[Statedef -3]

[State -3, AINpwp[]
type=helper
Trigger1=!NumHelper(80000)
Trigger1=alive
Trigger1=var(59)<=0
helpertype=normal
name="AI"
stateno=80000
ID=80000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0

[State -3, ]vȂƂȂ悤]
type=changestate
Trigger1= ishelper(80000)
Trigger1= stateno!=80000
value=80000

[State -3, AI]
Type = VarSet
TriggerAll = Var(59) <= 0
TriggerAll= RoundState<2 || (RoundState=2&&ctrl)
Trigger1 = Command = "AI0"
Trigger2 = Command = "AI1"
Trigger3 = Command = "AI2"
Trigger4 = Command = "AI3"
Trigger5 = Command = "AI4"
Trigger6 = Command = "AI5"
Trigger7 = Command = "AI6"
Trigger8 = Command = "AI7"
Trigger9 = Command = "AI8"
Trigger10 = Command = "AI9"
Trigger11 = Command = "AI10"
Trigger12 = Command = "AI11"
Trigger13 = Command = "AI12"
Trigger14 = Command = "AI13"
Trigger15 = Command = "AI14"
Trigger16 = Command = "AI15"
Trigger17 = Command = "AI16"
Trigger18 = Command = "AI17"
Trigger19 = Command = "AI18"
Trigger20 = Command = "AI19"
Trigger21 = Command = "AI20"
Trigger22 = Command = "AI21"
Trigger23 = Command = "AI22"
Trigger24 = Command = "AI23"
Trigger25 = Command = "AI24"
Trigger26 = Command = "AI25"
Trigger27 = Command = "AI26"
Trigger28 = Command = "AI27"
Trigger29 = Command = "AI28"
Trigger30 = Command = "AI29"
Trigger31 = Command = "AI30"
Trigger32 = Command = "AI31"
Trigger33 = Command = "AI32"
Trigger34 = Command = "AI33"
Trigger35 = Command = "AI34"
Trigger36 = Command = "AI35"
Trigger37 = Command = "AI36"
Trigger38 = Command = "AI37"
Trigger39 = Command = "AI38"
Trigger40 = Command = "AI39"
Trigger41 = Command = "AI40"
Trigger42 = Command = "AI41"
Trigger43 = Command = "AI42"
Trigger44 = Command = "AI43"
Trigger45 = Command = "AI44"
Trigger46 = Command = "AI45"
Trigger47 = Command = "AI46"
Trigger48 = Command = "AI47"
Trigger49 = Command = "AI48"
Trigger50 = Command = "AI49"
Trigger51 = Command = "AI50"
Trigger52 = var(59)=0
Trigger52 = numhelper(80000)
Trigger52 = helper(80000),var(59)>0
var(59) = 11
ignorehitpause = 1


;================================================================================================
;d͉xvZ
[state -3, yaccel]
type = varset
trigger1 = fvar(30) != EnemyNear(floor(fvar(37))),const(movement.yaccel)
trigger1 = EnemyNear(floor(fvar(37))),stateno != [5000,5210]
trigger1 = EnemyNear(floor(fvar(37))),Vel Y != 0
FV = 30
value = EnemyNear(floor(fvar(37))),const(movement.yaccel)
ignorehitpause = 1


[state -3, yaccel]
type = varset
trigger1 = fvar(30) != EnemyNear(floor(fvar(37))),GetHitVar(yaccel)
trigger1 = EnemyNear(floor(fvar(37))),stateno = [5000,5210]
;trigger1 = EnemyNear(floor(fvar(37))),Vel Y != 0
FV = 30
value = EnemyNear(floor(fvar(37))),GetHitVar(yaccel);(ŌĂyaccell)
ignorehitpause = 1


[state -3, yaccel]
type = varset
trigger1 = fvar(30) != 0
trigger1 = EnemyNear(floor(fvar(37))),Vel Y = 0
FV = 30
value = 0
ignorehitpause = 1


;================================================================================================
;R{p
[State -3]
Type = varset
TriggerAll = Var(59) > 0
Trigger1 = Stateno = 1400 && Movehit
fvar(36) = 1


[State -3]
Type = varset
TriggerAll = Var(59) > 0
Trigger1 = P2MoveType != H
fvar(36) = 0


;================================================================================================
;ǌstO
[State -3]
Type = varset
TriggerAll = Var(59) > 0
Trigger1 = Stateno = 310 && Movehit
Trigger2 = ProjHitTime(1500) = 1
fvar(36) = 2

[State -3]
Type = varset
TriggerAll = Var(59) > 0
Trigger1 = P2Stateno = 3903
fvar(36) = 2

[State -3]
Type = varset
TriggerAll = Var(59) > 0
Trigger1 = P2MoveType != H
fvar(36) = 0


;================================================================================================
;Δѓwp[p

[State -3]
type = varset
trigger1 = RoundState != 2
var(25) = 0

[State -3]
type = varset
triggerall = !var(25)
trigger1 = Ctrl
var(25) = GameTime
persistent = 0

[State -3];GAwp[
type = varset
triggerall = RoundState = 2
trigger1 = GameTime = var(25)
trigger2 = (GameTime - var(25))%200 = 1
trigger2 = P2MoveType != A
var(26) = Enemy(0),NumHelper
ignorehitpause = 1

[State -3];GBwp[
type = varset
triggerall = NumEnemy = 2
trigger1 = GameTime = var(25)
trigger2 = (GameTime - var(25))%200 = 1
trigger2 = P2MoveType != A
var(27) = Enemy(1),NumHelper
ignorehitpause = 1

[State -3]
type = varset
triggerall = Enemy(0),NumHelper - var(26) > 0
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = Enemy(1),NumHelper - var(27) > 0
var(28) = 1
ignorehitpause = 1

[State -3]
type = varset
trigger1 = NumEnemy = 1
trigger1 = Enemy(0),NumHelper - var(26) <= 0
trigger2 = NumEnemy = 2
trigger2 = Enemy(0),NumHelper - var(26) <= 0
trigger2 = Enemy(1),NumHelper - var(27) <= 0
var(28) = 0
ignorehitpause = 1


;================================================================================================
;^bOpmF
[State -3]
Type = varset
Trigger1 = numenemy=1
fvar(37) = 0


[State -3]
Type = varset
Trigger1 = numenemy=2
fvar(37) = ifelse(EnemyNear(0),alive,0,1)


;
;o[T
;
;fENCX@
[State -3,GC]
type = ChangeState
value = 1350
triggerall = var(59) >= 10
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = ctrl && prevstateno = 5120 && time <= 1
TriggerAll = Random<= var(59)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
triggerall = EnemyNear(floor(fvar(37))),Time >=50 || Time <= 2 || var(59) >= 11
trigger1 = P2StateType = A
trigger1 = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),60+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
trigger1 = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
trigger1 = EnemyNear(floor(fvar(37))),vel X >= 0
trigger1 = EnemyNear(floor(fvar(37))),vel Y >= 0
trigger1 = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
trigger2 = P2StateType != A
trigger2 = P2MoveType = A

;
;JE^[
;
;fEVs[Q
[State -1, counter]
type = ChangeState
value = 1600
triggerall = var(59) >= 10
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = ctrl && prevstateno = 5120 && time <= 1
TriggerAll = Random<= var(59)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
triggerall = EnemyNear(floor(fvar(37))),Time >=50 || Time <= 2 || var(59) >= 11
trigger1 = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),60+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
trigger1 = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
trigger1 = EnemyNear(floor(fvar(37))),vel X >= 0
trigger1 = EnemyNear(floor(fvar(37))),vel Y >= 0
trigger1 = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
trigger2 = P2MoveType = A
ignorehitpause = 0

[State -3]
Type = ChangeState
Value = 1600
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
triggerall = Random<=var(59)*100
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0 && P2MoveType = A)
Trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0
Trigger2 = Enemy,NumProj > 0
Trigger3 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(37))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = P2movetype = A
Trigger5 = Var(28)

;
;ď
;
;fEz
[State -3, MAX S]
type = ChangeState
value = 3300
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = power >= 3000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2bodydist X = [-15,30]
triggerall = P2bodydist y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -7 
Triggerall = prevstateno = 700
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random <= var(59)*100

;MAXfEXN[Q
[State -3, MAX S]
type = ChangeState
value = 2500
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = power >= 2000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2bodydist X = [-15,50]
triggerall = P2bodydist y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -7 
Triggerall = prevstateno = 700
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random <= var(59)*100


;fEXN[Q
[State -3, S]
type = ChangeState
value = 2000
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = power >= 1000
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2bodydist X = [-15,40]
triggerall = P2bodydist y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -7 
Triggerall = prevstateno = 700
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random <= var(59)*100


;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2BodyDist X = [-10,15]
triggerall = P2BodyDist Y >= 0
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -5 
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 700 || prevstateno = 52000
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random<= var(59)*100


;ߋp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2BodyDist X = [-21,21]
triggerall = P2BodyDist Y = [-40,0]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -6 
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 700 || prevstateno = 52000
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random<= var(59)*100


;fENCX@
[State -3,GC]
type = ChangeState
value = 1350
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10,60]
triggerall = P2bodydist y = [-72,0]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
Triggerall = (PrevStateNo=[5000,5270]) || (PrevStateNo=[120,159]) || prevstateno = 700 || prevstateno = 52000
triggerall = EnemyNear(floor(fvar(37))),ctrl = 0
Trigger1 = Random<= var(59)*100


;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear(floor(fvar(37))),HitDefAttr = SCA,AT;
;
;MAXfEN[l
[State -3,GC]
type = ChangeState
value = 3410
triggerall = var(59) >= 10
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),20+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = P2MoveType = A
TriggerAll = P2Life <= 475
TriggerAll = Random<= var(59)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
TriggerAll = Power>= 2000
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

;fEN[l
[State -3,GC]
type = ChangeState
value = 3400
triggerall = var(59) >= 10
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),20+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = P2MoveType = A
TriggerAll = Random<= var(59)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
TriggerAll = Power>= 1000
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

;Y
[State -3,Ynage]
type = ChangeState
value = 810
TriggerAll = Var(59) > 0
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType != A
triggerall = P2StateType != L
TriggerAll = P2BodyDist X = [-14,14] 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22
triggerall = stateno != 100
TriggerAll = P2MoveType = A
TriggerAll = Random<= var(59)*100
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

;Y
[State -3,Ynage]
type = ChangeState
value = 810
TriggerAll = Var(59) > 0
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType != A
triggerall = P2StateType != L
triggerall = P2StateType != A
TriggerAll = P2BodyDist X = [-14,14] 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22
triggerall = stateno != 100
TriggerAll = P2MoveType = A
TriggerAll = Random<= var(59)*100
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

;fENCX@
[State -3,GC]
type = ChangeState
value = 1350
triggerall = var(59) >= 10
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),50+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = P2MoveType = A
TriggerAll = Random<= var(59)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])


;Oً}
[State -3, T S]
type = ChangeState
value = 700
TriggerAll = Var(59) > 0
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
TriggerAll = P2BodyDist X = [-10,110] 
TriggerAll = P2BodyDist Y >= -60 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = !EnemyNear(floor(fvar(37))),HitDefAttr = SCA,NT,ST,HT
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -30 
TriggerAll = Random<= var(59)*100
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

;obNXebv
[State -3, Back Step]
type = ChangeState
value = 105
TriggerAll = Var(59) > 0
Triggerall = RoundState = 2
TriggerAll = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
TriggerAll = P2BodyDist X = [-10,120] 
TriggerAll = P2BodyDist Y >= -60 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -9 
TriggerAll = BackEdgeBodyDist >= 20
TriggerAll = Random<= var(59)*100
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])


;fEh
[State -3, LW]
type = ChangeState
value = 1150
TriggerAll = Var(59) > 0
Triggerall = StateType != A
Triggerall = RoundState = 2
Triggerall = !InGuardDist
triggerall = P2StateType != L
Triggerall = P2BodyDist X = [120,200]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
Triggerall = NumProj = 0
Triggerall = Random < var(59)*100
Trigger1 = EnemyNear(floor(fvar(37))),NumProj >= 1
Trigger2 = Var(28)
Trigger2 = EnemyNear(floor(fvar(37))),HitDefAttr = ,AP


;nCWv
[State -3, H-Jump]
type = ChangeState
value = 44
TriggerAll = Var(59) > 0
Triggerall = StateType != A
Triggerall = RoundState = 2
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2MoveType != H
Triggerall = P2BodyDist X >= 200
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
Triggerall = Random <= var(59)*100
trigger1 = EnemyNear(floor(fvar(37))),NumProj >= 1 || EnemyNear(floor(fvar(37))),HitDefAttr = SC,NP,SP,HP
Trigger2 = Var(28)
Trigger2 = EnemyNear(floor(fvar(37))),HitDefAttr = ,AP


;
;K[h 
;inguarddist EnemyNear(floor(fvar(37))),HitDefAttr = SCA,AA;Ō
;
[State -3]
Type = ChangeState
Value = 120
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
triggerall = Random<=var(59)*100
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0 && P2MoveType = A)
Trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0
Trigger2 = Enemy,NumProj > 0
Trigger3 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(37))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = P2movetype = A
Trigger5 = Var(28)


[State -3]
Type = ChangeState
Value = 120
TriggerAll = Var(59) > 0
TriggerAll = StateType != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = IfElse(Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0,(Abs(P2Dist X) <= 60),1)
triggerall = Random<=var(59)*100
Trigger1 = InGuardDist || (Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0 && P2MoveType = A)
Trigger1 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger2 = InGuardDist || Facing*(EnemyNear(floor(fvar(37))),Facing)*P2Dist X >0
Trigger2 = Enemy,NumProj > 0 
Trigger3 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger3 = P2BodyDist X < 0
Trigger4 = EnemyNear(floor(fvar(37))),Vel X > 0
Trigger4 = EnemyNear(floor(fvar(37))),HitDefAttr = SC,NA,SA,HA,NP,SP,HP || EnemyNear(floor(fvar(37))),HitDefAttr = A,NA,SA,HA,NP,SP,HP
Trigger5 = P2movetype = A
Trigger5 = Var(28)


;
;K[hLZ
;
;K[hLZӂƂ΂
[State -3, Throw]
type = ChangeState
value = 300
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = stateno = [150,151]
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
triggerall = EnemyNear(floor(fvar(37))),Animtime <= -13
triggerall = BackEdgeBodyDist <= 15
triggerall = P2BodyDist X = [-5,60]
triggerall = P2BodyDist Y >= 45
Trigger1 = Random <= var(59)*100


;K[hLZOً}
[State -3, T S]
type = ChangeState
value = 700
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = stateno = [150,151]
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
triggerall = EnemyNear(floor(fvar(37))),Animtime <= -30
triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 40
triggerall = BackEdgeBodyDist <= 16
triggerall = P2BodyDist X = [0,120]
Trigger1 = Random <= var(59)*100


;
;nNU 
;EnemyNear(floor(fvar(37))),StateType = L EnemyNear(floor(fvar(37))),AnimTime P2bodyDist Y P2bodyDist X
;
;_bV
[State -3, Dash]
Type = ChangeState
Value = 100
Ctrl = 0
TriggerAll = Var(59) > 0
Triggerall = RoundState = 2 
Triggerall = StateType != A
Triggerall = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22
triggerall = Stateno != 100
Triggerall = P2BodyDist X = [15,200]
Triggerall = Facing != EnemyNear(floor(fvar(37))),Facing
Triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 40
Trigger1 = Random <= var(59)*100
Trigger1 = P2StateNo = [5100,5110]


;菬Wv
[State -3,Sjump]
Type = ChangeState
Value = 43
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
Triggerall = Facing != EnemyNear(floor(fvar(37))),Facing
Triggerall = EnemyNear(floor(fvar(37))),BackEdgeBodyDist >= 40
Triggerall = P2BodyDist X = [-15,15]
Trigger1 = Random <= var(59)*100
Trigger1 = P2StateNo = [5100,5110]


;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
Triggerall = P2BodyDist X = [-5,15]
Triggerall = Facing = EnemyNear(floor(fvar(37))),Facing
Triggerall = EnemyNear(floor(fvar(37))),AnimTime = -1
Trigger1 = P2StateNo = 5120
Trigger1 = Random <= var(59)*100


;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
TriggerAll = Var(59) > 0
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
Triggerall = Random <= var(59)*100
Triggerall = P2BodyDist X = [-5,40]
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(floor(fvar(37))),AnimTime = -8

;fENCX@
[State -3,GC]
type = ChangeState
value = 1370
triggerall = var(59) >= 10
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),50+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = P2MoveType = A
TriggerAll = Random<= var(59)*100
TriggerAll = EnemyNear(floor(fvar(37))),AnimTime <= -8 
triggerall = EnemyNear(floor(fvar(37))),Time >=30 || Time <= 2 || var(59) >= 11
trigger1 = EnemyNear(floor(fvar(37))),Time >=50 || var(59) >= 11
Trigger2 = (PrevStateNo=[5000,5270]) || prevstateno = 52000
Trigger3 = (PrevStateNo=[120,159])

;fELbP
[State -3, LK]
type = ChangeState
value = 1000
TriggerAll = Var(59) > 0
triggerall = numprojID(1000) = 0
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
Triggerall = Random <= var(59)*100
Triggerall = P2BodyDist X = [41,100]
Triggerall = P2BodyDist Y >= 0
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(floor(fvar(37))),AnimTime = -19


;fELbP
[State -3, SK]
type = ChangeState
value = 1050
TriggerAll = Var(59) > 0
triggerall = numprojID(1000) = 0
Triggerall = RoundState = 2
Triggerall = StateType != A
Triggerall = P2StateType = L
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
Triggerall = Random <= var(59)*100
Triggerall = P2BodyDist X >= 101
Triggerall = P2BodyDist Y >= 0
Trigger1 = P2StateNo = 5120
Trigger1 = EnemyNear(floor(fvar(37))),AnimTime = -19

;obNXebv
[State -3,]
Type = ChangeState
Value = 105
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
TriggerAll = StateType != A
TriggerAll = P2StateType = L
Triggerall = Facing != EnemyNear(floor(fvar(37))),Facing
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
Triggerall = P2BodyDist X = [-5,30]
Trigger1 = P2StateNo = 5120
Trigger1 = Random <= var(59)*100


;
;nډ 
;Prevstateno EnemyNear(floor(fvar(37))),Movetype = H EnemyNear(floor(fvar(37))),stateno = [120,159]
;
;fEV[gXc@[
[State -3, F]
type = ChangeState
value = 3200
TriggerAll = Var(59) > 0
triggerall = fvar(36) = 1
triggerall = power >= 5000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-15+floor(6*(EnemyNear(floor(fvar(37))),vel X)),80+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-60-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100

;fEz
[State -3, F]
type = ChangeState
value = 3300
TriggerAll = Var(59) > 0
triggerall = fvar(36) = 1
triggerall = power >= 3000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-15+floor(6*(EnemyNear(floor(fvar(37))),vel X)),60+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-30-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100

;fEt[Q
[State -3, F]
type = ChangeState
value = 3000
TriggerAll = Var(59) > 0
triggerall = fvar(36) = 1
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-15+floor(6*(EnemyNear(floor(fvar(37))),vel X)),80+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-60-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100

;MAXfEXN[Q
[State -3, MAX S]
type = ChangeState
value = 2500
TriggerAll = Var(59) > 0
triggerall = fvar(36) = 1
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-15+floor(6*(EnemyNear(floor(fvar(37))),vel X)),80+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-60-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100


;fEXN[Q
[State -3, S]
type = ChangeState
value = 2000
TriggerAll = Var(59) > 0
triggerall = fvar(36) = 1
triggerall = power >= 1000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-15+floor(6*(EnemyNear(floor(fvar(37))),vel X)),50+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-60-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100


;fEhbP
[State -3, LD]
type = ChangeState
value = 1200
TriggerAll = Var(59) > 0
triggerall = fvar(36) = 1
triggerall = power <= 999
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2bodydist X = [-15+floor(19*(EnemyNear(floor(fvar(37))),vel X)),50+floor(19*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-55-floor(19*(EnemyNear(floor(fvar(37))),vel Y)+(19*(19+1)/2)*fvar(30)),0-floor(19*(EnemyNear(floor(fvar(37))),vel Y)+(19*(19+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
trigger1 = P2StateType != L
Trigger1 = Random <= var(59)*100


;fENCX@
[State -3,GC]
type = ChangeState
value = 1300
TriggerAll = Var(59) > 0
triggerall = fvar(36) = 1
triggerall = power <= 999
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2bodydist X = [-15+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-55-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100

;fEt[Q
[State -3,GC]
type = ChangeState
value = 1750
TriggerAll = Var(59) > 0
triggerall = fvar(36) = 1
triggerall = power <= 999
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2bodydist X = [-15+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-55-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = !inguarddist
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100

;MAXfEXN[Q
[State -3, MAX S]
type = ChangeState
value = 2500
TriggerAll = Var(59) > 0
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X >= 101 
triggerall = P2BodyDist Y >= 0
triggerall = !inguarddist
triggerall = P2StateType != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100
trigger1 = ProjHitTime(1000) != -1 && ProjHitTime(1000) < 13

;fEXN[Q
[State -3, S]
type = ChangeState
value = 2000
TriggerAll = Var(59) > 0
triggerall = power >= 1000
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X <= 70
triggerall = P2BodyDist Y >= 0
triggerall = !inguarddist
triggerall = P2StateType != A
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100
trigger1 = ProjHitTime(1000) != -1 && ProjHitTime(1000) < 13


;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) > 0
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-5,15]
triggerall = P2BodyDist Y >= 0
triggerall = P2statetype != L
triggerall = P2movetype = H
triggerall = P2statetype != A
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*100


;ߋp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
TriggerAll = Var(59) > 0
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2BodyDist X = [-21,21]
triggerall = P2BodyDist Y = [-40-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100


;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2BodyDist X = [-10,25]
triggerall = P2BodyDist Y >= 0 
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100


;p`
[State -3, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(59) > 0
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2BodyDist X = [-5,34]
triggerall = P2BodyDist Y = [-45-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30)),0-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
triggerall = P2StateType != C
Trigger1 = Random <= var(59)*100


;fEh
[State -3, LW]
type = ChangeState
value = 1100
TriggerAll = Var(59) > 0
triggerall = fvar(36) = 2
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2BodyDist X = [-15,30]
triggerall = P2BodyDist Y = [-55-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)),0-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = !inguarddist
TriggerAll = EnemyNear(floor(fvar(37))),BackEdgeBodyDist <= 15
triggerall = P2StateType = A
triggerall = P2MoveType = H
trigger1 = P2StateType != L
Trigger1 = Random <= var(59)*100


;_bV
[State -3, Dash]
type = ChangeState
value = 100
TriggerAll = Var(59) > 0
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2BodyDist X >= 30
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22
triggerall = Stateno != 100
triggerall = !inguarddist
triggerall = P2MoveType = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100


;Wv
[State -3, Sjump]
type = ChangeState
value = 43
TriggerAll = Var(59) > 0
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y >= 0
triggerall = !inguarddist
triggerall = P2movetype = H
triggerall = P2StateType != L
triggerall = P2StateType = C
triggerall = P2stateno = [120,159]
Trigger1 = Random <= var(59)*100


;WvLbN
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
triggerall = !fvar(36)
triggerall = roundstate = 2
triggerall = statetype = A
triggerall = ctrl
triggerall = stateno != 105
triggerall = P2BodyDist X = [-15,54]
triggerall = P2BodyDist Y = [-22,59]
triggerall = !inguarddist
triggerall = P2StateType != A
triggerall = P2movetype = H
triggerall = P2StateType != L
Trigger1 = Random <= var(59)*100


;
;nq 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;
;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2BodyDist X = [-10,25]
triggerall = P2BodyDist Y >= 0 
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
trigger1 = stateno = 440 && movecontact

;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2BodyDist X = [-10,25]
triggerall = P2BodyDist Y >= 0 
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
trigger1 = stateno = 400 && movecontact

;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2BodyDist X = [-10,25]
triggerall = P2BodyDist Y >= 0 
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
trigger1 = stateno = 430 && movecontact

;Ⴊ݋p`
[State -3, Crouching Strong Punch]
type = ChangeState
value = 410
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2statetype != A
Triggerall = P2BodyDist X = [-10,25]
triggerall = P2BodyDist Y >= 0 
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
trigger1 = stateno = 440 && movecontact

;p`
[State -3, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,30]
Triggerall = P2BodyDist Y = [-45,0]
Triggerall = P2StateType != L
Triggerall = P2StateType != C
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 430 && Movecontact
Trigger2 = stateno = 400 && Movecontact


;fENCX
[State -3, SKr]
type = ChangeState
value = 1350
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,65]
Triggerall = P2BodyDist Y = [-55,0]
Triggerall = P2StateType != L
Triggerall = P2StateType = A
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 200 && Movecontact
Trigger2 = stateno = 215 && Movecontact
Trigger2 = AnimElem = 6
Trigger3 = stateno = 400 && Movecontact
Trigger4 = stateno = 430 && Movecontact
Trigger5 = stateno = 1400 && Movecontact

;`ENXgEc@C
[State -3, AKZ]
type = ChangeState
value = 320
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,45]
Triggerall = P2BodyDist Y = [-30,0]
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 200 && MoveGuarded
Trigger2 = stateno = 215 && MoveGuarded
Trigger2 = AnimElem = 6
Trigger3 = stateno = 400 && MoveGuarded
Trigger4 = stateno = 430 && MoveGuarded

;fENCX
[State -3, AKZ]
type = ChangeState
value = 1370
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,45]
Triggerall = P2BodyDist Y = [-30,0]
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 200 && MoveGuarded
Trigger2 = stateno = 215 && MoveGuarded
Trigger2 = AnimElem = 6
Trigger3 = stateno = 320 && MoveGuarded
Trigger4 = stateno = 330 && MoveGuarded

;`ENXgE@CA
[State -3, AKW]
type = ChangeState
value = 330
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,55]
Triggerall = P2BodyDist Y = [-30,0]
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 200 && Movehit
Trigger2 = stateno = 215 && Movehit
Trigger2 = AnimElem = 6
Trigger3 = stateno = 300 && Movehit


;fEh
[State -3, SW]
type = ChangeState
value = 1150
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,45]
Triggerall = P2BodyDist Y = [-40,0]
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0  && MoveGuarded
Trigger2 = stateno = 440 && Movehit


;fELbP
[State -3, SK]
type = ChangeState
value = 1050
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,65]
Triggerall = P2BodyDist Y = [-50,0]
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 320 && AnimElemtime(4) >= 0 && AnimElemtime(5) < 0  && movehit
Trigger2 = stateno = 440 && Movehit

;fEX
[State -3, LR]
type = ChangeState
value = 1400
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,110]
Triggerall = P2BodyDist Y = [-45,0]
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 330 && AnimElemtime(18) >= 1 && AnimElemtime(19) < 0 && Movehit
Trigger2 = stateno = 320 && AnimElem = 4 = 0 && Movehit

;fEP[jbq
[State -3, K]
type = ChangeState
value = 2100
TriggerAll = Var(59) > 0
triggerall = power >= 1000
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,80]
Triggerall = P2BodyDist Y >= 0
Triggerall = P2StateType != L
Triggerall = P2StateType != A
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 1400 && AnimElem = 12, = 2
Trigger1 = Movehit


;MAXfEP[jbq
[State -3, MAX K]
type = ChangeState
value = 2600
TriggerAll = Var(59) > 0
triggerall = power >= 2000
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,120]
Triggerall = P2BodyDist Y >= 0
Triggerall = P2StateType != L
Triggerall = P2StateType != A
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 2100 && AnimElemTime(42) = 2 ;, = 1
Trigger1 = Movehit

;
;󒆌q 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;
;fEbT[
[State -3,GB]
type = ChangeState
value = 1360
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype = A
Triggerall = P2BodyDist X = [-10,85]
triggerall = P2BodyDist Y = [-60,30]
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 1300
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(9) <= 3
Trigger2 = stateno = 1350
trigger2 = AnimElemtime(15) >= 0 && AnimElemtime(17) <= 3


;
;nړ 
;Ctrl Random P2bodyDist X
;
;O
[State -3, FWalk]
type = ChangeState
value = 21
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = !inguarddist
triggerall = ctrl || stateno = 22
triggerall = stateno != 21
triggerall = random <= 100*Var(59)
trigger1 = P2movetype = I
trigger1 = P2BodyDist X >= 50

;
;n㗧ZU 
;Ctrl Random EnemyNear(floor(fvar(37))),Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X
;
;fEN[vc
[State -3, LC]
type = ChangeState
value = 1500
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = numprojID(1500) = 0
triggerall = statetype != A
Triggerall = P2BodyDist Y >= -60
Triggerall = P2BodyDist X >= 160
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
Triggerall = P2StateType != A
Triggerall = P2moveType != H
Triggerall = P2MoveType = I
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Trigger1 = EnemyNear(floor(fvar(37))),Vel X <= 0
Trigger1 = Random <= var(59)*25

;fELbP
[State -3, LK]
type = ChangeState
value = 1000
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = numprojID(1000) = 0
triggerall = statetype != A
triggerall = P2BodyDist Y >= 0
Triggerall = P2BodyDist X >= 160
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
Triggerall = P2StateType != A
Triggerall = P2moveType != H
Triggerall = P2MoveType = I
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Trigger1 = EnemyNear(floor(fvar(37))),Vel X <= 0
Trigger1 = Random <= var(59)*25

;
;΋
;
;MAXfEN[l
[State -3, SKr]
type = ChangeState
value = 3410
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 2000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
triggerall = p2Life <= 475
Trigger1 = Random <= var(59)*100

;fEN[l
[State -3, SKr]
type = ChangeState
value = 3400
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = power >= 1000
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
triggerall = p2Life <= 300
Trigger1 = Random <= var(59)*100

;fENCX
[State -3, SKr]
type = ChangeState
value = 1350
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),65+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= var(59)*100

;Ⴊ݂ӂƂ΂
[State -3, CT]
type = ChangeState
value = 900
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2bodydist X = [-10+floor(9*(EnemyNear(floor(fvar(37))),vel X)),30+floor(9*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-81-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)),0-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= var(59)*100

;`ENXgEAC
[State -3, AKE]
type = ChangeState
value = 310
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2bodydist X = [-10+floor(9*(EnemyNear(floor(fvar(37))),vel X)),30+floor(9*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-81-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)),0-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2Statetype = A
Trigger1 = Random <= var(59)*100


;
;
;
;fEX
[State -3, Crouching Light Kick]
type = ChangeState
value = 1400
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-5+floor(5*(EnemyNear(floor(fvar(37))),vel X)),15+floor(5*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y >= 0--floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30))
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*20

;ႪݎLbN
[State -3, Crouching Light Kick]
type = ChangeState
value = 430
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-5+floor(5*(EnemyNear(floor(fvar(37))),vel X)),15+floor(5*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y >= 0--floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30))
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*20


;Ⴊ݋LbN
[State -3, Crouching Strong Kick]
type = ChangeState
value = 440
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-5+floor(9*(EnemyNear(floor(fvar(37))),vel X)),40+floor(9*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y >= 0--floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(5+1)/2)*fvar(30))
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*15


;ߋp`
[State -3, Stand Strong Punch]
type = ChangeState
value = 215
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = P2BodyDist X = [-21,21]
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-21+floor(6*(EnemyNear(floor(fvar(37))),vel X)),21+floor(6*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-40-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*30

;Ⴊݎp`
[State -3, Crouching Light Punch]
type = ChangeState
value = 400
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-30+floor(5*(EnemyNear(floor(fvar(37))),vel X)),30+floor(5*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-10-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)),0-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*30


;p`
[State -3, Stand Light Punch]
type = ChangeState
value = 200
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [-34+floor(3*(EnemyNear(floor(fvar(37))),vel X)),34+floor(3*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-45-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30)),0-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(3*(3+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*30


;LbN
[State -3, Standing Strong Kick]
type = ChangeState
value = 240
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = p2bodydist X > 24
triggerall = P2BodyDist X = [24,40]
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [24+floor(12*(EnemyNear(floor(fvar(37))),vel X)),40+floor(12*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-41-floor(12*(EnemyNear(floor(fvar(37))),vel Y)+(12*(12+1)/2)*fvar(30)),0-floor(3*(EnemyNear(floor(fvar(37))),vel Y)+(12*(12+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*10


;LbN
[State -3, Stand Light Kick]
type = ChangeState
value = 230
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = P2BodyDist X > 11
triggerall = statetype != A
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
triggerall = P2BodyDist X = [12+floor(7*(EnemyNear(floor(fvar(37))),vel X)),60+floor(7*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2BodyDist Y = [-45-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)),0-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30))]
triggerall = P2statetype != L
triggerall = P2movetype != H
triggerall = P2statetype != C
triggerall = !InGuardDist
Trigger1 = Random <= var(59)*30

;fENCX
[State -3, AKZ]
type = ChangeState
value = 1370
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = statetype != A
Triggerall = P2BodyDist X = [-10,45]
Triggerall = P2BodyDist Y = [-30,0]
Triggerall = P2StateType != L
Triggerall = !InGuardDist
Triggerall = Random <= var(59)*100
Trigger1 = stateno = 200 && MoveGuarded
Trigger2 = stateno = 215 && MoveGuarded
Trigger2 = AnimElem = 6
Trigger3 = stateno = 230 && MoveGuarded
Trigger4 = stateno = 240 && MoveGuarded
Trigger5 = stateno = 400 && MoveGuarded
Trigger6 = stateno = 430 && MoveGuarded
Trigger7 = stateno = 440 && MoveGuarded
Trigger8 = stateno = 1400 && AnimElem = 10,2 && MoveGuarded

;
;󒆗ZU 
;Ctrl Random EnemyNear(floor(fvar(37))),Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;
;g
[State -3, UKEMI]
type = ChangeState
value = 52000
TriggerAll = Var(59) > 0
triggerall = alive = 1
Triggerall = Random <= var(59)*100
trigger1 = stateno = 5050
trigger1 = pos y > -30
trigger1 = vel y > 0 && vel y < 9

;󒆎g
[State -3, UKEMI]
type = ChangeState
value = 5210
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = stateno = 5050
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
triggerall = inguarddist
trigger1 = random <= 100*var(59)

;fEV@[
[State -3, SLK]
type = ChangeState
value = 1900
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X = [-15+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X)),54+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X))]
triggerall = P2BodyDist Y = [-22-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54),59-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist
triggerall = P2statetype != L
trigger1 = random <= 100*var(59)

;fEVeVkby
[State -3, SLK]
type = ChangeState
value = 1800
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X = [-15+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X)),54+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X))]
triggerall = P2BodyDist Y = [-22-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54),59-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist
triggerall = P2statetype != L
trigger1 = random <= 100*var(59)

;Wvp`
[State -3, Jump Strong Punch]
type = ChangeState
value = 610
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = vel X = 0
triggerall = P2BodyDist X = [-15+floor(9*(EnemyNear(floor(fvar(37))),vel X)+floor(9*vel X)),24+floor(9*(EnemyNear(floor(fvar(37))),vel X)+floor(9*vel X))]
triggerall = P2BodyDist Y = [-50-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.54),11-floor(9*(EnemyNear(floor(fvar(37))),vel Y)+(9*(9+1)/2)*fvar(30)-floor(9*vel Y)-(9*(9+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist
triggerall = P2statetype != L
trigger1 = random <= 100*var(59)


;΂߃Wvp`
[State -3, Jump Strong Punch]
type = ChangeState
value = 615
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = vel X != 0
triggerall = P2BodyDist X = [-15+floor(5*(EnemyNear(floor(fvar(37))),vel X)+floor(5*vel X)),31+floor(5*(EnemyNear(floor(fvar(37))),vel X)+floor(5*vel X))]
triggerall = P2BodyDist Y = [-46-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)-floor(5*vel Y)-(5*(5+1)/2)*0.54),45-floor(5*(EnemyNear(floor(fvar(37))),vel Y)+(5*(5+1)/2)*fvar(30)-floor(5*vel Y)-(5*(5+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist
triggerall = P2statetype != L
trigger1 = random <= 100*var(59)


;WvLbN
[State -3, Jump Strong Kick]
type = ChangeState
value = 640
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X = [-15+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X)),54+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X))]
triggerall = P2BodyDist Y = [-22-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54),59-floor(7*(EnemyNear(floor(fvar(37))),vel Y)+(7*(7+1)/2)*fvar(30)-floor(7*vel Y)-(7*(7+1)/2)*0.54)]
triggerall = (EnemyNear(floor(fvar(37))),statetype != A && Vel Y >= 0) || EnemyNear(floor(fvar(37))),statetype = A
triggerall = !inguarddist
triggerall = P2statetype != L
trigger1 = random <= 100*var(59)


