[Statedef -3]

[State -3, AI婲摦梡僿儖僷乕]
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, 仾偑梋寁側偙偲偟側偄傛偆偵]
type=changestate
Trigger1= ishelper(80000)
Trigger1= stateno!=80000
value=80000

[State -3, AI敾掕]
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


;================================================================================================
;廳椡壛懍搙寁嶼
[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);(懪寕摉偰偨帪偺yaccel抣)
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


;================================================================================================
;僐儞儃梡
[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


;================================================================================================
;捛寕晄壜僼儔僌
[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


;================================================================================================
;懳旘傃摴嬶仌僿儖僷乕梡

[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];揋A僿儖僷乕悢
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];揋B僿儖僷乕悢
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


;================================================================================================
;僞僢僌梡惗懚妋擣
[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)


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;儕僶乕僒儖
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;俧丒僋儗僀僗丂
[State -3,G]
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

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僇僂儞僞乕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;俧丒僔儏僺乕僎儖
[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)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;峝捈偺寗傪偮偔
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;俧丒儂儖儞
[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

;MAX俧丒僗僋儔乕僎儞
[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


;俧丒僗僋儔乕僎儞
[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


;偟傖偑傒庛僉僢僋
[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


;嬤嫍棧棫偪嫮僷儞僠
[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


;嫮俧丒僋儗僀僗丂
[State -3,G]
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


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;愗傝懼偊偟
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear(floor(fvar(37))),HitDefAttr = SCA,AT;搳偘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;MAX俧丒僋儘乕僱
[State -3,G]
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])

;俧丒僋儘乕僱
[State -3,G]
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搳偘
[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搳偘
[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])

;嫮俧丒僋儗僀僗丂
[State -3,G]
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])


;慜嬞媫夞旔
[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])

;僶僢僋僗僥僢僾
[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])


;嫮俧丒儚儞僪
[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


;僴僀僕儍儞僾
[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


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪 
;inguarddist EnemyNear(floor(fvar(37))),HitDefAttr = SCA,AA;懪寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[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)


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪僉儍儞僙儖
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪僉儍儞僙儖傆偭偲偽偟
[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


;僈乕僪僉儍儞僙儖慜嬞媫夞旔
[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


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋婲偒峌傔 
;EnemyNear(floor(fvar(37))),StateType = L EnemyNear(floor(fvar(37))),AnimTime P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;棤廃傝僟僢僔儏
[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]


;棤廃傝彫僕儍儞僾
[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]


;偟傖偑傒庛僉僢僋
[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


;偟傖偑傒嫮僉僢僋
[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

;挻俧丒僋儗僀僗丂
[State -3,G]
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])

;俧丒僉僢働儞
[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


;嫮俧丒僉僢働儞
[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

;僶僢僋僗僥僢僾
[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


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋栚墴偟 
;Prevstateno EnemyNear(floor(fvar(37))),Movetype = H EnemyNear(floor(fvar(37))),stateno = [120,159]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;俧丒僔儏乕僩僗僣傽乕儞
[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

;俧丒儂儖儞
[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

;俧丒僼儕儏乕僎儖
[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

;MAX俧丒僗僋儔乕僎儞
[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


;俧丒僗僋儔乕僎儞
[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


;庛俧丒僪儔僢働儞
[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


;俧丒僋儗僀僗丂
[State -3,G]
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

;嫮俧丒僼儕乕僎儞
[State -3,G]
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

;MAX俧丒僗僋儔乕僎儞
[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

;俧丒僗僋儔乕僎儞
[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


;偟傖偑傒庛僉僢僋
[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


;嬤嫍棧棫偪嫮僷儞僠
[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


;偟傖偑傒庛僷儞僠
[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


;棫偪庛僷儞僠
[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


;庛俧丒儚儞僪
[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


;僟僢僔儏
[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


;彫僕儍儞僾
[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


;僕儍儞僾嫮僉僢僋
[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


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋宷偓 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;偟傖偑傒庛僷儞僠
[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

;偟傖偑傒庛僉僢僋
[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

;偟傖偑傒嫮僉僢僋
[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

;偟傖偑傒嫮僷儞僠
[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

;棫偪庛僷儞僠
[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


;嫮俧丒僋儗僀僗
[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

;俙丒僋儞僗僩丒僣償傽僀
[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

;挻俧丒僋儗僀僗
[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

;俙丒僋儞僗僩丒償傽僀傾
[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


;嫮俧丒儚儞僪
[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


;嫮俧丒僉僢働儞
[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

;庛俧丒儔儞僗
[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

;俧丒働乕僯僢僸
[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


;MAX俧丒働乕僯僢僸
[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

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞宷偓 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;俧丒儊僢僒乕
[State -3,G]
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


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋堏摦 
;Ctrl Random P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;慜曕偒
[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

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋棫偪夞傝媄怳傝 
;Ctrl Random EnemyNear(floor(fvar(37))),Movetype = I丂inguarddist  P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;庛俧丒僋儘乕儞僾儕儞僣
[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

;俧丒僉僢働儞
[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

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;懳嬻
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;MAX俧丒僋儘乕僱
[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

;俧丒僋儘乕僱
[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

;嫮俧丒僋儗僀僗
[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

;偟傖偑傒傆偭偲偽偟
[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

;俙丒僋儞僗僩丒傾僀儞
[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


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;尅惂
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;庛俧丒儔儞僗
[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

;偟傖偑傒庛僉僢僋
[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


;偟傖偑傒嫮僉僢僋
[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


;嬤嫍棧棫偪嫮僷儞僠
[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

;偟傖偑傒庛僷儞僠
[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


;棫偪庛僷儞僠
[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


;墦嫍棧棫偪嫮僉僢僋
[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


;墦嫍棧棫偪庛僉僢僋
[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

;挻俧丒僋儗僀僗
[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

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞棫偪夞傝媄怳傝 
;Ctrl Random EnemyNear(floor(fvar(37))),Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;庴恎
[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

;嬻拞庴恎
[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)

;俧丒僔儏償傽乕儞
[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)

;俧丒僔儏僥儖儞僔儏僰僢儁
[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)

;悅捈僕儍儞僾嫮僷儞僠
[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)


;幬傔僕儍儞僾嫮僷儞僠
[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)


;僕儍儞僾嫮僉僢僋
[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)



;==============================================================================
;AI
;==============================================================================

;------------------------------------------------------------------------------
;庴恎
;------------------------------------------------------------------------------
;庴恎
[State -1, UKEMI]
type = ChangeState
value = 52000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = alive = 1
triggerall = StateNo = 5050
triggerall = Pos Y > -30
triggerall = Vel Y > 0 && Vel Y < 9
trigger1 = Random <=var(59)*30

;彫僕儍儞僾(搳偘夞旔)
[State -1, S Jump]
type = null ;ChangeState
value = 41
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = EnemyNear,HitDefAttr = SC,AT
triggerall = EnemyNear,Time >= 32-var(59)*2 || (EnemyNear,Time >= 7 && var(59) = [9,10]) || var(59) >= 11
triggerall = P2BodyDist X < 90
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*80

;------------------------------------------------------------------------------
;愗傝曉偟丄儕僶乕僒儖
;------------------------------------------------------------------------------
;MAX俧丒僋儘乕僱
[State -3,G]
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 <= 450
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])

;俧丒僋儘乕僱
[State -3,G]
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])

;嫮俧丒僋儗僀僗
[State -1, SKr]
type = ChangeState
value = 1350
triggerall = var(59) >= 6
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = EnemyNear,Time >= 32-var(59)*2 || (EnemyNear,Time >= 7 && var(59) = [9,10]) || var(59) >= 11
triggerall = P2BodyDist X = [-5,60]
triggerall = P2BodyDist Y = [-60,0]
triggerall = EnemyNear,Vel X >= 0
triggerall = EnemyNear,Vel Y >= 0
triggerall = Ctrl || StateNo = 21
triggerall = Random <= var(59)*20 || Random <= var(59)*20+(Life < 400*100)
trigger1 = PrevStateNo = [5000,5270]
trigger2 = PrevStateNo = [120,159]

;搳偘
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,14]
triggerall = var(57) <= 0
triggerall = EnemyNear,Vel X >= 0 
triggerall = StateNo != 100
triggerall = Ctrl || StateNo = 21
triggerall = Random <= var(59)*60 || Random <= var(59)*70 && var(59) >= 11
trigger1 = PrevStateNo = [5000,5270]
trigger2 = PrevStateNo = [120,159]

;------------------------------------------------------------------------------
;懳嬻丄僈乕僪
;------------------------------------------------------------------------------
;MAX俧丒僋儘乕僱
[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

;俧丒僋儘乕僱
[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

;嫮俧丒僋儗僀僗
[State -1, SKr]
type = ChangeState
value = 1350
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,70]
triggerall = P2BodyDist Y = [-60,0]
triggerall = EnemyNear,Vel X >= 0
triggerall = EnemyNear,Vel Y >= 0
triggerall = Ctrl
trigger1 = Random <= var(59)*25 || Random <= 500 && var(59) >= 11

;偟傖偑傒傆偭偲偽偟
[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

;俙丒僋儞僗僩丒傾僀儞
[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

;------------------------------------------------------------------------------
;僈乕僪
[State -1, Guard]
type = ChangeState
value = 120
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateNo != [120,155] 
triggerall = inguarddist
triggerall = !EnemyNear,HitDefAttr = SC,AT
triggerall = Ctrl || StateNo = 21
trigger1 = Random <= var(59)*70 || var(59) >= 11

[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)

;GC慜嬞媫夞旔
[State -1, GC T S]
type = ChangeState
value = 700
triggerall = var(59) >= 7
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = Power >= 1000
triggerall = StateNo = [150,151]
triggerall = EnemyNear,AnimTime <= -28
trigger1 = Random <= var(59)*10

;GC傆偭偲偽偟
[State -1, GC Throw]
type = ChangeState
value = 300
triggerall = var(59) >= 7
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2MoveType = A
triggerall = P2StateType != L
triggerall = Power >= 1000
triggerall = StateNo = [150,151]
triggerall = EnemyNear,AnimTime <= -28
triggerall = EnemyNear,Vel Y >= 0 
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y = [-60,0]
trigger1 = Random <= var(59)*10

;------------------------------------------------------------------------------
;棫偪庛僷儞僠(懳嬻)
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y = [-65,0]
triggerall = EnemyNear,Vel X > 0
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*70

;俙丒僋儞僗僩丒傾僀儞(懳嬻)
[State -1, AKE]
type = ChangeState
value = 310
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = P2BodyDist X = [10,24]
triggerall = P2BodyDist Y = [-110,-70]
triggerall = EnemyNear,Vel X >= 0
triggerall = EnemyNear,Vel Y >= 0
triggerall = Facing != EnemyNear,Facing
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*30

;MAX 俧丒僗僋儔乕僎儞(懳嬻僐儞儃)
[State -1, MAX S]
type = ChangeState
value = 2500
triggerall = var(59) >= 8
triggerall = roundstate = 2
triggerall = Power >= 2000
triggerall = StateType != A
triggerall = var(55) = 0
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = P2Statetype = A
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [0,40]
triggerall = P2BodyDist Y = [-45,0]
trigger1 = StateNo = 215 && AnimElemTime(5) > 0 && MoveHit
trigger1 = Random <= var(59)*40
trigger2 = StateNo = 200 && MoveHit
trigger2 = P2BodyDist X = [21,40]
trigger2 = Random <= var(59)*10

;俧丒僗僋儔乕僎儞(懳嬻僐儞儃)
[State -1, S]
type = ChangeState
value = 2000
triggerall = var(59) >= 8
triggerall = roundstate = 2
triggerall = Power >= 1000
triggerall = StateType != A
triggerall = var(55) = 0
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = P2Statetype = A
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [0,40]
triggerall = P2BodyDist Y = [-45,0]
trigger1 = StateNo = 215 && AnimElemTime(5) > 0 && MoveHit
trigger1 = Random <= var(59)*40
trigger2 = StateNo = 200 && MoveHit
trigger2 = P2BodyDist X = [21,40]
trigger2 = Random <= var(59)*40

;庛俧丒儚儞僪(懳嬻僐儞儃)
[State -1, SW]
type = ChangeState
value = 1100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(55) = 0
triggerall = P2Statetype = A
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [-5,20]
triggerall = P2BodyDist Y = [-40,0]
triggerall = StateNo = 200 && MoveHit
trigger1 = Random <= var(59)*40

;俧丒僋儗僀僗(懳嬻僐儞儃)
[State -1, SKr]
type = ChangeState
value = 1300
triggerall = var(59) >= 5
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(55) = 0
triggerall = P2Statetype = A
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [-5,70]
triggerall = P2BodyDist Y = [-70,0]
trigger1 = StateNo = 200
trigger1 = ((P2BodyDist X = [21,40]) && (P2BodyDist Y = [-70,-46]) && MoveHit) || MoveGuarded
trigger1 = Random <= var(59)*100
trigger2 = StateNo = 215 && AnimElemTime(5) > 0 && MoveContact
trigger2 = Random <= var(59)*100

;------------------------------------------------------------------------------
;桪愭峴摦
;------------------------------------------------------------------------------
;俙丒僋儞僗僩丒償傽僀傾
[State -1, AKW_combo]
type = ChangeState
value = 330
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = Random <= var(59)*100 || var(59) >= 9
trigger1 = P2BodyDist X = [0,65]
trigger1 = StateNo = 400 && MoveHit
trigger2 = P2BodyDist X = [30,65]
trigger2 = StateNo = 430 && MoveHit
trigger3 = P2BodyDist X = [30,65]
trigger3 = StateNo = 200 && MoveHit
trigger4= P2BodyDist X = [30,65]
trigger4 = StateNo = 215 && MoveHit

;搳偘(僈乕僪曵偟)
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = var(57) <= 0
triggerall = P2StateNo = [120,159]
triggerall = P2BodyDist X = [-5,14]
triggerall = StateNo != 100
triggerall = Ctrl || StateNo = 21
trigger1 = Random <= var(59)*70

;------------------------------------------------------------------------------
;婲偒峌傔
;------------------------------------------------------------------------------
;庛俧丒僋儘乕儞僾儕儞僣
[State -1, LC]
type = ChangeState
value = 1500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1500) = 0
triggerall = StateType != A
triggerall = P2StateType = L
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = P2BodyDist X > 60
trigger1 = Random <= var(59)*80

;彫僕儍儞僾
[State -1, S Jump]
type = ChangeState
value =41
triggerall = var(59) >= 5
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = L
triggerall = P2BodyDist X = [-8,80]
triggerall = P2StateNo = 5120
triggerall = EnemyNear,animtime = -22
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*60

;僕儍儞僾嫮僉僢僋
[State -1 ,JHK]
type = ChangeState
value =640
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = P2BodyDist X = [-8,45]
triggerall = Vel Y >= 0
triggerall = Pos Y >= -32
triggerall = P2StateNo = 5120
triggerall = Ctrl
trigger1 = Random <= var(59)*100

;僶僢僋僗僥僢僾
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = L && P2StateType != A
triggerall = P2MoveType != H
triggerall = P2StateNo != [5000,5110]
triggerall = P2StateNo = 5120
triggerall = !inguarddist
triggerall = P2BodyDist X = [-8,80]
triggerall = Ctrl || StateNo = 21 ; || StateNo = 100
trigger1 = Random <= var(59)*5
trigger2 = EnemyNear,animtime = [-2,0]
trigger2 = Random <= var(59)*100

;庛俧丒僉僢働儞
[State -1, LK]
type = ChangeState
value = 1000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1500) = 0
triggerall = StateType != A
triggerall = P2StateType = L
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = P2BodyDist X > 120
trigger1 = Random <= var(59)*30

;------------------------------------------------------------------------------
;斀寕
;------------------------------------------------------------------------------
;嬤嫍棧棫偪嫮僷儞僠(斀寕)
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2StateNo != 5120
triggerall = EnemyNear,AnimTime <= -6
triggerall = !inguarddist
triggerall = P2BodyDist X = [-5,21]
triggerall = P2BodyDist Y = [-55,0]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*50
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = P2StateNo = [200,649] 
trigger2 = EnemyNear,StateType = A
trigger2 = !EnemyNear,Ctrl

;偟傖偑傒庛僉僢僋(斀寕)
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L 
triggerall = EnemyNear,AnimTime <= -5
triggerall = P2BodyDist X = [-5,39]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]

;挻俧丒僋儗僀僗丂
[State -3,G]
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])

;棫偪庛僷儞僠(斀寕)
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2StateType != C
triggerall = EnemyNear,AnimTime <= -3
triggerall = P2BodyDist X = [-5,45]
triggerall = P2BodyDist Y = [-50,0]
triggerall = StateNo != 200 && PrevStateNO != 200
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999] 
trigger2 = EnemyNear,StateType = A
trigger2 = !EnemyNear,Ctrl

;墦嫍棧棫偪庛僉僢僋(斀寕)
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2StateType != C
triggerall = P2MoveType != H
triggerall = EnemyNear,AnimTime <= -7
triggerall = !inguarddist
triggerall = P2BodyDist X = [12,68]
triggerall = P2BodyDist Y = [-40,0]
triggerall = StateNo != 230 && PrevStateNo != 230
triggerall = Ctrl || StateNo = 21; || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]
trigger2 = EnemyNear,StateType = A
trigger2 = !EnemyNear,Ctrl

;偟傖偑傒庛僷儞僠(斀寕)
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = EnemyNear,AnimTime <= -5
triggerall = !inguarddist
triggerall = P2BodyDist X = [-5,35]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]

;俙丒僋儞僗僩丒償傽僀傾(斀寕)
[State -1, AKW]
type = null ;ChangeState
value = 330
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2StateType = S
triggerall = EnemyNear,AnimTime <= -8
triggerall = !inguarddist
triggerall = P2BodyDist X = [45,75]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]

;庛俧丒儔儞僗(斀寕)
[State -1, LR]
type = null ;ChangeState
value = 1400
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateNo != [5120,5210]
triggerall = !inguarddist 
triggerall = P2BodyDist X = [70,100]
triggerall = Ctrl || StateNo = 21 || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 
trigger1 = EnemyNear,animtime <= -15
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]
trigger1 = Random <= var(59)*100

;墦嫍棧棫偪嫮僷儞僠(斀寕)
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = [1,8]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = EnemyNear,AnimTime <= -17
triggerall = !inguarddist
triggerall = P2BodyDist X = [76,92]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]

;拞僕儍儞僾(斀寕)
[State -1, M Jump]
type = ChangeState
value = 42
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType != L
triggerall = P2StateNo != [5120,5210]
triggerall = !inguarddist 
triggerall = P2BodyDist X = [86,150]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = EnemyNear,AnimTime <= -30
trigger1 = EnemyNear,MoveType = I || EnemyNear,MoveType = A
trigger1 = (P2StateNo = [200,649]) || P2StateNo = [1000,1999]
trigger1 = Random <= var(59)*30

;------------------------------------------------------------------------------
;僶僢僋僗僥僢僾
[State -1, Back Step]
type = ChangeState
value = 105
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L && P2StateType != A
triggerall = P2StateNo != [5000,5210]
triggerall = !inguarddist
triggerall = BackEdgeBodyDist >= 30
triggerall = NumProjID(1000) = 0 || NumProjID(1500) = 0
triggerall = Ctrl || StateNo = 21; || StateNo = 100
trigger1 = P2BodyDist X = [50,120]
trigger1 = P2MoveType != H || P2StateNo = [120,159]
trigger1 = Random <= var(59)*3
trigger2 = P2BodyDist X = [0,60]
trigger2 = EnemyNear,StateNo = [120,159]
trigger2 = Random <= var(59)*10
trigger3 = P2MoveType != H || P2StateNo = [120,159]
trigger3 = P2BodyDist X = [100,150]
trigger3 = Random <= var(59)*5

;------------------------------------------------------------------------------
;栚墴偟僐儞儃
;------------------------------------------------------------------------------
;俙丒僋儞僗僩丒傾僀儞(庛儔儞僗捛寕)
[State -1, AKE]
type = ChangeState
value = 310
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = var(55) = 1
triggerall = var(56) = 1
triggerall = P2BodyDist X = [-24,24]
triggerall = P2BodyDist Y > -110
triggerall = EnemyNear,BackEdgeBodyDist < 10 || EnemyNear,FrontEdgeBodyDist < 10
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*100 || var(59) >= 9

;庛俧丒儚儞僪
[State -1, SW]
type = ChangeState
value = 1100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [-5,40]
;triggerall = FrontEdgeBodyDist <= 40
;庛儔儞僗仺庛儚儞僪仺嫮僋儗僀僗or挻昁
trigger1 = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = PrevStateNo != 1101
trigger1 = EnemyNear,BackEdgeBodyDist <= 20 || EnemyNear,FrontEdgeBodyDist <= 20
trigger1 = P2BodyDist Y = [-100,-50]
trigger1 = var(55) = 1
trigger1 = Random <= var(59)*100
;庛儔儞僗仺(棊壓)働乕僯僢僸仺庛儚儞僪
trigger2 = Ctrl || StateNo = 21 || StateNo = 100
trigger2 = PrevStateNo != 1101
trigger2 = EnemyNear,BackEdgeBodyDist < 20 || EnemyNear,FrontEdgeBodyDist < 20
trigger2 = P2BodyDist Y = [-120,-50]
trigger2 = var(55) = 2
trigger2 = Random <= var(59)*100
;庛儔儞僗仺庛儚儞僪仺働乕僯僢僸仺庛儚儞僪
trigger3 = Ctrl || StateNo = 21 || StateNo = 100
trigger3 = PrevStateNo != 1101
trigger3 = EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,FrontEdgeBodyDist <= 10
trigger3 = P2BodyDist Y = [-100,-50]
trigger3 = EnemyNear,Vel Y > 7
trigger3 = var(55) = 3
trigger3 = Random <= var(59)*100
;庛儔儞僗仺傾僀儞仺儚儞僪亊n
trigger4 = Ctrl	|| PrevStateNo = 1101
trigger4 = EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5
trigger4 = P2BodyDist Y > -160
trigger4 = var(55) = 4
trigger4 = var(56) = 1
trigger4 = Random <= var(59)*100 || var(59) >= 9

;俧丒僔儏乕僩僗僣傽乕儞
[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

;俧丒儂儖儞
[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

;俧丒僼儕儏乕僎儖(庛儔儞僗丒庛儚儞僪捛寕)
[State -1, F]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = EnemyNear,Vel Y > 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = var(55) = 1
trigger1 = P2BodyDist Y = [-80,-60]
trigger1 = EnemyNear,BackEdgeBodyDist >= 5 || EnemyNear,FrontEdgeBodyDist >= 5
trigger1 = Random <= var(59)*40
;庛儔儞僗仺庛儚儞僪仺僼儕儏乕僎儖
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-90,-60]
trigger2 = EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,FrontEdgeBodyDist <= 10
trigger2 = Random <= var(59)*45

;MAX俧丒僗僋儔乕僎儞(庛儔儞僗丒庛儚儞僪捛寕)
[State -1, MAX S]
type = ChangeState
value = 2500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = EnemyNear,Vel Y > 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = var(55) = 1
trigger1 = P2BodyDist Y = [-80,-60]
trigger1 = EnemyNear,BackEdgeBodyDist >= 5 || EnemyNear,FrontEdgeBodyDist >= 5
trigger1 = Random <= var(59)*100
;庛儔儞僗仺庛儚儞僪仺MAX僗僋儔乕僎儞
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-90,-60]
trigger2 = EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,FrontEdgeBodyDist <= 10
trigger2 = Random <= var(59)*100

;俧丒僗僋儔乕僎儞(庛儔儞僗丒庛儚儞僪捛寕)
[State -1, S]
type = ChangeState
value = 2000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = EnemyNear,Vel Y > 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = var(55) = 1
trigger1 = P2BodyDist Y = [-80,-60]
trigger1 = EnemyNear,BackEdgeBodyDist >= 5 || EnemyNear,FrontEdgeBodyDist >= 5
trigger1 = Random <= var(59)*100
;庛儔儞僗仺庛儚儞僪仺僗僋儔乕僎儞
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-70,-50]
trigger2 = EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5
trigger2 = Random <= var(59)*50

;俧丒働乕僯僢僸(庛儔儞僗丒庛儚儞僪捛寕)
[State -1, K]
type = ChangeState
value = 2100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = EnemyNear,Vel Y > 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = Ctrl || StateNo = 100
trigger1 = var(55) = 1
trigger1 = P2BodyDist Y = [-95,-85]
trigger1 = EnemyNear,BackEdgeBodyDist > 5 || EnemyNear,FrontEdgeBodyDist > 5
trigger1 = Random <= var(59)*30 && Power = [1000,1999]
;庛儔儞僗仺庛儚儞僪仺働乕僯僢僸
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-70,-50]
trigger2 = EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5
trigger2 = Random <= var(59)*100

;嬤嫍棧嫮僷儞僠(庛儔儞僗捛寕)
[State -1, NSHP]
type = ChangeState
value = 215
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = var(55) = 1
triggerall = P2StateType != L
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2BodyDist X <= 20
triggerall = P2BodyDist Y = [-60,-20]
triggerall = EnemyNear,Vel Y > 0
triggerall = Ctrl || StateNo = 21
trigger1 = Random <= var(59)*100 || var(59) >= 9

;庛俧丒僪儔僢働儞(庛儔儞僗捛寕)
[State -1, SD]
type = ChangeState
value = 1200
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = Power < 2000
triggerall = var(55) = 1
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2BodyDist Y = [-110,-95]
triggerall = EnemyNear,Vel Y = [-1,1]
triggerall = EnemyNear,BackEdgeBodyDist > 20 || EnemyNear,FrontEdgeBodyDist > 20
triggerall = Ctrl || StateNo = 100
trigger1 = (Random = [251,250+var(59)*20]) || Power>= 1000 && Random = [251,250+var(59)*3]

;嫮俧丒儔儞僗(庛儔儞僗捛寕)
[State -1, SR]
type = ChangeState
value = 1450
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = Power < 2000
triggerall = var(55) = 1
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = P2BodyDist Y = [-110,-95]
triggerall = EnemyNear,Vel Y = [-1,2]
triggerall = EnemyNear,BackEdgeBodyDist > 20 || EnemyNear,FrontEdgeBodyDist > 20
triggerall = Ctrl || StateNo = 100
trigger1 = (Random = [501,500+var(59)*20]) || Power>= 1000 && Random = [501,500+var(59)*3]

;嫮俧丒僋儗僀僗(庛儔儞僗捛寕)
[State -1, SKr]
type = ChangeState
value = 1350
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = EnemyNear,Vel Y > 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = Ctrl || StateNo = 100
trigger1 = var(55) = 1
trigger1 = P2BodyDist Y = [-80,-60]
trigger1 = EnemyNear,BackEdgeBodyDist > 5 || EnemyNear,FrontEdgeBodyDist > 5
trigger1 = Random < var(59)*100 || Power>= 1000 && Random <= var(59)*5
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-70,-30]
trigger2 = EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5
trigger2 = Random <= var(59)*100

;俧丒僼儕儏乕僎儖(SC働乕僯僢僸捛寕)
[State -1, F]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = Power >= 2000
triggerall = Statetype != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = EnemyNear,BackEdgeBodyDist < 20 || EnemyNear,FrontEdgeBodyDist < 20
triggerall = var(55) = 6
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = P2BodyDist X <= 150
triggerall = P2BodyDist Y > -110
triggerall = EnemyNear,Vel Y >= 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = NumHelper(20000) && NumHelper(30000)
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*40
trigger1 = Helper(20000),rootdist X <= 205 && facing = 1
trigger2 = Helper(30000),rootdist X <= 205 && facing = -1

;MAX 俧丒僗僋儔乕僎儞(SC働乕僯僢僸捛寕)
[State -1, MAX S]
type = ChangeState
value = 2500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = StateType != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = EnemyNear,BackEdgeBodyDist < 20 || EnemyNear,FrontEdgeBodyDist < 20
triggerall = var(55) = 6
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = P2BodyDist X <= 150
triggerall = P2BodyDist Y > -110
triggerall = EnemyNear,Vel Y >= 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = NumHelper(20000) && NumHelper(30000)
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100
trigger1 = Helper(20000),rootdist X <= 205 && facing = 1
trigger2 = Helper(30000),rootdist X <= 205 && facing = -1

;俧丒僗僋儔乕僎儞(SC働乕僯僢僸捛寕)
[State -1, S]
type = ChangeState
value = 2000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 1000
triggerall = statetype != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = EnemyNear,BackEdgeBodyDist < 20 || EnemyNear,FrontEdgeBodyDist < 20
triggerall = var(55) = 6
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = P2BodyDist X < 109
triggerall = P2BodyDist Y > -110
triggerall = EnemyNear,Vel Y >= 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = NumHelper(20000) && NumHelper(30000)
triggerall = Ctrl || StateNo = 21 || StateNo = 100
triggerall = Random <= var(59)*100 || var(59) >= 9
trigger1 = Helper(20000),rootdist X <= 165 && facing = 1
trigger2 = Helper(30000),rootdist X <= 165 && facing = -1

;嫮俧丒僋儗僀僗(SC働乕僯僢僸捛寕)
[State -1, SKr]
type = ChangeState
value = 1350
triggerall = var(59)
triggerall = roundstate = 2
triggerall = statetype != A
triggerall = P2StateType = A
triggerall = P2MoveType = H
triggerall = var(55) = 6
triggerall = EnemyNear,BackEdgeBodyDist < 20 || EnemyNear,FrontEdgeBodyDist < 20
triggerall = P2BodyDist X < 70
triggerall = P2BodyDist Y = [-90,0]
triggerall = EnemyNear,Vel Y >= 0
triggerall = P2StateNo != 1230 && P2StateNo != 2030
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*100

;偟傖偑傒庛僉僢僋(栚墴偟)
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A && P2StateType != L
triggerall = P2MoveType = H
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = PrevStateNo = 400
trigger1 = P2BodyDist X = [-5,30]
trigger1 = Random <= var(59)*100
trigger2 = (P2BodyDist X = [-5,35]) || StateNo = 100 && P2BodyDist X = [-5,40]
trigger2 = Random <= var(59)*100

;嬤嫍棧棫偪嫮僷儞僠(栚墴偟)
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L && P2StateType != A
triggerall = P2MoveType = H
triggerall = P2bodydist X = [-5,21]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*100

;棫偪庛僷儞僠(栚墴偟)
[State -1, Stand Light Punch]
type = 	ChangeState
value = 200
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L && P2StateType != C
triggerall = P2MoveType = H
triggerall = var(55) = 0
triggerall = P2BodyDist X = [-5,40]
triggerall = P2BodyDist Y = [-74,0]
triggerall = !inguarddist
triggerall = StateNo != 200 && PrevStateNo != 200
triggerall = P2StateNo != 131 && P2StateNo != [152,153]
triggerall = Ctrl || StateNo = 21; || StateNo = 100
trigger1 = Random <= var(59)*100

;偟傖偑傒庛僷儞僠(栚墴偟)
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [-5,27]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*100

;俙丒僋儞僗僩丒償傽僀傾(栚墴偟)
[State -1, AKW]
type = ChangeState
value = 330
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = P2StateNo != [120,159]
triggerall = P2BodyDist X = [20,65]
triggerall = !inguarddist
triggerall = PrevStateNo != [200,649] 
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*100

;僟僢僔儏
[State -1, Dash]
type = ChangeState
value = 100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [40,160]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21
trigger1 = Random <= var(59)*20

;------------------------------------------------------------------------------
;僐儞儃
;------------------------------------------------------------------------------
;俧丒僼儕儏乕僎儖(DC)
[State -1, F(DC)]
type = ChangeState
value = 3000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = var(55) = 6
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = NumHelper(20000) && NumHelper(30000)
trigger1 = StateNo = 2100 && AnimElemtime(42) > 0 &&  MoveHit
trigger1 = Helper(20000),rootdist X > 280 && facing = 1 || Helper(30000),rootdist X > 280 && facing = -1
trigger1 = Random <= var(59)*30
trigger2 = StateNo = 2100 && AnimElemtime(42) = 1 &&  MoveHit
trigger2 = Helper(20000),rootdist X <= 280 && facing = 1 || Helper(30000),rootdist X <= 280 && facing = -1
trigger2 = Random <= var(59)*5

;MAX俧丒働乕僯僢僸(DC)
[State -1, MAX K(DC)]
type = ChangeState
value = 2600
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = var(55) = 6
triggerall = NumHelper(20000) && NumHelper(30000)
trigger1 = StateNo = 2100 && AnimElemtime(42) > 0 &&  MoveHit
trigger1 = Helper(20000),rootdist X > 280 && facing = 1 || Helper(30000),rootdist X > 280 && facing = -1
trigger1 = Random = [301,300+var(59)*30]
trigger2 = StateNo = 2100 && AnimElemtime(42) = 1 &&  MoveHit
trigger2 = Helper(20000),rootdist X <= 280 && facing = 1 || Helper(30000),rootdist X <= 280 && facing = -1
trigger2 = Random <= var(59)*5

;MAX俧丒僗僋儔乕僎儞(DC)
[State -1, MAX S(DC)]
type = ChangeState
value = 2500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = power >= 2000
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = var(55) = 6
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = NumHelper(20000) && NumHelper(30000)
trigger1 = StateNo = 2100 && AnimElemtime(42) > 0 &&  MoveHit
trigger1 = Helper(20000),rootdist X > 280 && facing = 1 || Helper(30000),rootdist X > 280 && facing = -1
trigger1 = Random = var(59)*100
trigger2 = StateNo = 2100 && AnimElemtime(42) = 1 &&  MoveHit
trigger2 = Helper(20000),rootdist X <= 280 && facing = 1 || Helper(30000),rootdist X <= 280 && facing = -1
trigger2 = Random <= var(59)*5

;俧丒働乕僯僢僸(SC)
[State -1, K(SC)]
type = ChangeState
value = 2100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = Power >= 1000
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = var(55) = 1
triggerall = StateNo = 1400 && AnimElemtime(10) = 1 && MoveHit 
triggerall = NumHelper(20000) && NumHelper(30000)
trigger1 = Power = [1000,1999]
trigger1 = (Helper(20000),rootdist X = [76,290]) && Facing = 1 || (Helper(30000),rootdist X = [76,290]) && facing = -1
trigger1 = Random <= var(59)*60
trigger2 = Power = [1000,1999]
trigger2 = Helper(20000),rootdist X <= 75 && facing = 1 || Helper(30000),rootdist X <= 75 && facing = -1
trigger2 = Random <= var(59)*10
trigger3 = Power = [2000,2999]
trigger3 = (Helper(20000),rootdist X = [76,330]) && Facing = 1 || (Helper(30000),rootdist X = [76,330]) && facing = -1
trigger3 = Random <= var(59)*60
trigger4 = Power = [2000,2999]
trigger4 = (Helper(20000),rootdist X <= 75) && facing = 1 || (Helper(30000),rootdist X <= 75) && facing = -1
trigger4 = Random <= var(59)*20
trigger5 = Power >= 3000 
trigger5 = Random <= var(59)*90

;庛俧丒儚儞僪
[State -1, SW]
type = ChangeState
value = 1100
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2Statetype = A
triggerall = P2MoveType = H
triggerall = Random <= var(59)*100 || var(59) >= 9
;trigger1 = var(55) = 5
trigger1 = StateNo = 215
trigger1 = AnimElemTime(5) >= 1 && MoveHit
trigger2 = StateNo = 440 && MoveHit
trigger2 = P2BodyDist X = [-5,32]

;庛俧丒僋儘乕儞僾儕儞僣
[State -1, LC]
type = null ;ChangeState
value = 1500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1500) = 0
triggerall = StateType != A
triggerall = P2Statetype != A
trigger1 = stateno = 330 && AnimElemtime(18) >= 1
trigger1 = MoveHit

;庛俧丒儔儞僗
[State -1, LR]
type = ChangeState
value = 1400
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
trigger1 = StateNo = 330 && AnimElemTime(18) >= 1
trigger1 = MoveHit
trigger1 = Random <= var(59)*100 || var(59) >= 9
trigger2 = StateNo = 320 && AnimElemTime(4) = 1
trigger2 = MoveHit
trigger2 = Random <= var(59)*100 || var(59) >= 9
trigger3 = StateNO = 330 && P2StateType = C
trigger3 = AnimElemTime(4) > 3 && MoveHit
trigger3 = Random <= var(59)*100

;嫮俧丒僉僢働儞
[State -1, HK]
type = ChangeState
value = 1050
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1000) = 0
triggerall = StateType != A
triggerall = P2Statetype = A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = !inguarddist
triggerall = StateNo = 440 && MoveHit
triggerall = P2BodyDist X = [-5,50]
trigger1 = Random <= var(59)*100 || var(59) >= 9

;偟傖偑傒庛僷儞僠
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType = H
triggerall = P2BodyDist X = [-5,22]
triggerall = stateno = 430 && time >= 4 && movecontact
trigger1 = Random <= var(59)*100 || var(59) >= 9

;俙丒僋儞僗僩丒僣償傽僀
[State -1, AKZ]
type = ChangeState
value = 320
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L 
triggerall = P2StateType = C
triggerall = P2BodyDist X = [35,60]
triggerall = Random <= var(59)*20
trigger1 = StateNo = 200 && MoveGuarded
trigger2 = StateNo = 215 && MoveGuarded
trigger3 = StateNo = 400 && MoveGuarded
trigger4 = StateNo = 430 && MoveGuarded

;------------------------------------------------------------------------------
;旘傃摴嬶,傇偭傁
;------------------------------------------------------------------------------
;俧丒僼儏乕儔乕
[State -1, LC]
type = ChangeState
value = 3500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1500) = 0
triggerall = StateType != A
triggerall = P2Statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = power >= 2000
triggerall = !inguarddist
triggerall = !Enemy,NumProj
triggerall = Ctrl || StateNo = 100
trigger1 = P2BodyDist X > 140
trigger1 = Random <= var(59)*10
trigger2 = P2BodyDist X > 200
trigger2 = Random <= var(59)*20

;庛俧丒僋儘乕儞僾儕儞僣
[State -1, LC]
type = ChangeState
value = 1500
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1500) = 0
triggerall = StateType != A
triggerall = P2Statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = !Enemy,NumProj
triggerall = Ctrl || StateNo = 100
trigger1 = P2BodyDist X > 140
trigger1 = Random <= var(59)*10
trigger2 = P2BodyDist X > 200
trigger2 = Random <= var(59)*20

;庛俧丒僉僢働儞
[State -1, LK]
type = ChangeState
value = 1000
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1000) = 0
triggerall = StateType != A
triggerall = P2Statetype != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = !Enemy,NumProj
triggerall = Ctrl
trigger1 = P2BodyDist X > 120
trigger1 = Random <= var(59)*8
trigger2 = P2BodyDist X > 160
trigger2 = Random <= var(59)*5

;挻俧丒僉僢働儞
[State -1, LK]
type = ChangeState
value = 1070
triggerall = var(59)
triggerall = roundstate = 2
triggerall = numprojID(1000) = 0
triggerall = StateType != A
triggerall = P2Statetype = A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = !Enemy,NumProj
triggerall = Ctrl
trigger1 = P2BodyDist X > 120
trigger1 = Random <= var(59)*8
trigger2 = P2BodyDist Y > 160
trigger2 = Random <= var(59)*5

;庛俧丒僪儔僢働儞
[State -1, LD]
type = ChangeState
value = 1200
triggerall = var(59) = [1,7]
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L && P2StateType != A
triggerall = P2MoveType = I
triggerall = !TeamMode = Simul || TeamMode = Simul && var(58) = 1
triggerall = !inguarddist
triggerall = P2BodyDist X = [60,120]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*5

;------------------------------------------------------------------------------
;搳偘
;------------------------------------------------------------------------------
;搳偘
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = var(57) <= 0
triggerall = P2BodyDist X = [-5,14]
triggerall = StateNo != 100
triggerall = Ctrl || StateNo = 21
trigger1 = Random <= var(59)*50

;------------------------------------------------------------------------------
;棫偪夞傝
;------------------------------------------------------------------------------
;偟傖偑傒庛僉僢僋
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,39]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*40

;棫偪庛僷儞僠
[State -1, Stand Light Punch]
type = 	ChangeState
value = 200
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2StateType != C
triggerall = P2StateType = S
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,45]
triggerall = P2BodyDist Y = [-74,0]
triggerall = StateNo != 200 && PrevStateNo != 200
triggerall = !inguarddist
triggerall = P2StateNo != 131 && P2StateNo != [152,153]
triggerall = Ctrl || StateNo = 21; || StateNo = 100
trigger1 = Random <= var(59)*50

;嬤嫍棧棫偪嫮僷儞僠
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2MoveType != H
triggerall = P2bodydist X = [-5,22]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*30

;墦嫍棧棫偪庛僉僢僋
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2StateType != C
triggerall = P2MoveType != H
triggerall = StateNo != 230 && PrevStateNo != 230
triggerall = P2BodyDist X = [12,65]
triggerall = P2BodyDist Y = [-55,0]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100 && P2MoveType != H
trigger1 = Random <= var(59)*5

;偟傖偑傒嫮僉僢僋
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2StateType != A
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = P2BodyDist X = [-5,46+EnemyNear,Vel X*5]
triggerall = EnemyNear,Vel X > 0
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*30

;偟傖偑傒庛僷儞僠
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,35]
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <= var(59)*35

;嬤嫍棧棫偪庛僉僢僋
[State -1, Stand Light Kick]
type = null ;ChangeState
value = 235
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = P2BodyDist X < 12

;墦嫍棧棫偪嫮僉僢僋
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = !inguarddist
triggerall = P2BodyDist X = [-5,46]
triggerall = Ctrl || StateNo = 21 || StateNo = 100
trigger1 = Random <=var(59)*10

;偟傖偑傒嫮僷儞僠
[State -1, Crouching Strong Punch]
type = null ;ChangeState
value = 410
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType != A
triggerall = P2StateType != L
triggerall = P2MoveType != H
triggerall = P2BodyDist X = [-5,23]
triggerall = P2BodyDist Y = [-98,0]
triggerall = !inguarddist
trigger1 = Ctrl || StateNo = 21 || StateNo = 100

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僇僂儞僞乕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;俧丒僔儏僺乕僎儖
[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)


;------------------------------------------------------------------------------
;嬻拞
;------------------------------------------------------------------------------
;庴恎
[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

;嬻拞庴恎
[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)

;俧丒僔儏僥儖儞僔儏僰僢儁
[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)

;俧丒僔儏償傽乕儞
[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 = [0+floor(7*(EnemyNear(floor(fvar(37))),vel X)+floor(7*vel X)),200+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),-100-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)

;幬傔僕儍儞僾嫮僷儞僠
[State -1, Jump Strong Punch]
type = ChangeState
value = 615
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = StateNo != 105
triggerall = P2StateType != L 
triggerall = P2BodyDist X = [-5,50]
triggerall = P2BodyDist Y = [-55,46]
triggerall = Vel X != 0
triggerall = !inguarddist || EnemyNear,HitDefAttr = SC,AP
triggerall = Ctrl
trigger1 = Vel Y >= 0
trigger1 = P2StateType != A
trigger1 = Random <= var(59)*100
trigger2 = P2StateType = A
trigger2 = Random <= var(59)*100

;僕儍儞僾嫮僉僢僋
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = StateNo != 105
triggerall = P2StateType != L
triggerall = P2BodyDist X = [-5,75]
triggerall = P2BodyDist Y = [-55,95]
triggerall = Vel X >= 0
triggerall = Vel Y >= 0
triggerall = !inguarddist
triggerall = Ctrl
trigger1 = Random <= var(59)*100

;嬻拞傆偭偲偽偟
[State -1, CD]
type = ChangeState
value = 650
triggerall = var(59)
triggerall = roundstate = 2
triggerall = StateType = A
triggerall = P2StateType != L
triggerall = P2StateNo != 5120
triggerall = P2BodyDist X = [-5,60]
triggerall = P2BodyDist Y = [-48,38]
triggerall = Ctrl
trigger1 = P2StateType != A
trigger1 = Vel X <= 0
trigger1 = Random <= var(59)*100
trigger2 = !inguarddist
trigger2 = P2StateType = A
trigger2 = Random <= var(59)*100

;------------------------------------------------------------------------------
;僗僥乕僕抂専弌梡(塃)
[Statedef 20000] 
type = A
movetype = I
physics = N
ctrl = 0
velset = -10,0
anim = 9998
sprpriority = 1

[state 20000]
type = assertspecial
trigger1 = 1
flag = invisible

[State 20000, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000, 2]
type = selfstate
trigger1 = !ishelper
value = 0

[State 20000, 3]
type = Projectile
trigger1 = Time = 0
velocity = -10,0
projID = 2222
projanim = 0
projhits = 9999
projpriority = 9999
projremove = 0
projremovetime = -1
projedgebound = 100000
projstagebound = 0
offset = 0,0
supermovetime = 999
pausemovetime = 999

[State 30000, 4]
type = VelSet
trigger1 = Root,NumProjID(2222) = 0
trigger1 = Time > 0
x = 0
y = 0


;僗僥乕僕抂専弌梡(嵍)
[Statedef 30000]
type = A
movetype = I
physics = N
ctrl = 0
velset = -10,0
anim = 9998
sprpriority = 1

[state 20000]
type = assertspecial
trigger1 = 1
flag = invisible

[State 30000, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30000, 2]
type = selfstate
trigger1 = !ishelper
value = 0

[State 30000, 3]
type = Projectile
trigger1 = Time = 0
velocity = -10,0
projID = 3333
projanim = 0
projhits = 9999
projpriority = 9999
projremove = 0
projremovetime = -1
projedgebound = 100000
projstagebound = 0
offset = 0,0
supermovetime = 999
pausemovetime = 999

[State 30000 ,4]
type = VelSet
trigger1 = Root,NumProjID(3333) = 0
trigger1 = Time > 0
x = 0
y = 0
