangeState
value = 220
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != [1,2]
triggerall = (!InGuardDist || (StateNo = [700,701])) || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = !(((StateNo = [5120,5200]) || (PrevStateNo = [5120,5200]) || PrevStateNo = 6001) && P2MoveType = A && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,40]))
triggerall = StateType != A
triggerall = PrevStateNo != 220
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,40])
triggerall = P2StateType != C
triggerall = P2StateType != L && (P2StateNo != [5120,5129])
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = !(P2MoveType = I && P2StateNo >= 1000 && Abs(EnemyNear(0),Vel X) > 7)
triggerall = !(P2StateType = A && P2StateNo >= 1000 && EnemyNear(0),Ctrl = 0 && (EnemyNear(0),HitdefAttr != SCA, AA,AT) && EnemyNear(0),Pos Y < -10 && Abs(EnemyNear(0),Vel X) < 3 && EnemyNear(0),Vel Y > 0)
triggerall = EnemyNear(0),Pos Y > -120-6*(EnemyNear(0),Vel Y)
triggerall = Enemy,NumProj = 0
trigger1 = Ctrl && (P2StateType = S || (P2StateType = A && !EnemyNear(0),HitFall && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,26+(EnemyNear(0),Vel X)]) && EnemyNear(0),Pos Y >= -100))
trigger1 = (Random%100 = [80+10*((P2StateType = A)-2*(Ceil(P2BodyDist X/Const(size.xscale)) = [-10,20])),99])
trigger2 = (StateNo = 1310 && AnimTime = 0)
trigger2 = (Random%100 = [60,99])
trigger3 = StateNo = 52 && time >= 3 && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,25])
trigger3 = (Random%100 = [30,69+20*(P2StateNo = [5001,5099])])
trigger4 = (var(19) = [-2,1]) && ((StateNo = 750 && AnimTime = 0) || Ctrl && PrevStateNo = 750 && EnemyNear(0),P2BodyDist X < 0) && EnemyNear(0),AnimTime <= -6
trigger4 = (Random%100 = [50,59+20*(EnemyNear(0),P2BodyDist X < 0 || EnemyNear(0),AnimTime <= -6)])
trigger5 = (StateNo = [700,701]) && time = 9 && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,25]) && (GetHitVar(AnimType) != 0 && EnemyNear(0),AnimTime <= -6)
trigger5 = (Random%100 = [60,69])

[State -1, LbN] ;AI Control
type = ChangeState
value = 240+6*(P2StateType = C && (Random%100 = [0,19]))
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != [1,2]
triggerall = !InGuardDist || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = StateType != A
triggerall = PrevStateNo != 240
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [50,75])
triggerall = P2StateType != A
triggerall = P2StateType != L && (P2StateNo != [5120,5129])
triggerall = P2StateNo != 5300
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = Enemy,NumProj = 0
trigger1 = Ctrl && (P2MoveType != A || (EnemyNear(0),Ctrl = 0 && EnemyNear(0),AnimTime < -8))
trigger1 = (Random%100 = [0,39])

[State -1, LbN] ;AI Control
type = ChangeState
value = 250
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != [1,2]
triggerall = !InGuardDist || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = !(((StateNo = [5120,5200]) || (PrevStateNo = [5120,5200]) || PrevStateNo = 6001) && P2MoveType = A && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,40]))
triggerall = StateType != A && Ctrl
triggerall = PrevStateNo != 250
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [60-40*(P2StateType = A && P2MoveType = H)+10*(EnemyNear(0),Vel X),90+10*(EnemyNear(0),Vel X)])
triggerall = P2StateType = S || P2StateType = A
triggerall = P2StateNo != 5300
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = !(P2MoveType = I && P2StateNo >= 1000 && Abs(EnemyNear(0),Vel X) > 7)
triggerall = Enemy,NumProj = 0
trigger1 = P2StateType = S && (EnemyNear(0),HitDefAttr = SC, NA,NT,ST) && EnemyNear(0),AnimTime <= -8
trigger1 = (Random%100 = [30,59])
trigger2 = Ctrl && P2StateType = A && Ceil(P2BodyDist X/Const(size.xscale)) > 80+10*(EnemyNear(0),Vel X)
trigger2 = (EnemyNear(0),Ctrl || P2MoveType != A || P2StateNo < 700) && (EnemyNear(0),Pos Y >= -70-10*(EnemyNear(0),Vel Y)-50*(EnemyNear(0),Const(Movement.Yaccel)))
trigger2 = (Random%100 = [30,49+40*(P2MoveType = H)])
trigger3 = Ctrl && P2StateType = A && Ceil(P2BodyDist X/Const(size.xscale)) > 80+10*(EnemyNear(0),Vel X)
trigger3 = !(EnemyNear(0),Ctrl || P2MoveType != A || P2StateNo < 700) && (EnemyNear(0),Pos Y >= -70-10*(EnemyNear(0),Vel Y)) && EnemyNear(0),Vel Y >= 0
trigger3 = (Random%100 = [30,49+40*(P2MoveType = H)])

[State -1, Ⴊݎp`] ;AI Control
type = ChangeState
value = 400
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != [1,2]
triggerall = (!InGuardDist || (StateNo = [700,701])) || (Random%100 >= 90) || (StateNo = 52 && EnemyNear(0),HitDefAttr = SC, NA && EnemyNear(0),time > 8 && EnemyNear(0),AnimTime <= -6)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = StateType != A
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [-25,30])
triggerall = P2StateType != A
triggerall = P2StateType != L || (P2StateNo = [5120,5999]) && P2MoveType != H
triggerall = P2StateNo != 5300
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
trigger1 = Ctrl
trigger1 = (Random%100 = [0,69])
trigger2 = StateNo = 400 && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,25])
trigger2 = MoveHit || (PrevStateNo = 6001 && time >= 6 && ((P2StateNo = [0,20]) || (P2StateNo = [205,229]) || (P2StateNo = [235,259]) || (P2StateNo = [405,429]) || (P2StateNo = [435,459])))
trigger3 = StateNo = 52 && time >= 3 && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,25])
trigger3 = (Random%100 = [70,99]) || ((PrevStateNo = [600,662]) && EnemyNear(0),HitDefAttr = SC, NA && EnemyNear(0),time > 8 && EnemyNear(0),AnimTime <= -6)
trigger4 = (var(19) = [-2,1]) && ((StateNo = 750 && AnimTime = 0) && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,25]))
trigger4 = (Random%100 = [40,79+20*(EnemyNear(0),P2BodyDist X < 0)])
trigger5 = (StateNo = [700,701]) && time = 9 && (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,25])
trigger5 = (Random%100 = [70-50*(GetHitVar(AnimType) = 0 || EnemyNear(0),time > 5),89])
trigger6 = Ctrl && (P2StateNo = [200,999]) && P2MoveType = I && EnemyNear(0),Ctrl = 0 && EnemyNear(0),time > 10 && EnemyNear(0),AnimTime <= -5
trigger6 = (Random%100 = [0,39])
trigger7 = Ctrl && (P2StateNo = [5120,5999]) && P2MoveType != H && EnemyNear(0),AnimTime = -5
trigger7 = (Random%100 = [70,99])

[State -1, ႪݎLbN] ;AI Control
type = ChangeState
value = 430
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != [1,2]
triggerall = !InGuardDist || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = StateType != A
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [-10,50+20*(StateNo = 210 || StateNo = 3000)])
triggerall = P2StateType != A
triggerall = P2StateType != L && (P2StateNo != [5120,5129])
triggerall = P2StateNo != 5300
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
trigger1 = Ctrl && (P2StateNo = [5120,5999]) && P2MoveType != H && EnemyNear(0),AnimTime = -3
trigger1 = (Random%100 = [0,29])
trigger2 = StateNo = 210 && MoveHit && AnimTime = 0 && (P2StateNo = [5001,5019])
trigger3 = StateNo = 3000 && var(1) >= 8 && AnimTime = 0 && (P2StateNo = [5001,5019]) && FrontEdgeDist < 110
trigger3 = (Random%100 = [0,39+40*(var(1) >= 12)+20*(P2Life < 100)])

[State -1, Ⴊݒp`] ;AI Control
type = ChangeState
value = 410
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != [1,2]
triggerall = (!InGuardDist || (StateNo = [700,701])) || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = !(((StateNo = [5120,5200]) || (PrevStateNo = [5120,5200]) || PrevStateNo = 6001) && P2MoveType = A && (Ceil(P2BodyDist X/Const(size.xscale)) = [-40,40]))
triggerall = StateType != A
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [30*(StateNo != 52 && (StateNo != [700,701])),50])
triggerall = P2StateType != A
triggerall = P2StateType != L && (P2StateNo != [5120,5129])
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = Enemy,NumProj = 0
trigger1 = Ctrl
trigger1 = (Random%100 = [70,99])
trigger2 = (StateNo = [700,701]) && time = 9 && GetHitVar(AnimType) != 0 && EnemyNear(0),AnimTime <= -5
trigger3 = StateNo = 52 && time >= 3

[State -1, ႪݒLbN] ;AI Control
type = ChangeState
value = 440
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != [1,2]
triggerall = (!InGuardDist || (StateNo = [700,701])) || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = StateType != A
triggerall = PrevStateNo != 440
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [60,90])
triggerall = P2StateType != A && (P2StateNo != [40,50])
triggerall = P2StateType != L && (P2StateNo != [5120,5129])
triggerall = P2StateNo != 5300
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = Enemy,NumProj = 0
trigger1 = Ctrl
trigger1 = (Random%100 = [70,99])
trigger2 = (StateNo = [700,701]) && time = 9
trigger2 = (Random%100 = [0,29])

[State -1, Ⴊ݋LbN] ;AI Control
type = ChangeState
value = 450
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != [1,2]
triggerall = (!InGuardDist || (StateNo = [700,701])) || (Random%100 >= 90)
triggerall = !(EnemyNear(0),HitDefAttr = SCA, ST,HA,HT,HP)
triggerall = StateType != A
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [60,90])
triggerall = P2StateType != A && (P2StateNo != [40,50])
triggerall = P2StateType != L && (P2StateNo != [5120,5129])
triggerall = P2StateNo != 5300
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = !(P2MoveType = I && P2StateNo >= 1000 && Abs(EnemyNear(0),Vel X) > 7)
triggerall = Enemy,NumProj = 0
triggerall = Ctrl
trigger1 = (P2StateType = S)
trigger1 = (Random%100 = [0,39])
trigger2 = (StateNo = [700,701]) && time = 9
trigger2 = (Random%100 = [30,59])

[State -1, WvLbN] ;AI Control
type = ChangeState
value = 650
triggerall = var(59) = 1 && RoundState = 2
triggerall = !(EnemyNear(0),HitDefAttr = SCA, SP,HA,HP)
triggerall = !(InGuardDist && EnemyNear(0),HitDefAttr = SCA, SA) || (P2StateType = A && EnemyNear(0),Vel X > 0 && EnemyNear(0),Vel Y >= 0)
triggerall = !(InGuardDist && EnemyNear(0),HitDefAttr = SA, NA) || Random%10 != 8
triggerall = StateType = A
triggerall = (Ctrl || (StateNo = 702 && time >= 9 || StateNo = 703))
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [-20+10*((StateNo != [702,703]) && P2StateType != C)*(Vel X),50+10*(Vel X)]) || ((Ceil(P2BodyDist X/Const(size.xscale)) = [-30,80]) && EnemyNear(0),BackEdgeBodyDist < 30)
triggerall = P2StateType != L || ((P2StateNo = [5120,5999]) && P2MoveType != H && (EnemyNear(0),AnimTime = [-15,0]))
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = !(P2MoveType = A && P2StateNo >= 1000 && (Abs(EnemyNear(0),Vel X) < Abs(EnemyNear(0),Vel Y)) && EnemyNear(0),Vel X >= 0 && EnemyNear(0),Vel Y < 0)
triggerall = !(P2StateType = A && P2MoveType = A && P2StateNo < 1000 && (EnemyNear(0),time < 10 || EnemyNear(0),HitDefAttr = A, NA)) || (StateNo = [702,703])
triggerall = !(EnemyNear(0),Ctrl && P2StateType != A) || Random%10 < 8
trigger1 = P2StateType != A && (StateNo = 49 && (Pos Y = [-100,-91]) || StateNo = 50 && (Pos Y = [-81,-74])) && Vel Y >= 0
trigger1 = (Random%100 = [20+20*(StateNo = [702,703]),99]) || P2StateType = C || (EnemyNear(0),Ctrl = 0 && EnemyNear(0),AnimTime < -10) || (EnemyNear(0),PrevStateNo = [5120,5999])
trigger2 = P2StateType = A && (Ceil(P2BodyDist Y/Const(size.xscale)) = [10*(Vel Y >= 0)*(Vel Y),20+10*(Vel Y >= 0)*(Vel Y)]) && EnemyNear(0),Vel Y >= -6
trigger2 = (Random%100 = [0,29])

[State -1, Wvp`] ;AI Control
type = ChangeState
value = 620
triggerall = var(59) = 1 && RoundState = 2
triggerall = !(EnemyNear(0),HitDefAttr = SCA, SP,HA,HP)
triggerall = !(InGuardDist && EnemyNear(0),HitDefAttr = SCA, SA) || (P2StateType = A && EnemyNear(0),Vel X > 0 && EnemyNear(0),Vel Y >= 0)
triggerall = !(InGuardDist && EnemyNear(0),HitDefAttr = SA, NA) || Random%10 != 8
triggerall = StateType = A
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [9*((StateNo != [702,703]) && P2MoveType = A)*(Vel X),20+9*(Vel X)]) || ((Ceil(P2BodyDist X/Const(size.xscale)) = [-30,60]) && EnemyNear(0),BackEdgeBodyDist < 30)
triggerall = P2StateType = S || P2StateType = A || ((P2StateNo = [5120,5999]) && P2MoveType != H && (EnemyNear(0),AnimTime = [-15,0]))
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = !(P2MoveType = A && P2StateNo >= 1000 && (Abs(EnemyNear(0),Vel X) < Abs(EnemyNear(0),Vel Y)) && EnemyNear(0),Vel X >= 0 && EnemyNear(0),Vel Y < 0)
triggerall = !(P2StateType = A && P2MoveType = A && P2StateNo < 1000 && (EnemyNear(0),time < 10 || EnemyNear(0),HitDefAttr = A, NA)) || (StateNo = [702,703])
triggerall = !(EnemyNear(0),Ctrl && P2StateType != A) || Random%10 < 8
trigger1 = Ctrl && P2StateType != A && (StateNo = 49 && (Pos Y = [-106,-86]) || StateNo = 50 && (Pos Y = [-79,-71])) && Vel Y >= 0
trigger2 = Ctrl && P2StateType = A && (Ceil(P2BodyDist Y/Const(size.xscale)) = [-30,30]) && EnemyNear(0),Vel Y >= -6
trigger2 = (Random%100 = [0,79])
trigger3 = (StateNo = 702 && time >= 9 || StateNo = 703) && (Ceil(P2BodyDist Y/Const(size.xscale)) = [-30-30*(Vel Y < 0 || EnemyNear(0),Vel Y > 0),30+30*(Vel Y > 0 || EnemyNear(0),Vel Y < 0)])
trigger3 = (Random%100 = [0,39+30*(P2StateType = A)])

[State -1, WvLbN] ;AI Control
type = ChangeState
value = 640
triggerall = var(59) = 1 && RoundState = 2
triggerall = !(EnemyNear(0),HitDefAttr = SCA, SP,HA,HP)
triggerall = !(InGuardDist && EnemyNear(0),HitDefAttr = SCA, SA) || (P2StateType = A && EnemyNear(0),Vel X > 0 && EnemyNear(0),Vel Y >= 0)
triggerall = !(InGuardDist && EnemyNear(0),HitDefAttr = SA, NA) || Random%10 != 8
triggerall = StateType = A
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [50,70+6*((Vel X)+(EnemyNear(0),Vel X))])
triggerall = (Ceil(P2BodyDist Y/Const(size.xscale)) = [-30,30])
triggerall = P2StateType = A
triggerall = EnemyNear(0),Pos Y < -30 && (EnemyNear(0),Vel Y = [-6,6])
triggerall = !(P2MoveType = A && P2StateNo >= 1000 && (Abs(EnemyNear(0),Vel X) < Abs(EnemyNear(0),Vel Y)) && EnemyNear(0),Vel X >= 0 && EnemyNear(0),Vel Y < 0)
triggerall = !(P2MoveType = A && P2StateNo < 1000 && (EnemyNear(0),time < 10 || EnemyNear(0),HitDefAttr = A, NA)) || (StateNo = [702,703])
trigger1 = Ctrl
trigger1 = (Random%100 = [60,99])

[State -1, Wvp`] ;AI Control
type = ChangeState
value = 610
triggerall = var(59) = 1 && RoundState = 2
triggerall = !(EnemyNear(0),HitDefAttr = SCA, SP,HA,HP)
triggerall = !(InGuardDist && EnemyNear(0),HitDefAttr = SCA, SA) || (P2StateType = A && EnemyNear(0),Vel X > 0 && EnemyNear(0),Vel Y >= 0)
triggerall = !(InGuardDist && EnemyNear(0),HitDefAttr = SA, NA) || Random%10 != 8
triggerall = StateType = A
triggerall = (StateNo != [702,703]) &&  (PrevStateNo != [702,703])
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [0,50+5*(Vel X)]) || ((Ceil(P2BodyDist X/Const(size.xscale)) = [-30,80]) && EnemyNear(0),BackEdgeBodyDist < 30)
triggerall = (StateNo = 49 && (Pos Y = [-80,-59]) || StateNo = 50 && (Pos Y = [-66,-51])) && Vel Y >= 0
triggerall = P2StateType = S || ((P2StateNo = [5120,5999]) && P2MoveType != H && (EnemyNear(0),AnimTime = [-10,0]))
triggerall = !(P2MoveType = A && P2StateNo >= 1000 && (Abs(EnemyNear(0),Vel X) < Abs(EnemyNear(0),Vel Y)) && EnemyNear(0),Vel X >= 0 && EnemyNear(0),Vel Y < 0)
triggerall = !(EnemyNear(0),Ctrl && P2StateType != A) || Random%10 < 8
trigger1 = Ctrl
trigger1 = (Random%100 = [40,49]) || (EnemyNear(0),Ctrl = 0 && EnemyNear(0),AnimTime < -5)
trigger2 = StateNo = 702 && time >= 9 || StateNo = 703

[State -1, WvLbN] ;AI Control
type = ChangeState
value = 630
triggerall = var(59) = 1 && RoundState = 2
triggerall = !(EnemyNear(0),HitDefAttr = SCA, SP,HA,HP)
triggerall = !(InGuardDist && EnemyNear(0),HitDefAttr = SCA, SA) || (P2StateType = A && EnemyNear(0),Vel X > 0 && EnemyNear(0),Vel Y >= 0)
triggerall = !(InGuardDist && EnemyNear(0),HitDefAttr = SA, NA) || Random%10 != 8
triggerall = StateType = A
triggerall = (StateNo != [702,703]) &&  (PrevStateNo != [702,703])
triggerall = (Ceil(P2BodyDist X/Const(size.xscale)) = [4*(StateNo != [702,703])*(Vel X),20+4*(Vel X)])
triggerall = (Ceil(P2BodyDist Y/Const(size.xscale)) = [-40,60])
triggerall = Pos Y < -40 && Vel Y > -3
triggerall = P2StateType = A
triggerall = EnemyNear(0),Pos Y < -30 && EnemyNear(0),Vel Y >= -6
triggerall = !(P2MoveType = A && P2StateNo >= 1000 && (Abs(EnemyNear(0),Vel X) < Abs(EnemyNear(0),Vel Y)) && EnemyNear(0),Vel X >= 0 && EnemyNear(0),Vel Y < 0)
triggerall = !(P2MoveType = A && P2StateNo < 1000 && (EnemyNear(0),time < 10 || EnemyNear(0),HitDefAttr = A, NA))
trigger1 = Ctrl && (Abs(Ceil(P2BodyDist Y/Const(size.xscale))) <= 20)
trigger1 = (Random%100 = [5,9+50*((Pos Y = [-50,70]) && P2StateType = C)])

[State -1, Wvp`] ;AI Control
type = ChangeState
value = 600
triggerall = var(59) = 1 && RoundState = 2
triggerall = !(EnemyNear(0),HitDefAttr = SCA, SP,HA,HP)
triggerall = !(InGuardDist && EnemyNear(0),HitDefAttr = SCA, SA) || (P2StateType = A && EnemyNear(0),Vel X > 0 && EnemyNear(0),Vel Y >= 0)
triggerall = !(InGuardDist && EnemyNear(0),HitDefAttr = SA, NA) || Random%10 != 8
triggerall = StateType = A
triggerall = (StateNo != [702,703]) &&  (PrevStateNo != [702,703])
triggerall = Ceil(P2BodyDist X/Const(size.xscale)) = [0,60]
triggerall = Ceil(P2BodyDist Y/Const(size.xscale)) = [-20,60]
triggerall = Pos Y < -40 && Vel Y >= -3
triggerall = P2StateType = A
triggerall = EnemyNear(0),Pos Y < -30 && EnemyNear(0),Vel Y >= -6
triggerall = !(P2MoveType = A && P2StateNo >= 1000 && (Abs(EnemyNear(0),Vel X) < Abs(EnemyNear(0),Vel Y)) && EnemyNear(0),Vel X >= 0 && EnemyNear(0),Vel Y < 0)
triggerall = !(P2MoveType = A && P2StateNo < 1000 && (EnemyNear(0),time < 10 || EnemyNear(0),HitDefAttr = A, NA))
trigger1 = Ctrl
trigger1 = (Random%100 = [0,4])

[State -1, ] ;AI Control
type = ChangeState
value = 195
triggerall = var(59) = 1 && RoundState = 2
triggerall = !fvar(8)
triggerall = !InGuardDist && !(EnemyNear(0),HitDefAttr = SCA, HA,HT,HP)
triggerall = StateType != A
triggerall = Power < Ceil(var(57)/10)
triggerall = (Life > LifeMax*2/3) && (Life > P2Life+300)
triggerall = P2MoveType != A
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),time < 15
triggerall = Enemy,NumProj = 0
trigger1 = Ctrl && Ceil(P2BodyDist X/Const(size.xscale)) > 200
trigger1 = Random <= 50+100*(P2StateType = L && (P2StateNo = [5100,5110]))
trigger2 = (StateNo = 805 || StateNo = 825 || StateNo = 845) && AnimTime = 0
trigger2 = Random <= 30+30*(StateNo != 845)

[State -1, 󒆎g] ;AI Control
type = ChangeState
value = 5210
triggerall = var(59) = 1 && RoundState = 2
triggerall = fvar(19) = 1
triggerall = fvar(2) < fvar(15)
triggerall = StateNo = 5050
triggerall = Vel Y > -1
triggerall = Alive
triggerall = CanRecover
triggerall = Pos Y = [-120,-20)
trigger1 = Random < 30
trigger2 = Ceil(P2BodyDist X/Const(size.xscale)) = [-90,90]
trigger2 = Random%100 = [30,39]
trigger2 = EnemyNear(0),HitDefAttr = SA, AA, AT, AP

[State -1, WvJn] ;AI Control
type = ChangeState
value = 40
triggerall = var(59) = 1 && RoundState = 2
triggerall = var(35) != [1,2]
triggerall = !InGuardDist && !(EnemyNear(0),HitDefAttr = SCA, HA,HP)
triggerall = StateType != A
triggerall = P2StateType != L && (P2StateNo != [5020,5299])
triggerall = (P2StateNo != [var(44),var(44)+99]) || EnemyNear(0),Vel X > 2 || EnemyNear(0),time < 15 || NumEnemy > 1
triggerall = !(P2StateType = A && P2StateNo >= 1000 && !(EnemyNear(0),HitDefAttr = SCA, AT) && (EnemyNear(0),Vel X = [-2,2]) && EnemyNear(0),Vel Y > 0)
triggerall = !(P2StateType = A && EnemyNear(0),HitFall)
trigger1 = Ctrl && !fvar(8) && (P2StateType = S || P2StateType = C) && (P2BodyDist X = [80,140])
trigger1 = (Random < (100+200*(P2MoveType = A || NumProj > 0)))
trigger2 = Ctrl && !fvar(8) && P2StateType = A && P2MoveType = I && (P2BodyDist X = [100,240]) && EnemyNear(0),Pos Y < -40 && EnemyNear(0),Vel X > 0 && (EnemyNear(0),Vel Y = [-6,3])
trigger2 = (Random < (100+200*(NumProj > 0)))
trigger3 = Ctrl && !fvar(8) && P2BodyDist X >= 20+100*(P2MoveType != A) && Enemy,NumProj > 0
trigger3 = (Random < 300)
trigger4 = (Ctrl || (StateNo = [120,145])) && EnemyNear(0),HitDefAttr = SCA, ST,HT
trigger5 = Ctrl && P2StateNo = 5300 && (P2BodyDist X = [80,140])

[State -1, O_bV] ;AI Control
type = ChangeState
value = 100
triggerall = var(59) = 1 && RoundState = 2
triggerall = (!InGuardDist || ((P2StateNo = [var(44),var(44)+99]) && NumEnemy = 1)) && !(EnemyNear(0),HitDefAttr = SCA, HA,HP)
triggerall = StateType != A && Ctrl
triggerall = Enemy,NumProj = 0
trigger1 = P2BodyDist X >= 120+60*(Life < 150) && P2MoveType != A
trigger1 = (Random%100 = [0,9+50*(P2BodyDist X >= 160 || NumProj > 0)]) && !fvar(8)
trigger2 = !(Enemy,TeamMode = Simul) && P2StateType = A && P2MoveType = I && P2StateNo < 1000 && EnemyNear(0),Ctrl && EnemyNear(0),P2Dist X > -20
trigger2 = (P2BodyDist X = [-20,20]) && EnemyNear(0),Pos Y < -60-3*(EnemyNear(0),Vel Y)*(EnemyNear(0),Pos Y < -60)
trigger2 = Random%100 = [50,69]
trigger3 = P2StateNo = 5300 && P2BodyDist X > 40
trigger4 = (P2StateNo = [var(44),var(44)+99]) && (Ceil(P2BodyDist X/Const(size.xscale)) > 25) && EnemyNear(0),time > 15 && EnemyNear(0),AnimTime <= -25

[State -1, _bV] ;AI Control
type = ChangeState
value = 105
triggerall = var(59) = 1 && RoundState = 2
triggerall = !InGuardDist && !(EnemyNear(0),HitDefAttr = SCA, HA,HP)
triggerall = BackEdgeBodyDist >= 35
triggerall = StateType != A && Ctrl
triggerall = P2StateNo != 5300
triggerall = Enemy,NumProj = 0
trigger1 = P2MoveType = A && (P2BodyDist X = [0,80])
trigger1 = (Random%100 = [0,29+30*(P2StateType = A)]) || fvar(8)
trigger2 = P2BodyDist X <= 60 && (P2StateNo = [5120,5999]) && P2MoveType != H && EnemyNear(0),AnimTime = -12
trigger2 = Random%100 = [30,69]
trigger3 = !(Enemy,TeamMode = Simul) && P2StateType = A && P2MoveType = I && P2StateNo < 1000
trigger3 = (P2BodyDist X = [60+5*(EnemyNear(0),Vel X),100+5*(EnemyNear(0),Vel X)]) && (EnemyNear(0),Pos Y < -80 || EnemyNear(0),Vel Y < -3)
trigger3 = Random%100 = [80-10*(EnemyNear(0),Pos Y < -100),99]
trigger4 = StateNo = 0 && ((PrevStateNo = [190,194]) || PrevStateNo = 5900)
trigger4 = (Random%100 = [0,79]) || fvar(8)

[State -1]
type = ChangeState
value = 700
triggerall = p2life
triggerall = life
triggerall = p2movetype = A
triggerall = statetype = S
triggerall = !isHelper
triggerall = EnemyNear,StateTime = [0,300]
triggerall = !animtime
triggerall = Random = [0,399]
triggerall = P2BodyDist X < 80
trigger1 = !(stateno=3000||stateno=3100||(stateno=[3200,3201])||(stateno=[3210,3211])||stateno=3300||stateno=3400)

[State -1]
type = ChangeState
value = 700
triggerall = p2life
triggerall = life
triggerall = p2movetype = A
triggerall = movetype = A
triggerall = statetype != A
triggerall   = !isHelper
triggerall   = EnemyNear,StateTime = [0,300]
triggerall = Random = [200,499]
triggerall = P2BodyDist X < 70
trigger1 = !(stateno=3000||stateno=3100||(stateno=[3200,3201])||(stateno=[3210,3211])||stateno=3300||stateno=3400)

[State -1]
type = ChangeState
value = 701
triggerall = p2life
triggerall = life
triggerall = p2movetype = A
triggerall = statetype = C
triggerall = !isHelper
triggerall = EnemyNear,StateTime = [0,300]
triggerall = !animtime
triggerall = Random = [0,399]
triggerall = P2BodyDist X < 80
trigger1 = !(stateno=3000||stateno=3100||(stateno=[3200,3201])||(stateno=[3210,3211])||stateno=3300||stateno=3400)

[State -1]
type = ChangeState
value = 701
triggerall = p2life
triggerall = life
triggerall = p2movetype = A
triggerall = movetype = H
triggerall = p2statetype != A
triggerall = statetype != A
triggerall   = !isHelper
triggerall   = EnemyNear,StateTime = [0,300]
triggerall = Random = [0,499]
triggerall = P2BodyDist X < 70
trigger1 = !(stateno=3000||stateno=3100||(stateno=[3200,3201])||(stateno=[3210,3211])||stateno=3300||stateno=3400)

[State -1]
type = ChangeState
value = 702
triggerall = p2life
triggerall = life
triggerall = p2movetype = A
trigger1 = statetype = A
trigger1   = !isHelper
Trigger1 = Random = [000,199]
trigger1   = EnemyNear,StateTime = [0,300]
trigger1   = animtime = 0
trigger1 = P2BodyDist X < 70
trigger1 = !(stateno=3000||stateno=3100||(stateno=[3200,3201])||(stateno=[3210,3211])||stateno=3300||stateno=3400)

[State -1,1]
type = ChangeState
value = 1200
triggerall = p2life
triggerall = life
triggerall = statetype != A
trigger1 = P2BodyDist X <= 120
trigger1 = P2BodyDist X >= 0
Trigger1 = Random = [0,199]
trigger1 = ctrl

[State -1,1]
type = ChangeState
value = 1202
triggerall = p2life
triggerall = life
triggerall = statetype != A
trigger1 = P2BodyDist X <= 120
trigger1 = P2BodyDist X >= 0
Trigger1 = Random = [200,399]
trigger1 = ctrl

[State -1,1]
type = ChangeState
value = 1250
triggerall = p2life
triggerall = life
triggerall = power >= 500
triggerall = statetype != A
trigger1 = P2BodyDist X <= 120
trigger1 = P2BodyDist X >= 0
Trigger1 = Random = [400,599]
trigger1 = ctrl

[State -1,1]
type = ChangeState
value = 1252
triggerall = p2life
triggerall = life
triggerall = power >= 500
triggerall = statetype != A
trigger1 = P2BodyDist X <= 120
trigger1 = P2BodyDist X >= 0
Trigger1 = Random = [600,799]
trigger1 = ctrl

[State -1,1]
type = ChangeState
value = 3000
triggerall = power >= 1000
triggerall = p2life
triggerall = life
triggerall = statetype != A
trigger1 = P2BodyDist X <= 100
trigger1 = P2BodyDist X >= 0
Trigger1 = Random = [800,999]
trigger1 = ctrl

[State -1,1]
type = ChangeState
value = 3000
triggerall = power >= 1000
triggerall = p2life
triggerall = life
triggerall = statetype != A
trigger1 = P2BodyDist X <= 80
trigger1 = P2BodyDist X >= 0
Trigger1 = Random = [0,499]
trigger1 = ctrl

[State -1]
type = ChangeState
value = 3000
triggerall = p2life
triggerall = life
triggerall = power >= 1000
triggerall = !isHelper
trigger1 = stateno = [700,702]
triggerall = P2BodyDist X < 55
triggerall = Random = [0,199]

[State -1]
type = ChangeState
value = 3100
triggerall = p2life
triggerall = life
triggerall = power >= 1000
triggerall = !isHelper
trigger1 = stateno = [700,702]
triggerall = P2BodyDist X < 55
triggerall = Random = [200,399]

[State -1]
type = ChangeState
value = 3200
triggerall = p2life
triggerall = life
triggerall = power >= 1000
triggerall = !isHelper
trigger1 = stateno = [700,702]
triggerall = P2BodyDist X < 55
triggerall = Random = [400,599]

[State -1]
type = ChangeState
value = 3300
triggerall = p2life
triggerall = life
triggerall = power >= 1000
triggerall = !isHelper
trigger1 = stateno = [700,702]
triggerall = P2BodyDist X < 55
triggerall = Random = [600,799]

[State -1]
type = ChangeState
value = 3400
triggerall = p2life
triggerall = life
triggerall = power >= 1000
triggerall = !isHelper
trigger1 = stateno = [700,702]
triggerall = P2BodyDist X < 55
triggerall = Random = [800,999]