
[Command]
name = "AI1"
command = U, D, U, D, U, D, U, D
time = 1
[Command]
name = "AI2"
command = U, D, U, D, U, D, U ,D,U
time = 1
[Command]
name = "AI3"
command = U, D, U, D, U, D, U ,D ,U ,D
time = 1
[Command]
name = "AI4"
command = U, D, U, D, U, D, U, D ,b
time = 1
[Command]
name = "AI5"
command = U, D, D, D, U, D, U, D, U
time = 1
[Command]
name = "AI6"
command = U, U, U, D, U, D, U ,D ,U ,D
time = 1
[Command]
name = "AI7"
command = U, D, U, D, U, D, U, D ,x
time = 1
[Command]
name = "AI8"
command = U, D, U, D, U, D, U ,D,U ,y
time = 1
[Command]
name = "AI9"
command = U, D, U, D, U, D, U ,D ,U ,D ,z
time = 1
[Command]
name = "AI10"
command = U, D, U, D, U, D, U, D ,U ,D ,a
time = 1
[Command]
name = "AI11"
command = U, D, U, D, U, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI12"
command = U, D, U, D, U, D, U ,D ,U ,D,c
time = 1
[Command]
name = "AI13"
command = U, D, U, D, U, D, U, D ,U ,D ,F
time = 1
[Command]
name = "AI14"
command = U, D, U, D, U, D, U ,D,U,D,U,B
time = 1
[Command]
name = "AI15"
command = U, D, U, D, U, D, U ,D ,U ,D,D,D
time = 1
[Command]
name = "AI16"
command = U, F, U, D, U, D, U ,D ,U ,D ,z
time = 1
[Command]
name = "AI17"
command = U, F, U, D, U, D, U, D ,U ,D ,a
time = 1
[Command]
name = "AI18"
command = U, F, U, D, U, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI19"
command = U, F, U, D, U, D, U ,U ,U ,D ,z
time = 1
[Command]
name = "AI20"
command = U, F, U, D, U, D, U, B ,U ,D ,a
time = 1
[Command]
name = "AI21"
command = U, F, U, D, B, D, U ,D,U,D,U,b
time = 1
[Command]
name = "AI22"
command = U, F, U, D, U, D, U ,U ,U ,D ,z,b
time = 1
[Command]
name = "AI23"
command = U, F, U, D, U, D, U, B ,U ,D ,a,c
time = 1
[Command]
name = "AI24"
command = U, F, U, D, B, D, U ,D,U,D,U,b,a
time = 1
[Command]
name = "AI25"
command = U, F, U, D, U, D, U ,U ,U ,D ,z,b,U
time = 1
[Command]
name = "AI26"
command = U, F, U, D, U, D, U, B ,U ,D ,a,c,D
time = 1
[Command]
name = "AI27"
command = U, F, U, D, B, D, U ,D,U,D,U,b,a,F
time = 1
[Command]
name = "AI28"
command = U, F, U, D, B, D, U ,D,U,D,U,b,a,a,a
time = 1
[Command]
name = "AI29"
command = U, F, U, D, U, D, U ,U ,U ,D ,z,b,U,a,b
time = 1
[Command]
name = "AI30"
command = U, F, U, D, U, D, U, B ,U ,D ,a,c,D,a,c
time = 1
[Command]
name = "AI31"
command = U, F, U, D, B, D, U ,D,U,D,U,b,a,F,a,c
time = 1


[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s
[Defaults]
command.time = 15
command.buffer.time = 1
;=============================================
[Command];血風開封
name = "2363214"
command = ~D, F, D, B,c
time = 18
[Command];血風開封
name = "2363214"
command = ~D, F, D, B,y
time = 18
[Command];血風開封
name = "2363214"
command = ~D, DF, F, DF, D, DB, B,c
time = 25
[Command];血風開封
name = "2363214"
command = ~D, DF, F, DF, D, DB, B,y
time = 25
[Command];禁忌の血を解放つ、侵せ
name = "236236"
command = ~D, F, D, F,c
time = 12
[Command];禁忌の血を解放つ、侵せ
name = "236236"
command = ~D, F, D, F,y
time = 12
[Command];禁忌の血を解放つ、侵せ
name = "236236"
command = ~D, DF, F, D, DF, F,c
time = 20
[Command];禁忌の血を解放つ、侵せ
name = "236236"
command = ~D, DF, F, D, DF, F,y
time = 20
[Command];レムリア・インパクト
name = "impact"
command = ~D, F, D, F,x
time = 12
[Command];レムリア・インパクト
name = "impact"
command = ~D, DF, F, D, DF, F,x
time = 20
;-| Special Motions |------------------------------------------------------
[Command];血風を纏う、抱け
name = "623_a"
command = ~F, D, DF, a

[Command];血風を纏う、抱け
name = "623_b"
command = ~F, D, DF, b

[Command];血風を纏う、抱け
name = "623_c"
command = ~F, D, DF, c
[Command];血風を纏う、抱け
name = "623_c"
command = ~F, D, DF, y

[Command];血風を纏う、包め
name = "421_a"
command = ~B, D, DB, a

[Command];血風を纏う、包め
name = "421_b"
command = ~B, D, DB, b

[Command];血風を纏う、包め
name = "421_c"
command = ~B, D, DB, c
[Command];血風を纏う、包め
name = "421_c"
command = ~B, D, DB, y

[Command];血刃を放つ、刎ねよ
name = "236_a"
command = ~D, DF, F, a

[Command];血刃を放つ、刎ねよ
name = "236_b"
command = ~D, DF, F, b

[Command];血刃を放つ、刎ねよ
name = "236_c"
command = ~D, DF, F, c

[Command];血刃を放つ、刎ねよ
name = "236_c"
command = ~D, DF, F, y

[Command];血の水面に魅入る、写せ
name = "624_a"
command = ~F, DF, D, DB, B, a
time = 20

[Command];血の水面に魅入る、写せ
name = "624_b"
command = ~F, DF, D, DB, B, b
time = 20

[Command];血の水面に魅入る、写せ
name = "624_c"
command = ~F, DF, D, DB, B, c
time = 20

[Command];血の水面に魅入る、写せ
name = "624_c"
command = ~F, DF, D, DB, B, y
time = 20

[Command];血の水面に魅入る、写せ
name = "624_x"
command = ~F, DF, D, DB, B, x
time = 20

[Command];血刃を放つ、断て
name = "214_a"
command = ~D, DB, B, a

[Command];血刃を放つ、断て
name = "214_b"
command = ~D, DB, B, b

[Command];血刃を放つ、断て
name = "214_c"
command = ~D, DB, B, c
[Command];血刃を放つ、断て
name = "214_c"
command = ~D, DB, B, y

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

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

[Command]
name = "buro_D"
command = D
time = 1
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

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

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

[Command]
name = "recovery";Required (do not remove)
command = x
time = 1

[Command]
name = "recovery"
command = a+b

[Command]
name = "recovery"
command = b+c

[Command]
name = "recovery"
command = a+c

[Command]
name = "recovery"
command = a+y

[Command]
name = "recovery"
command = b+y

[Command]
name = "recovery"
command = c+y

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

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

;-| Single Button |---------------------------------------------------------
[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

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

[Statedef -1]
[State -1,2]
type = Varset
triggerall = var(51) != 1
trigger1 = command = "AI1"
trigger2 = command = "AI2"
trigger3 = command = "AI3"
trigger4 = command = "AI4"
trigger5 = command = "AI5"
trigger6 = command = "AI6"
trigger7 = command = "AI7"
trigger8 = command = "AI8"
trigger9 = command = "AI9"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
trigger27 = command = "AI27"
trigger28 = command = "AI28"
trigger29 = command = "AI29"
trigger30 = command = "AI30"
trigger31 = command = "AI31"
v = 51
value = 1

[state -1, AI]
type = ChangeState
value = Ifelse(EnemyNear,StateType = C,131,130)
triggerall = Var(51) = 1
triggerall = Random <= ifelse (StateType = A, 1000-life,ifelse(p2life-life<0,ceil(life/2),p2life-life))
triggerall = ctrl = 1
trigger1 = StateType != A && (Enemy, HitDefAttr = SCA, AA, SA ,HA ,AP, SP, HP)
trigger1 = MoveType = I && ((EnemyNear, MoveType = A  && P2BodyDist X <= 80) || (Enemy, NumProj >= 1)) && Ctrl

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = p2statetype != A
triggerall = stateno = 200
trigger1 = !movecontact || moveguarded
trigger1 = time > 10
trigger1 = p2bodydist X = [1,50]
value = 400

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = p2statetype != A
triggerall = stateno = 200
trigger1 = movecontact
trigger1 = time > 10
trigger1 = p2bodydist X = [25,30]
value = 210

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = p2statetype != A
triggerall = stateno = 200
trigger1 = movecontact
trigger1 = time > 10
trigger1 = p2bodydist X < 15
value = 200

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = p2statetype != A
triggerall = stateno = 200
trigger1 = movecontact
trigger1 = time > 10
value = 400

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = stateno = 400
trigger1 = movecontact
trigger1 = time > 10
trigger1 = p2bodydist X <= 30
value = 400

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = stateno = 400
trigger1 = movecontact
trigger1 = time > 10
trigger1 = p2bodydist X = [31,50]
value = 410

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = stateno = 400
trigger1 = movecontact
trigger1 = time > 10
trigger1 = p2bodydist X > 50
value = 420

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = prevstateno = 210
triggerall = p2movetype = A
triggerall = Enemy,HitDefAttr=SCA,NA,NP,SA,SP,HA,HP
trigger1 = enemy,time < 2
trigger1 = p2bodydist X < 50
value = ifelse(random < 400,1320,1300)

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = p2statetype = C
triggerall = p2movetype != A
triggerall = var(11) = 1
trigger1 = stateno = 210
trigger1 = moveguarded
trigger1 = animelemtime(8) > 1
value = 1100

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = p2statetype != A
triggerall = var(11) = 2
trigger1 = stateno = 210
trigger1 = moveguarded
trigger1 = animelemtime(8) > 1
value = ifelse(random < 400 && backEdgeDist > 100,1200,ifelse(frontEdgeDist > 100,1220,1210))

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = random <= Ceil((p2life+life)/10)
triggerall = power > 1000
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = backEdgeDist < 50
triggerall = ctrl = 1
triggerall = enemy,pos Y > -60
triggerall = enemy,vel Y >= 0
trigger1 = p2bodydist X < 30
trigger2 = p2bodydist X = [50,70]
trigger2 = p2movetype = A
trigger3 = p2bodydist X = [80,100]
trigger3 = enemy,vel x > 0
value = 3000


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = random <= Ceil((p2life+life)/10)
triggerall = power > 1000
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = frontEdgeDist > 100
triggerall = ctrl = 1
trigger1 = p2stateno = 40
trigger1 = p2bodydist X > 200
trigger2 = p2statetype = A
trigger2 = enemy,vel Y > 0
trigger2 = p2bodydist X > 100
trigger2 = p2movetype != A
trigger3 = p2bodydist X = [41,60]
trigger3 = p2stateno <= 100
trigger4 = p2bodydist X = [61,80]
trigger4 = enemy,pos Y = [-100,-60]
trigger4 = p2movetype != A
trigger5 = p2bodydist X = [81,100]
trigger5 = enemy,vel y < 0
trigger5 = p2movetype != A
value = 3100


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = Enemy,HitDefAttr=SCA,HA,HP
triggerall = enemy,time <= 10
triggerall = power > 1000
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X > 0
value = 3200


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = random <= Ceil((p2life+life)/10)
triggerall = power > 1000
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = life < 100
value = 3200


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = random <= Ceil((p2life+life)/10)
triggerall = stateno = 5040
triggerall = ctrl = 1
triggerall = p2statetype != A
trigger1 = p2bodydist X > 0
value = 610

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = random <= Ceil((p2life+life)/10)
triggerall = ctrl = 1
triggerall = p2statetype = A
trigger1 = stateno = 5040
trigger1 = p2bodydist X < 30
trigger2 = statetype = A
trigger2 = pos Y > -80
trigger2 = vel Y > 0
trigger2 = p2bodydist X < 30
value = 620

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2movetype != A
triggerall = random <= Ceil((p2life+life)/30)
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = frontEdgeDist > 100
triggerall = ctrl = 1
trigger1 = p2statetype = L
trigger1 = p2bodydist X < 30
trigger1 = prevstateno != 100
trigger2 = p2bodydist X = [45,50]
trigger3 = p2bodydist X = [105,110]
trigger4 = p2bodydist X = [125,130]
trigger5 = p2bodydist X = [145,150]
value = 100


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2movetype = A
triggerall = prevstateno = 100
triggerall = var(11) = 1
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = enemy,prevstateno = 5120
trigger1 = p2bodydist X < 30
trigger2 = p2bodydist X = [41,55]
trigger2 = enemy,time < 2
trigger3 = p2bodydist X = [61,65]
trigger3 = p2stateno >= 1000
value = ifelse(random<400,1300,1320)

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2movetype = A
triggerall = random <= Ceil((p2life+life)/30)
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = backEdgeDist > 100
triggerall = ctrl = 1
trigger1 = p2bodydist X = [11,20]
trigger2 = p2bodydist X = [31,40]
trigger3 = p2bodydist X = [51,60]
trigger4 = p2bodydist X = [71,80]
value = 105

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != H
triggerall = prevstateno != 800
triggerall = p2stateno != 0 || p2stateno != 5120
triggerall = random <= 333 || life < 500 && random >=777 || prevstateno = 100
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X = [-5,5]
trigger2 = p2bodydist X = [15,20]
value = 800


[State -1 , AI]
type = changestate
triggerall = var(51) = 1
triggerall = p2life > 0
triggerall = prevstateno = 801
triggerall = random <= 333
triggerall = life > 750
trigger1 = stateno = 0
trigger1 = anim = 5 && animtime = 0
value = 195

[State -1 , AI]
type = changestate
triggerall = var(51) = 1
triggerall = p2life > 0
triggerall = prevstateno = 801
trigger1 = anim = 5 && animtime = 0
trigger1 = stateno = 0
value = ifelse(power>1500,3100,ifelse(var(11)=1,1200,ifelse(var(11)=2,1210,ifelse(var(11)=3,1220,1230))))

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2movetype = A
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X < 10
trigger1 = Enemy,HitDefAttr=SCA,NT
trigger1 = life < 300
trigger2 = p2bodydist X < 20
trigger2 = Enemy,HitDefAttr=SCA,ST
trigger2 = life < 500
trigger3 = p2bodydist X < 30
trigger3 = Enemy,HitDefAttr=SCA,HT
trigger3 = life < 750
value = 106

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2movetype = A
triggerall = p2stateno >= 1000
triggerall = enemy,time <= 10
triggerall = random <= Ceil((p2life+life)/50)
triggerall = life > 500
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X < 10
trigger2 = p2bodydist X = [15,25]
trigger3 = p2bodydist X = [30,40]
trigger4 = p2bodydist X = [45,55]
trigger5 = p2bodydist X = [60,70]
value = 106

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2StateType != A
triggerall = Enemy,HitDefAttr=SCA,SA,HA
triggerall = p2movetype = A
triggerall = life < 500
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = Enemy,vel x < 30
trigger1 = enemy,time <= 1
value = 1320


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = Enemy,pos Y > -60
triggerall = Enemy,HitDefAttr=SCA,NA,NP,SA,SP,HA,HP
triggerall = random <= 333 || life < 500 && (random = [444,555])
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = Enemy,vel x > 8
trigger1 = p2bodydist X = [126,150]
trigger2 = Enemy,vel x > 7
trigger2 = p2bodydist X = [101,125]
trigger3 = Enemy,vel x > 6
trigger3 = p2bodydist X = [91,100]
trigger4 = Enemy,vel x > 5
trigger4 = p2bodydist X = [81,90]
trigger5 = Enemy,vel x > 4
trigger5 = p2bodydist X = [71,80]
trigger6 = (p2bodydist X = [56,59]) || (p2bodydist X = [52,54])
trigger6 = Enemy,time <= 10
trigger7 = (p2bodydist X = [46,49]) || (p2bodydist X = [42,44])
trigger7 = Enemy,time <= 8
trigger8 = (p2bodydist X = [36,39]) || (p2bodydist X = [32,34])
trigger8 = Enemy,time <= 6
trigger9 = (p2bodydist X = [26,29]) || (p2bodydist X = [22,24])
trigger9 = Enemy,time <= 4
trigger10 = (p2bodydist X = [16,19]) || (p2bodydist X = [12,14])
trigger10 = Enemy,time <= 2
value = 1320


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = Enemy,pos Y > -80
triggerall = Enemy,HitDefAttr=SCA,NA,NP,SA,SP,HA,HP
triggerall = random <= 333 || life < 500 && (random = [666,777])
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = Enemy,vel x > 6
trigger1 = p2bodydist X = [95,100]
trigger2 = Enemy,vel x > 5
trigger2 = p2bodydist X = [85,90]
trigger3 = Enemy,vel x > 4
trigger3 = p2bodydist X = [75,80]
trigger4 = Enemy,vel x > 3
trigger4 = p2bodydist X = [65,70]
trigger5 = Enemy,vel x > 2
trigger5 = p2bodydist X = [55,60]
trigger6 = (p2bodydist X = [46,49]) || (p2bodydist X = [42,44])
trigger6 = Enemy,time <= 6
trigger7 = (p2bodydist X = [36,39]) || (p2bodydist X = [32,34])
trigger7 = Enemy,time <= 4
trigger8 = (p2bodydist X = [26,29]) || (p2bodydist X = [22,24])
trigger8 = Enemy,time <= 2
value = 1310


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = Enemy,pos Y > -100
triggerall = Enemy,vel X >= 0
triggerall = Enemy,HitDefAttr=SCA,NA,NP,SA,SP,HA,HP
triggerall = random <= 333 || life < 500 && (random = [888,999])
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X = [62,69]
trigger1 = p2stateno >= 1000
trigger1 = Enemy,time <= 8
trigger2 = p2bodydist X = [52,59]
trigger2 = gametime%10 = [2,3]
trigger2 = Enemy,time <= 6
trigger3 = p2bodydist X = [42,49]
trigger3 = gametime%10 = [4,5]
trigger3 = Enemy,time <= 4
trigger4 = p2bodydist X = [32,39]
trigger4 = gametime%10 = [6,7]
trigger4 = Enemy,time <= 2
trigger5 = p2bodydist X = [22,29]
trigger5 = gametime%10 = [8,9]
trigger5 = Enemy,time <= 0
value = 1300


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = random <= Ceil((p2life+life)/50)
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2statetype = C
trigger1 = p2bodydist X = [31,60]
trigger1 = p2movetype != A
trigger2 = p2statetype = C
trigger2 = p2bodydist X = [51,100]
trigger2 = enemy,vel x > 0
trigger2 = p2movetype = A
trigger3 = (p2bodydist X = [51,60]) || (p2bodydist X = [71,80]) || (p2bodydist X = [91,100])
trigger3 = enemy,vel x != 0
trigger3 = p2movetype != A
value = 215


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = life < p2life
triggerall = random <= Ceil((1000-life)/5)
triggerall = var(11) = [3,4]
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X = [41,50]
trigger1 = p2movetype = I && p2statetype = S
trigger2 = p2bodydist X = [61,70]
trigger2 = Enemy,vel Y > 0
trigger2 = Enemy,pos Y > -40
trigger2 = p2movetype != A && p2statetype = A
trigger3 = p2bodydist X = [81,90]
trigger3 = p2movetype = A && p2statetype = S
trigger4 = p2bodydist X = [101,120]
trigger4 = Enemy,vel x > 0
trigger4 = p2statetype != A
value = 420


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = life < p2life
triggerall = random <= Ceil((1000-life)/3)
triggerall = var(11) = [1,2]
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X = [15,25]
trigger2 = p2bodydist X = [35,45]
trigger3 = p2bodydist X = [55,65]
trigger4 = p2bodydist X = [75,85]
value = 410


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = life < p2life
triggerall = random <= Ceil((1000-life)/2)
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X = [11,20]
trigger2 = p2bodydist X = [31,40]
trigger3 = p2bodydist X = [51,60]
value = 400

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = random <= Ceil((1000-life)/5)
triggerall = frontEdgeDist > 50
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X = [51,70]
trigger1 = p2statetype != A
trigger2 = p2bodydist X = [81,100]
trigger2 = Enemy,vel x > 0
trigger3 = p2bodydist X = [101,120]
trigger3 = Enemy,vel x = 0
trigger3 = Enemy,vel Y < 0
trigger4 = p2bodydist X = [181,200]
trigger4 = Enemy,vel x > 0
trigger4 = Enemy,vel Y < 0
trigger5 = p2bodydist X = [41,60]
trigger5 = Enemy,vel x < 0
trigger5 = Enemy,vel Y < 0
value = 220


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = random <= Ceil((1000-life)/3)
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X < 20
trigger1 = p2movetype != A
trigger2 = p2bodydist X = [31,40]
trigger2 = p2movetype != A
trigger2 = Enemy,vel x < 0
trigger3 = p2bodydist X = [51,60]
trigger3 = p2movetype != A
trigger4 = p2bodydist X = [71,80]
trigger4 = p2stateno < 1000
trigger5 = p2bodydist X = [91,100]
trigger5 = Enemy,vel x > 0
value = 210


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2statetype = S
triggerall = p2movetype != A
triggerall = random <= Ceil((1000-life)/2)
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X <= 10
trigger2 = p2bodydist X = [21,30]
trigger3 = p2bodydist X = [41,50]
value = 200

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = var(11) = 1
triggerall = prevstateno != 1100
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X < 50
trigger2 = p2bodydist X < 30
trigger2 = Enemy,prevstateno = [120,155]
trigger3 = p2bodydist X < 40
trigger3 = p2statetype = C
value = 1100


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = p2movetype != A
triggerall = var(11) = 2
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X = [101,150]
trigger1 = Enemy,vel x < 0
trigger1 = Enemy,vel Y > 0
trigger2 = p2bodydist X = [51,100]
trigger2 = Enemy,pos Y > -80
trigger2 = Enemy,vel Y > 0
value = 1110


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = Enemy,prevstateno != 5120
triggerall = p2stateno != 5120
triggerall = prevstateno != 1120
triggerall = (random = [100,400]) || life < 500 && (random = [600,900])
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X = [1,5]
trigger2 = p2bodydist X = [11,15]
trigger3 = p2bodydist X = [21,25]
trigger4 = p2bodydist X = [31,35]
value = 1120


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = p2statetype != L
triggerall = life < p2life
triggerall = life < 500
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2stateno = [120,155]
trigger1 = p2bodydist X < 30
value = 1120


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2movetype != A
triggerall = (random = [111,222]) || (random = [888,999])
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = prevstateno != [1000,1020]
triggerall = prevstateno != [1100,1120]
triggerall = ctrl = 1
trigger1 = p2bodydist X = [200,210]
trigger2 = p2bodydist X = [215,225]
trigger3 = p2bodydist X = [231,240]
trigger4 = p2bodydist X > 250
value = 1000


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2movetype != A
triggerall = (random = [333,444]) || (random = [666,777])
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = prevstateno != [1000,1020]
triggerall = prevstateno != [1100,1120]
triggerall = ctrl = 1
trigger1 = p2bodydist X = [205,215]
trigger2 = p2bodydist X = [221,230]
trigger3 = p2bodydist X = [235,245]
trigger4 = p2bodydist X > 255
value = 1010


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2movetype != A
triggerall = (random = [500,600]) || p2movetype = H
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = prevstateno != [1000,1020]
triggerall = prevstateno != [1100,1120]
triggerall = ctrl = 1
trigger1 = p2bodydist X = [211,220]
trigger2 = p2bodydist X = [225,235]
trigger3 = p2bodydist X = [241,250]
trigger4 = p2bodydist X > 260
value = 1020


[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2movetype != A
triggerall = life < 500
triggerall = random <= 333
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = prevstateno != 52
triggerall = ctrl = 1
trigger1 = p2bodydist X > 180 || p2movetype = H && p2statetype = A
trigger1 = gametime%10 =1 || gametime%10 =3 || gametime%10 =5 || gametime%10 =7 || gametime%10=9
value = ifelse(random>750,1520,ifelse(random<300,1510,1500))

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = random >= 900 || (gametime%10 = [2,3]) && (random = [700,800]) || (gametime%10 = [4,5]) && (random = [500,600]) || (gametime%10 = [6,7]) && (random = [300,400]) || (gametime%10 = [8,9]) && (random = [100,200])
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X = [80,110]
trigger1 = enemy,vel x < 0
trigger1 = enemy,vel y < 0
trigger2 = p2bodydist X = [111,130]
trigger2 = enemy,vel x = 0
trigger2 = enemy,vel y < 0
trigger3 = p2bodydist X = [131,160]
trigger3 = enemy,pos Y < -150
trigger4 = p2bodydist X = [161,190]
trigger4 = p2stateno < 1000 && p2stateno != 40
trigger5 = p2bodydist X = [191,220]
trigger5 = enemy,vel x = [1,3]
trigger5 = enemy,vel y < 0
trigger6 = p2bodydist X = [221,250]
trigger6 = enemy,vel x = [4,5]
trigger6 = enemy,vel y < 0
value = 221

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2statetype != L
triggerall = random >= 950 || gametime%10 = 1 && (random = [750,850]) || gametime%10 = 3 && (random = [550,650]) || gametime%10 = 5 && (random = [350,450]) || gametime%10 = 7 && (random = [150,250]) || gametime%10 = 9 && random <= 50
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = p2bodydist X = [31,60]
trigger1 = enemy,vel x = 0
trigger1 = enemy,vel y < 0 || enemy,pos y < -150
trigger2 = p2bodydist X = [61,90]
trigger2 = enemy,vel x > 0
trigger2 = enemy,vel y > 0
trigger2 = p2movetype != A
trigger3 = p2bodydist X = [91,120]
trigger3 = p2stateno = 40
trigger4 = p2bodydist X = [121,150]
trigger4 = enemy,vel x = [1,3]
trigger4 = enemy,vel y < 0
trigger5 = p2bodydist X = [151,160]
trigger5 = enemy,vel x = [4,5]
trigger5 = enemy,vel y < 0
trigger6 = p2bodydist X = [161,175]
trigger6 = enemy,vel x = [6,7]
trigger6 = enemy,vel y < 0
trigger7 = p2bodydist X = [176,200]
trigger7 = enemy,vel x = [8,9]
trigger7 = enemy,time < 5
trigger8 = p2bodydist X > 200
trigger8 = enemy,vel x > 10
trigger8 = enemy,time < 5
value = 222

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = life+p2life < power
triggerall = random > 500
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = Enemy,time%10 = 2
trigger1 = Ceil(p2bodydist X/2)%10 = [1,2]
trigger2 = Enemy,time%10 = 4
trigger2 = Ceil(p2bodydist X/2)%10 = [3,4]
trigger3 = Enemy,time%10 = 6
trigger3 = Ceil(p2bodydist X/2)%10 = [5,6]
trigger4 = Enemy,time%10 = 8
trigger4 = Ceil(p2bodydist X/2)%10 = [7,8]
value = ifelse(var(11)=1,1200,ifelse(var(11)=2,1210,ifelse(var(11)=3,1220,1230)))

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2statetype != A
triggerall = var(11) = [1,3]
triggerall = gametime%10 = 2 || gametime%10 = 4 || gametime%10 = 6 || gametime%10 = 8
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = ctrl = 1
trigger1 = enemy,time%10 = 1 || enemy,time%10 = 3 || enemy,time%10 = 5 || enemy,time%10 = 7 || enemy,time%10 = 9
value = 40321

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = StateType != A
triggerall = p2movetype != A
triggerall = P2Life > 0
triggerall = stateno != 191
triggerall = prevstateno != 20321
triggerall = random%10 = 2 || random%10 = 4 || random%10 = 6 || random%10 = 8
triggerall = ctrl = 1
trigger1 = p2bodydist X > 50
value = 20321

[State -1 , AI]
type = ChangeState
triggerall = var(51) = 1
triggerall = stateno = 40
trigger1 = time = 0
value = 40321

[State -1,2]
type = Varset
trigger1 = MatchOver
trigger2 = !alive
trigger3 = lose
v = 51
value = 0

;======================================================================
[State -1, Stand Strong Punch]
type = ChangeState
value = 3000
triggerall = var(51) != 1
triggerall = power >= 1000
triggerall = command = "2363214"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 3100
triggerall = var(51) != 1
triggerall = power >= 1000
triggerall = !numhelper(3150)
triggerall = command = "236236"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 3200
triggerall = var(51) != 1
triggerall = power >= 1000
triggerall = command = "impact"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1200
triggerall = command = "624_a"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1210
triggerall = command = "624_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1220
triggerall = command = "624_c"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1230
triggerall = command = "624_x"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1000
triggerall = var(51) != 1
triggerall = command = "236_a"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1010
triggerall = var(51) != 1
triggerall = command = "236_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1020
triggerall = var(51) != 1
triggerall = command = "236_c"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1100
triggerall = var(51) != 1
triggerall = command = "214_a"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1110
triggerall = var(51) != 1
triggerall = command = "214_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1120
triggerall = var(51) != 1
triggerall = command = "214_c"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1400
triggerall = var(51) != 1
triggerall = command = "236_a"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && time > 10

[State -1, Stand Strong Punch]
type = ChangeState
value = 1410
triggerall = var(51) != 1
triggerall = command = "236_b"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && time > 10

[State -1, Stand Strong Punch]
type = ChangeState
value = 1420
triggerall = var(51) != 1
triggerall = command = "236_c"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && time > 10

[State -1, Stand Strong Punch]
type = ChangeState
value = 1300
triggerall = var(51) != 1
triggerall = command = "623_a"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1310
triggerall = var(51) != 1
triggerall = command = "623_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1320
triggerall = var(51) != 1
triggerall = command = "623_c"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1500
triggerall = var(51) != 1
triggerall = command = "421_a"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1510
triggerall = var(51) != 1
triggerall = command = "421_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

[State -1, Stand Strong Punch]
type = ChangeState
value = 1520
triggerall = var(51) != 1
triggerall = command = "421_c"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0
trigger4 = (stateno = 400) && time > 12
trigger5 = (stateno = 410) && animelemtime(8) > 0

;ダッシュ
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = var(51) != 1
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;後退ダッシュ
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;投げ
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = var(51) != 1
triggerall = statetype = S
triggerall = ctrl
trigger1 = command = "z"
trigger2 = command = "a+b"
;回避
[State -1, Stand Light Punch]
type = ChangeState
value = 106
triggerall = var(51) != 1
triggerall = command = "x"
trigger1 = statetype != A
trigger1 = ctrl

[State -1, Stand Strong Punch]
type = ChangeState
value = 200
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
[State -1, Stand Light Kick]
type = ChangeState
value = 215
triggerall = command = "b"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
[State -1, Stand Light Kick]
type = ChangeState
value = 210
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
[State -1, Standing Strong Kick]
type = ChangeState
value = 221
triggerall = var(51) != 1
triggerall = command = "c" || command = "y"
triggerall = command = "holdfwd"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
[State -1, Standing Strong Kick]
type = ChangeState
value = 222
triggerall = var(51) != 1
triggerall = command = "c" || command = "y"
triggerall = command = "holdback"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
[State -1, Standing Strong Kick]
type = ChangeState
value = 220
triggerall = var(51) != 1
triggerall = command = "c" || command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 10
trigger3 = (stateno = 210) && animelemtime(8) > 0

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

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) && time > 10
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) && time > 10
[State -1, Crouching Light Kick]
type = ChangeState
value = 420
triggerall = command = "c" || command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) && time > 10
trigger3 = (stateno = 410) && animelemtime(8) > 0

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && time > 10
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && time > 10
[State -1, Jump Light Kick]
type = ChangeState
value = 620
triggerall = command = "c" || command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && time > 10

[State -2]
type = VarSet
triggerall = var(20) = 0
trigger1 = command = "buro_F"
var(20) = 5

[State -2]
type = VarSet
triggerall = var(21) = 0
trigger1 = command = "buro_D"
var(21) = 5

[State -1, superjump]
type = ChangeState
value = 49
triggerall = command = "superjump"
trigger1 = stateno = 40

[State -1]
type = Width
trigger1 = !alive
value = 0,10
