[Statedef -3]

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

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

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


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


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


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


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


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


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

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

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


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

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

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

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

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

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

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


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


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


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

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

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

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

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


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


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


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


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


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

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

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

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

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


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

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


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


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


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


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


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


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


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


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


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


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

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

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


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

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


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

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

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

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


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


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


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

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

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

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


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


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


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


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


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


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


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


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


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

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

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

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

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


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

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

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

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


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


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

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

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


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

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


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

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

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

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

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

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

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

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


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

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


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


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

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


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


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


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

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

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

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

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

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

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


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


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



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

;------------------------------------------------------------------------------
;g
;------------------------------------------------------------------------------
;g
[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

;Wv()
[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

;------------------------------------------------------------------------------
;؂ԂAo[T
;------------------------------------------------------------------------------
;MAXfEN[l
[State -3,GC]
type = ChangeState
value = 3410
triggerall = var(59) >= 10
TriggerAll = StateType != A
TriggerAll = RoundState = 2
triggerall = P2StateType != L
triggerall = P2bodydist X = [-10+floor(8*(EnemyNear(floor(fvar(37))),vel X)),20+floor(8*(EnemyNear(floor(fvar(37))),vel X))]
triggerall = P2bodydist y = [-72-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30)),0-floor(8*(EnemyNear(floor(fvar(37))),vel Y)+(8*(8+1)/2)*fvar(30))]
triggerall = ctrl || stateno = 20|| stateno = 21|| stateno = 22|| stateno = 100
TriggerAll = P2MoveType = A
TriggerAll = P2Life <= 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])

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

;fENCX
[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]

;
[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]

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

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

;fENCX
[State -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

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

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

;------------------------------------------------------------------------------
;K[h
[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)

;GCOً}
[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

;GCӂƂ΂
[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

;------------------------------------------------------------------------------
;p`(΋)
[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

;`ENXgEAC(΋)
[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 fEXN[Q(΋R{)
[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

;fEXN[Q(΋R{)
[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

;fEh(΋R{)
[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

;fENCX(΋R{)
[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

;------------------------------------------------------------------------------
;Ds
;------------------------------------------------------------------------------
;`ENXgE@CA
[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

;(K[h)
[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

;------------------------------------------------------------------------------
;NU
;------------------------------------------------------------------------------
;fEN[vc
[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

;Wv
[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

;WvLbN
[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

;obNXebv
[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

;fELbP
[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

;------------------------------------------------------------------------------
;
;------------------------------------------------------------------------------
;ߋp`()
[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

;ႪݎLbN()
[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]

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

;p`()
[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

;LbN()
[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

;Ⴊݎp`()
[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]

;`ENXgE@CA()
[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]

;fEX()
[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

;p`()
[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]

;Wv()
[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

;------------------------------------------------------------------------------
;obNXebv
[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

;------------------------------------------------------------------------------
;ډR{
;------------------------------------------------------------------------------
;`ENXgEAC(ドXǌ)
[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

;fEh
[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
;ドXハhNCXorK
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
;ドX()P[jbqハh
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
;ドXハhP[jbqハh
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
;ドXACh~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

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

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

;fEt[Q(ドXEハhǌ)
[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
;ドXハht[Q
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-90,-60]
trigger2 = EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,FrontEdgeBodyDist <= 10
trigger2 = Random <= var(59)*45

;MAXfEXN[Q(ドXEハhǌ)
[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
;ドXハhMAXXN[Q
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-90,-60]
trigger2 = EnemyNear,BackEdgeBodyDist <= 10 || EnemyNear,FrontEdgeBodyDist <= 10
trigger2 = Random <= var(59)*100

;fEXN[Q(ドXEハhǌ)
[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
;ドXハhXN[Q
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-70,-50]
trigger2 = EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5
trigger2 = Random <= var(59)*50

;fEP[jbq(ドXEハhǌ)
[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]
;ドXハhP[jbq
trigger2 = var(55) = 3
trigger2 = P2BodyDist Y = [-70,-50]
trigger2 = EnemyNear,BackEdgeBodyDist <= 5 || EnemyNear,FrontEdgeBodyDist <= 5
trigger2 = Random <= var(59)*100

;ߋp`(ドXǌ)
[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

;fEhbP(ドXǌ)
[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]

;fEX(ドXǌ)
[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]

;fENCX(ドXǌ)
[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

;fEt[Q(SCP[jbqǌ)
[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 fEXN[Q(SCP[jbqǌ)
[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

;fEXN[Q(SCP[jbqǌ)
[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

;fENCX(SCP[jbqǌ)
[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

;ႪݎLbN(ډ)
[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

;ߋp`(ډ)
[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

;p`(ډ)
[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

;Ⴊݎp`(ډ)
[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

;`ENXgE@CA(ډ)
[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

;_bV
[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

;------------------------------------------------------------------------------
;R{
;------------------------------------------------------------------------------
;fEt[Q(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

;MAXfEP[jbq(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

;MAXfEXN[Q(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

;fEP[jbq(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

;fEh
[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]

;fEN[vc
[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

;fEX
[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

;fELbP
[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

;Ⴊݎp`
[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

;`ENXgEc@C
[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

;------------------------------------------------------------------------------
;ѓ,Ԃ
;------------------------------------------------------------------------------
;fEt[[
[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

;fEN[vc
[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

;fELbP
[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

;fELbP
[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

;fEhbP
[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

;------------------------------------------------------------------------------
;
;------------------------------------------------------------------------------
;
[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

;------------------------------------------------------------------------------
;
;------------------------------------------------------------------------------
;ႪݎLbN
[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

;p`
[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

;ߋp`
[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

;LbN
[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

;Ⴊ݋LbN
[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

;Ⴊݎp`
[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

;ߋLbN
[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

;LbN
[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

;Ⴊ݋p`
[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

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

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


;------------------------------------------------------------------------------
;
;------------------------------------------------------------------------------
;g
[State -3, UKEMI]
type = ChangeState
value = 52000
TriggerAll = Var(59) > 0
triggerall = alive = 1
Triggerall = Random <= var(59)*100
trigger1 = stateno = 5050
trigger1 = pos y > -30
trigger1 = vel y > 0 && vel y < 9

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

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

;fEV@[
[State -3, SLK]
type = ChangeState
value = 1900
TriggerAll = Var(59) > 0
triggerall = roundstate = 2
triggerall = stateno != 105
triggerall = statetype = A
triggerall = ctrl
triggerall = P2BodyDist X = [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)

;΂߃Wvp`
[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

;WvLbN
[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

;󒆂ӂƂ΂
[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

;------------------------------------------------------------------------------
;Xe[W[op(E)
[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


;Xe[W[op()
[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
